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18 + 2.5
10 + 1
24 + 2.7
Level 1 16 25
Hit Points 492 1233 2012
Mana 312 858 1404
Damage 46‒56 88‒98 130‒140
Armor 2.4 4.78 8.56
Attacks / Second 0.64 0.74 0.9
Movement Speed 295
Turn Rate 0.4
Sight Range 1800/800
Attack Range 600
Missile Speed 1200
Attack Duration 0.3+0.3
Cast Duration 0.5+0.5
Base Attack Time 1.7
Collision Size 24

Demnok Lannik the Warlock is a ranged intelligence hero commonly noted for being a versatile support known for creating chaos in the battlefield while at a safe distance. His Shadow Word ability makes for an excellent heal as well as a decent harassment tool, which combined with his physical attack helps him to ward off any enemies and keep his friends safe. He also possesses a considerable presence in team fights, as Fatal Bonds spreads damage dealt by his allies to all enemies affected by it and his Upheaval is a channelled Area of Effect spell that slows foes caught in it by up to 84%. His ultimate, Chaotic Offering allows him to summon a massive Golem to do his bidding, stunning anyone caught in a large area when it is summoned.


Warlock Demnok Lannik, the Warlock
Play "Chaos comes at my command!"
Role: Pip initiator.png Initiator / Pip roamer.png Support / Pip babysitter.png Lane Support / Pip disabler.png Disabler
Lore: As Chief Curator and Head of Acquisitions for the Arcane Archives of the Ultimyr Academy, Demnok Lannik was tireless in his pursuit of lost, rare and forbidden tomes. No cursed temple was so foreboding, no cavern path so treacherous, that any concern for his own survival could dissuade him from entering if rumors hinted that some pamphlet of primordial lore might still survive in its depths. However, so often did his investigations trigger the wrath of protector entities, that he finally found it necessary to master the arts of magic. He bent himself to learning sorcery with the same thorough obsessiveness that marked his quest for incunabula, becoming the most powerful Warlock of the Academy in less time than most practitioners required to complete a course of undergraduate work. Almost as an afterthought, he carved a staff of Dreadwood and summoned into it a captive spirit from the Outer Hells. And anticipating the day when he will have recovered every last lost spellbook, he has commenced writing his own Black Grimoire. It will undoubtedly be instructive.
Voice: Sam A. Mowry (Responses)


Fatal Bonds
Partially blocked by Spell Immunity. Partially blocked by Linken's Sphere. Cannot be purged. Play
Fatal Bonds icon.png
Ability Affects
Target Unit Enemies
Binds several enemy units together, causing 25% of the damage dealt to one of them to be felt by the others.
Cast Range: 900
Search Radius: 700
Max Bonded Units: 3/4/5/6
Damage Shared: 25%
Bonds Duration: 25
Cooldown 25 Mana 120
Partially blocked by Spell Immunity. Once bonded, spell immunity will not block spread physical or pure damage.
Partially blocked by Linken's Sphere. Blocked completely when casted on Linken's holder. Not blocked for secondary targets.
An ancient incantation that links the vital energies of multiple lifeforms into one collective body.


  • Shared damage is the same damage type as the source of the damage.
  • Because of that, the shared damage does interact with every on-damage effect like disabling Blink Dagger icon.png Blink Dagger.
  • The distance between the bonded units doesn't matter. Once bonded, they will always spread or receive the spread damage.
  • Upon cast, the spell searches for visible enemy units within 700 of the cast target and binds them instantly together.
  • Links the closest units to the initial target, instead of randomly choosing targets within the search radius.
  • The damage caused by Fatal Bonds does not cause aggro. Bonded Neutral creeps will not react on the damage.
  • Increases the total damage output of every damage by 50%/75%/100%/125% when then maximum amount of units is bonded.
  • Successive casts of Fatal Bonds fully stack and work fully independant from each other.

