Channeling is simply an action by a hero which involves standing still for a certain time before the effect of a skill or item takes place. While you are channeling, certain methods can be used to interrupt it, which consequently, stops your skill or item from taking effect. While you are channeling there will be a gauge indicating how long you have left before the item or spell is successfully cast.
Skills that don't require you to channel means that the skill or item takes effect immediately. If you still don't understand, think of it to a common household appliance. Oversimplified, a lamp needs electricity for it to illuminate a room. Compare the constant flow of electricity to channeling. You have to allow the channel to charge up, before it does its wonders.
If you are interrupted while channeling it will stop immediately without doing anything. It is as if you already used it, thus leaving your skill in cooldown and the mana used gone to waste. A Homecoming Stone is no exception, and will both be consumed and have its cooldown started.
There are two types of spell channeling. One is Unit targetable, the other is Ground targetable. Unit Targeting skills focus on one specific unit, and Ground targeting skills can be cast anywhere on the surface, therefore primarily affecting the specific area you have chosen to channel.
What stops Channeling?
- Commanding your hero to move away from his current position
- Commanding your hero to attack something
- Being stunned (including mini-stuns)
- Being silenced
- Any effect that pushes you, hence moving you from X to Y
- Any sort of disable, such as hex, or miniaturize.
Heroes with Channeling skills
- Soulstealer Soul Burst
- Nymphora Teleport
- Martyr Hand in Hand
- Witch Slayer Power Drain
- Rhapsody Protective Melody
- Glacius Glacial Downpour
- Pollywog Priest Toungue-tied
- Artesia Dance of Death
- Devourer Devour
- Tempest Elemental Void
- Pandamonium Face Smash
- Magmus Eruption
- Electrician Static Grip
- Succubus Succubus's Hold