Shadow Shaman

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Shadow Shaman
Shadow Shaman.png
Radiant icon.png The Radiant
Strength
19 + 1.6
Agility
16 + 1.6
Intelligence
21 + 3
Level 1 16 25
Hit Points 511 1005 1613
Mana 273 884 1469
Damage 47-54 94-101 139-146
Armor 1.24 4.88 9.36
Attacks / Second 0.68 0.83 1.02
Movement Speed 285
Sight Range 1800/800
Attack Range 500
Missile Speed 900
Attack Duration 0.3+0.5
Cast Duration 0.3+1.07
Base Attack Time 1.7

Rhasta the Shadow Shaman is a ranged pusher and disabler Hero, wielding skills that make pushing lanes more efficient. He is also capable of disabling enemy heroes, allowing him to initiate attacks as well. Shadow Shaman can single-handedly and successfully dispatch an enemy Hero all by himself thanks to his array of disables, an AoE nuke and a legion of magical serpents.

Beginners will need to know about target priority and timing before they could play Shadow Shaman well. The difficulty is not how his abilities work, but who he should target it to. His potential third disable, his ultimate, also needs tremendous amounts of opponent logic and prediction to pull off for it to trap his target similar to Nature's Prophet's Sprout. He is recommended for intermediate players.

Contents

[edit] Bio

Shadow Shaman Rhasta, the Shadow Shaman
"The shades demand death."
Role: Pusher / Disabler / Nuker / Support
Lore: Born in the Bleeding Hills, Rhasta was just a starving youngling when picked up by a travelling con-man. For two pins of copper, the old con-man would tell your fortune. For three, he’d castrate your pig, for five, he’d circumcise your sons. For a good meal, he’d don his shaman garb, read from his ancient books, and lay a curse upon your enemies. His strange new youngling, part hill trowle, part…something else, worked as assistant and lent an air of the exotic to the con-man’s trade.

Always one step ahead of cheated customers, one town ahead of a pursuing patronage, the two trekked across the blighted lands until one day the con-man realized that the little youngling could actually do what he only pretended at. His ward had a gift—a gift that customers valued. And so the youngling Rhasta was thrust before the crowds, and the trade-name Shadow Shaman was born. The two continued from town to town, conjuring for money as Shadow Shaman’s reputation grew. Eventually, the pair’s duplicitous past caught up with them, and they were ambushed by a mob of swindled ex-clients. The con-man was slain, and for the first time, Rhasta used his powers for darkness, massacring the attackers. He buried his beloved master, and now uses his powers to destroy any who would seek to do him harm.
Voice: Responses

[edit] Abilities

Ether Shock
Q
R
Ether Shock icon.png
Ability Type Targeting Type Allowed Targets
Active Unit Enemy units
Creates a cone of ethereal energy that strikes multiple enemy units.
Range: 600
Starting Area Of Cone: 200
Distance Of Cone: 500
Final Area Of Cone: 300
Number of Targets: 1/3/5/7
Damage: 140/200/260/320
Cooldown 8 Mana 95/105/135/160

Originally used to open shows with the travelling con-man, Rhasta's lightning display shocks adversaries in more ways than one.

Notes:

  • Secondary targets can be up to 1000 distance away.

Hex
W
D
Hex (Shadow Shaman) icon.png
Ability Type Targeting Type Allowed Targets
Active Unit Enemy units
Transforms an enemy unit into a harmless creature, disabling their attacks and abilities.
Range: 500
Duration: 1.25/2/2.75/3.5
Cooldown 13 Mana 110/140/170/200

Rhasta often ended performances by turning himself into a chicken - now, the humiliation is shared.

Notes:

  • If the target is an illusion, it will be instantly destroyed.
  • The hexed target will have a base movement speed of 100.
  • Hex disables damage block and evasion.
  • Hex disables experience gain.

Shackles
E
E
Shackles icon.png
Ability Type Targeting Type Allowed Targets
Active Unit Enemy units
CHANNELED - Magically binds an enemy unit so that it cannot move or attack, while dealing damage over time.
Range: 400
Channeling Duration: 2.5/3.25/4/4.75
Damage Per Second: 40
Cooldown 16 Mana 110/130/155/185

A self-defense incantation, Rhasta developed shackles after his master was slain in the Bleeding Hills.

