Nothing prevents you from using auras put into disabled, hidden spellbooks giving no buffs whatsoever.
There you have it, an ability that gives attack speed (or whatever else), without giving a buff and not stacking.
// Methods:
// ¯¯¯¯¯¯¯¯¯¯
// Statuses (short list):
// - Disable (addDisable, removeDisable, isDisabled)
// - Stun (addStun, removeStun, isStunned)
// - Silence (addSilence, removeSilence, isSilenced)
// - Doom (addDoom, removeDoom, isDoomed)
// - DisarmMelee (addDisarmMelee, removeDisarmMelee, isDisarmedMelee)
// - DisarmRange (addDisarmRange, removeDisarmRange, isDisarmedRange)
// - Disarm (addDisarm, removeDisarm, isDisarmed) // this is both Melee AND Ranged.
// - Immobolise (addImmobolise, removeImmobolise, isImmobolised)
// - Invisible (addInvisible, removeInvisible, isInvisible)
// - Ghost (addGhost, removeGhost, isGhost)
// - Invulnerable (addInvulnerable, removeInvulnerable, isInvulnerable)
// - Immunity (addImmunity, removeImmunity, isImmune)
// - Pause (addPause, removePause, isPaused)
// - Hide (addHide, removeHide, isHidden)
// - Unpath (addUnpath, removeUnpath, isUnpathed)
// - Hex (addHex, removeHex, isHexed)
// - Locust (addLocust, removeLocust, isLocust) // does not remove correctly for flying units, use with caution.
// - NeverMiss (addNeverMiss, removeNeverMiss, isNeverMiss)
// - AlwaysMiss (addAlwaysMiss, removeAlwaysMiss, isAlwaysMiss)
// - Untouchable (addUntouchable, removeUntouchable, isUntouchable) // 100% evasion
// - Banish (addBanish, removeBanish, isBanished)
// - Phase (addPhase, removePhase, isPhased) // clashes with windwalk, interrupts current order
// - ResistantSkin (addResistantSkin, removeResistantSkin, isResistantSkin)
// - ReflectPiercing (addReflectPiercing, removeReflectPiercing, isReflectPiercing)
//
// Bonuses (short list):
// - ArmorBonus (modArmorBonus, getArmorBonus)
// - DamageBonus (modDamageBonus, getDamageBonus)
// - StrBonus (modStrBonus, getStrBonus)
// - AgiBonus (modAgiBonus, getAgiBonus)
// - IntBonus (modIntBonus, getIntBonus)
// - AttackSpeedBonus (modAttackSpeedBonus, getAttackSpeedBonus)
// - Health (modHealthBonus, getHealthBonus)
// - Mana (modManaBonus, getManaBonus)'
// - HealthRegen (modHealthRegenBonus, getHealthRegenBonus)
// - HealthRegenPercent (modHealthRegenPercentBonus, getHealthRegenPercentBonus) // percent of max
// - ManaRegen (modManaRegenBonus, getManaRegenBonus)
// - ManaRegenPercent (modManaRegenPercentBonus, getManaRegenPercentBonus) // percent of max
// - MoveSpeed (modMoveSpeedBonus, getMoveSpeedBonus)
// - MoveSpeedPercent (modMoveSpeedPercentBonus, getMoveSpeedPercentBonus) // percent of current move speed (after normal bonuses).
//
// How to Use:
// ¯¯¯¯¯¯¯¯¯¯¯¯¯
// Statuses:
// Status[unit].add?()
// - Adds the status effect to the unit.
// - This does not add any animation.
// Status[unit].remove?()
// - Removes the status effect added with .add?().
// - Will not actually remove it until all added instances are removed.
// Status[unit].is?() --> boolean
// - Checks to see whether or not a unit has a status effect applied.
//
// Bonuses:
// Status[unit].mod?(amount)
// - Modifies the bonus by the amount given.
// - Use a negative value to reverse a bonus.
// - Supports giving negative of a bonus.
// Status[unit].get?()
// - Gets the curret total amount for a given bonus.
//
How do you create an aura that affects a unit yet does not apply a buff? (This question excludes wholly triggered auras.)Nothing prevents you from using auras put into disabled, hidden spellbooks giving no buffs whatsoever.
There you have it, an ability that gives attack speed (or whatever else), without giving a buff and not stacking.