Warlock

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Warlock
Warlock icon.png
Strength attribute symbol.png
22 + 2.8
Agility attribute symbol.png
10 + 1
Intelligence primary attribute symbol.png
24 + 2.7
Level Base 1 15 25
Health 200 640 1420 1980
H. regen amp 0% 15.71% 43.71% 63.71%
Mana 75 363 807 1131
M. regen amp 0% 48% 123.6% 177.6%
Armor 1 2.67 5 6.67
Spell dmg 0% 1.71% 4.41% 6.34%
Att/sec 0.59 0.65 0.73 0.79
Damage 22‒32 46‒56 83‒93 110‒120
Magic res. 25% 27.7% 31.95% 34.99%
Base health regen 1.5
Base mana regen 0.9
Movement speed 295
Turn rate 0.5
Vision range 1800/800
Attack range 600
Projectile speed 1200
Attack animation 0.3+0.3
Base attack time 1.7
Collision size 24
Legs 2

Demnok Lannik the Warlock is a ranged intelligence hero who possesses many powerful teamfight spells capable of inflicting chaos upon the enemy team. Shadow Word is a highly versatile spell, as it allows him to support allies by healing them or harass enemies by dealing damage over time, giving him strong lane presence. Beyond the early game, Warlock can turn any teamfight in his team's favor as his other spells are strong when unleashed against multiple enemies. Fatal Bonds causes all enemies linked together to take bonus damage when one of their number takes damage, magnifying the strength of area-of-effect spells, while Upheaval can allow him to greatly slow any enemies caught in the radius of the spell, making it harder for them to maneuver in fights or escape. His ultimate, Chaotic Offering, summons a Golem after stunning all enemies in a wide area, allowing him to throw them into disarray. While unassuming and weak by himself, Warlock is a dangerous threat in any teamfight as his spells allow him to turn the enemies' numbers against them and sow chaos amongst their ranks.

Bio[edit]

Warlock Demnok Lannik, the Warlock
Play "Chaos comes at my command!"
Lore: As Chief Curator and Head of Acquisitions for the Arcane Archives of the Ultimyr Academy, Demnok Lannik was tireless in his pursuit of lost, rare and forbidden tomes. No cursed temple was so foreboding, no cavern path so treacherous, that any concern for his own survival could dissuade him from entering if rumors hinted that some pamphlet of primordial lore might still survive in its depths. However, so often did his investigations trigger the wrath of protector entities, that he finally found it necessary to master the arts of magic. He bent himself to learning sorcery with the same thorough obsessiveness that marked his quest for incunabula, becoming the most powerful Warlock of the Academy in less time than most practitioners required to complete a course of undergraduate work. Almost as an afterthought, he carved a staff of Dreadwood and summoned into it a captive spirit from the Outer Hells. And anticipating the day when he will have recovered every last lost spellbook, he has commenced writing his own Black Grimoire. It will undoubtedly be instructive.
Voice: Sam A. Mowry (Responses)

Abilities[edit]

Fatal Bonds
Partially blocked by Linken's Sphere. Partially pierces spell immunity. Play
Q
F
Fatal Bonds icon.png
Ability
Target Unit
Affects
Enemies
Binds several enemy units together, causing a percentage of the damage dealt to one of them to be felt by the others.
Cast Animation: 0.2+0
Cast Range: 1000 (Talent 1125)
Search Radius: 700
Max Bonded Units: 3/4/5/6
Damage Shared: 25% (Talent 30%)
Bonds Duration: 25
Cooldown symbol.png 24/22/20/18
Mana symbol.png 140
Partially pierces spell immunity. Cannot be cast on spell immune enemies. Does not bind spell immune enemies. Damages bond enemies if debuff was placed before spell immunity (magical damage gets reduced to 0).
Partially blocked by Linken's Sphere. Blocked fully only when primary target.
Modifiers
Debuff Fatal Bonds: Dispellable with any dispel.
An ancient incantation that links the vital energies of multiple lifeforms into one collective body.

