18 + 1.85
22 + 2.6
15 + 1.75
Lesale Deathbringer the Venomancer is a ranged agility hero who is focused on dealing damage over time and slowing enemies down. While unassuming due to his mediocre stats and low attack range, he can inflict surprising amounts of gradual damage with his poisonous abilities if left alone. Venomancer can unleash a Venomous Gale to infect enemies in a straight line, drastically slowing them while dealing damage over time. His attacks are just as hazardous thanks to his lethal Poison Sting, which adds a toxic effect to his normal attacks, poisoning opposing Heroes for a great amount of damage over a duration. Plague Ward lets him summon a sentient ward to a targeted point, which attacks enemies or structures. While weak on first use its power grows in numbers, which means the more the wards are placed the deadlier they become. This gives him good versatility, providing vision, pushing power, and a helpful block, preventing enemies from running away when trapped in a sticky situation. Venomancer's most dangerous ability is Poison Nova: though it isn't lethal and won't kill an enemy by itself, the damage it inflicts is tremendous, the duration is very long, and its wide area of effect makes it difficult to avoid. It is mostly used to initiate battles, since Poison Nova cannot quickly inflict damage but rather degrades its targets over time. When combined together, the Venomancer is a powerful killing machine, like a virus, slowly killing enemies with venom and poisons. Despite being considered by most players as a support, because of his slowing capabilities, extra ward vision, and being item independent, this doesn't hinder his power to gank and kill enemies, especially in the earliest parts of the game, and with enough kills, farm, and domination, Venomancer can transition into a semi-carry, with formidable venomous power and deadly specialties.
| Lesale Deathbringer, the Venomancer
| Play "No necromancer shall raise what the venomancer puts down."
|| Support / Nuker / Initiator / Pusher
|| In the Acid Jungles of Jidi Isle, poison runs in the veins and bubbles in the guts of every creature that scuttles, climbs or swoops between fluorescent vines dripping with caustic sap. Yet even in this toxic menagerie, Venomancer is acknowledged as the most venomous. Ages ago, a Herbalist named Lesale crossed the Bay of Fradj by coracle, searching for potent essences that might be extracted from bark and root, and found instead a nightmare transformation. Two leagues into Jidi's jungle, Lesale encountered a reptile camouflaged as an epiphyte, which stung him as he mistakenly plucked it. In desperation, he used his partial knowledge of the jungle's herbal bounty, mixing the venom of the (swiftly throttled) reptile with the nectar of an armored orchid, to compound an antidote. In the moments before a black paralysis claimed him completely, he injected himself by orchid-thorn, and instantly fell into a coma. Seventeen years later, something stirred in the spot where he had fallen, throwing off the years' accumulation of humus: Venomancer. Lesale the Herbalist no longer—but Lesale the Deathbringer. His mind was all but erased, and his flesh had been consumed and replaced by a new type of matter—one fusing the venom of the reptile with the poisonous integument of the orchid. Jidi's Acid Jungles knew a new master, one before whom even the most vicious predators soon learned to bow or burrow for their lives. The lurid isle proved too confining, and some human hunger deep in the heart of the Venomancer drove Lesale out in search of new poisons—and new deaths to bring.
|| Dave Fennoy (Responses)
- The gale travels at a speed of 1200.
- Can hit units up to 975 range away (850 travel distance + 125 radius).
- The projectile has 280 radius flying vision. This vision does not last.
- The slow decreases over time. Hit units regain 1% of their movement speed in 0.3 second intervals.
- A unit with less that 25% of its maximum health can be denied when it has the Venomous Gale debuff on.
- Deals the initial damage upon hitting enemies, and then deals the damage over time in 3 second intervals, resulting in overall 6 damage instances.
- Venomous Gale can deal up to 75/250/425/600 damage to a single unit (before reductions).
- The debuff from successive casts doesn't stack, only the duration gets refreshed.
