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Conjurer

Magical Melee Attack, Enchanted Armor

The Conjurer is a specialist in the creation of magical wards, and manipulate the ether to bring new entities into the physical world. They can lay traps for their enemies, bind weaker ethereals to serve them, and heal the wounds of themselves and allies.

Although Conjurers are specialists in magic, they attack with their fists (suitably wrapped in magical force). They aren't as strong melee opponents as Guardians or Berserkers, but their magical damage can rip through heavy armor, and their unique skills give them a significant edge in combat if used carefully, especially when fighting alongside allies.

 

Conjurer Stats

Level 1 Stats:

Strength: 19
Agility: 14
Intelligence*: 19
   
Health: 575
Mana: 300
Armor: 3
Damage: 22-28
Cooldown: 2.05 sec (before agility speed bonus)
Range: Melee
Move Speed: 210

*Primary Attribute

At Level Up:

+2.2 Strength
+1.0 Agility
+3.0 Intelligence

 

Conjurer Abilities

Vision Ward
Grants sight of an area and reveals invisible units.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 300 sec. 5 sec. 120 500 600 N/A Reveals map, invisible units 1
2 300 sec. 5 sec. 90 500 600 N/A Reveals map, invisible units 2
3 300 sec. 5 sec. 67 500 600 N/A Reveals map, invisible units 3
4 300 sec. 5 sec. 50 500 600 N/A Reveals map, invisible units 4
5 300 sec. 5 sec. 37 500 600 N/A Reveals map, invisible units 5

Vision Ward Information
Vision Wards last a long time, so you can use them for long-term surveillance of an area. They are also invisible, so your enemies are not likely to notice them.

Vision Wards can see invisible units! This is one of only three abilities in the game that can detect invisibility. These can be extremely helpful in finishing off a VIP who tries to hide or keeping tabs on enemy Assassins using Shadowstep.

The mana cost of Vision Wards decreases with level, so you can put just one point into it to get invisibility detection for emergencies, or you can raise it to high levels and set up a powerful surveillance network.

 

Serpent Ward
Attacks nearby enemies. Deals magic damage.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 45 sec. 5 sec. 100 400 N/A N/A 60 HP, 11-25 damage, 2.00 sec. cooldown 1
2 45 sec. 5 sec. 100 400 N/A N/A 80 HP, 12-26 damage, 1.82 sec. cooldown 2
3 45 sec. 5 sec. 100 400 N/A N/A 100 HP,  13-27 damage,1.67 sec. cooldown 3
4 45 sec. 5 sec. 100 400 N/A N/A 120 HP, 14-28 damage, 1.54 sec. cooldown 4
5 45 sec. 5 sec. 100 400 N/A N/A 140 HP, 15-29 damage, 1.43 sec. cooldown 5
6 45 sec. 5 sec. 100 400 N/A N/A 160 HP, 16-30 damage, 1.33 sec. cooldown 6
7 45 sec. 5 sec. 100 400 N/A N/A 180 HP, 17-31 damage, 1.25 sec. cooldown 7
8 45 sec. 5 sec. 100 400 N/A N/A 200 HP, 18-32 damage, 1.18 sec. cooldown 8
9 45 sec. 5 sec. 100 400 N/A N/A 220 HP, 19-33 damage, 1.11 sec. cooldown 9
10 45 sec. 5 sec. 100 400 N/A N/A 240 HP, 20-34 damage, 1.05 sec. cooldown 10

Serpent Ward Information
Serpent wards can attack from a distance of 500.

Place Serpent Wards during a battle to inflict extra damage. They can be destroyed fairly easily, so you may want to place them behind yourself or allies or in other difficult-to-reach areas, such as on top of walls.

Place a Serpent Ward before retreating to distract your enemies while you escape.

Because they only last 45 seconds, Serpent Wards cannot be used to guard an area for a long time, but you can place Serpent Wards in areas you know your opponents will run through soon to harass them.

