Venomancer

Lesale Deathbringer the Venomancer is an ranged agility Hero who is focused on dealing damage over time. 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. If Venomancer could not kill his victim in face-to-face combat, be sure that they still will die of poison damage. He also has a good chasing capability, as his abilities can greatly slow the movement speed of enemy Heroes. Venomancer is considered as a semi-carry because of his Poison Sting, which grants him passive slowing effect on his base attack. He also acts as a quasi-support due to his relative item independence to deal damage, and his powerful slows.

Venomancer requires knowledge of lane control, positioning, and target priority to be successful, though he can easily be handed to beginners to play with. He is recommended for new to intermediate players.

Tips

 * 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.
 * Don't be afraid to spam your Plague Wards. They may not be that great on their own, but they are incredible if you have a lot of them.
 * 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 when sceptred is not negligible.
 * Unusually, building Shadow Blade on this hero is wiser than Blink Dagger (the inverse of this is usually the case). It allows for perfectly positioned Poison Novae and Venomous Gales, crafty ward positioning and a badly-needed escape mechanism. Shadow Blade's superiority is ascertained from Blink Dagger's inability to be used while being attacked, and Venomancer is almost always focused.
 * Linken's Sphere is a great item to avoid being silenced or incapacitated; as while unable to use spells you are in grave danger.
 * Though warding runes is a must, your Plague Wards can be used during a push to grant vision in the surrounding jungle. Their placement is the same as observer and sentry wards, that is; they ignore elevation difference and are simply distance-based.
 * Early game, if you use Plague Wards during your laning phase (unwise as your Venomous Gale and Poison Sting should be maxed respectively before Plague Wards), take great care to deny them or they will provide farm for enemy heroes.
 * Venomous Gale is great for pushing, but do not use it on enemy creeps. Its cooldown is unusually long and you cannot risk inability to use it in case of an attack.
 * During an encounter, if possible use Plague Wards where the enemy is likely to try to escape to; thus maintaining sight of them (this is especially important if you have a Bane on your team as if he loses sight of Fiend's Grip's target it will not be cast).