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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
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 Time: 0.5+0
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 if Linken's holder is the primary target. No interaction otherwise.
An ancient incantation that links the vital energies of multiple lifeforms into one collective body.


  • The distance between the bonded units doesn't matter. Once bonded, they will always spread or receive the spread damage.
  • The spread damage is always sourced to Warlock. If a unit dies to the damage done by Fatal Bonds, Warlock is credited, no matter who caused the damage which got spread.
  • 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 independent 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 Time: 0.5+0.6
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 Area / 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 Time: 0.5+0
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 Area 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 Time: 0.5+0.7
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% stats and 50% 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
(Can be Improved by Aghanim's Scepter (* shows the improved values). 675/900/1125)
Health Regen 15/30/45
Damage 75/100/125
(Can be Improved by Aghanim's Scepter (* shows the improved values). 56/75/94)
Armor 6/9/12
Movement Speed 320/340/360
Sight Range 1800/1800
Attack Range Melee
Attack Duration 0.26+0.74
Base Attack Time 1.2
Bounty 100/150/200
(Can be Improved by Aghanim's Scepter (* shows the improved values). 50/75/100)
Experience 98
Notes Unit type: Creep-hero
magic resistance: 33%
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


  • Occurs when the golem attacks an enemy.
  • The radius is centered around the attacked target.
  • The damage hits the attack target aswell, not only nearby units.

Permanent Immolation
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged.
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]

Starting items:

  • A Healing Salve is generally required in all starting item builds, whether to heal yourself or apply it to your carry. A Tango is also highly recommended, as Shadow Word is an inefficient way of healing teammates due to its disproportionate mana cost during the laning stage.
  • As a support, a Clarity is recommended in order to take advantage of your spells when they are needed. A Clarity can guarantee at least one more additional cast of Shadow Word or any of your other spells.
  • Ring of Protection is helpful for protecting Warlock against enemy harass damage, and allows you to build a Ring of Basilius from the Side Lane Shop.
  • Iron Branches should be used to fill out the rest of your inventory, as the stats they provide can be very useful in the early game. They can be used to complete a Magic Wand, or build Mekansm components.

Early game:

  • Magic Stick is recommended for most heroes. In Warlock's case, his low base Strength means that he is relatively easy to kill in the early game, so having the ability to heal yourself for 150 HP instantly is very helpful. The 150 MP also allows you to cast at least one more spell in a teamfight if your mana is low.
  • Boots of Speed are important on any support. In Warlock's case, the flexibility of Shadow Word means that positioning yourself quickly to cast it on an ally or enemy can help to secure a kill on the enemy or save an ally from death.
  • A Bracer provides additional attributes and bonus Strength to bulk up Warlock's small initial health pool, greatly increasing his survivability in fights.
  • Ring of Basilius is useful for providing armor and mana regen during the laning stage, as well as pushing a lane if needed by turning the aura on. It is best disassembled and the components recycled for use in other items, however, as Warlock's high base Intelligence as well as growth ensure that a Sage's Mask is more effective early on due to its percentage-based regen bonus.

Core items:

  • A Magic Wand has all the benefits of a Magic Stick, as well as additional stats to increase your survivability. Using stored charges can give Warlock enough mana to cast almost any spell in his arsenal, and can often be enough to cast your ultimate if you're low.
  • Arcane Boots are important in aiding Warlock's ability to support his team. As he can already heal his teammates with Shadow Word, replenishing their mana as well as Warlocks ensures that your team is ready to fight at any time, or that your carry can continue farming without having to return to base as quickly.
  • Aghanim's Scepter should be considered a luxury item if you are playing a heavy support role, but it is also one of the most important items that Warlock should purchase as a core farmer. The ability to summon two Golems with your ultimate can inflict significantly more damage against the enemy as neither Permanent Immolation or Flaming Fists have their effectiveness reduced.
  • Due to Warlock's flexible nature and powerful spells, a Town Portal Scroll should always be on hand should it be needed. Warlock's ability to heal teammates in emergency situations and disrupt the enemy formation with his spells should never be discounted.

