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Hero Discussion of this Day: Venomancer (2 March 2014)

Discussion

Lesale Deathbringer, the Venomancer

In the Acid Jungles of Jidi, I was but a minor inconvenience. Here, the slightest whiff of venom sends them screaming.

The Venomancer uses an assortment of toxins to slowly bring down his enemies. He can shoot a fast Venomous Gale projectile out that poisons in a narrow wave front of him, which will slow enemies down greatly and deal damage over time. His attacks are coated with Poisonous Stingers that deal minor slow and damage. He can place Plague Wards far out in front of him to scout, or in the battle to push and even block off routes. His ultimate Poison Nova attack unleashes potent toxin in a large ring around his body, infecting everyone it hits, dealing large damage, but over a long time. Though this toxin is non-lethal, every other poison he carries is. He is exceptional at weakening enemies, and slowing them down.

Lore

In the Acid Jungles of Jidi Isle, poison runs in the veins and bubbles in the guts of every creature that scuttles, climbs or swoops between fluorescent vines dripping with caustic sap. Yet even in this toxic menagerie, Venomancer is acknowledged as the most venomous. Ages ago, an Herbalist named Lesale crossed the Bay of Fradj by coracle, searching for potent essences that might be extracted from bark and root, and found instead a nightmare transformation. Two leagues into Jidi's jungle, Lesale encountered a reptile camouflaged as an epiphyte, which stung him as he mistakenly plucked it. In desperation, he used his partial knowledge of the jungle's herbal bounty, mixing the venom of the (swiftly throttled) reptile with the nectar of an armored orchid, to compound an antidote. In the moments before a black paralysis claimed him completely, he injected himself by orchid-thorn, and instantly fell into a coma. Seventeen years later, something stirred in the spot where he had fallen, throwing off the years' accumulation of humus: Venomancer. Lesale the Herbalist no longer—but Lesale the Deathbringer. His mind was all but erased, and his flesh had been consumed and replaced by a new type of matter—one fusing the venom of the reptile with the poisonous integument of the orchid. Jidi's Acid Jungles knew a new master, one before whom even the most vicious predators soon learned to bow or burrow for their lives. The lurid isle proved too confining, and some human hunger deep in the heart of the Venomancer drove Lesale out in search of new poisons—and new deaths to bring.

==

Roles: Support, Nuker, Initiator, Pusher, Semi-Carry

==

Strength: 18 + 1.85

Agility: 22 + 2.6

Intelligence: 18 + 1.75

==

Damage: 46-48

Armour: 3.08

Movement Speed: 285

Attack Range: 450

Missile Speed: 900

Base Attack Time: 1.7

Sight Range: 1800 (Day) / 800 (Night)

Turn Rate: 0.4

==

Spells

==

Venomous Gale

Launches a ball of venom in a line, poisoning enemy units so that they take both initial damage and damage over time, as well as suffering slowed movement. Venomous Gale deals damage every 3 seconds over its duration

LevelManacostCooldownCasting RangeAreaDurationEffects
112522800125 (travelling)15.1Slows units that get hit by the gale by 50% dealing 25 initial damage. Every 3 seconds after it deals 0 damage and the slow decreases.
212522800125 (travelling)15.1Slows units that get hit by the gale by 50% dealing 50 initial damage. Every 3 seconds after it deals 30 damage and the slow decreases.
312522800125 (travelling)15.1Slows units that get hit by the gale by 50% dealing 75 initial damage. Every 3 seconds after it deals 60 damage and the slow decreases.
412522800125 (travelling)15.1Slows units that get hit by the gale by 50% dealing 100 initial damage. Every 3 seconds after it deals 90 damage and the slow decreases.
  • Magical Damage

  • Units afflicted by Venomous Gale can be denied by their allies when their HP drops below 25% of their maximum health. This applies to Venomous Gale level 1 despite the lack of damage over time

  • Slow starts at 50% and decreases as time passes

  • Total damage dealt is 25/200/375/550

  • Can hit invisible units

  • Can be lethal (damage from Venomous Gale can kill enemies)

  • Becoming magic immune while under its effects blocks damage but does not remove the movement slow debuff

A concoction of various stings, poisons, and toxins gathered from the jungles of Jidi Isle, victims surviving it are rare.

