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| sight range night = 800
 
| sight range night = 800
 
| turn rate = 0.4
 
| turn rate = 0.4
  +
| collision size = 24
 
}}
 
}}
   
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{{Ability
 
{{Ability
 
| name = Venomous Gale
 
| name = Venomous Gale
| image = Venomous_Gale
+
| image = Venomous Gale
 
| sound = 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.
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| affects = Enemies
 
| affects = Enemies
 
| damagetype = Magical
 
| damagetype = Magical
| bkbblock = Partially
 
| 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
 
 
| key = Q
 
| key = Q
 
| legacy key = E
 
| legacy key = E
  +
| mana=125
 
 
| bkbblock = Yes
| cooldown=22
 
| trait1 = Range
+
| purgeable = No
 
| linkenblock = No
  +
 
| trait1 = Cast Range
 
| value1 = 800
 
| value1 = 800
| trait2 = Radius
+
| trait2 = Max Travel Distance
| value2 = 125
+
| value2 = 800
| trait3 = Duration
+
| trait3 = Gale Radius
| value3 = 15
+
| value3 = 125
| trait4 = Strike Damage
+
| trait4 = Initial damage
 
| value4 = 25/50/75/100
 
| value4 = 25/50/75/100
| trait5 = Periodic Damage
+
| trait5 = Damage over Time
 
| value5 = 0/30/60/90
 
| value5 = 0/30/60/90
| trait6 = Periodic Damage Interval
+
| trait6 = Move Speed Slow
| value6 = 3
+
| value6 = 50%
  +
| trait7 = Duration
| notes = * Units afflicted by Venomous Gale can be [[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.
 
  +
| value7 = 15
   
 
| mana = 125
* Slow starts at 50% and decreases as time passes.
 
 
| cooldown = 22
* Assuming normal hero magic resistance 25% total damage dealt is 19/150/281/413.
 
* Can be '''lethal'''. (Damage from Venomous Gale can kill enemies)
 
* Can hit [[invisible]] units.
 
   
  +
| notes = * The gale travels at a speed of 1200.
  +
  +
* 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.
  +
  +
* 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).
  +
 
* Fully affects [[invisible]] units.
 
}}
 
}}
  +
 
{{Ability
 
{{Ability
 
| name = Poison Sting
 
| name = Poison Sting
| image = Poison_Sting
+
| image = Poison Sting
  +
| sound =
 
| description = Adds poison damage to Venomancer's normal attacks, slowing movement speed.
 
| description = Adds poison damage to Venomancer's normal attacks, slowing movement speed.
 
| lore = The paralytic sting of the creature which caused his transformation now belongs to the Venomancer.
 
| lore = The paralytic sting of the creature which caused his transformation now belongs to the Venomancer.
Line 81: Line 95:
 
| affects = Enemies
 
| affects = Enemies
 
| damagetype = Magical
 
| damagetype = Magical
| purgeable = No
 
| illusionuse = Yes
 
| bkbblock = Partially
 
| bkbtext = Slow still takes effect.
 
| linkenuse = Yes
 
 
| key = W
 
| key = W
 
| legacy key = T
 
| legacy key = T
  +
| trait1 = Duration
 
| value1 = 6/9/12/15
+
| bkbblock = No
 
| linkenblock = No
| trait2 = Damage Per Second
 
| value2 = 5/10/15/20
+
| purgeable = No
 
| illusionuse = Partially
| trait3 = Movement Speed Slow
 
  +
| 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.
| value3 = 11%/12%/13%/14%
 
  +
| notes =
 
 
| trait1 = Damage per Second
* Poison Sting damage can be lethal. (Damage from Poison Sting can kill enemies)
 
  +
| value1 = 5/10/15/20
* Assuming normal hero magic resistance 25% deals a total of 23/68/135/225 damage.
 
 
| trait2 = Move Speed Slow
* This ability does not allow for heroes to be [[Deny#Denying|denied]].
 
 
| value2 = 11%/12%/13%/14%
* Movement slow debuff applies to [[magic immune]] (non-mechanical) units.
 
 
| trait3 = Duration
* Poison Sting damage doesn't cancel healing or disable [[Blink Dagger]].
 
 
| value3 = 6/9/12/15
* Poison Sting applied by illusions will only apply the slow, even though the damage numbers appear.
 