Situational items:

  • Refresher Orb is a very powerful luxury item in that it allows Warlock to use his ultimate twice, whether it has been upgraded by Aghanim's Scepter or not, as well as cast his other spells in succession. Priority should be given to increasing the size of Warlock's mana pool should this be purchased, though, as his ultimate and Refresher Orb's active can cost a total of up to 1175 mana.
  • Scythe of Vyse gives Warlock a much larger mana pool as well as regeneration, and shores up his other stats as well. The items active ability also gives him a powerful ranged disable to use against the enemy in many situations.
  • Necronomicon gives Warlock additional Strength and Intelligence, both of which are very useful on him, as well as the ability to summon Necronomicon Warriors to a teamfight, synergizing well with his ability to summon a Golem. The minions greatly add to Warlock's teamfight contribution and can be useful to control while channeling Upheaval.
  • Drum of Endurance can be upgraded from Bracer, and gives Warlock all-around additional stats. It is useful to purchase to give Warlock more survivability, as the active can be helpful during chases or when fleeing.
  • Pipe of Insight is a powerful support item that gives Warlock another tool with which to protect his teammates. The item's active ability can shield allies from magical damage for a short period of time, enough to blunt their initial wave of magic nukes.
  • Mekansm is another powerful support item that synergizes well with Warlock's Shadow Word, allowing him to heal teammates and keep them in the fight. The item's mana cost is of little consequence to Warlock as his high Intelligence growth ensures that he will almost always have the mana to use it.
  • Veil of Discord is a useful utility item that boosts Warlock's stats across the board and gives him more armor. As Fatal Bonds already amplifies the power of area-of-effect magic nukes that hit multiple enemies, increasing that further by reducing enemies' magic resistance with the item's active ability can greatly magnify the amount of damage dealt.



