
Grave Marshal
A cold battlefield controller who chills nearby spellcasters and punishes clusters with distinct soul-wraith strikes.

Abilities.
In developmentExample recording · Ability-specific video coming later.

Soul Shard
Fire a narrow soul shard that damages and briefly breaks the first enemy it strikes. Break suppresses passives, giving your team a short opening.
Dodge the narrow shard, screen it with a creep or remove the resulting Break with an ally basic dispel.
- Cooldown
- 13s / 12s / 11s / 10s
- Cost
- 70 / 80 / 90 / 100
- Range
- 800 cm
- Cast time
- 0.3s
- Magical damage
- 60 / 90 / 120 / 150; first enemy hero/creep only.
- Projectile
- 70 cm width, 1400 cm/s, 800 cm maximum; terrain stops it, no homing or pierce.
- Break
- 1 / 1.2 / 1.4 / 1.6 s; applied after damage; refresh only; removes the former outgoing spell-damage reduction.
Example recording · Ability-specific video coming later.

Gravebind
Warn a small patch of ground, then raise skeletal hands to root enemies caught in it. The hands are the spell’s visual body and do not fight independently.
Leave the warning patch or use a strong dispel. Enemies remain able to attack and cast while rooted.
- Cooldown
- 21s / 19s / 17s / 15s
- Cost
- 85 / 95 / 105 / 115
- Range
- 650 cm
- Cast time
- 0.7s
- Root
- 1.0 / 1.2 / 1.4 / 1.6 s
- Area / warning
- 200 cm radius / 0.7 s
- Model rule
- Grasping hands are non-interactive spell meshes; no NPC attacks or health; no damage
Example recording · Ability-specific video coming later.

Cold Dominion
A nearby visible enemy who completes a hero spell is briefly slowed. Each enemy has a separate rearm timer, and their spell still resolves normally.
Cast beyond his short radius or while outside team vision, bait the per-enemy rearm with a cheap ability, dispel the brief slow, or apply Break. Your spell still resolves.
- Cooldown
- 4s / 4s / 4s / 4s
- Cost
- 0 / 0 / 0 / 0
- Trigger
- A visible enemy hero within 325 cm completes the committed cast of a non-toggle hero ability; one trigger per cast
- Slow
- 18 / 22 / 26 / 30% movement slow for 1.25 s; basic-dispellable
- Rearm
- 4 s per enemy hero, subject to the normal cooldown system; cooldown continues through death and Break
- Excluded
- Items, toggles, passive procs, attack modifiers without a cast event, interrupted casts, and repeated channel ticks
- Channel rule
- A channeled ability qualifies once when its committed cast successfully enters the channel, not again when the channel ends
Example recording · Ability-specific video coming later.

Sepulchral Eclipse
Release up to three soul-wraiths at different visible enemies in the chosen area. Each wraith strikes once and briefly silences its victim.
Split the group or use a projectile disjoint. A lone enemy takes only one wraith, never all three.
- Cooldown
- 115s / 105s / 95s
- Cost
- 160 / 210 / 260
- Range
- 850 cm
- Cast time
- 0.6s
- Magical damage per target
- 180 / 240 / 300; one hit per target from this cast.
- Targets
- At most 3 distinct enemies in 400 cm; heroes prioritized; one hit per target
- Soul models
- Non-interactive projectiles, not killable summons; no drain, healing, bounce or repeat hit
Build a guide.
Ability order Levels 1–22
Choose a cell to learn a rank; choose it again to clear. Scroll for later levels. Arrow keys move between cells.
Levels 1–22