  +
  +
| notes = * Poison Sting is not a [[Unique_Attack_Modifier|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:
  +
** {{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}}, {{Ability ID|Mana Shield|Medusa}}, {{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}}.
  +
  +
* The damage ticks in 1 second intervals, starting immediately when the debuff is placed, resulting in 7/10/13/16 damage ticks.
  +
  +
* 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 = 9-11/17-21/26-32/34-42 ([[Damage types|Piercing damage]])
+
| 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
 
| name = Plague Ward
 
| name = Plague Ward
| 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
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| key = E
 
| key = E
 
| legacy key = W
 
| legacy key = W
  +
| mana=20
 
 
| purgeable = No
| cooldown=5
 
  +
 
| trait1 = Cast Range
 
| trait1 = Cast Range
 
| value1 = 850
 
| value1 = 850
 
| trait2 = Ward Duration
 
| trait2 = Ward Duration
 
| value2 = 40
 
| value2 = 40
  +
| trait3 = Ward Health
 
 
| mana = 20
| value3 = 75/200/325/450
 
| trait4 = Ward Damage
+
| cooldown = 5
  +
| value4 = 10/19/29/38
 
 
| notes = * A Plague Ward will automatically attack the closest enemy unit within its attack range.
| 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).
 
  +
* 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.
+
* It is possible to manually select an attack target for a Plague Ward.
  +
* Plague Wards give 1200 vision during the day, and 800 vision at night.
 
  +
* 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.
* A Plague Ward will target and auto attack the closest enemy unit/structure within its attack range after it has been spawned.
 
  +
* The Wards are unaffected by [[Cleave]].
 
  +
* The Poison Sting from the Plague Ward does not stack with the one from Venomancer. Instead, it places its own separate Poison Sting debuff, which will deal no damage when Venomancer's Poison Sting debuff is active.
* The Wards are [[magic immune]] and the duration of an enemy ward can be determined by selecting the ward and checking the remaining duration of the magic immunity buff.
 
  +
  +
* 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.
 
}}
 
}}
   
 
{{Ability
 
{{Ability
 
| name = Poison Nova
 
| name = Poison Nova
| image = Poison_Nova
+
| image = Poison Nova
 
| sound = Poison nova
 
| sound = Poison nova
| ultimate = Yes
+
| type = ultimate
| 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 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
 
| affects = Enemies
 
| affects = Enemies
 
| damagetype = Magical
 
| damagetype = Magical
| aghanimsupgrade = Increases damage and duration, and decreases cooldown.
 
| bkbblock = Partially
 
| bkbtext = Becoming magic immune while under its effects blocks damage but does not remove the debuff. Otherwise fully blocked.
 
| purgeable = No
 
| linkenblock = no
 
 
| key = R
 
| key = R
 
| legacy key = V
 
| legacy key = V
  +
| mana=200/300/400
 
 
| bkbblock = No
| cooldown=140/120/100 (140/120/60*)
 
  +
| linkenblock = No
 
| purgeable = No
  +
 
| trait1 = Radius
 
| trait1 = Radius
| value1 = 830
+
| value1 = 575
| trait2 = Duration
+
| trait2 = Nova width
| value2 = 12/14/15 (14/15/16*)
+
| value2 = 255
 
| trait3 = Damage Per Second
 
| trait3 = Damage Per Second
 
| value3 = 36/58/81 (58/81/108*)
 
| value3 = 36/58/81 (58/81/108*)
  +
| trait4 = Duration
| notes =* Assuming normal hero 25% magic resistance deals a total of 324/609/911 (609/911/1296*) damage.
 
 
| value4 = 12/14/15 (14/15/16*)
* Cannot deal lethal damage (target will be left with 1 HP).
 
  +
* Can hit [[invisible]] units.
 
 
| mana = 200/300/400
 
| cooldown = 140/120/100 (140/120/60*)
 
| aghanimsupgrade = Increases damage and duration, and decreases cooldown.
  +
  +
| notes = * Interrupts Venomancer's [[channeling]] spells upon cast.
  +
  +
* The ring 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 ring and Venomancer will still get hit, even when not within 255 width of the nova ring (such as blinking into the area some time after the spell is cast).
  +
  +
* Deals damage in 1 second intervals, starting immediately as the debuff is placed, resulting in 13/15/16 (15/16/17) ticks.
  +
  +
* Does not tick when affected units turn spell immune, so that {{Item ID|Blink Dagger}} is not disabled.
  +
  +
* {{Ability ID|Poison Nova|Venomancer}} can never kill a unit. It will not drop affected units below 1 health from its damage ticks.
  +
  +
* Can deal up to 468/870/1296 (870/1296/1836) damage to a single unit (before reductions).
  +
 
* Fully affects [[invisible]] units.
 
