(updated ward damage based on in-game tooltip) |
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| intelligence = 15 |
| intelligence = 15 |
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| intelligence growth = 1.75 |
| intelligence growth = 1.75 |
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− | | damage min = |
+ | | damage min = 41 |
− | | damage max = |
+ | | damage max = 43 |
| armor = 3.08 |
| armor = 3.08 |
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− | | movement speed = |
+ | | movement speed = 285 |
| attack range = 450 |
| attack range = 450 |
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| attack point = 0.3 |
| attack point = 0.3 |
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| name = Lesale Deathbringer |
| name = Lesale Deathbringer |
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| title = Venomancer |
| title = Venomancer |
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− | | quote = |
+ | | quote = No necromancer shall raise what the venomancer puts down. |
− | | soundclip = |
+ | | soundclip = venm_kill_07.mp3 |
| lore = 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. |
| lore = 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. |
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}} |
}} |
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| name = Venomous Gale |
| name = Venomous Gale |
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| image = Venomous_Gale |
| image = Venomous_Gale |
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+ | | sound = Venomous gale |
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| description = Launches a ball of venom in a line, poisoning enemy units so that they take both initial damage and damage over time, as well as suffering slowed movement. Venomous Gale deals damage every 3 seconds over its duration. |
| description = Launches a ball of venom in a line, poisoning enemy units so that they take both initial damage and damage over time, as well as suffering slowed movement. Venomous Gale deals damage every 3 seconds over its duration. |
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| lore = A concoction of various stings, poisons, and toxins gathered from the jungles of Jidi Isle, victims surviving it are rare. |
| lore = A concoction of various stings, poisons, and toxins gathered from the jungles of Jidi Isle, victims surviving it are rare. |
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| bkbblock = Partially |
| bkbblock = Partially |
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| purgeable = No |
| purgeable = No |
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− | | bkbtext = Becoming magic immune while under its effects blocks damage but does not remove the movement slow debuff. |
+ | | bkbtext = Becoming magic immune while under its effects blocks damage but does not remove the movement slow debuff. Otherwise fully blocked. |
| linkenblock = No |
| linkenblock = No |
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| key = Q |
| key = Q |
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| move speed = 0 |
| move speed = 0 |
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| sight range day = 1200 |
| sight range day = 1200 |
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− | | sight range night = |
+ | | sight range night = 800 |
| attack range = 600 |
| attack range = 600 |
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| missile speed = 1900 |
| missile speed = 1900 |
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| name = Plague Ward |
| name = Plague Ward |
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| image = Plague_Ward |
| image = Plague_Ward |
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+ | | sound = Plague ward |
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| description = Summons a plague ward to attack enemy units and structures. The ward is immune to magic. |
| description = Summons a plague ward to attack enemy units and structures. The ward is immune to magic. |
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| lore = A mixture of his old herbalist talents and newfound toxic mastery creates a living embodiment of plague. |
| lore = A mixture of his old herbalist talents and newfound toxic mastery creates a living embodiment of plague. |
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| value3 = 75/200/325/450 |
| value3 = 75/200/325/450 |
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| trait4 = Ward Damage |
| trait4 = Ward Damage |
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− | | value4 = |
+ | | value4 = 10/19/29/38 |
| notes = * Wards deal [[Damage_Types#Piercing_Damage|Piercing Damage]]. |
| notes = * Wards deal [[Damage_Types#Piercing_Damage|Piercing Damage]]. |
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− | |||
* Wards have [[File:Poison Sting icon.png|16px]] [[#Poison Sting|Poison Sting]] for 50% of the damage at the current skilled level (When both Venomancer and a Plague Ward affect a target, only the highest dps is applied). |
* Wards have [[File:Poison Sting icon.png|16px]] [[#Poison Sting|Poison Sting]] for 50% of the damage at the current skilled level (When both Venomancer and a Plague Ward affect a target, only the highest dps is applied). |
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− | |||
* Creeps will ignore Plague Wards in favor of attacking you or any creeps present, as will Towers. |
* Creeps will ignore Plague Wards in favor of attacking you or any creeps present, as will Towers. |
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− | |||
* Most narrow pathways, and certain wider pathways, can be completely blocked off by one or more Plague Wards, making passage impossible. |
* Most narrow pathways, and certain wider pathways, can be completely blocked off by one or more Plague Wards, making passage impossible. |
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− | |||
* Use Plague Wards to scout up cliffs and other places where enemies might lie in ambush. |
* Use Plague Wards to scout up cliffs and other places where enemies might lie in ambush. |
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⚫ | |||
− | |||
⚫ | |||
}} |
}} |
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| name = Poison Nova |
| name = Poison Nova |
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| image = Poison_Nova |
| image = Poison_Nova |
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+ | | sound = Poison nova |
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| ultimate = Yes |
| ultimate = Yes |
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| description = A spreading ring of poison that does damage over time to enemy units around Venomancer. Poison Nova's effect cannot bring units below 1 HP. |
| description = A spreading ring of poison that does damage over time to enemy units around Venomancer. Poison Nova's effect cannot bring units below 1 HP. |
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| aghanimsupgrade = Increases damage and duration, and decreases cooldown. |
| aghanimsupgrade = Increases damage and duration, and decreases cooldown. |