- The damage from Poison Sting does not trigger any on-damage effects. This means that the following spells and items will not react on Poison Sting damage:
- Aphotic Shield, Backtrack, Blade Mail, Blink Dagger, Bottle, Bristleback, Clarity, Cold Snap, Corrosive Skin, Echo Stomp, Fatal Bonds, Healing Salve, Heart of Tarrasque, Kraken Shell, Living Armor, Mana Shield, Mjollnir, Nightmare, Open Wounds, Orchid Malevolence, Recall, Refraction, Return, Soul Assumption, Spiked Carapace, Spin Web, Summon Spirit Bear and Urn of Shadows.
- The damage ticks in 1 second intervals, starting immediately when the debuff is placed, resulting in 7/10/13/16 damage ticks.
- The debuff from successive attacks doesn't stack, only the duration gets refreshed.
| Plague Ward
- A Plague Ward will automatically attack the closest enemy unit within its attack range.
- It is possible to manually select an attack target for a Plague Ward.
- It is also possible to stop them from attacking by ordering them to stop, however this only works when the auto-attack option is turned off.
- The Poison Sting from the Plague Ward does not stack with the one from Venomancer. Instead, it places its own separate Poison Sting debuff, which will deal no damage when Venomancer's Poison Sting debuff is active.
- The damage source of the wards' Poison Sting is set to be the wards themselves, and not Venomancer.
- Plague Wards have a lower target priority than units and heroes, so they are attacked by towers and lane creeps last.
- The wards gain their spell immunity through a buff, so it is possible for enemies to check the buff and guess how long it will last.
- The wards' attack damage is not reduced by damage block abilities.
- Interrupts Venomancer's channeling spells upon cast.
- The ring expands with a speed of 500.
- Poison Nova can hit units up to 830 range away (575 travel distance + 255 width).
- Despite the nova having a width, units between the ring and Venomancer will still get hit, even when not within 255 width of the nova ring (such as blinking into the area some time after the spell is cast).
- Deals damage in 1 second intervals, starting immediately as the debuff is placed, resulting in 13/15/16 (15/16/17) ticks.
- Does not tick when affected units turn spell immune, so that Blink Dagger is not disabled.
- Poison Nova can never kill a unit. It will not drop affected units below 1 health from its damage ticks.
- Can deal up to 468/870/1296 (870/1296/1836) damage to a single unit (before reductions).
- The debuff from successive casts doesn't stack, only the duration gets refreshed.
- Magic Stick provides good regeneration, especially if you're laning against opponents who keep casting their abilities.
- Boots of Speed are important to get early on Venomancer, as his base movement speed is quite low. More mobility allows you to position yourself for your spells, particularly Venomous Gale.
- Ring of Aquila solves most of your problems in the early game. It gives flat mana regeneration, which is useful due to Venomancer's low base intelligence, as well as good attributes and some armor. The mana regen allows you to place Plague Wards without running out of mana, helps with casting Venomous Gale in the laning stage, and the armor aura can also help you push lanes more easily due to giving your lane creeps more survivability.
- Magic Wand gives attributes and regeneration: it's always handy to have this item for emergencies.
- Power Treads are a good purchase as the extra attributes can be used either to increase your intelligence to make casting easier or to increase your strength to give you more survivability. Additionally, the bonus attack speed helps you with applying Poison Sting to enemies with your attacks.
- Aghanim's Scepter greatly increases the killing potential of Poison Nova: it can deal up to 1836 non-lethal damage before magic resistance reductions, making it perfect for initiations when assisted by teammates.
- Observer Wards are a core requirement as a support. While you can place Plague Wards to scout enemy movement, they are limited in vision, duration and sight range, and can be far more easily spotted and destroyed.
- Town Portal Scroll is necessary on virtually all heroes, but is important in Venomancer's case due to his ability to show up to teamfights to cast his nukes and slows, and defend a tower and counter-push at the same time. As well, his low mobility and lack of escape abilities means that having a TP scroll on hand at all times should be the case.
