
Ring Master
Welcome, welcome, one and all — to a stage-lit extravaganza for the ages! Prepare to have your senses shattered! Your expectations demolished! Your Ancients smashed to ruins!<br><br>Witness the impossible feats and derring-do of the one and only clockwork marvel, the Great Cogliostro Kettle — Ringmaster, torture artist, genius in his own time — here now for the sole agony and entertainment of any hero bold enough to draw back the crimson carnival curtain and behold what mysteries await inside.<br><br>The mistake most maestros make is waiting for the public to come to them. The Ringmaster knows you need to go out and <i>find</i> your audience! <i>Drag</i> them to you. And <i>make</i> them watch.
Base STR
21 +2.1
Base AGI
11 +1.6
Base INT
25 +3
Move Speed
310
Attack Range
575
Base Armor
1
Attack DMG
23–33
Projectile
1200
Innate Abilities

Dark Carnival Barker
Ringmaster receives a random single-use Dark Carnival Souvenir whenever an enemy hero dies within 925 units of him. Additional Souvenirs are held as charges.
If Ringmaster does not have a Souvenir when he dies he will be granted one.
Abilities

Tame the Beasts
Cooldown
16 / 14 / 12 / 10s
Mana
90 / 105 / 120 / 135
CHANNELED - Ringmaster twirls his whip for up to 1 second then cracks it. Whipped enemies are damaged and flee in fear from Ringmaster. Channel time exponentially increases damage and extends the fear duration, but reduces the radius.
RADIUS START:
450
RADIUS END:
200
MIN DAMAGE:
50 / 75 / 100 / 125
MAX DAMAGE:
180 / 280 / 380 / 480
MIN FEAR DURATION:
0.1 / 0.2 / 0.3 / 0.4
MAX FEAR DURATION:
0.6 / 0.8 / 1 / 1.2
From unhappy crowds to unruly acts, nothing persuades a pack of animals quite like the crack of the Ringmaster's whip.

Escape Act
Cooldown
38 / 32 / 26 / 20s
Mana
120
Ringmaster packs himself or an allied hero into a mobile, extradimensional box. Boxed units gain phased movement, slow resistance, bonus magic resistance, and bonus movement speed. They are also untargetable, muted, silenced, and disarmed. The box will pop open after the effect expires or it moves out of the initial area.
RADIUS:
500
DURATION:
2 / 2.4 / 2.8 / 3.2
BONUS MOVEMENT SPEED:
0 / 8 / 16 / 24%
BONUS MAGIC RESISTANCE:
50 / 60 / 70 / 80%
SLOW RESISTANCE:
100%
EXPLOSION RADIUS:
0
EXPLOSION DAMAGE:
0
An adept assistant has nothing to fear within the confines of The Box. An amateur has...much darker prospects indeed.

Impalement Arts
Cooldown
1s
Mana
50
Ringmaster throws one of his daggers to a precise point of his choosing. If he strikes an enemy, the dagger deals impact damage, briefly slows the unit hit, and causes them to bleed. The bleeding deals a percentage of the victim's maximum health in damage every second to heroes and flat damage per second to creeps.
IMPACT DAMAGE:
20 / 35 / 50 / 65
MAX HEALTH DAMAGE PER SECOND (HEROES):
3 / 4 / 5 / 6%
DAMAGE PER SECOND (CREEPS):
85 / 90 / 95 / 100
DURATION:
4
MOVEMENT SLOW:
100%
SLOW DURATION:
0.5 / 0.6 / 0.7 / 0.8
Passed down through generations, it simply wouldn't be a Kettle Circus without the Great Cogliostro's signature trick.

Wheel of Wonder
Cooldown
90 / 80 / 70s
Mana
150 / 225 / 300
Ringmaster rolls the Wheel of Wonder to the targeted location, knocking aside enemies along the way. After it reaches its target, enemies in range of the wheel take damage over time and are slowed by -50%.
Enemy heroes who face the wheel for more than 0.5 seconds are mesmerized and drawn towards it. The first enemy to be mesmerized triggers a timer for the wheel to explode. If the timer is not triggered, it will automatically explode after 4 seconds.
MINIMUM RANGE:
700
RADIUS:
500
TIMER DURATION:
2.5 / 2.75 / 3
AURA DAMAGE PER SECOND:
50 / 75 / 100
EXPLOSION DAMAGE:
300 / 450 / 600
No, brave friends, illusions are for charlatans and card sharks. What you witness today is the power of true magic. But only if you dare set your gaze upon...the mesmerizing wheel.

Funhouse Mirror
Cooldown
3s
Use: Proportion Distortion
Creates 1 imperfect image of your hero that lasts 18 seconds. Your illusion deals 28% and takes 300% damage.- Has a 0.2 second cast time during which you are invulnerable.

