Channeling

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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. While channeling, a bar will show in the screen indicating the current remaining channel duration. (The bar isn't exclusive to channeling abilities, however.)

The fundamental difference between abilities with channeling time and abilities with a long cast time is that channeling abilties cannot be sped up or slowed down with Cast Speed modifiers. In addition, 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. These abilities end when your hero reaches a certain distance to the target unit (rather than at a set time) and are also cancelled by issuing any other command and can be stopped with Immobilize or Restrain effects as well.

Channeling abilities[edit | edit source]

Startup[edit | edit source]

These abilities requires a channeling time before it activates.

Hero/item Source Channel Range Duration Notes
CirceHero.jpg Circe Circe Twisted Visage.jpg Twisted Visage 1500 2 seconds Cannot be cancelled with Magic Immunity or Invulnerability
Deadlift.jpg Deadlift Deadlift Resurrection.jpg Resurrection N/A 3 seconds
Draconis.jpg Draconis Draconis Draconic Defense.jpg Draconic Defense Global 2 seconds No channeling required if targeting a Draconis Cataclysm.jpg Volcano
Flint Beastwood.jpg Flint Beastwood Flint Beastwood Money Shot.jpg Money Shot 2300/2550/2800 1.7 seconds Does not go on cooldown or spend Mana if cancelled early
Homecoming Stone.jpg Homecoming Stone Activation N/A 3-4 seconds 4 seconds when teleporting to Tier 1 towers, 3.5 seconds for Tier 2 towers, 3 seconds for other buildings
Magmus.jpg Magmus Magmus Eruption.jpg Eruption N/A 2 seconds
Moira.jpg Moira Moira Ephemeral Forge.jpg Ephemeral Forge N/A 2 seconds Delay before the Spirit Mimic can be controlled
Nymphora.jpg Nymphora Nymphora Teleport.jpg Teleport N/A 4 (3) seconds
Post Haste.jpg Post Haste Activation N/A 3 seconds
Riftwalker.jpg Riftwalker Riftwalker Wormhole.jpg Wormhole N/A 2 seconds
Scout.jpg Scout Scout Marksman Shot.jpg Marksman Shot 1800/2300/2800 (3800) 1.5 seconds Does not go on cooldown or spend Mana if cancelled early
Solstice.jpg Solstice Solstice Breath of Sol.jpg Pure Light N/A 4 seconds Final damage and cone size is based on channel time

Persistent[edit | edit source]

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

Unit Source Channel Range Duration Notes
Apex.jpg Apex Apex The Burning Ember.jpg The Burning Ember N/A 60 seconds
Artillery.jpg Artillery Artillery LRM.jpg LRM N/A Varies Lasts 0.25 seconds + 0.15 seconds per rocket fired
Bubbles.jpg Bubbles Bubbles Take Cover.jpg Take Cover N/A 0.5/1/1.75/2.5 seconds
Devourer.jpg Devourer Devourer Devour.jpg Devour 400 3 seconds Immobilizes target
Glacius.jpg Glacius Glacius Glacial Downpour.jpg Glacial Downpour N/A 4 seconds
Magmus.jpg Magmus Magmus Steam Bath.jpg Steam Bath N/A 60 seconds
Martyr.jpg Martyr Martyr Hand in Hand.jpg Hand in Hand Global 1.5 seconds
Moira.jpg Moira Moira Ephemeral Forge.jpg Ephemeral Forge N/A 10/14/18/22 seconds Requires channeling to control the Spirit Mimic
Pandamonium.jpg Pandamonium Pandamonium Face Smash.jpg Face Smash 350 4.5 seconds Immobilizes target
Pollywog Priest.jpg Pollywog Priest Pollywog Priest Tongue Tied.jpg Tongue Tied 550 2.5/3.25/4/4.75 seconds Immobilizes target
Rhapsody.jpg Rhapsody Rhapsody Protective Melody.jpg Protective Melody N/A 4/5/6 (5/6/7) seconds Boosted version allows movement
Succubus.jpg Succubus Succubus Cursed Embrace.jpg Cursed Embrace 725 5 seconds Immobilizes target
Tempest.jpg Tempest Tempest Elemental Void.jpg Elemental Void N/A 4 seconds
Voodoo Jester.jpg Voodoo Jester Voodoo Jester Spirit Ward.jpg Spirit Ward N/A 8 seconds
Vulture Lord.jpg Vulture Lord Zephyr Cyclones.jpg Tornado N/A 30 seconds
Warchief.jpg Warchief Warchief Spirit Walk.jpg Spirit Walk N/A 3 seconds
Witch Slayer.jpg Witch Slayer Witch Slayer Power Drain.jpg Power Drain 900 4 seconds

Pseudo-channel[edit | edit source]

These abilities are considered Channeling abilities, but certain actions will not break channeling. Stuns and Silences will stop these abilities.

Unit Source Type Channel Range Duration Notes
Artesia.jpg Artesia Artesia Dance of Death.jpg Dance of Death Persistent N/A 4.5/6/7.5/9 seconds Allows movement, ability, and item use
Electrician.jpg Electrician Electrician Static Grip.jpg Static Grip Persistent 700 2/2.6/3.2/3.8 seconds Allows movement, attacking, ability, and item use
Rhapsody.jpg Rhapsody Rhapsody Protective Melody.jpg Protective Melody Persistent N/A 5/6/7 seconds Requires SotM; Allows movement
Succubus.jpg Succubus Succubus Cursed Embrace.jpg Cursed Embrace Persistent 1200 6 seconds Requires SotM; Allows movement, attacking, ability, and item use
Voodoo Jester.jpg Voodoo Jester Voodoo Jester Spirit Ward.jpg Spirit Ward Persistent N/A 8 seconds Requires SotM; Allows movement, attacking, ability, and item use

Abilities that do not interrupt channeling[edit | edit source]

Abilities[edit | edit source]

Items[edit | edit source]