Dota 2 Wiki
m (→‎Abilities: poison nova does an instance of damage when the debuff is applied and after the full duration when the debuff is removed. total damage = (duration + 1) * damage)
(→‎Abilities: removed supposed tips in the Notes area. It's not the proper place)
(15 intermediate revisions by 12 users not shown)
Line 39: Line 39:
 
| name = Venomous Gale
 
| name = Venomous Gale
 
| image = Venomous_Gale
 
| image = Venomous_Gale
  +
| sound = Venomous gale
 
| 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.
 
| 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.
Line 69: Line 70:
 
* Total damage dealt is 25/200/375/550.
 
* Total damage dealt is 25/200/375/550.
 
* Can be '''lethal'''. (Damage from Venomous Gale can kill enemies)
 
* Can be '''lethal'''. (Damage from Venomous Gale can kill enemies)
 
 
* Can hit [[invisible]] units.
 
* 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.
 
 
}}
 
}}
 
{{Ability
 
{{Ability
Line 96: Line 96:
 
| notes =* Poison Sting damage can be lethal. (Damage from Poison Sting can kill enemies)
 
| notes =* Poison Sting damage can be lethal. (Damage from Poison Sting can kill enemies)
 
* Deals a total of 30/90/180/300 damage.
 
* Deals a total of 30/90/180/300 damage.
* This skill does not allow for heroes to be [[Deny#Denying|denied]].
+
* This ability does not allow for heroes to be [[Deny#Denying|denied]].
 
* Movement slow debuff applies to [[magic immune]] (non-mechanical) units.
 
* Movement slow debuff applies to [[magic immune]] (non-mechanical) units.
 
* Poison Sting damage doesn't cancel healing or disable [[Blink Dagger]].
 
* Poison Sting damage doesn't cancel healing or disable [[Blink Dagger]].
  +
* Poison Sting applied by illusions will only apply the slow, even though the damage numbers appear.
 
}}
 
}}
 
{{Unit infobox
 
{{Unit infobox
Line 105: Line 106:
 
| duration = 40
 
| duration = 40
 
| hp = 75/200/325/450
 
| hp = 75/200/325/450
| damage = 9-11/17-21/26-32/34-42
+
| damage = 9-11/17-21/26-32/34-42 ([[Damage types|Piercing damage]])
 
| armor = 0
 
| armor = 0
 
| move speed = 0
 
| move speed = 0
Line 121: Line 122:
 
| name = Plague Ward
 
| name = Plague Ward
 
| image = Plague_Ward
 
| image = Plague_Ward
  +
| sound = Plague ward
 
| 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.
 
| 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.
 
| ability = Target Point
 
| ability = Target Point
 
| affects = Enemies
 
| affects = Enemies
| damagetype = Piercing
 
 
| key = E
 
| key = E
 
| legacy key = W
 
| legacy key = W
Line 137: Line 138:
 
| value3 = 75/200/325/450
 
| value3 = 75/200/325/450
 
| trait4 = Ward Damage
 
| trait4 = Ward Damage
| value4 = 11/21/32/42
+
| value4 = 10/19/29/38
 
| notes = * 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).
| notes = * Wards deal [[Damage_Types#Piercing_Damage|Piercing Damage]].
 
  +
* Enemy lane creeps and Towers will target Plague Wards at a lower priority than Heroes or creeps.
* 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).
 
 
* Some pathways can be completely blocked off by one or more Plague Wards.
* 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.
 
* Wards give 1200 vision during the day, and 800 vision at night.
 
}}
 
}}
Line 149: Line 148:
 
| name = Poison Nova
 
| name = Poison Nova
 
| image = Poison_Nova
 
| image = Poison_Nova
  +
| sound = Poison nova
 
| ultimate = Yes
 
| ultimate = Yes
 
| 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.
Line 163: Line 163:
 
| legacy key = V
 
| legacy key = V
 
| mana=200/300/400
 
| mana=200/300/400
| cooldown=140/120/100 (60*)
+
| cooldown=140/120/100 (140/120/60*)
 
| trait1 = Radius
 
| trait1 = Radius
 
| value1 = 830
 
| value1 = 830
Line 186: Line 186:
 
* [[Magic Stick]] provides good regeneration, especially if you're laning against opponents who keep casting their abilities.
 
* [[Magic Stick]] provides good regeneration, especially if you're laning against opponents who keep casting their abilities.
 
* [[Boots of Speed]] grant more movement speed.
 
* [[Boots of Speed]] grant more movement speed.
* [[Ring of Aquila]] solves most of your problems in the early game. It gives mana regeneration, which is very needed, good stats and some armor. All of this can also make pushing a bit easier.
+
* [[Ring of Aquila]] solves most of your problems in the early game. It gives mana regeneration, which is very needed, good attributes and some armor. All of this can also make pushing a bit easier.
 