}}
 
}}
   
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| explanation =
 
| explanation =
 
'''Starting items:'''
 
'''Starting items:'''
* [[Ring of Protection]] gives you some armor while laning, and will be turned into a [[Ring of Basilius]].
+
* [[Ring of Protection]] gives you some armor while laning, and can be turned into a [[Ring of Basilius]].
 
* [[Tango]] and [[Healing Salve]] allow you to stay in lane longer without going back to the fountain.
 
* [[Tango]] and [[Healing Salve]] allow you to stay in lane longer without going back to the fountain.
 
* [[Slippers of Agility]] give you some Agility, which is your main attribute.
 
* [[Slippers of Agility]] give you some Agility, which is your main attribute.
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'''Core items:'''
 
'''Core items:'''
 
* [[Magic Wand]] gives attributes 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]] are a good purchase as the extra attributes can be used either to increase your Intelligence to make casting easier or to increase your Strength to give you more survivability. Additionally, the bonus attack speed helps you with applying Poison Sting to enemies with your attacks.
* [[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 can deal up to 1836 non-lethal damage before magic resistance reductions, making it perfect for initiations when 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.
+
* [[Veil of Discord]] provides attributes and armor 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 powerful as Aghanim's Scepter 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 Scepter can invest on a Veil for potentially more damage over time. Having a Veil can also be a valuable asset for your teammates if you have a caster-heavy lineup.
 
* [[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 useful escape mechanism. You can also use its ability to sneak close to the opponents and cast your ultimate.
 
* [[Orchid Malevolence]] will solve all of your mana problems and give you more physical damage per second. Additionally, the silence can be used to disable enemies, which is useful both as a semi-carry and support
* [[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.
 
* [[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==
  +
* As an Agility caster, Venomancer suffers from severe mana problems. It is recommended to focus on increasing the size of your mana pool and purchasing mana regen items when possible. Due to the high mana cost of Poison Nova, you will need to carefully manage your mana so that you can cast it in a teamfight.
* 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.
 
  +
* Venomous Gale is one of the best ranged slows at level 1. If you have a team that has reliable damage output, putting Venomous Gale on a target can ensure a First Blood.
 
** Try to keep Venomous Gale off cooldown unless it is absolutely needed. Its cooldown is quite long, and you may need to use its slow on enemy heroes when an unexpected situation arises.
  +
* Poison Sting is not a [[Unique Attack Modifier]], and as such it can be combined with other slow modifiers such as [[Orb of Venom]] to give your attacks increased slowing power.
  +
** Be careful when trying to apply Poison Sting to enemy heroes with your attacks. Venomancer's attack range is quite short, so it is easy to accidentally put yourself out of position.
  +
** When pushing creep waves or killing neutral camps, attack each creep once at the beginning to apply the Poison Sting debuff to all of them. This will drastically increase the amount of damage you can do to them, as they will all be taking damage over time while you focus them down one at a time.
 
* [[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.
 
** 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.
* 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.
 
  +
** Use Plague Wards constantly in order to provide vision of your neighboring area, especially when across the river and inside enemy territory. You can also use them to scout out areas behind trees and up cliffs to ensure that enemies cannot initiate on you easily.
* 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.
+
** When chasing an enemy, constantly put Plague Wards ahead of them to maintain sight. They can also help slow the enemy by blocking their path.
  +
** You can place Plague Wards within juke paths to block the enemy team's movements if you are fighting in the jungle. This can be used to either stop the enemy from juking by closing off the path that they want to take, or to block them from pursuing you after passing through a narrow path.
* 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]].
+
** 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]].
  +
* Unless you have teammates who can follow up, do not use Poison Nova out of spite if you are about to be killed, as the cooldown is very long and it will not result in any kills unless the enemy is affected by other damage-over-time debuffs.
* Keep Venomous Gale off cooldown during pushes, as its cooldown is quite long and you may need it at any time.
 
  +
** Remember that Poison Nova can never bring an enemy below 1 HP by itself. Therefore, you should try to apply Venomous Gale or Poison Sting to your opponents immediately before or after casting Poison Nova, as both debuffs last as long as Poison Nova itself and can help guarantee that they do not survive the Poison Nova.
* When chasing an enemy, constantly put Plague Wards ahead of them to maintain sight.
 
 
* Positioning items like [[Force Staff]], [[Blink Dagger]] or [[Shadow Blade]] are good items to build on Venomancer, as his frailty and lack of easily-used escape mechanisms are his Achilles' heel. Additionally, harder disables provided by items such as [[Eul's Scepter of Divinity]] and [[Orchid Malevolence]] can greatly increase his offensive potential.
 
