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 time. 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 is not lethal and does not 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 does not 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.
- The gale travels at a speed of 1200, taking 0.71 seconds to reach max distance.
- Can hit units up to 975 range away (travel distance + radius).
- The slow decreases over time. Hit units regain 1% of their movement speed in 0.3 second intervals, starting 0.3 seconds after the debuff is applied.
- A unit with less than 25% of its maximum health can be denied when it has the Venomous Gale debuff on.
- After the initial damage, it deals damage over time in 3 second intervals, resulting in overall 6 damage instances.
- Venomous Gale can deal up to 100/275/450/625 damage to a single unit (before reductions).
- The debuff from successive casts does not stack, only the duration is refreshed.
- This means the initial damage is not dealt again, since it only applies on debuff creation, but not on refresh.
- The projectile has 280 radius flying vision. This vision does not last.
- The damage from Poison Sting is flagged as HP Removal, so it does not trigger any on-damage effects.
- The damage ticks in 1 second intervals, starting immediately as the debuff is placed, resulting in 6/9/12/15 damage ticks.
- The debuff from successive attacks does not stack, only the duration is refreshed.
- Can deal up to 36/108/216/360 (18/54/108/180 when applied by before reductions). ) damage (
- Plague Wards automatically attack enemies within their attack range, using default auto-attack rules.
- It is possible to manually give the wards an attack target by just right-clicking an enemy in range.
- It is also possible to stop the wards from attacking by ordering them to stop (only works when the auto-attack option is turned off).
- Plague Wards' attacks apply
on enemies. The debuff stacks with that of Venomancer's own attacks, but their effects do not stack.
- This means that wards place a separate Poison Sting debuff on attacked enemies and do not refresh the debuff from Venomancer's attacks.
- However, the debuff placed by a ward is muted (does not damage or slow) if the enemy is also affected by Venomancer's debuff.
- The damage source of the wards' Poison Sting is set to be Venomancer, not the wards themselves.
- Plague Wards have a lower target priority than units and heroes, so they are attacked by towers and lane creeps last.
- The wards gain their spell immunity through a buff, so it is possible for enemies to check the buff and ping-out how long the ward will last.
- The wards' attack damage is not reduced by damage block abilities.
- Interrupts Venomancer's channeling spells upon cast.
- The ring expands with a speed of 500.
- Despite the nova having a width, units between the ring and Venomancer are still hit, even when not within 255 width of the nova ring.
- Deals damage in 1 second intervals, starting immediately as the debuff is placed, resulting in 19 ( 24) instances.
- Poison Nova can never kill a unit. It does not drop affected units below 1 health from its damage ticks.
- Can deal up to 760/1235/1710 ( 960/1560/2160) ( 1425/1900/2375, 1800/2400/3000) damage to a single unit (before reductions).
- The debuff from successive casts does not stack, only the duration is refreshed.
|12% Spell Lifesteal||20||+5sDuration|
|+10%Slow||15||Hero Impact Summons 2|
- Level 10 left talent: +15s duration reduced to +12.
- Level 10 right talent: -8s cooldown reduced to -6s.
- Level 15 left talent: +12% movement speed slow reduced to +10%.
- Level 20 left talent: 15% spell lifesteal reduced to 12%.
- Level 20 right talent: +7s duration reduced to +5.5s.
- Level 25 left talent: 3x health/attack damage reduced to 2.6x.
- Level 25 right talent: +800 radius reduced to +640.
- regenerates health, allowing Venomancer to stay longer in lane without going back to the fountain.
- restores health as well.
- ferries items to teammates.
- is highly recommended in the laning stage, as Venomancer is highly dependent on casting spells in order to be effective. Venomancer's base mana pool and intelligence growth are quite poor, and casting Venomous Gale once at level 1 drains more than half of your mana pool.
- 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.
- provides good regeneration, especially if you are laning against opponents who keep casting their abilities.
- 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 getting within range to cast Venomous Gale.
- is 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.
- gives attributes, and health and mana restoration for emergencies.
- 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.
- is useful on Venomancer if you are 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.
- 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.
- greatly increases the killing potential of Poison Nova: it can deal tremendous amounts of magical damage to the entire enemy team, making it perfect for initiations when assisted by teammates.
- 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, it is much cheaper and easier to build. Combining both can result in an astounding amount of damage over time, and also benefits teammates if you have a caster-heavy lineup.
- gives 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.
- 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.
- 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.
- 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.
- solves all of your mana problems and gives 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.
- 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.
- 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.
- is a highly expensive item, but can give Venomancer many strong benefits. The item grants increased HP and mana, giving Venomancer more staying power. More importantly, the cooldown reduction allows Venomancer to place Plague Wards much more frequently, and the spell lifesteal combined with his powerful damage-over-time spells, particularly Poison Nova, give him immense survivability in any fight as he can regenerate health almost as quickly as he takes damage.
- is a stronger permanent investment but also risks surrendering the gem to the enemy if they can successfully kill Venomancer.
- 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.
- is very helpful for giving Venomancer protection against physical damage. It can be used to buy yourself some time if you are jumped on by the enemy team in a gank or teamfight, or allow you to survive long enough to cast Venomous Gale after using your ultimate.
- can be a very useful utility item. The magic resistance gives Venomancer survivability against magic nukes, while the attack speed facilitates the utility of Poison Sting. The active can be used to initiate with Poison Nova if a Blink Dagger or Force Staff is unavailable, and can be used to shield yourself or a teammate from magic nukes, or as an escape tool if the enemy has no detection.
- gives Venomancer a lot of health, a lot of intelligence to increase the size of his mana pool, and a long range root that can help him with initiating and ganking. The active allows Venomancer to set up his Venomous Gale.
- is expensive, but provides Venomancer with many strong benefits. It gives him a much larger mana pool to use, allowing him to better utilize his spells, and gives him armor for resisting physical damage. The auras add to his ability to slow enemy heroes, and the active can be used in conjunction with Poison Nova to slow enemies enough to catch them in its radius, as well as add an additional movement speed slow on top of Venomous Gale and Poison Sting.
- is a very farm-intensive item to purchase, however, it permanently solves 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.
|Roles:||Support Nuker Initiator Pusher Disabler|
|Playstyle:||In his panic, the herbalist Lesale injected himself with a crude antidote, made from the nectar of an armored orchid, and the venom of the reptile that had just stung him. He fell comatose, and a lurid transformation began spreading through his body. Seventeen years later, a strange creature arose from the jungle floor. It infected other living beings by its very touch, and spewed Venomous Gales to slow and poison escaping prey. Part reptile and part orchid, what remained of Lesale's human mind now works to plant Plague Wards, living sentinels that defend its perimeters with acid spit. Foes who approach too close are sprayed with a noxious Poison Nova, ensuring that even those who get away eventually succumb to the Venomancer's many toxins.|
- Venomancer's name, Lesale, may be a reference to "Le Sale", which is French for "The Dirty" or "The Nasty".
- In 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.
- Venomancer's response ▶️ "It's in my nature." likely alludes to the animal fable The Scorpion and the Frog, in which the scorpion answers to why it stings the frog in the middle of a river, drowning them both.
Model and icons before November 21, 2013 Patch