Abilities
Ability
Target Unit
Target Unit
Affects
Enemies
Enemies
Damage
Magical
Magical
Launches a cask of paralyzing powder that ricochets between enemy units, stunning and damaging those it hits.
Cast Animation: 0.35+0.37
Cast Range: 700
Bounce Distance: 575
Number of Bounces: 2/4/6/8
Hero Damage: 50
Creep Damage: 75/100/125/150
Hero Stun Duration: 1
Creep Stun Duration: 2/2.5/3/3.5
Cannot directly target spell immune enemies. Can bounce to spell immune enemies. Does not stun or attempt to damage spell immune enemies.
Blocked fully when primary or secondary target. Blocked upon impact. Does not stop bouncing when blocked.
Modifiers
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:
- Modified values:
- Creep stun duration: 5 -> 2/2.5/3/3.5
- Cooldown: 20/18/16/14 -> 10
- The cask travels at a speed of 1000 and cannot be disjointed Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is .
- The projectile bounces in 0.3 second intervals.
- Can bounce on the same unit multiple times, but only when another target was hit between the bounces.
- Cannot bounce on invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear , invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as @@@#@@@HP(hp.com)###@### Removal. Most friendly effects, such as healing or hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. units, but can bounce on units in the Fog of War Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a .
- Can deal up to 150/300/500/750 (100/150/200/250 to heroes) damage to a single unit ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ).
- All bounces together can deal up to 225/500/875/1350 (150/250/350/450 to heroes) damage ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ).
- Treats creep-heroes as heroes.
Ability
Toggle / Aura
Toggle / Aura
Affects
Allies
Allies
Witch Doctor focuses his magic to heal nearby allied units.
Cast Animation: 0+0
Heal Radius: 500
Mana Cost per Second: 8/12/16/20
Modifiers
Voodoo Restoration Aura: Undispellable.
Voodoo Restoration Heal: Undispellable.
Zharvakko`s hocus pocus is not limited only hexxing his opponents and is quite adept at curing ailments.
Notes:
- Modified values: None.
- The toggling of Voodoo Restoration is not registered as a spell cast and thus does not proc any on-cast effects.
- Voodoo Restoration does not interrupt channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells upon toggling.
- Disabling Disables (also called crowd control, or CC) refer to any abilities or status effects that prevent, impede, or otherwise inhibit a Hero from acting. Disables come in many different varieties, and most Heroes have access Witch Doctor does not turn Voodoo Restoration off. Be that as it may, he cannot turn it off himself while disabled either.
- Heals for 5.28/7.92/10.56/13.2 ( 11.88/14.52/17.16/19.8) and costs 2.64/3.96/5.28/6.6 mana in 0.33 second intervals, starting 0.33 seconds after toggled on.
- The heal is provided by an aura Auras are passive abilities that grant a buff or debuff to units in an area of effect around the holder, or in some cases, over a short period at a targeted point or unit. By . Its buff lingers for 0.5 seconds.
Ability
Target Area
Target Area
Affects
Enemies
Enemies
Damage
Magical
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.
Notes:
- Modified values:
- Affects creeps
- Mana cost: 105/110/115/120 -> 110/125/140/155
- Lost health as burst damage: 16%/24%/32%/40% -> 8%/12%/16%/20%
- 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 unit`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 the curse, depending on when the health was lost during the curse (0-4/4-8/8-12 seconds) ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ):
- Level 1: 8%/16.6%/26%
- Level 2: 12%/25.4%/40.5%
- Level 3: 16%/34.6%/56.1%
- Level 4: 20%/44%/72.8%
- 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 96.4/206/329.8/468.8 damage to a unit ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ).
- The debuff can be placed on illusions Default buff iconPlay Spawn soundPlay Death sound “ Play A legion sprouts from one! Click to listen— Phantom Lancer ” Illusions (also commonly called illus) are imperfect, weaker copies of heroes, created by spells or items. They and creep-heroes.
- Does not affect invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as HPTechnology company Removal. Most friendly effects, such as healing and hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. units. Affects invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear units.
Summons a deadly ward to attack enemy heroes. The Death Ward has attack range of 700, and attacks every 0.25 seconds. Lasts 10 seconds.
Cast Animation: 0.35+0
Cast Range: 600
Max Channel Time: 10
Witch Doctor performs a ritualistic dance, one that haunts the dreams of those who live to recount it.
Notes:
- Modified values:
- Despite the description, the Death Ward only has true strike after upgraded by Aghanim`s Scepter.
- The Death Ward automatically attacks enemy units within its attack range, using default auto-attack rules.
- It is possible to manually give the ward an attack target by just right-clicking an enemy unit in range.
- Giving an attack order while having Witch Doctor and the ward selected, does not cause the channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another to be canceled.
- It is also possible to stop the ward from attacking by ordering it to stop (only works when the auto-attack option is turned off).
- 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).
- The primary attack can be disjointed Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is and can miss, doing so prevents the projectile from bouncing. Cannot miss when upgraded.
- Be that as it may, after having bounced at least once, it can no longer miss, but can still be disjointed.
- When disjointed, it does continue to bounce and can even bounce back to the disjointing unit.
- Does not bounce on invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear units or units in the Fog of War Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a . One projectile can never hit the same unit twice.
- With its 0.22 second attack rate, it can attack up to 45 times. With the bounces, it can deal 90/135/180 ( 180/225/270) damage instances.
- With the current attack rate and damage, it can deal up to 181.8/272.7/363.6 ( 272.7/363.6/454.5 damage per second per target.
- Can deal up to 1800/2700/3600 ( 2700/3600/4500) damage to a single unit ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ).
- When all attacks and bounces hit, it can deal up to 3600/8100/14400 ( 10800/18000/27000) damage ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ).
- Death Ward`s attack damage is not reduced by Damage Block.
- Provides 1200/800 range ground vision for 5 seconds at its location after the channeling stops.
Info
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Hero stats changes: Day vision range reduced from 1800 to 1100. No other changes.
Videos
Talents
Hero Talents | ||
+20 Voodoo Restoration Heal | 25 | +175 Death Ward Attack Range |
+15% Magic Resistance | 20 | +8 Armor |
+12 All Stats | 15 | +90 Damage |
+25% XP Gain | 10 | +200 Health |
Notes:
- Modified values: Changed +2 Cask Bounces to +12 All Stats
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The armor and attack damage are added as bonus armor and bonus attack damage, and therefore do not benefit illusions.
- The magic resistance stacks multiplicatively with other sources of magic resistance.