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Venomancer icon.png
Strength attribute symbol.png
18 + 1.85
Agility primary attribute symbol.png
22 + 2.6
Intelligence attribute symbol.png
18 + 1.75
Level Base 1 15 25
Health 200 560 1060 1440
H. regen amp 0% 12.86% 31.36% 44.57%
Mana 75 291 579 795
M. regen amp 0% 36% 85% 120%
Armor 3.08 6.75 12.81 17.15
Spell dmg 0% 1.29% 3.04% 4.29%
Att/sec 0.59 0.72 0.93 1.08
Damage 0‒0 22‒22 58‒58 84‒84
Move sp amp. 0% 1.32% 3.5% 5.06%
Base health regen 0
Base mana regen 0
Movement speed 290
Turn rate 0.4
Vision range 1800/800
Attack range 450
Projectile speed 900
Attack animation 0.3+0.7
Base attack time 0
Magic resistance 25%
Collision size 0
 [[Category:{{{range type}}} heroes]]

Lesale Deathbringer the Venomancer is a ranged agility hero who is focused on dealing damage over time and slowing enemies down. He is not granted with a big amount of base attack and attribute gain, but he can bring enormous area damage with his poisonous abilities. Venomancer can unleash a Venomous Gale to enemies in a straight line, infecting them, damaging and slowing them over time. His attacks are hazardous thanks to his lethal Poison Sting, which adds a toxic effect to his normal attacks, poisoning opposing Heroes for a duration. Plague Ward, his next ability, 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 isn't lethal and won't kill an enemy, the damage it inflicts is tremendous, the duration is very long, and it affects an area around him. It is mostly used to initiate battles, since Poison Nova isn't a killing type spell. When used altogether, 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 doesn't 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.


Venomancer 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, an 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: [[Voice actors|]] (Responses)


Venomous Gale
Blocked by Linken's Sphere. Partially pierces spell immunity.
Launches a ball of venom in a line, poisoning enemy units so that they take both initial damage and damage over time, as well as suffering slowed movement. Venomous Gale deals damage every 3 seconds over its duration.
Range: 800
Radius: 125
Duration: 15.1
Strike Damage: 25/50/75/100
Periodic Damage: 15/30/45/60
Periodic Damage Interval: 3
Cooldown symbol.png 22
Mana symbol.png 125
Partially pierces spell immunity. Becoming magic immune while under its effects blocks damage but does not remove the movement slow debuff.
A concoction of various stings, poisons, and toxins gathered from the jungles of Jidi Isle, victims surviving it are rare.


  • Units afflicted by Venomous Gale can be denied by their allies when their HP drops below 25% of their maximum health.
  • Slow starts at 50% and decreases as time passes.
  • Total damage dealt is 100/200/300/400.
  • The slowdown is equally powerful at all levels of the spell, which makes it a very useful spell even with only one point invested.
  • Cannot hit invisible units.
  • Cannot be purged.

Poison Sting
Partially pierces spell immunity.
Adds poison damage to Venomancer's normal attacks, slowing movement speed.
Duration: 6/7/8/9
Damage Per Second: 5/10/15/20
Movement Speed Slow: 11%/12%/13%/14%
Partially pierces spell immunity. Slow still takes effect.
The paralytic sting of the creature which caused his transformation now belongs to the Venomancer.


  • Units affected by this skill cannot be denied.
  • Movement slow debuff applies to magic immune (non-mechanical) units.
  • Cannot be purged.

Plague Ward
Summons a plague ward to attack enemy units and structures. The ward is immune to magic.
Cast Range: 850
Ward Duration: 40
Ward Health: 75/200/325/450
Ward Damage: 11/21/32/42
Cooldown symbol.png 5
Mana symbol.png 20
A mixture of his old herbalist talents and newfound toxic mastery creates a living embodiment of plague.


  • Creeps will ignore Plague Wards in favor of attacking you or any creeps present, as will Towers.
  • Most narrow pathways, and certain wider pathways, can be completely blocked off by one or more Plague Wards, making passage impossible.
  • Use Plague Wards to scout up cliffs and other places where enemies might lie in ambush.
  • Wards give 1200 vision of the area.