Strongman Tonic
Cooldown
3s
Use: Forcefully Imbibe
Temporarily increases an allied hero's Strength by 5 plus 1 per Ringmaster's level for 8 seconds. The effect holds for 4 seconds and then deteriorates over the duration.
Whoopee Cushion
Cooldown
3s
Use: Whoopsie
Propels your hero forward 400 units. Leaves a 250 radius stink cloud behind for 3 seconds that slows enemies by -30%.
Unicycle
Cooldown
3s
Use: Saddle Up
Summons a speedy unicycle to ride around on for 10 seconds. 1.5s after mounting the unicycle, taking damage from enemy hero sources greater than 20 dismounts the rider. Crashing into trees destroys them and slows the unicycle. Attacking, using channeled abilities, or crashing into units and other obstacles also dismounts the rider.Talents

Aghanim's Scepter

Escape Act
Escape Act has 0 charges. When the box pops open, Impalement Art daggers are thrown in all directions, and all enemies around it take damage.

Aghanim's Shard

Spotlight
Cooldown
30s
Mana
50
Ringmaster shines 3 spotlights that sweep over an area. Enemies in the light have a chance to miss their attacks and are revealed if invisible. Illusions hit by the beam fade away, losing a percentage of their maximum health each second. These effects linger for 0.3 seconds after leaving the light.
RADIUS:
275
ILLUSION MAX HEALTH LOSS:
30%
MISS CHANCE:
30%
DURATION:
8
Are you ready for your fifteen seconds? The limelight draws no distinction between infamy and fame.
Hero Performance
Median across all public matches · OpenDotaForm
48%
Win rate in recent matches
Performance
50%
KDA ratio (kills + assists / deaths)
Laning
12%
Last hits per minute over full game
Farm
41%
Average gold per minute
Fighting
16%
Average kills + assists per match
Experience
59%
Average XP per minute
Strategy
When to Pick Ring Master?
Here is something most players probably did not think about when patch 7.41 dropped and removed all facets from the game—that change was secretly one of the most meaningful indirect buffs. Ringmaster has received since his release. GosuGamers specifically flagged the absence of facets as his biggest competitive weakness when other heroes were being tweaked and explored through their facet options while Ringmaster stood there with nothing new to experiment with.
Now every hero in the game has no facets. The playing field is completely level for the first time since Ringmaster launched, and the hero that was already showing a 57.4% win rate as pos 4 right after his initial release has returned to a balanced competitive landscape without that structural disadvantage hanging over him.
The current patch also buffed him directly—Wheel of Wonder mana cost reduced from 175/275/375 to 150/225/300, Tame the Beasts minimum damage increased, and Crystal Ball scan duration extended to five seconds. These are meaningful numbers on a hero who was already strong before them. The reason you say he is strong because of his ultimate is completely correct, and I want to explain exactly why Wheel of Wonder is so exceptional in the current meta.
It rolls to a target location, knocks aside everything in its path on arrival, and then sits there. Enemy heroes who face the wheel for more than 0.5 seconds get mesmerized — disarmed, silenced, muted, and drawn toward the wheel simultaneously. The first mesmerized hero triggers a countdown timer, and when the wheel explodes, it stuns everyone who was pulled toward it.
In the current meta of physical damage carries who right-click constantly—Lifestealer, Night Stalker, and Ursa—a Wheel of Wonder placed between the enemy carry and your own team removes the primary threat from the fight for the entire duration, because the carry literally cannot look away from the wheel without stopping their right-clicking, and if they look at it for half a second, they are mesmerized and pulled toward it.
It is also an incredible save—placing Wheel of Wonder between a diving enemy hero and a low-HP ally creates a physical obstacle that displaces the diver on impact and then threatens to mesmerize if they face it while chasing.
Combined with the Escape Act ability that boxes an ally into a completely untargetable mobile container with bonus magic resistance, slow resistance, and phased movement for several seconds, Ringmaster has two separate tools for saving allied heroes from burst combos that most hard supports cannot match simultaneously.
He is disgusting in lineups that have one or two high-priority physical damage cores who need to be in melee range to deal their damage—because Wheel of Wonder placed directly between them and your carry disrupts the positioning they need to right-click effectively, and any time they turn to face it, they are in danger of being mesmerized.
He thrives in the current laning patch specifically because his souvenirs—random charges earned on nearby hero deaths—provide unpredictable but genuinely useful utility that ranges from temporary strength buffs on allies to enemy vision reduction and creep instakill to a targeted stink cloud slow that patches up his kit's relatively limited direct lockdown.
The Souvenir system means Ringmaster gets stronger as fights happen near him, rewarding aggressive teamfight positioning over passive backline play.
He pairs beautifully with heroes that can follow up on mesmerized heroes pulled toward the wheel—Lifestealer, who cannot be CCed during Rage, can simply right-click the helpless mesmerized targets; Enigma, whose Black Hole radius covers the grouped mesmerized heroes perfectly; and Axe, whose Blink into Berserker's Call on mesmerized targets creates a chain disable that becomes nearly impossible to break.
