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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 whenever Witch Doctor steps with his staff of the ground (30%-60% vol).

Abilities[]

Paralyzing Cask[]

Bonkers the Mad

  • 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

Bonkers of Awaleb

  • 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.

Other[]

Taunt: Celebration of Death

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