Notes:

  • Fatal Bonds' damage has the no-reflection flag, preventing its damage from interacting with other sources of damage with the same flag.
  • Spreads the damage before it is reduced or amplified in any way on the receiving target.
    • When, for example, Abaddon minimap icon.png Abaddon gets damaged while under the effect of Borrowed Time icon.png Borrowed Time, the bonds still spread the damage, before Borrowed Time turns it into heals.
    • This also goes for illusions. When damaging a bonded illusion, the damage is spread before it gets amplified for the illusions.
    • This also goes for finishing blows. When, for example, a unit at 10 health is hit by e.g. 1000 damage, the bonds still spread 25% (Talent 30%) of the 1000 damage.
  • Only spreads the 3 damage types. Does not spread HP Removal.
  • The distance between the bonded units does not matter. Once bonded, they always spread or receive the spread damage.
  • The spread damage is always sourced to Warlock. If a unit dies to the damage done by Fatal Bonds, Warlock is credited, no matter who caused the damage which got spread.
  • Upon cast, the spell searches for visible enemy units within 700 of the cast target and binds them instantly together.
  • Links the closest units to the initial target, instead of randomly choosing targets within the search radius.
  • The damage caused by Fatal Bonds does not cause aggro. Bonded neutral creeps do not react on the damage.
  • Increases the total damage output of every damage by 50%/75%/100%/125% (Talent 60%/90%/120%/150%) when the maximum amount of units is bonded.
  • Successive casts of Fatal Bonds fully stack and work independently from each other.
The given value "* Shared damage is the same damage type as the source of the damage.
  • Fatal Bonds' damage has the no-reflection flag, preventing its damage from interacting with other sources of damage with the same flag.
  • Spreads the damage before it is reduced or amplified in any way on the receiving target.
    • When, for example, Abaddon minimap icon.png Abaddon gets damaged while under the effect of Borrowed Time icon.png Borrowed Time, the bonds still spread the damage, before Borrowed Time turns it into heals.
    • This also goes for illusions. When damaging a bonded illusion, the damage is spread before it gets amplified for the illusions.
    • This also goes for finishing blows. When, for example, a unit at 10 health is hit by e.g. 1000 damage, the bonds still spread 25% (Talent 30%) of the 1000 damage.
  • Only spreads the 3 damage types. Does not spread HP Removal.
  • The distance between the bonded units does not matter. Once bonded, they always spread or receive the spread damage.
  • The spread damage is always sourced to Warlock. If a unit dies to the damage done by Fatal Bonds, Warlock is credited, no matter who caused the damage which got spread.
  • Upon cast, the spell searches for visible enemy units within 700 of the cast target and binds them instantly together.
  • Links the closest units to the initial target, instead of randomly choosing targets within the search radius.
  • The damage caused by Fatal Bonds does not cause aggro. Bonded neutral creeps do not react on the damage.
  • Increases the total damage output of every damage by 50%/75%/100%/125% (Talent 60%/90%/120%/150%) when the maximum amount of units is bonded.
  • Successive casts of Fatal Bonds fully stack and work independently from each other." contains strip markers and therefore it cannot be parsed sufficiently.


Shadow Word
Shadow Word icon.png
Affects
Enemies / Allies
Damage
Magical
Warlock whispers an incantation, healing a friendly unit or damaging an enemy unit over time.
Cast Animation: 0.5+0.6
Cast Range: 525/600/675/750 (Talent 650/725/800/875)
Radius: 0 (Talent 250)
Damage per Second: 15/25/35/45
Heal per Second: 15/25/35/45
Duration: 12
Cooldown symbol.png 16 (Talent 9)
Mana symbol.png 90/110/130/150
Partially pierces spell immunity. Can be cast on spell immune allies.
Cannot be cast on spell immune enemies. Attempts to damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Buff or Debuff, based on the target's alliance Shadow Word: Dispellable with any dispel.
Warlock arcane arts have a myriad of uses, allowing them to be powerful friendly enchantments or damaging curses.

Notes:

  • Deals damage or heals in 1 second intervals, starting 1 second after cast, resulting in 12 instances.
  • Can deal up to 180/300/420/540 damage to the target (before reductions), or heal for the same amount if cast on an ally.
  • Successive casts of Shadow Word fully stack and work independently from each other.
  • The first sound is played when the target is an ally, the second sound when it is an enemy.
  • The talent turns Shadow Word into an area-targeted spell, so that it cannot directly target units anymore.


Upheaval
Does not pierce spell immunity. Play
E
E
Upheaval icon.png
Affects
Enemies
A powerful slowing current that grows stronger as it's channelled. Lasts up to 16 seconds. Enemies are slowed for 3 seconds after leaving the area or the spell ends.
Cast Animation: 0.5+0
Cast Range: 1200 (Talent 1325)
Radius: 650
Max Channel Time: 16
Move Speed Slow per Second: 7%/14%/21%/28%
Move Speed Slow Cap: 84%
Slow Duration: 3
Cooldown symbol.png 50/46/42/38
Mana symbol.png 100/110/120/130
Does not pierce spell immunity. Slow persists if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Upheaval: Dispellable with any dispel.
Demnok manipulates space-time, impairing entire armies.