Shadow Word
Partially blocked by Spell Immunity. Blocked by Linken's Sphere. Can be purged. Play
Shadow Word icon.png
Ability Affects Damage
Target Unit Units Magical
Warlock whispers an incantation, healing a friendly unit or damaging an enemy unit over time.
Cast Range: 500
Damage or Heal per Second: 15/25/35/45
Duration: 11
Cooldown 16 Mana 90/110/130/150
Partially blocked by Spell Immunity. Castable on spell immune allies. Not castable on spell immune enemies.
Warlock arcane arts have a myriad of uses, allowing them to be powerful friendly enchantments or damaging curses.


  • Deals damage or heals in 1 second intervals, starting 1 second after cast, resulting in 11 instances.
  • Can deal up to 165/275/385/495 damage to the target (before reductions), or heal for the same amount if cast on an ally.
  • Successive casts of Shadow Word fully stack and work independant from each other.

Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
Upheaval icon.png
Ability Affects
Target Point / Channeled Enemies
A powerful slowing current that grows stronger as it's channelled. Lasts up to 16 seconds, slowing enemies up to 84%. Enemies are slowed for 3 seconds after leaving the area or the spell ends.
Cast Range: 1200
Radius: 650
Max Channel Time: 16
Move Speed Slow per Second: 7%/14%/21%/28%
Move Speed Slow cap: 84%
Slow Duration: 3
Cooldown 50/46/42/38 Mana 100/110/120/130
Demnok manipulates space-time, impairing entire armies.


  • The longer the spell gets channeled, the stronger units will get slowed when standing inside the area.
  • The strength of the slow is based on the channel duration, not on how long a unit stands in the affected area.
  • The slow percentage increases by 3.5%/7%/10.5%/14% in 0.5 second intervals, starting 0.5 seconds after spell cast.
  • So it takes 12.5/6.5/4.5/3.5 seconds for the slow to reach the 84% slow cap.
  • The slow debuff is applied or refreshed in the same intervals.

Chaotic Offering
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Partially purgeable. Play
Chaotic Offering icon.png
Ability Affects
Target Point Enemies
Summons a Golem from the depths, stunning enemies for one second. The Golem lives 60 seconds, takes reduced damage from spells, has Permanent Immolation and Flaming Fists on attack.
Cast Range: 1200
Stun Radius: 600
Effect Delay: 0.5
Number of Golems: 1 (2*)
Stun Duration: 1
Cooldown 165 Mana 200/300/400
Partially purgeable. The stun cannot be purged. Golems take purge damage.
Can be Improved by Aghanim's Scepter (* shows the improved values). Calls 2 golems with 75% reduced stats and 50% reduced gold bounty.
Demnok unleashes the captive spirit in his Dreadwood staff, causing destruction in enemy ranks.


  • Golems are always summoned at the center of the targeted area.
  • Aghanim's Scepter icon.png Aghanim's Scepter upgraded Chaotic Offering summons both golems simultanously after the the effect delay.
  • Destroys trees within 600 radius at the targeted point upon cast.
  • The visual effect and sounds during the effect delay are visible and audible to everyone.
  • Also plays a sound effect during the cast time, which is audible to everyone aswell.

Warlock's Golem[edit]

Warlock's Golem
Warlock Golem Portrait.png
Duration 60 seconds
Hit Points 900/1200/1500
Health Regen 15/30/45
Damage 75/100/125
(Chaos damage)
Armor 6/9/12
Movement Speed 320/340/360
Sight Range 1800/1800
Attack Range 225
Attack Duration 0.26+0.74
Base Attack Time 1.2
Bounty 100/150/200
Experience 98
Notes Unit type: Creep-hero
magic resistance: 33%
Health regen: 15/30/45
* Scepter values
Flaming Fists icon.png Flaming Fists
Permanent Immolation icon.png Permanent Immolation

Flaming Fists
Not blocked by Spell Immunity. Not blocked by Linken's Sphere.
Flaming Fists icon.png
Ability Affects Damage
Passive Enemies Pure
Grants a chance to deal extra damage to nearby units when attacking.
Proc Chance: 40%
Radius: 300
Damage: 80/115/150


  • The radius is centered around the attacked target.
  • The damage hits the attack target aswell, not only nearby units.

