Witch Doctor

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Witch Doctor
Witch Doctor icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
16 + 1.8
13 + 1.4
24 + 2.9
Level Base 1 15 25
Health 200 520 1020 1380
Health regen 0.25 1.85 4.37 6.17
Magic res. 25% 25.96% 27.47% 28.55%
Mana 75 363 843 1191
Mana regen 0 1.2 3.23 4.68
Spell dmg 0% 1.68% 4.52% 6.55%
Armor -1 1.08 4.22 6.46
Att/sec 0.59 0.66 0.78 0.86
Move sp amp. 0% 0.65% 1.63% 2.33%
Damage 27‒37 51‒61 91‒101 120‒130
Movement speed 305
Attack speed 100
Turn rate 0.4
Vision range 1800/800
Attack range 600
Projectile speed 1200
Attack animation 0.4+0.5
Base attack time 1.7
Collision size 24
Legs 2


Abilities[edit]

Paralyzing Cask
Paralyzing Cask icon.png
Affects
Enemies
Damage
Magical
Launches a cask of paralyzing powder that ricochets between enemy units, stunning and damaging those it hits.
Cast Animation: 0.35+0.37
Cast Range: 700
Bounce Distance: 575
Number of Bounces: 2/4/6/8
Damage: 75/100/125/150
Hero Stun Duration: 1
Creep Stun Duration: 5
Cooldown: 8/7/6/5
Mana: 75
Partially pierces spell immunity. Cannot directly target spell immune enemies. Can bounce to spell immune enemies. Does not stun or attempt to damage spell immune enemies.
Partially blocked by Linken's Sphere. Blocked fully when primary or secondary target. Blocked upon impact. Does not stop bouncing when blocked.
Modifiers
Debuff Stunned: Dispellable with strong dispels.
The Witch Doctor recycles the bones of fallen friends and foes, using the powder as part of his arsenal of charms and alchemy.

Notes:

  • Modified values: Cooldown and mana cost.
  • The cask travels at a speed of 1000 and cannot be disjointed.
  • The projectile bounces in 0.3 second intervals.
  • Can bounce on the same unit multiple times, but only when another target was hit between the bounces.


Voodoo Restoration
Voodoo Restoration icon.png
Ability
Toggle / Aura
Affects
Allies
Witch Doctor focuses his magic to heal nearby allied units.
Cast Animation: 0+0
Heal Radius: 500
Mana Cost per Second: 8/12/16/20
Heal per Second: 16/24/32/40
Cooldown: 0
Mana: 8/12/16/20
Modifiers
Buff Voodoo Restoration Aura: Undispellable.
Buff Voodoo Restoration Heal: Undispellable.
Zharvakko's hocus pocus is not limited only hexxing his opponents and is quite adept at curing ailments.

Notes:

  • Modified values: Mana cost.
  • The toggling of Voodoo Restoration is not registered as a spell cast and thus does not proc any on-cast effects.
  • Voodoo Restoration does not interrupt channeling spells upon toggling.
  • Disabling Witch Doctor does not turn Voodoo Restoration off. However, he cannot turn it off himself while disabled either.
  • Heals for 5.28/7.92/10.56/13.2 and costs 2.64/3.96/5.28/6.6 mana in 0.33 second intervals, starting 0.33 seconds after toggled on.
  • The heal is provided by an aura. Its buff lingers for 0.5 seconds.


Maledict icon.png
Affects
Enemies
Damage
Magical
Curses all enemies in a small area, causing them to take a set amount of damage each second, as well as bursts of damage every 4 seconds based on how much health they have lost since the curse began.
Cast Animation: 0.35+0
Cast Range: 575
Radius: 180
Damage per Second: 7/14/21/28
Lost Health as Burst Damage: 16%/24%/32%/40%
Curse Duration: 12
Cooldown: 20
Mana: 105/110/115/120
Modifiers
Debuff Maledict: Undispellable.
Certain voodoo magics can make an enemy regret engaging the Witch Doctor.