 

Slow Ward
Slows the movement of nearby enemy units.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 30 sec. 7 sec. 135 500 265 Enemy, Vulnerable, Invulnerable Slows movement 30% 1
2 30 sec. 7 sec. 135 500 330 Enemy, Vulnerable, Invulnerable Slows movement 30% 2
3 30 sec. 7 sec. 135 500 395 Enemy, Vulnerable, Invulnerable Slows movement 30% 3
4 30 sec. 7 sec. 135 500 460 Enemy, Vulnerable, Invulnerable Slows movement 30% 4
5 30 sec. 7 sec. 135 500 525 Enemy, Vulnerable, Invulnerable Slows movement 30% 5
6 30 sec. 7 sec. 135 500 590 Enemy, Vulnerable, Invulnerable Slows movement 30% 6

Slow Ward Information
Slow Wards are a great asset when the enemy team needs mobility. Drop a Slow Ward to help keep out of range of enemy melee units, or to keep enemies from following you or fleeing from you. As an assassin, use Slow Wards to buy your team more time to kill the VIP before he escapes to the way gate.

They won't help if you and your enemies are standing still and exchanging blows, so use them judiciously.

 

Healing Ward
Heals friendly units in a region over time.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 30 sec. 10 sec. 100 500 200 Friend, Neutral, Self, Vulnerable, Invulnerable Heals 1% HP/sec 1
2 30 sec. 10 sec. 100 500 250 Friend, Neutral, Self, Vulnerable, Invulnerable Heals 1% HP/sec 3
3 30 sec. 10 sec. 175 500 250 Friend, Neutral, Self, Vulnerable, Invulnerable Heals 2% HP/sec 5
4 30 sec. 10 sec. 175 500 300 Friend, Neutral, Self, Vulnerable, Invulnerable Heals 2% HP/sec 7
5 30 sec. 10 sec. 250 500 300 Friend, Neutral, Self, Vulnerable, Invulnerable Heals 3% HP/sec 9
6 30 sec. 10 sec. 250 500 350 Friend, Neutral, Self, Vulnerable, Invulnerable Heals 3% HP/sec 11

Healing Ward Information
Healing Wards can be extremely helpful for keeping yourself and allies alive, especially in large, pitched battles. The healing rendered is a percentage of maximum health, so your wards will naturally become more powerful as the game goes on.

Note that healing wards actually affect a smaller area than is shown by the targeting cursor when you place them.

Healing wards can be destroyed easily if the enemy can attack them. Try placing them behind yourself and allies, or above a wall, rock, fountain, or tree to make them more difficult to target. Keep in mind, however, that the effect radius of the healing wards is fairly small, so you will need to stay very close to them to benefit from their healing.

Healing wards get more health as they go up in level.

 

Stasis Trap
Stuns enemies in an area.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 120 sec. 5 sec. 200 500 400 Enemy, Neutral Stun for 6.5 seconds 1
2 120 sec. 5 sec. 190 500 400 Enemy, Neutral Stun for 7 seconds 2
3 120 sec. 5 sec. 180 500 400 Enemy, Neutral Stun for 7.5 seconds 3
4 120 sec. 5 sec. 171 500 400 Enemy, Neutral Stun for 8 seconds 4
5 120 sec. 5 sec. 162 500 400 Enemy, Neutral Stun for 8.5 seconds 5
6 120 sec. 5 sec. 154 500 400 Enemy, Neutral Stun for 9 seconds 6
7 120 sec. 5 sec. 147 500 400 Enemy, Neutral Stun for 9.5 seconds 7
8 120 sec. 5 sec. 139 500 400 Enemy, Neutral Stun for 10 seconds 8
9 120 sec. 5 sec. 132 500 400 Enemy, Neutral Stun for 10.5 seconds 9
10 120 sec. 5 sec. 126 500 400 Enemy, Neutral Stun for 11 seconds 10

Stasis Trap Information
Stasis traps require 8 seconds to arm after placement. During this time, they are visible and can be killed easily. After arming, the stasis traps become invisible and will activate if an enemy unit comes within 250 game units of the trap (the area of effect shown in-game is the detection radius, not the detonation radius). Stasis traps destroy any other stasis traps in their area of effect when they detonate. Stasis traps will disappear if they are not tripped within 120 seconds of placement.

You can do a lot of damage to a stunned hero in 11 seconds. High-level stasis traps are deadly.

The VIP may attempt to set off stasis traps using his Doppelganger. If you are an assassin and see him attempting this, you should try to kill the Doppelganger before it reaches the stasis trap.

Note that Stasis Traps will not affect friendly units, so you can stand right next to one to lure enemy melee heroes within range.