Dota 2 Wiki
No edit summary
No edit summary
(22 intermediate revisions by 5 users not shown)
Line 25: Line 25:
 
}}
 
}}
   
'''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.
+
'''Lesale Deathbringer''' the '''Venomancer''' is a [[ranged]] [[agility]] [[hero]] who is focused on dealing damage over time and slowing enemies down. While unassuming due to his mediocre stats and low attack range, he can inflict surprising amounts of gradual damage with his poisonous abilities if left alone. Venomancer can unleash a Venomous Gale to infect enemies in a straight line, drastically slowing them while dealing damage over time. His attacks are just as hazardous thanks to his lethal Poison Sting, which adds a toxic effect to his normal attacks, poisoning opposing Heroes for a great amount of damage over a duration. Plague Ward 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 by itself, the damage it inflicts is tremendous, the duration is very long, and its wide area of effect makes it difficult to avoid. It is mostly used to [[initiate]] battles, since Poison Nova cannot quickly inflict damage but rather degrades its targets over time. When combined together, 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==
+
== Bio ==
 
{{Hero bio
 
{{Hero bio
 
| name = Lesale Deathbringer
 
| name = Lesale Deathbringer
Line 35: Line 35:
 
| lore = 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.
 
| lore = 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.
 
}}
 
}}
  +
  +
== Gameplay ==
   
 
== Abilities ==
 
== Abilities ==
 
{{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.
 
| lore = A concoction of various stings, poisons, and toxins gathered from the jungles of Jidi Isle, victims surviving it are rare.
 
| lore = A concoction of various stings, poisons, and toxins gathered from the jungles of Jidi Isle, victims surviving it are rare.
Line 46: Line 48:
 
| affects = Enemies
 
| affects = Enemies
 
| damagetype = Magical
 
| damagetype = Magical
 
| key = Q
 
| legacy key = E
  +
 
| bkbblock = Yes
 
| bkbblock = Yes
 
| purgeable = No
 
| purgeable = No
 
| linkenblock = No
 
| linkenblock = No
| key = Q
 
| legacy key = E
 
| mana = 125
 
| cooldown = 22
 
   
| trait1 = Gale Range
+
| trait1 = Cast Range
 
| value1 = 800
 
| value1 = 800
| trait2 = Gale Radius
+
| trait2 = Max Travel Distance
| value2 = 125
+
| value2 = 800
| trait3 = Initial damage
+
| trait3 = Gale Radius
| value3 = 25/50/75/100
+
| value3 = 125
| trait4 = Damage over Time
+
| trait4 = Initial damage
| value4 = 0/30/60/90
+
| value4 = 25/50/75/100
| trait5 = Move Speed Slow
+
| trait5 = Damage over Time
| value5 = 50%
+
| value5 = 0/30/60/90
| trait6 = Duration
+
| trait6 = Move Speed Slow
| value6 = 15
+
| value6 = 50%
  +
| trait7 = Duration
  +
| value7 = 15
  +
 
| mana = 125
 
| cooldown = 22
   
 
| notes = * The gale travels at a speed of 1200.
 
| notes = * The gale travels at a speed of 1200.
   
* {{Ability ID|Venomous Gale|Venomancer}} 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).
   
 
* 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.
   
* A unit with less that 25% of its maximum health can be [[denied]] when it has the {{Ability ID|Venomous Gale|Venomancer}} debuff on.
+
* A unit with less that 25% of its maximum health can be [[denied]] when it has the Venomous Gale debuff on.
   
* {{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.
+
* Deals the initial damage upon hitting enemies, and then deals the damage over time in 3 second intervals, resulting in overall 6 damage instances.
   
* {{Ability ID|Venomous Gale|Venomancer}} 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).
  +
  +
* 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 88: Line 97:
 
| affects = Enemies
 
| affects = Enemies
 
| damagetype = Magical
 
| damagetype = Magical
 
| key = W
  +
| legacy key = T
  +
 
| bkbblock = No
 
| linkenblock = No
 
| purgeable = No
 
| purgeable = No
 
| illusionuse = Partially
 
| 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.
 
| 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 = No
 
| linkenblock = No
 
| key = W
 
| legacy key = T
 
   
 
| trait1 = Damage per Second
 
| trait1 = Damage per Second
Line 103: Line 113:
 
| value3 = 6/9/12/15
 
| value3 = 6/9/12/15
   
| notes = * {{Ability ID|Poison Sting|Venomancer}} is not a [[Unique_Attack_Modifier|unique attack modifier]].
+
| notes = * Poison Sting is not a [[Unique Attack Modifier|unique attack modifier]].
   
