The equation has changed significantly, though, for supports after the release of Dota 2 patch 7.33.
This makes rating the Shards a bit difficult, as all supports will not need to buy one.
Enchantress creep domination is prominent only in the laning stage and parts of the early game.
Additionally, the hero no longer has the talent to use Enchant on ancients.
If that were still available, this Shard would be somewhat worth it.
In the current scenario however, not something Enchantress will make too much use of after 15 minutes.
The enchanted or charmed creeps only last two minutes, so it isnt a lucrative direction to go in.
If an enemy comes within range during that time, Thunder Strike attaches to it.
If no enemy comes within range, it strikes the ground.
Aghanim’s Shard also increases the number of strikes by 2 and cast range to 1600.
The best version of Disruptors Aghanims Shard was when it made Thunder Strike targetable on allies.
The reworked Shard is nothing to write home about.
But it isnt worth spending 1400 gold on.
Doesn’t stun Debuff Immune enemies.
The Cold Feet stun is 2 seconds.
With the Shard, Ice Blast stuns those hit by it for 1.2 seconds.
Its a good Shard to have, but it isnt a game changer.
Miranas Shard has been continuously changed in the quest to find one that will be popular.
Not losing invisibility while using Leap is pretty neat.
The vector targeted jump saves time required for turning she can kind of jump backwards or sideways now.
Imps continuously seek out the closest visible and attackable target but can be controlled.
Whatever damage Warlock does is through Fatal Bonds and the Golems.
But as a position 5 hero, Shard wont be a priority on Warlock.
Marci (7/10)
Rebound: Aghanim’s Shard no longer allows setting the ability on autocast.
Now allows Marci to jump off enemies and provides her with movement speed bonus.
Either way, Marcis new Shard is a massive improvement over her previous one.
This Shard should see much more play, but its priority isnt as high as BKB or Skull Basher.
At 1400 gold, its much more worth it.
It isnt a necessity unless you are playing with a siege engine like Alchemist or Leshrac.
Tazer does 300 magic damage with the Shard, which is absolutely peanuts.
The disarm can be useful when put on a frontliner.
Ally can bunker by pressing RMB on the Tombstone while in 350 radius.
Bunkered units cannot leave the Tombstone for 3 seconds after entering.
Unit that left the Tombstone cannot re-enter it for 3 seconds.
If Undying decides to enter the Tombstone while another ally is inside, the ally is forcefully evicted.
Of course, they have to be in range for Undyings Grab Ally ability.
At first, this sounds really good, and it isnt a bad ability to have to save allies.
Earth Spirit (8/10)
Geomagnetic Grip: Now upgradable by Aghanim’s Shard.
Can now target allies.
Geomagnetic Grip being able to target allies was previously a level 20 talent.
Not by Enchantress Enchant, not with Helm of the Overlords Dominate, only with Chens Persuasion.
Rain of Destiny was made 2800 gold cheaper, with a little bit of a nerf.
But it is a Shard worth having every game.