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In Dota 2, Aghanim’s Scepter is an item that gives a unique upgrade to every hero in the game. This upgrade can be anything from an improvement to an existing ability, an entirely new ability, or a change to the mechanics of the game. For example, the hero Crytal Maiden gains the ability to move and cast other abilities while channeling her ultimate. Weaver gains the ability to cast his ultimate (a very strong escape spell) on allies, changing him from a carry to a support. Here are ideas for how the item could function in Deadlock.
The item would have a different name for every hero, given below. It would not be orange, green, or purple. Instead, it appears in a separate tab in the shop labeled “Unique Boon” and costs 6400 souls. It counts as investing 2k in each of the 3 item categories. In addition to the unique effects, it always gives +10% weapon damage, +15 spirit, and +100 bonus health. It can’t be bought until you have a flex slot and can never be sold.
Small note, I’m not a game dev, so I acknowledge that the exact numbers on a lot of these ideas might be wildly unbalanced in either direction. More than anything, thanks for reading
Deadlock Unique Boon Ideas

Abrams: On the Case
Stun duration from being parried is reduced by 50%. Melee “cleave” area is increased by 30%. When Abrams performs a heavy melee attack against an enemy hero they gain a debuff for 7 seconds. This debuff causes them to leave behind a trail of footprints and fluttering pieces of paper (clues, essentially). All allies on this trail gain a 3m/s movement speed bonus.

Apollo: Perfect Flow
Apollo gains a combo meter that builds upon performing certain actions, starting at rank D(ull). When the meter is full, it levels up to the next rank and resets.

Bebop: Speed is Violence, Bub
Grapple Arm can now be alternate cast to go through units; it now acts as a grappling hook that drags Bebop rapidly to its location once it hits a surface. All enemies passed through are hit by Bebop. This counts as a heavy melee attack (can’t be parried). If Grapple Arm is cast this way, the cooldown is reduced by 3 seconds.

Billy: Mosh Pit Mentality
Enemy heroes suffering from the Wrecked debuff deal friendly fire damage to their allies. This damage is 30% of their normal outgoing damage. Any debuffs that enemy heroes apply to each other only last for 30% of their normal length. Enemy heroes under the effect of Chain Gang have these values increased to 80%. Note that enemy heroes still cannot accidentally target each other with single-target items or abilities.

Calico: Shadow-Touched
Active item, target other allied heroes only (no self targeting). Gives an ally the effects of Return to Shadows at its current level. Cooldown is equal to the base cooldown of Return to Shadows.

Celeste: Mystify and Beguile
Whenever an enemy hero takes damage from one of Celeste’s abilities, not counting the additional bullet damage on Light Eater, they gain a stacking debuff. Each stack lasts for 4s, and subsequent stacks refresh the duration. Upon reaching 4 stacks, the affected enemy is charmed for 1s and forced to move towards Celeste’s current location. If they have stamina, they are forced to dash once at the start of the charm. Enemy heroes that get charmed are immune to receiving the stacking debuff again for 10s.

Doorman: Employees Only
While inside a “ghost closet”, all other ghost closets on the map will highlight on Doorman’s minimap. He can click on any of these other ghost closets to target it, and after a 1s channel he enters his own ult but with some changes. The checkout time is extended by 2s and it deals no damage to Doorman regardless of completion or failure. If Doorman gets to the end within the time limit, he teleports to the targeted ghost closet. If he fails, he comes out back where he started. This ability has a 30s cooldown.

Drifter: Rupturing Mark
Enemies affected by Stalker’s Mark take spirit damage whenever they move, proportional to the amount that they move. Extends the duration of Stalker’s Mark by 2s and increases the projectile speed by 40%.

Dynamo: Kinetic Manipulation
Kinetic Pulse can be alternate casted to cycle through 3 different modes. The default mode is unaffected, knocking enemies straight up, and the icon remains grey. The red mode sends enemies in an arc away from Dynamo instead of knocking them straight up. The blue mode knocks them up in an arc towards Dynamo. In addition, upon casting Singularity, Dynamo releases a radial Kinetic Pulse in its currently selected mode in every direction.

