All abilities
Every ability in the game, A to Z: 183 spells, passives, and autocasts.
In use
99 abilities carried by a unit or building right now.
Each attack coats the target in acid - -2 armor for 3 seconds. Does not stack; repeat hits refresh the timer. Costs no mana. Softens armored targets for the whole army to chew through.
+50% damage against mounted targets. Same hit lands normal damage on infantry. The pike is for the rider, the spear is for the horse - this unit knows both.
Bestows a random enchantment on a random allied unit - Bloodlust, Inspire, Soul Infusion, spell or magic resistance, or elemental strikes (chill, poison, acid). Granted enchantments are permanent for that unit's life; blessed units carry a mark.
Passive — each basic attack has a 10% chance to fire a homing magic missile at a random nearby enemy for bonus magic damage. Spreads damage across the battlefield without competing for the Mage's primary target. Arch Mage's variant triggers at 25%.
Passive — each basic attack has a 25% chance to fire a homing magic missile at a random nearby enemy for bonus magic damage. Spreads damage across the battlefield without competing for the Mage's primary target. Arch Mage's variant triggers at 25%.
Triggered passive - when the Arch Mage takes damage, instantly teleports 600 units backward away from the attacker. 15-second cooldown. Survival reflex - no mana cost, no activation.
The Shaman enrages a nearby ally for 45s: +40% attack speed and +20% movement speed, with a visible swell in size and glowing hands. Only cast once the army is in combat. Costs 50 mana, 7s cooldown.
Consumes a nearby corpse to grow a stationary Purity Flower for 10 seconds. The flower radiates a Purity aura - nearby allies regenerate health and mana. Costs 50 mana, 20s cooldown.
The Witchdoctor's healing current leaps between wounded allies, mending up to 7 for 20% less each jump. Always starts with whoever is hurt worst and never mends the same ally twice - full-health allies are skipped. Costs 50 mana, 12s cooldown.
Each melee hit chills the target — slows attack and move speed for 4 seconds. Costs no mana; does not stack, but repeat hits refresh the duration. An Ice Ooze swarm keeps the enemy line crawling.
Curses a nearby enemy with Confused for 10 seconds - it attacks the nearest unit, friend or foe, turning on its own allies. Cannot target siege or special-formation units. Costs 50 mana, 45s cooldown. Dispellable.
Inflicts an enemy with Contagion for 15 seconds. Every 3 seconds the contagion spreads Poison to a nearby uninfected enemy. When Contagion expires, if the host is still alive it hops to a fresh enemy within 400 range. Costs 50 mana, 12s cooldown. Dispelable.
Each attack applies Deadly Poison for 6s: a flat damage-over-time tick (a fixed amount, not a percent of max HP like regular Poison). Hits from different attackers stack. Costs 0 mana, and counts as a poison debuff (blocked by poison immunity, dispelable).
Channeled for 6 seconds. Every 0.5s, deals damage in a 500 radius at the chosen point. Total damage scales with full duration. Lich is immobile and vulnerable while channeling. Costs 100 mana, 30s cooldown.
Cleanses all dispelable debuffs from a nearby ally in one cast. Costs 30 mana. Cooldown 8s. Cast priority over Heal - a chilled ally is more valuable to free than a wounded one is to top off.
Passive - a 5% chance to fully evade any incoming basic attack, taking no damage. Cheap, always-on survivability.
Autocast - blesses a random allied unit with Evergreen for up to 45 seconds. The first hit that would kill the unit instead heals it to full, consuming the blessing. Costs 80 mana; will not double up on an already-blessed unit.
Terrifies a nearby enemy for 8 seconds — they flee from combat, can't attack, and ignore your front line. Hard crowd control on a single high-priority target. Costs 50 mana, 10s cooldown. Dispelable.
Attacks are infused with fire - bonus Fire damage that bypasses armor, for 10 mana per attack. Out of mana, the attack still lands without the infusion. Fire-immune targets shrug off the bonus.