- Veil of Discord provides attributes and armor for Venomancer as well as the item's active, Magic Weakness, which increases the effectiveness of all of Venomancer's spells and even his passive. Though not as powerful as Aghanim's Scepter regarding Poison Nova, Veil can serve as a cheaper alternative if the player suffers from poor farm. On the other hand, however, a well-farmed player with Aghanim's Scepter can invest on a Veil for an astounding amount of damage over time. Having a Veil can also be a valuable asset for your teammates if you have a caster-heavy lineup.
- Eul's Scepter of Divinity will give a lot of mana regeneration, some movement speed and intelligence, eliminating your mobility and mana issues almost entirely. It also makes positioning for casting your spells easier by disabling an opponent for a short time, and can be used to temporarily save yourself after casting Poison Nova amongst the middle of the enemy team.
- Blink Dagger is the best choice if you are your team's main initiator. Use it to position yourself before casting Poison Nova and/or Venomous Gale.
- Shadow Blade gives more damage, more attack speed and a useful escape mechanism. You can also use its ability to initiate on the enemy team and cast your ultimate.
- Butterfly is a very expensive item and generally not recommended when playing as a support. It drastically increases Venomancer's attack speed and damage, as well as giving him evasion and a small amount of armor, allowing him to weather physical attacks better and apply Poison Sting to multiple targets over a short amount of time.
- Orchid Malevolence will solve all of your mana problems and give you more physical damage per second. Additionally, the silence can be used to disable enemies, which is useful both as a semi-carry and support.
- Manta Style gives Venomancer more overall stats, as well as movement speed. Its active can be used to remove debuffs from yourself, and the illusions can assist in applying slows to enemy targets as their Poison Sting can stack with your own.
- Drum of Endurance gives Venomancer stats across the board, and the increased movement speed can offset his low mobility somewhat. The extra attack speed also helps him apply his Poison Sting more easily.
- Flying Courier should be purchased if you have enough gold to do so at the 3 minute mark. Giving your mid the ability to retrieve needed items more easily, as well as bottle crow as necessary, are essential to giving your team a major strategic advantage.
- Octarine Core is a highly expensive item, but can give Venomancer many strong benefits. The item grants increased HP and mana, as well as additional mana regen, giving Venomancer more staying power. More importantly, the cooldown reduction allows Venomancer to place Plague Wards much more frequently, and the spell lifesteal combined with his powerful damage-over-time spells, particularly Poison Nova, give him immense survivability in any fight as he can regenerate health almost as quickly as he takes damage.
- In general, Venomancer should be played as a pushing support who provides utility to his team, rather than as a fighter, due to his general frailty and low movement speed. As such, many of the more expensive recommended luxury items that focus on physical damage output should not be built at all, as they provide little comparative benefit and do not synergize well with Venomancer's skills. Instead, focus on building mobility and utility items that help your team without requiring you to jump into the fray outside of casting your spells.
- As an agility caster, Venomancer suffers from severe mana problems. It is recommended to focus on increasing the size of your mana pool and purchasing mana regen items when possible. Due to the high mana cost of Poison Nova, you will need to carefully manage your mana so that you can cast it in a teamfight.
- Venomous Gale applies a strong slow on any enemies it hits, significantly reducing their movement speed. Because of its disable potential, at least one early level is recommended, if not the first spell you take.
- Venomous Gale is one of the best ranged slows at level 1. If you have a tri-lane that has reliable damage output, putting Venomous Gale on a target can ensure a First Blood on the enemy's off-laner.
- Beware that Venomous Gale costs 125 mana, and your mana pool is only 195 at level 1. As such, missing your Venomous Gale during the laning stage will render you unable to cast any other spells for some time unless you have a Clarity or other form of mana regen.
