
Shadow Shaman
Born in the Bleeding Hills, Rhasta was just a starving youngling when picked up by a travelling con-man. For two pins of copper, the old con-man would tell your fortune. For three, he'd castrate your pig, for five, he'd circumcise your sons. For a good meal, he'd don his shaman garb, read from his ancient books, and lay a curse upon your enemies. His strange new youngling, part hill troll, part...something else, worked as assistant and lent an air of the exotic to the con-man's trade. <br><br>Always one step ahead of cheated customers, one town ahead of a pursuing patronage, the two trekked across the blighted lands until one day the con-man realized that the little youngling could actually do what he only pretended at. His ward had a gift--a gift that customers valued. And so the youngling Rhasta was thrust before the crowds, and the trade-name Shadow Shaman was born. The two continued from town to town, conjuring for money as Shadow Shaman's reputation grew. Eventually, the pair's duplicitous past caught up with them, and they were ambushed by a mob of swindled ex-clients. The con-man was slain, and for the first time, Rhasta used his powers for darkness, massacring the attackers. He buried his beloved master, and now uses his powers to destroy any who would seek to do him harm.
Base STR
20 +2.3
Base AGI
16 +1.6
Base INT
23 +3.5
Move Speed
285
Attack Range
400
Base Armor
2
Attack DMG
40–47
Projectile
900
Innate Abilities

Fowl Play
Cooldown
120s
When taking lethal damage, Shadow Shaman receives a strong dispel and survives as a 1 HP chicken with increased movement speed. Incoming damage is reduced to zero for a short duration and additional chickens are created to confuse the enemy. Cooldown resets when Shadow Shaman respawns. DISPEL TYPE: Strong Dispel
DURATION:
3
MOVESPEED BONUS:
5%
TOTAL CHICKENS:
1
INVULNERABLE TIME:
1
- Lethal Damage from Axe's Culling Blade and Necrophos's Reaper's Scythe will not be prevented.
- Incoming damage reduction buff will prevent certain sources of HP removal from killing Shadow Shaman.
Rhasta had to learn early on how to stay one step ahead of those who (rightfully or wrongfully) wished him harm.
Abilities

Ether Shock
Cooldown
14 / 12 / 10 / 8s
Mana
90 / 105 / 120 / 135
Creates a cone of ethereal energy that strikes multiple enemy units.
TARGETS:
3 / 5 / 7 / 9
DAMAGE:
125 / 190 / 255 / 320
- Can hit secondary targets up to 1000 distance away.
Originally used to open shows with the travelling con-man, Rhasta's lightning display shocks adversaries in more ways than one.

Hex
Cooldown
24 / 20 / 16 / 12s
Mana
130 / 150 / 170 / 190
Transforms an enemy unit into a harmless creature, disabling their attacks and abilities.
DURATION:
2 / 2.3 / 2.6 / 2.9
- Instantly destroys illusions.
- The target will have a base movement speed of 100, but buffs granting maximum movement speed won't be disabled.
Rhasta often ended performances by turning himself into a chicken - now, the humiliation is shared.

Shackles
Cooldown
14 / 13 / 12 / 11s
Mana
125 / 140 / 155 / 170
CHANNELED - Magically binds an enemy unit so that it cannot move or attack, absorbing their life energy over time.
TOTAL DAMAGE/HEAL:
100 / 160 / 220 / 280
MAX DURATION:
2.4 / 3 / 3.6 / 4.2
CAST RANGE:
450
A self-defense incantation, Rhasta developed shackles after his master was slain in the Bleeding Hills.

