No edit summary |
(→Abilities: removed the first note that said "Poison Nova interrupts channeling spells upon cast." Poison Nova does not interrupt channeling spells upon cast. Tested on Lion Mana Drain, Shaman Shackles, and Witch Doctor Death Ward.) |
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(40 intermediate revisions by 23 users not shown) | |||
Line 22: | Line 22: | ||
| sight range night = 800 |
| sight range night = 800 |
||
| turn rate = 0.4 |
| turn rate = 0.4 |
||
+ | | collision size = 24 |
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}} |
}} |
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Line 45: | Line 46: | ||
| affects = Enemies |
| affects = Enemies |
||
| damagetype = Magical |
| damagetype = Magical |
||
− | | bkbblock = |
+ | | bkbblock = Yes |
| purgeable = No |
| purgeable = No |
||
− | | 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 |
||
| key = Q |
| key = Q |
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| legacy key = E |
| legacy key = E |
||
− | | mana=125 |
+ | | mana = 125 |
− | | cooldown=22 |
+ | | cooldown = 22 |
+ | |||
− | | trait1 = Range |
+ | | trait1 = Gale Range |
| value1 = 800 |
| value1 = 800 |
||
− | | trait2 = Radius |
+ | | trait2 = Gale Radius |
| value2 = 125 |
| value2 = 125 |
||
− | | trait3 = |
+ | | trait3 = Initial damage |
− | | value3 = |
+ | | value3 = 25/50/75/100 |
− | | trait4 = |
+ | | trait4 = Damage over Time |
− | | value4 = |
+ | | value4 = 0/30/60/90 |
− | | trait5 = |
+ | | trait5 = Move Speed Slow |
− | | value5 = |
+ | | value5 = 50% |
− | | trait6 = |
+ | | trait6 = Duration |
− | | value6 = |
+ | | value6 = 15 |
− | | notes = * Units afflicted by Venomous Gale can be [[Deny#Denying|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. |
||
+ | | notes = * The gale travels at a speed of 1200. |
||
− | * 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) |
||
+ | * {{Ability ID|Venomous Gale|Venomancer}} can hit units up to 925 range away (800 travel distance + 125 radius). |
||
− | * 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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+ | * The [[slow]] deceases over time. Hit units regain 1% of their [[movement speed]] in 0.3 second intervals. |
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+ | |||
+ | * A unit with less that 25% of its maximum health can be [[denied]] when it has the {{Ability ID|Venomous Gale|Venomancer}} debuff on. |
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+ | |||
+ | * {{Ability ID|Venomous Gale|Venomancer}} deals the initial damage upon hitting enemies and then deals the damage over time in 3 second intervals, resulting in overall 6 damage instances. |
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+ | |||
+ | * {{Ability ID|Venomous Gale|Venomancer}} can deal up to 25/180/375/550 damage to a single unit (before reductions). |
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}} |
}} |
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+ | |||
{{Ability |
{{Ability |
||
| name = Poison Sting |
| name = Poison Sting |
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| damagetype = Magical |
| damagetype = Magical |
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| purgeable = No |
| purgeable = No |
||
− | | illusionuse = |
+ | | illusionuse = Partially |
+ | | illusiontext = Illusions have their own version of Poison Sting, which can only slow. Their attacks place a different debuff,and do not refresh the debuff placed by Venomancer. The slow from the illusion's Poison Sting stacks with the slow of Venomancer's Poison Sting. |
||
− | | bkbblock = |
+ | | bkbblock = No |
− | | bkbtext = Slow still takes effect. |
||
− | | |
+ | | linkenblock = No |
| key = W |
| key = W |
||
| legacy key = T |
| legacy key = T |
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+ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | | 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. |
||
+ | | notes = * {{Ability ID|Poison Sting|Venomancer}} is not a [[Unique_Attack_Modifier|unique attack modifier]]. |
||
− | * This skill does not allow for heroes to be [[Deny#Denying|denied]]. |
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+ | |||
− | * Movement slow debuff applies to [[magic immune]] (non-mechanical) units. |
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+ | * The damage from {{Ability ID|Poison Sting|Venomancer}} does not trigger any on-damage effects. This means that the following spells and items will not react on {{Ability ID|Poison Sting|Venomancer}} damage: |
