Dota 2 Wiki
Advertisement
Dota 2 Wiki
20,256
pages
Witch Doctor
Witch Doctor icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
18 + 2.3
13 + 1.4
22 + 3.3
Level 0 1 15 25 30
Health 200 560 1200 1900 2160
Health regen 0.25 2.05 5.27 8.77 10.12
Mana 75 339 891 1431 1647
Mana regen 0 1.1 3.41 5.66 6.59
Armor 0 2.17 5.43 9.77 11.27
Att/sec 0.59 0.66 0.78 0.93 0.99
Damage 29‒39 51‒61 97‒107 142‒152 160‒170
Magic resistance 25%
▶️ Movement speed 300
▶️ Attack speed 100
Turn rate 0.6
Vision range 1800/800
Attack range 600
Projectile speed 1200
Attack animation 0.4+0.5
Base attack time 1.7
Damage block 0
Collision size 24
Legs 2
Gib type Default

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.

Bio[]

Witch Doctor minimap icon.pngZharvakko, the Witch Doctor
▶️ "Malpractice makes perfect."
A wiry silhouette hitches forward—uneven of feature and limb, bizarre of gait, relentlessly criss-crossing the battlefield in search of that vital weak point where his talents can do most good, and most harm. Whether broken or mismade it is not clear, but still, none can doubt the power carried in his twisted physique. A long staff thumps the earth as the Witch Doctor advances, deploying a terrifying arsenal of fetishes, hexes and spells. It is a body of magical knowledge learned over several lifetimes in the island highlands of Prefectura, now wielded with precise accuracy against his enemies. Witch Doctor is your best friend, or your worst enemy--healing allies and laying waste to all who oppose him.

Abilities[]

Paralyzing Cask
Paralyzing Cask icon.png
Affects
Enemies
Damage
Magical
Launches a cask of paralyzing powder that ricochets between enemy units, stunning and damaging those it hits. Each bounce deals more damage than the previous one
Cast Animation: 0.35+0.37
Cast Range: 700
Bounce Distance: 575
Number of Bounces: 2/4/6/8 (Talent 4/6/8/10)
Hero Base Damage: 40
Creep Base Damage: 75
Damage Increase per Bounce: 10/15/20/25
Hero Stun Duration: 1
Creep Stun Duration: 5
Cooldown: 20/18/16/14
Mana: 80/100/120/140
Partially pierces spell immunity. Cannot directly target spell immune enemies. Can bounce to spell immune enemies. Does not stun or attempt to damage spell immune enemies.
Partially blocked by Linken's Sphere. Blocked fully when primary or secondary target. Blocked upon impact. Does not stop bouncing when blocked.
Modifiers
Buff modifier_witchdoctor_cask_thinker: Undispellable. Persists death.
Debuff modifier_stunned: Dispellable with strong dispels.
The Witch Doctor recycles the bones of fallen friends and foes, using the powder as part of his arsenal of charms and alchemy.

Notes:

  • The projectile travels at a speed of 1000 and bounces in 0.3-second intervals.
  • The initial target is not counted towards the bounces, resulting in a total of 3/5/7/9 (Talent 5/7/9/11) instances.
    • The following are Paralyzing Cask's total damage calculations (before reductions):
    • All bounces together can deal up to 150/350/700/1260 (Talent 300/595/1080/1815) to heroes.
    • All bounces together can deal up to 255/525/945/1575 (Talent 475/840/1395/2200) to non-hero units.
    • For how much damage each bounce Paralyzing Cask deals on each level, and with the cask bounce increasing Talent talent, please refer to the chart below.
  • The projectile can bounce on the same unit multiple times, but only when another target was hit between the bounces.
    • This means it may hit the same target a maximum of 2/3/4/5 (Talent 3/4/5/6) times.
    • Can deal up to 100/210/400/700 (Talent 180/340/600/990) damage to a single hero.
    • Can deal up to 170/315/540/875 (Talent 285/480/775/1200) damage to a single non-hero unit.
  • The cask first applies the debuff, then the damage.
  • If Paralyzing Cask is cast multiple times, the previous cast's bounce counter gets reset.
    • All instances coming from the same hero use the same bounce counter, instead of each instance having an independent counter.


