Systems

The rules every fight runs on.

Skillshots and homing shots

Aimed abilities and every rune are skillshots. Press the key, aim with the crosshair, and the cast goes off when you release the mouse button (right-click cancels). The shot flies to that tile and lands when it gets there — so a target that moves in time dodges it. Some skillshots stop at the first enemy Mob or minion in their path; towers never block them, and neither does an enemy you can't see.

Homing shots are the other kind: ranged Mobs' basic attacks and tower bolts follow their target and always hit once fired.

A basic attack deals 80–120% of your attack damage. Every ability or rune you cast puts all of them on a short shared cooldown (“You are exhausted.”), so casts can't be stacked in the same instant.

Critical hits

Crit chance is exactly what it says: 10% crit chance crits one hit in ten. Every Mob starts with 0% crit chance and 75% crit damage, so crit-chance gear alone makes your basic attacks crit for +75%.

Abilities can crit too, but only for the crit damage on your gear — with no crit-damage gear, abilities never crit. Guaranteed crits, like Sword of Valor's Perfect Strike or the Demon's Paralyze mark, hit for your gear's crit damage or the effect's own bonus, whichever is bigger.

Armor and magic resistance

Armor cuts physical damage and magic resistance cuts everything else, the same way: you take damage × 100 ÷ (100 + armor). 100 armor halves physical damage, 300 leaves a quarter. Shields add armor; they don't block.

Armor pen ignores a flat amount of the target's armor, and armor shred strips a share of it per stack. Execute adds physical damage against low-health targets. The Item Builder shows how much damage your build takes.

Attack speed, cooldowns and crowd control

  • Attack speed shortens the time between basic attacks: +100% attacks twice as often. Some heavy weapons lower it, but never below -50%.
  • Cooldown reduction shortens ability cooldowns, up to 40%.
  • Tenacity shortens slows, roots and stuns on you, up to 90%.
  • Lifesteal heals you for a share of your basic-attack damage; spellvamp for a share of your ability damage.

Stealth: bushes and Vanish

Standing in a bush hides you from the other team — unless someone is in the same patch of grass with you. An enemy walking into your bush reveals you both, and attacking or casting from a bush reveals you for a few seconds (an eye marks it). Your own team still sees you, faded.

Vanish (Warlock, Stalker, Black Knight) makes you invisible to the other team: you walk through everyone and can see into bushes. Minions and towers can't see or target anyone stealthed. Downed Mobs are never hidden.

Your team's minimap shows enemies near any of your Mobs, minions or structures. A downed or hidden teammate doesn't count.

Downed and the Death Recap

At zero health you're downed, not dead: an untouchable ghost for 10 seconds early in the match, growing to 30. While downed you can't cast, use runes or item actives, drink, recall or be healed — but you can shop from anywhere. You lose jungle buffs. Then you stand back up at your base with full health and mana, cleansed.

The Death Recap pops up when you go down. It lists who hit you in the seconds before, with each Mob's abilities, runes, items and basic attacks broken out, biggest first. All minion damage shows as one row, and all tower damage as another.

TP to Temple (B) takes you home on purpose: a 6-second channel that moving, attacking, casting or taking damage cancels. Near your respawn pad you regain 20% of your health and mana every second.

Blind

A blinded Mob's next ability fizzles: its cooldown and cost are spent and nothing happens (“You are blinded! Your ability fizzled.”). The Hero's Divine Wrath blinds everyone it hits.

Fluids and item actives

  • Life Fluid (50 gold): 200 health over 30s (max 3). Drinking another while one is running adds its time.
  • Mana Fluid (50 gold): 200 mana over 30s (max 3). Drinking another while one is running adds its time.

10 items have an active you trigger yourself — Giant Sword, Sword of Valor, Cranial Basher, Orcish Maul, Warsinger Bow, Royal Crossbow, Crown Shield, Mastermind Shield, Demon Shield, Medusa Shield. Press X to use your first ready active, or right-click the item. A green border means it's ready.