And after patch 7.33, the Shard dynamics have changed a bit as well.
Clinkz (5/10)
Burning Barrage: Now granted by Aghanim’s Shard.
Also douses enemies in Tar Bomb slow.
Damage per arrow: 65%.
Like every big patch in recent years, the Bone Fletcher got a complete revamp.
For the previous Clinkz based around Burning Barrage, the build was completely different.
Items like Maelstrom and Eye of Skadi were prioritized, because the entire hero was built around Burning Barrage.
Previously, there were two Burning Barrage talents to improve it.
All in all, a core or support Clinkz is better off without it.
In neither of those roles is magic damage a priority.
Shockwave is often maxed out second or even third, with Empower taking priority.
Zeus (5/10)
Lightening Hands: New passive ability granted by Aghanim’s Shard.
Increases Zeus' attack range by 100.
Zeus' attacks create Arc Lightnings that deal 50% of its damage (illusions deal 20%).
The Shard literally converts a spell caster into a right clicker.
With that in mind, Aghanims Shard isnt an item the Thunder God should have on his shopping list.
But hey, it is worth having some fun in an unranked game!
Ironically, getting the Shard will mean sacrificing some of that farm.
This is a nerf for Brood, and will possibly see the effectiveness of her Aghanims Shard go down.
Spectre (6/10)
Aghanim’s Shard Upgrade reworked.
Allows to activate Dispersion to increase damage reflected by it by 100% for 5s.
Only increases the outgoing damage, doesn’t mitigate the incoming damage.
Mana Cost: 50.
Not a Shard Spectre wants before getting six slotted.
Aghanims Scepter is much more of a priority for Spectre.
Axe (7/10)
Aghanim’s Shard no longer increases proc chance.
Now reduces the cooldown of Counter Helix to 0 seconds.
The original cooldown for Counter Helix is 0.3 seconds.
So it is something that can be looked at after the fourth or fifth item.
But other than that, it should be considered only in the late game.
Invoker (7/10)
EMP: Now upgradable by Aghanim’s Shard.
Multiplies Burn Damage by 1.5x and makes it pull enemy units into its center at 100 units per second.
Not a Shard to prioritize when youre playing Exort Invoker.
Its a bit like Enigmas Aghanims Scepter upgrade, which pulls enemies at the periphery into the Black Hole.
That, however, is at a speed of 175, while Invokers EMP pull is at 100.
The base burn damage for EMP is 60% of the mana burned.
That Shard increases that to 90%, which is a nice cherry on top.
That was one which players got as soon as the game timer hit 15:00.
But with Sleeping Dart removed from the game (woohoo!
), Riki is back to a core role, and his new Shard is very situational.
But its not something Riki would need to have every game.
Drow Ranger additionally gets 1 bonus Multishot arrow per wave while on the hill.
The front of the hill obscures vision and cannot be moved through.
Mana Cost: 75.
Using it while attempting to run might actually trap her in.
Move Speed Bonus: 15%.
Phantom Lancers new Shard is a blast from the past!
For the Dota 1 players, this will feel extremely nostalgic.
Phantom Lancer wont require this Shard every game.
Muertas new Aghanims Shard gives her infinite scalability!
A Shard worth buying in every game, but not at the 15 minute mark.
Every 6 seconds, Omniknight’s next attack automatically fires a Hammer of Purity at the target.
Well, that and Harpoon.
Meepo (9/10)
Dig: Now granted by Aghanim’s Shard.Duration decreased from 4s to 3s.
Max HP Restore decreased from 50% to 35%.
Definitely a Shard worth buying relatively early in the game.
It can dispel Meepo or any of his clones thats in trouble and restore 35% of its HP.
Lot of added survivability for 1400 gold!
Hands down, the best Aghanims Shard for cores to come out of Dota 2 patch 7.33.
Aghanims Shard is Brewmasters most purchased item this month, and its not a surprise.