Wind Walk is perfect for escaping while injured now that it allows you to walk through other units. You also get a single damage bonus on your first attack after Wind Walking. Use it to sneak attack low-health heroes or during lulls to regain mana near the Archvault while remaining undetected. Wind Walk always costs 75 mana and the cooldown is fixed at 7 seconds.
|Level||Backstab DMG||Duration||Speed Effect %|
|1||60 dmg||20 seconds||+10% move speed|
|2||125 dmg||40 seconds||+15% move speed|
|3||200 dmg||60 seconds||+15% move speed|
|4||275 dmg||60 seconds||+20% move speed|
|5||350 dmg||60 seconds||+25% move speed|
|6||600 dmg||120 seconds||+35% move speed|
Searing is a great damage spell, but it works best when you couple it with Agility items. If you want to use Mask of Death or Orb of Frost, be sure to deactivate this Spell because Orb effects don't stack. Also, never buy Scourge Bone Chimes for your Assassin, because it just not worth the money. Assassin is a ranged hero, and ranged attacks don't benefit from vampiric aura.
For 75 mana, you get powerful wolves with fortified armor. High level wolves also have Spell Immunity, Feedback, Critical Strike and Permanent Invisibility. Wolves are countered pretty effectively with Dispel, but late game wolves can sometimes kill a hero before he knows they're there. Wolves last 60 seconds and have a 30 second cooldown.
|1||2 Dire Wolves|
|2||3 Shadow Wolves|
|3||4 Shadow Wolves|
|4||5 Big Shadow Wolves|
|5||7 Big Shadow Wolves|
|6||5 Big Bad Wolves|
Reincarnation is one of those spells that you put one point in and forget about. It's really just an insurance point to keep you alive and deny the enemy an easy bounty.
|1||Hero revives after 7 sec||240 seconds|
|2||Hero revives after 4 sec||200 seconds|
|3||Hero revives after 1 sec||140 seconds|