
Neutral
Conjurer's Catalyst
Stats
Abilities
Spellover
Dealing 100 spell damage to an enemy causes them to overheat and deal damage to their allies in a 300 unit radius. Hero targets deal 40 damage to their allies, other targets deal 15 damage.
Strategy
Why Pick Up Conjurer's Catalyst?
Let me be straight with you—this is one of the most fun Tier 4 neutrals added in patch 7.41, and I think people are massively sleeping on it right now.
The whole idea is simple but brutal. You deal 200 spell damage to one hero, and they overheat — radiating 80 damage to every ally standing within 300 units. That is not a small number. That is not a tickle. That is a full forced fire spreading from one target into their whole team if they are grouped up. And in pro Dota right now, teams ARE grouped up constantly.
The thing that makes Catalyst different from most neutrals is that it does not just amplify your damage—it punishes the enemy for playing together. Every time you burst one target correctly, their supports standing behind them eat collateral damage they cannot avoid. No repositioning, no reaction time. You dealt the damage, the overheat happened, and their teammates got cooked. Simple.
One important note after the 7.41b patch: the damage threshold went from 100 to 200, and the damage went from 40 to 80 on hero targets. This is not a small change. Valve made the item harder to proc but doubled the reward when you do. It now asks you to actually concentrate burst onto one target instead of tickling everyone. Which, honestly, is how it should be played anyway.
When to Grab Conjurer's Catalyst?
The signal is simple: can your hero consistently deal 200 spell damage to one target within a short window? If yes—take it. If no—leave it for someone else.
The heroes that make this item absolutely disgusting are your burst mids and skirmish cores. Queen of Pain, Storm Spirit, Ember Spirit, Void Spirit, Puck. These are heroes that already want to find one target, jump on them, and delete them before the fight even opens up. Catalyst turns that assassination into a teamfight swing—because every support standing behind the carry you just burst is now taking 80 extra damage they did not expect.
Rubick is another one. If you steal the right nuke and dump it on one hero, you are crossing the threshold easily. Hoodwink with Sharpshooter? Same story. Phoenix with Fire Spirits stacking on one target? Absolutely.
The draft signal is a team that wants to group. And man, every team groups up. Roshan fights, high ground pushes, and smoke rotations—Catalyst turns every single one of those moments into a potential disaster for the enemy if you pick your target correctly.
Where I would NOT take it: if your spell damage is spread across multiple heroes instead of spiked on one. Zeus sounds perfect on paper—global damage, lots of spells. But Thundergod's Wrath does not concentrate 200 onto one hero; it spreads it globally. Leshrac pulses damage to multiple targets simultaneously. You need to actually think about whether your hero can reliably cross the threshold on ONE person before you just grab this because it sounds cool.
Tips & common mistakes
- The accumulated damage resets if you do not deal spell damage to the target for 6 seconds. Against tanky heroes with magic resistance, you might be building toward 200 and losing it between casts. Know whether you can realistically hit the threshold before the window closes—or you are just wasting your time.
- The 0.1s internal cooldown added in 7.41b means one massive hit does not proc it infinitely. BUT—and this is the part people miss—rapid multi-hit spells can proc it multiple times in quick succession. Ember Spirit's Flame Guard ticking on a target, Storm Spirit's Overload chain attacks, QoP's Shadow Strike reapplication—these can proc Spellover repeatedly in a single fight. This is where the real ceiling of the item lives.
- Do NOT put this on a hero just because they cast spells. I see this in pubs constantly. The question is not, "Does this hero use spells?" The question is, "Does this hero deal 200 damage to one target reliably?" A support casting Hex or Shadow Wave might never hit the threshold on one hero. A QoP using Blink into Sonic Wave into Scream of Pain on the same target is crossing it multiple times per combo.
- The overheat radiates from the ENEMY HERO you hit—not from you. This means positioning matters on their side, not yours. If the carry is standing 400 units away from their supports when you burst them, nobody else gets hit. Catalyst loves clustered enemies and punishes spread lineups significantly less.
- The Dormant Curio upgrade pushes hero damage from 80 to 104 per proc. If you are already procing this consistently and the game is going long, that upgrade is worth chasing. Across a full teamfight with multiple procs on the same target, 104 vs 80 adds up to a meaningful difference.
- And please—do not expect this item to bail you out of a bad combo. It multiplies what you are already doing correctly. If your burst is killing the target, Catalyst punishes their supports for standing there. If your burst is not killing the target, Catalyst is not saving you.
Summary
Conjurer's Catalyst is the kind of neutral item that rewards you for doing exactly what a good spellcaster should already be doing: finding one target, concentrating damage, bursting them before they react. When you execute that correctly, every ally standing next to your target eats 80 collateral damage per threshold crossed—and against a stacked team, that turns one clean assassination into a full teamfight swing.
It is not for every caster. It is for the ones who spike one hero, repeatedly, in the same fight. If that describes your hero and the enemy loves to group—pick it up. I promise you they will not enjoy it.