Notes:

  • Shackles is a channeling spell.

Mass Serpent Ward
R
W
Mass Serpent Ward icon.png
Ability Type Targeting Type Allowed Targets
Active Point N/A
Summons 8 serpent wards to attack enemy units and structures. The wards are immune to magic, and have a small area of splash damage that increases per level.
SCEPTER UPGRADABLE: Increases ward damage.
Range: 550
Serpent Wards Duration: 45
Serpent Wards Damage: 39-43 (53-59*)/54-58 (74-79*)/69-73 (94-100*)
Cooldown 110 Mana 200/350/600

Snake charming was a big part of the Shadow Shaman's act; now Rhasta can empower the snakes to do his bidding.

Notes:

  • Serpent Wards have splash damage.
  • The splash from level 1 wards deals 100% damage in a 50 radius, 40% damage in a 75 radius, 20% damage in a 150 radius.
  • The splash from level 2 wards deals 100% damage in a 75 radius, 40% damage in a 100 radius, 20% damage in a 200 radius.
  • The splash from level 3 wards deals 100% damage in a 85 radius, 40% damage in a 110 radius, 20% damage in a 220 radius.

[edit] Recommended Items

Explanation:
Placeholder

[edit] Tips

  • Scepter of Divinity is a commonly built item, used in conjunction with Mass Serpent Wards. Catching an enemy hero in a cyclone gives you ample time to place the Serpent Wards around the hero, trapping it. You can then further disable the hero by using Shackles.
  • Shackles is a channeling spell. Enemy units and heroes can interrupt Rhasta with stuns and disables, when he is holding enemy down. It's better to use it when your target is alone.
  • Always cancel the backswing animation after casting your spells.
  • Necronomicon is an ideal choice to attack your enemy while you shackling it. Together with your Serpent Wards and the Necronomicon's Summons, the kill is guaranteed.
  • Rhasta's spells have a very high mana cost. Build up your mana pool and mana regeneration with items or you may find yourself unable to cast anything in critical situations.

[edit] Trivia

  • In the transition from DotA to Dota 2, the name of one ability was changed. Hex was named Voodoo.
  • The name Rhasta is based on the Rastafarians, a follower of a religious movement in Jamaica known as Rastafari. It's also a Persian name and word meaning "truth". In DotA, his model and responses are fitting to the Rastafarians, having the style of the Jamaicans and a Jamaican accent. But in Dota 2, his theme and style is now more like the Arabians, having an Indian accent.

[edit] Update History

December 21, 2011 Patch

  • Fixed Ethershock hitting units in the FoW.

November 17, 2011 Patch

  • Fixed Ether Shock hitting invisible units.

November 10, 2011 Patch

  • Fixed Voodoo not being blocked by Linken's Sphere.

August 06, 2011 Patch

  • Veno wards and Shadow shaman wards all use the smaller hull size. This should prevent them from blocking narrow paths.

August 05, 2011 Patch

  • Added lifetime indictator for Rhasta's Wards.

August 03, 2011 Patch

  • Fixed Lion's Mana Drain and Shadow Shaman's Shackles to properly handle getting purged.
  • Fixed Shadow Shaman's wards and Venomancer's Wards not being able to attack Roshan.

August 02, 2011 Patch

  • Fixed Shadow Shaman's wards not drawing.

July 16, 2011 Patch

  • New Serpent Ward model

June 10, 2011 Patch

  • Fixed cast point issues with Shadow Shaman, Lion and Tinker.

May 26, 2011 Patch

  • Fixed Lifesteal from leeching off of wards (like rhasta's wards).

March 03, 2011 Patch

  • Fixed more bugs with Ether Shock search area.

February 12, 2011 Patch

  • Added Shadow Shaman VO.

February 09, 2011 Patch

  • Fixed Ether Shock search distance.

February 04, 2011 Patch

  • Added tooltip durations to Shadow Shaman's abilities.


[edit] Ability Change Log

6.72

  • Base damage increased by 5.
  • Ether Shock target count rescaled from 3/4/6/7 to 1/3/5/7.
  • Ether Shock damage rescaled from 80/160/240/320 to 140/200/260/320.

6.70

  • Ether Shock cooldown from 10 to 8.


[edit] See also

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