← Mechanics

Channeling

Channeling requires the unit to remain still in order for the channeling ability to either persist through the channel duration or fully complete in order for it to activate. Moving, attacking, or using another ability or item will cancel channeling, although some abilities and items can be used without canceling channeling.

How Channeling Works

  • While channeling, a bar will show in the screen indicating the current remaining channel duration.
  • The fundamental difference between abilities with channeling time and abilities with a long cast time is that channeling abilities cannot be sped up or slowed down with Cast Speed modifiers.
  • For most startup-type channeling, the ability will go on cooldown and spend its Mana Cost as soon as it is activated, which means if the user is interrupted mid-channel the ability is wasted.
  • While most forms of Stealth do not interrupt channeling when activated, using a channeling ability will break stealth (unlike abilities with long cast times).
  • Channeling can be interrupted with Stuns or Silences (or Perplex in case of Homecoming Stone).
  • Mini-stuns, stuns with a very short duration, exist mainly for the purpose of interrupting channeling.
  • Most single-target channeling abilities will be cancelled if the distance between the channeler and its target is past a certain distance.
  • Charging abilities such as Rampage's Stampede are not considered channeling, although they function similarly.

Startup Channeling

These abilities require a channeling time before it activates.

HeroSourcechannelRangeDurationNotes
Flint BeastwoodMoney Shot2300/2550/28001.7 secondsDoes not go on cooldown or spend Mana if cancelled early
Homecoming StoneActivationN/A2-4 secondsChanneling time can be altered with items such as Post Haste and Pegasus Boots
MagmusEruptionN/A2 seconds
NymphoraTeleportN/A4 (3) seconds
RiftwalkerWormholeN/A2 seconds
ScoutMarksman Shot1800/2300/2800 (3800)1.5 secondsDoes not go on cooldown or spend Mana if cancelled early
SolsticePure LightN/A3 secondsFinal damage and cone size is based on channel time

Пersistent Channeling

These abilities will be in effect as long as the unit is channeling.

HeroSourcechannelRangeDurationNotes
Voodoo JesterSpirit WardN/A8 secondsRequires SotM; Allows movement, attacking, ability, and item use

Abilities that do not interrupt channeling

  • Aluna's Deja Vu
  • Aluna's Emerald Red
  • Artillery's LRM (Turn)
  • Artillery's Mortar Shot
  • Devourer's Decay
  • Electrician's Electric Shield
  • Fayde's Reflection
  • Pearl's Soothing Presence
  • Rally's Demoralizing Roar
  • Rhapsody's Staccato (Not initial cast)
  • Scout's Electric Eye (Detonate)
  • Abilities that be toggled (to turn off/on or change scheme or units affected)
  • Wild Hunter's On The Hunt
  • Täuschungskappe des Meisters
  • Astrolab
  • Bananas
  • Idol der Barriere
  • Blutflasche
  • Bound Eye
  • Bottle
  • Dust of Revelation
  • Elder Parasite
  • Energizer
  • Eisfeld Panzer
  • Genjuros
  • Geistermarschierer
  • Plated Greaves
  • Puzzlebox
  • Restoration Stone
  • Ring of Sorcery
  • Shield of the Five
  • Shrunken Head
  • Symbol des Zorns
  • Leere Amulett
  • Any items that can be toggled