Rhasta, the Shadow Shaman, is a premier control and objective-seizing Intelligence hero in DotA 1. Armed with a formidable arsenal of crowd-control spells and the ability to summon devastating serpent wards, he is an expert at locking down key enemy targets and melting through defensive structures. His high base damage and substantial Intelligence growth allow him to dominate early-game skirmishes, while his capacity to initiate fights and siege towers makes him a cornerstone for any team focused on ending games decisively.
2. Base Stats & Attributes
Hero Attributes
| Attribute |
Base Value |
Growth (per level) |
| Strength |
23 |
+2.3 |
| Agility |
16 |
+1.6 |
| Intelligence |
25 |
+3.5 |
Statistics & Mechanics
| Statistic |
Value |
Mechanic |
Value |
| Damage |
71-78 |
Base HP Regen |
0.25/s |
| HP |
660 |
HP Regen |
+2.55/s |
| MP |
350 |
MP Regen |
+1.26/s |
| Armor |
2.3 |
Turn Rate |
0.6 |
| Move Speed |
285 |
Base Attack Time (BAT) |
1.7 |
| Attack Range |
400 (missile: 900) |
Attack Animations |
0.3 / 0.5 |
3. Hero Skills Breakdown
1. Ether Shock
Rhasta summons a focused cone of lightning energy that strikes out, hitting multiple enemy units in its path.
| Level |
Magical Damage |
Target Limit |
Cooldown |
Manacost |
| 1 |
140 |
1 |
14 seconds |
100 |
| 2 |
200 |
3 |
12 seconds |
120 |
| 3 |
260 |
5 |
10 seconds |
140 |
| 4 |
320 |
7 |
8 seconds |
160 |
2. Voodoo
Rhasta taps into forbidden arts to transform an enemy unit into a harmless frog, effectively disabling all special abilities and items for the duration.
- Mechanic: Hex (Targeted disable)
| Level |
Hex Duration |
Cooldown |
Manacost |
| 1 |
1.25 seconds |
13 seconds |
70 |
| 2 |
2.0 seconds |
13 seconds |
110 |
| 3 |
2.75 seconds |
13 seconds |
150 |
| 4 |
3.5 seconds |
13 seconds |
190 |
3. Shackles
The Shadow Shaman magically binds a target enemy in place, preventing them from moving or attacking. He continuously deals magical damage for the duration of the hold.
- Mechanic: Channeling (Targeted stun/damage)
- Damage Type: Magical
| Level |
Stun Duration |
Total Damage |
Cooldown |
Manacost |
| 1 |
2.75 seconds |
60 |
16 seconds |
140 |
| 2 |
3.5 seconds |
160 |
14 seconds |
150 |
| 3 |
4.25 seconds |
260 |
12 seconds |
160 |
| 4 |
5.0 seconds |
360 |
10 seconds |
170 |
4. Mass Serpent Ward
Summons a group of immobile, spell-immune wards that fire projectiles at nearby enemies.
- Mechanic: Spell immunity
- Aghanim's Scepter Upgrade: Increases ward attack range and allows each ward to attack two targets simultaneously
| Level |
Damage per Ward |
Duration |
Cooldown |
Manacost |
| 1 |
50 |
45 seconds |
120 seconds |
200 |
| 2 |
85 |
45 seconds |
120 seconds |
350 |
| 3 |
120 |
45 seconds |
120 seconds |
600 |
4. Item Build Guide
| Phase |
Recommended Items |
Strategic Purpose |
| Early Game |
Tranquil Boots, Clarity, Magic Wand |
Tranquil Boots provide HP sustain for roaming; Clarity assists with mana management for ganking; Magic Wand offers survival during early dives. |
| Core Items |
Blink Dagger, Aether Lens, Aghanim's Scepter |
Blink Dagger is vital for initiating with Voodoo or Shackles; Aether Lens extends your threat range; Aghanim's Scepter maximizes siege potential. |
| Late Game |
Scythe of Vyse, Ghost Scepter, Boots of Travel |
Scythe of Vyse provides a second reliable lockdown; Ghost Scepter protects against physical carries; Boots of Travel enable map-wide split-pushing with wards. |
5. Quick Gameplay Tips
- The Initiation Combo: Always look to blink into range and immediately cast Voodoo before following up with Shackles. Because Voodoo prevents the enemy from using most escape items or spells, it ensures your Shackles—which requires channeling—is not interrupted instantly.
- Wards as Objective Tools: Do not save your Mass Serpent Ward only for hero kills. Because they are spell-immune, they are exceptional at sieging towers safely. Always place them so they can hit both the tower and enemy heroes if they try to defend, creating a "zone of control" that forces enemies to retreat or lose their structure.
- Shackles Management: Since Shackles is a channeling spell, your hero is vulnerable for the entire duration. Communicate with your team before initiating; ensure you have backup nearby so that when you hold a target in place, your allies can provide the necessary damage to finish the kill before the channel is broken.