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− | * Poison Sting damage doesn't cancel healing or disable [[Blink Dagger]]. |
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+ | ** {{Ability ID|Aphotic Shield|Abaddon}}, {{Ability ID|Backtrack|Faceless Void}}, {{Item ID|Blade Mail}}, {{Item ID|Blink Dagger}}, {{Item ID|Bottle}}, {{Ability ID|Bristleback|Bristleback}}, {{Item ID|Clarity}}, {{Ability ID|Cold Snap|Invoker}}, {{Ability ID|Corrosive Skin|Viper}}, {{Ability ID|Echo Stomp|Elder Titan}}, {{Ability ID|Fatal Bonds|Warlock}}, {{Item ID|Healing Salve}}, {{Item ID|Heart of Tarrasque}}, {{Ability ID|Kraken Shell|Tidehunter}}, {{Ability ID|Living Armor|Treant Protector}}, {{Item ID|Mjollnir}}, {{Ability ID|Nightmare|Bane}}, {{Ability ID|Open Wounds|Lifestealer}}, {{Item ID|Orchid Malevolence}}, {{Ability ID|Recall|Keeper of the Light}}, {{Ability ID|Refraction|Templar Assassin}}, {{Ability ID|Return|Lone Druid}}, {{Ability ID|Soul Assumption|Visage}}, {{Ability ID|Spiked Carapace|Nyx Assassin}}, {{Ability ID|Spin Web|Broodmother}}, {{Ability ID|Summon Spirit Bear|Lone Druid}} and {{Item ID|Urn of Shadows}}. |
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+ | |||
+ | * {{Ability ID|Poison Sting|Venomancer}} damage ticks in 1 second intervals, starting immediatly when the debuff is placed, resulting in 7/10/13/16 damage ticks. |
||
+ | |||
+ | * {{Ability ID|Poison Sting|Venomancer}} can deal up to 35/100/195/320 damage (before reductions). |
||
}} |
}} |
||
+ | |||
{{Unit infobox |
{{Unit infobox |
||
| title = Plague Ward |
| title = Plague Ward |
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| duration = 40 |
| duration = 40 |
||
| hp = 75/200/325/450 |
| hp = 75/200/325/450 |
||
− | | damage = 9-11/17-21/ |
+ | | damage = 9-11/17-21/<br /> |
+ | 26-32/34-42<br /> |
||
+ | ([[Damage types|Piercing damage]]) |
||
| armor = 0 |
| armor = 0 |
||
| move speed = 0 |
| move speed = 0 |
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| attack speed = 1.5 |
| attack speed = 1.5 |
||
| bounty = 14-17 |
| bounty = 14-17 |
||
− | | experience =20/25/30/35 |
+ | | experience = 20/25/30/35 |
− | | notes = |
+ | | notes = Unit type: [[Ward]] |
}} |
}} |
||
{{Ability |
{{Ability |
||
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| image = Plague_Ward |
| image = Plague_Ward |
||
| sound = 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. Wards gain the Poison Sting level from Venomancer, dealing 50% of the full damage. |
| 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 |
||
− | | |
+ | | purgeable = No |
| key = E |
| key = E |
||
| legacy key = W |
| legacy key = W |
||
− | | mana=20 |
+ | | mana = 20 |
− | | cooldown=5 |
+ | | cooldown = 5 |
+ | |||
| trait1 = Cast Range |
| trait1 = Cast Range |
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| value1 = 850 |
| value1 = 850 |
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| trait2 = Ward Duration |
| trait2 = Ward Duration |
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| value2 = 40 |
| value2 = 40 |
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+ | |||
− | | trait3 = Ward Health |
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+ | | notes = * A {{Ability ID|Plague Ward|Venomancer}} will automatically attack the closest enemy unit within its attack range. |
||
− | | value3 = 75/200/325/450 |
||
+ | |||
⚫ | |||
+ | * It is possible to manually select an attack target for a {{Ability ID|Plague Ward|Venomancer}}. |
||
⚫ | |||
+ | |||
− | | notes = * Wards deal [[Damage_Types#Piercing_Damage|Piercing Damage]]. |
||
+ | * It is also possible to stop them from attacking by ordering them to stop, however this only works when the auto-attack option is turned off. |
||
− | * 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). |
||
+ | |||
− | * Creeps will ignore Plague Wards in favor of attacking you or any creeps present, as will Towers. |
||
+ | * The {{Ability ID|Poison Sting|Venomancer}} from the {{Ability ID|Plague Ward|Venomancer}} does not stack with the one from Venomancer. |
||
− | * 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. |
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+ | * It places its own {{Ability ID|Poison Sting|Venomancer}} debuff, which will deal no damage when Venomancer's {{Ability ID|Poison Sting|Venomancer}} debuff is on. |
||