Graves: Chthonic Maelstrom
Upon casting Borrowed Decree, Graves begins a channel that lasts up to 15s. While channeling, the spawn rate of ghouls from the gravestone is doubled. If the channel is not interrupted after 6s, any dead allied heroes are temporarily resurrected at the tombstone. They are under the effects of Cheat Death, but will immediately die if the channel is interrupted or reaches maximum duration. Their respawn timers do not tick down while in this state. Over the course of the channel, Graves floats higher and higher into the air, making her an easier target for enemies. If the tombstone is destroyed, the channel is cancelled and all of its effects end immediately.

Grey Talon: Hunter's Relentlessness
Charged Shot now applies a stacking debuff for 8s to enemy heroes. Each stack triggers a different effect. If an enemy is under the effects of Spirit Snare, shots against them apply 2 stacks instead.

Haze: Nightmare Fuel
Enemy heroes hit by Sleep Dagger have a black screen for the duration of the sleep. During this time, all enemy heroes are revealed on the map as Haze investigates their dreams. When they wake up, all units in line of sight (enemy, ally, neutral, hero, minion, doesn’t matter) become illusions of Haze shooting at them. If Haze uses Bullet Dance, all the illusions use it also. The hallucination lasts for 4s.

Holliday: Goldrush the Stallion
Holding the dash button for 3s will summon her spectral steed, Goldrush. While riding Goldrush, Holliday’s sprint speed increases by 5m/s, and her stamina recovery increases by 20%. Goldrush has a slightly worse turn radius than Holliday. If Holliday takes hero damage, uses an ability, or shoots then Goldrush will dissipate over the course of 2s. If Holliday dashes, she will dismount Goldrush instantly, inheriting momentum. Finally, Goldrush has limited wall running capabilities which are activated automatically when he runs into an obstacle. Goldrush has an unlimited duration, but once he is dissipated or dismounted he cannot be summoned again for 40s.

Infernus: Make It a Double
Infernus loses the ability to aim down sights. Instead his right click now shoots with his other hand, effectively doubling his fire rate. Increases ammo capacity by 50%, but shooting both hands at once increases the spread of his bullets.

Ivy: Flight of the Gargoyle
Ivy can jump/air dash an additional 5 times before landing, and the stamina requirement for these maneuvers is reduced by 35%.

Kelvin: Snow Day!
Kelvin’s abilities other than Ice Path build up a snow meter on enemies. When full, enemies turn into snowmen for 4s. Snowmen can only waddle around; they cannot jump or use abilities. They can shoot and melee as normal, but their turn rate is heavily reduced (similar to Bebop Hyper Beam). Melee attacks against snowmen deal 30% extra damage but knocks all the snow off. After an enemy loses their snowman status, their snow meter will not increase for 14s.

Lady Geist: Fiendish Vigor
Soul Exchange can now target allies. If used on an ally, either Lady Geist or the ally becomes Unstoppable for 2s. The hero that becomes Unstoppable is whichever one has higher health after the exchange. For 7s after using Soul Exchange, regardless of who she targeted, Lady Geist may use it one additional time before it goes on cooldown. Reduces cooldown of Soul Exchange by 40s.

Lash: Rising Upper
Takes an active item slot and comes with 1 charge. Using it causes Lash to do a spinning uppercut that hits 360 degrees around himself, light melee range and damage. Lash along with any affected enemies are knocked up into the air. Height scales with spirit. Can be used in midair, but the cooldown only ticks down while Lash is grounded. Charges have a 6s replenish time.

McGinnis: Right Tool for the Job
Takes an active item slot. Using this item powers up the next ability used. Has a 20s cooldown.

Mina: New Blood, Old Money
Does nothing at first, but after having this item for 45 minutes it automatically disappears and grants Mina 20k souls and 2 additional item slots. Kills reduce this timer by 1 minute, and assists reduce it by 30 seconds. Not affected by cooldown reduction or Refresher.