* 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:
+
* 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}}.
 
** {{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}}.
   
* {{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.
+
* The damage ticks in 1 second intervals, starting immediately 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).
+
* Can deal up to 35/100/195/320 damage (before reductions).
 
}}
 
}}
   
Line 118: Line 128:
 
| duration = 40
 
| duration = 40
 
| hp = 75/200/325/450
 
| hp = 75/200/325/450
| damage = 9-11/17-21/<br />
+
| damage = [[Physical|{{tooltip|9-11/17-21/<br />
26-32/34-42<br />
+
26-32/34-42|Piercing Damage}}]]
([[Damage types|Piercing damage]])
 
 
| armor = 0
 
| armor = 0
 
| move speed = 0
 
| move speed = 0
Line 128: Line 137:
 
| missile speed = 1900
 
| missile speed = 1900
 
| attack point = 0.3
 
| attack point = 0.3
  +
| attack backswing = 0.7
 
| attack speed = 1.5
 
| attack speed = 1.5
 
| bounty = 14-17
 
| bounty = 14-17
Line 135: Line 145:
 
{{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. Wards gain the Poison Sting level from Venomancer, dealing 50% of the full damage.
 
| 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
 
| cooldown = 5
+
| purgeable = No
   
 
| trait1 = Cast Range
 
| trait1 = Cast Range
Line 152: Line 161:
 
| value2 = 40
 
| value2 = 40
   
 
| mana = 20
| notes = * A {{Ability ID|Plague Ward|Venomancer}} will automatically attack the closest enemy unit within its attack range.
 
 
| cooldown = 5
  +
 
| notes = * 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 {{Ability ID|Plague Ward|Venomancer}}.
+
* 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.
 
* 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 {{Ability ID|Poison Sting|Venomancer}} from the {{Ability ID|Plague Ward|Venomancer}} does not stack with the one from Venomancer.
+
* 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.
   
* 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.
+
* The damage source of the wards' Poison Sting is set to be the wards themselves, and not Venomancer.
   
* {{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.
+
* 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.
 
* 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.
  +
  +
* The wards' attack damage is not reduced by [[damage block]] abilities.
 
}}
 
}}
   
 
{{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 cannot deal lethal damage; targets will be left with at least 1 health.
 
| 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.
Line 177: Line 191:
 
| affects = Enemies
 
| affects = Enemies
 
| damagetype = Magical
 
| damagetype = Magical
| aghanimsupgrade = Increases damage and duration, and decreases cooldown.
 
| bkbblock = No
 
| 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
Line 195: Line 207:
 
| value4 = 12/14/15 (14/15/16*)
 
| value4 = 12/14/15 (14/15/16*)
   
 
| mana = 200/300/400
| notes = * {{Ability ID|Poison Nova|Venomancer}} interrupts Venomancer's [[channeling]] spells upon cast.
 
 
| cooldown = 140/120/100 (140/120/60*)
 
| aghanimsupgrade = Increases damage and duration, and decreases cooldown.
   
 
| notes = * Interrupts Venomancer's [[channeling]] spells upon cast.
* {{Ability ID|Poison Nova|Venomancer}} expands with a speed of 500.
 
   
 
* The ring expands with a speed of 500.
* {{Ability ID|Poison Nova|Venomancer}} Can hit units up to 830 range away (575 travel distance + 255 width).
 
   
 
* 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.
 
   
 
* 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).
* {{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.
 
   
 
* Deals damage in 1 second intervals, starting immediately 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.
 
   
 
* 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.
 
* {{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.
 
}}
 
}}
   
==Recommended items==
+
== Recommended Items ==
 
{{Recommendeditems
 
{{Recommendeditems
 
| explanation =
 
| explanation =
  +
 
'''Starting items:'''
 
'''Starting items:'''
* [[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.
 
* [[Ring of Protection]] gives you some armor while laning, and can be upgraded to a {{Item ID|Ring of Basilius}} from the side shop.
* [[Slippers of Agility]] give you some Agility, which is your main attribute.
 