* 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 ==
Line 231: Line 279:
   
 
'''[[July 18, 2013 Patch]]'''
 
'''[[July 18, 2013 Patch]]'''
* Fixed [[Backswing]] behavior for: {{Ability ID|Soul Rip|Undying}}, {{Ability ID|Tombstone|Undying}}, {{Ability ID|Cold Feet|Ancient Apparition}}, {{Ability ID|Ice Vortex|Ancient Apparition}}, {{Ability ID|Chilling Touch|Ancient Apparition}}, {{Ability ID|Enfeeble|Bane}}, {{Ability ID|Shallow Grave|Dazzle}}, {{Ability ID|Thunder Strike|Disruptor}}, {{Ability ID|Kinetic Field|Disruptor}}, {{Ability ID|Static Storm|Disruptor}}, {{Ability ID|Malefice|Enigma}}, {{Ability ID|Midnight Pulse|Enigma}}, {{Ability ID|Howl|Lycanthrope}}, {{Ability ID|Stifling Dagger|Phantom Assassin}}, {{Ability ID|Static Link|Razor}}, {{Ability ID|Shrapnel|Sniper}}, {{Ability ID|Psionic Trap|Templar Assassin}}, {{Ability ID|Whirling Axes (Ranged)|Troll Warlord}}, {{Ability ID|Storm Hammer|Sven}}, {{Ability ID|Gods Strength|Sven}}, {{Ability ID|Wave of Terror|vengeful spirit}}, {{Ability ID|Venomous Gale|Venomancer}}, {{Ability ID|Shadow Word|Warlock}}, {{Ability ID|Fatal Bonds|Warlock}}, {{Ability ID|The Swarm|Weaver}}, {{Ability ID|Time Lapse|Weaver}}, {{Ability ID|Maledict|Witch Doctor}}, {{Ability ID|Overpower|Ursa}} and {{Ability ID|Ice Shards|Tusk}}.
+
* Fixed [[Backswing]] behavior for: {{Ability ID|Soul Rip|Undying}}, {{Ability ID|Tombstone|Undying}}, {{Ability ID|Cold Feet|Ancient Apparition}}, {{Ability ID|Ice Vortex|Ancient Apparition}}, {{Ability ID|Chilling Touch|Ancient Apparition}}, {{Ability ID|Enfeeble|Bane}}, {{Ability ID|Shallow Grave|Dazzle}}, {{Ability ID|Thunder Strike|Disruptor}}, {{Ability ID|Kinetic Field|Disruptor}}, {{Ability ID|Static Storm|Disruptor}}, {{Ability ID|Malefice|Enigma}}, {{Ability ID|Midnight Pulse|Enigma}}, {{Ability ID|Howl|Lycanthrope}}, {{Ability ID|Stifling Dagger|Phantom Assassin}}, {{Ability ID|Static Link|Razor}}, {{Ability ID|Shrapnel|Sniper}}, {{Ability ID|Psionic Trap|Templar Assassin}}, {{Ability ID|Whirling Axes (Ranged)|Troll Warlord}}, {{Ability ID|Storm Hammer|Sven}}, {{Ability ID|Gods Strength|Sven}}, {{Ability ID|Wave of Terror|Vengeful Spirit}}, {{Ability ID|Venomous Gale|Venomancer}}, {{Ability ID|Shadow Word|Warlock}}, {{Ability ID|Fatal Bonds|Warlock}}, {{Ability ID|The Swarm|Weaver}}, {{Ability ID|Time Lapse|Weaver}}, {{Ability ID|Maledict|Witch Doctor}}, {{Ability ID|Overpower|Ursa}} and {{Ability ID|Ice Shards|Tusk}}.
   
 
'''[[January 03, 2013 Patch]]'''
 
'''[[January 03, 2013 Patch]]'''
Line 296: Line 344:
 
== 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.

Revision as of 17:05, 15 November 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 24
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. Does not pierce 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.
Cast Range: 800
Max Travel Distance: 800
Gale Radius: 125
Initial damage: 25/50/75/100
Damage over Time: 0/30/60/90
Move Speed Slow: 50%
Duration: 15
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.