Mirage: Big Stick Diplomacy
If Mirage detonates the Djinn’s Mark at a multiplier of 8x or higher, the djinn he’s carrying breaks free to join the fight for 8s. She punches enemies (can’t be parried) that get within 12m of Mirage, prioritizing heroes. This counts as a light melee (scales with melee damage) but is dealt as spirit damage. Punch speed scales with Mirage’s fire rate. Has an internal cooldown of 40s.

Mo and Krill: Mo OR Krill
Takes an active item slot. Using this item will cause Mo to throw Krill a short distance (grenade targeting). Using it again will swap player control between the two. While separated, holding tab and clicking on the minimap will command the hero not under the player’s direct control to move to that location. If Mo and Krill ever come into contact they will return to acting as a single unit. They gain souls as if they are both individual heroes, effectively doubling their soul gain if they are far enough apart and farming different areas. If either one dies, the other one escapes (Mo dives into the ground and Krill runs away in a small poof of smoke) back to spawn until their friend is alive again. They are effectively also dead during this time. While separated they have unique properties.

Paige: Speed Reader
Paige can alt-cast Rallying Charge to mount the center horse in place of a knight. While mounted, she gains the ability to travel through walls and moves with the charge. The charge can be turned slightly while she is riding it. She may jump at any point to dismount. Cooldown of Rallying Charge is reduced by 30s.

Paradox: Chaos Accelerator
Every time one of Paradox's abilities deals damage to an enemy hero, all of her other abilities have their cooldowns reduced by 1s. Paradoxical Swap counts as 3 instances of damage.

Pocket: Big Bill
Pocket’s briefcase stores up ghosts when nearby units die. It gains 1 ghost per non-hero death and 5 ghosts per hero death. Casting Affliction with at least 25 stacks releases all the ghosts in the form of a massive spectral bullfrog, increasing the radius of Affliction and adding a 2s fear effect as Big Bill croaks. Feared enemies run directly away from the frog and cannot take any other actions. The damage, radius, and fear duration are all increased by 1% per released soul past the required 25.

Rem: Extra Cozy Naps
Takes an active item slot. Passively makes it so damage from Rem is not counted towards the threshold needed to wake sleeping targets. It can be activated on a target enemy hero within 15m to make them drowsy, slowing them by 10%. After a 3 second delay, the affected enemy is put to sleep for 4s. Wake threshold starts at 200 damage and scales up with spirit. Item has a 30s cooldown.

Seven: Pain Seeks Company
Seven’s Power Surge supercharges his abilities for the duration. Enemies that take damage from Seven’s abilities during this time become statically charged. Charged enemies are linked to one another, sharing 25% of all damage taken with other charged enemies in line of sight. Damage shared in this way is not shared again.

Shiv: One Last Surprise for Ya
When Shiv is completely out of Serrated Knives, his 1 changes to a different ability that he can cast until Serrated Knives has a charge off cooldown. This ability has grenade targeting and causes him to throw his jacket at a target location. Right before the jacket lands, he uses Slice and Dice to dash to its location and throws knives in every direction, applying Serrated Knives to all enemies in the radius (these can ricochet if he has full rage). Has an internal cooldown of 40s.

Silver: Catalytic Collar
For the duration of Lycan Curse, Silver can activate it to switch back and forth between human and werewolf form. Transformation has a 1s cooldown. Getting kills during Lycan Curse permanently increases its duration by 0.75s.

Sinclair: Mandatory Encore
Increases the copy duration of Audience Participation by 40% and also copies an additional ability from the target. This ability can be used by alt-casting Audience Participation. Both the ultimate and the additional ability can be used before Audience Participation goes on cooldown, and Audience Participation will copy the cooldown of whichever ability has a longer cooldown. The additional copied ability will inherit all the upgrade points of Audience Participation. If it has charges, Sinclair gets only one charge. If it is a passive ability, it lasts for the full copy duration of Audience Participation.

Venator: Sanctifcatio Per Violentiam
Hitting an enemy hero with a heavy melee cleanses all non-ult buffs from the enemy and all non-ult debuffs from Venator. 10s cooldown.

