Consumables are single-use items that provide temporary benefits, primarily focused on health and mana regeneration, vision, or temporary buffs. They are essential for surviving the early game and maintaining presence on the map.
Key Consumables:
- Healing Salve: Restores a large amount of health over time. Breaks on damage.
- Clarity: Restores a large amount of mana over time. Breaks on damage.
- Tango: Consumes a tree to restore health over time. Multiple charges.
- Faerie Fire: Provides a small burst of health and a minor damage bonus.
- Enchanted Mango: Provides a burst of mana and a small amount of health regeneration.
- Observer Ward: Provides static vision in an area for 6 minutes. Crucial for map control.
- Sentry Ward: Reveals invisible units and Observer Wards in a small area for 8 minutes. Essential for dewarding and detecting invisible heroes.
- Smoke of Deceit: Makes nearby allied heroes invisible to enemy vision (except towers and units within a small radius) for a short duration. Used for ganks and objective attempts.
- Dust of Appearance: Reveals invisible units in an area for a short duration.
- Bottle: A refillable item that restores health and mana. Can be refilled at the fountain or by picking up runes.
Proper use of consumables, especially wards, can dictate the flow of the early and mid-game. Supports should prioritize buying wards, while all heroes should carry basic healing and mana items.