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Witch Doctor
Witch Doctor
Strength attribute symbol
Agility attribute symbol
Intelligence attribute symbol
16 + 1.8
13 + 1.4
24 + 2.9
Level 0 1 15 25 30
Health 120 472 1022 1682 1924
+0.25 +1.69 +3.96 +6.66 +7.65
Mana 75 363 843 1335 1539
+0 +1.2 +3.23 +5.28 +6.11
Armor -1 1.17 4.43 8.77 10.27
Magic Resist 25% Expression error: Unrecognized punctuation character "%".% Expression error: Unrecognized punctuation character "%".% Expression error: Unrecognized punctuation character "%".% Expression error: Unrecognized punctuation character "%".%
Damage Block -
Damage

27
37

51
61

91
101

132
142

149
159

Attack Rate 0.59/s 0.66/s 0.78/s 0.93/s 0.99/s
Attack Range Ranged 600 (800)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.4 + 0.5
Projectile Speed 1200
Move Speed ▶️ 305 (Nighttime 335)
Turn Rate Takes 0.262s to turn 180°. 0.4
Collision Size 24
Bound Radius 24
Vision Range (G) 1800 (Nighttime 800)
Gib Type Default
Internal Not Provided


Abilities[]

Paralyzing Cask
Paralyzing Cask icon
Affects
Enemies
Damage
Magical
Launches a cask of paralyzing powder that ricochets between enemy units, stunning and damaging those it hits.
Cast Animation: 0.35+0.37
Cast Range: 700
Bounce Distance: 575
Number of Bounces: 2/4/6/8
Damage: 75/100/125/150
Hero Stun Duration: 1
Creep Stun Duration: 5
Cooldown symbol
 8/7/6/5
Mana symbol
 75
Buff/Debuff
Modifiers
Stunned
The Witch Doctor recycles the bones of fallen friends and foes, using the powder as part of his arsenal of charms and alchemy.

  • Modified values: Cooldown and mana cost.
  • 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.


Voodoo Restoration
Voodoo Restoration icon
Ability
Toggle / Aura
Affects
Allies
Witch Doctor focuses his magic to heal nearby allied units.
Heal Radius: 500
Mana Cost per Second: 8/12/16/20
Heal per Second: 16/24/32/40
Cooldown symbol
 0
Mana symbol
 8/12/16/20
Buff/Debuff
Modifiers
Voodoo Restoration Aura
Death
Voodoo Restoration Heal
Death
Zharvakko's hocus pocus is not limited only hexxing his opponents and is quite adept at curing ailments.

  • Modified values: Mana cost.
  • 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 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.


Maledict icon
Affects
Enemies
Damage
Magical
Curses all enemies in a small area, causing them to take a set amount of damage each second, as well as bursts of damage every 4 seconds based on how much health they have lost since the curse began.
Cast Range: 575
Radius: 180
Damage per Second: 7/14/21/28
Lost Health as Burst Damage: 16%/24%/32%/40%
Curse Duration: 12
Cooldown symbol
 20
Mana symbol
 105/110/115/120
Buff/Debuff
Modifiers
Maledict
Death
Certain voodoo magics can make an enemy regret engaging the Witch Doctor.

  • Modified values: Affects enemy heroes changed to affect enemies.
  • 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 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 (0-4/4-8/8-12 seconds) (before reductions):
      Level 1: 16%/35%/56%
      Level 2: 24%/53%/91%
      Level 3: 32%/74%/130%
      Level 4: 40%/96%/174%
  • 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 109.9/249.6/423.1/634.8 damage to a unit (before reductions).
Death Ward
Witch Doctor Death Ward model
Summoned Ward
135
+0.25
This unit has no mana.
Level 3
Duration Ability Duration 10
Armor Armor 0
Magic Resistance 0%
Attack Damage ▶️ Default
60/90/120 (Upgradable by Aghanim's Scepter. 90/120/150)
Attack Range Ranged 700
(Talent 875)
Acquisition Range 700 (Talent 875)
Attack Animation 0+0
Projectile Speed 1000
Turn Rate Takes 0.209s to turn 180°. 0.5
Collision Size 16
Vision Range (G) 1200800
Bounty Gold 0
Experience 0
Notes Invulnerable

Death Ward
Death Ward icon
Summons a deadly ward to attack enemy heroes within 700 range. Lasts a maximum of 8 seconds.
Cast Range: 600
Max Channel Time: 10
Bounce Distance: 650
Number of Bounces: 2/3/4 (With Aghanim's Scepter 4/5/6)
Damage: 60/90/120 (With Aghanim's Scepter 90/120/150)
Cooldown symbol
 80
Mana symbol
 100/150/200
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Death Ward attacks bounce between nearby enemies. Increases damage.
Witch Doctor performs a ritualistic dance, one that haunts the dreams of those who live to recount it.

  • Modified values: Can attack non-heroes. Max channel time, mana cost, number of bounces and damage.
  • The Death Ward automatically attacks enemy heroes 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 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).
  • The damage source is the ward itself, meaning certain on-damage effects react on the ward rather than on Witch Doctor.
  • The primary attack can be disjointed and can miss, doing so prevents the projectile from bouncing.
  • 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 45 times. With the bounces, it can deal 90/135/180 (Upgradable by Aghanim's Scepter. 180/225/270) damage instances.
  • With the current attack rate and damage, it can deal up to 272.7/409.1/545.5 (Upgradable by Aghanim's Scepter. 409.1/545.5/681.8) damage per second to a single hero.
  • Can deal up to 2700/4050/5400 (Upgradable by Aghanim's Scepter. 4050/5400/6750) damage to a single hero (before reductions).
  • When all attacks and bounces hit, it can deal up to 5400/12150/21600 (Upgradable by Aghanim's Scepter. 16200/27000/40500) damage (before reductions).
  • Provides 1200/800 range ground vision for 5 seconds at its location after the channeling stops.


Talents[]

Hero Talents
+20 Voodoo Restoration icon Voodoo Restoration Heal25+175 Death Ward icon Death Ward Attack Range
+15% Magic Resistance20+8 Armor
+12 All Stats15+75 Damage
+20% XP Gain10+200 Health
Notes:
  • Replaced talents: -35s respawn time replaced by +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.

Patch history[]

Patch
Description
  • Added to Dark Moon.
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