'''Core items:'''
 
'''Core items:'''
* [[Magic Wand]] gives stats and regeneration: it's always handy to have this item for emergencies.
+
* [[Magic Wand]] gives attributes and regeneration: it's always handy to have this item for emergencies.
 
* [[Power Treads]] allow you to gain extra mana for a spell if switched to Intelligence (a boon in early-game) and allow for more durability in Strength mode or more damage in Agility, meaning that for Venomancer they are very useful in all three iterations.
 
* [[Power Treads]] allow you to gain extra mana for a spell if switched to Intelligence (a boon in early-game) and allow for more durability in Strength mode or more damage in Agility, meaning that for Venomancer they are very useful in all three iterations.
 
* [[Aghanim's Scepter]] greatly increases the killing potential of your ultimate: it will deal 1728 non-lethal damage without counting magic resistance, making it perfect for initiations while assisted by teammates.
 
* [[Aghanim's Scepter]] greatly increases the killing potential of your ultimate: it will deal 1728 non-lethal damage without counting magic resistance, making it perfect for initiations while assisted by teammates.
Line 195: Line 195:
 
* [[Blink Dagger]] is the best choice if you are your team's main initiator. Use it to position yourself before casting your [[Venomancer#Poison Nova|Poison Nova]] and/or your [[Venomancer#Venomous Gale|Venomous Gale]].
 
* [[Blink Dagger]] is the best choice if you are your team's main initiator. Use it to position yourself before casting your [[Venomancer#Poison Nova|Poison Nova]] and/or your [[Venomancer#Venomous Gale|Venomous Gale]].
 
* [[Shadow Blade]] gives more damage, more attack speed and a reliable escape mechanism. You can also use its ability to sneak close to the opponents and cast your ultimate.
 
* [[Shadow Blade]] gives more damage, more attack speed and a reliable escape mechanism. You can also use its ability to sneak close to the opponents and cast your ultimate.
* [[Butterfly]] grants really good stats and good evasion, making it a very expensive but useful item both offensively and defensively.
+
* [[Butterfly]] grants really good attributes and good evasion, making it a very expensive but useful item both offensively and defensively.
 
* [[Orchid Malevolence]] will probably solve all of your mana problems. Apart from that, it gives more damage and more attack speed, as well as a silence which is useful both if playing as a semi-carry or if playing as a support.
 
* [[Orchid Malevolence]] will probably solve all of your mana problems. Apart from that, it gives more damage and more attack speed, as well as a silence which is useful both if playing as a semi-carry or if playing as a support.
* [[Manta Style]] is especially good if you've played aggressively and got a lot of kills: more stats, more movement speed and an ability that allows you to create illusions are what you need if you had a good start and already have some other items that increase your damage.
+
* [[Manta Style]] is especially good if you've played aggressively and got a lot of kills: more attributes, more movement speed and an ability that allows you to create illusions are what you need if you had a good start and already have some other items that increase your damage.
 
}}
 
}}
   
 
==Tips==
 
==Tips==
 
* [[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.
* 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.
+
* 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 ability'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.
 
* 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.
Line 209: Line 209:
 
* 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.
 
* 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.
 
* 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.
  +
*Buying an [[Orb of Venom]] is a cheap way to increase your slowing potential in the early game, as it stacks with Poison Sting, also applying good DOT for better harassment. This can later be upgraded to the [[Eye of Skadi]], massively increasing the slow and providing additional attributes for Venomancer.
   
 
== Trivia ==
 
== Trivia ==
 
* 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 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.
 
* 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.
  +
  +
== Equipment ==
  +
{{Template:Equipment Venomancer}}
   
 
== Update history ==
 
== Update history ==
Line 286: Line 290:
 
{{Update History|
 
{{Update History|
 
'''6.80'''
 
'''6.80'''
* Base damage reduced by 5
+
* Base damage reduced by 5.
* Base HP regen reduced from 0.75 to the default 0.25
+
* Base HP regen reduced from 0.75 to the default 0.25.
  +
 
'''6.79c'''
 
'''6.79c'''
 
* {{Ability ID|Plague Ward|Venomancer}} night vision reduced from 1200 to 800.
 
* {{Ability ID|Plague Ward|Venomancer}} night vision reduced from 1200 to 800.

