Hero
Venomancer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Deals damage over time with venomous attacks. | |
Venomancer brings slow death to its enemies. It infects other living beings by its very Noxious Touch, and spewed Venomous Gales to slow and poison escaping prey. Part reptile and part orchid, it sprouts an endless army of toxin-spitting sentinels, the Plague Wards, to defend its perimeters with Acid Spit. Should foes draw near, they are sprayed with a massive, noxious Poison Nova, ensuring that even those who get away eventually succumb to the Venomancer's many Latent Toxins. | |
Roles: | Support Nuker Initiator Pusher Disabler |
Complexity: | |
Adjectives: | Green Legs ( 0 )
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Bio[]
▶️ "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.
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.
Alias:
Lesale
Voice:
Abilities[]
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.
Impact Damage: 50/75/100/125
Number of Instances: 5
Damage per Instance: 15/45/75/105
Move Speed Slow: 50%
Duration: 15
Plague Ward must be drafted as well for Plague Wards to spawn.
A concoction of various stings, poisons, and toxins gathered from the jungles of Jidi Isle, victims surviving it are rare.
- A unit with less than 25% of its max health can be denied when it has the Venomous Gale debuff on.
- The gale travels at a speed of 1200, taking 0.71 seconds to reach max distance.
- With the travel distance and gale radius, it can hit units up to 975 range away.
- The movement speed slow decreases over time per server tick. Hit units regain 0.1% of their movement speed in 0.03-second intervals, starting 0.03 seconds after the debuff is applied.
- After the impact damage, it deals damage over time in 3-second intervals, resulting in overall 6 damage instances.
- Venomous Gale can deal up to 125/300/475/650 damage to a single unit (before reductions).
- Debuff from successive casts do not stack but refresh its duration.
- This means the initial damage is not dealt again, since it only applies upon debuff creation.
- The projectile has 280 radius flying vision. This vision does not last.
- TALENT2 Plague Wards based on its current level are created around each hit enemy hero, including clones, excluding illusions.
- The wards are placed within 100 range of every enemy hero affected, on opposite sides of each other.
- If Plague Ward is not learned, no wards are spawned.
Adds poison damage to Venomancer's normal attacks and slowing movement speed.
Damage per Second: 8/16/24/32
Plague Wards Damage Multiplier: 0.5
Duration: 6/9/12/15
Modifiers [?]
Mass Serpent Wards' attacks can apply Poison Sting based on its level on enemies when drafted.
The paralytic sting of the creature which caused his transformation now belongs to the Venomancer.
- The damage from Poison Sting is flagged as HP Removal, and does not trigger any on-damage effects.
- Deals damage in 1-second intervals, starting 1 second after the debuff is placed, resulting in 6/9/12/15 instances.
- Can deal up to 48/144/288/480 damage (before reductions).
- Debuff from successive attacks does not stack but refreshes the duration.
- Plague Wards' attacks apply Poison Sting based on its current level on enemies as well.
- If Poison Sting is not learned, no debuffs are applied.
- The Poison Sting applied by the wards uses a different modifier than Venomancer. These modifiers do not interfere and are indepedent of each other.
- However, the wards' debuff does not apply damage, movement speed slow, or the health regeneration reduction if the enemy is also affected by both debuffs.
- The wards' Poison Sting can deal up to 24/72/144/240 damage.
- Only the damage per second component is halved for the Plague Wards.
- TALENTWith the health regeneration reduction talent, Poison Sting also applies health regeneration reduction, but not heal reduction or lifesteal reduction.
Plague Ward
Ability
Target Point
Target Point
Summons a plague ward to attack enemy units and structures. The ward is immune to magic. Wards gain the Poison Sting level from Venomancer, dealing 50% of the full damage.
Ward Duration: 40
Ward Damage: 14/22/30/38
Poison Sting must be drafted as well for it to get applied.
A mixture of his old herbalist talents and newfound toxic mastery creates a living embodiment of plague.
Plague Ward | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summoned Ward | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Plague Wards can be controlled to attack a specific target or to stop attacking altogether.
- Plague Wards' attacks apply Poison Sting based on its current level on enemies as well.
- Poison Sting notes fully apply.
