Shadow Fiend Guide 7.41f: Build, Raze Math and Matchups
Shadow Fiend has the lowest win rate of any hero in Dota 2 right now. On October 17, 2026, OpenDota’s public-match stats show him at 43.6% across 378,250 picks in the last seven days, last of 127 heroes, with the median hero sitting at 49.5%. In Divine he is at 40.8%, and the next-worst hero in that bracket is Kez at 44.2%. This Shadow Fiend guide for 7.41f explains how a hero this iconic got here, what Valve changed on September 15, 2026, and how to play him if you still want to.
The short version: patch 7.41 turned Necromastery from a stacking carry engine into a capped damage bonus, and every patch since has trimmed another corner. 7.41f cut the damage per soul again and cut the Shadowraze soul bonus from 3 to 2. Shadow Fiend still has one of the biggest burst combos in the mid lane, but the data says he wins early and gets worse the longer the game goes, which is the opposite of what the old SF fantasy promised.
Below you will find every Shadow Fiend change since 7.40, the exact ability numbers from Valve’s data feed, Raze damage math at each soul count, a skill order, an item build, matchups and a plain verdict on when to pick him. For the wider picture, read our 7.41f patch notes guide and the 7.41f mid lane guide first.
Table of Contents
- What Changed for Shadow Fiend in 7.41f
- Is Shadow Fiend Good Right Now?
- Shadow Fiend Kit With Current Numbers
- Shadowraze Damage Math
- Skill Order and Talents
- Shadow Fiend Item Build
- Laning and Early Game
- Mid Game and Late Game Plan
- Matchups: Who He Beats and Who Beats Him
- When to Pick Shadow Fiend in Ranked
- The Bottom Line
- FAQ
What Changed for Shadow Fiend in 7.41f
Shadow Fiend received three changes in 7.41f: Necromastery damage per soul, the Shadowraze bonus per soul, and the level 15 Presence talent. All three are nerfs. The patch went live on September 15, 2026, and it is still the latest numbered gameplay patch in Valve’s patch list as of October 17. The full text is in Valve’s official 7.41f patch notes.
- Necromastery: damage per soul changed from 1.35 + 0.15 per level to 1 + 0.8 per 6 levels. Valve’s annotation reads “From 1.5-5.85 to 1-5”.
- Shadowraze: bonus damage per Necromastery soul decreased from 3 to 2.
- Talent: the level 15 Presence of the Dark Lord armor reduction talent decreased from +2 to +1.5.
The Necromastery formula is easier to read as a table. Valve’s two endpoints, level 1 and level 30, match a step of 0.8 at every sixth level, so the values below assume that step. They are calculated from the patch note formula, not read from a tooltip.
| Hero level | Per soul before | Per soul now | Bonus at 20 souls before | Bonus at 20 souls now |
|---|---|---|---|---|
| 1 | 1.5 | 1 | 30 | 20 |
| 6 | 2.25 | 1.8 | 45 | 36 |
| 12 | 3.15 | 2.6 | 63 | 52 |
| 18 | 4.05 | 3.4 | 81 | 68 |
| 24 | 4.95 | 4.2 | 99 | 84 |
| 30 | 5.85 | 5 | 117 | 100 |
The cut grows with level: about 10 attack damage at level 1 and 17 at level 30 with 20 souls. With the 25-soul cap from the level 20 talent, a level 30 Shadow Fiend loses roughly 21 damage (about 146 down to 125). The Raze change is separate and flat: at 20 souls, every Shadowraze loses 20 damage (60 bonus down to 40).