Hurls a slow homing fireball that explodes on impact, dealing magic damage in a 350-radius AOE with falloff to the edges. Cast time means Fire Mage is vulnerable during the windup. Costs 60 mana, 10s cooldown.
Channeled for 3 seconds. Every 0.5s, deals Fire damage in a 350 radius at the densest enemy cluster. Fire-immune creatures take nothing. Ogre Mage is immobile and vulnerable while channeling. Costs 75 mana, 20s cooldown.
Ally buff - grants +2 Armor for 60 seconds and Chills anyone who strikes the target (slow + reduced attack speed). Ice Mage auto-casts on a nearby ally, or on itself if none are near. Refreshable but doesn't stack. Costs 50 mana, 45s cooldown.
Burst AOE on the densest enemy cluster within 700 range. Deals damage in a 350 radius and applies Chilled (slow + reduced attack speed) for 4 seconds. Costs 70 mana, 10s cooldown.
Each attack throws a glaive that ricochets to up to 2 additional enemy units, dealing 50% then 25% of the attack damage. The glaive can bounce back to a unit it already hit. It targets enemy units only - buildings are skipped.
Emergency heal - fires automatically when the Paladin OR an ally (or self) drops below 20% health. Restores 250 HP in a single burst. The Paladin will not cast this on lightly injured allies - it's a save-from-death cooldown, not a top-up. Costs 100 mana, 30s cooldown.
Attacks are infused with frost - bonus Ice damage that bypasses armor and Chills the target, slowing attack and movement speed. Costs 10 mana per attack; ice-immune targets shrug off both.
Channeled for 5 seconds on the densest enemy cluster. Every 0.5s deals AOE magic damage in a 400-radius and refreshes Chilled (slow + reduced attack speed) on each unit hit. Ice Mage is immobile and vulnerable while channeling. Costs 80 mana, 14s cooldown.
Attacks are infused with lightning - bonus Electric damage that bypasses armor, Shocks the target (+25% electric damage taken), and has a 20% chance to briefly stun. Costs 10 mana per attack; electric-immune targets shrug it all off.
Blesses a wounded ally with healing light. The next time that ally takes damage it is healed for 60 HP first (enough to survive a lethal blow), then the light leaps to the next most-hurt ally. Heals up to 7 allies. Costs 40 mana. Cooldown 12s.
Channeled control of an enemy unit - while channeling, the target fights for you as if you owned it. Lasts up to 20s; returns to its owner if the channel breaks, the target dies, or it is dispelled. Costs 5 mana/second, 10s cooldown.
Each melee hit poisons the target — 2% max HP/sec for 6 seconds. Costs no mana, and hits from different oozes stack — a Poison Ooze swarm piles up heavy damage-over-time.
Attacks are infused with venom - bonus Poison damage that bypasses armor and Poisons the target with damage over time. Costs 10 mana per attack; poison-immune targets shrug off both.
Transforms a nearby enemy into a harmless sheep for 12 seconds — they wander aimlessly and can't attack or cast. Cannot target casters or mounted units. Hard counter to high-value single targets. Costs 70 mana, 15s cooldown. Dispelable.
Channels a healing beam onto the most-wounded nearby ally, restoring 30 HP per second for 5 seconds while draining 5 mana per second. Breaks if the target dies, leaves range, or reaches full health. 12s cooldown.
Each attack has a 20% chance to shock - a 1-second stun plus Shocked, which raises the electrical damage the target takes by 25% for 3s. Electric-immune targets can't be shocked.
Triggered passive - when struck, drops a smokescreen that absorbs all incoming attacks for 3 seconds and re-hides the Rogue. In-flight projectiles puff harmlessly into the smoke; melee attackers lose their lock and walk away. 15-second cooldown. No mana cost - panic survival reflex.
