While fire and ice are typically conflicting elements which negate each other, they are harnessed as one in Gemini. A powerful elemental creature bathed in frost and ember, Gemini confuses foes as contradiction incarnate. Few know - and yet fewer understand - Gemini's origins, but it has been rumored that he is actually a fusion of two separate entities.
Gemini is a melee carry with the unique ability to split into two lesser beasts using Fire and Ice. This allows him extreme mobility and flexibility, giving him the ability to be two places at once.
Abilities[ | ]
Twin Breath
[ Q ]
Cast Time: 0.2 / 0.5 seconds
Target Dual
Enemy Units
Type - Magic
Gemini spews out a cone of flame and frost, pelting nearby fools with elemental fury
Range: 400 Mana Cost: 80/90/100/110 Cooldown: 13 seconds
Unleashes a swirling cone of flame and frost which deals 60/120/180/240 Magic Damage, 5/10/15/20 Magic Damage per second for 3 seconds, and a 15/20/25/30% Movement Speed Slow for 3 seconds.
You're going to get Frostburned!
Notes
Twin Breath deals damage in a 90 degree arc up to 600 units away.
Gemini splits his fire and ice essences, allowing each to streak forth before explosively recombining
Range: 800 Mana Cost: 90 Cooldown: 13 seconds
Causes Gemini to split into two forms that travel side by side for 800 units in target direction. Units each form touch suffer 50/80/110/140 Magic Damage, and the forms recombine at the end, stunning enemies in a 200 radius for 1.25/1.5/1.75/2 seconds.
Make like bananas and split.
Notes
Gemini is invulnerable while Twin Fangs is in effect.
The split form deals damage within 150 radius and destroys trees within 70 radius.
The stun radius is slightly larger than the damage radius, so it is possible to stun without dealing damage.
Elemental Force
[ E ]
Passive
Gemini gains additional bonuses for each of his attributes.
Gemini gains bonuses with each attribute.
Gains up to 1 Armor Penetration for every 18/15/12/9 points of Strength.
Gains 1 Movement Speed for every 6/5/4/3 points of Agility.
Gains 1 Cast Speed for every 4/3/2/1 point(s) of Intelligence.
Fire and Ice each gain 60% of the bonuses granted by this ability.
Why put boots on a puppy?
Notes
Armor Penetration will only ignore up to how much Armor the target has, and has no effect on negative Armor.
Movement Speed and Cast Speed bonus is capped at +127. This means Elemental Force does not give any benefits beyond 762/653/508/381 Agility and 508/381/254/127 Intelligence.
Fire and Ice can gain stats up to 60% of the cap, or +76.2 Movement Speed or Cast Speed.
Armor Penetration bonus is uncapped.
Bonuses per stat point can be translated to 0.0555/0.0666/0.0833/0.1111 Armor Penetration per Strength, +0.166/0.20/0.25/0.34 Movement Speed per Agility, and 0.25/0.34/0.5/1 Cast Speed per Intelligence.
Fire and Ice
[ R ]
Cast Time: 1 / 0 seconds
Self
Gemini reveals that he is truly a combination of two elemental entities, Fire and Ice, and reverts to his basic state of two forms.
Cooldown: 45 (20) seconds
Splits Gemini into two forms, Fire and Ice. Also additional form, Light
Fire, Light, and Ice each have abilities, Gemini's Movement Speed, 5.5/7.5/9.5 Magic Armor, and have Attributes equal to 80/90/100% of Gemini's.
If either Fire, Light, or Ice dies, Gemini will perish.
Fire, Light, and Ice emerge at the same Health and Mana percentages that Gemini is at, and recombine to give Gemini Health and Mana percentages equal to the higher of them.
Gemini's Auras will emit from Fire.
I've got split personalities.
Notes
Fire, Light, and Ice's abilities scale with levels of this ability.
Only bonus Strength, Agility, or Intelligence from items will benefit Fire, Light, and Ice.
Fire, Light, and Ice cannot use active items, and all non-aura passive item effects are also disabled.