- The damage source of the wards' Poison Sting is Venomancer, meaning certain on-damage effects (e.g. Damage Return) react on the Venomancer rather than on the wards.
- Leveling up ability and learning the health regeneration reduction talent immediately update all current active Plague Wards' Poison Sting ability values.
- The wards' attack damage is not reduced by damage block.
- Plague Wards have a lower target priority than units and heroes, so they are attacked by towers and lane creeps last.
- Roshan always prioritizes wards if there are no other units within his attack range. He also destroys Plague Wards with 100 attack.
- The wards gain their spell immunity through a buff, so it is possible for enemies to ‼ Ping it to display its remaining duration.
- TALENTThe Plague Wards health and damage multiplier talent does not immediately update current active Plague Wards.
- Poison Sting applied is based on Venomancer's current ability level when acquired.
Applies a weak poison that minorly slows and deals damage to its target. If this poison is dispelled in any way, the target will receive a large amount of damage and be stunned.
Damage per Second: 20
Move Speed Slow: 10%
Dispel Damage: 300
Debuff Duration: 7
Stun Duration: 1.6
As Venomancer's own origins corroborate, some of Jidi's most horrifying dangers become apparent only with time.
- Requires Aghanim's Shard to be unlocked.
- The projectile travels at a speed of 1800.
- Upon dispelling the debuff, Latent Toxicity first applies the damage, then the stun.
- The stun upon dispel pierces spell immunity, but it is not applied while invulnerable or hidden.
- Deals damage in 1-second intervals, starting immediately as the debuff is placed, resulting in 7 instances.
- Can deal up to 140 damage (before reductions).
- It is possible to deal up to 420 damage, if the debuff was dispelled at the end before the last damage interval.
- Debuff of successive casts does not stack but refreshes the duration.
- This ability can be acquired upon Morphing to Venomancer's hero model.
Whenever Venomancer dies or the effects of Venomous Gale end prematurely on an enemy hero, a spreading ring of poison erupts. Enemies hit by the poison will take non-lethal magic damage over time and have their magic resistance reduced. This effect can trigger every 10.0 seconds and cannot be refreshed.
Proc Chance on Death: 100%
Start Radius: 255
Max Health as Damage per Second: 3%
Magic Resistance Reduction: 20%
Modifiers [?]
modifier_venomancer_poison_nova_thinker
Undispellable
modifier_venomancer_poison_nova_intrinsic
Undispellable
modifier_venomancer_poison_nova
Death
In the Acid Jungles, creatures releasing noxious poison to their attackers is common; Venomancer spreads this plague beyond the Jidi Isle.
- Requires Aghanim's Scepter to be unlocked.
- Poison Nova is released on the following conditions:
- Releases an instance centered around the enemy target(s) that dispels Venomous Gale.
- Releases an instance centered around Venomancer upon death.
- Puts the ability on a fixed 10-second cooldown whenever it triggers.
- This cooldown is neither affected by cooldown reductions nor cooldown resetting abilities.
- Has no trigger distance limit.
- Poison Nova expands at a speed of 550, taking 1.17 seconds to reach max distance.
- Starts expanding at a radius of 255, enemies within this radius are affected immediately upon cast.
- Deals damage in 1-second intervals, starting immediately as the debuff is placed, resulting in 11 instances.
- Poison Nova's damage over time is not lethal. It does not drop affected units below 1 health from its damage ticks.
- Can deal up to 33 of max health as damage to a single unit (before reductions).
- This ability can be acquired upon Morphing to Venomancer's hero model.
Infects an enemy with a deadly plague that does an initial burst of damage and additional damage over time based on the unit's maximum health. The plague slows the target and nearby enemies based on their distance to the target. When the target dies or the debuff expires, all nearby enemies are infected with a noncommunicable version of the plague.
Impact Damage: 200/300/400
Max Move Speed Slow: 50%
Debuff Duration: 5
- The projectile travels at a speed of 1200.
- Deals damage in 1-second intervals, starting immediately as the debuff is placed, resulting in instances.
- Can deal up to 20%/25%/30% ( 27.5%/32.5%/37.5%) max health as damage (before reductions).
- An aura is created centered on the affected target upon projectile impact that applies the movement speed and the attack speed slow.
- Fully affect hidden units, but not invulnerable units.