This is not a one-patch story. Pulling every Shadow Fiend entry from the official data feed since 7.40, the hero has been trimmed in nearly every release.
| Patch | Shadow Fiend change |
|---|---|
| 7.40 (Dec 15, 2025) | Agility gain 3.5 to 3.6. Souls from a hero kill raised from 3 to 4 |
| 7.40b (Dec 23) | Base max souls raised from 20 to 20/22/24/26. Necromastery no longer upgraded by Aghanim’s Scepter. Requiem magic resistance reduction rescaled from 5/10/15% to 10% |
| 7.41 (Mar 24, 2026) | The rework. Necromastery stops leveling with Requiem, damage per soul becomes 1.35 + 0.15 per level (was 1/2/3/4), base max souls fixed at 20. Raze base damage cut from 90/160/230/300 to 85/150/215/280 but now gains 3 per soul. Feast of Souls no longer needs 5 souls and instead collects them from nearby enemies, with attack speed cut to 35/50/65/80 and move speed to 4/6/8/10%. Requiem can use at most 20 souls per cast. The Shard adds a stacking 12% slow to Raze |
| 7.41c (May 6) | Raze mana cost 80 to 75. Presence armor reduction rescaled from 3/4/5/6 to 2.5/4/5.5/7 |
| 7.41e (Jul 30) | Base intelligence 18 to 16. Raze stack duration 7s to 6s. Level 25 Raze attack damage talent no longer applies attack modifiers or procs |
| 7.41f (Sep 15) | Necromastery damage per soul reworked down (see above). Raze bonus per soul 3 to 2. Level 15 Presence talent +2 to +1.5 |
Count the direction of those changes since the 7.41 rework. The only buffs are a mana discount on Raze and the higher end of Presence. Everything else is a nerf to the damage engine or the lane. That context matters more than any single line of 7.41f.
Is Shadow Fiend Good Right Now?
No. By public win rate Shadow Fiend is the worst hero in the game in 7.41f. OpenDota’s hero stats on October 17, 2026 list 378,250 public picks over the last seven days and 164,737 wins, a 43.6% win rate. The next-lowest heroes are Nature’s Prophet at 43.7%, Tiny at 44.5% and Shadow Demon at 44.6%. The median hero is at 49.5%.
The bracket breakdown is where it gets uncomfortable. OpenDota splits hero stats by rank tier, and Shadow Fiend’s win rate falls as the rank rises.
| Rank bracket | Picks | Win rate | Position from the bottom |
|---|---|---|---|
| Herald | 10,280 | 45.0% | 8th lowest of 126 |
| Guardian | 30,385 | 45.5% | 17th lowest of 127 |
| Crusader | 55,629 | 44.5% | 8th lowest of 127 |
| Archon | 81,085 | 43.9% | 5th lowest of 127 |
| Legend | 84,045 | 42.4% | Lowest of 127 |
| Ancient | 45,449 | 41.5% | Lowest of 127 |
| Divine | 24,932 | 40.8% | Lowest of 127 |
Data note: these are OpenDota’s per-bracket counts, positions are among heroes with at least 500 picks in that bracket, and the endpoint does not state its time window. The seven-day figures above come from its separate public-match fields. Treat the numbers as a snapshot of public matchmaking, not a controlled test.
Two things stand out. First, he is the lowest-win-rate hero in the three highest brackets, and Divine is a full 3.4 points below the next hero (Kez, 44.2%). Second, the trend is backwards. The median hero gains 0.6 points between Guardian and Divine. Shadow Fiend loses 4.7, the third-biggest drop of 127 heroes.
My read, and it is an opinion, not a measured result: the 7.41 rework moved his damage from a quick, spiky stack into a capped bonus that you have to farm, and higher-rank opponents deny exactly the things that feed it. They dodge razes, the matchup data below shows Sniper and Tiny as problem picks, and they punish a mid with 538 health at level 1. Lower brackets let him get away with the lines being easy to hit and enemies not backing off.
For context outside ranked pubs: in Turbo he is at 44.5% across 271,300 picks, the 12th lowest of 127. In the pro tally OpenDota lists he has just 7 picks, 5 wins and 7 bans, a sample far too small to prove anything.
