Zharvakko, the Witch Doctor, is a ranged intelligence hero who can take on the role of a support or a ganker. A master of voodoo curses and healing arts, he possesses several positioning-dependent crowd control/damage spells as well as a heal that scales well into the late game. Maledict is one of the most powerful damaging spells in the game, and is fittingly enough quite hard to hit properly – but when applied at the right time, Malediction can curse someone to suffer a slow, humiliating death as they limp back towards safety. Paralyzing Cask is a somewhat-unreliable stun that requires multiple enemies to bounce between to be effective, but can provide a barrage of stuns to the enemy team if they are grouped together. Death Ward has the potential to be one of the most damaging ultimates in the game as long as he is able to channel the spell uninterrupted.
- The cask travels at a speed of 1000.
- 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 ( 225/400/625/900) (100/150/200/250 ( 150/200/250/300) to heroes) damage to a single unit (before reductions).
- All bounces together can deal up to 225/500/875/1350 ( 375/700/1125/1650) (150/250/350/450 ( 250/350/450/550) to heroes) damage (before reductions).
- The cask first applies the debuff, then the damage.
- Multiple casks from the same hero both reset and share the remaining number of bounces between all instances.
- 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 ( +0.495% of max health) health 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. The mana cost is also depending on the aura. The buff lingers for 0.5 seconds.
- This means when toggled off, the spell still heals and drains mana for 0.5 seconds before stopping.
- If Witch Doctor does not have enough mana to support another heal instance, the spell toggles itself off.
- However, the lingering buff continues healing, despite the lack of mana, giving up to 2 possible heal instances for free.
If already placed, the debuff stops applying the damage over time if the unit turns spell immune. The burst damage pierces spell immunity.
- Checks the affected units' current health 4 ( 5) 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 on each level (before reductions):
- Deals its own damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 12 ( 16) damage instances.
- The bursts happen 0.1 seconds before each 4th damage tick, so the bursts happen after the 3rd, 7th, and 11th ( 15th) damage tick.
- With no other sources of health loss or heals, Maledict can deal up to 109.9/249.6/423.1/634.8 ( 137.9/305.6/507.1/746.8) damage to a unit (before reductions).
- The Death Ward automatically attacks enemy heroes within its attack range, using default auto-attack rules.
- Upon created, the ward attacks the closest enemy hero to it. After that, it follows 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).
- Can only attack or bounce to heroes (including illusions. clones and s) and
- 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 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 36 times.
- With the current attack rate and damage, it can deal up to 386.4/613.6/840.9 ( 727.3/954.5/1181.8) damage per second to a single hero.
- Can deal up to 3060/4860/6660 ( 5760/7560/9360) damage to a single hero (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.
|+75Damage||25||+1.5% Max Health|
|+6 Armor||10||+75 Damage|
- sustains health so Witch Doctor can stay in lane.
- also restores health.
- sustains mana for Witch Doctor to use abilities.
- ferries items to allies.
- provides vision that may prevent enemy ganks or catch enemies when they are off guard.
- is a useful health/mana restoring item if the enemies in lane are casting many spells. It can later be built into a .
- give a speed boost, offering better escape and catch-up. They can later be built into .
- gives early healing and damage for participating in ganks, and can be built into .
- is good for burst healing and mana while providing bonus attributes compared to the .
- provides Witch Doctor with an increased mana pool, as well as the ability to supply himself and nearby allies with mana.
- can also be a good item which grants invisibility while casting Death Ward. Good support item which can be cast on allies/self while in danger.
- is essential for cross-map transportation. TP scrolls allow Witch Doctor to return to lane quicker after a death, meaning he misses out on less experience in the lane. They can also be used to quickly jump into a fight or defend a tower in a different lane.
- channeling. In addition, it also provides True Strike for Death Ward. allowing Witch Doctor to counter enemies who rely on evasion such as and . allows Death Ward to deal more damage, as well as the ability to bounce between each nearby enemy. This allows for far greater damage output, though it is most effective when you are paired with large initiation stuns such as , , or , which will prevent enemy heroes from breaking Witch Doctor's
- lets Witch Doctor keep allies healthy in combination with Voodoo Restoration, and the percentage-based damage is devastating with Maledict.
- physical damage, using the Medallion of Courage on a low armor hero greatly increases the damage dealt by your ultimate. is a cheap item which reduces an enemy target's armor. Since Death Ward deals
- can be good as pickup item for Witch Doctor support. It helps root enemy heroes as well on casting Death Ward while rooted.
- hex an enemy target. The ability to disable an important enemy target is crucial in the late game. gives Witch Doctor a large increase to his mana pool, as well as additional attributes and the ability to
- spell immunity, preventing most enemies from cancelling your ultimate. provides Witch Doctor with an increase to his low health pool, as well as
- is a useful item for Witch Doctor for the same reason as . While it only prevents one single target stun, its cooldown is much shorter and can be used on priority allies to increase their survivability.
|Roles:||Support Nuker Disabler|
|Playstyle:||A bizarre figure shambles across the land, searching for any opportunity to apply the morbid arts of Prefectura Island. Filling a skull with noxious powder, the Witch Doctor throws this Paralyzing Cask to stun enemies in succession. To his allies, Zharvakko is a fountain of health, curing ailments with Voodoo Restoration. To his foes, he is the source of curses. The Witch Doctor Maledicts his adversaries, forcing them to relive the agony they will inevitably receive from his Death Ward.|
- Witch Doctor is sometimes called "The Walking Fountain", referring to his support abilities Voodoo Restoration and Death Ward.
- Witch Doctor's last hit response ▶️ "Pills here!" is a reference to Left 4 Dead, another title from Valve, where the players can notify the other survivors that they found pills. The survivors would say "Pills here" upon finding some.
- Witch Doctor's original name in DotA was Vol'jin, a reference to the character from the Warcraft universe. Vol'Jin is the warchief of the playable race, the Trolls.
- Witch Doctor's fun name in DotA was Moose, taken from the player DL.Moose who played the Witch Doctor.
- His dying line ▶️ "Bad medicine.." is likely a reference to Bon Jovi's popular old classic Bad Medicine.
- The line ▶️ "Ask not for whom the spell tolls." is a reference to John Donne's poem "Meditation XVII".
- It could also be a reference to the thrash metal Group Metallica, with their song For Whom the Bell Tolls
- Witch Doctor's name, Zharvakko, may be a reference to the popular novel and film Doctor Zhivago.