Notes:

  • The strength of the slow is based on the channel duration, not on how long a unit stands in the affected area.
  • The slow percentage increases by 3.5%/7%/10.5%/14% in 0.5 second intervals, starting 0.5 seconds after spell cast.
  • So it takes 12/6/4/3 seconds for the slow to reach the 84% slow cap.
  • The slow debuff is applied or refreshed in the same intervals.


Chaotic Offering
Pierces spell immunity. Play
R
R
Chaotic Offering icon.png
Ability
Target Area
Affects
Enemies
Damage
Physical
Summons a Golem from the depths, stunning enemies for one second. The Golem lives 60 seconds, takes reduced damage from spells, has Permanent Immolation and Flaming Fists on attack.
Cast Animation: 0.5+0.7
Cast Range: 1200 (Talent 1325)
Stun Radius: 600
Effect Delay: 0.5
Number of Golems: 1 (Upgradable by Aghanim's Scepter. 2)
Stun Duration: 1
Golem Duration: 60
Cooldown symbol.png 170
Mana symbol.png 250/375/500
Upgradable by Aghanim's Scepter. Calls 2 golems with reduced stats and bounty.
Modifiers
Debuff Stunned: Dispellable with strong dispels.
Demnok unleashes the captive spirit in his Dreadwood staff, causing destruction in enemy ranks.

Notes:

  • Golems are always summoned at the center of the targeted area.
  • The golems are creep-heroes and ancient creeps, making them interact differently with several spells. For detailed interactions follow the two links.
  • Aghanim's Scepter icon.png Aghanim's Scepter upgraded Chaotic Offering summons both golems simultaneously after the effect delay.
  • Destroys trees within 600 radius at the targeted point upon cast.
  • The visual effect and sounds during the effect delay are visible and audible to everyone.
  • Also plays a sound effect during the cast time, which is audible to everyone as well.
  • When the level 20 Talent talent is chosen, one golem is summoned whenever Warlock dies, on his death location.
    • This golem's stats are based on the current level of Chaotic Offering. The level 25 talents are applied as well, whichever is chosen.
    • Aghanim's Scepter icon.png Aghanim's Scepter neither affects the golem's stats, nor does it make death summon 2 golems. It is always one golem.
    • The golem is not summoned when Warlock dies while holding the Aegis of the Immortal icon.png Aegis of the Immortal.
    • Unlike a regular cast, the golem is summoned instantly upon Warlock's death. The area stun of Chaotic Offering is also applied around Warlock.
  • When the level 25 Talent talent for it is chosen, the golems are summoned with permanent spell immunity.


Warlock's Golem[edit]

Warlock's Golem
Warlock Golem model.png
Warlock Golem icon.png
Ancient Creep-Hero
Level 1
Duration 60
Health 1000/1500/2000 (Upgradable by Aghanim's Scepter. 750/1125/1500)
Health regeneration 25/50/75
Armor 6/9/12 (Talent 26/29/32)
Magic resistance 33 %
Attack damage 75/100/125 (Upgradable by Aghanim's Scepter. 56/75/94)
Acquisition range 500
Attack range 225
Base attack time 1.2
Attack animation 0.26+0.74
Movement speed 320/340/360
Follow range 100
Turn rate 0.5
Collision size 24
Vision range 18001800 (G)
Bounty 100/150/200 (Upgradable by Aghanim's Scepter. 50/75/100)
Experience 98
Model scale 0.9/1/1.1
Notes Abilities:
Flaming Fists (Warlock's Golem) icon.png Flaming Fists
Permanent Immolation (Warlock's Golem) icon.png Permanent Immolation
Spell Immunity icon.png Spell Immunity (Talent)

Flaming Fists
Disabled by Break. Pierces spell immunity.
Flaming Fists (Warlock's Golem) icon.png
Ability
Passive
Affects
Enemies
Damage
Pure
Deals extra damage to nearby units when attacking.
Radius: 300
Damage: 40/50/60

Notes:

  • The radius is centered around the attacked target.
  • The damage hits the attack target as well, not only nearby units.


