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Assassin

Piercing Ranged Attack, Medium Armor

Assassins are the expert killers, weavers of shadow and wielders of steel. All of their abilities are geared towards eliminating a single target swiftly and effectively. A single Assassin is a deadly weapon, and a group of Assassins working together can slay their target faster than thought.

Only assassins may play as Assassins.

 

Assassin Stats

Level 1 Stats:

Strength: 18
Agility*: 19
Intelligence: 14
   
Health: 550
Mana: 225
Armor: 4
Damage: 21-31
Cooldown: 2.46 sec (before agility speed bonus)
Range: 250
Move Speed: 225

*Primary Attribute

At Level Up:

+1.8 Strength
+1.8 Agility
+2.0 Intelligence

 

Assassin Abilities

Shadow Step
Allows the Assassin to become invisible, but move more slowly. If the invisibility is broken by making an attack, the attack deals backstab damage.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 60 sec. 15 sec. 100 N/A Unit Self -75% move speed, 75 backstab damage 1
2 60 sec. 15 sec. 100 N/A Unit Self -56% move speed, 100 backstab damage 2
3 60 sec. 15 sec. 100 N/A Unit Self -42% move speed, 125 backstab damage 3
4 60 sec. 15 sec. 100 N/A Unit Self -32% move speed, 150 backstab damage 4
5 60 sec. 15 sec. 100 N/A Unit Self -24% move speed, 175 backstab damage 5
6 60 sec. 15 sec. 100 N/A Unit Self -18% move speed, 200 backstab damage 6
7 60 sec. 15 sec. 100 N/A Unit Self -13% move speed, 225 backstab damage 7
8 60 sec. 15 sec. 100 N/A Unit Self -10% move speed, 250 backstab damage 8
9 60 sec. 15 sec. 100 N/A Unit Self -8% move speed, 275 backstab damage 9
10 60 sec. 15 sec. 100 N/A Unit Self -6% move speed, 300 backstab damage 10
11 60 sec. 15 sec. 100 N/A Unit Self -6% move speed, 335 backstab damage 11
12 60 sec. 15 sec. 100 N/A Unit Self -6% move speed, 370 backstab damage 12
13 60 sec. 15 sec. 100 N/A Unit Self -6% move speed, 405 backstab damage 13
14 60 sec. 15 sec. 100 N/A Unit Self -6% move speed, 440 backstab damage 14
15 60 sec. 15 sec. 100 N/A Unit Self -6% move speed, 475 backstab damage 15
16 60 sec. 15 sec. 100 N/A Unit Self -6% move speed, 510 backstab damage 16
17 60 sec. 15 sec. 100 N/A Unit Self -6% move speed, 545 backstab damage 17
18 60 sec. 15 sec. 100 N/A Unit Self -6% move speed, 580 backstab damage 18
19 60 sec. 15 sec. 100 N/A Unit Self -6% move speed, 615 backstab damage 19
20 60 sec. 15 sec. 100 N/A Unit Self -6% move speed, 650 backstab damage 20
Shadow Step Information
This may be the Assassin's best skill, because it can be used both for stealth and for damage. The Assassin normally moves slightly faster than other heroes (except the Scout), so at high levels you may be able to outrun your enemies while using Shadow Step. Beyond level 10, you get no further movement speed bonus from points into Shadow Step, but the backstab damage begins to increase more quickly.

Note that the bonus damage applied to your attack is still considered piercing damage, which means it will get a 50% increase against the unarmored VIP. Inversely, a Guardian using Defend will take reduced damage from the backstab.

Cancel Shadow Step
Removes the effect of Shadow Step from the Assassin, allowing her to move at normal speed again.

This ability is granted to the Assassin automatically and does not require the investment of skill points.