Voodoo Restoration
Voodoo Restoration icon.png
Ability
Toggle / Aura
Affects
Allies
Witch Doctor focuses his magic to heal nearby allied units, costing Witch Doctor mana every second Voodoo restoration is active.
Cast Animation: 0+0
Heal Radius: 500
Base Heal per Second: 16/24/32/40
Mana Cost per Second: 8/12/16/20 (Talent 6/9/12/15)
Aura Linger Duration: 0.5
Talent Max Health as Heal per Second: 1.5%
Cooldown: 0
Mana: 35/40/45/50
Modifiers
Buff modifier_voodoo_restoration_aura: Dispellable with death only.
Buff modifier_voodoo_restoration_heal: Undispellable. Persists death.
Zharvakko's hocus pocus is not limited only hexxing his opponents and is quite adept at curing ailments.

Notes:

  • Voodoo Restoration does not interrupt Witch Doctor's channeling abilities upon toggling On / Off.
  • Disabling Witch Doctor does not toggle Off Voodoo Restoration. However, he cannot turn it off himself while disabled either.
  • Heals for 5.28/7.92/10.56/13.2 health (Talent +0.495% of max health) and costs 2.64/3.96/5.28/6.6 (Talent 1.98/2.97/3.96/4.95) mana in 0.33-second intervals, starting 0.33 seconds when toggled On.
  • The heal is provided by an aura. The buff lingers for 0.5 seconds.
    • The mana cost is also bound to the aura.
    • This means when toggled Off, the ability still heals and drains mana for 0.5 seconds before stopping.
    • The ability toggles Off if Witch Doctor does not have enough mana to support another heal instance.
    • However, the lingering buff continues healing, despite the lack of mana, providing up to 2 possible heal instances for free.
    • It does not affect invulnerable or hidden units.


Maledict icon.png
Damage
Magical
Curses all enemy Heroes 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 Animation: 0.35+0
Cast Range: 575
Radius: 180 (Talent 255)
Damage per Second: 7/14/21/28
Lost Health as Burst Damage: 16%/24%/32%/40% (Talent 31%/39%/47%/55%)
Burst Damage Interval: 4
Curse Duration: 12
Cooldown: 30/26/22/18
Mana: 105/110/115/120
Partially pierces spell immunity. Cannot place the debuff on spell immune units.
If already placed, the debuff stops applying the damage over time if the unit turns spell immune. The burst damage pierces spell immunity.
Modifiers
Debuff modifier_maledict: Dispellable with death only.
Debuff modifier_maledict_dot: Dispellable with death only.
Certain voodoo magics can make an enemy regret engaging the Witch Doctor.

Notes:

  • 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 Maledict, depending on when the health was lost during the curse on each level (before reductions):
      0 – 3.9 Seconds: 48%/72%/97%/121% (Talent 94%/118%/142%/166%)
      3.9 – 7.9 Seconds: 32%/48%/64%/80% (Talent 62%/78%/94%/111%)
      7.9 – 11.9 Seconds: 16%/24%/32%/40% (Talent 31%/39%/47%/55%)
  • 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 (Talent 138.9/312.8/526.1/783.5) damage to a unit (before reductions).


Voodoo Switcheroo
Voodoo Switcheroo icon.png
Ability
No Target
Affects
Self / Enemy Heroes
Turns Witch Doctor into a Death Ward for 2 seconds. Death Ward has -30 Attack Speed. He is hidden during this time.
Cast Animation: 0.1+0.73
Death Ward Attack Speed Reduction: 30
Duration: 2
Cooldown: 40
Mana: 150
Modifiers
Buff modifier_witch_doctor_voodoo_switcheroo: Dispellable with any dispel.
Ability Draft Notes
Ability Draft Notes:
Upgradable by Aghanim's Shard.
Requires drafting Death Ward to be unlocked.