- Try to keep Venomous Gale off cooldown unless it is absolutely needed. Its cooldown is quite long, and you may need to use its slow on enemy heroes when an unexpected situation arises.
- Poison Sting applies a movement speed slow and damage over time to Venomancer's attacks, allowing him to use his right-clicks as a form of disable. Half of the damage from this ability (but not the slow) is also applied to Plague Ward attacks.
- Poison Sting deals small amounts of damage and the slow scales poorly, however it has a very long duration at max level, allowing it to deal a surprising amount of damage over time. The ability is best used to apply a "permanent" movement speed slow to all enemy heroes in a fight or gank, reducing their ability to chase or escape.
- Remember that the damage from Poison Sting itself is not recognized by the game as player damage, and thus enemies can still use their Blink Daggers or regen items even while under the effects of its damage. As such, make sure to regularly attack enemy players with your right-clicks in order to inflict player damage on them.
- Poison Sting is not a Unique Attack Modifier, and as such it can be combined with other slow modifiers such as Orb of Venom to give your attacks increased slowing power.
- Be careful when trying to apply Poison Sting to enemy heroes with your attacks. Venomancer's attack range is quite short, so it is easy to accidentally put yourself out of position.
- When killing creep waves or neutral camps, attack each creep once at the beginning to apply the Poison Sting debuff to all of them. This will drastically increase the amount of damage you can do to them, as they will all be taking damage over time right from the beginning, increasing the net amount of damage you do.
- The idea behind leveling this ability to boost the effectiveness of your Plague Wards is that it allows them to deal the damage over time after you have left them in place and moved on. When using them in active pushes or defense, Venomancer can apply his own Poison Sting to enemy creeps, overriding that of the Plague Wards, but if he needs to go elsewhere after deploying a cluster of wards then they can benefit from Poison Sting and whittle down creep waves more effectively.
- Plague Ward is Venomancer's signature ability, allowing him to place a large number of wards in a short duration that augment his firepower and provide vision.
- Plague Wards deal weak damage in sparse numbers and at early levels, but their power becomes significant when once 3 or more skill points are placed in them and they are massed in one location. If you are employing an early push strategy, it is wise to max Plague Wards first in order to put as much cheap Physical damage on the field as possible.
- Venomancer's attack range can effectively be increased by 1000 by casting Plague Wards at their maximum range. While Venomancer's attack range is only 450, he can place Plague Wards up to 850 range away, and they will attack targets 600 range away, boosting his striking range to 1450.
- Plague Wards deal Piercing damage, which means that they deal increased damage against lane creeps but are less effective against towers and siege creeps.
- When pushing a lane, try to place your initial wave of Plague Wards just outside of the enemy tower's attack range. This way, you can safely mass them in order to make short work of the enemy's creep wave as they approach, as well as delay the creep wave at that location and give your creeps time to move forward.
- Once your creep wave moves forward to attack the enemy's tower, only then should you place your second wave of Plague Wards within range to attack the tower. Without cover, the tower can make short work of your Plague Wards, preventing you from massing them. Try to place your ward cluster on the opposite side of the enemy tower, in the direction of the enemy's base, so that they attract the enemy creep wave's aggro and hold them in position, preventing them from attacking your creeps and defending the tower.
- Due to how frail they are and how little damage they do at level 1 and 2, it is not recommended that you cast Plague Wards too frequently during the laning stage, as they will only provide gold and experience for the enemy. As well, while they are spammable and cost small amounts of mana, placing enough to cause any meaningful amount of damage will cost significantly more mana.
- If farming jungle camps with Plague Wards, avoid placing them as the ability comes off cooldown inside the camp itself. This reduces the amount of damage that the wards can do, and will block the camp from spawning if the wards persist at the minute mark. Instead, place a cluster of wards outside of the camp and then aggro the creeps into your wards. This will concentrate their firepower and reduce the amount of damage you take, plus it allows you to use the same ward cluster to work down two or even three neighboring camps simultaneously by pulling them into one location where the wards can attack them and automatically aggro them back with the poison damage.
