Witch Doctor Guide


Items

Starting:

Early:

Core:

Gameplay

Playstyle
Witch Doctor   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Witch Doctor 16 + 2.1 13 + 1.4 24 + 2.9 Level dota2 is a strong support that scales well throughout the game. If well positioned can change the flow of battle with his ultimate.
Pros Cons
  • Ultimate is very damaging with a short cooldown
  • Maledict is very damaging
  • Paralyzing cask can stun groups of enemies for long amounts of time
  • Dies very easily
  • Ultimate can be disrupted by stun
  • Maledict is hard to cast

Videos

Info


Hero Strategy Counters Play “Many hands make light work.” This article is badly written or needs more information. Please help the community by updating it. Read this formatting guide first.   Hero   Strategy   Counters   Equipment   Equipment   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e Witch Doctor Equipment (collapse sets)Sets Bearer of the Arkturan Talon Foreteller s Oath Garments dota2 Gear   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     This is a list of cosmetic items that reflects Witch Doctor s design dota2 Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane Sounds   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     v • d • e  Dota 2 Sounds Hero Sounds Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Zharvakko, the Witch Doctor A wiry silhouette hitches forward—uneven of featureSpecial attraction and Old Abilities   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     No records NewPP limit report Cached time: 20170623193932 Cache expiry: 86400 Dynamic Changelogs   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Contents 1 Version history 2 Patch history Version history edit] Version Description dota2

Ability Builds

Build 1
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Build 2
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Build 2
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Talents

Hero Talents   Main   Table of Gained Bonuses     The Talent Selection interface. Talents are traits unique to each hero. They are chosen every 5th level starting at level 10, offering a permanent choice between dota2
+20 Voodoo Restoration Heal 25 +175 Death Ward Attack Range
+15% Magic Resistance 20 +8 Armor
+2 Cask Bounces 15 +90 Damage
+25% XP Gain 10 +200 Health
Notes:
  • 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.

General

Paralyzing Cask

Voodoo Restoration

Maledict

  • Casting Maledict on opponents often immediately forces them to retreat for fear of taking crippling damage while under its effects. You can use this to make enemies flee who would otherwise easily kill you or your allies. If they do not flee, then at best they`re trading themselves for you.
  • Maledict is a very weak and expensive spell at level 1, and its damage only starts to kick in once you get it to at least level 2 or 3. In very early game fights, do not worry about landing a level 1 Maledict unless you`re sure you can curse multiple enemies or you have enough burst to follow up.

Death Ward

  • Casting Death Ward from a hidden position such as the trees, or uphill in the fog, makes it much harder to disrupt.
  • Try to wait on casting Death Ward in teamfights until the enemies have already used some of their stuns, making it less likely you will be interrupted.
  • Death Ward is an extremely effective spell against carries that typically rely on Magic Immunity to stay relevant in teamfights, such as Luna, Gyrocopter, Lifestealer, Sven, or Dragon Knight.
  • Although Death Ward is easily interrupted, it is an effective zoning tool in teamfights that either draw immediate attention from foes with important crowd control spells or forces enemies to retreat from the area which the Death Ward resides in.