Passive - immune to spell damage: Fireball, Chain Lightning and other caster spells deal nothing. It also can't be the target of status effects like poison, slow or polymorph. Auras still affect it; physical and magic attacks still land normally.
Summons a random forest creature near the Lifebinder that fights for 45 seconds, then fades. Costs 50 mana, 60s cooldown. Reinforcements to screen the Lifebinder while it channels its heals.
Summons a random support totem (Healing, Earth, or Cleansing) near the caster for 50 mana. The totem is stationary, lasts 30 seconds, and aids your army with healing, armor, or cleanses. Each cast picks a different totem than the last. 45s cooldown; only fires in combat.
Summons a random attack totem (Flame, Ice, or Storm) near the caster for 50 mana. The totem is stationary, lasts 30 seconds, and bolts nearby enemies with elemental damage and debuffs. Each cast picks a different totem than the last. 45s cooldown; only fires in combat.
Summons a random totem near the caster for 50 mana. Totems are stationary and last 30 seconds - some attack (flame/ice/shock), some aura allies (healing/defense), some cast cleanses. Each cast picks a different totem than the last. 45s cooldown; only fires in combat.
Not yet in use
84 abilities that exist in the game data but are not granted by any current unit or building.
Each attack coats the target in acid — reduces its Armor by 2 for 3 seconds. Does not stack; repeat hits refresh the duration.
Each attack against a mounted target deals additional damage.
Bestows a random enchantment on a random allied unit.
Each attack drains the target's mana. The Arcane Ooze removes 2; the Greater Arcane Ooze removes 5. Useless against mana-less targets.
Attacks are infused with raw arcana, dealing bonus Arcane damage that ignores armor. Costs 10 mana per attack; arcane-immune targets shrug off the bonus.
Each basic attack has a chance to fire a homing magic missile at a random nearby enemy for bonus magic damage.
Each attack against a Heavy-armor target deals additional damage.
Channels on an enemy unit for 4 seconds, then transforms into a fresh copy of it under your control.
10% chance to land a critical hit for double damage.
A 10% chance to fully evade an incoming basic attack, taking no damage.
Blinds a nearby enemy for 3 seconds, reducing its chance to hit by 80%. Cannot be dispelled. No mana cost, 30 second cooldown.
Blinds a nearby enemy for 3s - its basic attacks have an 80% chance to miss. Cannot be dispelled. No mana cost, 30s cooldown.
Each attack has a 15% chance to blind the target, reducing its chance to hit by 80% for 3 seconds.
When struck, the Arch Mage teleports 600 units backward. 15 second cooldown.
Enrages a nearby ally for 45 seconds: +40% attack speed, +20% movement speed, and a visible swell in size. Only cast once the army is in combat. Costs 50 mana, 7s cooldown.
Self-buff: Lich gains +5 Armor for 60 seconds. Auto-cast when in combat without the buff. Costs 30 mana, 20 second cooldown.
The basic attack ricochets to nearby enemy units, dealing reduced damage with each additional jump.
Auto-casts when mana is available. Strikes a random enemy unit for 100 electric spell damage and applies Shocked. Costs 50 mana.
Each basic attack also damages a second enemy in range.
Confuses a nearby enemy for 10 seconds — it attacks the nearest unit, friend or foe. Cannot target siege or special-formation units. Costs 50 mana, 45 second cooldown.
When an allied ooze dies nearby, devours its remains and instantly restores health.
Inflicts a 15-second contagion on a nearby enemy. Every 3 seconds the contagion infects a nearby enemy with Poison. When the contagion expires, if the host is still alive it hops to a fresh enemy within range. Costs 50 mana, 12 second cooldown.
Each attack applies Deadly Poison — a flat damage-over-time tick for 6 seconds. Repeat hits from different attackers stack. Costs no mana.
Channels a 6-second AOE of decay at the densest enemy cluster. Each tick deals heavy damage in a large radius. Lich is immobile and vulnerable while channeling. Costs 100 mana, 30 second cooldown.