- Use Plague Wards constantly in order to provide vision of your neighboring area, especially when across the river and inside enemy territory. You can use them to scout out areas behind trees and up cliffs to ensure that enemies cannot initiate on you easily.
- When chasing an enemy, constantly put Plague Wards ahead of them to maintain sight. They can also help slow the enemy by blocking their path.
- You can place Plague Wards within juke paths to block the enemy team's movements if you are fighting in the jungle. This can be used to either stop the enemy from juking by closing off the path that they want to take, or to prevent them from pursuing you after passing through a narrow path by blocking it.
- Remember that you can control your Plague Wards as immovable units. This can be useful if you want to change attack targets, stop a Plague Ward's auto attack or deny friendly creeps and runes, and even destroy the Aegis of the Immortal.
- Poison Nova is a tremendously powerful debuff that can deal large amounts of magical damage to the enemy. While it lacks immediate punch and does not contribute much to a fight at the start, it can potentially kill the entire enemy team after a few seconds, securing kills and allowing your team to take map objectives afterward.
- Even if the enemy activates spell immunity before you can cast your ultimate, keep in mind that the debuff will still be applied to them, and they will start taking damage immediately once their spell immunity expires. While spell immunity will effectively waste a few seconds of your ultimate, it can still deal a lot of damage to them.
- Unless you have teammates who can follow up, do not use Poison Nova out of spite if you are about to be killed, as the cooldown is very long and it will not result in any kills unless the enemy is affected by other damage-over-time debuffs. The only exception to this is if you have Aghanim's Scepter and are level 16 or higher, as the cooldown will then reduce to below your respawn duration.
- Remember that Poison Nova can never bring an enemy below 1 HP by itself. Therefore, you should try to apply Venomous Gale or Poison Sting to your opponents immediately before or after casting Poison Nova, as both debuffs last as long as Poison Nova itself and can help guarantee that they do not survive the Poison Nova.
- Other items not listed under Situational items can be useful to Venomancer's kit:
- Clarity is highly recommended in the laning stage, as Venomancer is highly dependent on casting spells in order to be effective. Venomancer's base mana pool and Intelligence growth are quite poor, and casting Venomous Gale once at level 1 will drain more than half of your mana pool.
- Sentry Wards are crucial on Venomancer as a support item. As he can place Plague Wards through terrain and fog of war to get vision, he can easily place Sentry Wards alongside them to de-ward enemy Observer Wards. Since Plague Wards are summoned units, he can "set and forget" them after finding an Observer Ward, rather than risk getting ganked by staying to de-ward. Gem of True Sight is a stronger permanent investment but also risks surrendering the gem to the enemy if they can successfully kill Venomancer.
- Arcane Boots are highly recommended on Venomancer, as his ultimate costs a large amount of mana and his mana pool is otherwise extremely limited. As a support, you also help your team by being able to replenish their mana as well as your own, allowing you to cast your spells more often.
- Force Staff is useful on Venomancer if you're having trouble farming a Blink Dagger. The increased mana pool helps greatly with his ability to cast spells, and the item's active ability serves as a useful escape mechanism on a frail hero without escape abilities.
- Ghost Scepter is very helpful for giving Venomancer protection against physical damage. It can be used to buy yourself some time if you're jumped on by the enemy team in a gank or teamfight, or allow you to survive long enough to cast Venomous Gale after using your ultimate.
- Glimmer Cape can be a very useful utility item. The magic resistance gives Venomancer survivability against magic nukes, while the attack speed gives him increased attack speed for applying Poison Sting. The active can be used to initiate with Poison Nova if a Blink Dagger or Force Staff is unavailable, and can be used to shield yourself or a teammate from magic nukes, or as an escape tool if the enemy has no detection.