Avoid picking him into lineups with global or long-range initiation that places enemies behind him rather than in front—heroes initiated from unexpected angles who attack Ringmaster's supports from their flanks rather than approaching from the Wheel of Wonder's facing direction completely nullify the mesmerize mechanic since it requires enemy heroes to face the wheel from within its radius.
Also feels genuinely terrible for Faceless Void—Chronosphere freezes the Wheel of Wonder and stops its countdown mechanics entirely, locking Ringmaster's primary teamfight tool while the entire allied team is frozen, unable to follow up on anything.
Tips & common mistakes
- Wheel of Wonder mesmerizes heroes who face it for 0.5 seconds—most pub Ringmaster players roll the wheel directly AT the enemy carry and then watch confused as the carry simply avoids looking at it or blinks past it. The correct placement is behind the enemy carry's escape route or retreat path, not at their current position, so that their natural movement away from the fight puts the wheel directly in their facing direction. A fleeing car, running away from the fight, walks into facing the wheel rather than away from it.
- Escape Act boxes an allied hero, making them fully untargetable—use it the instant an initiation lands on your carry BEFORE the burst combo completes, not after they are already at 10% HP and the damage has fully connected. A carry boxed at 80% HP during an enemy initiation window emerges from the box after the burst combo has expired with no targets to hit, and every enemy cooldown has been wasted on a hero they could not damage for the entire duration.
- Tame the Beasts can be cast on allied heroes—most pub Ringmaster players use it exclusively for farming creep camps in the jungle between fights. While jungle clearing is legitimate GPM generation for a pos 5, the strength bonus plus healing component on an allied carry during fights is meaningful support value that most Ringmaster players never utilize during team fights because they are too busy managing souvenir charges. The strength buff during Tame the Beasts provides both HP pool increase and additional magic resistance scaling that can keep an allied hero alive through burst combos that would otherwise kill them.
- Crystal Ball detects enemy heroes in a global-range targeted area AND reveals invisible units and wards without providing vision — the scan duration was buffed to five seconds in the current patch. This is the ringmaster's information tool, and most pub players only use it when they actively suspect an enemy is nearby. The correct use is proactive—scan high-traffic areas like Roshan pit, rune spots, and jungle entrance points before your team walks into them, not after they have already been ambushed. Five seconds of scan duration at a targeted location provides enough time to determine whether a dangerous hero is waiting there before committing to an objective.
- Souvenirs are granted on enemy hero deaths within a 925 range—which means Ringmaster needs to be physically near fights to accumulate charges, not at the fountain or the edge of the map. Most Pub Ringmaster players play too passively as a pos 5, positioning far from fights for safety, and then wonder why they never have Souvenir charges when they need them. Controlled aggression near teamfight locations is mandatory for Ringmaster to reach his full utility ceiling.
- Impalement Arts cracks the whip in a channel up to one second—a longer channel deals more damage and extends the fear duration but reduces radius. Most Pub Ringmaster players either tap the ability instantly for minimum channel or hold it too long in dangerous positions. The sweet spot is roughly 0.6 to 0.7 seconds of channel in a fight where the targets cannot easily interrupt—enough to extend fear duration meaningfully while not leaving Ringmaster exposed for a full second at close range to enemies who can stun him before the channel completes.
- • The Wheel of Wonder can be blocked by obstacles and terrain on its travel path—place it from angles that avoid physical terrain obstructions blocking the roll. Most pub Ringmaster players roll the wheel in the most obvious straight line to the target and do not consider that trees or cliff edges can cause it to stop short of the intended position, leaving the wheel placed at an unintended location where the mesmerize angle does not threaten the heroes you wanted to lock down.
Summary
Ringmaster is strong because of his ultimate, and the current patch has quietly returned him to a level playing field by removing facets from every hero simultaneously, eliminating the structural disadvantage he carried against heroes being actively developed through their facet options while he had none.
The Wheel of Wonder in the current meta of physical damage carries that need forward; positioning to deal right-click damage is one of the most effective zone-control ultimates a hard support can provide, the Escape Act box is one of the few true untargetability saves available on any pos 5 in the game, and the Souvenir system rewards an aggressive teamfight positioning style that benefits the laning patch meta's emphasis on early fights and map presence.
He demands more positioning intelligence than most hard supports, and his ultimate requires correct placement rather than just firing it at the closest enemy—but the player who figures those things out is playing one of the most satisfying and impactful pos 5 heroes currently available.
Strong Against
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