 

Shadow Strike
Damages and poisons one enemy, slowing him and dealing damage over time.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 75 strike damage, 15 damage every 3 seconds, -60% movement speed 1
2 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 100 strike damage, 20 damage every 3 seconds, -60% movement speed 2
3 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 125 strike damage, 25 damage every 3 seconds, -60% movement speed 3
4 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 150 strike damage, 30 damage every 3 seconds, -60% movement speed 4
5 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 175 strike damage, 35 damage every 3 seconds, -60% movement speed 5
6 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 200 strike damage, 40 damage every 3 seconds, -60% movement speed 6
7 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 225 strike damage, 45 damage every 3 seconds, -60% movement speed 7
8 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 250 strike damage, 50 damage every 3 seconds, -60% movement speed 8
9 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 275 strike damage, 55 damage every 3 seconds, -60% movement speed 9
10 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 300 strike damage, 60 damage every 3 seconds, -60% movement speed 10
11 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 325 strike damage, 65 damage every 3 seconds, -60% movement speed 11
12 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 350 strike damage, 70 damage every 3 seconds, -60% movement speed 12
13 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 375 strike damage, 75 damage every 3 seconds, -60% movement speed 13
14 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 400 strike damage, 80 damage every 3 seconds, -60% movement speed 14
15 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 425 strike damage, 85 damage every 3 seconds, -60% movement speed 15
16 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 450 strike damage, 90 damage every 3 seconds, -60% movement speed 16
17 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 475 strike damage, 95 damage every 3 seconds, -60% movement speed 17
18 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 500 strike damage, 100 damage every 3 seconds, -60% movement speed 18
19 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 525 strike damage, 105 damage every 3 seconds, -60% movement speed 19
20 15 sec. 5 sec. 75 300 Unit Enemy, Neutral 550 strike damage, 110 damage every 3 seconds, -60% movement speed 20

Shadow Strike Information
Shadow Strike does decent initial damage, but it's more useful for the slowing poison. This keeps your target close to you (or away from you, depending) while you attack, and the poison deals as much damage as the strike if you wait for it to get its full effect.

You can put just one point into Shadow Strike to use it to slow down bodyguards or the VIP. Raising the skill level only increases damage.

 

Fan of Knives
Deals damage to nearby enemies.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 Instant 8 sec. 120 N/A 375 Enemy 75 damage per target, 225 damage max 1
2 Instant 8 sec. 120 N/A 375 Enemy 100 damage per target, 300 damage max 2
3 Instant 8 sec. 120 N/A 375 Enemy 125 damage per target, 375 damage max 3
4 Instant 8 sec. 120 N/A 375 Enemy 150 damage per target, 450 damage max 4
5 Instant 8 sec. 120 N/A 375 Enemy 175 damage per target, 525 damage max 5
6 Instant 8 sec. 120 N/A 375 Enemy 200 damage per target, 600 damage max 6
7 Instant 8 sec. 120 N/A 375 Enemy 225 damage per target, 675 damage max 7
8 Instant 8 sec. 120 N/A 375 Enemy 250 damage per target, 750 damage max 8
9 Instant 8 sec. 120 N/A 375 Enemy 275 damage per target, 825 damage max 9
10 Instant 8 sec. 120 N/A 375 Enemy 300 damage per target, 900 damage max 10
11 Instant 8 sec. 120 N/A 375 Enemy 325 damage per target, 975 damage max 11
12 Instant 8 sec. 120 N/A 375 Enemy 350 damage per target, 1050 damage max 12
13 Instant 8 sec. 120 N/A 375 Enemy 375 damage per target, 1125 damage max 13
14 Instant 8 sec. 120 N/A 375 Enemy 400 damage per target, 1200 damage max 14
15 Instant 8 sec. 120 N/A 375 Enemy 425 damage per target, 1275 damage max 15
16 Instant 8 sec. 120 N/A 375 Enemy 450 damage per target, 1350 damage max 16
17 Instant 8 sec. 120 N/A 375 Enemy 475 damage per target, 1425 damage max 17
18 Instant 8 sec. 120 N/A 375 Enemy 500 damage per target, 1500 damage max 18
19 Instant 8 sec. 120 N/A 375 Enemy 525 damage per target, 1575 damage max 19
20 Instant 8 sec. 120 N/A 375 Enemy 550 damage per target, 1650 damage max 20

Fan of Knives Information
Fan of Knives doesn't do as much damage to a single target as the same level Shadow Strike, but it deals its damage immediately and can deal more damage in total to several targets.

When the VIP uses Doppelganger, use Fan of Knives to hit both him and his illusion at the same time.