Fire, Light, and Ice gain experience like a normal hero, which is added to Gemini. Fire, Light, and Ice are subject to experience split mechanics, effectively acting as two heroes if close to each other.
Gemini's cooldowns will function as normal while split.
Upon recombining, Fire, Light, Ice will be put on cooldown for a minimum of 5 seconds.
It is possible to select Gemini while split. You can do this to level Gemini's abilities. Gemini's location is bound to Fire.
Leveling up Fire, Light, and Ice while split will not retroactively level up either pets.
Fire/Ice[ | ]
Fire and Ice have identical stats to each other and share the same Movement Speed and base stats with Gemini, with 80/90/100% of Gemini's Strength, Agility, and Intelligence and 60% of Gemini's Elemental Force bonuses. The only different stats they have are Magic Armor (5.5/7.5/9.5) and Turn Rate (540). Aura items are centered around Fire.
Abilities[ | ]
Fire Breath
[ Q ]
Cast Time: 0.2 / 0.5 seconds
Target Dual
Enemy Units
Type - Magic
Fire breathes, dealing cone damage and burning enemies.
Range: 400 Mana Cost: 100 Cooldown: 14 seconds
Target a unit or location to release a cone that deals 100/175/250 Magic Damage and 30/60/90 Magic Damage over 3 seconds.
Notes
Usable by Fire only.
Fire Breath deals damage in a 90 degree arc up to 600 units away.
Fire shoots as a flaming streak to target enemy, dealing damage and stunning for a brief duration.
Range: 500 Mana Cost: 75 Cooldown: 10 seconds
Shoots Fire at target enemy, making him invulnerable during the process. Deals 60/120/180 Magic Damage and applies a 0.5 second Stun.
Notes
Usable by Fire only.
This ability is identical to Ice Fang.
Tooltip error: Fire is not invulnerable during Fire Fang.
Ice Fang
[ W ]
Cast Time: 0.3 / 0.4 seconds
Target Unit
Enemy Units
Type - Magic
Ice shoots as an icy streak to target enemy, dealing damage and stunning for a brief duration.
Range: 500 Mana Cost: 75 Cooldown: 10 seconds
Shoots Ice at target enemy, making him invulnerable during the process. Deals 60/120/180 Magic Damage and applies a 0.5 second Stun.
Notes
Usable by Ice only.
This ability is identical to Fire Fang.
Tooltip error: Ice is not invulnerable during Ice Fang.
Together In Spirit
[ E ]
Cast Time: 3 / 0 seconds
Self
Fire and Ice are linked no matter how far they separate, allowing them to find each other within seconds at any given time.
Cooldown: 30 seconds
Channels for 3 seconds. After channeling, Fire/Ice is instantly teleported to Ice/Fire.
Notes
Since the startup is not actually channeling, it can be sped up with additional Cast Speed.
Together in Bright Spirit
[ D ]
Cast Time: 3 / 0 seconds
Self
Fire and Light are linked no matter how far they separate, allowing them to find each other within seconds at any given time.
Cooldown: 30 seconds
Channels for 3 seconds. After channeling, Fire is instantly teleported to Light.
Notes
Since the startup is not actually channeling, it can be sped up with additional Cast Speed.
Together in Bright Spirit
[ D ]
Cast Time: 3 / 0 seconds
Self
Ice and Light are linked no matter how far they separate, allowing them to find each other within seconds at any given time.
Cooldown: 30 seconds
Channels for 3 seconds. After channeling, Ice is instantly teleported to Light.
Notes
Since the startup is not actually channeling, it can be sped up with additional Cast Speed.
Rebirth
[ R ]
Cast Time: 1.25 / 0 seconds
No Target
Fire, Light, and Ice combine to give birth once more to Gemini
Range: 300
Activation begins a 1.25 second channel. Channel completion recreates Gemini at the current location with Health and Mana Percentages equal to the higher of Fire, Light, and Ice. Disabled if Fire, Light, and Ice are more than 300 units apart.
Notes
Causes Fire, Light, and Ice to channel.
Stunning or silencing Fire, Light, or Ice will stop this ability.