Permanent Immolation
Disabled by Break. Does not pierce spell immunity.
Permanent Immolation (Warlock's Golem) icon.png
Ability
Aura
Affects
Enemies
Damage
Magical
Burns the Golem's nearby enemy units, with damage per second.
Radius: 300
Damage per Second: 30/40/50
Does not pierce spell immunity. Attempts to damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Warlock Golem Permanent Immolation Debuff: Undispellable.

Notes:

  • Permanent Immolation is an aura. The debuff lingers for 0.5 seconds.
  • Deals damage in 1 second intervals, starting 1 second after the debuff is placed.
  • Can deal up to 1800/2400/3000 damage to a single unit (before reductions) when it stays within range for its whole duration.
  • Permanent Immolation of multiple golems fully stacks with each other.


Spell Immunity
Not disabled by Break.
Spell Immunity icon.png
Ability
Passive
Affects
Self
This creature does not feel the effects of most magical spells.
Magic Resistance Bonus: 100%

Notes:

  • Only unlocked when the right level 25 talent is chosen.
  • The spell immunity is gained through a permanent status buff, instead of an ability.


Talents[edit]

Hero Talents
Magic Immunity for Warlock Golem icon.png Chaotic Offering Golems 25 +20 Warlock Golem icon.png Chaotic Offering Golems Armor
250 Shadow Word icon.png Shadow Word AoE 20 Summons a Warlock Golem icon.png Golem on Death
-7s Shadow Word icon.png Shadow Word Cooldown 15 +40% XP Gain
+125 Cast Range 10 +5% Fatal Bonds icon.png Fatal Bonds Damage

Recommended items[edit]

Starting items:

  • As noted earlier, Warlock should generally carry at least some of the support duties on his team. This means that Animal Courier (Radiant) icon.png Animal Courier, Observer Ward icon.png Observer Ward, Sentry Ward icon.png Sentry Ward, and other support items such as Dust of Appearance icon.png Dust of Appearance and Smoke of Deceit icon.png Smoke of Deceit should all take priority.
  • Healing Salve icon.png Healing Salve is generally required in most starting item builds, in order to allow players to stay in lane despite harass damage from the enemy. Shadow Word can replace the utility of Tango icon.png Tango during the laning stage for replenishing small amounts of HP.
  • Clarity icon.png Clarity is recommended in order to take advantage of Warlock's powerful utility spells when they are needed. A Clarity can guarantee at least one more additional cast of Shadow Word or any of your other spells.
  • Ring of Protection icon.png Ring of Protection is helpful for protecting Warlock against enemy harass damage, and allows you to build a Ring of Basilius from the Side Lane Shop.
  • Iron Branch icon.png Iron Branch should be used to fill out the rest of your inventory, as they are cheap and the attributes they provide can be very useful in the early game. They can be used to complete a Magic Wand, or build Mekansm components.

Early-game items:

  • Magic Stick icon.png Magic Stick is recommended for most heroes. In Warlock's case, his low base strength means that he is relatively easy to kill in the early game, so having the ability to instantly heal yourself for 150 HP is very helpful. The 150 MP also allows you to cast at least one more spell in a teamfight if your mana is low.
  • Boots of Speed icon.png Boots of Speed are important on any support. In Warlock's case, the flexibility of Shadow Word means that positioning yourself quickly to cast it on an ally or enemy can help to secure a kill on the enemy or save an ally from death.
  • Bracer icon.png Bracer provides additional attributes and bonus strength to bulk up Warlock's small base health pool, greatly increasing his survivability in fights.
  • Ring of Basilius (Active) icon.png Ring of Basilius is useful for providing armor and mana regen during the laning stage, which aids in survivability and replenishing mana for casting Shadow Word, as well as pushing a lane if needed by turning the aura on. It is best disassembled and the components recycled for use in other items, however, as Warlock's high base intelligence as well as growth ensure that a Sage's Mask is more effective early on due to its percentage-based regen bonus.

Core items:

  • Magic Wand icon.png Magic Wand provides all the benefits of a Magic Stick, as well as additional stats to increase your survivability. Using stored charges can give Warlock enough mana to cast almost any spell in his arsenal, and can often be enough to cast your ultimate if you're low.
  • Arcane Boots icon.png Arcane Boots are important in aiding Warlock's ability to support his team, on top of replenishing his own mana pool so that he can continue using his spells. As he can already heal his teammates with Shadow Word, replenishing their mana as well as Warlock's ensures that your team is ready to fight at any time, or that your carry can continue farming without having to return to base as often.
  • Aghanim's Scepter icon.png Aghanim's Scepter should be considered a luxury item if playing a hard support role, but it is also one of the most powerful items that Warlock can purchase, especially when given farm priority. The ability to summon two Golems with Chaotic Offering can inflict significantly more damage against the enemy as neither Permanent Immolation or Flaming Fists have their effectiveness reduced.
  • Due to Warlock's flexible nature and powerful spells, a Town Portal Scroll icon.png Town Portal Scroll should always be on hand should it be needed. Warlock's ability to heal teammates in emergency situations and disrupt the enemy formation with his spells should never be discounted.