- Rod of Atos is a relatively cheap item that gives Venomancer a lot of HP, a lot of intelligence to increase the size of his mana pool, and a very long range slow that can help him with initiating and ganking. The active, when combined with Venomous Gale, allows Venomancer to slow an enemy down to minimum movement speed.
- Shiva's Guard is expensive, but provides Venomancer with many strong benefits. It gives him a much larger mana pool to use, allowing him to better utilize his spells, and gives him armor for resisting physical damage. The auras add to his ability to slow enemy heroes, and the active can be used in conjunction with Poison Nova to slow enemies enough to catch them in its radius, as well as add an additional movement speed slow on top of Venomous Gale and Poison Sting.
- Scythe of Vyse is a very farm-intensive item to purchase, however it will permanently solve all of Venomancer's mana issues while also giving him an instant hard disable that he can cast on the enemy in a teamfight, even in the late game.
- Venomancer's name, Lesale, may be a reference to "Le Sale", which is French for "The Dirty" or "The Nasty".
- In Warcraft DotA, Venomancer's hero model was a hydralisk. Hydralisks are a ranged combat unit of the Zerg, an alien race in Blizzard Entertainment's RTS game Starcraft. Hydralisks are a very common and well-known image in Blizzard games.
December 17, 2014 Patch Update 5
November 21, 2013 Patch
July 18, 2013 Patch
- Fixed Backswing behavior for: Soul Rip, Tombstone, Cold Feet, Ice Vortex, Chilling Touch, Enfeeble, Shallow Grave, Thunder Strike, Kinetic Field, Static Storm, Malefice, Midnight Pulse, Howl, Stifling Dagger, Static Link, Shrapnel, Psionic Trap, Whirling Axes (Ranged), Storm Hammer, Gods Strength, Wave of Terror, Venomous Gale, Shadow Word, Fatal Bonds, The Swarm, Time Lapse, Maledict, Overpower and Ice Shards.
January 03, 2013 Patch
- [Undocumented] Added animations for Beastmaster, Undying, and Venomancer relating to their loadout stance.
November 08, 2012 Patch
October 25, 2012 Patch
- Updated vision values on these abilities: Unstable Concoction, Phantasm, Waveform, Storm Hammer, Mirror Image, Spirit Lance, Requiem of Souls, Spectral Dagger, [ Venomous Gale, Earthbind, Dream Coil, Shackleshot, Wall of Replica, Flamebreak, Deafening Blast, Ghostship.
September 13, 2012 Patch
June 14, 2012 Patch
- Fixed Aghanim's Scepter not upgrading Poison Nova duration.
March 22, 2012 Patch
- Fixed being able to dispell Venomous Gale, Poison Sting and Poison Nova.
February 16, 2012 Patch
- [Undocumented] Added injured animations for Venomancer.
- [Undocumented] Added chase animations for Venomancer.
January 12, 2012 Patch
- Fixed Plague Ward collision size.
September 23, 2011 Patch
- Fixed how Venomancer's Poison Sting refreshes on attack.
September 09, 2011 Patch
- Fixed Venomancer's Poison Sting from doing extra damage each attack on buff refresh.
August 06, 2011 Patch
- Veno wards and Shadow shaman wards all use the smaller hull size. This should prevent them from blocking narrow paths.
August 03, 2011 Patch
- Fixed Shadow Shaman's wards and Venomancer's Wards not being able to attack Roshan.
July 16, 2011 Patch
- Fixed a bug where Veno's venomous gale wasn't visible.
July 08, 2011 Patch
- Venomous gale travels at 1200 speed and provides 800 vision.
- Poison sting does it's damage at the begining of the interval instead of the end.
- Adding a fake modifier for poison sting to be used by illusions.
- Poison Nova no longer hits units in the fog
- The Nova starts with a radius of 255 and expands out over 1.15s to a radius of 830. Before it started at a radius of 0.
- Nova Does an extra tick of damage when the effect is applied to enemies
July 01, 2011 Patch
- Fixed Venomous Gale hitting invisible units.