  +
* As a support, purchasing the [[Animal Courier]] is essential for your team.
* One [[Clarity]] is needed because you are quite mana dependent, and you need some mana regeneration before getting other items to cover this weakness.
 
  +
* A [[Clarity]] is optional, but recommended, if you have any spare gold. Venomancer's base mana pool and Intelligence growth are quite poor, and casting {{Ability ID|Venomous Gale|Venomancer}} once at level 1 will drain more than half of your mana pool.
  +
 
'''Early game:'''
 
'''Early game:'''
 
* [[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]] are important to get early on Venomancer, as his base movement speed is quite low. More mobility allows you to position yourself for your spells, particularly Venomous Gale.
* [[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 attributes and some armor. All of this can also make pushing a bit easier.
+
* [[Ring of Aquila]] solves most of your problems in the early game. It gives flat mana regeneration, which is useful due to Venomancer's low base intelligence, as well as good attributes and some armor. The mana regen allows you to place {{Ability ID|Plague Ward|Venomancer}}s without running out of mana, and the armor aura can also help you push lanes more easily due to giving your lane creeps more survivability.
  +
 
'''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]] 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.
+
* [[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 {{Ability ID|Poison Sting|Venomancer}} to enemies with your attacks.
* [[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.
+
* [[Aghanim's Scepter]] greatly increases the killing potential of {{Ability ID|Poison Nova|Venomancer}}: it can deal up to 1836 non-lethal damage before magic resistance reductions, making it perfect for initiations when assisted by teammates.
  +
* [[Observer Ward]]s are a core requirement as a support. While you can place Plague Wards to scout enemy movement, they are limited in vision, duration and sight range, and can be far more easily spotted and destroyed.
  +
* [[Town Portal Scroll]] is necessary on virtually all heroes, but is important in Venomancer's case due to his ability to show up to teamfights to cast his nukes and slows, and defend a tower and counter-push at the same time. As well, his low mobility and lack of escape abilities means that having a TP scroll on hand at all times should be the case.
  +
 
'''Situational items:'''
 
'''Situational items:'''
* [[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.
+
* [[Veil of Discord]] provides attributes and armor for Venomancer as well as the item's active, Magic Weakness, which increases the effectiveness of all of Venomancer's spells and even his passive. 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 an astounding amount of 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 intelligence, eliminating your mobility and mana issues almost entirely. It also makes positioning for casting your spells easier by disabling an opponent for a short time, and can be used to temporarily save yourself after casting Poison Nova amongst the middle of the enemy team.
* [[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 Poison Nova and/or Venomous Gale.
* [[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.
+
* [[Shadow Blade]] gives more damage, more attack speed and a useful escape mechanism. You can also use its ability to initiate on the enemy team and cast your ultimate.
  +
* [[Butterfly]] is a very expensive item and generally not recommended when playing as a support. It drastically increases Venomancer's attack speed and damage, as well as giving him evasion and a small amount of armor, allowing him to weather physical attacks better and apply Poison Sting to multiple targets over a short amount of time.
* [[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
+
* [[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.
  +
* [[Manta Style]] gives Venomancer more overall stats, as well as movement speed. Its active can be used to remove debuffs from yourself, and the illusions can assist in applying slows to enemy targets as their Poison Sting can stack with your own.
  +
* [[Drum of Endurance]] gives Venomancer stats across the board, and the increased movement speed can offset his low mobility somewhat. The extra attack speed also helps him apply his Poison Sting more easily.
  +
* [[Flying Courier]] should be purchased if you have enough gold to do so at the 3 minute mark. Giving your mid the ability to retrieve needed items more easily, as well as bottle crow as necessary, are essential to giving your team a major strategic advantage.
 
}}
 
}}
   
==Tips==
+
== Equipment ==
 
{{:Venomancer/equipment}}
* 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.
 
  +
** Keep Venomous Gale off cooldown during pushes, as its cooldown is quite long and you may need it at any time.
 
  +
== Tips ==
* Poison Sting is not a [[Unique Attack Modifier]], and as such it can be combined with other slow modifiers such as [[Orb of Venom]] or [[Eye of Skadi]] to give your attacks increased slowing power.
 
  +
* In general, Venomancer should be played as a pushing support who provides utility to his team, rather than as a fighter, due to his general frailty and low movement speed. As such, many of the more expensive recommended luxury items that focus on physical damage output should not be built at all, as they provide little comparative benefit and do not synergize well with Venomancer's skills. Instead, focus on building mobility and utility items that help your team without requiring you to jump into the fray outside of casting your spells.
** 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.
 