Victor: Constructive Cataclysm
Shocking Reanimation’s respawn delay is cut in half. The ultimate can now be manually activated, and if used this way the damage is increased based on how much health Victor had remaining. Scales up to 200% extra damage at full health.

Vindicta: Full Spectral Jacket
Vindicta's Assassinate now fires spectral rounds, allowing them to pass through walls. Shots through walls deal 25% less damage. Additionally, enemies affected by Crow Familiar are revealed through walls, but only to Vindicta.

Viscous: Friend
All enemies that are killed by Goo Ball are absorbed into the ball. Allied candlestick troopers that are rolled over are also absorbed, releasing their souls instantly. Allied heroes that are rolled over are also absorbed, but can press jump at any time to exit the ball. Breakables that are rolled over are also absorbed. Each non-hero unit or breakable added to the ball increases its size, duration, and damage by 2%. Each hero unit added to the ball increases these values by 10% instead. If an allied hero exits early, the bonus stats they granted to the ball are removed.

Vyper: Emergency Shedding
Slide distance increases by 10%. Slither gains an active component which sheds all debuffs, increases slide speed by 4m/s, and grants slow immunity for 6s. This can be activated regardless of any debuff currently affecting Vyper, such as stun, silence, or polymorph. Cooldown is 70s.

Warden: Midas Elixir
Enemies that die while under the effects of Alchemical Flask drop 100% more souls. However, all of Warden’s souls become unsecured and do not convert over time to secured souls. If he dies and drops his souls, allies cannot recover them; only enemies or Warden himself. Finally, Warden becomes unable to buy any item in the shop worth less than 3200 souls. He can still buy items that use a cheaper item as a component by paying all of the costs at once.

Wraith: Stacking the Deck
Increases the number of jokers in the deck by 50%. Whenever Wraith gets a kill or assist she immediately draws a joker. If she already has the maximum number of cards, the leftmost card is replaced with a joker. These jokers do not come from the deck. In other words, they have no impact on the suit of future cards drawn.

Yamato: 刃物を勉強しました
If Yamato presses right click and left click simultaneously, she unsheathes her katana, or sheathes it if it’s already out. Sheathing/unsheathing takes 1.5s, or instantly if done during the transformation into shadow form. While the katana is unsheathed, left click performs light melee and right click performs heavy melee. Light melee becomes a hilt strike, mini stunning enemies for 0.1s and canceling channeled abilities. Heavy melee becomes a thrust with the katana; it dashes 50% farther and deals 20% more damage. While unsheathed, missing a parry only puts it on cooldown for half the usual time. Finally, all other abilities can now be used during the dash of heavy melee to cancel it (useful for baiting parries).
The item would have a different name for every hero, given below. It would not be orange, green, or purple. Instead, it appears in a separate tab in the shop labeled “Unique Boon” and costs 6400 souls. It counts as investing 2k in each of the 3 item categories. In addition to the unique effects, it always gives +10% weapon damage, +15 spirit, and +100 bonus health. It can’t be bought until you have a flex slot and can never be sold.
Small note, I’m not a game dev, so I acknowledge that the exact numbers on a lot of these ideas might be wildly unbalanced in either direction. More than anything, thanks for reading
Deadlock Unique Boon Ideas

Abrams: On the Case
Stun duration from being parried is reduced by 50%. Melee “cleave” area is increased by 30%. When Abrams performs a heavy melee attack against an enemy hero they gain a debuff for 7 seconds. This debuff causes them to leave behind a trail of footprints and fluttering pieces of paper (clues, essentially). All allies on this trail gain a 3m/s movement speed bonus.