- Fixed Poison Nova hitting invisible units.
May 26, 2011 Patch
- Fixed Poison Sting vs mechanical units.
- Fixed Poison Sting from illusions.
April 09, 2011 Patch
- Added Venomancer.
- Increased Venomous Gale damage over time from 0/30/60/90 to 10/40/70/100.
- Reduced base attack damage from 24-26 to 19-21 (total attack damage is now 41-43).
- Reduced base health regeneration from 0.75 to 0.25.
- Reduced movement speed from 290 to 285.
- Reduced Plague Ward vision from 1200/1200 to 1200/800
- Venomous Gale
- Rescaled manacost from 90/105/120/135 to 125 on each level.
- Reduced initial damage from 50/70/70/100 to 25/50/75/100.
- Increased damage over time from 10/20/40/50 to 15/30/45/60.
- Rescaled Poison Sting duration from 7 on each level to 6/7/8/9.
- Reduced Plague Ward vision from 1400/1400 to 1200/1200.
- Increased Poison Sting movement speed slow from 10% on each level to 11%/12%/13%/14%.
- Venomous Gale:
- Releases a Venomous Gale which poisons enemy units it comes in contact with. Poisoned units take initial damage, damage overtime, and have their movement speed slowed for a short time.
- Cast range: 800
- Travel distance: 800
- Radius: 125
- Initial damage: 50/70/70/100
- Damage over time: 10/20/40/50
- Movement speed slow: 50%
- Duration: 15
- Manacost: 90/105/120/135
- Cooldown: 22
- Notes: The slow gets weaker over time. The damage over time is applied in 3 second intervals.
- Plague Ward
- Increased vision radius from 1200/1200 to 1400/1400.
- Increased cast range from 400 to 850.
- Poison Sting´ is now lethal.
- Plague Ward
- Reduced gold bounty from unknown to 3-9.
- Reduced manacost from 25 to 20.
- Reduced cooldown from 6 to 5.
- Reduced movement speed from 295 to 290.
- Reduced attack range from 490 to 450.
- Fixed some bugs on Poison Nova.
- Reduced movement speed from 300 to 295.
- Reduced Plague Ward manacost from 25/25/30/35 to 25 on each level.
- Poison Nova
- Reduced damage per second from 62/100/138 to 36/58/81.
- Increased duration from 7 to 12.
- Aghanim's Scepter upgraded Poison Nova
- Reduced damage per second from 100/138/185 to 58/81/108
- Increased duration from 7 to 12.
- Fixed Poison Nova dummies of the first cast not disappearing when casting again before the first cast finished.
- Venomancer is now allowed to build Refresher Orb again (debuff of Poison Nova still doesnt stack though).
- Venomancer is no longer allowed to build Refresher Orb (disabled because of bugs)
- Fixed Poison Nova dummies being selectable (and able to build night elf buildings).
- Reduced cast time of all spells from 0.5 to 0.
- Recoded Poison Nova to fix various bugs.
- No longer slows affected units by 10%.
- Multiple instances now work properly.
- Now properly hits all units within range.
- No longer randomly deals damage to units while passing through them.
- This ability was replaced by Venomous Gale in the 6.58 gameplay patch.
- The projectile travels at a speed of 1200 and can be disjointed.
- The slow deceases in 1 second intervals, slowing the target by 50.0%/40.8%/32.7%/25.9%/20.1%/15.5%/11.7%/8.7%/6.4%/4.6%/3.3%/2.3%/1.6%/1.1%/0.7% on each second.
- A unit with less that 25% of its maximum health can be denied when it has the debuff on.
- Deals the initial damage upon hitting the target and the damage over time in 3 second intervals, resulting in overall 6 damage instances.
- Successive casts refresh the slow and damage over time durations and deal the initial damage again.
- ↑ Hydralisks, the model Venomancer uses in DotA.