  +
* 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.
* [[Venomancer#Plague Ward|Plague Wards]] deal weak damage in sparse numbers, but their power becomes significant when massed.
 
 
* {{Ability ID|Venomous Gale|Venomancer}} 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.
** 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.
 
  +
** However, beware that it costs 125 mana, when your mana pool is only 195 at level 1. As such, missing your Venomous Gale will render you unable to cast any other spells for some time unless you have a Clarity or other form of mana regen.
  +
** Keep in mind that Venomous Gale deals no damage over time at level 1. Therefore, if you want the spell to do more than apply a small amount of initial damage and slow its victims, at least one additional level should be taken.
 
** 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.
 
* {{Ability ID|Poison Sting|Venomancer}} is not a [[Unique Attack Modifier]], and as such it can be combined with other slow modifiers such as {{Item ID|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 right from the beginning, increasing the net amount of damage you do.
  +
* {{Ability ID|Plague Ward|Venomancer}}s deal weak damage in sparse numbers and at early levels, but their power becomes significant when once 3 or more skill points are placed in them and they are massed in one location. If you are employing an early push strategy, it is wise to max Plague Wards first in order to put as much cheap Physical damage on the field as possible.
  +
** Plague Wards deal Piercing damage, which means that they deal increased damage against lane creeps but are less effective against towers and siege creeps.
  +
*** When pushing a lane, try to place your initial wave of Plague Wards just outside of the enemy tower's attack range. This way, you can safely mass them in order to make short work of the enemy's creep wave as they approach, as well as delay the creep wave at that location and give your creeps time to move forward.
  +
*** Once your creep wave moves forward to attack the enemy's tower, only then should you place your second wave of Plague Wards within range to attack the tower. Without cover, the tower can make short work of your Plague Wards, preventing you from massing them. Try to place your Plague Wards on the opposite side of the enemy tower if possible, and another cluster outside of its range towards the enemy's base so that you can weaken the enemy's approaching creep wave before it makes contact with your creeps.
  +
** Due to how frail they are and how little damage they do at level 1 and 2, it is not recommended that you cast Plague Wards too frequently during the laning stage, as they will only provide gold and experience for the enemy. As well, while they are spammable and cost small amounts of mana, placing enough to cause any meaningful amount of damage will cost significantly more mana.
  +
** If farming jungle camps with Plague Wards, avoid placing them as the ability comes off cooldown inside the camp itself. This reduces the amount of damage that the wards can do, and will block the camp from spawning if the wards persist at the minute mark. Instead, place a cluster of wards outside of the camp and then aggro the creeps into your wards. This will concentrate their firepower and reduce the amount of damage you take, plus it allows you to use the same ward cluster to work down two or even three neighboring camps simultaneously by pulling them into one location where the wards can attack them and automatically aggro them back with the poison damage.
 
** 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.
 
** 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.
 
** 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 prevent them from pursuing you after passing through a narrow path by blocking it.
** 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 immovable units. This can be useful if you want to change attack targets, stop a Plague Ward's auto attack or deny friendly creeps and runes, and even destroy 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.
+
* Unless you have teammates who can follow up, do not use {{Ability ID|Poison Nova|Venomancer}} 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. The only exception to this is if you have Aghanim's Scepter and are level 16 or higher, as the cooldown will then reduce to below your respawn duration.
 
** 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.
 
** 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.
  +
* Other items not listed under Situational items can be useful to Venomancer's kit:
* 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.
 
  +
** {{Item ID|Sentry Ward}}s are crucial on Venomancer as a support item. As he can place Plague Wards through terrain and fog of war to get vision, he can easily place Sentry Wards alongside them to de-ward enemy Observer Wards. Since Plague Wards are summoned units, he can "set and forget" them after finding an Observer Ward, rather than risk getting ganked by staying to de-ward.
* 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.
 
