Description
The Prophet teaches that energy flows through all things, we must only harness it for ourselves. The mages invoke incantations, the priests call upon gods wicked and just, but for the truly powerful, the power is harnessed from within. These are the Disciples of the Way and among them there is one known for his mastery over all - Kinesis. Let the Hellbourne beware the power of his mind.
Kinesis is an Intelligence ganker who may also be played as an effective support. Kinesis initiates by lifting an enemy with Stasis Smash, while the enemy is lifted, he Lifts up trees and creeps around them and when the enemy lands he Launches all of the Lifted units at the target for full damage. Later in the game, Kinesis is able to survive longer in teamfights due to his Inherent Defense.
Strength: 20 (+1.6 per level)
Agility: 15 (+1.5 per level)
Intelligence: 30 (+2.0 per level)
Move Speed: 290
Attach Range: 550Thoughtsteal [Q]

[ Target Entity ]
Steals the first ability of an enemy hero.
Activate to
steal the first ability from the target hero and
Silence them for 2 seconds.
The stolen ability is retained indefinitely until removed by activating your third ability. Doing so puts Thoughtsteal on cooldown.
Activate to
steal the first ability from the target hero and
Silence them for 2 seconds.
The stolen ability is retained indefinitely until removed by activating your third ability. Doing so puts Thoughtsteal on cooldown.
Activate to end Stasis Smash early, causing reduced damage and Stun duration.
Telekinetic Control [W]

[ No Target ]
Lift up creeps or trees and launch them at your enemies!
Activate to lift the
{1,2,3,4} closest trees or creeps into the air, making them invulnerable for 8 seconds. If not enough are present, pieces of ground are lifted instead.
Activate again by targeting an enemy to throw all lifted objects at them, dealing
70 Magic Damage per object and applying a
15% Movement Speed Slow for 2 Seconds.
Launch lifted things!
Target an enemy to throw all lifted units at them, dealing
{85,90,95,100} Magic Damage per unit and applying a {10,15,20,25%} Movement Speed Slow for 2 Seconds.
Must be within 1200 distance of a lifted unit to launch it.
Lift things!
Activate to lift the closest tree or creep into the air, making it invulnerable for 8 seconds.
Ability has
{1,2,3,4} charges that refresh every {4,3.3,2.6,2.0} seconds.
Lifts the
{1,2,3,4} closest trees or creeps for up to 8 seconds. If not enough are present, pieces of ground are lifted instead. Lifted objects are invulnerable and will follow Kinesis at 450 speed during the effect.
Activate again by targeting an enemy to throw all lifted objects at it, dealing
70 Magic Damage per object and applying a
15% Movement Speed Slow for 2 seconds. Objects must be within 1500 range to be thrown.
Throws all Lifted objects at target, dealing
{85,90,95,100} Magic Damage per Lifted object and applying a {10,15,20,25}% Movement Speed Slow for 2 seconds. Must be within 1200 units to throw a Lifted object.
Lifts the closest tree or creep for up to 8 seconds. Creeps are invulnerable while Lifted. A charge is refreshed every {4,3.3,2.6,2} seconds. Maximum of
{1,2,3,4} charges.
Inherent Defense [E]

[ No Target ]
Passively grants a stacking
Damage Shield that absorbs Damage equal to {0,20,30,40,50}% of non-DoT Magic Damage attempted to heroes.
While the shield holds, you gain additional
Movement Speed based on the shield's value.
Maximum of 500 absorb shield may be built.
Activate to
forget the stolen ability from Thoughtsteal and places Thoughtsteal on cooldown.
Passively grants a stacking
Damage Shield that absorbs Damage equal to {0,20,30,40,50}% of non-DoT Magic Damage attempted to heroes.
While the shield holds, you gain additional
Movement Speed based on the shield's value.
Maximum of 500 absorb shield may be built.
Activate to
forget the stolen ability from Thoughtsteal and places Thoughtsteal on cooldown.
Stasis Smash [R]

[ Target Entity ]
Lifts a target into the air then smash them down dealing area damage and stunning around them.
Target a unit to
Stun it and lift non-hero units around it for up to
{3,3.5,4} seconds. They then take
{200,300,400} Magic Damage and an additional
{20,30,40} bonus damage for every other unit lifted. Other enemies in the area receive a
2 second 50% slow. Can be
activated again to end the effect early.
Staff of the Master increases radius and allows you to choose where the target lands.
This ability can be boosted by Staff of the Master.Staff Effect: Increases radius to 600 and allows you to choose where the target lands.
Places the target in a stasis and lifts non-hero units around it for up to
{3,3.5,4} seconds. Target is
Stunned and has 20% Damage Reduction while in stasis.
When stasis expires, the target takes
{200,300,400} Magic Damage and an additional
{20,30,40} bonus Magic Damage for every other unit lifted. Units lifted take the same damage. Other enemies in the area receive a
2 second 50% Movement Speed Slow if they are caught in the blast.
Ability can be
activated again to end the effect early.
- Units thrown at the target with Telekinetic Control will get caught as well.
Activate to launch all 'Lifted' units within 1200 radius at target location, dealing 100 Magic Damage per unit lifted.
Places the target in a stasis and lifts non-hero units around it for up to
{3,3.5,4} seconds. Target is
Stunned and has 20% Damage Reduction while in stasis.
When stasis expires, the target takes
{200,300,400} Magic Damage and an additional
{20,30,40} bonus Magic Damage for every other unit lifted. Units lifted take the same damage. Other enemies in the area receive a
2 second 50% Movement Speed Slow if they are caught in the blast.
Ability can be
activated again to
throw all lifted units including the target to a location you choose. Cannot throw further than 1200 distance.
- Units thrown at the target with Telekinetic Control will get caught as well.
Stasis Throw*:Target a unit to
Stun it, grant 20% Damage Reduction to it, and lift non-hero units around it for up to
{3,3.5,4} seconds.
Afterwards, the target drops to the ground, taking
{200,300,400} Magic Damage and an additional
{20,30,40} bonus damage for every other unit lifted. Units lifted take the same damage. Other enemies in the area receive a
2 second 50% slow.
Ability can be
activated again to
throw all lifted units including the target to a location you choose.
Places the target in a stasis and lifts non-hero units around it for up to
{3,3.5,4} seconds. Target is
Stunned and has 20% Damage Reduction while in stasis.
When stasis expires, the target takes
{200,300,400} Magic Damage and an additional
{20,30,40} bonus Magic Damage for every other unit lifted. Units lifted take the same damage. Other enemies in the area receive a
2 second 50% Movement Speed Slow if they are caught in the blast.
Ability can be
activated again to
throw all lifted units including the target to a location you choose. Cannot throw further than 1200 distance.
- Units thrown at the target with Telekinetic Control will get caught as well.