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Channeling
From Liquipedia Dota 2 Wiki
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Channeling causes the caster to stop acting for the duration of the the ability.
Channeled abilities may be ended early when the channeling unit performs another action or is interrupted by another ability or disables. While abilities are being channeled, a time remaining bar will appear on the screen, indicating how much time is left in the channel. Silence stops ability channeling, while Mute stops item channeling.
Interrupting Channeled Abilities
[edit]Performing the following actions while channeling abilities will interrupt the channel:
- Issuing another command (i.e. to move,
Left Click on ground, stop, attack, A on target).
- Casting other abilities or using items (with certain exceptions).
- Any disables that would normally prevent a unit from casting abilities.
If the channel is interrupted before the ability's effects occur, the mana and cooldown will be wasted, and the ability's effect will be cut short, and in some cases will not perform their effects at all. This is in contrast to other, non-channeled abilities with high cast times (e.g. Assassinate and Requiem of Souls) which will not expend mana or go on cooldown until the ability has been completed. Certain channeled abilities (e.g. Illuminate and Powershot) will still perform their effect even if they are canceled, usually at the cost of damage.
Any disable that would normally prevent a unit from casting the spell in question will also interrupt channeling. This includes stuns, cyclones, hexes, sleeps, and getting hidden. Though they do not prevent casting, most root effects will also interrupt channeling. Silence will interrupt channeling from abilities only, while mute will interrupt channeling from items.
Some abilities that applies Forced Movement (e.g. Vacuum or X Marks the Spot) will interrupt channeling as well, even if used on friendly units; however, other abilities like Force Staff and Boulder Smash, will not interrupt channeling, apply forced movement and not causing an interrupt state.
Non-obvious spells that interrupt channeling
Dark Seer – Vacuum
Disruptor – Glimpse
Elder Titan – Earth Splitter
Io – Relocate
Keeper of the Light – Recall
Kunkka – Return
Vengeful Spirit – Nether Swap
Breaks channeling Tricks of the Trade and Phase Shift despite "Require hold/cancel to stop" setting
Usable Unit Abilities While Channeling
[edit]Toggle-able (On / Off) abilities and abilities granting invisibility generally do not interrupt channeling.
Note: To use some abilities while channeling, you may need to disable the "Channeled Abilities Require Hold/Stop" setting.
The following is a list of abilities that can be used without interrupting channeling:
Usable Unit Abilities While Channeling
Astral Spirit – Return Astral Spirit
Bane – Nightmare End
Brewmaster – Drunken Brawler
Crystal Maiden – Crystal Clone
Dark Willow – Shadow Realm
Elder Titan – Move Astral Spirit
Elder Titan – Return Astral Spirit
Invoker – Quas
Invoker – Wex
Invoker – Exort
Invoker – Invoke
Juggernaut – Blade Fury
Naga Siren – Deluge
Primal Beast – Trample
Primal Beast – Uproar
Rubick – Telekinesis Land
Slardar – Guardian Sprint
Templar Assassin – Trap
Timbersaw – Return Chakram
Visage – Stone Form
Invisibility
Toggle
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Requires selecting the corresponding facet.
Usable Hero Abilities While Channeling [CONDITIONAL]
Usable Items While Channeling
[edit]Toggle-able (On / Off) items and items granting invisibility generally do not interrupt channeling.
Note: To use some abilities while channeling, you may need to disable the "Channeled Abilities Require Hold/Stop" setting.
All of these abilities still interrupt channeling Tricks of the Trade.
The following is a list of abilities that can be used without interrupting channeling:
Usable Item Abilities While Channeling
Blade Mail – Damage Return
Boots of Bearing – Endurance
Bottle – Regenerate (With Smart Double Tap)
Clarity – Replenish
Drum of Endurance – Endurance
Enchanted Mango – Eat Mango (With Smart Double Tap)
Healing Salve – Salve
Holy Locket – Energy Charge
Mask of Madness – Berserk4
Mana Draught – Bottoms Up
Pavise – Protect
Phase Boots – Phase
Solar Crest – Shine
Shiva's Guard – Arctic Blast
Veil of Discord – Magic Weakness
Invisibility
Toggle
- 4 Note that even though these items do not interrupt channeling upon cast, their effects after cast (i.e. self-silence) may still interrupt the channeling.
Requires hold/stop to cancel
[edit]Requires hold/stop setting prevents these abilities from being used while Channeling, although they do not interrupt Channeling
Bottle – Regenerate (With Smart Double Tap)
Clarity – Replenish
Enchanted Mango – Eat Mango (With Smart Double Tap)
Healing Salve – Salve
Holy Locket – Energy Charge
Mana Draught – Bottoms Up (With Smart Double Tap)
Pavise – Protect
Solar Crest – Shine
Veil of Discord – Magic Weakness
Riki – Smoke Screen (During Tricks of the Trade)
Requires hold/stop setting prevents these abilities from being used while Pugna is Channeling, although they do not interrupt Pugna's Channeling
Channeled Abilities
[edit]Channeled abilities require the caster to stay still while the ability is active.
Some channeling abilities do nothing if the channel is interrupted while consuming mana and the ability goes on cooldown, while other channeling abilities' max power or potency is based on the channeled time.
Do Nothing When Channeling is Interrupted
Astral Spirit – Echo Stomp
Elder Titan – Echo Stomp
Fiend's Gate – Warp
Meteor Hammer – Meteor Hammer
Outpost – Watch Tower
Spirit Bear – Return
Templar Assassin – Psionic Projection
Tinker – Keen Conveyance
Tinker – Rearm
Town Portal Scroll – Teleport
Trusty Shovel – Dig
Twin Gate – Warp
Watcher – Lantern of Sight
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Max Power Based on Channeled Time
Bane – Fiend's Grip
Clinkz – Burning Barrage
Crystal Maiden – Freezing Field3
Chen – Hand of God2a
Dawnbreaker – Solar Guardian
Drow Ranger – Multishot
Enigma – Black Hole
Keeper of the Light – Illuminate
Lich – Sinister Gaze
Lion – Mana Drain
Monkey King – Primal Spring
Naga Siren – Reel In
Oracle – Fortune's End
Primal Beast – Pulverize
Puck – Phase Shift
Pudge – Dismember
Pugna – Life Drain
Riki – Tricks of the Trade
Shadow Shaman – Shackles
Tiny – Tree Volley
Warlock – Upheaval
Wildwing – Tornado
Windranger – Powershot
Witch Doctor – Death Ward
- 1 Requires
talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 No longer a channeling ability when
upgraded.
Version History
[edit]Description
- Added a new option to require stop or hold command to interrupt own channeling abilities.
Patch History
[edit]Description
- "Capturing Structures Require Hold/Stop to Cancel" now only affect capturing Watchers and Outposts.
- Channel cancel behavior of Twin Gates and Fiend's Gate has moved back to "Teleports Require Hold/Stop to Cancel".
- Added new game setting: Channeling Structures Require Hold/Stop
- Changes whether or not channeling a structure can be canceled by any order, or with only Stop/Hold commands.
- Channeling structures are: Outposts, Watchers, Twing Gates, and Fiend's Gate.
- Fixed status resistance affecting the duration of the next cast of channeled abilities.
- Fixed a bug where non-stun interrupts did not reliably cancel channeled abilities if cast an instant before the end of the channel.
- E.g. Casting Nether Swap on a target at the last tick of channeling Town Portal Scroll.
- Fixed a case where channeling would not be interrupted correctly with a non-stun interruption on the very last tick of the channeling duration.