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| bkbblock = Partially |
| bkbblock = Partially |
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− | | bkbtext = Becoming magic immune while under its effects blocks damage but does not remove the debuff. |
+ | | bkbtext = Becoming magic immune while under its effects blocks damage but does not remove the debuff. Otherwise fully blocked. |
| purgeable = No |
| purgeable = No |
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| linkenblock = no |
| linkenblock = no |
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| trait3 = Damage Per Second |
| trait3 = Damage Per Second |
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| value3 = 36/58/81 (58/81/108*) |
| value3 = 36/58/81 (58/81/108*) |
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− | | notes =* Deals a total of |
+ | | notes =* Deals a total of 468/870/1296 (870/1296/1836*) damage. |
* Cannot deal lethal damage (target will be left with 1 HP). |
* Cannot deal lethal damage (target will be left with 1 HP). |
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* Can hit [[invisible]] units. |
* Can hit [[invisible]] units. |
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==Tips== |
==Tips== |
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* [[Venomancer#Plague Ward|Plague Wards]] deal weak damage in sparse numbers, but their power becomes significant when massed. |
* [[Venomancer#Plague Ward|Plague Wards]] deal weak damage in sparse numbers, but their power becomes significant when massed. |
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− | * There is a temptation upon being killed to use [[Venomancer#Poison Nova|Poison Nova]] out of spite. Resist this urge; as it is intended for initiation purposes and its cooldown, |
+ | * There is a temptation upon being killed to use [[Venomancer#Poison Nova|Poison Nova]] out of spite. Resist this urge; as it is intended for initiation purposes and its cooldown, unless you have a [[Aghanim's Scepter|Scepter]] at the skill's 3rd level, is not negligible. |
* Disabling or positioning items like [[Eul's Scepter of Divinity]], [[Orchid Malevolence]], [[Force Staff]], [[Blink Dagger]] or [[Shadow Blade]] are very wise to build on Venomancer, as his frailty and lack of easily-used escape mechanisms are his Achilles' heel. |
* Disabling or positioning items like [[Eul's Scepter of Divinity]], [[Orchid Malevolence]], [[Force Staff]], [[Blink Dagger]] or [[Shadow Blade]] are very wise to build on Venomancer, as his frailty and lack of easily-used escape mechanisms are his Achilles' heel. |
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* Use Plague Wards constantly in order to provide vision of your neighboring area, especially when across the river and inside enemy territory. |
* Use Plague Wards constantly in order to provide vision of your neighboring area, especially when across the river and inside enemy territory. |
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* Keep Venomous Gale off cooldown during pushes, as its cooldown is quite long and you may need it at any time. |
* Keep Venomous Gale off cooldown during pushes, as its cooldown is quite long and you may need it at any time. |
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* When chasing an enemy, constantly put Plague Wards ahead of them to maintain sight. |
* When chasing an enemy, constantly put Plague Wards ahead of them to maintain sight. |
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− | * Note that the Valve recommended items are not for playing a support style Venomancer. To play support, starting items should include [[Observer Wards]] or [[Courier]] (or both), early game should be [[Observer Wards]]/[[Sentry Wards]] and [[Boots of Speed]], and core should be [[Phase Boots]]/[[Power Treads]], and [[Mekansm]]. Everything else listed would be luxury. |
+ | * Note that the Valve recommended items are not for playing a support style Venomancer. To play support, starting items should include [[Observer Wards]] or [[Courier]] (or both), early game should be [[Observer Wards]]/[[Sentry Wards]] and [[Boots of Speed]], and core should be [[Phase Boots]]/[[Power Treads]]/[[Arcane Boots]], and [[Mekansm]]. Everything else listed would be luxury. |
== Trivia == |
== Trivia == |
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* Venomancer's name, Lesale, may be a reference to "Le Sale", which is French for "The Dirty" or "The Nasty". |
* Venomancer's name, Lesale, may be a reference to "Le Sale", which is French for "The Dirty" or "The Nasty". |
||
− | * In DotA, Venomancer's hero model was a hydralisk. Hydralisks are type of infantry unit in the RTS game ''Starcraft'', which was also made by Blizzard. Hydralisks are a very common and well-known image in the game. |
+ | * In DotA, Venomancer's hero model was a hydralisk. Hydralisks are a type of infantry unit in the RTS game ''Starcraft'', which was also made by Blizzard. Hydralisks are a very common and well-known image in the game. |
== Update history == |
== Update history == |
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== Balance changelog == |
== Balance changelog == |
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{{Update History| |
{{Update History| |
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+ | '''6.80''' |
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+ | * Base damage reduced by 5 |
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+ | * Base HP regen reduced from 0.75 to the default 0.25 |
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+ | '''6.79c''' |
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+ | * {{Ability ID|Plague Ward|Venomancer}} night vision reduced from 1200 to 800. |
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+ | * Base movement speed reduced from 290 to 285. |
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'''6.79''' |
'''6.79''' |
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* [[File:Poison Nova icon.png|16px]] [[#Poison Nova|Poison Nova]] no longer ignores invis/fogged units. |
* [[File:Poison Nova icon.png|16px]] [[#Poison Nova|Poison Nova]] no longer ignores invis/fogged units. |
Revision as of 11:23, 25 March 2014
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Lesale Deathbringer the Venomancer is a ranged agility hero who is focused on dealing damage over time and slowing enemies down. He is not granted with a big amount of base attack and attribute gain, but he can bring enormous area damage with his poisonous abilities. Venomancer can unleash a Venomous Gale to enemies in a straight line, infecting them, damaging and slowing them over time. His attacks are hazardous thanks to his lethal Poison Sting, which adds a toxic effect to his normal attacks, poisoning opposing Heroes for a duration. Plague Ward, his next ability, 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, the damage it inflicts is tremendous, the duration is very long, and it affects an area around him. It is mostly used to initiate battles, since Poison Nova isn't a killing type spell. When used altogether, 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.