Permanent Immolation
Permanent Immolation icon.png
Ability Affects Damage
Passive Enemies Magical
Burns the Golem's nearby enemy units, with damage per second.
Radius: 300
Damage per Second: 30/40/50


  • Deals damage in 1 second intervals, starting 1 second after the debuff is placed.
  • Can deal up to 1800/2400/3000 damage to a single unit (before reduction) when it stays within range for its whole duration.

Recommended items[edit]

Early-Game Items:

  • A Bracer provides additional attributes and bonus Strength to bulk up his health pool, as well as give him more attack damage.
  • Ring of Basilius provides him with slightly more armor for defense, as well as bonus mana regeneration. The aura can also aid your laning partner or your summoned golem.

Core Items:

  • A Magic Wand will give him a source of regeneration, as well as more attributes.
  • Arcane Boots gives him an instant source of mana, which can help his mana-expensive abilities. As well as this, the aura mana regeneration is helpful for his allies.
  • Mekansm helps him support his allies even more, as he can provide instant healing and armor. Also, the instant health regeneration also helps with his own defense.
  • As a support, you can provide Observer Wards for your team to have more visibility in the map.

Situational Items:

  • Scythe of Vyse gives him bonus attributes and more mana regeneration, as well as adding a silencing disable to his skill set.
  • Shiva's Guard gives him additional armor and Intelligence, as well as an area-of-effect slow.
  • Aghanim's Scepter bulks up his attributes, health, and mana, as well as splits his golem into two. Together, they can deal a total higher DPS than a single golem.
  • Refresher Orb provides even more mana regeneration, as well as the ability for him to cast his Ultimate twice in quick succession.
  • Necronomicon gives him additional Strength and Intelligence, as well as summoned units, which can aid against enemies slowed by Upheaval.
  • Drum of Endurance provides him with more Strength, as well as some attack and movement speed. The speed bonus can help his allies and his golem.
  • Pipe of Insight gives him additional health regeneration and magic resistance for additional survivability, as well as aid his allies in protection of magic damage.
  • Veil of Discord slightly bulks up his health regeneration and armor, gives him more Intelligence, and also amplify the magic damage of Shadow Word and Chaotic Offering with its item ability.



  • Consider going solo lane if your team wants to try an early push strategy. Warlock's attack range, projectile speed, and damage allows him to farm nicely against other solo heroes.
  • Shadow Word can also be used as a harassing tool. Cast it on your opponent and keep hitting him whenever it's possible. Make sure you don't get hit by creeps too much while doing so.
  • Fatal Bonds is an immensely useful spell which amplifies your team's damage output. If five bound enemies are hit with a single area of effect spell the total damage will be almost doubled, since everyone of them will suffer 4x25% extra damage echoed from others.
  • Pairing Fatal Bonds with Venomancer's Poison Nova or similar non-lethal spells make for a deadly combination, as although Poison Nova cannot kill on its own, Fatal Bonds will cause anyone bound and affected by the poison to die from the damage tick.
  • You can use Upheaval to prevent wounded enemies from escaping. This is especially useful if used right after an area-of-effect spell, such as your Chaotic Offering. Let your golem or your teammates finish the job.
  • Though Upheaval is best skilled last for mid-to-late game teamfights, you may consider forgoing Shadow Word in a duo lane versus solo offlane. Upheaval, if used advantageously, may lengthen an opportunity for a lanemate to finish off the enemy offlaner.
  • During teamfights later in the game channeling Upheaval aids your team more than attacking; after casting Fatal Bonds and Chaotic Offering begin channeling Upheaval immediately to maximize its slowing effect and the amount of damage done by your team and golems.
  • If an ally is being chased, use your Upheaval to slow his chasers. Since the slow will last for some seconds after you stop channeling, you will yourself have time to fall back.
  • Your golem is tanky; when possible, use it to tank creeps or towers, so that you can dispose of them sooner.
  • Do not forget that you can effectively heal the golem with your Shadow Word to extend its utility.
  • When chasing fleeing heroes with your golem, don't stop to auto-attack them, since it will slow the golem down. Instead, keep it moving with the heroes, so that the Permanent Immolation can do its damage.
  • Do not let the golem die needlessly to your enemy heroes, since its gold bounty is quite high. If it's the last remaining unit for your team in a fight, have it flee unless you can ensure a kill. Having it die against creeps or towers is better than allowing an enemy hero to claim the gold bounty of your golem. Upgrading your ultimate with Aghanim's Scepter will produce two slightly weaker golems with halved bounty.
  • Although Refresher Orb or Aghanim's Scepter allow you to summon two golems, Refresher Orb allows you to summon two full strength golems and utilize two seconds of AoE stun, but will cost a lot of mana to pull off, while Aghanim's Scepter is easier and cheaper to build and provides additional attribute bonuses. Having both items will let you summon four golems at the same time.