  • In general, Warlock should be played as a support hero rather than as a farming hero. As such, it should default to him to purchase the Animal Courier (Radiant) icon.png Animal Courier, and upgrade it as needed, as well as Observer Ward icon.png Observer Wards and Sentry Ward icon.png Sentry Wards throughout the course of a match.
  • Fatal Bonds icon.png Fatal Bonds is a very powerful teamfight ability, as it can cause area-of-effect spells that hit all bonded units to deal more than twice its listed damage to each foe. While it should not be the first spell that you max out, it should still be a priority spell to level up, and cast as early as possible in a teamfight.
    • When deciding at what time to skill Fatal Bonds, it should be kept in mind how active your team will be in engaging the foe in major teamfights. If you do not expect to encounter 5-vs-5 teamfights often, then it is safe to level up your other abilities first. However, if the enemy team is employing an early pushing strategy, threatening them with large amounts of shared damage that is magnified by area-of-effect nukes can give them pause.
    • Keep in mind that Fatal Bonds damage is reduced by each individual target's resistances, so dealing reduced damage to an enemy with high armor or magic resistance will not propagate that reduction to other shackled units. However, the reverse also applies, as dealing large amounts of damage to an enemy with little armor or magic resistance will not amplify the damage shared by an enemy that is more resilient.
  • Shadow Word icon.png Shadow Word is Warlock's most flexible spell, capable of healing allies or damaging enemies. It should be the first spell to max out in most situations, as it can serve as a powerful nuke or a life-saving heal at any point in a match.
    • Shadow Word costs 90 mana to heal/damage 165 HP at level 1, and will consume almost a third of your mana pool to do so. Therefore, it is wise to avoid casting the spell at level 1 if at all possible, as it becomes much more efficient with additional levels.
    • Beware that although Shadow Word can heal a single ally by almost 500 HP, it takes time to do so. Therefore, it should be cast as early as possible when a situation arises, so that your ally is not put in a situation where they might not have enough HP to survive long enough to benefit from the healing buff.
  • Upheaval icon.png Upheaval is a very large area slow with a very long cast range, capable of inflicting a slow from up to 1850 range away. Its drawback is that the slow takes time to build up, and ramps up very slowly at early levels. Try to avoid channeling the spell unless it is at least level 2 or 3, as it is otherwise a waste of mana.
    • Keep in mind, Upheaval becomes stronger based on how long it is channeled, not how long an enemy was standing in it, and that the slow sticks on the target up to 3 seconds after leaving the area. Because of this, it is more effective to pre-emptively channel Upheaval where the enemy wants to pass through to give it time to build up, rather than casting the whirlpool on top of a foe's current location.
    • Be sure to take advantage of Upheaval's long cast range whenever possible. The enemy will be sure to attempt to disable you to interrupt the channeling, however you can make this much harder for them by forcing them to find you first. You can shield yourself behind teammates, from inside the treeline or on high ground, and even cast it from an unexpected angle so that they search in the wrong place.
    • Upheaval's primary use comes right after initiating or counter-initiating with your ultimate and Fatal Bonds, as you can use the slow to greatly hinder enemy heroes' ability to escape while your Golem goes to work on them. The enemy may choose to expend one of their disables to interrupt your channeling, however this can also be a positive outcome as they will then have one less disable to expend on your teammates.
    • Upheaval can also be used effectively against solo targets once it is high enough level and combined with a leading stun to give you time to build up the slow. Provided that your teammates have enough damage output, slowing the enemy down can be much more beneficial than attacking with Warlock's right-clicks.
    • In a pinch, Upheaval can be used to cover retreats, or for area denial. Casting the spell on an area that the enemy wants to traverse can give them pause, as walking into an active Upheaval will slow them down much more than if it was cast on top of them. This can be useful for giving teammates space to run away, or for preventing the enemy from entering an area that they wish to go (such as pushing up high ground into your base, or into/out of Roshan's pit).
    • Beware, Upheaval is a percent-based movement speed slow, and as such can be ignored by certain abilities such as Centaur Warrunner icon.png Centaur Warrunner's Stampede icon.png Stampede, Weaver icon.png Weaver's Shukuchi icon.png Shukuchi, Dark Seer icon.png Dark Seer's Surge icon.png Surge, and so on. Be sure that you know what abilities the enemy has that can ignore Upheaval's debuff, and plan accordingly.
  • Chaotic Offering icon.png Chaotic Offering is your most powerful teamfight spell, as it will stun all enemies in the impact area, through spell immunity, and summon a Golem to do your bidding. This can often be enough to completely disrupt the enemy's formation and give your team enough time to capitalize on the situation.
    • It can be useful at times to cast Shadow Word on your Golem, in order to heal it and prolong its lifespan. The longer the Golem is alive, the more damage it can deal.
    • When chasing fleeing heroes with your Golem, do not stop to attack them. Instead, keep it moving with them, so that the Permanent Immolation can do its damage.
    • Do not let the Golem die needlessly to the enemy, 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 last-hit it.
    • Beware, Diffusal Blade icon.png Diffusal Blade's active purge can instantly kill summoned units, your Golem included. If you know that the enemy has one, it is wise to try to bait out the purge before casting your ultimate, or rush an Aghanim's Scepter and/or Refresher Orb to ensure that you have at least one Golem to use on the enemy after they use their Diffusal Blade.
  • Warlock can benefit from building many other items other than those listed as recommended:
    • As noted earlier, Warlock should generally carry at least some of the support duties on his team. This means that Animal Courier (Radiant) icon.png Animal Courier, Flying Courier (Radiant) icon.png Flying Courier, Observer Ward icon.png Observer Ward, Sentry Ward icon.png Sentry Ward, and other support items such as Dust of Appearance icon.png Dust of Appearance and Smoke of Deceit icon.png Smoke of Deceit should all take priority.
    • Urn of Shadows icon.png Urn of Shadows synergizes well with Shadow Word, as it performs many of the same roles and augments Warlock's flexibility further. It is useful to build if you do not intend on buying a Bracer as the Strength and mana regen are very useful, and can be useful to purchase if nobody else on your team can reliably build an Urn.
    • Medallion of Courage icon.png Medallion of Courage has a myriad of uses for Warlock. As a ranged support he can use it to support a carry from a distance either by placing the debuff on an enemy or by placing the buff on an ally. The same can be applied to the Golem, either to extend its survivability or weaken its target. Finally, it can be used on Roshan to help your team kill him faster.
    • Force Staff icon.png Force Staff is a good utility item on any support hero, and is no exception for Warlock. While Warlock is not very demanding on positioning, the ability to quickly displace yourself or a teammate/enemy in various situations can be very important.
    • Ghost Scepter icon.png Ghost Scepter can be helpful if Warlock is constantly being focused down by the enemy's physical right-clickers. Using Ghost Scepter's active can shield Warlock from Physical damage for some seconds, allowing him to cast his spells as needed.
    • Shadow Amulet icon.png Shadow Amulet can be useful to purchase if you intend on casting Upheaval frequently. As Warlock often has to channel the spell for at least a few seconds for it to reach full potency, hiding yourself from basic sight can increase your safety and keep the enemy guessing on your location, as the spell's cast range allows you to employ the spell from a fairly safe distance and an angle of your choosing.


  • 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 icon.png Disruptor and Axe icon.png Axe, as he comes from the Oglodi tribe.
  • Warlock's response Play "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.
  • The response Play "Bloodied but unbowed" when respawning is a reference to William Ernest Henley's poem "Invictus".[1]
  • 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]


  1. "Invictus", by William Ernest Henley.