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 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.
|Lesale Deathbringer, the Venomancer|
|Play "No necromancer shall raise what the venomancer puts down."|
|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.|
|Voice:||Dave Fennoy (Responses)|
- 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 that 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 75/250/425/600 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.
- When the talent is chosen, spawns 2 Plague Wards around each hit enemy hero (including clones, excluding illusions).
- The wards are based on Plague Ward's level. They do not spawn if the ability is not learned.
- The wards are placed within 100 range of the hit enemy hero, on opposite sides of each other.
- 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 36/126/264/450 (18/63/132/225 when applied by Plague Wards) damage (before reductions).
- 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 Poison Sting 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 guess 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 17 ( 23) 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 510/935/1360 ( 690/1265/1840) ( 1020/1445/1870, 1380/1955/2530) damage to a single unit (before reductions).
- The debuff from successive casts does not stack, only the duration is refreshed.
|3x Plague Ward HP/Damage||25||+600 Poison Nova AoE|
|Gale Hero Impact Summons 2 Wards||20||+6s Poison Nova Duration|
|+6% Poison Sting Slow||15||+150 Cast Range|
|+90 Gold/Min||10||-8 Venomous Gale CD|
- Tango and Healing Salve allow you to stay longer in lane without going back to the fountain.
- Ring of Protection gives you some armor while laning, and can be upgraded to a Ring of Basilius from the side shop.
- As a support, purchasing the Animal Courier is essential for your team.
- Clarity 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.
- Magic Stick provides good regeneration, especially if you are 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 getting within range to cast Venomous Gale.
- 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 Plague Wards 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.
- 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.
- Magic Wand gives attributes and regeneration: it is 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.
- Aghanim's Scepter 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.
- Observer Wards 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.
- 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, 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.
- Eul's Scepter of Divinity 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.
- 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 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 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.
- 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.
- 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.
- Octarine Core 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.
- Gem of True Sight is a stronger permanent investment but also risks surrendering the gem to the enemy if they can successfully kill Venomancer.
- 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 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.
- Ghost Scepter 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.
- Glimmer Cape 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.
- Rod of Atos is a relatively cheap item that gives Venomancer a lot of health, a lot of intelligence to increase the size of his mana pool, and a very long range root that can help him with initiating and ganking. The active allows Venomancer to set up his Venomous Gale.
- Shiva's Guard 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.
- Scythe of Vyse 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.
Model and icons before November 21, 2013 Patch