  • In DotA, Warlock's ultimate is named Rain of Chaos and the summoned unit was called an Infernal, a hulking golem with green-colored flames. Both names were changed in the transition to Dota 2 to avoid copyright conflict.
  • Warlock is related to Disruptor Disruptor and Axe Axe, as he comes from the Oglodi tribe.
  • Warlock's response "PlayJust for that, I'm unfiending you." when killed is probably a play on "Unfriending you" an action in the popular social network Facebook where a person removes another from their friend list.
  • The response "PlayBloodied but unbowed" when respawning is a reference to William Ernest Henley's poem "Invictus".
  • Fatal Bonds' sound effect is based on this Play otherwise unused voice line.

Update history[edit]

December 17, 2014 Patch Update 3

July 18, 2013 Patch

February 07, 2013 Patch

January 31, 2013 Patch

January 24, 2013 Patch

December 19, 2012 Patch

December 06, 2012 Patch

August 10, 2012 Patch

  • Fixed Warlock missing his pants.

July 19, 2012 Patch

  • Fixed Glimpse affecting Warlock's Golem and Spirit Bear.
  • Fixed Curse of the Silent affecting Warlock's Golem and Spirit Bear.

July 05, 2012 Patch

  • Fixed the burn aura from Warlock's Golems so it stacks correctly.

June 20, 2012 Patch

  • Updated Aghanim's Scepter tooltips for Beastmaster, Necrolyte, Queen of Pain, Warlock, and Windrunner.

June 11, 2012 Patch

  • Fixed the following spells being castable on magic immune allies: Nightmare, Frost Armor, Nature's Guise, Holy Persuasion, Decrepify, Astral Imprisonment, Shadow Word and X Marks The Spot.

May 24, 2012 Patch

  • Added overhead healing messages for Warlock and Bloodseeker.

May 18, 2012 Patch

  • Fixed Warlock Golem being able to buy and use items.

May 10, 2012 Patch

  • Fixed arcane orb doing bonus damage to Warlock illusions.
  • Fixed Golem's Flaming Fists doing half damage in a bigger aoe.

March 22, 2012 Patch

  • Fixed Golems having incorrect magic resistance.

March 08, 2012 Patch

  • Fixed Golem being considered a creep for some spells like Paralyzing Casks.

February 17, 2012 Patch

  • Fixed Fatal Bonds hitting invis or fogged units.

February 16, 2012 Patch

  • Warlock has a new alternate attack animation.

December 01, 2011 Patch

  • Fixed Golem's Immolation not doing any damage.

November 17, 2011 Patch

November 11, 2011 Patch

  • Increased Warlock's Golem size slightly.
  • Added a missing model for Warlock's effects.

November 10, 2011 Patch

  • Added Warlock.

August 13, 2011 Patch

  • Fixed Golem's Immolation not doing any damage.

July 08, 2011 Patch

  • Shadow Word can now be cast on catapults.

May 13, 2011 Patch

  • Fixed Fatal Bonds not always adding the primary target.
  • Fixed a number of abilities having incorrect interaction with Sphere: Slithereen Crush, Jinada, Wind Walk, Echo Slam, Moon Glaive, Death Pulse, Purification, Scream of Pain, Fatal Bonds.

