The Voodoo Virtuoso of the Bleeding Hills

Shadow Shaman

He binds foes with voodoo magic, shocks them with forked lightning, and summons a deadly serpent swarm to devour their prey and their strongholds alike.

At a Glance

Primary AttributeIntelligence
Primary RoleDisabler / Pusher / ganker
ComplexityLow

Core Principles

A wiggle of the finger, a twist of the wand, and the dance of death begins. Your dance.

The Master of Paralysis

Your primary function is to remove an enemy from the game for nearly 10 seconds. Identify the target, execute the lockdown, and trust your team to do the rest.

The Siege Engine

Your ultimate is not just a teamfight tool; it's a building demolition machine. Every won fight is an opportunity to take an objective. Turn kills into towers.

Life in the Shadows

You are a predator. Use smoke, control vision, and live in the fog of war. Your power comes from the surprise of your initiation.

The Instant Answer

Your Hex is the ultimate answer to enemy aggression. Anticipate their moves. Be the immediate, decisive response that shuts down their entire plan.

The Chain of Command

Understand your spell priority. Hex first for speed and safety, then follow with Shackles for duration. Your combo is a sequence, not a button mash.

Commitment is Power

When you commit with your full combo and ultimate, you are all-in. You have no escape. Make every commitment count by ensuring it secures a kill and an objective.

Victory through wisdom and strength

Hero Overview

Shadow Shaman is the premier lockdown specialist and objective-taker in Dota 2. He possesses two of the longest and most reliable disables in the game, making him a terrifying ganker and teamfighter. Any hero caught out of position becomes an easy kill when Rhasta is nearby.

His gameplay identity is split between two powerful functions: locking down a single critical target for an eternity, and melting enemy structures with his Mass Serpent Ward ultimate. This duality makes him a constant threat. He can turn a successful gank into a tower, or defend high ground against a siege with a well-placed nest of wards, making him one of the most strategically impactful supports.

Pros

  • Unmatched single-target lockdown duration
  • Incredible pushing and building damage
  • Strong laning presence with nukes and high base damage
  • Instant disable with Hex
  • Can solo kill many heroes with his full combo

Cons

  • Extremely fragile and slow
  • No escape mechanism
  • Highly reliant on long cooldown ultimate
  • Can have severe mana issues
  • Serpent Wards give significant gold bounty to enemies

Ability Analysis

Ether Shock

Ether Shock

Active

Creates a cone of ethereal energy that strikes multiple enemy units, dealing magical damage.

Cooldown: 8/7/6/5
Mana Cost: 95/105/115/125

Notes: Can hit secondary targets far beyond its cast range. Use it on a nearby creep to snipe a fleeing hero.

Hex

Hex

Target Unit

Transforms an enemy unit into a harmless creature, disabling their attacks and abilities. Instantly kills most illusions.

Cooldown: 13/11/9/7
Mana Cost: 110/130/150/170

Notes: Has zero cast time. Lead with Hex in ganks as it's instant and has longer range than Shackles. It's the perfect tool to counter Blink initiators.

Shackles

Shackles

Channel

Magically binds an enemy unit, disabling them and dealing damage over time. This is a channeled spell.

Cooldown: 12/11/10/9
Mana Cost: 140/150/160/170

Notes: Provides true sight on the target. Be aware that enemies can cast BKB between your Hex and Shackles, so Hex first is often safer.

Mass Serpent Ward

Mass Serpent Ward

Active

Summons a number of immobile, venomous wards that attack enemy units and structures. They have 1200 day and 800 night vision.

Cooldown: 120/110/100
Mana Cost: 200/350/500

Notes: Your game-winning spell. Use them to take towers, Roshan, or control teamfight areas. You can trap enemies inside the circle of wards.

Fowl Play (Innate)

Fowl Play (Innate)

Passive

When taking lethal damage, Shadow Shaman transforms into a chicken with bonus speed for a short duration, disjointing projectiles and becoming invulnerable.

Cooldown: 0
Mana Cost: 0

Notes: This will not save you from Axe's Culling Blade or Necrophos's Reaper's Scythe. 'Break' effects will also disable it.

Shackles Split (Aghs)

Shackles Split (Aghs)

Channel

Shackles creates 4 additional Ether Shocks that hit your Shackled target and 4 other random enemies.

Cooldown: 12/11/10/9
Mana Cost: 140/150/160/170

Notes: Massively increases your teamfight damage. You can even Shackle an allied courier and use it as a mobile Ether Shock drone.

Developer's Notes

Developer Insights

Shadow Shaman is the premier lockdown specialist in Dota 2. His Hex-Shackles combo provides unmatched single-target disable duration, making him a terrifying presence throughout the game.

Key Insights:

  • Always Hex first in ganks - it's instant and has longer range than Shackles
  • Mass Serpent Ward is both a teamfight tool and building demolition machine
  • Positioning is everything - you have no escape mechanism

Shadow Shaman rewards calculated aggression and strategic thinking. Turn every successful kill into an objective with your powerful ward ultimate!