− | * Wards give 1200 vision during the day, and 800 vision at night. |
||
+ | |||
+ | * {{Ability ID|Plague Ward|Venomancer}}s have a lower target priority than units and heroes, so they are attacked by [[towers]] and [[lane creeps]] as last. |
||
+ | |||
+ | * The wards gain their spell immunity through a buff, so it is possible for enemies to check the buff and guess how long it will last. |
||
}} |
}} |
||
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| sound = 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 |
+ | | description = A spreading ring of poison that does damage over time to enemy units around Venomancer. Poison Nova cannot deal lethal damage; targets will be left with at least 1 health. |
| lore = In the Acid Jungles, creatures releasing noxious poison to their attackers is common; Venomancer spreads this plague beyond the Jidi Isle. |
| lore = In the Acid Jungles, creatures releasing noxious poison to their attackers is common; Venomancer spreads this plague beyond the Jidi Isle. |
||
| ability = No Target |
| ability = No Target |
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| damagetype = Magical |
| damagetype = Magical |
||
| aghanimsupgrade = Increases damage and duration, and decreases cooldown. |
| aghanimsupgrade = Increases damage and duration, and decreases cooldown. |
||
− | | bkbblock = |
+ | | bkbblock = No |
− | | bkbtext = Becoming magic immune while under its effects blocks damage but does not remove the debuff. Otherwise fully blocked. |
||
| purgeable = No |
| purgeable = No |
||
| linkenblock = no |
| linkenblock = no |
||
| key = R |
| key = R |
||
| 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 = |
+ | | value1 = 575 |
− | | trait2 = |
+ | | trait2 = Nova width |
− | | value2 = |
+ | | value2 = 255 |
| trait3 = Damage Per Second |
| trait3 = Damage Per Second |
||
| value3 = 36/58/81 (58/81/108*) |
| value3 = 36/58/81 (58/81/108*) |
||
⚫ | |||
− | | notes =* 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. |
||
+ | | notes = * {{Ability ID|Poison Nova|Venomancer}} expands with a speed of 500. |
||
+ | |||
+ | * {{Ability ID|Poison Nova|Venomancer}} Can hit units up to 830 range away (575 travel distance + 255 width). |
||
+ | |||
+ | * Despite the nova having a width, units between the nova and Venomancer will still get hit, even when not within 255 range of the nova ring. |
||
+ | |||
+ | * {{Ability ID|Poison Nova|Venomancer}} deals damage in 1 second intervals, starting immediatly as the debuff is placed, resulting in 13/15/16 (15/16/17) ticks. |
||
+ | |||
+ | * {{Ability ID|Poison Nova|Venomancer}} does not tick when affected units turn spell immune, so that {{Item ID|Blink Dagger}} is not disabled. |
||
+ | |||
+ | * {{Ability ID|Poison Nova|Venomancer}} can deal up to 468/870/1296 (870/1296/1836) damage to a single unit (before reductions). |
||
+ | |||
+ | * {{Ability ID|Poison Nova|Venomancer}} can never kill a unit. It will not drop affected units below 1 health from its damage ticks. |
||
}} |
}} |
||
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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. |
||
* [[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 |
+ | * [[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 |
+ | * [[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. |
||
'''Situational items:''' |
'''Situational items:''' |
||
+ | * [[Veil of Discord]] provides attributes for Venomancer as well as the item's active: Magic Weakness, which increases Venomancer's Venomous Gale and Poison Nova's damage over time. Though not as useful as Aghanim's Sceptre regarding Poison Nova, Veil can serve as a cheaper alternative if the player suffers from poor farm, on the other hand, however, a well-farmed player with Aghanim's Sceptre can invest on a Veil for potentially more damage over time. Having a veil can also be a valuable asset for your teammates. |
||
* [[Eul's Scepter of Divinity]] will give a lot of mana regeneration, some movement speed and some Intelligence. A very useful item if you want to place [[Venomancer#Plague Ward|Plague Wards]] without worrying about running out of mana. It also makes positioning easier by disabling an opponent for some seconds. |
* [[Eul's Scepter of Divinity]] will give a lot of mana regeneration, some movement speed and some Intelligence. A very useful item if you want to place [[Venomancer#Plague Ward|Plague Wards]] without worrying about running out of mana. It also makes positioning easier by disabling an opponent for some seconds. |