Is not based on channel time, so it can be sped up with Cast Speed modifiers.
Light[ | ]
Light is an exclusive Elemental upon purchasing Staff of the Master (or boosted via Master's Legacy). It has identical stats to other Elementals and shares the same Movement Speed and base stats with Gemini, with 80/90/100% of Gemini's Strength, Agility, and Intelligence and 60% of Gemini's Elemental Force bonuses. The only different stats they have are Magic Armor (5.5/7.5/9.5) and Turn Rate (540).
Abilities[ | ]
Light Breath
[ Q ]
Cast Time: 0.2 / 0.5 seconds
Target Dual
Enemy Units
Type - Magic
Light breathes, dealing cone damage and blinding enemies.
Range: 400 Mana Cost: 100 Cooldown: 14 seconds
Unleashes a cone of ice that deals 100/175/250 Magic Damage and applies 40/60/80% Miss Chance for 3 seconds.
Notes
Usable by Light only.
Light Breath deals damage in a 90 degree arc up to 600 units away.
Light Fang
[ W ]
Cast Time: 0.3 / 0.4 seconds
Target Unit
Enemy Units
Type - Magic
Light shoots as a bright streak to target enemy, dealing damage and stunning for a brief duration.
Range: 500 Mana Cost: 75 Cooldown: 10 seconds
Shoots Light at target enemy, making him invulnerable during the process. Deals 60/120/180 Magic Damage and applies a 0.5 second Stun.
Notes
Usable by Light only.
This ability is identical to Fire Fang and Ice Fang.
Tooltip error: Light is not invulnerable during Light Fang.
Together in Fiery Spirit
[ E ]
Cast Time: 3 / 0 seconds
Self
Light and Fire are linked no matter how far they separate, allowing them to find each other within seconds at any given time.
Cooldown: 30 seconds
Channels for 3 seconds. After channeling, Light is instantly teleported to Fire.
Notes
Since the startup is not actually channeling, it can be sped up with additional Cast Speed.
Together in Icy Spirit
[ D ]
Cast Time: 3 / 0 seconds
Self
Light and Ice are linked no matter how far they separate, allowing them to find each other within seconds at any given time.
Cooldown: 30 seconds
Channels for 3 seconds. After channeling, Light is instantly teleported to Ice.
Notes
Since the startup is not actually channeling, it can be sped up with additional Cast Speed.
Rebirth / Lightning Form
[ R ]
Cast Time: 1.25 / 0 seconds
No Target
Fire, Ice, and Light combine to give birth once more to Gemini. Turns Light into Volt if the circumstance met.
Range: 300
Activation begins a 1.25 second channel. Channel completion recreates Gemini at the current location with Health and Mana Percentages equal to the higher of Fire, Ice, and Light. Disabled if Fire, Ice, and Light are more than 300 units apart.
Passively turns Light into an agile elemental also known as Volt while 1200 units away from enemy heroes. This effect is disabled for 12 seconds when Light uses an ability, attacks, or takes damage.
Light takes Adverse Sibling effect if both Fire & Ice are within 900 radius to Light.
Volt Effects +10/50/10000% Movement Speed Max Movement Speed is set to 650
Adverse Sibling Effects
67% Damage Penalty
Notes
Causes Fire, Ice, and Light to channel.
Stunning or silencing Fire, Ice, or Light will stop this ability.
Is not based on channel time, so it can be sped up with Cast Speed modifiers.
Puts the passive on cooldown when the spellcasting of Together in Bright Spirit sub-ability finishes.
Passive: While 1200 units away from enemy heroes, Light becomes an an agile elemental also known as Volt, gaining 10/50/10000% Movement Speed. Max Movement Speed is set to 750. This effect is disabled for 12 seconds when Light uses an ability, attacks, or takes damage.
Active: Activate to begin casting for 1.25 seconds. Upon finishing the cast, recreates Gemini at the current location with Health and Mana Percentages equal to the highest of Fire, Ice, and Light. Disabled if Fire, Ice and Light are more than 300 units apart.