Worn by the greatest runners in the history of Man, these Striders allow the wearer to increase their speed significantly as long as they focus on running. Any other action will break the focus.
Effects[ | ]
Passive
Cooldown: 6 seconds
If you are out of combat for 6 seconds, grants 100 Movement Speed and 2 Health Regeneration over 2 seconds.
Bonus Movement Speed and Regeneration is reduced if you are within 900 units of an enemy hero, down to 0 charges at 750 units. Bonuses are removed when you go into combat.
You are considered out of combat if you haven't attacked, used an ability, take damage, or be targeted by an enemy ability. Using an item besides Wards, Potions, Bottle, or Lex Talionis will also remove the bonuses.
Notes
When off cooldown, gains a charge every 0.5 seconds. Each charge grants +20 Movement Speed and +0.5 Health Regeneration.
When within 900 units of an enemy hero, maximum charges are set to 3 (+60 MS, +1.5 Health Regen), which is further decreased by 1 for every 50 units you are closer to an enemy hero, down to 0 at 750 units.
They now lose charges if you are within 600 units of a visible enemy hero at the same rate they gained them. You begin to gain the charges back as soon as you run away from the enemy.
Will now go on cooldown at the beginning of channel time.
They will stay in cooldown for the duration of a channeled spell or item, meaning that if a player teleports to a lane with a Homecoming Stone, they will have to wait 3 more seconds to get full speed from Striders
Will now remain in cooldown while dead
Will no longer be put on cooldown as the result of dealing DoT damage to another player.
Applying a DoT will place Striders on cooldown, but Striders will not remain in cooldown while the DoT effect persists.