Game Strategy

Early Game

Timeframe: 0-15 minutes Objective: Dominate the lane and secure core items Key: Use high base attack damage to contest last hits and deny; Harass the enemy with Ether Shock and right-clicks; Once you have both Hex and Shackles, represent a serious kill threat; Look for opportunities to kill the enemy offlaner repeatedly Items: Arcane Boots (Mana sustain); Blink Dagger (Priority #1); Aether Lens (Safe casting range) Tips: You are a lane bully with high base damage; Use Ether Shock to harass from safe distance; Coordinate with your carry for gank opportunities; Control vision with Sentry Wards

Mid Game

Timeframe: 15-30 minutes Objective: Gank enemies and push objectives Key: With Blink Dagger, become a terrifying initiator; Blink in, Hex target, drop Serpent Wards, then Shackle; This combo deletes almost any hero; After successful gank, immediately use numbers advantage to take towers Items: Blink Dagger (Essential for initiation); Aghanim's Scepter (Teamfight damage); Glimmer Cape (Survivability) Tips: Your combo is Hex → Wards → Shackles; Always Hex first when ganking - it's instant and has longer range; Pre-cast Hex on enemy Blink initiators; Use wards to take towers without creep waves

Late Game

Timeframe: 30+ minutes Objective: Control dangerous enemies and break high ground Key: Control the most dangerous enemy core; Stay hidden until opportunity to disable key target before BKB; Serpent Wards are primary tool for breaking high ground; Well-placed wards can force buybacks or secure objectives Items: Refresher Orb (Double lockdown + wards); Scythe of Vyse (Additional disable); Wind Waker (Premium save) Tips: Positioning is absolutely critical; Use Smoke ganks to find isolated targets; One ward can tank 10 tower hits - use it safely; Trust your team to follow up on your disables

Tips & Strategies

Lockdown Artistry

  • Always Hex first when ganking. It's instant and has longer range, preventing enemies from reacting.
  • Pre-cast Hex on enemy Blink initiators like Axe or Tidehunter to instantly disable them upon arrival.
  • An enemy can always use BKB or Manta between your Hex and Shackles. Be aware of this timing window.

Serpentine Strategy

  • Trap enemies inside your circle of wards by casting the spell directly on top of them.
  • After a lost fight, don't let enemies farm your wards. Select one ward and use it to deny the others when they are low health.
  • Use your wards to take Tier 1 towers without a creep wave, as they don't have backdoor protection.

Voodoo Versatility

  • Your Fowl Play innate won't save you from Axe's Cull or Necro's Scythe, but it can save you from delayed damage like Oracle's ultimate.
  • Use Agh's Scepter to Shackle an allied courier and turn it into a mobile Ether Shock turret to harass from a safe distance.
  • A single Sentry Ward can tank 10 tower hits, use one to draw tower aggro before dropping Serpent Wards for a safer push.

Item Guide

Starting Items

Basic sustain and vision control for laning phase.

Tangos
Clarity
Sentry Ward

Tangos, Clarity, Sentry Ward

Core Items

These are your essentials. Arcanes for mana, Blink for initiation, and Aether Lens for safer spellcasting range.

Arcane Boots
Blink Dagger
Aether Lens

Arcane Boots, Blink Dagger, Aether Lens

Situational Items

Build these for survival and utility. Force Staff for repositioning, Glimmer for defense, Ghost Scepter against physical damage. Agh's Scepter turns you into a damage machine.

Force Staff
Glimmer Cape
Ghost Scepter
Aghanim's Scepter

Force Staff, Glimmer Cape, Ghost Scepter, Aghanim's Scepter

Counter Guide

Good With

Shadow Shaman excels when paired with heroes who can capitalize on his lockdown and provide follow-up damage or control. Crystal Maiden and Witch Doctor provide additional disables that synergize perfectly with Rhasta's disables, creating devastating combinations. Vengeful Spirit can provide vision and damage amplification, while Lion adds even more disable potential. Jakiro and Shadow Fiend excel at dealing damage to grouped enemies that Shackles provides. The key is heroes who need enemies to be stationary - Shadow Shaman delivers exactly that through his Hex-Shackles combo, making him an ideal support for damage dealers and teamfight initiators.

Bad Against

Shadow Shaman struggles against heroes who can neutralize his strengths or exploit his fragility. Sven, Luna, and Medusa can clear Serpent Wards instantly with their AoE abilities, making your ultimate nearly useless. Abaddon and Oracle provide powerful saves that can completely negate your lockdown combos. Chaos Knight and Phantom Lancer with their illusion armies can overwhelm your single-target focus. Axe can jump on you with Blink-Call combo, and your innate Fowl Play won't save you from Culling Blade. Necrophos also bypasses your survival mechanism with Reaper's Scythe. Heroes with 'break' effects, strong AoE damage, or instant execution spells all pose serious threats to Shadow Shaman's effectiveness.

Good Against

Shadow Shaman dominates heroes who rely on mobility, escape abilities, or need to be controlled for extended periods. Mobile heroes like Storm Spirit, Ember Spirit, and Queen of Pain become easy prey when caught in your Hex-Shackles combo, as they cannot use their escape spells. Single-core lineups suffer immensely when you can remove their only damage dealer for nearly 10 seconds. Heroes that need to be held in place like Slark and Lifestealer become vulnerable when unable to use their mobility or survival abilities. Blink initiators like Axe and Tidehunter are countered by your instant Hex that can be pre-cast on their arrival. Squishy supports without escape mechanisms are completely shut down by your combo. Shadow Shaman's unmatched disable duration makes him a nightmare for heroes who rely on their abilities to survive or deal damage.

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