Flame Strike
Flame Strike is a partial channeling spell, so you must stand still until you see the pillar of fire descend from the sky. If you move beforehand, the spell will be interrupted, but once it begins, you can safely run away. Flame Strike is the most powerful Area of Effect (AoE) spell in the game (and the Frenzy version has no maximum damage cap), but its initial casting delay means you have to anticipate the movement of troops and heroes when you cast it. The spell will do immense damage every 0.4 seconds during the first 4.0 seconds (a total of 10 ticks), and then it will do negligible damage to units who remain in its radius for 5.0 seconds afterwards. Flame Strike always has a 1.5 second casting time, 12 second cooldown, and costs 150 mana. It only has a 10% effectiveness against buildings. Counter this with Scrolls of Speed or old-fashioned interrupting spells on the Bloodmage.
Level | DMG | Mana | Area | Range |
---|---|---|---|---|
1 | 10 dmg per tick / 20 minor dmg | 150 | 200 AoE | 800 |
2 | 17 dmg per tick / 30 minor dmg | 150 | 220 AoE | 825 |
3 | 25 dmg per tick / 40 minor dmg | 150 | 240 AoE | 850 |
4 | 40 dmg per tick / 50 minor dmg | 150 | 260 AoE | 874 |
5 | 55 dmg per tick / 60 minor dmg | 150 | 280 AoE | 900 |
6 | 70 dmg per tick / 75 minor dmg | 150 | 300 AoE | 925 |
Banish
Banish makes a unit ethereal -- immune to physical attacks but 66% more susceptible to negative spells and magic. A quick Banish followed by an ally's Death Coil can kill any hero in just a few seconds. It's also helpful to cast on enemy heroes who rely on physical damage to be a nuisance, like Jaood and the Blademaster. Unlike the regular game, Banish does not slow units down and cannot be cast on friendly units. Banish always costs 125 mana.
Level | Effect hero/unit | Cooldown | Range |
---|---|---|---|
1 | 4 sec hero / 12 sec unit | 4 | 800 |
2 | 5 sec hero / 15 sec unit | 4 | 825 |
3 | 6 sec hero / 18 sec unit | 4 | 850 |
4 | 7 sec hero / 48 sec unit | 4 | 875 |
5 | 8 sec hero / 60 sec unit | 4 | 900 |
6 | 9 sec hero / 120 sec unit | 3 | 925 |
Siphon Mana
Mana Siphon drains mana and a small amount of life from enemy heroes. This spell is effective at shutting down Strength-based heroes early in the game, and is a direct counter to Bill K's Call of the Gods (he can't cast it if he has no mana!). Use this to keep your Bloodmage active early game, and use it to preemptively drain any deadly heroes late game. Siphon Mana always costs 10 mana and has a 15 second cooldown.
Level | Effect hero/unit | Duration | Range |
---|---|---|---|
1 | 15 mana & 1 hp/seconds | 6 seconds | 650 |
2 | 30 mana & 2 hp/seconds | 6.5 seconds | 675 |
3 | 45 mana & 3 hp/seconds | 7 seconds | 700 |
4 | 60 mana & 4 hp/seconds | 7.5 seconds | 725 |
5 | 75 mana & 5 hp/seconds | 8 seconds | 750 |
6 | 150 mana & 6 hp/seconds | 8.5 seconds | 800 |
Phoenix
This spell summons a phoenix with a flaming attack. For levels 1 and 2 of this skill, the life of the phoenix drains over time and when the phoenix reaches 0 life, it turns into an egg for several seconds before respawning with full health. The egg has no armor and a meager 120 hitpoints, making it extremely vulnerable. At lvl 3, the phoenix does not drain its life, meaning you can essentially destroy an entire army of melee units with it (they can't hurt you if they can't hit you!). Phoenix grants a 200 gold bounty on death.
In addition to the Phoenix's primary attack, nearby units and heroes will be affected by phoenix fire, which does 240 fire damage over 20 seconds.
Level | Damage | Hitpoints | Life Regeneration | Armor | Cooldown |
---|---|---|---|---|---|
1 | 46-60 dmg | 1000 hp | -40/s | 1 | 180 |
2 | 66-80 dmg | 1100 hp | -20/s | 3 | 160 |
3 | 81-95 dmg | 1250 hp | 0/s | 4 | 140 |