||
* [[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 |
+ | * [[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 |
+ | * [[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== |
||
+ | * It's usually better to wait a few levels (9-10) before getting your ult. Normally you don't have the mana pool to support all your spells until around then anyway. |
||
* [[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 |
+ | * 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. |
||
* 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. |
* 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. |
||
+ | * Remember that you can control your Plague Wards as immoveable units. This can be useful if you want to change attack targets, stop a Plague Ward's auto attack or deny friendly creeps, and even the [[Aegis of the Immortal]]. |
||
* 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. |
||
* 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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== 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 |
+ | * In Warcraft DotA, Venomancer's hero model was a hydralisk. Hydralisks are a type of alien combat unit in the RTS game ''Starcraft'', which was also made by Blizzard. Hydralisks are a very common and well-known image in Blizzard games. |
+ | |||
− | * Vemomancer's death quote "The pain" may be a reference to the Metal Gear Solid 3 boss the pain; whose last words are "The Pain." |
||
+ | == Equipment == |
||
+ | {{:Venomancer/equipment}} |
||
== Update history == |
== Update history == |
||
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== Balance changelog == |
== Balance changelog == |
||
{{Update History| |
{{Update History| |
||
+ | '''6.82''' |
||
+ | * {{Ability ID|Poison Nova|Venomancer}} applies its debuff on Spell Immune enemies |
||
+ | |||
'''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. |
||
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'''6.58''' |
'''6.58''' |
||
* Reworked [[#Shadow Strike|Shadow Strike]] |
* Reworked [[#Shadow Strike|Shadow Strike]] |
||
+ | ** Old Shadow Strike: |
||
⚫ | |||
+ | *** Decay Damage 10/20/40/50. Initial Damage: 50/70/70/100. Movement Modifier: 50%. Decay Power: 3. Interval: 3. Duration: 15. Cast Range: 400. Cooldown: 22. Mana cost: 90/105/120/135. |
||
⚫ | |||
⚫ | |||
− | : |
||
⚫ | |||
− | :AoE: 125 |
||
− | :Cast Range/Distance: 800 |
+ | *** AoE: 125. Cast Range/Distance: 800. Cooldown: 22. Mana cost: 90/105/120/135. |
− | :Cooldown: 22 |
||
− | :Manacost 90/105/120/135 |
||
* Improved [[File:Plague Ward icon.png|16px]] [[#Plague Ward|Plague Ward]] cast range and vision radius |
* Improved [[File:Plague Ward icon.png|16px]] [[#Plague Ward|Plague Ward]] cast range and vision radius |
||
* [[File:Poison Sting icon.png|16px]] [[#Poison Sting|Poison Sting]] is now lethal |
* [[File:Poison Sting icon.png|16px]] [[#Poison Sting|Poison Sting]] is now lethal |
||
+ | |||
+ | '''6.42''' |
||
+ | * Plague Wards now give less gold and cost slightly less mana |
||
+ | |||
+ | '''6.20''' |
||
+ | * Venomancer's attackrange from 490 to 450 |
||
+ | |||
+ | '''6.17''' |
||
+ | * Balance tweaks done to the following heroes (Don't panic, these are mostly VERY minor, but you guys like to know, so here): |
||
+ | ** Broodmother, Sven, SA, Enigma, Ursa, Tinker, Tiny, Sniper, Troll, Rhasta, Bristleback, Dragon Knight, Venomancer, Viper, Spiritbreaker, Bounty Hunter, Jugg, VS, Zeus, Weaver, Tide Hunter, Enchantress and Silencer. |
||
+ | |||
+ | '''6.12''' |
||
+ | * Poison sting duration decreased from 3 to 2 |
||
+ | |||
+ | '''6.10''' |
||
+ | * Tweaked poison nova, same overall damage, but over 12 seconds instead of 7. |
||
+ | |||
+ | '''6.09''' |
||
+ | * Recoded Poison Nova to multiinstance, so refresher allowed again |
||
+ | |||
+ | '''6.07''' |
||
+ | * Poison nova range decreased |
||
}} |
}} |
||
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== Gallery == |
== Gallery == |
||
<gallery> |
<gallery> |
||
+ | File:Venomancer Concept art.jpg|Concept art |
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File:Oldmod-veno.png|Model and icons before [[November 21, 2013 Patch]] |
File:Oldmod-veno.png|Model and icons before [[November 21, 2013 Patch]] |
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Revision as of 01:39, 24 October 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
- The gale travels at a speed of 1200.