Apollo: Perfect Flow
Apollo gains a combo meter that builds upon performing certain actions, starting at rank D(ull). When the meter is full, it levels up to the next rank and resets.
- Small gain: Dealing damage to minions or hitting the perfect timing of Flawless Advance, but the meter stops growing this way at rank B(etter).
- Medium gain: Dealing damage to enemy heroes, successfully using Riposte, or successfully parrying (includes Counterspell).
- Large gain: Getting a kill or assist on an enemy hero.
- Small loss: Missing the perfect timing of Flawless Advance.
- Medium loss: Getting stunned or using Riposte unsuccessfully (as in nothing triggers the dash).
- Large loss: Failing to hit any targets with all three casts of Flawless Advance, or failing to hit any targets with Itani Lo Sahn.
- Rank D(ull): No bonus.
- Rank C(ommon): 15% bonus damage to enemy heroes.
- Rank B(etter): +2m/s movement speed and Disengaging Sigil grants Apollo +20% to all resists for 4s.
- Rank A(cceptable!): +50% stamina recovery and +20% ability range. A successful Riposte grants Apollo unstoppable for 2s.
- Rank S(uperb!!!): +40% ability cooldown reduction. Flawless Advance charges twice as fast.
- Rank (IXIAN) SSS(UPREMACY): +100% spirit lifesteal. Itani Lo Sahn hits all enemies within its maximum range in every direction, but Apollo still ends the dash where he’s targeting.

Bebop: Speed is Violence, Bub
Grapple Arm can now be alternate cast to go through units; it now acts as a grappling hook that drags Bebop rapidly to its location once it hits a surface. All enemies passed through are hit by Bebop. This counts as a heavy melee attack (can’t be parried). If Grapple Arm is cast this way, the cooldown is reduced by 3 seconds.

Billy: Mosh Pit Mentality
Enemy heroes suffering from the Wrecked debuff deal friendly fire damage to their allies. This damage is 30% of their normal outgoing damage. Any debuffs that enemy heroes apply to each other only last for 30% of their normal length. Enemy heroes under the effect of Chain Gang have these values increased to 80%. Note that enemy heroes still cannot accidentally target each other with single-target items or abilities.

Calico: Shadow-Touched
Active item, target other allied heroes only (no self targeting). Gives an ally the effects of Return to Shadows at its current level. Cooldown is equal to the base cooldown of Return to Shadows.

Celeste: Mystify and Beguile
Whenever an enemy hero takes damage from one of Celeste’s abilities, not counting the additional bullet damage on Light Eater, they gain a stacking debuff. Each stack lasts for 4s, and subsequent stacks refresh the duration. Upon reaching 4 stacks, the affected enemy is charmed for 1s and forced to move towards Celeste’s current location. If they have stamina, they are forced to dash once at the start of the charm. Enemy heroes that get charmed are immune to receiving the stacking debuff again for 10s.

Doorman: Employees Only
While inside a “ghost closet”, all other ghost closets on the map will highlight on Doorman’s minimap. He can click on any of these other ghost closets to target it, and after a 1s channel he enters his own ult but with some changes. The checkout time is extended by 2s and it deals no damage to Doorman regardless of completion or failure. If Doorman gets to the end within the time limit, he teleports to the targeted ghost closet. If he fails, he comes out back where he started. This ability has a 30s cooldown.

Drifter: Rupturing Mark
Enemies affected by Stalker’s Mark take spirit damage whenever they move, proportional to the amount that they move. Extends the duration of Stalker’s Mark by 2s and increases the projectile speed by 40%.

Dynamo: Kinetic Manipulation
Kinetic Pulse can be alternate casted to cycle through 3 different modes. The default mode is unaffected, knocking enemies straight up, and the icon remains grey. The red mode sends enemies in an arc away from Dynamo instead of knocking them straight up. The blue mode knocks them up in an arc towards Dynamo. In addition, upon casting Singularity, Dynamo releases a radial Kinetic Pulse in its currently selected mode in every direction.

Graves: Chthonic Maelstrom
Upon casting Borrowed Decree, Graves begins a channel that lasts up to 15s. While channeling, the spawn rate of ghouls from the gravestone is doubled. If the channel is not interrupted after 6s, any dead allied heroes are temporarily resurrected at the tombstone. They are under the effects of Cheat Death, but will immediately die if the channel is interrupted or reaches maximum duration. Their respawn timers do not tick down while in this state. Over the course of the channel, Graves floats higher and higher into the air, making her an easier target for enemies. If the tombstone is destroyed, the channel is cancelled and all of its effects end immediately.