Shadow Fiend Kit With Current Numbers
All numbers below come from Valve’s hero data feed for 7.41f. Shadow Fiend is an Agility hero with 19 + 2.7 strength, 25 + 3.6 agility and 16 + 2.2 intelligence per level. At level 1 he has 538 health, 267 mana, 41-47 damage, 4.17 armor, 305 movement speed, a 1.6 base attack time and 525 attack range.
| Ability | Key numbers in 7.41f | What it does |
|---|---|---|
| Necromastery (innate) | 1 + 0.8 damage per 6 levels per soul. Base max souls 20. 1 soul per kill, 4 per hero kill. Loses 30% of souls on death | Stacking bonus damage. Denies and neutral creeps count. Break stops new stacks but not the damage you already have |
| Shadowraze | 85/150/215/280 base damage, 250 radius, 9s cooldown, 75 mana, 0.55 cast point. +2 per soul, +35/50/65/80 per stack, stacks last 6s | Three razes at different distances in front of him. Magical damage that does not pierce spell immunity |
| Feast of Souls | 8s duration, 21s cooldown, 60/65/70/75 mana. +35/50/65/80 attack speed, +4/6/8/10% move speed. Collects souls from 2 enemies every 0.5s in 600 radius, up to 4/6/8/10 enemies. 3 souls per hero, 1 per creep | A burst of speed that harvests souls. When it ends he loses souls whose owners are still alive |
| Presence of the Dark Lord | -2.5/-4/-5.5/-7 armor to enemies in 1200 radius | Passive armor reduction aura. It pierces spell immunity |
| Requiem of Souls | 80/120/160 damage per line, 1.67s cast delay, 120/110/100s cooldown, 150/175/200 mana. Up to 20 lines. 0.6s fear per line hit, capped at 2.15s | One line per soul, fans out from him. Slows by 20/25/30%. Casts automatically on death |
A few details that matter in a game and are easy to miss:
- Feast souls are on loan. When Feast ends, you lose the souls whose owners are still alive and keep the rest for 8 seconds before anything over the cap is dropped. Pop it when the wave or heroes are about to die, not as a free movement speed buff.
- Requiem caps at 20 lines. Valve’s 7.41 note says it cannot use more than 20 souls per cast, so the extra 5 souls from the level 20 talent add damage to your attacks and Raze but no extra lines.
- Death Requiem is free. It fires automatically when he dies regardless of cooldown, but the fear and slow do not apply to that death cast.
- Requiem magic resistance is unclear. The 7.40b note says the reduction was rescaled to a flat 10%, but the raw hero data still lists 5/10/15%. Check the in-game tooltip before you build around it.
- Aghanim’s Shard: each Raze hit on an enemy hero cuts the Raze cooldown by 2 seconds and stacks a 12% movement slow. The Shard also exists in the data on Necromastery, but the description is blank, so I treat that as deprecated.
- Aghanim’s Scepter: upgrades Requiem only. It cuts 30 seconds off the cooldown and the line wave returns to heal him for 100% of the damage it dealt.
Shadowraze Damage Math
Raze is a three-button ability at 200, 450 and 700 units in front of him. Each hit applies a stack to the target, and the next raze on that target within 6 seconds deals bonus damage per stack. The value at level 4 Raze with 20 souls is 280 base plus 40 from souls, 320 before any stack bonus.

| Raze already on target | Level 4 Raze, 20 souls | With +30 stack talent |
|---|---|---|
| 0 stacks (first raze) | 320 | 320 |
| 1 stack | 400 | 430 |
| 2 stacks | 480 | 540 |
| 3 stacks | 560 | 650 |
Add the first three and you get 1,200 raw magical damage without the talent and 1,290 with it, before the target’s magic resistance, if all three razes land inside the 6-second window. That chain is the 7.41f ceiling for a level 4 Raze, and it is the reason he is still scary once he has the points and the souls. Before the patch the same first raze did 340 at 20 souls, so the opener lost 6%.
At level 1, Raze is 85 + 2 per soul. With 5 souls that is 95 and the stack bonus is only 35. This is why Shadow Fiend cannot trade early like a mage: before level 7 he has almost no raze burst and has to rely on last hits and attack damage to get his souls up.
The level 10 stack-damage talent is worth a lot at the top end. A +30 bonus per stack adds 90 damage over a three-raze chain. Pick it unless the enemy has so much magic resistance that you will never chain razes at all.
Skill Order and Talents
Valve does not publish a standard order, so this is my recommendation based on the kit. Necromastery is an innate with one level and costs no skill points, so you have 15 skill points across Raze, Feast, Presence and Requiem.
- Level 1: Shadowraze. It is your only real lane tool.