- Venomous Gale can hit units up to 925 range away (800 travel distance + 125 radius).
- The slow deceases over time. Hit units regain 1% of their movement speed in 0.3 second intervals.
- A unit with less that 25% of its maximum health can be denied when it has the Venomous Gale debuff on.
- Venomous Gale deals the initial damage upon hitting enemies and then deals the damage over time in 3 second intervals, resulting in overall 6 damage instances.
- Venomous Gale can deal up to 25/180/375/550 damage to a single unit (before reductions).
- Poison Sting is not a unique attack modifier.
- The damage from Poison Sting does not trigger any on-damage effects. This means that the following spells and items will not react on Poison Sting damage:
- Aphotic Shield, Backtrack, Blade Mail, Blink Dagger, Bottle, Bristleback, Clarity, Cold Snap, Corrosive Skin, Echo Stomp, Fatal Bonds, Healing Salve, Heart of Tarrasque, Kraken Shell, Living Armor, Mjollnir, Nightmare, Open Wounds, Orchid Malevolence, Recall, Refraction, Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Return"., Soul Assumption, Spiked Carapace, Spin Web, Summon Spirit Bear and Urn of Shadows.
- Poison Sting damage ticks in 1 second intervals, starting immediatly when the debuff is placed, resulting in 7/10/13/16 damage ticks.
- Poison Sting can deal up to 35/100/195/320 damage (before reductions).
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N/A
Enemies
- A Plague Ward will automatically attack the closest enemy unit within its attack range.
- It is possible to manually select an attack target for a Plague Ward.
- It is also possible to stop them from attacking by ordering them to stop, however this only works when the auto-attack option is turned off.
- The Poison Sting from the Plague Ward does not stack with the one from Venomancer.
- It places its own Poison Sting debuff, which will deal no damage when Venomancer's Poison Sting debuff is on.
- Plague Wards have a lower target priority than units and heroes, so they are attacked by towers and lane creeps as last.
- The wards gain their spell immunity through a buff, so it is possible for enemies to check the buff and guess how long it will last.
- Poison Nova expands with a speed of 500.
- Poison Nova Can hit units up to 830 range away (575 travel distance + 255 width).
- Despite the nova having a width, units between the nova and Venomancer will still get hit, even when not within 255 range of the nova ring.
- Poison Nova deals damage in 1 second intervals, starting immediatly as the debuff is placed, resulting in 13/15/16 (15/16/17) ticks.
- Poison Nova does not tick when affected units turn spell immune, so that Blink Dagger is not disabled.
- Poison Nova can deal up to 468/870/1296 (870/1296/1836) damage to a single unit (before reductions).
- Poison Nova can never kill a unit. It will not drop affected units below 1 health from its damage ticks.
Recommended items
Template:Recommendeditems
Tips
- It's usually better to wait a few levels (9-10) before getting your ult. Normally you don't have the mana pool to support all your spells until around then anyway.
- 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.
- Remember that you can control your Plague Wards as immoveable units. This can be useful if you want to change attack targets, stop a Plague Ward's auto attack or deny friendly creeps, and even the Aegis of the Immortal.
- 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 Warcraft DotA, Venomancer's hero model was a hydralisk. Hydralisks are a type of alien combat unit in the RTS game Starcraft, which was also made by Blizzard. Hydralisks are a very common and well-known image in Blizzard games.
Equipment
Venomancer/equipment
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
- Venomancer Concept art.jpg
Concept art
Model and icons before November 21, 2013 Patch
See also
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