  +
** {{Item ID|Arcane Boots}} are highly recommended on Venomancer, as his ultimate costs a large amount of mana and his mana pool is otherwise extremely limited. As a support, you also help your team by being able to replenish their mana as well as your own, allowing you to cast your spells more often.
  +
** {{Item ID|Force Staff}} is useful on Venomancer if you're having trouble farming a Blink Dagger. The increased mana pool helps greatly with his ability to cast spells, and the item's active ability serves as a useful escape mechanism on a frail hero without escape abilities.
  +
** {{Item ID|Ghost Scepter}} is almost mandatory for a frail support that is being focused down by the enemy team constantly. As it prevents you from suffering Physical damage, it can give you enough time to cast Poison Nova and Venomous Gale on the enemy team, increasing your teamfight contribution.
  +
** {{Item ID|Scythe of Vyse}} is a very farm-intensive item to purchase, however it will permanently solve all of Venomancer's mana issues while also giving him an instant hard disable that he can cast on the enemy in a teamfight, even in the late game.
   
 
== 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 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.
+
* In Warcraft DotA, Venomancer's hero model was a hydralisk. Hydralisks are a ranged combat unit of the Zerg, an alien race in ''Blizzard Entertainment'''s RTS game ''Starcraft''. Hydralisks are a very common and well-known image in Blizzard games.<ref>[http://starcraft.wikia.com/wiki/Hydralisk]Hydralisks, [http://www.playdota.com/heroes/venomancer the model Venomancer uses in DotA].</ref>
   
== Equipment ==
+
== Update History ==
 
{{Update History|
{{:Venomancer/equipment}}
 
  +
'''[[December 17, 2014 Patch#Update 5|December 17, 2014 Patch Update 5]]'''
  +
* Fixed the damage source of the {{Ability ID|Plague Ward|Venomancer}}s' {{Ability ID|Poison Sting|Venomancer}} to be the wards, instead of Venomancer
   
== Update history ==
 
{{Update History|
 
 
'''[[November 21, 2013 Patch]]
 
'''[[November 21, 2013 Patch]]
 
* New model and {{Ability ID|Poison Nova|Venomancer}} icon.
 
* New model and {{Ability ID|Poison Nova|Venomancer}} icon.
   
 
'''[[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]]'''
* {{Undocumented}} Added animations for {{Hero icon|Beastmaster|16px}} [[Beastmaster]], {{Hero icon|Undying|16px}} [[Undying]], and {{Hero icon|Venomancer|16px}} [[Venomancer]] relating to their loadout stance.
+
* {{Undocumented}} Added animations for {{Hero icon|Beastmaster|16px}} [[Beastmaster]], {{Hero ID|Undying}}, and {{Hero ID|Venomancer}} relating to their loadout stance.
   
 
'''[[November 08, 2012 Patch]]'''
 
'''[[November 08, 2012 Patch]]'''
Line 273: Line 318:
   
 
'''[[October 25, 2012 Patch]]'''
 
'''[[October 25, 2012 Patch]]'''
* Updated vision values on these abilities: [[File:Unstable Concoction icon.png|16px]] [[Alchemist#Unstable Concoction|Unstable Concoction]], [[File:Phantasm icon.png|16px]] [[Chaos Knight#Phantasm|Phantasm]], [[File:Waveform icon.png|16px]] [[Morphling#Waveform|Waveform]], [[File:Storm Hammer icon.png|16px]] [[Sven#Storm Hammer|Storm Hammer]], [[File:Mirror Image icon.png|16px]] [[Naga Siren#Mirror Image|Mirror Image]], [[File:Spirit Lance icon.png|16px]] [[Phantom Lancer#Spirit Lance|Spirit Lance]], [[File:Requiem of Souls icon.png|16px]] [[Shadow Fiend#Requiem of Souls|Requiem of Souls]], [[File:Spectral Dagger icon.png|16px]] [[Spectre#Spectral Dagger|Spectral Dagger]], [[File:Venomous Gale icon.png|16px]] [[Venomancer#Venomous Gale|Venomous Gale]], [[File:Earthbind icon.png|16px]] [[Meepo#Earthbind|Earthbind]], [[File:Dream Coil icon.png|16px]] [[Puck#Dream Coil|Dream Coil]], [[File:Shackleshot icon.png|16px]] [[Windrunner#Shackleshot|Shackleshot]], [[File:Wall of Replica icon.png|16px]] [[Dark Seer#Wall of Replica|Wall of Replica]], [[File:Flamebreak icon.png|16px]] [[Batrider#Flamebreak|Flamebreak]], [[File:Deafening Blast icon.png|16px]] [[Invoker#Deafening Blast|Deafening Blast]], [[File:Ghost Ship icon.png|16px]] [[Kunkka#Ghost Ship|Ghost Ship]].
+
* Updated vision values on these abilities: {{Ability ID|Unstable Concoction|Alchemist}}, {{Ability ID|Phantasm|Chaos Knight}}, {{Ability ID|Waveform|Morphling}}, {{Ability ID|Storm Hammer|Sven}}, {{Ability ID|Mirror Image|Naga Siren}}, {{Ability ID|Spirit Lance|Phantom Lancer}}, {{Ability ID|Requiem of Souls|Shadow Fiend}}, {{Ability ID|Spectral Dagger|Spectre}}, [{{Ability ID|Venomous Gale|Venomancer}}, {{Ability ID|Earthbind|Meepo}}, {{Ability ID|Dream Coil|Puck}}, {{Ability ID|Shackleshot|Windranger}}, {{Ability ID|Wall of Replica|Dark Seer}}, {{Ability ID|Flamebreak|Batrider}}, {{Ability ID|Deafening Blast|Invoker}}, {{Ability ID|Ghost Ship|Kunkka}}.
   