Notes:

  • Death Ward based on its current level is summoned at Witch Doctor's location.
    • Death Ward notes fully apply. If it is not learned, Voodoo Switcheroo does nothing on cast.
    • The Aghanim's Scepter icon.png Aghanim's Scepter upgrade affects Voodoo Switcheroo as well.
  • Voodoo Switcheroo cannot be canceled earlier, but it is dispellable.
    • However, since Witch Doctor is invulnerable and hidden for the duration, most dispels cannot target him.
    • Only continuous dispels such as Demonic Purge and Nullify can remove the ability if the debuff was applied before Voodoo Switcheroo was cast.
      • In these cases, the ability ends immediately, wasting its mana and cooldown.
  • The Death Ward has its attack speed reduced by 30, attacking slower than a regular Death Ward cast.
  • With its 0.22-second attack rate and the 30 attack speed slow, it can attack up to 7 times.
    • Can deal up to 270.45/445.45/620.45 (Talent 461.36/636.36/811.36) damage per second to a single hero.
    • Can deal up to 595/980/1365 (Talent 1015/1400/1785) damage to a single hero (before reductions).


Death Ward
Witch Doctor Death Ward model.png
Summoned Ward
135
+0.25
This unit has no mana.
Level 3
Duration Ability Duration 8
Armor Defense Class Hero
0
Magic Resistance 0%
Status Resistance 0%
Attack Damage Attack Class Hero
85/140/195 (Talent 145/200/255)
Attack Range Ranged 700
(Talent 800)
Acquisition Range 700 (Talent 800)
Attack Speed 4.55 attack(s) per second. 100 • 0.22s BAT
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
Model Scale 1
Notes Invulnerable
Only attack heroes.
Upgradable by Aghanim's Scepter. Attacks bounces and has True Strike.

Death Ward
Death Ward icon.png
Summons a deadly ward to attack enemy heroes within it's attack range. Lasts a maximum of 8 seconds.
Cast Animation: 0.35+0
Cast Range: 600
Max Channel Time: 8
With Aghanim's Scepter Bounce Distance: 650
Cooldown: 80
Mana: 200
Aghanim's Scepter upgrade: Death Ward attacks have True Strike and bounce between nearby enemies.
Aghanim's Shard upgrade: Grants a new ability: Voodoo Switcheroo.
Can be disjointed. Upgradable by Aghanim's Scepter. When disjointed by the primary attack target, it does not bounce. When disjointed by a secondary target, the disjointing unit is not registered as hit, meaning the attack can immediately bounce on it again if within range.
Modifiers
Buff modifier_witch_doctor_death_ward: Dispellable with death only.
Buff modifier_phased: Dispellable with death only.
Debuff modifier_stunned: Dispellable with strong dispels.
Witch Doctor performs a ritualistic dance, one that haunts the dreams of those who live to recount it.

Notes:

  • The Unknown Unit icon.png Death Ward automatically attacks enemies within its attack range, using Standard auto-attack rules.
    • It is possible to manually give the ward an attack target with A or Keyboard White Mouse Right.png Right Click an enemy in range.
    • With Unified Orders with Ctrl, Ctrl+Keyboard White Mouse Right.png Right Click an enemy in range commands the ward to attack the target.
    • It is also possible to stop the ward from attacking with S (only works when the auto-attack option is Never).
  • The damage source is the ward itself, meaning certain on-damage effects react on the ward rather than on Witch Doctor (e.g. Blade Mail icon.png Blade Mail).
  • With its 0.22-second attack rate, it can attack up to 37 times.
    • Can deal up to 386.36/636.36/886.36 (Talent 659.09/909.09/1159.09) damage per second to a single hero.
    • Can deal up to 3145/5180/7215 (Talent 5365/7400/9435) damage to a single hero (before reductions).
  • Provides 1200/800 range ground vision for 5 seconds at its location after the channeling stops.


Paralyzing Cask Calculations[]

Level Paralyzing Cask Damage Increase/ Bounce Hit
Base 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
Hero Damage
Level 1 40 50 60 Talent 70 Talent 80
Level 2 40 55 70 85 100 Talent 115 Talent 130
Level 3 40 60 80 100 120 140 160 Talent 180 Talent 200
Level 4 40 65 90 115 140 165 190 215 240 Talent 265 Talent 290
Creep Damage
Level 1 75 85 95 Talent 105 Talent 115
Level 2 75 90 105 120 135 Talent 150 Talent 165
Level 3 75 95 115 135 155 175 195 Talent 215 Talent 235
Level 4 75 100 125 150 175 200 225 250 275 Talent 300 Talent 325

Talents[]