Mass Serpent Ward
Cooldown
110 / 105 / 100s
Mana
200 / 350 / 550
Summons 10 Serpent Wards to attack enemy units and structures. The Wards are immune to magic. Creeps deal half damage to the Serpent Ward.
DURATION:
45
HITS TO DESTROY:
2
WARD DAMAGE:
50 / 85 / 120
MEGA WARD HEALTH:
0
MEGA WARD DAMAGE:
0
Snake charming was a big part of the Shadow Shaman's act; now Rhasta can empower the snakes to do his bidding.
Talents

Aghanim's Scepter

Shackles
Increase cast range. Every 0 seconds, shackled units emit a radial Ether Shock hitting all other units within 0 of the target for 0% of Ether Shock's normal damage. Shackles can now also be cast on allies and Mass Serpent Wards that stay within 0 units of Shadow Shaman. Allied units are not disabled by Shackle.

Aghanim's Shard

Urnaconda
Cooldown
50s
Mana
115
Throw a snake jar at the target location, damaging all enemies in the AoE and creating a Massive Serpent Ward that has 4x the base Serpent Ward damage and health there that lasts 15s.
IMPACT RADIUS:
225
IMPACT DAMAGE:
275

Mass Serpent Ward
Allows to create a Mega Ward using the Urnaconda ability.
Hero Performance
Median across all public matches · OpenDotaForm
52%
Win rate in recent matches
Performance
47%
KDA ratio (kills + assists / deaths)
Laning
15%
Last hits per minute over full game
Farm
45%
Average gold per minute
Fighting
15%
Average kills + assists per match
Experience
60%
Average XP per minute
Strategy
When to Pick Shadow Shaman?
Mark my words—Shadow Shaman is one of the best hard supports in the current meta and has been for months. CyberScore called him the top 5 pos of the current patch. Strafe confirmed Jakiro and Shadow Shaman have been dominating the hard support role consistently. The D2PT data at the Immortal rank shows him sitting at a 53.9% win rate. And before you say, "Yeah, but he is simple; anyone can win with him"—that is EXACTLY the point. In a meta where games are decided in fifteen to twenty minutes and you need heroes who convert minimal resources into maximum impact the moment you press a button, Shadow Shaman does exactly that from level one with zero items required.
Let's be real about his disables because this is the core of why the hero is picked. Hex transforms an enemy hero into a chicken, removing their ability to attack, cast spells, or use items for 2.9 seconds at max level. That is a full disable with no counter except BKB or Linken's. Shackles is a channeled root that lasts up to four seconds at max level, deals damage in 0.1-second intervals throughout, and now with Aghanim's Shard spawns four Serpent Wards directly on the shackled target for the full channel duration—so while the enemy hero is pinned unable to move or respond, four serpent wards are simultaneously hammering them from point-blank range. Chain them together—Hex first, Shackles immediately after the Hex duration ends—and a single target is disabled for nearly seven full seconds. Seven seconds in a Dota 2 teamfight is an eternity. The enemy carry, the enemy offlaner, and the enemy mid—whoever you pick as the target of this combo—simply do not exist as a factor in the fight for seven seconds while your team kills everything around them.
The new Aghanim's Shard Urnaconda ability adds a separate targeted throw that deals 275 damage in an AOE AND spawns a Massive Serpent Ward at the location lasting fifteen seconds. This gives Shadow Shaman objective presence between ultimate cooldowns—a ward that deals four times the damage of a normal Serpent Ward dropped on a tower can kill it within the fifteen-second duration while Shadow Shaman himself is safely at the back of his team. And the Fowl Play innate scales with hero level, providing a survival mechanic when hit with lethal damage—Rhasta transforms into a chicken at one HP with damage reduction and spawns decoy chickens to confuse attackers. The hero who was previously one of the easiest first targets in the game now survives burst attempts that would have instantly deleted him before.