 
'''[[September 13, 2012 Patch]]'''
 
'''[[September 13, 2012 Patch]]'''
* {{Undocumented}} Broken down a number of existing hero models into multiple parts {{Hero icon|Death Prophet|16px}} [[Death Prophet]], {{Hero icon|Enchantress|16px}} [[Enchantress]], {{Hero icon|Huskar|16px}} [[Huskar]], {{Hero icon|Silencer|16px}} [[Silencer]], {{Hero icon|Sniper|16px}} [[Sniper]], {{Hero icon|Storm Spirit|16px}} [[Storm Spirit]], {{Hero icon|Venomancer|16px}} [[Venomancer]] and {{Hero icon|Weaver|16px}} [[Weaver]].
+
* {{Undocumented}} Broken down a number of existing hero models into multiple parts {{Hero ID|Death Prophet}}, {{Hero ID|Enchantress}}, {{Hero ID|Huskar}}, {{Hero ID|Silencer}}, {{Hero ID|Sniper}}, {{Hero ID|Storm Spirit}}, {{Hero ID|Venomancer}} and {{Hero ID|Weaver}}.
   
 
'''[[June 14, 2012 Patch]]'''
 
'''[[June 14, 2012 Patch]]'''
Line 327: Line 372:
 
}}
 
}}
   
== Balance changelog ==
+
== Balance Changelog ==
 
{{Update History|
 
{{Update History|
 
'''6.82'''
 
'''6.82'''
Line 409: Line 454:
 
}}
 
}}
   
==Replaced Abilities==
+
== Replaced Abilities ==
 
{{Ability
 
{{Ability
 
| name = Shadow Strike
 
| name = Shadow Strike
  +
| image = Venomous Gale
  +
| sound =
 
| description = 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.
 
| description = 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.
  +
| lore = A concoction of various stings, poisons, and toxins gathered from the jungles of Jidi Isle, victims surviving it are rare.
 
| ability = Target Unit
 
| ability = Target Unit
 
| affects = Enemies
 
| affects = Enemies
 
| damagetype = Magical
 
| damagetype = Magical
| linkenblock = Yes
 
 
| key = Q
 
| key = Q
  +
| legacy key = D
| mana=90/105/120/135
 
  +
| cooldown=22
 
| trait1 = Range
+
| bkbblock = Partially
  +
| bkbtext = Cannot be cast on spell immune units. Initial damage and slow pierce spell immunity.
 
| linkenblock = Yes
 
| purgeable = No
  +
  +
  +
| trait1 = Cast Range
 
| value1 = 400
 
| value1 = 400
| trait2 = Duration
+
| trait2 = Initial Damage
| value2 = 15.1
+
| value2 = 50/70/70/100
| trait3 = Strike Damage
+
| trait3 = Damage over Time
| value3 = 50/70/70/100
+
| value3 = 10/20/40/50
| trait4 = Periodic Damage
+
| trait4 = Move Speed Slow
| value4 = 10/20/40/50
+
| value4 = 50%
| trait5 = Periodic Damage Interval
+
| trait5 = Duration
| value5 = 3
+
| value5 = 15
  +
| notes = * Slow starts at 50% and decreases as time passes.
 
 
| mana = 90/105/120/135
* Total damage dealt is 100/170/270/350.
 
