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Channel

Channeled abilities require the unit to stay still while the spell is active. The spell ends if the channeling is interrupted with another action by the user or canceled by an enemy interrupt.

Channeled Abilities[edit]

Unit Ability
Abomination Cannibalize
Alchemist Healing Spray
Archmage Blizzard
Archmage Mass Teleport
Banshee Possession
Beastmaster Stampede
Blood Mage Flame Strike
Blood Mage Siphon Mana
Dark Ranger Life Drain
Doom Guard (Creep) Rain of Fire
Doom Guard (Summoned) Rain of Fire
Dragonhawk Rider Aerial Shackles
Dragonhawk Rider Cloud
Faerie Dragon Mana Flare
Far Seer Earthquake
Firelord Volcano
Frost Revenant Blizzard
Ghost Possession
Ghoul Cannibalize
Keeper of the Grove Tranquility
Lich Death and Decay
Maiden of Pain Life Drain
Murloc Flesheater Cannibalize
Naga Sea Witch Tornado
Pit Lord Rain of Fire
Priestess of the Moon Starfall
Salamander Lord Rain of Fire
Shadow Hunter Big Bad Voodoo
Stormreaver Warlock Monsoon
Wraith Possession

Version History[edit]

Balance Patch History
Patch Version Balance Changes
1.17 Neutral Channeling ultimates now cancel invulnerability. If an invulnerability spell is used while channeling, channeling will end.
Neutral Fixed channeling units so they will auto-queue orders issued to the entire selection except for Stop and Hide. Orders issued to the selected subgroup will break channeling (so you can teleport out of the area while channeling).
1.10 Neutral A Hero channeling a spell will not stop casting the spell when a group containing this Hero is given a new command. The Hero must be individually selected in order to be given another command.

See also[edit]