He is disgusting in the current meta's aggressive early fighting environment—Hex and Shackles chained together kill any hero below four thousand HP in average pub lobbies with a basic Ether Shock and team follow-up, the Serpent Wards push towers faster than most offlaners can contest, and the Urnaconda ward provides mid-game objective pressure that forces the enemy team to stop and deal with a fifteen-second ward rather than fight your team or push their own objectives. He pairs beautifully with carries that deal sustained burst in the seven-second disable window—Night Stalker right-clicking a shackled target at night with full attack speed is a kill in under three seconds, Phantom Assassin critting a hexed hero from behind before she can activate BKB, and Juggernaut spinning into a cluster of heroes while Serpent Wards are already attacking from the edges of the formation. Avoid him in lineups built around BKB and status resistance that dramatically reduce his disable durations—a Lifestealer who builds BKB by fifteen minutes or an Axe who pops Berserker's Call immediately negates the entire combo window, and teams with reliable channeling interrupts can cancel Shackles instantly before it deals meaningful damage.
Tips & common mistakes
- Aghanim's Shard Shackles now spawns four Serpent Wards directly on the pinned target—most pub Shadow Shaman players buy Shard and then continue using Shackles exactly the same way they did before it. The Shard fundamentally changes where you shackled. You want to shackle in a position where the four wards that spawn will also hit nearby enemies or are close to a structure, not just wherever the target happens to be standing. Positioning the shackle near a tower drops four wards on both the target AND the tower simultaneously.
- Serpent Wards are magic immune but killable by right-clicks—most pub Shadow Shaman players drop Serpent Wards in the middle of a teamfight where the enemy team can attack them freely. The correct placement in a teamfight is behind the enemy backline, where their carries have to turn around and attack backward to hit the wards, or directly between two heroes so the wards split their attention. Against towers, place wards just inside tower range so the tower targets a ward while your team walks in safely.
- Fowl Play activates when Shadow Shaman takes lethal damage — he survives at one HP, gets a brief damage reduction window, and spawns decoy chickens. Most pub Shadow Shaman players die immediately after Fowl Play procs because they do not realize they have survived and stand still in confusion. The moment Fowl Play activates, immediately use Force Staff or Glimmer Cape and move away from the attacker before the damage reduction expires. You survived for a reason—use the window.
- Blink Dagger is core by twenty minutes and completely changes Shadow Shaman's threat profile—without it he is limited to the range of Hex and Shackles cast range, which forces him to be uncomfortably close to danger. With Blink, he can initiate the Hex-Shackles chain from fog on a hero who thought they were safely out of range, reposition mid-fight to drop Urnaconda on a structure, or escape after Shackles completes. Most pub Shadow Shaman players delay Blink building Force Staff instead, which is incorrect in most games.
- Urnaconda from Aghanim's Shard deals 275 AOE damage on impact AND drops a fifteen-second Massive Serpent Ward—most pub Shadow Shaman players treat it as a secondary damage nuke and aim it at grouped heroes in team fights. The primary value of Urnaconda between Serpent Ward cooldowns is objective pressure—a massive ward dropped on a Tier 1 tower between teamfights kills it independently while Shadow Shaman goes back to warding and supporting. Use it aggressively on structures during the cooldown window of Mass Serpent Ward.
- Refresher Orb in the late game allows two full casts of Mass Serpent Ward—twenty Serpent Wards simultaneously attacking a high ground or the Ancient is one of the single highest objective-taking abilities in Dota 2, period. Most pub Shadow Shaman players never consider Refresher Orb because they think of it as a core item and supports should not build it. At thirty minutes with a game-ending situation, a Refresher Orb on Shadow Shaman buys the game more often than a fourth support item on a hero who already has everything he needs.
Summary
Shadow Shaman has a ton of disables—Hex, Shackles chained together for seven seconds of total lockdown, four Wards spawning on the shackled target with Aghanim's Shard, Mass Serpent Wards destroying towers and heroes simultaneously, and Urnaconda providing objective pressure between ultimate cooldowns. CyberScore called him the top pos 5 of the current patch. 53.9% win rate at the Immortal rank confirms it.
He lost the auto-attack hex from the old Chicken Fingers facet, but everything else about this hero is as oppressive as it has ever been—and the Fowl Play innate survival mechanic means he is harder to burst down before the combo lands than he used to be. Hex. Shackles. Wards. You know what to do.












































