HERO / GET TO KNOW THEM

Sand King

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
Sand KingHERO GAME PLAN

What I want to do in the game

I find several targets for Burrowstrike and Epicenter, then hold the fight area.

Not many can survive an ambush from Sand King. Demolishing everything around him with waves of deadly vibration from his ultimate, he evades counterattacks by hiding himself in a scouring gust of sand, and stuns foes by striking them from beneath.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

03

Offlane · position 3

Initial recommendation

My resource is the team's space: I hold the lane and build for initiation or team protection.

02

Mid · position 2

Levels, lane control and joining the team at the right moment matter.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

I like this when I can combine Burrowstrike with AoE damage and keep the fight in the chosen area.

What I watch out for

Detection and suitable AoE disables mean Sand Storm is not a guaranteed refuge. Spread-out targets need a different entry angle.

What I do in combat

I prepare the route and allied follow-up. I use Burrowstrike for a specific hold or escape, not automatically on the first enemy I see.

What I check first

Detection and disables can punish Sand Storm: I do not assume the area is safe.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Offlane · position 3

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepArcane Boots

    Provide mana for laning and regular ability use.

  2. 02 / FoundationBlink Dagger

    Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

  3. 03 / FoundationBlack King Bar

    Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

  4. 04 / Next choiceShiva's Guard

    Adds armor and pressure in an area, helping limit the enemy’s health restoration.

  5. 05 / Next choiceAghanim's Scepter

    Unlocks or upgrades Epicenter. The exact effects are shown below in the abilities section.

What I change for the situation 3 options
Pipe of Insight ↗

Provides team protection against substantial magical damage.

Octarine Core ↗

Reduces cooldowns when my impact is limited by how often my spells are available.

Wind Waker ↗

Improves your escape plan and gives you more freedom of movement while lifted.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Burrowstrike

The hero burrows into the ground and tunnels forward, stunning and damaging enemies in his path. Applies Caustic Finale to heroes hit.

↻ 14 / 13 / 12 / 11 sec.Mana 100 / 110 / 120 / 130
Details

Sand King burrows into the ground and tunnels forward, damaging and stunning enemy units above him as he resurfaces. Adds Caustic Finale poison to heroes hit Can be put on alt-cast to immediately cast in the desired direction, without walking towards the targeted location.

Ability

Sand Storm

Sand King creates a fearsome sandstorm that damages enemy units and grants Sand King Invisibility while he is in it. The effect ends when Sand King leaves the area.

↻ 40 / 34 / 28 / 22 sec.Mana 85
Ability

Stinger

Sand King strikes an area, performing an attack on all enemies in the area of effect, dealing extra damage to each. Enemies within an innermost radius of 125 take 40% extra damage. Applies Caustic Finale and a slow to all enemies hit.

↻ 15 / 12 / 9 / 6 sec.Mana 35 / 40 / 45 / 50
Details and upgrades

Sand King strikes an area, performing an attack on all enemies in the area of effect, dealing extra damage to each. Enemies within an innermost radius of 125 take 40% extra damage. Applies Caustic Finale and a slow to all enemies hit.

Aghanim’s Shard

In the central area, a Caustic Finale explosion with modified damage triggers at enemy heroes’ positions. Does not apply to the strikes from the Aghanim’s Scepter upgrade.

Mechanics note: some upgrade numbers are missing from the source; I check the exact values in the client.
Ability

Epicenter

After a 2 sec. preparation, the hero violently shakes the ground around himself. The earthquake damages and slows enemies and increases in radius with each successive pulse.

↻ 120 / 110 / 100 sec.Mana 150 / 225 / 300
Details and upgrades

After a 2 sec. preparation, the hero violently shakes the ground around himself. The earthquake damages and slows enemies and increases in radius with each successive pulse.

Aghanim’s Scepter

When the pulses begin, every 0.5 sec., the Stinger effect is applied in 3 random areas each sized at 35% of Epicenter’s current radius, dealing 40% of its damage. Pulses from Aghanim's Shard create 1 area each.

Aghanim’s Shard

Creates one small pulse from this ability every 3 sec.

Innates, upgrades and other forms1 ability +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

Innate

Caustic Finale

Sand King's attacks inject a venom that causes enemy units to violently explode when they die that does a flat amount of damage and an additional amount based on the dying units max health.

Full description

Sand King's attacks inject a venom that causes enemy units to violently explode when they die that does a flat amount of damage and an additional amount based on the dying units max health.

Valve base stats +
Health · base
626
Mana · base
279
Damage · Valve field
19–29
Armour · Valve field
4.17
Movement speed
290
Attack range
150
Strength · base / gain
23 / 2.5
Agility · base / gain
19 / 2
Intelligence · base / gain
17 / 2

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

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One hero. Many decisions.

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