Grey Talon: Hunter's Relentlessness
Charged Shot now applies a stacking debuff for 8s to enemy heroes. Each stack triggers a different effect. If an enemy is under the effects of Spirit Snare, shots against them apply 2 stacks instead.
- 1st arrow: no change.
- 2nd arrow: 10% extra damage.
- 3rd arrow: stuns the enemy for 1.5s.
- 4th arrow: Grey Talon sheds all debuffs and gains 4m/s for 5s.
- 5th arrow: kills the enemy.

Haze: Nightmare Fuel
Enemy heroes hit by Sleep Dagger have a black screen for the duration of the sleep. During this time, all enemy heroes are revealed on the map as Haze investigates their dreams. When they wake up, all units in line of sight (enemy, ally, neutral, hero, minion, doesn’t matter) become illusions of Haze shooting at them. If Haze uses Bullet Dance, all the illusions use it also. The hallucination lasts for 4s.

Holliday: Goldrush the Stallion
Holding the dash button for 3s will summon her spectral steed, Goldrush. While riding Goldrush, Holliday’s sprint speed increases by 5m/s, and her stamina recovery increases by 20%. Goldrush has a slightly worse turn radius than Holliday. If Holliday takes hero damage, uses an ability, or shoots then Goldrush will dissipate over the course of 2s. If Holliday dashes, she will dismount Goldrush instantly, inheriting momentum. Finally, Goldrush has limited wall running capabilities which are activated automatically when he runs into an obstacle. Goldrush has an unlimited duration, but once he is dissipated or dismounted he cannot be summoned again for 40s.

Infernus: Make It a Double
Infernus loses the ability to aim down sights. Instead his right click now shoots with his other hand, effectively doubling his fire rate. Increases ammo capacity by 50%, but shooting both hands at once increases the spread of his bullets.

Ivy: Flight of the Gargoyle
Ivy can jump/air dash an additional 5 times before landing, and the stamina requirement for these maneuvers is reduced by 35%.

Kelvin: Snow Day!
Kelvin’s abilities other than Ice Path build up a snow meter on enemies. When full, enemies turn into snowmen for 4s. Snowmen can only waddle around; they cannot jump or use abilities. They can shoot and melee as normal, but their turn rate is heavily reduced (similar to Bebop Hyper Beam). Melee attacks against snowmen deal 30% extra damage but knocks all the snow off. After an enemy loses their snowman status, their snow meter will not increase for 14s.

Lady Geist: Fiendish Vigor
Soul Exchange can now target allies. If used on an ally, either Lady Geist or the ally becomes Unstoppable for 2s. The hero that becomes Unstoppable is whichever one has higher health after the exchange. For 7s after using Soul Exchange, regardless of who she targeted, Lady Geist may use it one additional time before it goes on cooldown. Reduces cooldown of Soul Exchange by 40s.

Lash: Rising Upper
Takes an active item slot and comes with 1 charge. Using it causes Lash to do a spinning uppercut that hits 360 degrees around himself, light melee range and damage. Lash along with any affected enemies are knocked up into the air. Height scales with spirit. Can be used in midair, but the cooldown only ticks down while Lash is grounded. Charges have a 6s replenish time.

McGinnis: Right Tool for the Job
Takes an active item slot. Using this item powers up the next ability used. Has a 20s cooldown.
- Mini Turret: Becomes target cast on allies. Attaches the turret to an ally (or self with self-cast). The turret has 30% shorter lifetime, but 30% increased fire rate. Prioritizes shooting at the last unit the attached hero damaged.
- Medicinal Specter: Units being healed by Medicinal Specter have 20% increased bullet resist, spirit resist, and debuff resist.
- Spectral Wall: Gains 25% height and changes into a U shape facing McGinnis to more effectively entrap enemies. Enemies hit by the wall have their debuff resist lowered by 20%.
- Heavy Barrage: When the channel ends or is manually canceled, McGinnis fires one huge bomb that deals damage equal to 15 rockets. Leaves a mushroom cloud that obscures vision for 5s.

