Sounds
Attacks[]
Witch Doctor's attacks[]
- ▶️ Pre attack sound plays during the attack animation.
- ▶️ Projectile launch sound plays as the attack projectile is released.
- ▶️ Projectile impact sound plays as the attack projectile successfully hits the target (50% vol).
Death Ward's attacks[]
- ▶️ Projectile launch sound plays as the attack projectile is released.
- ▶️ Projectile impact sound plays as the attack projectile successfully hits the target at a higher pitch.
Movement[]
- Play on each step while moving (40%-50% vol).
- Play whenever Witch Doctor steps with his staff of the ground (30%-60% vol).
Abilities[]
Paralyzing Cask[]
- ▶️ Cast sound plays on Witch Doctor upon cast (100% vol).
- Target sound plays on each enemy hit by the cask (100% vol).
- ▶️ Full sound example.
- Reduces the default cast sounds volume down to 50%.
- These play together with the default cast sound (100% vol).
- These replace the default target sounds (100% vol).
- ▶️ Full sound example
- Reduces the default cast sounds volume down to 50%.
- These play together with the default cast sound (100% vol).
- Reduces the default target sounds to 60%.
- These play together with the default target sounds (100% vol).
- ▶️ Full sound example
Voodoo Restoration[]
- ▶️ Cast sound plays on Witch Doctor upon cast.
- ▶️ Loop sound plays on Witch Doctor upon cast and lasts until it's turned off (60% vol).
- ▶️ End sound plays on Witch Doctor upon turning Voodoo Restoration off (50% vol).
- ▶️ Full sound example.
Maledict[]
- Cast sound plays on each hit unit upon cast.
- ▶️ Fail sound plays at the targeted location when hitting no valid targets.
- Loop sound plays on the target upon cast and lasts as long as the debuff does. Audible to the affected units only (60% vol).
- Tick sound plays on each affected target whenever the burst of damage from Maledict happens, overall 3 times over the fully duration.
- ▶️ Full sound example.
Death Ward[]
- ▶️ Cast sound plays on Witch Doctor upon cast and lasts as long as the channeling does.