Fan of Knives can hit invisible units. Use Fan of Knives to finish off the VIP if he tries to escape by hiding.

Fan of Knives can hit up to three targets.

 

Shadow Soul
Reduces the target's armor and lets the Assassin see through his eyes.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 15 sec. 0.5 sec 75 350 Unit Enemy, Neutral -5 armor 1
2 15 sec. 0.5 sec 75 350 Unit Enemy, Neutral -10 armor 2
3 15 sec. 0.5 sec 75 350 Unit Enemy, Neutral -15 armor 3
4 15 sec. 0.5 sec 75 350 Unit Enemy, Neutral -20 armor 4
5 15 sec. 0.5 sec 75 350 Unit Enemy, Neutral -25 armor 5
6 15 sec. 0.5 sec 75 350 Unit Enemy, Neutral -30 armor 6
7 15 sec. 0.5 sec 75 350 Unit Enemy, Neutral -35 armor 7
8 15 sec. 0.5 sec 75 350 Unit Enemy, Neutral -40 armor 8
9 15 sec. 0.5 sec 75 350 Unit Enemy, Neutral -45 armor 9
10 15 sec. 0.5 sec 75 350 Unit Enemy, Neutral -50 armor 10

Shadow Soul Information
Shadow Soul allows an enemy unit to be killed much more quickly than they could otherwise. Cast Shadow Soul on an enemy that your team is focusing upon to amplify the damage inflicted by everyone on your team.

Use Shadow Soul on an enemy when another Assassin is prepared to backstab them to amplify the damage from the backstab, or cast Shadow Soul, then quickly cast Shadow Step and perform a backstab yourself.

Armor has no effect on damage from spells, so Shadow Soul won't increase damage from abilities such as Blizzard and Shadow Strike.

If the VIP is blocking your Shadow Strike using Diver the Ether, you can put one point into Shadow Soul and cast that on the VIP first to trigger his shield, and then use Shadow Strike during the cooldown period.

Shadow Soul can help you attack enemies protected by Sentinel's Ward. At a given level, Shadow Soul removes just as much armor as Sentinel's Ward adds.

You may wish to coordinate with other Assassins on your team so that only one of you invests in Shadow Soul.

Don't invest too heavily in Shadow Soul. You get optimal returns for your skill points if you reduce the target's armor to zero or a bit below. At very negative values, a few points of armor one way or the other makes relatively little difference.

 

Silence
Prevents enemies within a target area from using spells.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 5 sec. 12 sec. 150 500 300 Enemy, Neutral Prevents Spell Casting 1
2 5 sec. 12 sec. 125 500 300 Enemy, Neutral Prevents Spell Casting 2
3 5 sec. 12 sec. 100 500 300 Enemy, Neutral Prevents Spell Casting 3
4 5 sec. 12 sec. 80 500 300 Enemy, Neutral Prevents Spell Casting 4
5 5 sec. 12 sec. 60 500 300 Enemy, Neutral Prevents Spell Casting 5

Silence Information
Silence can be an excellent spell for buying that extra time you need to get in the killing blow, or to get away from the bodyguards. Silence is a must-have for finishing off enemy Scouts.

Cast Silence on a Guardian to prevent them from using Tremor to slow or kill you.

Cast Silence on a Berserker before he uses Unstoppable Force to give your team a window of opportunity to hit him with magic.

Cast Silence on a Scout or the VIP to prevent them from escaping using annoying skills such as Wind Walk, Pass Wall, Doppelganger, Shield of Authority, or Hide. If the VIP tries to make a mad dash to the waygate, Silencing him to prevent the use of Doppelganger or Shield of Authority is absolutely critical.

If you see the VIP hide, cast Silence on his position to reveal him. Hide is a magical ability, so the VIP can't hide while silenced.

Cast Silence on a Priestess to disable pretty much all of her abilities.

Team up with a Scout to use Silence and Ensnare on the same enemy to completely disable them. Ensnared enemies can still cast magic, but if you also Silence them, they're dead in the water.

The cooldown on Silence is longer than its duration, so you'll need several Assassins working together to keep a target perpetually silenced. This can be very nasty if you can pull it off, however.