Strips all dispelable buffs from a nearby enemy. Costs 40 mana, 10 second cooldown.
Cleanses all dispelable debuffs from a nearby ally. Costs 30 mana, 8 second cooldown.
Auto-casts when mana is available. Fires a homing divine bolt at a random unit anywhere on the map: heals 20 if allied, deals 20 magic damage if enemy. Costs 20 mana.
Chance to fully evade an incoming basic attack, taking no damage.
Drains the life of a single enemy for 3 seconds, converting damage to healing on the Shadow Mage. Channel breaks if the target dies, leaves range, or the caster is heavily damaged. Costs 30 mana, 8 second cooldown.
A 5% chance to fully evade an incoming basic attack, taking no damage.
Auto-casts when mana is available. Grants Enraged to a random allied unit: +5 attack damage for 30 seconds. Costs 30 mana.
Auto-casts when mana is available. Blesses a random allied unit with Evergreen for 45 seconds: while active, a blow that would kill the unit instead heals it to full. Costs 80 mana.
Terrifies a nearby enemy for 8 seconds, causing them to flee from combat. Costs 50 mana, 10 second cooldown.
Attacks are infused with fire, dealing bonus Fire damage that ignores armor. Costs 10 mana per attack; fire-immune targets shrug off the bonus.
Launches a slow homing fireball that explodes on impact, dealing AOE magic damage in a radius. Costs 60 mana, 10 second cooldown.
Adds +4 damage to each attack that bypasses armor. Costs 5 mana per attack.
Adds +4 damage to each attack that bypasses armor. Costs no mana.
Calls down a 3-second pillar of flame on the densest enemy cluster. Each tick deals Fire damage in the pillar's radius — fire-immune creatures are unharmed. The Ogre Mage is immobile while channeling. Costs 75 mana, 20 second cooldown.
Sprays a frontal cone of fire for up to 10 seconds, dealing fire-tagged damage each tick. Drains 4 mana per second; 2 second cooldown.
Auto-casts when mana is available. Shields a nearby ally (or self) with Frost Armor for 60 seconds: +2 Armor, and attackers who strike the unit are Chilled. Costs 50 mana, 20s cooldown.
Slams a burst of ice into the densest enemy cluster nearby. AOE magic damage + applies Chilled (slow + reduced attack speed) for 4 seconds. Costs 70 mana, 10 second cooldown.
The Griffin's glaive ricochets to up to 2 additional enemy units, dealing 50% then 25% of its attack damage. The glaive can bounce back to a unit it already struck.
20% chance per attack to deal double damage.
Curses a nearby enemy with Hexed for 45 seconds, reducing its chance to hit by 20%. Dispelable. Costs 50 mana, 8 second cooldown.
Curses a nearby enemy with Hexed for 45s - its basic attacks have a 20% chance to miss. Can be dispelled. Costs 50 mana, 8s cooldown.
Emergency heal that triggers automatically when an ally falls below 20% health. Restores 250 HP. Costs 100 mana, 50 second cooldown.
Each attack applies Chilled — slows attack and movement speed for 4 seconds. Repeat hits refresh the duration. Costs 10 mana per attack.
Each attack applies Chilled to the target — slows movement and attack speed for 4 seconds, refreshed on re-hit. Costs no mana.
Attacks are infused with frost, dealing bonus Ice damage that ignores armor and Chilling the target (slower attacks and movement). Costs 10 mana per attack; ice-immune targets shrug off both.
Channels a freezing storm at the densest enemy cluster for 5 seconds. Each tick deals AOE damage and refreshes Chilled (slow + reduced attack speed). Ice Mage is immobile while channeling. Costs 80 mana, 14 second cooldown.
Auto-casts when mana is available. Grants Courage to a random allied unit: +10% attack speed, +10% movement speed, +10% damage for 30 seconds. Costs 100 mana.
Heals the attacker for a portion of damage dealt with each basic attack.
