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Warlock

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Warlock
Warlock.png
Dire icon.png The Dire
Strength
18 + 2.5
Agility
10 + 1
Intelligence
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

Demnok Lannik the Warlock is a ranged intelligence hero and a good support. His Shadow Word ability makes for an excellent heal as well as a decent harassment tool, and 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.

Contents

[edit] Bio

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)

[edit] Abilities

Fatal Bonds
Blocked by Magic Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
Q
F
Fatal Bonds icon.png
Ability Affects Damage
Target Unit Enemies HP Removal
Binds several enemy units together, causing 20% of the damage dealt to one of them to be felt by the others.
Cast Range: 800
Radius: 575
Duration: 25
Max Bonded Units: 3/4/5/6
Percent Damage Shared: 20%
Cooldown 25 Mana 120
Blocked by Linken's Sphere. Blocked only if cast directly on holder.
An ancient incantation that links the vital energies of multiple lifeforms into one collective body.

Notes:

  • Damage will not disable abilities or items like Blink Dagger because it is HP Removal.
  • Any instance of damage above 6000 will not be calculated. A successful Culling Blade will NOT deal proportional damage to linked units, nor will |Ice Blast's shatter and Diffusal Blade's illusion removal.
  • Although the initial AoE is relatively small, once the debuff has been placed there is no maximum range on the bonds between affected units or heroes.
  • Links the closest units to the initial target, instead of randomly choosing targets in its AoE.

Shadow Word
Blocked by Magic Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
W
W
Shadow Word icon.png
Ability Affects Damage
Target Unit Units Magical
Demnok whispers an incantation, healing a friendly unit or damaging an enemy unit over time.
Cast Range: 500
Duration: 9
Damage Caused/ Healed Per Second: 15/25/35/45
Cooldown 16 Mana 90/110/130/150
Warlock arcane arts have a myriad of uses, allowing them to be powerful friendly enchantments or damaging curses.

Notes:

  • Heals/Damages a total of 135/225/315/405.

Upheaval
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Partially purgeable. Play
E
E
Upheaval icon.png
Ability Affects
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: 700
Max Duration: 16
Slow per Second: 7%/14%/21%/28% (max 84%)
Cooldown 50 Mana 100/110/120/130
Partially purgeable. Slow remaining after leaving area of effect can be purged.
Demnok manipulates space-time, impairing entire armies.

Notes:

  • Slow percentage is calculated based on duration of the channel, not by how long enemy was in the area of effect.

Chaotic Offering
Not blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
R
R
Chaotic Offering icon.png
Ability Affects Damage
Target Point Enemies Magical
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
Radius: 600
Stun Duration: 1
Number of Golems: 1 (2*)
Cooldown 165 Mana 200/300/400
Can be Improved by Aghanim's Scepter (* shows the improved values). Impact delay 0.3 seconds, summons 2 Golems with 75% hp and damage, and 50% bounty each.
Demnok unleashes the captive spirit in his Dreadwood staff, causing destruction in enemy ranks.

Notes:

  • Has a short delay before the stun and Golem summoning.
  • Stunned units cannot be purged of the effect.
  • Destroys trees in its area of effect.
  • A golem will die instantly if targeted by Diffusal Blade and take massive damage from most other purges.
  • Aghanim upgrade version has the exact same abilities as the former one.

[edit] Golem abilities

Warlock's Golem
Warlock Golem Portrait.png
Duration 60 seconds
Hit Points 900 / 1200 / 1500
(675 / 900 / 1125*)
Damage 75 / 100 / 125
(56 / 75 / 94*)
Armor 6 / 9 / 12
Movement Speed 320 / 340 / 360
Sight Range 1800/1800
Attack Range Melee
Attack Duration 0.26+
Base Attack Time 1.35
Bounty 100/150/200 (50/75/100*)
Experience 98
Notes 33% magic resistance.
*With Aghanim's Scepter.

Flaming Fists
Not blocked by Magic Immunity. Not blocked by Linken's Sphere.
Flaming Fists icon.png
Ability Affects Damage
Passive Enemies Universal
Grants a chance to deal extra damage to nearby units when attacking.
Chance: 60%
Damage: 100/150/200
Radius: 300 full damage, 350 half damage

Notes:

Permanent Immolation
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
Permanent Immolation icon.png
Ability Affects Damage
Passive Enemies Magical
Burns the Golem's nearby enemy units, with damage per second.
Radius: 250
Damage per second: 30/40/50

Notes:

  • Immolations of multiple golems stack.

[edit] Recommended items

Explanation:
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.

[edit] Equipment

[edit] Tips

  • 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. Bond 5 enemies together, and if they are all hit by a single area of effect spell or attack, the total damage will be almost doubled, since everyone of them will suffer 4x20% extra damage echoed from others.
  • 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.
  • 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 also have time to fall back.
  • When initiating, make sure to cast Fatal Bonds first, then Chaotic Offering; this way, you can output more damage against all your targets.
  • Your golem is tanky; when possible, use it to tank creeps or towers, so that you can dispose of them sooner.
  • You can heal the golem with your Shadow Word to increase its tankiness.
  • 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.
  • Although both Refresher Orb and 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 gives nice stats. Having both items will let you summon 4 golems at the same time.
  • 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. Having two golems from Aghanim's Scepter will cut the bounty of each golem in half.
  • Fatal Bonds and Venomancer's Poison Nova 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 ticking off.
  • Remember your role: as a support Hero, you should be leaving as much experience and gold as possible to the carry. While items like Aghanim's Scepter and Refresher Orb may seem so powerful, it's advised not to buy them too early, or not to buy them at all: concentrate on buying Wards, Dust and utility items like Mekansm, Force Staff, Necronomicon, Drum of Endurance or Eul's Scepter of Divinity first. Even Wards and Mekansm alone will certainly be more useful than a Warlock who stole kills from the carry, leaving them underfarmed and underleveled. Only acquire kills if the carry is unable to do so.

[edit] Trivia

  • 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 "Just 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.

[edit] Update history

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.


[edit] Balance changelog

6.80

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

6.79

  • 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 .

6.77

6.76

6.75

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

6.74

6.73

  • 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.

6.72c

6.72

  • 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.

6.71

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

6.70

6.69

6.68

6.66

  • 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.

6.65

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

6.52

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

[edit] Gallery

[edit] See also