  • The gale travels at a speed of 1200.
  • 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.
  • 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
Partially usable by illusions. Not blocked by Linken's Sphere. Pierces spell immunity. WT
Ability
N/A
Affects
Enemies
Damage
Magical
Adds poison damage to Venomancer's normal attacks, slowing movement speed.
Damage per Second: 5/10/15/20
Move Speed Slow: 11%/12%/13%/14%
Duration: 6/9/12/15
The paralytic sting of the creature which caused his transformation now belongs to the Venomancer.

  • The damage ticks in 1 second intervals, starting immediately when the debuff is placed, resulting in 7/10/13/16 damage ticks.
  • Can deal up to 35/100/195/320 damage (before reductions).


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
Notes Unit type: Ward

Plague Ward
EW
Ability
N/A
Affects
Enemies
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.
Cast Range: 850
Ward Duration: 40
Cooldown symbol
 5
Mana symbol
 20
A mixture of his old herbalist talents and newfound toxic mastery creates a living embodiment of plague.

  • 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. Instead, it places its own separate Poison Sting debuff, which will deal no damage when Venomancer's Poison Sting debuff is active.
  • 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
Not blocked by Linken's Sphere. 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 cannot deal lethal damage; targets will be left with at least 1 health.
Radius: 575
Nova width: 255
Damage Per Second: 36/58/81 (58/81/108*)
Duration: 12/14/15 (14/15/16*)
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.

  • Interrupts Venomancer's channeling spells upon cast.
  • The ring 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 ring and Venomancer will still get hit, even when not within 255 width of the nova ring (such as blinking into the area some time after the spell is cast).
  • Deals damage in 1 second intervals, starting immediately as the debuff is placed, resulting in 13/15/16 (15/16/17) ticks.
  • Does not tick when affected units turn spell immune, so that Blink Dagger icon Blink Dagger is not disabled.
  • Poison Nova icon Poison Nova can never kill a unit. It will not drop affected units below 1 health from its damage ticks.
  • Can deal up to 468/870/1296 (870/1296/1836) damage to a single unit (before reductions).


Recommended items

Template:Recommendeditems

Tips

  • As an Agility caster, Venomancer suffers from severe mana problems. It is recommended to focus on increasing the size of your mana pool and purchasing mana regen items when possible. Due to the high mana cost of Poison Nova, you will need to carefully manage your mana so that you can cast it in a teamfight.
  • Venomous Gale is one of the best ranged slows at level 1. If you have a team that has reliable damage output, putting Venomous Gale on a target can ensure a First Blood.
    • Try to keep Venomous Gale off cooldown unless it is absolutely needed. Its cooldown is quite long, and you may need to use its slow on enemy heroes when an unexpected situation arises.
  • Poison Sting is not a Unique Attack Modifier, and as such it can be combined with other slow modifiers such as Orb of Venom to give your attacks increased slowing power.
    • Be careful when trying to apply Poison Sting to enemy heroes with your attacks. Venomancer's attack range is quite short, so it is easy to accidentally put yourself out of position.
    • When pushing creep waves or killing neutral camps, attack each creep once at the beginning to apply the Poison Sting debuff to all of them. This will drastically increase the amount of damage you can do to them, as they will all be taking damage over time while you focus them down one at a time.
  • Plague Wards deal weak damage in sparse numbers, but their power becomes significant when massed.
    • 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.
    • Use Plague Wards constantly in order to provide vision of your neighboring area, especially when across the river and inside enemy territory. You can also use them to scout out areas behind trees and up cliffs to ensure that enemies cannot initiate on you easily.
    • When chasing an enemy, constantly put Plague Wards ahead of them to maintain sight. They can also help slow the enemy by blocking their path.
    • You can place Plague Wards within juke paths to block the enemy team's movements if you are fighting in the jungle. This can be used to either stop the enemy from juking by closing off the path that they want to take, or to block them from pursuing you after passing through a narrow path.
    • 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.
  • Unless you have teammates who can follow up, do not use Poison Nova out of spite if you are about to be killed, as the cooldown is very long and it will not result in any kills unless the enemy is affected by other damage-over-time debuffs.
    • Remember that Poison Nova can never bring an enemy below 1 HP by itself. Therefore, you should try to apply Venomous Gale or Poison Sting to your opponents immediately before or after casting Poison Nova, as both debuffs last as long as Poison Nova itself and can help guarantee that they do not survive the Poison Nova.
  • Positioning items like Force Staff, Blink Dagger or Shadow Blade are good items to build on Venomancer, as his frailty and lack of easily-used escape mechanisms are his Achilles' heel. Additionally, harder disables provided by items such as Eul's Scepter of Divinity and Orchid Malevolence can greatly increase his offensive potential.
  • 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

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