Situational items:

  • Refresher Orb icon.png Refresher Orb is a very powerful luxury item in that it allows Warlock to use his ultimate twice, whether it has been upgraded by Aghanim's Scepter or not, as well as double-stack Fatal Bonds since repeated casts will work independently rather than refresh its duration. While it provides immense mana regen to allow more frequent use of spells, priority should be given to increasing the size of Warlock's mana pool should this be purchased, as his ultimate and Refresher Orb's active can cost a total of up to 1175 mana, to say nothing of his other abilities.
  • Scythe of Vyse icon.png Scythe of Vyse gives Warlock a much larger mana pool as well as regeneration, and shores up his other stats as well. Its Hex ability allows Warlock to instantly disable an enemy from range, greatly increasing his teamfight potential.
  • Shiva's Guard icon.png Shiva's Guard gives Warlock immense survivability against physical attacks, and increases his intelligence dramatically as well, providing a much larger mana pool and more base damage. The auras allow him to contribute more in teamfights by reducing enemy attack and movement speed, giving him more crowd control, reducing enemies' attack speed, and giving him an additional slow on top of Upheaval, which does not have to be channeled and can help his Golem to chase opponents.
  • Necronomicon 1 icon.png Necronomicon gives Warlock additional strength and intelligence, giving him HP and mana, as well as the ability to summon Necronomicon Warriors to a teamfight, synergizing well with Chaotic Offering. The minions greatly add to Warlock's teamfight contribution as they can be controlled while Warlock himself is channeling Upheaval.
  • Drum of Endurance icon.png Drum of Endurance can be easily upgraded from Bracer, and gives Warlock all-around additional stats. The aura gives Warlock more teamfight contribution, and the active can give his Golem more mobility and damage output.
  • Pipe of Insight icon.png Pipe of Insight is a powerful support item that gives Warlock another tool with which to protect his teammates. The item's active ability can shield allies from magical damage for a short period of time, enough to blunt their initial wave of magic nukes.
  • Mekansm icon.png Mekansm is another powerful support item that synergizes well with Shadow Word, allowing Warlock to heal teammates and keep them in the fight. The all-around attributes and armor help make Warlock less squishy, and his high intelligence growth ensures that he can easily afford the mana cost of the active.
  • Veil of Discord icon.png Veil of Discord is a useful utility item that boosts Warlock's stats across the board, gives him a large amount of bonus intelligence, and gives him more armor. As Fatal Bonds already amplifies the power of area-of-effect magic nukes that hit multiple targets, increasing that further by reducing enemies' magic resistance can greatly increase the amount of damage dealt.
  • Octarine Core icon.png Octarine Core can be very strong on Warlock in the late game, as it can reduce the cooldown time on his spammable spells and allow him to have his ultimate available on a more regular basis. As well, Warlock can lifesteal from Fatal Bonds damage and an offensively cast Shadow Word, increasing his survivability in fights.
  • Guardian Greaves icon.png Guardian Greaves is a useful late-game upgrade to Mekansm and Arcane Boots, giving Warlock strong teamfight contribution as well as opening up an inventory slot. The self-dispel allows Warlock to remove debuffs from himself, such as silences that are preventing him from casting his spells.
  • Urn of Shadows icon.png Urn of Shadows synergizes well with Shadow Word, as it performs many of the same roles and augments Warlock's flexibility further. It is a strong utility item to build if you do not intend on buying a Bracer, as the strength and mana regen benefit Warlock greatly.
  • Medallion of Courage icon.png Medallion of Courage, and its upgrade Solar Crest icon.png Solar Crest, have a myriad of uses for Warlock. As a ranged support he can use it to assist his carry from a distance either by placing the debuff on an enemy or by placing the buff on an ally. The same can be applied to the Golem, either to extend its survivability or weaken its target. Finally, it can be used on Roshan to help your team kill him faster.
  • Force Staff icon.png Force Staff is a good utility item on any support hero, and is no exception for Warlock. It can allow Warlock to get in position to cast his spells, and has utility in re-positioning teammates as well as displacing enemies, and can even be used on your Golem to help it to chase fleeing enemies.
  • Ghost Scepter icon.png Ghost Scepter can be helpful if Warlock is constantly being focused down by the enemy's physical right-clickers. Using Ghost Scepter's active can shield Warlock from physical damage for some seconds, allowing him to cast his spells as needed.
  • Vladmir's Offering icon.png Vladmir's Offering is a useful mid-game utility item that provides a strong teamfight aura. The aura gives Warlock and his allies additional armor and passive HP regen, as well as increased damage and lifesteal. These bonuses benefit the Golem as well, increasing its survivability to get more use out of your ultimate.
  • Aether Lens icon.png Aether Lens, built up from the Energy Booster component of Arcane Boots, greatly improves Warlock's ability to get off his spells in teamfights. The cast range increase further augments his already formidably long cast ranges, allowing him to cast his spells from complete safety behind his team, where the enemy will be unable to catch him.
  • Shadow Amulet icon.png Shadow Amulet can be useful to purchase if you intend on casting Upheaval frequently. As Warlock often has to channel the spell for at least a few seconds for it to reach full potency, hiding yourself from basic sight can increase your safety and keep the enemy guessing on your location, as the spell's cast range allows you to employ the spell from a fairly safe distance and an angle of your choosing.
    • Upgrading Shadow Amulet into a Glimmer Cape icon.png Glimmer Cape can give Warlock more utility at the cost of less effective cover while channeling Upheaval. As Warlock can channel Upheaval for up to 16 seconds, purchasing a Glimmer Cape prevents him from remaining invisible for the entire duration as it only lasts for 5 seconds. However, it provides utility in that it can be cast on allies to help them initiate, or protect an ally from magic nukes for a short period of time. It can also be cast on your Golem to increase its survivability against any magic nukes the enemy may use to try to kill it.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity is a useful utility caster item that is also cheap to build. It improves Warlock's mobility via increased movement speed, allowing him to more easily position to cast his spells, and provides intelligence and mana regen to improve his ability to cast his spells. The active can give him a hard-disable to use against enemies, or can be used on himself to provide temporary invulnerability while removing debuffs (such as silences that are preventing him from casting his spells).
  • Rod of Atos icon.png Rod of Atos is a strong item to purchase on Warlock. The increased health pool gives him more survivability, while the increased intelligence gives him additional base damage and a larger mana pool to work with. The active synergizes with his ability to cast his spells at extremely long range, slowing enemies from long distances and making them easy prey for his Golem or pinning them down for Upheaval.
  • Lotus Orb icon.png Lotus Orb is a strong utility item that allows Warlock to use the enemies' targeted spells against them. The item provides HP and mana regen as well as armor, giving Warlock more survivability and keeping his HP and mana topped up. The active can be cast on Warlock himself or one of his team's carries, discouraging the enemy from using their targeted nukes and disables. It can also be cast on his Golem, but it does not reflect spells.