  +
| cooldown = 22
  +
  +
| notes = * The projectile travels at a speed of 1200 and can be [[disjoint]]ed.
  +
  +
* The [[slow]] deceases in 1 second intervals, slowing the target by 50.0%/40.8%/32.7%/25.9%/20.1%/15.5%/11.7%/8.7%/6.4%/4.6%/3.3%/2.3%/1.6%/1.1%/0.7% on each second.
  +
  +
* A unit with less that 25% of its maximum health can be denied when it has the debuff on.
  +
  +
* Deals the initial damage upon hitting the target and the damage over time in 3 second intervals, resulting in overall 6 damage instances.
  +
  +
* Successive casts refresh the [[slow]] and damage over time durations and deal the initial damage again.
 
}}
 
}}
   
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:Venomancer Concept art.jpg|Concept art
+
File:Venomancer Concept Art1.jpg|Concept art
 
File:Oldmod-veno.png|Model and icons before [[November 21, 2013 Patch]]
 
File:Oldmod-veno.png|Model and icons before [[November 21, 2013 Patch]]
 
</gallery>
 
</gallery>
   
==See also==
+
== See also ==
 
* [[Venomancer responses]]
 
* [[Venomancer responses]]
  +
* [[Venomancer sounds]]
 
* [[Toxic Gaze]]
 
* [[Toxic Gaze]]
  +
  +
== References ==
  +
<references />
   
 
{{Dave Fennoy}}
 
{{Dave Fennoy}}

Revision as of 20:06, 23 January 2015

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. While unassuming due to his mediocre stats and low attack range, he can inflict surprising amounts of gradual damage with his poisonous abilities if left alone. Venomancer can unleash a Venomous Gale to infect enemies in a straight line, drastically slowing them while dealing damage over time. His attacks are just as hazardous thanks to his lethal Poison Sting, which adds a toxic effect to his normal attacks, poisoning opposing Heroes for a great amount of damage over a duration. Plague Ward 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 by itself, the damage it inflicts is tremendous, the duration is very long, and its wide area of effect makes it difficult to avoid. It is mostly used to initiate battles, since Poison Nova cannot quickly inflict damage but rather degrades its targets over time. When combined together, 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)

Gameplay

Abilities

Venomous Gale
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+0.7
Vision Range (U) 1200800
Experience 20/25/30/35
Notes Unit type: Ward

Plague Ward
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.
  • The damage source of the wards' Poison Sting is set to be the wards themselves, and not Venomancer.
  • 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.
  • The wards' attack damage is not reduced by damage block abilities.


