Aghanim’s Shards are the biggest headline of Dota 2 patch 7.28, with every hero getting either an upgrade on an existing ability or a new ability. It is pretty much like an Aghanim’s Scepter, except that it’s for one-third the cost and doesn’t provide any stats. We looked at the 10 best Aghanim’s Scepter upgrades for support heroes, which is a thought provoking issue as farm is not easy to come by for supports. Here, we take a look at the 15 best core Aghanim’s Shards. The item isn’t too difficult to farm for cores as 1400 gold is about 2-3 minutes of farming, so the Shards haven’t been rated out of 10 as they were for supports.
Bloodrage attacks now deal 1.5% of the target’s max health as pure damage and heals you for that amount. Only affects Bloodseeker.
While this shard would have been much better if it affected other heroes as well, it has the potential to bring back the core right click Bloodseeker of before. For the last few months, BS is being played more as an offlane hero with the caster build. But Aghanim’s Shard provides a lot of damage and lifesteal which makes it worthwhile to go the right click build. The Shard upgrade is especially good against tanky heroes – against a Centaur with 5000 HP, Bloodrage will do 75 pure damage with every hit (besides the normal damage) as well as lifesteal 75 HP.
Primal Split now creates a Void brewling. Has Astral Pulse ability, affecting enemies in 500 AoE. Applies a 20/30/40% slow and Disarm for 2.5 seconds. Cooldown: 20.
Brewmaster’s gameplay is based on Primal Split, and anything that makes the ability stronger is a win for Brewmaster. With the new Aghanim’s Scepter upgrade, which gives Brewmaster two Primal Split charges, this becomes even stronger. A Scepter and Shard rush won’t be a bad idea for the 7.28 version of the hero.
Grants Hairball. Coughs a quill filled hairball towards the target location. Erupts at the location, hitting enemies in a 700 radius with Goo and two Quills. Cast Range: 1500. Cooldown: 20. Manacost: 100.
The Hairball grants Bristleback a Warpath stack and slows down multiple enemies, while dealing damage to them (and amplifying upcoming Quill Sprays), which makes it an item worth investing 1400 gold into. The AoE of the ability is quite huge, which makes it easy to get onto multiple enemy heroes in a team fight.
Causes Skeleton Walk to create two Burning Army Skeletons on Exit.
Similar to Clinkz’s previous Aghanim’s Scepter upgrade and twice of what he got from his last level 10 talent. The skeletons are quite strong (especially as they use the current level of Searing Arrows and use 30% of Clinkz’s damage, which means they keep getting stronger as the game progresses) and are an excellent tool to pickoff enemy supports. The effects of it will be higher earlier on in the game, so it would be beneficial to have this right as the 20 minute mark hits, after getting either an Orchid Malevolence or Desolator.
Increases your movement speed during Blade Fury by +100 and attacks a random nearby enemy once per second.
Juggernaut’s issue is a lack of stun, so he can fight with Omnislash, but with Omni down, needs something like an Abyssal to jump onto heroes and hold them in place. Bladefury is a good way to stay safe in the late game, but it doesn’t do too much damage in comparison to the right clicks of a farmed Jugg. The upgrade from Aghanim’s Shard allows him to use Bladefury offensively while doing copious amounts of damage in the late game. An Omnislash followed by a Bladefury (while having the Aghanim’s Shard) is a source of heavy damage, especially since it is a lot easier to chase heroes with the +100 movement speed.
Increases Laguna Blade cast range by 150. Laguna Blade can now also be ground targeted, and will always travel its full cast length and hit all units along its path.
A 900 damage nuke that can hit multiple targets, and possibly all five enemy heroes, is not a bad thing to have in your arsenal. With a Scepter, its 900 pure damage that goes through magic immunity.
Spear of Mars impales up to two units and leaves a fire trail behind it which lasts for 10 seconds. Deals 35 DPS and slows by 20%. Debuff lingers for 2 second.
Mars’s Aghanim’s Shard upgrade has been inspired by one of his upgrades in Aghanim’s Labyrinth, although in that, you could skewer 7 enemies, which would be a bit too broken in Dota 2. But the ability to skewer 2 heroes is quite strong, and if multiple heroes can be stunned onto the walls of Arena of Blood, there is a good chance of the fight going in your favor. More than the DPS, the slow from the fire trail helps Mars to chase enemy heroes.
Grants +1 Leap Charge. Attacks during the leap buff have a 1.5x Critical Strike.
One of the best Aghanim’s Shards in the game, and the one that has made Mirana into a core hero again. Guaranteed critical strikes ensures an insane amount of damage 2.5 seconds after every Leap and the extra Leap charge is just the cherry on top of the cake. As the meta progresses, more position 1 and 2 Miranas will be seen, rather than the position 4 Mirana, which has been prioritized over the last few patches. Worth getting it as the third item after a Maelstrom/Dragon Lance and Manta Style/Yasha.
