(→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.) |
m (Undo revision 646125 by 24.4.222.92 (talk) is it really so hard to understand? It cancels VENOMANCER'S channeling spells upon cast.) |
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− | | notes = * {{Ability ID|Poison Nova|Venomancer}} |
+ | | notes = * {{Ability ID|Poison Nova|Venomancer}} interrupts Venomancer's [[channeling]] spells upon cast. |
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+ | * {{Ability ID|Poison Nova|Venomancer}} expands with a speed of 500. |
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* {{Ability ID|Poison Nova|Venomancer}} Can hit units up to 830 range away (575 travel distance + 255 width). |
* {{Ability ID|Poison Nova|Venomancer}} Can hit units up to 830 range away (575 travel distance + 255 width). |
Revision as of 10:31, 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 interrupts Venomancer's channeling spells upon cast.
- 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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