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DotA2 Skill: Magnetic Field

Magnetic Field

Casting Method:Active
Targetting Method:Point
Allowed Targets:Allied Heroes and Buildings
Arc Warden: Generates a circular distortion field of magnetic energy that grants bonus attack speed and protects allied heroes and buildings within it by evading attacks coming from outside the field.

Tempest Double: Allies gain bonus attack range and deal bonus base damage with their attacks. Duration is increased.

Radius: 300
Duration: 3.5 / 4.5 / 5.5 / 6.5
Tempest Duration: 5 / 6 / 7 / 8
Attack Speed Bonus: 50 / 60 / 70 / 80
Evasion Bonus: 100%
Magic Resistance: 40%
Movement Slow: 30%
Bonus Attack Range: 150
Bonus Base Attack Damage: 20 / 40 / 60 / 80

Magnetic Field now pushes enemies out of the area at cast time, and provides allies in it with +40% Magic Resistance. Slows enemies by 30%.
Mana Cost: 50 / 70 / 90 / 110 Cooldown Time: 20 / 19 / 18 / 17
Additional Information
Time and space are of little consequence to one as old as Zet.

  • The effects are provided by an aura. Its buff lingers for 0.1 seconds.
  • Does not evade attacks landing on allies when the source of the attack is within the field.
  • The evasion effect of fields from Arc Warden and its Tempest Double works independently.
    • This means that when an ally is within the intersection of two fields, attacks are evaded unless their source is also within the intersection.
  • Affects heroes (including illusions and clones), creep-heroes* and buildings. All other units are completely unaffected.
  • Does not affect invulnerable units, so buildings are only affected when attackable.
*The following units are considered creep-heroes: Earth, Familiar, Fire, Golem, Spirit Bear and Storm.


Spell Immunity:
  • Pierces spell immunity.
  • Undispellable.
  • Illusions benefit from the ability.

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