Hero Talents
+60 Unknown Unit icon.png Death Ward Damage25+1.5% Max Health Voodoo Restoration
+15% Maledict Burst Damage20+100 Unknown Unit icon.png Death Ward Attack Range
+300 Health15+2 Cask Bounces
+75 Maledict AoE10-25% Voodoo Restoration Mana Per Second
Notes:
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recent Changes[]

Version
Description
  • Increased health regeneration from 0 to 0.25.
  • Paralyzing Cask
    • Damage now increases by 10/15/20/25 per bounce.
    • Reduced hero damage from 50/60/70/80 to 40 on each level.
    • Reduced non-hero damage from 75/100/125/150 to 75 on each level.
  • Talents:
Level 10 left talent changed: +200 health ➜ +75 Maledict radius.
Level 10 right talent changed: +60 attack damage ➜ -25% Voodoo Restoration mana cost per second.
Level 15 left talent changed: +100 Maledict radius ➜ +300 health.
  • Increased turn rate from 0.5 to 0.6.
  • Increased Paralyzing Cask hero damage from 50 on each level to 50/60/70/80.
  • Talents:
Level 10 left talent changed: +5 armor ➜ +200 health.
Level 15 left talent: +80 Maledict radius increased to +100.
Level 25 right talent: 1.2% Voodoo Restoration max health as heal per second increased to 1.5%.

Recommended Items[]

Starting items:

  • Tango icon.png Tango sustains health so Witch Doctor can stay in lane.
  • Healing Salve icon.png Healing Salve also restores health.
  • Clarity icon.png Clarity sustains mana for Witch Doctor to use abilities.
  • Observer Ward icon.png Observer Ward provides vision that may prevent enemy ganks or catch enemies when they are off guard.

Early game:

Mid game:

  • Magic Wand icon.png Magic Wand is good for burst healing and mana while providing bonus attributes compared to the Magic Stick icon.png Magic Stick.
  • Arcane Boots icon.png Arcane Boots provides Witch Doctor with an increased mana pool, as well as the ability to supply himself and nearby allies with mana.
  • Glimmer Cape icon.png Glimmer Cape 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.
  • Town Portal Scroll icon.png Town Portal Scroll 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.

Late game:

  • Aghanim's Scepter icon.png Aghanim's Scepter 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 Tidehunter minimap icon.png Tidehunter, Faceless Void minimap icon.png Faceless Void, or Enigma minimap icon.png Enigma, which will prevent enemy heroes from breaking Witch Doctor's channeling. In addition, it also provides True Strike for Death Ward. allowing Witch Doctor to counter enemies who rely on evasion such as Windranger minimap icon.png Windranger and Phantom Assassin minimap icon.png Phantom Assassin.

Situational items:

  • Spirit Vessel icon.png Spirit Vessel lets Witch Doctor keep allies healthy in combination with Voodoo Restoration, and the percentage-based damage is devastating with Maledict.
  • Medallion of Courage icon.png Medallion of Courage is a cheap item which reduces an enemy target's armor. Since Death Ward deals physical damage, using the Medallion of Courage on a low armor hero greatly increases the damage dealt by your ultimate.
  • Rod of Atos icon.png Rod of Atos can be good as a pickup item for Witch Doctor support. It helps root enemy heroes, setting them up for a Death Ward.
  • Scythe of Vyse icon.png Scythe of Vyse gives Witch Doctor a large increase to his mana pool, as well as additional attributes and the ability to hex an enemy target. The ability to disable an important enemy target is crucial in the late game.
  • Black King Bar icon.png Black King Bar provides Witch Doctor with an increase to his low health pool, as well as spell immunity, preventing most enemies from cancelling your ultimate.
  • Linken's Sphere icon.png Linken's Sphere is a useful item for Witch Doctor for the same reason as Black King Bar icon.png Black King Bar. While it only prevents one single target stun, its cooldown is much shorter and can be used on priority allies to increase their survivability.

Gameplay[]

Roles: Support Support Nuker Nuker Disabler Disabler
Complexity: ★☆☆
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.


Audio[]

History[]

Equipment[]

Trivia[]

  • 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.[1]
  • 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.[2]
  • 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".[3]
  • Witch Doctor's name, Zharvakko, may be a reference to the popular novel and film Doctor Zhivago.[4]

Gallery[]

References[]

Advertisement