Balance changelog[edit]


  • Shadow Word icon.png Shadow Word is now castable on spell immune allies.
  • Fatal Bonds icon.png Fatal Bonds
    • Fatal Bonds cast range increased from 800 to 900
    • Fatal Bonds radius increased from 575 to 700


  • Flaming Fists icon.png Flaming Fists:
    • Damage type changed from Magical to Pure (pierces Spell Immunity)
    • Damage reduced from 100/150/200 to 80/115/150


  • Fatal Bonds icon.png Fatal Bonds:
    • Now shares the same damage type that is dealt to it, before it is reduced
      • It previously took the damage that was dealt after all reductions and re-dealt it as HP Removal.
      • It now immediately redistributes the damage with the same original source type before any reductions.
    • Damage percentage from 20% to 25%
  • Chaotic Offering icon.png Chaotic Offering:
    • Golem attack range increased from 100 to 225
    • Golem Base Attack Time improved from 1.35 to 1.2
    • Golem HP regeneration increased from 15/20/25 to 15/30/45
    • Golem Permanent Immolation icon.png Permanent Immolation area of effect increased from 250 to 300
    • Golem Flaming Fists icon.png Flaming Fists chance reduced from 60% to 40%
    • Golem Flaming Fists icon.png Flaming Fists no longer pierces Spell Immunity.


  • Shadow Word icon.png Shadow Word duration increased from 9 to 11.
  • Upheaval icon.png Upheaval cooldown reduced from 50 to 50/46/42/38.


  • Upheaval icon.png Upheaval max duration increased from 12 to 16.


  • Fatal Bonds icon.png Fatal Bonds now links the closest units to the initial target, instead of randomly choosing targets in its AoE.
  • Upheaval icon.png Upheaval:
    • Cast range increased from 700 to 1200.
    • Duration increased from 10 to 12 .
  • Chaotic Offering icon.png Chaotic Offering:
    • Removed 100 impact damage.
    • Golem armor increased from 5/7/10 to 6/9/12.
    • Manacost increased from 200/250/300 to 200/300/400 .




  • Shadow Word icon.png Shadow Word damage/heal increased from 10/20/30/40 to 15/25/35/45 per second.



  • Chaotic Offering icon.png Golem's Flaming Fists icon.png Flaming Fists
    • Trigger chance increased from 40% to 60%.
    • Damage increased from 75/115/150 to 100/150/200.



  • Fatal Bonds icon.png Fatal Bonds
    • Link count increased from 2/3/4/5 to 3/4/5/6.
    • Casting range increased from 600 to 800.
  • Upheaval icon.png Upheaval cooldown decreased from 65 to 50.


  • Aghanim's Scepter icon.png Aghanim's Chaotic Offering icon.png Golem's HP and damage increased from 50% of original to 75%.





  • Fatal Bonds icon.png Fatal Bonds damage increased from 3.75/7.5/11.25/15% to 15%.
  • Fatal Bonds icon.png Fatal Bonds link count reduced from 5 to 2/3/4/5.


  • Upheaval icon.png Upheaval cooldown increased from 20 to 65 seconds.


  • Changed Fatal Bonds icon.png Fatal Bonds from damage to HP loss (numbers adjusted to keep it at the same effectiveness).


  • Changed Shadow Word damage type to Magical from Pure but adjusted the damage so it remains the same (unless you have extra magic resistance). The overall dps hasn't changed much, only its mechanics with different bonus resistances.


  • Changed Infernal HP from 900/1400/1900 to 900/1200/1500


  • Lowered Warlock's movement speed by 10
  • Nerfed Shadow Word casting range, increase cooldown and lowered damage per second
  • Increased Rain of Chaos cooldown


  • Increased Shadow Word cooldown


  • Added status icon for Fatal Bonds on heroes
  • Nerfed Fatal Bonds from 6/12/18/24 to 5/10/15/20
  • Lowered Shadow Word damage on enemy a bit
  • Nerfed Infernal a bit


  • Rain of Chaos cooldown now 100 seconds down from 120 seconds. Does not damage structures on impact.


See also[edit]