
Templar Assassin
Lanaya, the Templar Assassin, came to her calling by a path of curious inquiry. Possessed of a scientific bent, she spent her early years engaged in meticulous study of nature's laws--peering into grimoires of magic and alchemy, recreating experiments from charred fragments of the Violet Archives, and memorizing observations of the Keen recordkeepers. Already quiet and secretive by nature, the difficulty of acquiring these objects further reinforced her skills of stealth. Had she been less retiring, she might have become notorious among the guilds as a thief-scholar. Instead her investigations led her into far more obscure corners. <br><br>As she devoted her furtive talents to unlocking the secrets of the universe, she instead unlocked a secret door that exists in nature itself: the entryway to the most Hidden Temple. The intelligences that waited beyond that portal, proved to be expecting her, and whatever mysteries they revealed in the moment of their discovery was nothing compared to the answers they held out to Lanaya should she continue in their service. She swore to protect the mysteries, but more to the point, in service to the Hidden Temple she satisfies her endless craving for understanding. In the eyes of each foe she expunges, a bit more of the mystery is revealed.
Base STR
21 +2.4
Base AGI
23 +3.4
Base INT
20 +2
Move Speed
310
Attack Range
250
Base Armor
0
Attack DMG
28–33
Projectile
1000
Facets
Innate Abilities

Third Eye
Templar Assassin and her teammates can see Roshan's respawn timer.
Abilities

Refraction
Cooldown
14s
Mana
95
Templar Assassin becomes highly elusive, gaining a small barrier and bonus to her damage. The damage and avoidance effects are separate, and have a limited number of instances. If a barrier is consumed, a new one is created as long as there are charges left. If an instance of damage would deal more damage than the remaining barrier, all of the damage is absorbed.
INSTANCES:
3 / 4 / 5 / 6
BARRIER PER INSTANCE:
30
BONUS DAMAGE:
15 / 30 / 45 / 60
DURATION:
17
- ·Damage as HP Removal bypasses Refraction (it won't reduce the charges).
Manipulating her psionic veil, Lanaya bends nature's law to her will.

Meld
Cooldown
11 / 9 / 7 / 5s
Mana
35 / 40 / 45 / 50
Templar Assassin conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya's attack will deal bonus damage to the enemy and reduce their armor for %debuff_duration% seconds.
BONUS DAMAGE:
50 / 100 / 150 / 200
ARMOR REDUCTION:
-2 / -4 / -6 / -8
ARMOR REDUCTION DURATION:
6
- ·Meld is broken by any action other than staying in position or channeling Psionic Projection.
- ·Meld's armor reduction does not work against towers.
Lanaya is as elusive as her covenant with the Hidden Temple.

Psi Blades
Templar Assassin's psi blades slice through the attacked unit, splitting and damaging enemy units directly behind it, while gaining bonus attack range. For each unit it damages, the split damage is reduced by a percentage.
BONUS ATTACK RANGE:
50 / 100 / 150 / 200
PSI BLADE RANGE:
400 / 500 / 600 / 700
SPLIT AMOUNT:
70 / 80 / 90 / 100%
- ·Split damage hits invisible units.
- ·Attack effects like Bash will only be applied to the main target.
Her blades pierce the skin as much as the mind, furthering her understanding of the mystery that is reality.

Psionic Trap
Cooldown
11 / 8 / 5s
Mana
15
Templar Assassin places mystical traps that invisibly monitor enemy movement. When sprung at her command, they deal a small amount of damage and exert a slowing influence of %movement_speed_min%%% in a %trap_radius% radius. Traps charge up to slow %movement_speed_max%%% after %trap_max_charge_duration% seconds. Deals bonus damage when fully charged.
MAX TRAPS:
5 / 8 / 11
MIN MOVEMENT SLOW:
20%
MAX MOVEMENT SLOW:
50%
BONUS DAMAGE:
200 / 300 / 400
MIN SILENCE DURATION:
0
MAX SILENCE DURATION:
0
BONUS TRAP VISION:
0
- ·Traps last indefinitely.
- ·They have invisibility that fades in over %trap_fade_time% seconds and spell immunity. They take 2 hits to kill by ranged heroes, 1 by melee heroes, and 4 by creeps.
- ·Traps have 250/250 vision range and don't prevent neutral camps from spawning.
Calling upon the reach of the Hidden Temple, none escape the eye of the Templar.