(→Trivia) |
(→Abilities: removed supposed tips in the Notes area. It's not the proper place) |
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* Total damage dealt is 25/200/375/550. |
* Total damage dealt is 25/200/375/550. |
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* Can be '''lethal'''. (Damage from Venomous Gale can kill enemies) |
* Can be '''lethal'''. (Damage from Venomous Gale can kill enemies) |
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− | |||
* Can hit [[invisible]] units. |
* Can hit [[invisible]] units. |
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+ | |||
− | * The slowdown is equally powerful at all levels of the spell, which makes it a very useful spell even with only one point invested. |
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}} |
}} |
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{{Ability |
{{Ability |
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| 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) |
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* Deals a total of 30/90/180/300 damage. |
* Deals a total of 30/90/180/300 damage. |
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− | * This |
+ | * 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. |
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* Poison Sting damage doesn't cancel healing or disable [[Blink Dagger]]. |
* Poison Sting damage doesn't cancel healing or disable [[Blink Dagger]]. |
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+ | * Poison Sting applied by illusions will only apply the slow, even though the damage numbers appear. |
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}} |
}} |
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{{Unit infobox |
{{Unit infobox |
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| duration = 40 |
| duration = 40 |
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| hp = 75/200/325/450 |
| hp = 75/200/325/450 |
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− | | 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 |
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| move speed = 0 |
| move speed = 0 |
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| ability = Target Point |
| ability = Target Point |
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| affects = Enemies |
| affects = Enemies |
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− | | damagetype = Piercing |
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| key = E |
| key = E |
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| legacy key = W |
| legacy key = W |
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| trait4 = Ward Damage |
| trait4 = Ward Damage |
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| value4 = 10/19/29/38 |
| value4 = 10/19/29/38 |
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⚫ | |||
− | | notes = * Wards deal [[Damage_Types#Piercing_Damage|Piercing Damage]]. |
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+ | * Enemy lane creeps and Towers will target Plague Wards at a lower priority than Heroes or creeps. |
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⚫ | |||
⚫ | |||
− | * Creeps will ignore Plague Wards in favor of attacking you or any creeps present, as will Towers. |
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⚫ | |||
− | * Use Plague Wards to scout up cliffs and other places where enemies might lie in ambush. |
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* Wards give 1200 vision during the day, and 800 vision at night. |
* Wards give 1200 vision during the day, and 800 vision at night. |
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}} |
}} |
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| legacy key = V |
| legacy key = V |
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| mana=200/300/400 |
| mana=200/300/400 |
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− | | cooldown=140/120/100 (60*) |
+ | | cooldown=140/120/100 (140/120/60*) |
| trait1 = Radius |
| trait1 = Radius |
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| value1 = 830 |
| value1 = 830 |
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* [[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. |
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* [[Boots of Speed]] grant more movement speed. |
* [[Boots of Speed]] grant more movement speed. |
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− | * [[Ring of Aquila]] solves most of your problems in the early game. It gives mana regeneration, which is very needed, good |
+ | * [[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:''' |
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− | * [[Magic Wand]] gives |
+ | * [[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. |
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* [[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. |
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* [[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]]. |
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* [[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. |
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− | * [[Butterfly]] grants really good |
+ | * [[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. |
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− | * [[Manta Style]] is especially good if you've played aggressively and got a lot of kills: more |
+ | * [[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. |
}} |
}} |
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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, unless you have a [[Aghanim's Scepter|Scepter]] at the |
+ | * 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. |
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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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* 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]]/[[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. |
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+ | *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. |
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== 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". |
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* 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. |
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+ | |||
+ | == Equipment == |
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+ | {{Template:Equipment Venomancer}} |
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== Update history == |
== Update history == |
Revision as of 11:56, 22 July 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.
- 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 | ||||||||||||||||||||||||||||||
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N/A
Enemies
- 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).
- 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.
- 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
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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