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+Expression error: Missing operand for *.MP and +Expression error: Missing operand for *.MP regeneration +0.1% base magic resistance
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Melee units have their projectile speed set to 900, if they should ever need it.
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100 ( Expression error: Missing operand for +.)
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Attacks per Second is defined as
ΣAS / BAT / 100
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[[Movement Speed#Base Movement Speed|]]
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This unit takes 0.105s to turn 180°.
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[[January 14, 2026 Patch |]] Released ([[]])
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Version Control This article is mostly accurate for [[]], the last version this hero was changed in.
New interactions that emerged in following patches may have not yet been accounted for.
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Medusa magically splits her shot into several arrows. These arrows deal a lower percent of her normal damage.
The extra targets will not receive other attack effects (such as critical strike) and Unique Attack Modifiers.
Search Radius: 700
Bonus Attack Targets: 2/3/4/5
Attack Damage Reduction: 65%/70%/75%/80%
All who encounter the cursed Gorgon will feel her rage.
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Status Effects
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- Modified values: Bonus attack targets and attack damage reduction.
- The toggling of Split Shot is not registered as a spell cast and thus does not proc any on-cast effects.
- Split Shot does not interrupt Medusa's channeling spells upon toggling.
- Causes Medusa to perform instant attacks on a certain number of enemies whenever she launches an attack projectile.
- This means all projectiles are released at the same time together with the main attack.
- Therefore, it does not matter whether the primary attack misses or not, the extra arrows are still released.
- The primary attack target is not affected by Split Shot. It is only hit by the primary attack.
- The extra arrows travel at the same speed as the primary arrow, and can be disjointed like regular attacks.
- Unlike most other instant attacks, the ones from Split Shot may not proc any attack modifier or on-hit effects.
- Does not target wards, buildings, invisible units, or units inside the Fog of War in range.
- However, attacking wards or buildings still causes secondary arrows to hit valid targets within the radius.
- When toggled on, Medusa's main attack damage and bonus attack damage are reduced.
- Other sources of damage added to the primary attack are not reduced (e.g. bash from items).
- The reduction displayed in the HUD is inaccurate, as it is based on the main attack damage, instead of main and bonus damage.
- Split Shot persists through Medusa's death. If Split Shot was active upon death, she respawns with it active.
Illusions created while Split Shot is toggled on have permanently Split Shot active.
A mystic snake made of energy jumps from target to target dealing damage, stealing mana, and turning units to stone. After it reaches its last target, it returns to Medusa to replenish her with mana. The snake deals more damage per jump and steals 15%/20%/25%/30% of the targets' total mana.
Jump Radius: 475
Number of Jumps: 5/6/7/8
Base Damage: 50/90/130/170
Damage Increase per Jump: 35%
Max Mana Stolen: 15%/20%/25%/30%
Petrify Duration: 3/3.75/4.5/5.25
The Gorgon's curse is her greatest strength.
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- Modified values: Cooldown, mana cost, number of jumps, base damage and max mana stolen.
- Applies the
Stone Gaze petrify debuff on all hit enemies.
- Applies the petrification after dealing its damage, so it deals magical damage to them, unless they are already petrified.
- Mystic Snake travels at a speed of 800 and cannot be disjointed.
- Applies the mana loss first, and then the damage.
- The snake always jumps to the closest valid target around its current target. Cannot hit the same unit more than once per cast.
- Upon returning to Medusa, she receives exactly the amount of mana all targets lost to Mystic Snake.
- Each successful hit on an enemy increases the damage of the next jump by 35% of the ability's base damage.
- This means its damage does not grow exponentially, but statically, dealing 17.5/31.5/45.5/59.5 damage more per jump.
- This is how much damage Mystic Snake deals per jump when all jumps successfully hit (before reductions):
- Level 1: 50/67.5/85/102.5/120 damage (425 total damage)
- Level 2: 90/121.5/153/184.5/216/247.5 damage (1012.5 total damage)
- Level 3: 130/175.5/221/266.5/312/357.5/403 damage (1865.5 total damage)
- Level 4: 170/229.5/289/348.5/408/467.5/527/586.5 damage (3026 total damage)
- If the snake's current target dies or turns invulnerable, hidden or invisible, the jump neither counts, nor increases the damage.
- The snake continues jumping to nearby valid targets in these cases.
- The snake provides 300 radius flying vision around itself. The vision does not last.
Cannot be cast on spell immune enemies. Can jump on, steals mana from and attempts to damage spell immune enemies.
Blocked fully when primary or secondary target. Blocked upon impact. When blocked, stops jumping and returns to Medusa to restore her mana if stolen.
Stone Gaze Stone
Creates a shield that absorbs 60% of the incoming damage in exchange for Medusa's mana.
Damage Absorbed per Mana: 1.6/1.9/2.2/2.5
While Medusa was not gifted with eternal life upon birth, her curse bestowed her with impressive defensive powers.
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- The toggling of Mana Shield is not registered as a spell cast and thus does not proc any on-cast effects.
- Mana Shield does not interrupt Medusa's channeling spells upon cast.
- This also affects everything which works directly with dealt damage (e.g.
Blade Mail).
- Increases Medusa's effective health by 150% when toggled on, assuming she has enough mana.
- Mana Shield persists through Medusa's death. If Mana Shield was active upon death, she respawns with it active.
While spell immune, Mana Shield does not react on magical damage.
Any enemy units looking at Medusa will have their movement and attack speed slowed. If 2 seconds of total time is accumulated looking at Medusa while Stone Gaze is active, that unit will turn to stone. Petrified units are stunned, have 100% magic damage resistance, and take bonus physical damage. If the petrified unit is an illusion, it is immediately killed.
Radius: 1000
Move Speed Slow: 35%
Attack Speed Slow: 35
Turn Rate Slow: 35%
Attack Damage Amplification: 50%
Gaze Duration: 5/6/7
Stone Duration: 3 (

4)
The beauty of Medusa is legendary.
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- Every enemy unit that faces Medusa within 85 degrees in front of them within a 1000 radius around Medusa gets the slow debuff applied.
- The slow debuff lasts either 6 seconds, or until the gaze ends. The stone debuff always lasts the full 3 seconds.
- A unit can only receive the slowing debuff once per cast. If a unit with the debuff faces Medusa for 2 seconds, it gets petrified.
- The 2 second facing counter does not reset when looking away once.
- Facing Medusa while invulnerable or hidden still counts towards the 2 second counter.
- This means a unit can only be petrified once per cast and can freely face Medusa afterwards without getting petrified again.
- Therefore it can be avoided by being invulnerable as the spell attempts to petrify.
- The petrification is a simple stun, which also freezes their animations, grants 100% magic resistance and amplifies incoming physical attack damage.
- Only increases physical damage dealt by attacks. Physical damage from spells is not increased.
- Stone Gaze ends when Medusa dies.
Stone Gaze Stone