Mina: New Blood, Old Money
Does nothing at first, but after having this item for 45 minutes it automatically disappears and grants Mina 20k souls and 2 additional item slots. Kills reduce this timer by 1 minute, and assists reduce it by 30 seconds. Not affected by cooldown reduction or Refresher.

Mirage: Big Stick Diplomacy
If Mirage detonates the Djinn’s Mark at a multiplier of 8x or higher, the djinn he’s carrying breaks free to join the fight for 8s. She punches enemies (can’t be parried) that get within 12m of Mirage, prioritizing heroes. This counts as a light melee (scales with melee damage) but is dealt as spirit damage. Punch speed scales with Mirage’s fire rate. Has an internal cooldown of 40s.

Mo and Krill: Mo OR Krill
Takes an active item slot. Using this item will cause Mo to throw Krill a short distance (grenade targeting). Using it again will swap player control between the two. While separated, holding tab and clicking on the minimap will command the hero not under the player’s direct control to move to that location. If Mo and Krill ever come into contact they will return to acting as a single unit. They gain souls as if they are both individual heroes, effectively doubling their soul gain if they are far enough apart and farming different areas. If either one dies, the other one escapes (Mo dives into the ground and Krill runs away in a small poof of smoke) back to spawn until their friend is alive again. They are effectively also dead during this time. While separated they have unique properties.
- Mo: Can’t shoot as he doesn’t carry a gun. Can melee as normal and use all abilities except Combo. Burrow gains 2m/s move speed. Mo can’t use other active items; he lets Krill hold onto them hoping that they will keep Krill safe. When not under player control, Mo will automatically approach the nearest enemy not hidden by fog of war and hit them repeatedly with heavy melee. Mo’s max health is equal to ⅔ of their regular max health together.
- Krill: Reload speed increased by 20%, but cannot melee or parry because he’s too small. This also means that his hitbox is much smaller. Cannot use any abilities other than Combo, at which point he will begin using the taser to stun the enemy. Deals no damage as Mo is not punching them during this time. When not under player control, Krill stands in place and automatically shoots at nearby enemies, prioritizing heroes. Only Krill can use other active items, and his max health is equal to ⅓ of their regular max health together.

Paige: Speed Reader
Paige can alt-cast Rallying Charge to mount the center horse in place of a knight. While mounted, she gains the ability to travel through walls and moves with the charge. The charge can be turned slightly while she is riding it. She may jump at any point to dismount. Cooldown of Rallying Charge is reduced by 30s.

Paradox: Chaos Accelerator
Every time one of Paradox's abilities deals damage to an enemy hero, all of her other abilities have their cooldowns reduced by 1s. Paradoxical Swap counts as 3 instances of damage.

Pocket: Big Bill
Pocket’s briefcase stores up ghosts when nearby units die. It gains 1 ghost per non-hero death and 5 ghosts per hero death. Casting Affliction with at least 25 stacks releases all the ghosts in the form of a massive spectral bullfrog, increasing the radius of Affliction and adding a 2s fear effect as Big Bill croaks. Feared enemies run directly away from the frog and cannot take any other actions. The damage, radius, and fear duration are all increased by 1% per released soul past the required 25.

Rem: Extra Cozy Naps
Takes an active item slot. Passively makes it so damage from Rem is not counted towards the threshold needed to wake sleeping targets. It can be activated on a target enemy hero within 15m to make them drowsy, slowing them by 10%. After a 3 second delay, the affected enemy is put to sleep for 4s. Wake threshold starts at 200 damage and scales up with spirit. Item has a 30s cooldown.

Seven: Pain Seeks Company
Seven’s Power Surge supercharges his abilities for the duration. Enemies that take damage from Seven’s abilities during this time become statically charged. Charged enemies are linked to one another, sharing 25% of all damage taken with other charged enemies in line of sight. Damage shared in this way is not shared again.