- Level 2: Feast of Souls. It now works without souls, so one point lets you harvest the first waves and gives 35 attack speed.
- Levels 3, 4, 5: Raze, Raze, Feast.
- Level 6: Requiem. Take it every time it is available (6, 12, 18).
- Then: max Raze, then Feast, with Presence last. Presence reduces armor but you will not notice the early points, and it pierces spell immunity so late points still matter against BKB.
Talents, from the patch notes that placed them:
| Level | Option A | Option B | My pick |
|---|---|---|---|
| 10 | +30 Feast of Souls attack speed | +30 Shadowraze stack damage | Raze stack damage |
| 15 | +2 Feast souls per hero | +1.5 Presence armor reduction | Feast souls per hero |
| 20 | +5 Necromastery max souls | Requiem fear per line | +5 max souls |
| 25 | +30% cast speed during Feast | Raze applies attack damage (no modifiers, no procs) | Cast speed during Feast |
The level 20 choice is closer than it looks. Max souls raises both your damage and your soul bank, but Requiem is capped at 20 lines, so the fear talent is a fair pick when you are already at the cap and your fights are decided by who is feared.
Shadow Fiend Item Build
OpenDota’s item popularity sample for Shadow Fiend is small, a few hundred games per slot, so use it as a guide and not as a verdict. Counts below are from that sample on October 17, 2026.
| Stage | Most common items in the sample (count) |
|---|---|
| Starting items | Faerie Fire (134), Iron Branch (116), Magic Wand (62), Tango (58), Circlet (33) |
| Early | Boots of Speed (102), Power Treads (99), Falcon Blade (85), Morbid Mask (45) |
| Mid | Blade of Alacrity (152), Dragon Lance (88), Yasha (77), Manta Style (66), Mask of Madness (54), Force Staff (45), Hurricane Pike (42) |
| Late | Satanic (38), Daedalus (36), Black King Bar (34), Silver Edge (25), Monkey King Bar (21), Shadow Blade (21) |
My build, based on that and the kit:
- Lane: Faerie Fire, Iron Branch, Tango, Magic Wand. Raze burns mana at 75 per cast, so a mana item matters more than armor.
- First core: Power Treads, then Dragon Lance. The extra attack range keeps you outside the reach of melee heroes and lets you attack and raze from the same position.
- Second core: Yasha into Manta Style for dispels, split pushing and the movement speed to land razes, or Force Staff when the enemy has long-range damage you need to escape.
- Late: Black King Bar if you are being locked down, Silver Edge or Satanic when you need to break a carry or survive. Daedalus is the damage option once you have 20 souls and need to hit hard.
The general rule is that Shadow Fiend has to turn kills into items quickly. A slow farming build means fewer fights at 20+ souls, and the data says he has no late-game safety net.
Laning and Early Game
He is a mid hero, and his early game is simple to state and hard to execute. Your goal is to reach 20 souls and level 6 before the enemy mid takes a lead. You get a soul from every last hit and every deny, plus 4 from a hero kill, and you lose 30% of them on death.
- Last hit first, raze second. With 5 souls a level 1 raze deals 95 damage. It will not kill a mid hero, but it finishes creeps and tags the enemy for free.
- Learn the three distances. The three razes land at 200, 450 and 700 units in front of you. Walk toward the enemy, turn and raze the spot where he will be. Because the cast point is 0.55 seconds, a hero walking straight at you is easy, and a hero strafing is not.
- Use Feast on waves, not for free. A level 1 Feast collects from up to 4 enemies, 1 soul per creep. Pop it when you will kill what it harvests.
- Do not trade at 538 health. He has no escape. If the enemy mid has a gap closer or a disable, give up creeps and farm safely.
If the lane is bad, take Magic Wand and play for level 6. Requiem on a creep wave is a legitimate farming tool, and with 20 souls it is also your first kill threat.
Mid Game and Late Game Plan
Because the numbers say he wins early, the plan is to cash in. After level 6, you want to find a hero out of position, raze-raze-raze for 1,200 raw damage and finish with Requiem if it is up.
- 7 to 15 minutes: Hunt. The level 4 raze chain plus a right click can kill the squishier mid heroes. Take Feast before you start the fight so the attack speed is up.
