Control is mine.

Channeled abilities require the user to stay still while the spell is active. A bar showing the duration of the channel time will appear when used. The spell ends if the channeling is interrupted with another action by the user or or canceled by an enemy disable. A silence will only stop ability channeling, and mutes will only stop item channeling.

Channeled Abilities[edit]

Hero Abilities
Hero Ability
Bane Fiend's Grip
Crystal Maiden Freezing Field
Elder Titan Echo Stomp
Enigma Black Hole
Keeper of the Light Illuminate
Lion Mana Drain
Monkey King Primal Spring
Oracle Fortune's End
Puck Phase Shift
Pudge Dismember
Pugna Life Drain
Sand King Sand Storm
Shadow Shaman Shackles
Tinker Rearm
Warlock Upheaval
Windranger Powershot
Witch Doctor Death Ward
Unit Abilities
Unit Ability
Wildwing Ripper Tornado
Item Abilities
Item Ability
Town Portal Scroll Teleport
Boots of Travel Teleport
Boots of Travel (Level 2) Teleport Level 2

Abilities that can be used while channeling[edit]

These abilities can be used while the user is channeling.

Hero Abilities
Hero Ability
Bane Nightmare End
Bounty Hunter Shadow Walk
Clinkz Strafe
Skeleton Walk
Elder Titan Return Astral Spirit
Invoker Ghost Walk
Io Spirits In
Spirits Out
Juggernaut Blade Fury
Leshrac Pulse Nova
Medusa Mana Shield
Split Shot
Morphling Morph (Agility Gain)
Morph (Strength Gain)
Nyx Assassin Vendetta
Pudge Rot
Slardar Guardian Sprint
Templar Assassin Trap
Timbersaw Return Chakram
Return Chakram Return Chakram
Troll Warlord Berserker's Rage
Weaver Shukuchi
Witch Doctor Voodoo Restoration
Unit Abilities
Unit Ability
Storm Wind Walk Wind Walk
Item Abilities
Item Ability
Phase Boots Phase
Mask of Madness Berserk
Shadow Amulet Fade
Glimmer Cape Glimmer
Shadow Blade Shadow Walk
Silver Edge Shadow Walk
Shiva's Guard Arctic Blast
Armlet of Mordiggian Unholy Strength
Radiance Burn
Ring of Basilius Basilius Aura
Ring of Aquila Aquila Aura

See also[edit]