Dota 2 · Sand King · Epicenter
Sand King Epicenter: cast point, moving pulses and damage limits
On this page
The current Epicenter description uses a cast point, not an ongoing channel. Once pulses start, they are centered on Sand King rather than fixed at the original casting location.
What to do next ↓ · Find the failure cause ↓Mechanics source checked October 17, 2026 · Not match-tested · Practical recommendations are editorial, not guaranteed outcomes.


Identify this ability in your client: Epicenter. Icon © Valve. Official Sand King page.
Old “channel your ultimate” instructions can lead to the wrong diagnosis of what happened. Separate completing the initial cast from the active pulse sequence, and track Sand King’s current location during that sequence.
What to do, in order
- Read the current client cast behavior before following an old channel-and-blink instruction.
- Complete the initial cast rather than cancelling it with a premature action.
- When pulses begin, track Sand King’s position: the damage area moves with him.
- Keep the intended enemy inside the relevant pulse areas instead of assuming the original ground location remains the center.
- When reviewing damage, count which pulses could actually reach that target; do not multiply every pulse by a target that left the area.
Match the symptom to the cause
I expected an ongoing channel bar
The current description says cast point and the channel-time data is zero. Do not apply old channel terminology as a current rule.
The original location stopped dealing damage
Valve’s note says pulses are centered on Sand King, not the original cast location.
My theoretical total was much higher
A target must be reached by pulses for their damage to matter. A full-sequence arithmetic total is not guaranteed health loss.
See the ability in the game
Apply it to one concrete situation
At level 1, the current data lists 12 pulses at 60 base damage each. The arithmetic 12 × 60 = 720 is only a full-contact, pre-defense base total. It does not mean a moving enemy always loses 720 HP, nor does it include every upgraded effect.
Current base tooltip values
Values below are the unmodified fields in Valve’s dated English ability data. Slash-separated entries are listed level values, not a recommended skill build. Read the field label: damage, range, duration and percentages have different meanings. Upgrades and modifiers can change your client’s values.
| Tooltip field | Listed base value(s) |
|---|---|
| Mana cost | 150 / 225 / 300 |
| Cooldown (seconds) | 120 / 110 / 100 |
| PULSES | 12 / 16 / 20 |
| DAMAGE PER PULSE | 60 / 70 / 80 |
| BASE RADIUS | 450 |
| INCREMENTAL RADIUS | 13 |
| MOVEMENT SLOW | -30 / -40 / -50% |
| ATTACK SLOW | -30 / -40 / -50 |
| DEBUFF DURATION | 3 |
| EPICENTER DURATION | 6 |
Limits that matter
Shard and Scepter add separate pulse or Stinger interactions. The base example excludes those upgrades, damage modifiers and target defenses; inspect the live upgraded tooltip before planning a complete combo.
Related questions
Do pulses remain where I cast the ultimate?
No. Valve explicitly centers them on Sand King.
Is every pulse the same radius?
The current description says subsequent pulses increase the radius; the dated base fields list a 450 starting radius and incremental growth.
Sources and review date
Valve’s English Sand King ability data, retrieved October 17, 2026, supplies the mechanics and numeric fields used here. Valve’s official hero page supplies the ability identity and official presentation. Our diagnostic sequence and worked situations are independently written explanations, not copied match reports. No ranked win-rate, personal playtest or current item-build claim is made.