Shadow Fiend in 7.41f: souls and Shadowraze tweaked again

Shadow Fiend in 7.41f: souls and Shadowraze tweaked again

Hi! Today I’m taking a look at Shadow Fiend in patch 7.41f — and once again, he didn’t escape changes that touch his core idea: stack souls, ramp up damage, and look for the moment to punish an opponent with one clean combo.

Role and abilities

Shadow Fiend is a hero that comes close to the idea of “build up a resource and then explode with damage,” but in practice he is a ranged hero with Agility as his main attribute and a difficulty rating of 2 out of 3. In terms of roles, he falls under Carry and Nuker, and I think that’s exactly the pair that describes him best: either you keep up the tempo and use souls to increase pressure, or you’re forced to play more carefully and wait for windows to deal your damage.

  • Shadowraze — his basic area-damage tool. It hits the area in front of the hero, applies a stacking effect, and scales with the number of souls from Necromastery.
  • Feast of Souls — gives him a way to collect souls from nearby enemies. This is no longer just a stats button, but part of the rhythm that helps Shadow Fiend build strength faster.
  • Presence of the Dark Lord — reduces the armor of nearby enemies. In my opinion, passive effects like this are often what make a hero more dangerous than the raw damage number suggests.
  • Requiem of Souls — unleashes waves of damage around the hero, with the number of waves tied to Necromastery souls. If Shadow Fiend dies, the spell triggers automatically. With Aghanim’s Scepter, it gets reduced cooldown and returning waves that heal the hero for the damage dealt.
  • Necromastery — the innate ability that the whole kit revolves around. It’s what creates the feeling that the hero becomes more dangerous as the fight tilts in his favor.

Changes in the latest patches

Looking from newest to oldest, Shadow Fiend in 7.41f got trimmed in several places again. And this no longer feels like simple fine-tuning, but like an attempt to hold down his damage ceiling and stop him from ramping pressure too easily through the soul mechanic.

  • 7.41f: Necromastery got a new damage scaling per soul — instead of the old formula, it is now 1 + 0.8 every 6th level. Shadowraze lost part of its extra damage per soul: from 3 to 2. The level 15 talent for Presence of the Dark Lord armor reduction was also weakened, from 2 to 1.5.
  • 7.41e: base Intelligence was reduced from 18 to 16. Shadowraze’s effect duration was reduced from 7 to 6 seconds. And the level 25 talent that empowered Shadowraze with attacks no longer lets it apply attack modifiers to victims.
  • 7.41c: Shadowraze became cheaper in mana, going from 80 to 75. Presence of the Dark Lord was reworked in terms of armor reduction values: from 3/4/5/6 to 2.5/4/5.5/7.
  • 7.41: this is where the hero changed a lot. Necromastery no longer gains power from Requiem of Souls, the base soul cap was reduced to 20, and damage per soul was changed to 1.35 + 0.15 per level. Shadowraze lost some base damage, but gained damage scaling from Necromastery souls. With Aghanim’s Shard, it also started applying a slow. Feast of Souls was reworked so that it now collects souls from nearby enemies. Requiem of Souls was limited to 20 waves, and its returning waves with Aghanim’s Scepter started dealing full damage. The talents were rewritten too: at level 15, instead of a Shadowraze bonus, it now gives bonus souls per hero for Feast of Souls, and at level 20 it gives bonus maximum Necromastery souls instead of bonus damage per soul.

Statistics

According to OpenDota, over the last 7 days Shadow Fiend played 432,078 public matches and has a 43.6% win rate. That puts him in 127th place out of 127 heroes by win rate and 38th by number of games played. Honestly, by those numbers the hero does not look comfortable for the average pub environment right now — he’s popular, but the conversion into wins is very weak.

  • By rank: Herald — 45.1%; Guardian — 45.4%; Crusader — 44.4%; Archon — 43.8%; Legend — 42.5%; Ancient — 41.8%; Divine — 40.4%.
  • Professional matches, latest period: 3 picks, 2 wins (66.7%), 3 bans.