- Enemies regain their movement speed while moving further from the affected target.
- TALENTHowever, the attack speed slow is applied at full strength, regardless of distance.
- Upon the debuff expires or upon the affected target's death, secondary projectiles are released from that affected unit to enemies within 800 radius that applies non-spreading Noxious Plague.
- Can launch secondary projectiles to invisible enemies and enemies in the Fog of War.
- These projectiles cannot be disjointed.
- The primary target is not affected again.
Talents[]
Hero Talents | ||
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2.5x Plague Ward HP/Damage | 25 | Noxious Plague Aura reduces 200 Attack Speed |
Gale Creates Plague Wards | 20 | +1.5% Noxious Plague Max HP Damage |
+8% Poison Sting Slow | 15 | -1s Plague Ward Cooldown |
15% Poison Sting Health Regen Reduction | 10 | -5 Venomous Gale CD |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Plague Ward
- Ward Damage rescaled from 13/22/31/40 to 14/22/30/38.
- Noxious Plague
- Initial Damage increased from 150/250/350 to 200/300/400
- Cooldown decreased from 120/100/80s to 100/90/80s
- Talents:
- LVL 15+8% Poison Sting movement speed slow reduced to +6%.
- Talents:
- LVL 10+20% Poison Sting health regeneration reduction reduced to +15%. [?]
- Reduced Noxious Plague impact damage from 200/300/400 to 150/250/350.
</div> </div>
Recommended Items[]
Starting items:
- Tango regenerates health, allowing Venomancer to stay longer in lane without going back to the fountain.
- Healing Salve restores health as well.
- Clarity is highly recommended in the laning stage, as Venomancer is highly dependent on casting spells in order to be effective. Venomancer's base mana pool and intelligence growth are quite poor, and casting Venomous Gale once at level 1 drains more than half of your mana pool.
- Observer Wards are a core requirement as a support. While you can place Plague Wards to scout enemy movement, they are limited in vision, duration and sight range, and can be far more easily spotted and destroyed.
- Sentry Ward is crucial on Venomancer as a support item. As he can place Plague Wards through terrain and fog of war to get vision, he can easily place Sentry Wards alongside them to de-ward enemy Observer Wards. Since Plague Wards are summoned units, he can "set and forget" them after finding an Observer Ward, rather than risk getting ganked by staying to de-ward.
- Boots of Speed are important to get early on Venomancer, as his base movement speed is quite low. More mobility allows you to position yourself for your spells, particularly getting within range to cast Venomous Gale.* Regular Stick provides no regeneration.
Early game:
- Power Treads are a good purchase as the extra attributes can be used either to increase Venomancer's intelligence to make casting easier or to increase Venomancer's strength to give him more survivability.
- Force Staff is useful on Venomancer if he is are having trouble farming a Blink Dagger. The increased mana pool helps greatly with his ability to cast spells, and the item's active ability serves as a useful escape mechanism on a frail hero without escape abilities. Force Staff can later be upgraded into Hurricane Pike that can do the same while also increasing Venomancer's attack range.
- Veil of Discord provides attributes and armor for Venomancer as well as the item's active, Magic Weakness, which increases the effectiveness of all of Venomancer's spells and even his passive. Though not as powerful as Aghanim's Scepter regarding Poison Nova, it is much cheaper and easier to build. Combining both can result in an astounding amount of damage over time, and also benefits teammates if you have a caster-heavy lineup. Veil of Discord can later be upgraded into Shiva's Guard that can do the same while also reducing heals and attack speed of nearby enemy heroes.
Mid game:
- Shadow Blade gives more damage, more attack speed and a useful escape mechanism for Venomancer while also allowing himto initiate on the enemy team and cast your ultimate with it's invisibility.
- Aghanim's Scepter provides attributes for Venomancer and will also give him access to Poison Nova that will allow him to release a spreading ring of poison that will deal non-lethal magic damage over time to enemies and weaken their magic resistance anytime effects of Venomous Gale end prematurely or if Venomancer dies.
- Hurricane Pike gives Venomancer bonus attributes along with the extra attack range and the ability to either escape from enemy heroes or to catch up with them if they are trying to escape from him.
