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.
| Hero | Source | channelRange | Duration | Notes |
|---|---|---|---|---|
| Flint Beastwood | Money Shot | 2300/2550/2800 | 1.7 seconds | Does not go on cooldown or spend Mana if cancelled early |
| Homecoming Stone | Activation | N/A | 2-4 seconds | Channeling time can be altered with items such as Post Haste and Pegasus Boots |
| Magmus | Eruption | N/A | 2 seconds | |
| Nymphora | Teleport | N/A | 4 (3) seconds | |
| Riftwalker | Wormhole | N/A | 2 seconds | |
| Scout | Marksman Shot | 1800/2300/2800 (3800) | 1.5 seconds | Does not go on cooldown or spend Mana if cancelled early |
| Solstice | Pure Light | N/A | 3 seconds | Final damage and cone size is based on channel time |
Persistent Channeling
These abilities will be in effect as long as the unit is channeling.
| Hero | Source | channelRange | Duration | Notes |
|---|---|---|---|---|
| Voodoo Jester | Spirit Ward | N/A | 8 seconds | Requires 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
- Assassin's Shroud
- Astrolabe
- Bananas
- Barrier Idol
- Blood Chalice
- Bound Eye
- Bottle
- Dust of Revelation
- Elder Parasite
- Energizer
- Frostfield Plate
- Genjuro
- Ghost Marchers
- Plated Greaves
- Puzzlebox
- Restoration Stone
- Ring of Sorcery
- Shield of the Five
- Shrunken Head
- Symbol of Rage
- Void Talisman
- Any items that can be toggled