What stands out to me most here isn’t the percentage itself, but how it drops as the rank rises. In lower ranks, the hero holds up noticeably better, and then the stats gradually slide downward. To me, that’s usually a sign that the hero either struggles to execute his game plan without perfect discipline, or is too easy to punish for positioning and timing mistakes.

Items and counters

According to OpenDota, in professional matches Shadow Fiend usually builds a pretty clear item progression through the stages of the game. I think that shows well that the hero still lives off a smooth transition from early stats and attack speed into heavier late-game damage.

  • Start: Faerie Fire, Iron Branch, Magic Wand, Tango, Circlet, Magic Stick.
  • Early game: Boots of Speed, Power Treads, Falcon Blade, Morbid Mask, Broadsword, Blade of Alacrity.
  • Mid game: Blade of Alacrity, Dragon Lance, Yasha, Manta Style, Diadem, Staff of Wizardry.
  • Late game: Demon Edge, Crystalys, Reaver, Satanic, Daedalus, Black King Bar.

Looking at matchups in professional games, Shadow Fiend clearly feels better against Medusa, Oracle, and Night Stalker. Against Enigma, Lone Druid, and Mirana, though, his results are worse. In my view, that makes a lot of sense: the hero needs windows to deal damage and control the pace, and against opponents who disrupt his execution or drag out trades, he has a much harder time.

  • Best against: Medusa — 123 games, 61.0% win rate; Oracle — 56 games, 60.7% win rate; Night Stalker — 88 games, 59.1% win rate.
  • Worst against: Enigma — 66 games, 33.3% win rate; Lone Druid — 63 games, 36.5% win rate; Mirana — 106 games, 39.6% win rate.

Conclusion

After 7.41f, Shadow Fiend feels like he’s once again being carefully nudged toward the role of a hero who should build strength through the soul mechanic rather than through overly direct damage bursts. I like the idea behind these changes: the hero becomes a bit more controlled and less blunt at his power spike. But the statistics show that in practice he still has a hard time — especially in pubs, where one mistake in positioning or tempo can very quickly turn such a hero into a heavy burden. I’ll be watching how this affects his place in the meta going forward, but for now Shadow Fiend looks more like a hero with a high ceiling than an easy pick for everyone.

Source: official Dota 2 data and OpenDota.

Discuss on the forum (1 reply)

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  1. У меня на сфе обычно проблема не в уроне, а в том, что после одного успешного файта он начинает слишком жадно добирать слот и теряет темп. В итоге вроде есть демедж, но нет момента, когда можно спокойно зайти и нажать кнопку. С новыми правками, похоже, это станет еще заметнее.

  2. СФу зараз не нерф потрібен, а нормальний ліс

    1. Ліс йому мало що змінить. Він і так живе на вікнах, а не на безпечному фармі

  3. Кто-то уже тестил?

  4. Больше всего интересно, что Feast of Souls теперь вообще стала частью основного ритма героя, а не какой-то кнопкой на сдачу. Это хорошая идея, потому что сфу всегда шли механики, где нужно собирать преимущество постепенно. Но если цифры по душам и дальше будут резать, то без нормального тимплея он так и останется героем с красивой теорией.

  5. SF is still a mid hero, not a carry

    1. Not really. The whole point is that he can sit on that edge and turn one good fight into map control.

  6. Shard slow is the spicy part.

  7. По OpenDota картина грустная, но логичная. Чем выше ранг, тем больше видно, что героя легко наказать за лишний шаг, а в пабе он живет ровно до первой нормальной реакции соперника. Ну такое, не самый здоровый кандидат для соло-выноса карты.

    1. То есть опять герой для тех, кто любит страдать красиво)))

      1. Не только страдать, он еще и наказывает, если его прикрывают

  8. Талант на мінус броні реально шкода. Саме такі дрібні штуки й робили його гострим, а тепер відчуття, що треба ще акуратніше ловити момент 🙂

  9. Хто вже пробував його після 7.41f на мід? Мені цікаво, чи стало прям відчутно гірше, чи це знову цифри на папері.

  10. Мені здається, СФ тепер більше схожий на героя для прикриття, ніж на соло-мід, що сам тягне карту. Без нормального темпу від команди він просто не встигає розкручуватись.

    1. Та ні, він ще тягне

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