- Dagon can give Venomancer nice attributes, spell lifesteal which will allow him to heal himself with his abilities, and a much needed high magical damage burst for finishing off enemy heroes.
Late game:
- Blink Dagger is the best choice if Venomancer is his team's main initiator, which he can use to position himself before casting Noxious Plague and/or Venomous Gale.
- Orchid Malevolence solves all of Venomancer's mana problems and gives him more physical damage per second. Additionally, the silence can be used to disable enemies, which is useful both as a semi-carry and support.
- Aghanim's Shard will give Venomancer access to Latent Toxicity which will allow him to apply a weak poison that minorly slows and deals damage to its target, and which will be able to deal a large amount of damage on an enemy hero and stun him/her if it's dispelled in any way.
- Shiva's Guard is expensive, but provides Venomancer with many strong benefits. It gives him a much larger mana pool to use, allowing him to better utilize his spells, and gives him armor for resisting physical damage. The auras add to his ability to slow enemy heroes, and the active can be used in conjunction with Poison Nova to slow enemies enough to catch them in its radius, as well as add an additional movement speed slow on top of Venomous Gale and Poison Sting.
- Silver Edge will give Venomancer lots of attack damage, great attack speed, escape mechanism and the ability to have his attacks from Poison Sting apply a break that can disable passive abilities of certain enemy heroes.
Situational items:
- Octarine Core is a highly expensive item, but can give Venomancer many strong benefits. The item grants increased HP and mana, giving Venomancer more staying power. More importantly, the cooldown reduction allows Venomancer to place Plague Wards much more frequently, and the spell lifesteal combined with his powerful damage-over-time spells, particularly Poison Nova, give him immense survivability in any fight as he can regenerate health almost as quickly as he takes damage.
- Manta Style gives Venomancer more overall stats, as well as movement speed. Its active can be used to remove debuffs from yourself, and the illusions can assist in applying slows to enemy targets.
- Eul's Scepter of Divinity gives a lot of mana regeneration, some movement speed and intelligence, eliminating your mobility and mana issues almost entirely. It also makes positioning for casting your spells easier by disabling an opponent for a short time, and can be used to temporarily save yourself after casting Poison Nova amongst the middle of the enemy team.
- Drum of Endurance gives Venomancer stats across the board, and the increased movement speed can offset his low mobility somewhat. The extra attack speed also helps him apply his Poison Sting more easily.
- Rod of Atos gives Venomancer a lot of health, a lot of intelligence to increase the size of his mana pool, and a long range root that can help him with initiating and ganking. The active allows Venomancer to set up his Venomous Gale.
- Gleipnir, an upgrade for Rod of Atos will allow Venomancer to root multiple enemies at once for his Noxious Plague and/or Venomous Gale, while also giving him the ability to have his attacks from Poison Sting release a chain lightning that can bounce between multiple enemies and damage them.
- Ethereal Blade can give Venomancer extra cast range, extra mana regeneration, extra attributes, and the ability to either protect himself against heroes who rely on physical damage to be effective, or to disarm an enemy hero and make them more vulnerable to Venomancer's magical damage output. Bear in mind, however, that Plague Wards will not be able to attack ethereal units as their damage is physical instead of magical.
- Revenant's Brooch will give Venomancer lots of attack damage, spell lifesteal to heal himself using his abilities, and will also allow his attacks to deal magical damage that can pierce through armor and attack ethereal units at the cost of 70 mana while it's active.
- Spirit Vessel will give Venomancer good attributes, bonus health, mana regeneration and armor, and will also allow Venomancer to reduce health and healing of enemy heroes, which works well with Venomous Gale, Poison Sting and Noxious Plague.
- Scythe of Vyse is a very farm-intensive item to purchase, however, it permanently solves all of Venomancer's mana issues while also giving him an instant hard disable that he can cast on the enemy in a teamfight, even in the late game.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- 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 a ranged combat unit of the Zerg, an alien race in "Blizzard Entertainment"'s RTS game "Starcraft". Hydralisks are a very common and well-known image in Blizzard games.[1]
- ▶️ "It's in my nature." likely alludes to the animal fable The Scorpion and the Frog, in which the scorpion answers to why it stings the frog in the middle of a river, drowning them both.
Gallery[]
Model and icons before November 21, 2013 Patch