Gameplay[edit]

Roles: Support Support Initiator Initiator Disabler Disabler
Complexity:

★☆☆

Playstyle: In the endless pursuit of rare texts, Demnok Lannik found it necessary to learn the magicks that would help him reach the most inaccessible tomes. In short time, his obsessive study made him the most powerful Warlock in the academy. He whispers a versatile Shadow Word to heal fellow adventurers, or damage hostile creatures. Fatal Bonds link his enemies together, forcing each to suffer a share of the others' pains. Demnok Lannik brings a Chaotic Offering to every fight. Mired in a dimensional Upheaval, not even an army can hold out long against the Warlock's flaming Golem.


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • In DotA, Warlock's ultimate is named Rain of Chaos and the summoned unit was called an Infernal, a hulking golem with green-colored flames. Both names were changed in the transition to Dota 2 to avoid copyright conflicts.
  • Warlock is related to Disruptor minimap icon.png Disruptor and Axe minimap icon.png Axe, as he comes from the Oglodi tribe.
  • Warlock's response Play "Just for that, I'm unfiending you." when killed is probably a play on "Unfriending you" an action in the popular social network Facebook where a person removes another from their friend list.
  • The response Play "Bloodied but unbowed" when respawning is a reference to William Ernest Henley's poem "Invictus".[1]
  • Fatal Bonds' sound effect is based on this Play otherwise unused voice line.

Gallery[edit]

References[edit]