Attacks are infused with lightning, dealing bonus Electric damage that ignores armor and Shocking the target (+25% electric damage taken). Each hit has a 20% chance to briefly stun. Costs 10 mana per attack; electric-immune targets shrug off all of it.
Takes 50% less damage from Magic attacks. Status spells still apply.
Blankets a random enemy anywhere on the battlefield in a poisonous arcane cloud that damages everything inside it.
Channels a beam onto an enemy unit, taking control of it so it fights for you for up to 20 seconds. Returns to its owner if the channel is broken, the unit dies, or the unit is dispelled. Costs 5 mana per second, 10 second cooldown.
Each attack fires arrows at up to 3 enemies in range.
Throws a net at an enemy flyer, dragging it to the ground for 15 seconds where ground units can attack it. Netted units are rooted but can still attack. No mana cost, 50 second cooldown.
Gains bonus attack damage for each allied ooze nearby.
Each attack applies Poisoned — deals 2 damage per second for 6 seconds. Repeat hits refresh the duration (does not stack). Costs 10 mana per attack.
Each attack poisons the target — periodic damage over time. Costs no mana.
Attacks are infused with venom, dealing bonus Poison damage that ignores armor and Poisoning the target (damage over time). Costs 10 mana per attack; poison-immune targets shrug off both.
Transforms a nearby enemy into a harmless sheep for 12 seconds — they cannot attack or cast and wander aimlessly. Cannot target casters or mounted units. Costs 70 mana, 15 second cooldown.
Each basic attack dispels one buff from the target.
Auto-casts when mana is available. Consumes any corpse on the battlefield and raises a random undead from it on your team. Costs 40 mana.
Channels a healing beam onto the most-wounded nearby ally, restoring 30 health per second for 5 seconds while draining 5 mana per second. Breaks if the target dies, leaves range, or reaches full health. 12 second cooldown.
Fires a 3-shot volley, then reloads for several seconds.
Every arrow the Stormbow looses ricochets once to another nearby enemy, dealing 50% of its attack damage.
Makes an ally below 40% health invulnerable for 5 seconds. 50 mana, 40s cooldown.
Adds +4 damage to each attack that bypasses armor. Killing blows raise a skeleton from the corpse. Costs 10 mana per attack.
Adds +4 damage to each attack that bypasses armor. Killing blows raise a skeleton from the corpse. Costs no mana.
Each attack has a 20% chance to shock the target — a 1-second stun plus Shocked, which raises the electrical damage it takes by 25% for 3 seconds. Electric-immune targets can't be shocked.
Reduces a nearby enemy's movement speed by 80% and attack speed by 50% for 30 seconds. Does not stack — multiple Mages won't target the same enemy. Costs 30 mana, 10 second cooldown.
When struck, drops a smokescreen — incoming attacks fail to land for 3 seconds. 15 second cooldown.
Auto-casts when mana is available. Grants a random allied unit +3 attack damage and +1 armor for 60 seconds. Costs 25 mana.
Immune to spell and magic damage. Status spells still apply.
Takes 50% less damage from Spell attacks. Status spells still apply.
Each attack fires arrows at up to 5 different enemies in range.
On killing blow, raises a new unit from the corpse on your side.
Curses a nearby enemy with Weakness for 30 seconds, reducing their armor by 2. Costs 40 mana, 6 second cooldown.
Hurls a web at an enemy flyer, dragging it to the ground for 15 seconds where ground units can attack it. Webbed units are rooted but can still attack. Costs 30 mana, 30 second cooldown.
Hurls a web at an enemy flying unit, dragging it to the ground for 15s where your ground army can attack it. Webbed flyers are rooted (cannot move) but can still attack. Costs 0 mana. Cooldown 30s.
Auto-casts when mana is available. Grants Wild Blessing to a random allied unit: +3 armor and +5 attack damage for 30 seconds. Costs 40 mana.
Each attack fires arrows at up to 3 different enemies in range.