- 15 to 25 minutes: Convert kills into towers. This is where his win rate peaks, so the Dragon Lance and Manta timing should come with a push, not a farm.
- 25 minutes onward: Stop playing for souls. His soul cap is low, so extra farm only helps if it buys items. Join fights with 20 souls and BKB up, and Requiem into the cluster of heroes.

One practical rule: Requiem hits hardest when enemies are close, because the lines fan out from you. A target at your feet can take most of the 20 lines. A target near the edge of the 1000 radius takes far fewer, because the lines spread out as they travel.
Matchups: Who He Beats and Who Beats Him
OpenDota’s matchup endpoint for Shadow Fiend covers 24,465 games across 126 opposing heroes, so most pairs are 200 to 600 games. The overall win rate in this sample is about 50%, so compare heroes to each other, not to the 43.6% headline. These are community data and small samples, not a guarantee.
| Enemy hero | Games | Shadow Fiend win rate |
|---|---|---|
| Disruptor | 445 | 55.1% |
| Centaur Warrunner | 279 | 54.8% |
| Underlord | 252 | 54.8% |
| Tidehunter | 310 | 54.5% |
| Lich | 304 | 54.3% |
| Phoenix | 294 | 40.5% |
| Sniper | 361 | 44.3% |
| Spirit Breaker | 292 | 44.9% |
| Tiny | 427 | 46.1% |
| Pudge | 389 | 47.0% |
The sample only gives the win rates, so the reasons are my read. The pattern is clear enough: slow, low-mobility heroes are easy razes, and anything that closes the gap, out-ranges him or bursts him down in a single rotation is a problem.
What beats him on the item side is also clear from the ability data:
- Spell immunity: Black King Bar stops both Raze and Requiem, since neither pierces it.
- Break: Silver Edge stops new soul gains. It does not remove the damage he already has, so it works best early, before he has a full stack.
- Magic resistance: both of his damage abilities are magical, so Pipe, Glimmer and magic-resist heroes cut the burst.
- Range and mobility: anything that lets the enemy mid walk out of the razes without getting hit.
When to Pick Shadow Fiend in Ranked
Be honest about what the data says. If your goal is to climb, a hero with the lowest win rate in Legend, Ancient and Divine is not a good default pick. That does not mean he is unplayable. It means he is a specialist’s pick and the margin for error is smaller than on any other mid.
Pick him when:
- The enemy mid or offlaner is one he beats in the sample above (Disruptor, Centaur Warrunner, Underlord, Tidehunter and Lich all lose to him more than half the time).
- Your team can play a short game, with a fast push or a strong early lane setup.
- You have a support who can give you the first kills so that you reach 20 souls early.
Avoid him when:
- The enemy has Sniper, Tiny, Pudge, Phoenix or Spirit Breaker.
- You cannot safely last hit in lane, because every soul you miss is damage you do not have later.
- Your team wants to play for the late game, which is the one place the hero does not have an edge.
If you want a mid with a healthier win rate, our 7.41f mid lane guide covers the alternatives, and the 7.41f item tier list helps you plan the build.
The Bottom Line
Shadow Fiend in 7.41f is a high-skill hero with the worst public win rate in the game and a nerf that hit his scaling. He wins 43.6% of public games overall, 42.4% in Legend, 41.5% in Ancient and 40.8% in Divine, and in OpenDota’s duration sample his win rate falls from about 56% in games under 25 minutes to about 50% after 25.
If you play him, win early, take Power Treads and Dragon Lance, chain three razes for about 1,200 raw magical damage, and use Requiem when enemies are close. If you are on the other side, build Black King Bar, buy Silver Edge before he reaches 20 souls and stay out of the first raze.
Shadow Fiend punishes mistakes harder than any other mid, and a 43.6% public win rate leaves little cushion for a lost lane or a team that cannot close. If you play him well and still keep dropping games to drafts you cannot control, the ladder itself may be the problem, and reading about it will not fix it. Our comparison of the best Dota 2 boosting services, the MMR boosting guide and our honest answer on whether Dota 2 boosting is safe are the places to start.
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