Poison Nova
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

Equipment

Venomancer/equipment

Tips

  • In general, Venomancer should be played as a pushing support who provides utility to his team, rather than as a fighter, due to his general frailty and low movement speed. As such, many of the more expensive recommended luxury items that focus on physical damage output should not be built at all, as they provide little comparative benefit and do not synergize well with Venomancer's skills. Instead, focus on building mobility and utility items that help your team without requiring you to jump into the fray outside of casting your spells.
  • 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 icon 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.
    • However, beware that it costs 125 mana, when your mana pool is only 195 at level 1. As such, missing your Venomous Gale will render you unable to cast any other spells for some time unless you have a Clarity or other form of mana regen.
    • Keep in mind that Venomous Gale deals no damage over time at level 1. Therefore, if you want the spell to do more than apply a small amount of initial damage and slow its victims, at least one additional level should be taken.
    • 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 icon Poison Sting is not a Unique Attack Modifier, and as such it can be combined with other slow modifiers such as Orb of Venom icon 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 right from the beginning, increasing the net amount of damage you do.
  • Plague Ward icon Plague Wards deal weak damage in sparse numbers and at early levels, but their power becomes significant when once 3 or more skill points are placed in them and they are massed in one location. If you are employing an early push strategy, it is wise to max Plague Wards first in order to put as much cheap Physical damage on the field as possible.
    • Plague Wards deal Piercing damage, which means that they deal increased damage against lane creeps but are less effective against towers and siege creeps.
      • When pushing a lane, try to place your initial wave of Plague Wards just outside of the enemy tower's attack range. This way, you can safely mass them in order to make short work of the enemy's creep wave as they approach, as well as delay the creep wave at that location and give your creeps time to move forward.
      • Once your creep wave moves forward to attack the enemy's tower, only then should you place your second wave of Plague Wards within range to attack the tower. Without cover, the tower can make short work of your Plague Wards, preventing you from massing them. Try to place your Plague Wards on the opposite side of the enemy tower if possible, and another cluster outside of its range towards the enemy's base so that you can weaken the enemy's approaching creep wave before it makes contact with your creeps.
    • Due to how frail they are and how little damage they do at level 1 and 2, it is not recommended that you cast Plague Wards too frequently during the laning stage, as they will only provide gold and experience for the enemy. As well, while they are spammable and cost small amounts of mana, placing enough to cause any meaningful amount of damage will cost significantly more mana.
    • If farming jungle camps with Plague Wards, avoid placing them as the ability comes off cooldown inside the camp itself. This reduces the amount of damage that the wards can do, and will block the camp from spawning if the wards persist at the minute mark. Instead, place a cluster of wards outside of the camp and then aggro the creeps into your wards. This will concentrate their firepower and reduce the amount of damage you take, plus it allows you to use the same ward cluster to work down two or even three neighboring camps simultaneously by pulling them into one location where the wards can attack them and automatically aggro them back with the poison damage.
    • 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 prevent them from pursuing you after passing through a narrow path by blocking it.
    • Remember that you can control your Plague Wards as immovable units. This can be useful if you want to change attack targets, stop a Plague Ward's auto attack or deny friendly creeps and runes, and even destroy the Aegis of the Immortal.
  • Unless you have teammates who can follow up, do not use Poison Nova icon 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. The only exception to this is if you have Aghanim's Scepter and are level 16 or higher, as the cooldown will then reduce to below your respawn duration.
    • 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.
  • Other items not listed under Situational items can be useful to Venomancer's kit:
    • Sentry Ward icon Sentry Wards are crucial on Venomancer as a support item. As he can place Plague Wards through terrain and fog of war to get vision, he can easily place Sentry Wards alongside them to de-ward enemy Observer Wards. Since Plague Wards are summoned units, he can "set and forget" them after finding an Observer Ward, rather than risk getting ganked by staying to de-ward.
    • Arcane Boots icon Arcane Boots are highly recommended on Venomancer, as his ultimate costs a large amount of mana and his mana pool is otherwise extremely limited. As a support, you also help your team by being able to replenish their mana as well as your own, allowing you to cast your spells more often.
    • Force Staff icon Force Staff is useful on Venomancer if you're having trouble farming a Blink Dagger. The increased mana pool helps greatly with his ability to cast spells, and the item's active ability serves as a useful escape mechanism on a frail hero without escape abilities.
    • Ghost Scepter icon Ghost Scepter is almost mandatory for a frail support that is being focused down by the enemy team constantly. As it prevents you from suffering Physical damage, it can give you enough time to cast Poison Nova and Venomous Gale on the enemy team, increasing your teamfight contribution.
    • Scythe of Vyse icon Scythe of Vyse is a very farm-intensive item to purchase, however it will permanently solve all of Venomancer's mana issues while also giving him an instant hard disable that he can cast on the enemy in a teamfight, even in the late game.

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 ranged combat unit of the Zerg, an alien race in Blizzard Entertainment's RTS game Starcraft. Hydralisks are a very common and well-known image in Blizzard games.[1]

Update History

Template:Update History

Balance Changelog

Template:Update History

Replaced Abilities

Shadow Strike
Blocked by Linken's Sphere. Partially pierces spell immunity. QD
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.
Cast Range: 400
Initial Damage: 50/70/70/100
Damage over Time: 10/20/40/50
Move Speed Slow: 50%
Duration: 15
Cooldown symbol
 22
Mana symbol
 90/105/120/135
A concoction of various stings, poisons, and toxins gathered from the jungles of Jidi Isle, victims surviving it are rare.

  • The projectile travels at a speed of 1200 and can be disjointed.
  • The slow deceases in 1 second intervals, slowing the target by 50.0%/40.8%/32.7%/25.9%/20.1%/15.5%/11.7%/8.7%/6.4%/4.6%/3.3%/2.3%/1.6%/1.1%/0.7% on each second.
  • A unit with less that 25% of its maximum health can be denied when it has the debuff on.
  • Deals the initial damage upon hitting the target and the damage over time in 3 second intervals, resulting in overall 6 damage instances.
  • Successive casts refresh the slow and damage over time durations and deal the initial damage again.


Gallery

See also

References

Template:HeroNav