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DotA2 Skill: Nightmare




Nightmare


Casting Method:Active
Targetting Method:Unit
Allowed Targets:Enemy/Allied Units
Puts the target enemy or friendly Hero to sleep. Sleeping units are awakened when damaged. If the target was directly attacked, the Nightmare passes to the attacking unit. Bane can attack and damage Nightmared targets freely.

Duration: 3.5 / 4.5 / 5.5 / 6.5
Cast Range: 550 / 600 / 650 / 700
Mana Cost: 120 / 130 / 140 / 150 Cooldown Time: 24 / 21 / 18 / 15
Additional Information
A stolen prowess from the goddess Nyctasha is to put his prey into forever sleep.

NOTES:
  • As long as a unit is affected by Nightmare, it is replaced by the sub-ability Nightmare End which allows Bane to wake the unit up.
  • Applies a sleep on affected units, preventing them from acting.
  • Turns affected targets invulnerable for 1 second, preventing affected units from waking up.
  • Reduces affected enemy unit's vision to 200.
  • The target wakes up when a unit starts attacking it (including manual casting of active attack modifiers), or when the target takes damage.
  • The target does not wake up when taking damage from certain sources and under a few rare conditions:
  • When waking up with an attack, the Nightmare is transferred to the attacking unit at the start of an attack, not when the attack hits.
  • When Nightmare is transferred, its duration is refreshed, including the second of invulnerability.
  • The Nightmare cannot be transferred to spell immune units, or to wards. So their attacks only wake up nightmared units.
  • Nightmared units are never automatically attacked, regardless of settings. A forced attack order is required to attack them.
    • This prevents enemies from accidentally afflicting themselves with Nightmare by auto-attacking a nightmared unit.
    • This also means that nightmared units are never attacked by lane creeps, neutral creeps, towers and fountains.
    • Units can force an attack on an allied nightmared unit to transfer the Nightmare to themselves.


INTERACTIONS:

Spell Immunity:
  • Does not pierce spell immunity.
Spell Block:
  • Blocked when primary target.
  • Blocked upon attacking a unit affected by an enemy Nightmare.
Dispel:
  • Invulnerability is undispellable.
  • Debuff is dispellable with any dispel.


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