Poison Nova
Not blocked by Linken's Sphere. Partially pierces spell immunity.
A spreading ring of poison that does damage over time to enemy units around Venomancer. Poison Nova's effect cannot bring units below 1 HP.
Radius: 830
Duration: 12/14/15 (14/15/16*)
Damage Per Second: 36/58/81 (58/81/108*)
Cooldown symbol.png 140/120/100 (60*)
Mana symbol.png 200/300/400
Upgradable by Aghanim's Scepter. Increases damage and duration, and decreases cooldown.
Partially pierces spell immunity. Becoming magic immune while under its effects blocks damage but does not remove the debuff.
In the Acid Jungles, creatures releasing noxious poison to their attackers is common; Venomancer spreads this plague beyond the Jidi Isle.


  • Deals a total of 432/812/1215 (812/1215/1728) damage.
  • Cannot deal lethal damage (target will be left with 1 HP).
  • Cannot hit invisible units.
  • Cannot be purged.

Recommended items



  • Venomous Gale is one of the best level 1 skills in the game. Try to use it to get the first blood with a good partner.
  • Plague Wards deal weak damage in sparse numbers, but their power becomes significant when massed.
  • There is a temptation upon being killed to use Poison Nova out of spite. Resist this urge; as it is intended for initiation purposes and its cooldown, even if you have a Scepter, is not negligible.
  • Disabling or positioning items like Eul's Scepter of Divinity, Orchid Malevolence, Force Staff, Blink Dagger or Shadow Blade are very wise to build on Venomancer, as his frailty and lack of easily-used escape mechanisms are his Achilles' heel.
  • Use Plague Wards constantly in order to provide vision of your neighboring area, especially when across the river and inside enemy territory.
  • Early game, if you use Plague Wards during your laning phase, try to deny them or they will provide a gold bounty for enemy heroes.
  • Keep Venomous Gale off cooldown during pushes, as its cooldown is quite long and you may need it at any time.
  • When chasing an enemy, constantly put Plague Wards ahead of them to maintain sight.
  • Note that the Valve recommended items are not for playing a support style Venomancer. To play support, starting items should include Observer Wards or Courier (or both), early game should be Observer Wards and Sentry Wards, and core should be Gem of Truesight, Boots of Speed, and Mekanism. Everything else listed would be luxury.


  • 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 type of infantry unit in the RTS game Starcraft, which was also made by Blizzard. Hydralisks are a very common and well-known image in the game.

Update history

September 13, 2012 Patch

June 14, 2012 Patch

  • Fixed Aghanim's Scepter not upgrading Poison Nova duration.

March 22, 2012 Patch

  • Fixed being able to dispell Venomous Gale, Poison Sting and Poison Nova.

February 16, 2012 Patch

  • [U] Added injured animations for Venomancer.
  • [U] Added chase animations for Venomancer.

January 12, 2012 Patch

  • Fixed Plague Ward collision size.

September 23, 2011 Patch

  • Fixed how Venomancer's Poison Sting refreshes on attack.

September 09, 2011 Patch

  • Fixed Venomancer's Poison Sting from doing extra damage each attack on buff refresh.

August 06, 2011 Patch

  • Veno wards and Shadow shaman wards all use the smaller hull size. This should prevent them from blocking narrow paths.

August 03, 2011 Patch

  • Fixed Shadow Shaman's wards and Venomancer's Wards not being able to attack Roshan.

July 16, 2011 Patch

  • Fixed a bug where Veno's venomous gale wasn't visible.

July 08, 2011 Patch

  • Venomous gale travels at 1200 speed and provides 800 vision.
  • Poison sting does it's damage at the begining of the interval instead of the end.
  • Adding a fake modifier for poison sting to be used by illusions.
  • Poison Nova no longer hits units in the fog
  • The Nova starts with a radius of 255 and expands out over 1.15s to a radius of 830. Before it started at a radius of 0.
  • Nova Does an extra tick of damage when the effect is applied to enemies

July 01, 2011 Patch

  • Fixed Venomous Gale hitting invisible units.
  • Fixed Poison Nova hitting invisible units.

May 26, 2011 Patch

  • Fixed Poison Sting vs mechanical units.
  • Fixed Poison Sting from illusions.

April 09, 2011 Patch

  • Added Venomancer Venomancer.

Balance changelog


  • Venomous Gale icon.png Venomous Gale
    • Manacost rescaled from 90/105/120/135 to 125.
    • Initial damage rescaled from 50/70/70/100 to 25/50/75/100.
    • Damage per tick increased from 10/20/40/50 to 15/30/45/60.
  • Poison Sting icon.png Poison Sting duration rescaled from 7 to 6/7/8/9.



  • Base HP regeneration increased from 0.25 to 0.75.

See also