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Heroes/Shadow Fiend
Shadow Fiend
AgilityRanged

Shadow Fiend

It is said that Nevermore the Shadow Fiend has the soul of a poet, and in fact he has thousands of them. Over the ages he has claimed the souls of poets, priests, emperors, beggars, slaves, philosophers, criminals and (naturally) heroes; no sort of soul escapes him. What he does with them is unknown. No one has ever peered into the Abysm whence Nevermore reaches out like an eel from among astral rocks. Does he devour them one after another? Does he mount them along the halls of an eldritch temple, or pickle the souls in necromantic brine? Is he merely a puppet, pushed through the dimensional rift by a demonic puppeteer? Such is his evil, so intense his aura of darkness, that no rational mind may penetrate it. Of course, if you really want to know where the stolen souls go, there's one sure way to find out: Add your soul to his collection. Or just wait for Nevermore.

Base STR

19 +2.7

Base AGI

25 +3.6

Base INT

18 +2.2

Move Speed

305

Attack Range

525

Base Armor

0

Attack DMG

16–22

Projectile

1200

Necromastery

Necromastery

PassiveInnate

Shadow Fiend steals the soul from units he kills, gaining 1.35 bonus damage per soul. Hero kills grant 4 souls. On death, he releases 30% of them from bondage.

DAMAGE PER SOUL:

1.35

BASE MAX SOULS:

20

CURRENT MAX SOULS:

0

  • Denies and neutral creeps also provide bonus damage through Necromastery.
  • Break disables the gaining of new stacks.
  • Break does not disable the bonuses from existing stacks.

Harvested souls swirl in and out of the Abysm, empowering the Shadow Fiend to increase the size of his collection.

Shadowraze

Shadowraze

No TargetAghanim's Shard

Cooldown

9s

Mana

80

Shadow Fiend razes the ground directly in front of him, dealing damage to enemy units in the area, dealing bonus damage based on his current Necromastery Soul amount. Adds a stacking damage amplifier on the target that causes the enemy to take bonus Shadowraze damage per stack.

BASE DAMAGE:

85 / 150 / 215 / 280

RANGE:

200

BONUS PER STACK:

35 / 50 / 65 / 80

STACK DURATION:

7

BONUS DAMAGE PER SOUL:

3

  • Stack duration refreshes on stack gain.

Nevermore's trademark for harvesting souls.

Feast of Souls

Feast of Souls

No Target

Cooldown

21s

Mana

60 / 65 / 70 / 75

Shadow Fiend gains Bonus Movement and Attack Speed for 8 seconds. For the duration of the effect, every 0.5s he collects souls from 2 enemies in a 600 radius. After the effect is over, he loses the souls whose owners are still alive, retaining the rest for 8s, after which souls that are over the Necromastery max stack count are also lost. Can only collect souls once from each individual enemy.

BONUS ATTACK SPEED:

35 / 50 / 65 / 80

BONUS MOVE SPEED:

4 / 6 / 8 / 10%

MAX COLLECTION TARGETS:

4 / 6 / 8 / 10

SOULS PER HERO:

3

SOULS PER CREEP:

1

For Nevermore, there's as much delight in the harvest as there is in the feast.

Presence of the Dark Lord

Presence of the Dark Lord

Passive

Shadow Fiend's presence reduces the armor of nearby enemies.

ARMOR REDUCTION:

-3 / -4 / -5 / -6

RADIUS:

1200

  • Stacks fully with other armor reduction abilities and aura.

Even being near Nevermore eats away at one's soul.

Requiem of Souls

Requiem of Souls

No TargetAghanim's Scepter

Cooldown

120 / 110 / 100s

Mana

150 / 175 / 200

Shadow Fiend gathers up to 20 of his captured souls to release them as lines of demonic energy. Units near Shadow Fiend when the souls are released can be damaged by several lines of energy. Any unit damaged by Requiem of Souls will be feared and have its movement speed and magic resistance reduced for 0.6 seconds for each line hit up to a maximum of 2.15. Lines of energy are created for every soul captured through Necromastery.

Requiem of Souls is automatically cast whenever Shadow Fiend dies, regardless of its cooldown.