9) Monkey King
Lowers Tree Dance cooldown from 1 to 0.4 and cast point from 0.3 to 0.1
Monkey King’s Shard upgrade was nerfed in Dota 2 patch 7.28a with the Tree Dance cooldown increased from 0.3 seconds to 0.4 seconds, because it is a strong upgrade which makes him extremely elusive. Once Monkey King get’s in the trees, it becomes significantly more difficult to catch him with the lower cooldown and cast point, especially if he has the +475 Tree Dance cast range at level 15.
10) Phantom Assassin
Grants Fan of Knives. Releases sharp blades around you in a 550 AoE, dealing 12% of enemies’ max health on impact and applies Break for 3 seconds. Cooldown: 20. Manacost: 125.
Once Phantom Assassin gets her Battlefury, she is one of the fastest farmers in the game, and 1400 gold is a small investment. A very situation dependent item to invest in, but while playing against foes like Bristleback or Spectre – who require a Break and are tanky – Fan of Knives does wonders. But even in games like those, this isn’t a Shard to be gotten early. Battlefury, Desolator and BKB are inventories this hero needs to stay alive and output good damage in team fights. An Aghanim’s Shard after three or four core items would possibly be the sweet spot.
10) Queen of Pain
Releases a sonic boom when you blink at both your starting and ending location. Deals 150 damage in a 300 AoE and silences for 1.5 seconds (you can be hit by both).
Queen of Pain’s Aghanim’s Shard upgrade has been picked right out from Aghanim’s Labyrinth, just like Mars, and it is a strong upgrade as it can be used both, offensively and defensively. Blinking in, it prevents heroes from reacting while also disabling Blink Daggers. Blinking out, it prevents enemy heroes from using abilities to chase her unless they have an instant dispel available.
Causes Glaives to bounce once towards the closest enemy unit, dealing 50% of your attack damage. Bounce range is 600 unit to unit.
Makes core Silencer into somewhat of a Luna, with lesser targets and more damage. The best part? Even though the secondary Glaives target takes only 50% of the damage, intelligence is stolen from the secondary target as well. Glaives damage depends on Silencer’s intelligence, so the increase in Glaives damage is doubled when hitting two targets, while at the same time, crippling the mana pool of multiple heroes. One Glaive shot takes away 3 intelligence, which is 36 mana, from each target.
Grants Demon Zeal. Costs 25% of your Current HP to cast, providing you +50 Movement and +50 Attack Speed for 7 seconds. Provides 50% more bonus while melee. Cooldown: 14.
Terrorblade’s Aghanim’s Shard got a buff in Dota 2 patch 7.28a, in which the movement speed was increased from 25 to 50 and attack speed increase duration was increased from 6 to 7 seconds. TB never really wants to fight when Metamorphosis is down, but there are times when that’s not an option, and Demon Zeal gives TB a massive boost in fighting without Metamorphosis because of the increased bonus in melee form. The loss of 25% current HP isn’t a big deal for Terrorblade, as he has Sunder to fall back upon.
13) Vengeful Spirit
Wave of Terror now steals 25% of enemy hero base damage and grants it to you as base damage for the debuff duration.
Similar to Mirana, Vengeful Spirit’s Aghanim’s Shard is what makes her a good mid hero and introduces more versatility to a hero who is typically played as support. Wave of Terror after the Aghanim’s Shard steals the damage of every hero it hits, so VS could steal a huge amount of damage in team fights and deal it back to the opposition team. Priority for damage steal should always be opposition cores, as that also helps your team by taking less damage.
14) Wraith King
Causes Reincarnation to not have a mana cost and spawns three skeletons to attack each nearby enemy hero when Reincarnation is triggered.
When the Shard upgrade for Wraith King was first released, it was broken (or bugged) as it spawned three skeletons for every illusion present as well. So playing against heroes like Phantom Lancer or Chaos Knight, WK would spawn a skeleton army of 20-30 skeletons. But even though that has been taken away, it’s still a beneficial Shard as it doesn’t require WK to get to level 20 not worry about the mana remaining for Reincarnation, and it also allows him go for +6 Skeletons Spawned talent, which along with the +24 Skeletons Attack Damage talent makes it a lot easier to take down buildings, passively farm lanes and jungle as well as add an extra component of damage in team fights. Not if there’s and Earthshaker or Axe in the enemy lineup though…you might want to stay away from the extra skeletons in that case.
Static Field can be cast to perform a Heavenly Jump, shocking the closest visible enemy (hero priority) within 2000 range, dealing Static Field damage to them and reducing their movement speed by 100% for 2.5 seconds. If you were moving forward, you will jump towards that direction 450 distance. Cooldown: 14. Manacost: 100.
Zeus is a hero who likes to play on the backlines and not really get too close to opposition heroes. Once jumped upon, Zeus can’t really survive for too long. Heavenly Jump helps Zeus’s survivability as it not only allows him to jump over cliffs, but it can also get him out of Slark’s Pounce, Mars’ Arena of Blood and Grimstroke’s Soulbind (using it while walking unbinds the two heroes). It’s a situational item, but one that can get Zeus out of a pickle at times. The added bonus is that it also deals Static Field damage to the nearest enemy.