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.
- The projectile travels at a speed of 1000 and bounces in 0.3-second intervals.
- Cannot bounce on invisible, invulnerable or hidden units, but can bounce on units in the Fog of War.
- The initial target is not counted towards the bounces, resulting in a total of 3/5/7/9 ( ) instances.
- The following are Paralyzing Cask's total damage calculations (before reductions):
- All bounces together can deal up to 150/350/700/1260 ( ) to heroes.
- All bounces together can deal up to 255/525/945/1575 ( ) to non-hero units.
- For how much damage each bounce Paralyzing Cask deals on each level, and with the 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.
- The stun treats clones, creep-heroes and has heroes, but treats illusions as creeps.
- However, the damage treats illusions, clones and creep-heroes as heroes.
- 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.
- 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 ( + of max health) and costs 2.64/3.96/5.28/6.6 ( ) 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.
If already placed, the debuff stops applying the damage over time if the unit turns spell immune. The burst damage pierces spell immunity.
- 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):
- 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).
- Requires to be unlocked.
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 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
and 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 ( ) damage per second to a single hero.
- Can deal up to 595/980/1365 ( ) damage to a single hero (before reductions).
- The ◉ Standard auto-attack rules.
automatically attacks enemies within its attack range, using
- It is possible to manually give the ward an attack target with A or Right Click an enemy in range.
- With Unified Orders with Ctrl, Ctrl+ 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. ).
- With its 0.22-second attack rate, it can attack up to 37 times.
- Can deal up to 386.36/636.36/886.36 ( ) damage per second to a single hero.
- Can deal up to 3145/5180/7215 ( ) damage to a single hero (before reductions).
- Death Ward's attack damage is not reduced by damage block.
- Provides ground vision for 5 seconds at its location after the channeling stops. / range
- With True Strike and bounce towards the closest enemy heroes within range.
, attacks from Death Ward have
- Does not perform instant attacks. The bouncing projectiles are entirely spell-based.
- This means they do not trigger any attack modifier or on-hit effects, ignore evasion, and count as spell damage.
- The damage can be further amplified by incoming damage amplification. However, damage block still affects them.
- The bouncing attacks deal damage based on the damage amount calculated for the leading attack upon attack begin.
- Does not bounce on invisible units or units in the Fog of War. One projectile can never hit the same unit twice.
Paralyzing Cask Calculations
|+60Damage||25||+1.5% Max Health|
|+15%Burst Damage||20||+100Attack Range|
|+75AoE||10||-25%Mana Per Second|
- The health talent increases maximum health capacity, and keeps the current health percentage.
- Increased attack damage from 85/135/185 to 85/140/195.
- Reduced mana cost from 250 to 150.
- Reduced cooldown from 70 to 40.
- Increased health regeneration from 0 to 0.25.
- 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.
- sustains health so Witch Doctor can stay in lane.
- also restores health.
- sustains mana for Witch Doctor to use abilities.
- provides vision that may prevent enemy ganks or catch enemies when they are off guard.
- is a useful health/mana restoring item if the enemies in lane are casting many spells. It can later be built into a .
- give a speed boost, offering better escape and catch-up. They can later be built into .
- gives early healing and damage for participating in ganks, and can be built into .
- is good for burst healing and mana while providing bonus attributes compared to the .
- provides Witch Doctor with an increased mana pool, as well as the ability to supply himself and nearby allies with mana.
- 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.
- 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.
- channeling. In addition, it also provides True Strike for Death Ward. allowing Witch Doctor to counter enemies who rely on evasion such as and . 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 , , or , which will prevent enemy heroes from breaking Witch Doctor's
- lets Witch Doctor keep allies healthy in combination with Voodoo Restoration, and the percentage-based damage is devastating with Maledict.
- physical damage, using the Medallion of Courage on a low armor hero greatly increases the damage dealt by your ultimate. is a cheap item which reduces an enemy target's armor. Since Death Ward deals
- can be good as a pickup item for Witch Doctor support. It helps root enemy heroes, setting them up for a Death Ward.
- hex an enemy target. The ability to disable an important enemy target is crucial in the late game. gives Witch Doctor a large increase to his mana pool, as well as additional attributes and the ability to
- spell immunity, preventing most enemies from cancelling your ultimate. provides Witch Doctor with an increase to his low health pool, as well as
- is a useful item for Witch Doctor for the same reason as . While it only prevents one single target stun, its cooldown is much shorter and can be used on priority allies to increase their survivability.
|Roles:||Support Nuker Disabler|
|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.|
- 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.
- 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.
- 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".
- Witch Doctor's name, Zharvakko, may be a reference to the popular novel and film Doctor Zhivago.