Bio
Abilities
- Units afflicted by Venomous Gale can be denied by their allies when their HP drops below 25% of their maximum health. This applies to Venomous Gale level 1 despite the lack of damage over time.
- Slow starts at 50% and decreases as time passes.
- Total damage dealt is 25/200/375/550.
- Can be lethal. (Damage from Venomous Gale can kill enemies)
- Can hit invisible units.
- The slowdown is equally powerful at all levels of the spell, which makes it a very useful spell even with only one point invested.
- Poison Sting damage can be lethal. (Damage from Poison Sting can kill enemies)
- Deals a total of 30/90/180/300 damage.
- This skill does not allow for heroes to be denied.
- Movement slow debuff applies to magic immune (non-mechanical) units.
- Poison Sting damage doesn't cancel healing or disable Blink Dagger.
Plague Ward | ||||||||||||||||||||||||||||||
150px | ||||||||||||||||||||||||||||||
Creep | ||||||||||||||||||||||||||||||
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N/A
Enemies
- Wards deal Piercing Damage.
- Wards have Poison Sting for 50% of the damage at the current skilled level (When both Venomancer and a Plague Ward affect a target, only the highest dps is applied).
- Creeps will ignore Plague Wards in favor of attacking you or any creeps present, as will Towers.
- Most narrow pathways, and certain wider pathways, can be completely blocked off by one or more Plague Wards, making passage impossible.
- Use Plague Wards to scout up cliffs and other places where enemies might lie in ambush.
- Wards give 1200 vision during the day, and 800 vision at night.
- Deals a total of 468/870/1296 (870/1296/1836*) damage.
- Cannot deal lethal damage (target will be left with 1 HP).
- Can hit invisible units.
Recommended items
Template:Recommendeditems
Tips
- Plague Wards deal weak damage in sparse numbers, but their power becomes significant when massed.
- There is a temptation upon being killed to use Poison Nova out of spite. Resist this urge; as it is intended for initiation purposes and its cooldown, unless you have a Scepter at the skill's 3rd level, is not negligible.
- Disabling or positioning items like Eul's Scepter of Divinity, Orchid Malevolence, Force Staff, Blink Dagger or Shadow Blade are very wise to build on Venomancer, as his frailty and lack of easily-used escape mechanisms are his Achilles' heel.
- Use Plague Wards constantly in order to provide vision of your neighboring area, especially when across the river and inside enemy territory.
- Early game, if you use Plague Wards during your laning phase, try to deny them or they will provide a gold bounty for enemy heroes.
- Keep Venomous Gale off cooldown during pushes, as its cooldown is quite long and you may need it at any time.
- When chasing an enemy, constantly put Plague Wards ahead of them to maintain sight.
- Note that the Valve recommended items are not for playing a support style Venomancer. To play support, starting items should include Observer Wards or Courier (or both), early game should be Observer Wards/Sentry Wards and Boots of Speed, and core should be Phase Boots/Power Treads/Arcane Boots, and Mekansm. Everything else listed would be luxury.
Trivia
- Venomancer's name, Lesale, may be a reference to "Le Sale", which is French for "The Dirty" or "The Nasty".
- In DotA, Venomancer's hero model was a hydralisk. Hydralisks are a type of infantry unit in the RTS game Starcraft, which was also made by Blizzard. Hydralisks are a very common and well-known image in the game.
Update history
Template:Update History
Balance changelog
Template:Update History
Replaced Abilities
- Slow starts at 50% and decreases as time passes.
- Total damage dealt is 100/170/270/350.
Gallery
Model and icons before November 21, 2013 Patch
See also
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Template:HeroNav