Telekinetic's trademark is using energy stored within himself and around him and moving it at will.
- This skill can be targeted on any unit besides Bosses, Critters, and Structures. Although it can be used on most units, it's effects are a bit different depending on what unit type it is.
When used on a hero, the unit is under the Telekinetic's control. The unit is levitated in the air, thus being immobilized, disarmed, and silenced. Telekinesis has a channeling duration of up to 5 seconds and a small dot of 20/30/40/40 Magic Damage per second(allied heroes wont take the dot). When the Telekinetic is channeling it enables the use of Transpose.
Transpose is a Target - Ground skill in which it launches the unit the Telekinetic is channeling(or not), dealing 100/100/200/200 Magic Damage, canceling Telekinesis(allies are only slowed for 10%, no damage taken).
- The Telekinetic MUST channel a hero for at least 2 seconds in order to use Transpose.
When this skill is used on another unit(tree, creep, etc.), there is no channeling, instead the unit is levitated into the air for up to 5 seconds, while this unit is in this state, Telekinetic is immobilized, but may choose to Transpose at any time during those 5 seconds, which cancels the immobilization. When used on self it is the same.
- Allied unit's and self won't take the dot, but are only slowed after using Transpose.