Hero stats changes: Day vision range reduced from 1800 to 1100. No other changes.
Cast Range: 700
Bounce Distance: 575
Number of Bounces: 2/4/6/8
Hero Damage: 50
Creep Damage: 75/100/125/150
Hero Stun Duration: 1
Creep Stun Duration: 2/2.5/3/3.5
Cannot directly target spell immune enemies. Can bounce to spell immune enemies. Does not stun or attempt to damage spell immune enemies.
Blocked fully when primary or secondary target. Blocked upon impact. Does not stop bouncing when blocked.
- Modified values:
- Creep stun duration: 5 -> 2/2.5/3/3.5
- Cooldown: 20/18/16/14 -> 10
- 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.
- Cannot bounce on invisible, invulnerable or hidden units, but can bounce on units in the Fog of War.
- Can deal up to 150/300/500/750 (100/150/200/250 to heroes) damage to a single unit (before reductions).
- All bounces together can deal up to 225/500/875/1350 (150/250/350/450 to heroes) damage (before reductions).
- Treats creep-heroes as heroes.
- Modified values: None.
- 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 ( 11.88/14.52/17.16/19.8) 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.
- Modified values:
- Affects creeps
- Mana cost: 105/110/115/120 -> 110/125/140/155
- Lost health as burst damage: 16%/24%/32%/40% -> 10%/15%/20%/25%
- 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 unit'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: 8%/16.6%/26%
- Level 2: 12%/25.4%/40.5%
- Level 3: 16%/34.6%/56.1%
- Level 4: 20%/44%/72.8%
- 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 96.4/206/329.8/468.8 damage to a unit (before reductions).
- Modified values:
- Despite the description, the Death Ward only has true strike after upgraded by .
- The Death Ward automatically attacks enemy units 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 unit 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 (e.g. ).
- The primary attack can be disjointed and can miss, doing so prevents the projectile from bouncing. Cannot miss when upgraded.
- 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 unit.
- 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 ( 180/225/270) damage instances.
- With the current attack rate and damage, it can deal up to 181.8/272.7/363.6 ( 272.7/363.6/454.5 damage per second per target.
- Can deal up to 1800/2700/3600 ( 2700/3600/4500) damage to a single unit (before reductions).
- When all attacks and bounces hit, it can deal up to 3600/8100/14400 ( 10800/18000/27000) damage (before reductions).
- Death Ward's attack damage is not reduced by Damage Block.
- Provides 1200/800 range ground vision for 5 seconds at its location after the channeling stops.
|+15% Magic Resistance||20||+8 Armor|
|+12 All Stats||15||+90 Damage|
|+25% XP Gain||10||+200 Health|
- Modified values: Changed +2 Cask Bounces to +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.
- Increased lost health as burst damage from 8%/12%/16%/20% to 10%/15%/20%/25%.
- Increased damage from 40/60/80 to 45/65/85.
- Increased scepter damage from 60/80/100 to 65/85/105.
- Reduced lost health as burst damage from 12%/18%/24%/30% to 8%/12%/16%/20%.
- Added to Siltbreaker.