Notes:

  • Modified values: Affects enemy heroes changed to affect enemies.
  • Checks the affected units' current health 4 times, once as the curse is applied, and then every 4 seconds for the duration.
  • The burst damage is entirely based on the difference between the hero's current health and its health as the curse got applied.
    • This means the bigger the difference of current health and health upon receiving the debuff gets, the more damage the bursts do.
    • Vice versa, the lower the difference gets, the lower is the damage of the bursts, so getting healed during it reduces its damage.
    • It also means it does not matter how affected units lose health, as it directly compares its health values, not damage values.
    • This is how much of the lost health is re-dealt as damage by the curse, depending on when the health was lost during the curse (0-4/4-8/8-12 seconds) (before reductions):
      Level 1: 16%/35%/56%
      Level 2: 24%/53%/91%
      Level 3: 32%/74%/130%
      Level 4: 40%/96%/174%
  • Deals its own damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 12 damage instances.
  • Together with the bursts, it deals a total of 15 damage instances.
  • The bursts happen 0.1 seconds before each 4th damage tick, so the bursts happen after the 3rd, 7th, and 11th damage tick.
  • With no other sources of health loss or heals, Maledict can deal up to 109.9/249.6/423.1/634.8 damage to a unit (before reductions).
Death Ward
Witch Doctor Death Ward model.png
Ancient Ward
Level 3
Duration 10
Health 135
Health regeneration 0.25
Armor 0
Magic resistance 0%
Attack damage 60/90/120 (Upgradable by Aghanim's Scepter. 90/120/150)
Acquisition range 700 (Talent 875)
Attack range 700 (Talent 875)
Base attack time 0.22
Attack animation 0+0
Projectile speed 1000
Turn rate 0.5
Collision size 16
Vision range 1200800
Vision type Ground
Bounty 0
Experience 0
Notes Invulnerable

Death Ward
Death Ward icon.png
Summons a deadly ward to attack enemy heroes within 700 range. Lasts a maximum of 8 seconds.
Cast Animation: 0.35+0
Cast Range: 600
Max Channel Time: 10
Bounce Distance: 650
Number of Bounces: 2/3/4 (Upgradable by Aghanim's Scepter. 4/5/6)
Damage: 60/90/120 (Upgradable by Aghanim's Scepter. 90/120/150)
Cooldown: 80
Mana: 100/150/200
Aghanim's upgrade: Death Ward attacks bounce between nearby enemies. Increases damage.
Witch Doctor performs a ritualistic dance, one that haunts the dreams of those who live to recount it.

Notes:

  • Modified values: Can attack non-heroes. Max channel time, mana cost, number of bounces and damage.
  • The Death Ward automatically attacks enemy heroes within its attack range, using default auto-attack rules.
    • It is possible to manually give the ward an attack target by just right-clicking an enemy hero in range.
    • Giving an attack order while having Witch Doctor and the ward selected, does not cause the channeling to be canceled.
    • It is also possible to stop the ward from attacking by ordering it to stop (only works when the auto-attack option is turned off).
  • The damage source is the ward itself, meaning certain on-damage effects react on the ward rather than on Witch Doctor.
  • The primary attack can be disjointed and can miss, doing so prevents the projectile from bouncing.
  • However, after having bounced at least once, it can no longer miss, but can still be disjointed.
    • When disjointed, it does continue to bounce and can even bounce back to the disjointing hero.
  • Does not bounce on invisible units or units in the Fog of War. One projectile can never hit the same unit twice.
  • With its 0.22 second attack rate, it can attack up to 45 times. With the bounces, it can deal 90/135/180 (Upgradable by Aghanim's Scepter. 180/225/270) damage instances.
  • With the current attack rate and damage, it can deal up to 272.7/409.1/545.5 (Upgradable by Aghanim's Scepter. 409.1/545.5/681.8) damage per second to a single hero.
  • Can deal up to 2700/4050/5400 (Upgradable by Aghanim's Scepter. 4050/5400/6750) damage to a single hero (before reductions).
  • When all attacks and bounces hit, it can deal up to 5400/12150/21600 (Upgradable by Aghanim's Scepter. 16200/27000/40500) damage (before reductions).
  • Provides 1200/800 range ground vision for 5 seconds at its location after the channeling stops.


Talents[edit]

Hero Talents
+20 Voodoo Restoration Heal25+175 Death Ward Attack Range
+15% Magic Resistance20+8 Armor
+12 All Stats15+75 Damage
+20% XP Gain10+200 Health
Notes:
  • Replaced talents: -35s respawn time replaced by +12 all stats.
  • Upgrading health increases maximum health capacity and keeps the current health percentage.
  • The armor and attack damage are added as bonus armor and bonus attack damage, and therefore do not benefit illusions.
  • The magic resistance stacks multiplicatively with other sources of magic resistance.

Patch history[edit]

Patch
Description
  • Added to Dark Moon.