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* Can hit units up to 925 range away (800 travel distance + 125 radius).
 
* Can hit units up to 925 range away (800 travel distance + 125 radius).
 
* Can hit invisible units.
 
   
 
* The [[slow]] deceases over time. Hit units regain 1% of their [[movement speed]] in 0.3 second intervals.
 
* The [[slow]] deceases over time. Hit units regain 1% of their [[movement speed]] in 0.3 second intervals.
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* Venomous Gale can deal up to 25/180/375/550 damage to a single unit (before reductions).
 
* Venomous Gale can deal up to 25/180/375/550 damage to a single unit (before reductions).
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* Fully affects [[invisible]] units.
 
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| aghanimsupgrade = Increases damage and duration, and decreases cooldown.
 
| aghanimsupgrade = Increases damage and duration, and decreases cooldown.
   
| notes = * Interrupts Venomancer's channeling spells upon casting.
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| notes = * Interrupts Venomancer's [[channeling]] spells upon cast.
 
* Can hit invisible units.
 
   
 
* The ring expands with a speed of 500.
 
* The ring expands with a speed of 500.
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* Does not tick when affected units turn spell immune, so that {{Item ID|Blink Dagger}} is not disabled.
 
* 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).
 
* Can deal up to 468/870/1296 (870/1296/1836) damage to a single unit (before reductions).
  +
 
* Fully affects [[invisible]] units.
 
}}
 
}}
   

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