MOVEMENT REDUCTION:

-20 / -25 / -30%

MAGIC RESIST REDUCTION:

-5 / -10 / -15%

FEAR DURATION PER SOUL HIT:

0.6

FEAR DURATION MAX:

2.15

HEAL ON RETURN:

0%

CAST DELAY:

1.67

COOLDOWN:

120 / 110 / 100

  • One line is generated from Shadow Fiend for every 1 soul in his possession.
  • Fear and movement slow do not apply if the Requiem was released on death.

The captured souls of those past slain are released to ravage their former allies.

+30 Shadowraze Stack Damage
10
+30 Feast of Souls Attack Speed
+2 Presence Armor Reduction
15
+2 Feast of Souls Souls Collected Per Hero
+5 Necromastery Max Souls
20
+0.2s Requiem Fear per line
Feast of Souls Grants +30% Cast Speed
25
Shadowraze Applies Attack Damage
Aghanim's Scepter
Requiem of Souls

Requiem of Souls

Reduces cooldown and causes Requiem of Souls to return back to Shadow Fiend. The wave back to Shadow Fiend heals him for all the damage it dealt.

Aghanim's Shard
Shadowraze

Shadowraze

Cooldown reduced by 0s per enemy hero hit. Applies a stacking 0% movement speed debuff on enemies hit.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

47%

Win rate in recent matches

Performance

100%

KDA ratio (kills + assists / deaths)

Laning

62%

Last hits per minute over full game

Farm

74%

Average gold per minute

Fighting

40%

Average kills + assists per match

Experience

88%

Average XP per minute

Strategy

When to Pick Shadow Fiend?

Pfff... there are very few carries in Dota 2 who can end a game the way Shadow Fiend ends a game when he is ahead. We are talking about a hero who, with a full Necromastery stack and a Daedalus in his inventory at the twenty-minute mark, can two-shot enemy heroes at maximum attack range before they even understand what is happening to them. That is not an exaggeration—the combination of the presence of the Dark Lord's armor reduction aura stacking with physical right-click damage and a critical strike from Daedalus at full souls is one of the single highest burst damage windows any carry in Dota 2 can produce in a single second. The current meta rewards exactly this style of play—the laning patch emphasis on early fights and fifteen to twenty minute power spikes means the hero who gets ahead fastest wins, and Shadow Fiend's snowball potential once he has souls is as steep as any carry available.

Necromastery is now his innate — scaling permanently with hero level, granting 1.35 bonus damage per stored soul, and crucially only losing 30% of stacks on death rather than 50% as in older versions of the hero. That death-stack retention change is more important than it looks. It means a Shadow Fiend who dies once does not lose his entire game—he walks out of the fountain still dangerous, still with the majority of his collected souls, and still threatening to explode the next hero he finds. Every hero kill now permanently increases his maximum soul cap by one for the rest of his life—so a Shadow Fiend who kills three heroes in a row has three additional slots for bonus damage that persist until he dies. The snowball here is literal and mathematical. More kills mean more maximum stacks; more maximum stacks mean more bonus damage per attack; more bonus damage means easier kills; easier kills mean even more stacks. The hero who starts the game rolling does not stop.

Feast of Souls is the new ability that accelerates this loop during fights — activating it grants bonus attack speed and movement speed for eight seconds while passively collecting souls from up to ten nearby enemies during the duration. The catch is that souls collected from enemies who are still alive at the end of the eight seconds are lost immediately. This means Feast of Souls is an aggressive combat tool, not a farming shortcut. You activate it when you are already winning a fight and enemies are going to die within the eight-second window—the souls you collect from those dying enemies stay permanently. Activating it on living heroes you cannot kill within eight seconds just gives you a temporary speed boost and nothing else.

He is disgusting into fragile, low-armor lineups that cannot build armor items as their first defensive purchase — intelligence supports with low base armor, squishy ranged cores that melt to physical damage, and lineups that have no hard lockdown that can interrupt Requiem of Souls before it fires. He thrives in the current meta specifically because the laning patch forces early fights where a Shadow Fiend with even twenty or thirty accumulated souls is already dealing dramatically more damage per attack than almost any other carry at that timing. He pairs beautifully with supports that provide the lockdown necessary to let him right-click safely from maximum range—Crystal Maiden's Frostbite rooting a target in place while SF walks up to full attack range and burns them down, Disruptor's Glimpse pulling fleeing heroes back into Presence of the Dark Lord's armor reduction radius, and Bane's Fiend's Grip guaranteeing five seconds of stationary right-click target. Avoid picking him into high-armor strength carries and offlaners — Bristleback, Axe, Dragon Knight — who build armor naturally and reduce the effectiveness of both his physical right-clicks and Presence of the Dark Lord simultaneously. Also terrible are lineups with reliable channeling interrupts that cancel Requiem of Souls—a Bane Fiend's Grip or Lion Hex the moment SF begins channeling wastes the entire cooldown and his primary teamfight tool.