Shiv: One Last Surprise for Ya
When Shiv is completely out of Serrated Knives, his 1 changes to a different ability that he can cast until Serrated Knives has a charge off cooldown. This ability has grenade targeting and causes him to throw his jacket at a target location. Right before the jacket lands, he uses Slice and Dice to dash to its location and throws knives in every direction, applying Serrated Knives to all enemies in the radius (these can ricochet if he has full rage). Has an internal cooldown of 40s.

Silver: Catalytic Collar
For the duration of Lycan Curse, Silver can activate it to switch back and forth between human and werewolf form. Transformation has a 1s cooldown. Getting kills during Lycan Curse permanently increases its duration by 0.75s.

Sinclair: Mandatory Encore
Increases the copy duration of Audience Participation by 40% and also copies an additional ability from the target. This ability can be used by alt-casting Audience Participation. Both the ultimate and the additional ability can be used before Audience Participation goes on cooldown, and Audience Participation will copy the cooldown of whichever ability has a longer cooldown. The additional copied ability will inherit all the upgrade points of Audience Participation. If it has charges, Sinclair gets only one charge. If it is a passive ability, it lasts for the full copy duration of Audience Participation.

Venator: Sanctifcatio Per Violentiam
Hitting an enemy hero with a heavy melee cleanses all non-ult buffs from the enemy and all non-ult debuffs from Venator. 10s cooldown.

Victor: Constructive Cataclysm
Shocking Reanimation’s respawn delay is cut in half. The ultimate can now be manually activated, and if used this way the damage is increased based on how much health Victor had remaining. Scales up to 200% extra damage at full health.

Vindicta: Full Spectral Jacket
Vindicta's Assassinate now fires spectral rounds, allowing them to pass through walls. Shots through walls deal 25% less damage. Additionally, enemies affected by Crow Familiar are revealed through walls, but only to Vindicta.

Viscous: Friend
All enemies that are killed by Goo Ball are absorbed into the ball. Allied candlestick troopers that are rolled over are also absorbed, releasing their souls instantly. Allied heroes that are rolled over are also absorbed, but can press jump at any time to exit the ball. Breakables that are rolled over are also absorbed. Each non-hero unit or breakable added to the ball increases its size, duration, and damage by 2%. Each hero unit added to the ball increases these values by 10% instead. If an allied hero exits early, the bonus stats they granted to the ball are removed.

Vyper: Emergency Shedding
Slide distance increases by 10%. Slither gains an active component which sheds all debuffs, increases slide speed by 4m/s, and grants slow immunity for 6s. This can be activated regardless of any debuff currently affecting Vyper, such as stun, silence, or polymorph. Cooldown is 70s.

Warden: Midas Elixir
Enemies that die while under the effects of Alchemical Flask drop 100% more souls. However, all of Warden’s souls become unsecured and do not convert over time to secured souls. If he dies and drops his souls, allies cannot recover them; only enemies or Warden himself. Finally, Warden becomes unable to buy any item in the shop worth less than 3200 souls. He can still buy items that use a cheaper item as a component by paying all of the costs at once.

Wraith: Stacking the Deck
Increases the number of jokers in the deck by 50%. Whenever Wraith gets a kill or assist she immediately draws a joker. If she already has the maximum number of cards, the leftmost card is replaced with a joker. These jokers do not come from the deck. In other words, they have no impact on the suit of future cards drawn.

Yamato: 刃物を勉強しました
If Yamato presses right click and left click simultaneously, she unsheathes her katana, or sheathes it if it’s already out. Sheathing/unsheathing takes 1.5s, or instantly if done during the transformation into shadow form. While the katana is unsheathed, left click performs light melee and right click performs heavy melee. Light melee becomes a hilt strike, mini stunning enemies for 0.1s and canceling channeled abilities. Heavy melee becomes a thrust with the katana; it dashes 50% farther and deals 20% more damage. While unsheathed, missing a parry only puts it on cooldown for half the usual time. Finally, all other abilities can now be used during the dash of heavy melee to cancel it (useful for baiting parries).