Revision as of 11:56, 22 July 2014

Venomancer
Unknown Hero icon
Strength attribute symbol
Agility attribute symbol
Intelligence attribute symbol
18 + 1.85
22 + 2.6
15 + 1.75
Level 0 1 15 25 30
Health 120 516 1066 1748 1990
+0.25 +2.05 +4.64 +7.69 +8.82
Mana 75 255 543 903 1023
+0 +0.75 +1.98 +3.45 +3.99
Armor 3.08 6.75 12.81 19.15 21.65
Magic Resist 25% 26.5% 28.95% 31.9% 32.98%
Damage Block -
Damage

1
1

23
23

59
59

97
97

112
112

Attack Rate 0.59/s 0.72/s 0.93/s 1.16/s 1.24/s
Attack Range U 450 ( ? )
Attack Speed 100 (1.7s BAT)
Attack Animation 0.3 + 0.7
Projectile Speed
Move Speed 285 (Nighttime 315)
Turn Rate Takes 0.262s to turn 180°. 0.4
Collision Size 27
Bound Radius 24
Vision Range (G) 1800 (Nighttime 800)
Gib Type Default
Internal Not Provided

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

Venomancer minimap iconLesale Deathbringer, the Venomancer
▶️ "No necromancer shall raise what the venomancer puts down."
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.
Voice:
[[Voice actors#|]] (Responses)

Abilities

Venomous Gale
Not blocked by Linken's Sphere. Partially pierces spell immunity. QE
Ability
N/A
Affects
Enemies
Damage
Magical
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.
Range: 800
Radius: 125
Duration: 15
Strike Damage: 25/50/75/100
Periodic Damage: 0/30/60/90
Periodic Damage Interval: 3
Cooldown symbol
 22
Mana symbol
 125
A concoction of various stings, poisons, and toxins gathered from the jungles of Jidi Isle, victims surviving it are rare.

  • 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.

Poison Sting
Can be used by illusions. Partially pierces spell immunity. WT
Ability
N/A
Affects
Enemies
Damage
Magical
Adds poison damage to Venomancer's normal attacks, slowing movement speed.
Duration: 6/9/12/15
Damage Per Second: 5/10/15/20
Movement Speed Slow: 11%/12%/13%/14%
The paralytic sting of the creature which caused his transformation now belongs to the Venomancer.

  • Poison Sting damage can be lethal. (Damage from Poison Sting can kill enemies)
  • Deals a total of 30/90/180/300 damage.
  • This ability 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.
  • Poison Sting applied by illusions will only apply the slow, even though the damage numbers appear.
Plague Ward
150px
Creep
This unit has no health.
This unit has no mana.
Level ?
Duration Ability Duration 40
Armor Armor 0
Attack Range Unknown 600
Attack Speed Lua error in Module:Calculate at line 35: in expression "1.5/v2/100 round2". attack(s) per second. 1.5 • ?s BAT
Attack Animation 0.3+?
Vision Range (U) 1200800
Experience 20/25/30/35

Plague Ward
EW
Ability
N/A
Affects
Enemies
Summons a plague ward to attack enemy units and structures. The ward is immune to magic.
Cast Range: 850
Ward Duration: 40
Ward Health: 75/200/325/450
Ward Damage: 10/19/29/38
Cooldown symbol
 5
Mana symbol
 20
A mixture of his old herbalist talents and newfound toxic mastery creates a living embodiment of plague.

  • Wards have Poison Sting icon 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).
  • Enemy lane creeps and Towers will target Plague Wards at a lower priority than Heroes or creeps.
  • Some pathways can be completely blocked off by one or more Plague Wards.
  • Wards give 1200 vision during the day, and 800 vision at night.


Poison Nova
Not blocked by Linken's Sphere. Partially pierces spell immunity. RV
Ability
N/A
Affects
Enemies
Damage
Magical
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.
Radius: 830
Duration: 12/14/15 (14/15/16*)
Damage Per Second: 36/58/81 (58/81/108*)
Cooldown symbol
 140/120/100 (140/120/60*)
Mana symbol
 200/300/400
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Increases damage and duration, and decreases cooldown.
In the Acid Jungles, creatures releasing noxious poison to their attackers is common; Venomancer spreads this plague beyond the Jidi Isle.

  • 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 ability'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.
  • Buying an Orb of Venom is a cheap way to increase your slowing potential in the early game, as it stacks with Poison Sting, also applying good DOT for better harassment. This can later be upgraded to the Eye of Skadi, massively increasing the slow and providing additional attributes for Venomancer.

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.

Equipment

Update history

Template:Update History

Balance changelog

Template:Update History

Replaced Abilities

Shadow Strike
Blocked by Linken's Sphere. Q
Unknown icon
Ability
N/A
Affects
Enemies
Damage
Magical
Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its movement speed slowed for 15 seconds. An instance of damage is dealt every 3 seconds.
Range: 400
Duration: 15.1
Strike Damage: 50/70/70/100
Periodic Damage: 10/20/40/50
Periodic Damage Interval: 3
Cooldown symbol
 22
Mana symbol
 90/105/120/135

  • Slow starts at 50% and decreases as time passes.
  • Total damage dealt is 100/170/270/350.


Gallery

See also

Template:HeroNav