Tips & common mistakes

  • Necromastery only loses 30% of stacks on death — which means dying once is not a catastrophe the way it used to be. Most pub Shadow Fiend players tilt completely after dying once and start playing ultra-passively, terrified to lose more souls. Play aggressively after respawning with 70% of your stacks intact. You are still threatening.
  • Every hero kill increases Necromastery's maximum soul cap by one permanently until Shadow Fiend dies — which means the first few hero kills in a game are disproportionately valuable because they expand your potential soul ceiling for the rest of that life. Prioritize getting hero kills over farming camps in the early midgame specifically because hero kills give four souls AND raise the cap, compounding both immediately and in future stack accumulation.
  • Feast of Souls only retains collected souls from enemies who die within the eight-second duration—most pub Shadow Fiend players activate it the moment any fight starts regardless of whether they can secure kills inside the window. Only activate Feast of Souls when the targets in range are already committed to dying—low HP enemies, enemies caught in CC, and enemies that your team is already focusing down. Using it on full-HP heroes running away from you just gives you a speed boost and wastes the cooldown.
  • Shadowraze stacks a debuff on targets that increases subsequent Shadowraze damage — hitting the same target with multiple consecutive razes amplifies each one beyond the base damage. Most pub Shadow Fiend players use all three Shadowraze charges at maximum range the moment they appear on a target and never think about the stacking debuff. Double and triple raze the same target in quick succession to get the full amplified damage rather than spacing them out across different targets.
  • Requiem of Souls fires automatically on death regardless of cooldown — which means if you are about to die in a teamfight, fighting near the enemy team's grouped position guarantees a free Requiem that you did not have to channel at all. Most pub Shadow Fiend players try desperately to escape when low HP, running away from grouped enemies. Running INTO the group before dying frees Requiem on everyone near you and can flip an entire fight from beyond the grave.
  • Presence of the Dark Lord reduces the armor of ALL nearby enemies passively—which means stacking it with Desolator or Assault Cuirass creates armor reduction numbers that make enemy heroes take dramatically amplified physical damage from your entire team simultaneously. In the current physical damage meta where your team is likely running other right-click cores, the armor aura benefits everyone on your team who is within range. Position aggressively in teamfights to maximize the radius coverage on grouped enemies.
  • Black King Bar is non-negotiable in most Shadow Fiend games—Requiem of Souls has a 1.67-second cast point before the souls fire, and any stun or silence interrupts it completely, wasting the cooldown on the highest-damage ability in his kit. Most pub Shadow Fiend players delay BKB, trying to rush Daedalus for the damage spike, then watch helplessly as a Lion Finger cancels every Requiem of Souls for the next fifteen minutes. Build BKB before or alongside Daedalus in any game where the enemy team has reliable channeling interrupts.

Summary

Shadow Fiend has a ton of damage — that part is completely true. A full-soul SF with Daedalus in the current laning meta is one of the most frightening twenty-minute power spikes available to any carry, and the reduced death stack loss in the current patch means snowballing is easier to maintain than it used to be. But the snowball MUST start early.

A Shadow Fiend who survives the laning phase with fifty or sixty stacks and his first major item is a genuine threat to end the game before the enemy carry comes online. A Shadow Fiend who gets ganked repeatedly before level seven, walks out of lane with fifteen stacks and no items, and has to start farming from scratch at twenty minutes is just a fragile ranged hero with a channeling ultimate that the enemy support will cancel every single time. Get the souls early.

Get the kills. Let the snowball roll. Or do not pick him at all.

Starting Items

branchestangofaerie_firemagic_wandquelling_bladeenchanted_mango

Early Game

bootspower_treadslifestealbroadswordbottleblade_of_alacrity

Core

yashadragon_lancemantalesser_crityasha_and_kayamask_of_madness

Late Game

greater_critforce_staffhurricane_pikeblack_king_barsilver_edgehydras_breath
Whisper of the DreadSerrated ShivGrove BowGunpowder GauntletBrigand's BladeSearing Signet

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