==

Poison Sting

Passive

Adds poison damage to Venomancer's normal attacks, slowing movement speed.

LevelManacostCooldownCasting RangeAreaDurationEffects
1----6Causes Venomancer's normal attacks to slow targets by 11% and 5 damage per second
2----9Causes Venomancer's normal attacks to slow targets by 12% and 10 damage per second
3----12Causes Venomancer's normal attacks to slow targets by 13% and 15 damage per second
4----15Causes Venomancer's normal attacks to slow targets by 14% and 20 damage per second
  • Magical Damage

  • Damage from Poison Sting is lethal

  • Deals a total of 30/90/180/300 damage

  • Poison sting is a buff placer

  • This skill does not allow for heroes to be denied

  • Units affected by this skill cannot be denied

  • Movement slow debuff applies to magic immune (non-mechanical) units

  • Poison Sting damage doesn't cancel healing or disable Blink Dagger

The paralytic sting of the creature which caused his transformation now belongs to the Venomancer.

==

Plague Ward

Summons a plague ward to attack enemy units and structures. The ward is immune to magic.

LevelManacostCooldownCasting RangeAreaDurationEffects
1205850N/A40Summons a ward with 75 HP that deals 11 damage per hit
2205850N/A40Summons a ward with 200 HP that deals 21 damage per hit
3205850N/A40Summons a ward with 325 HP that deals 32 damage per hit
4205850N/A40Summons a ward with 450 HP that deals 42 damage per hit
  • Piercing Damage

  • Wards have Poison Sting for 50% of the damage at the current skilled level (When both Venomancer and a Plague Ward affect a target, only the highest dps is applied)

  • Creeps will ignore Plague Wards in favor of attacking you or any creeps present, as will Towers

  • Most narrow pathways, and certain wider pathways, can be completely blocked off by one or more Plague Wards, making passage impossible

  • Use Plague Wards to scout up cliffs and other places where enemies might lie in ambush

  • Wards give 1200/800 vision of the area

A mixture of his old herbalist talents and newfound toxic mastery creates a living embodiment of plague.

==

Poison Nova

Ultimate

A spreading ring of poison that does damage over time to enemy units around Venomancer. Poison Nova's effect cannot bring units below 1 HP.

LevelManacostCooldownCasting RangeAreaDurationEffects
1200140 (60*)N/A83012 (14*)Spreads poison in an area around Venomancer, dealing 36 (58*) damage per second
2300120 (60*)N/A83014 (15*)Spreads poison in an area around Venomancer, dealing 58 (81*) damage per second
3400100 (60*)N/A83015 (16*)Spreads poison in an area around Venomancer, dealing 81 (108*) damage per second
  • Magical damage

  • This ultimate can be upgraded via Sceptre, (*) shows the upgraded effects

  • Deals a total of 432/812/1215 (812/1215/1728) damage

  • Cannot deal lethal damage (target will be left with 1 HP)

  • Can hit invisible units

  • Becoming magic immune while under its effects blocks damage but does not remove the debuff

In the Acid Jungles, creatures releasing noxious poison to their attackers is common; Venomancer spreads this plague beyond the Jidi Isle.

==

Recent Changes from 6.80

  • Base damage reduced by 5

  • Base HP regen reduced from 0.75 to the default 0.25

Recent Changes from 6.79

  • Poison Nova no longer ignores invis/fogged units

  • Venomous Gale no longer ignores invis units

  • Venomous Gale damage over time rebalanced from 15/30/45/60 to 0/30/60/90

  • Poison Sting duration increased from 6/8/10/12 to 6/9/12/15

  • Poison Sting damage no longer dispels healing or disables dagger

  • Plague Wards now have Poison Sting for 50% of the damage at the current skilled level (when both Venomancer and a Plague Ward affect a target, only the highest dps is applied)

  • Plague Ward XP bounty increased from 12/12/25/25 to 20/25/30/35

  • Plague Ward night vision reduced from 1200 to 800

  • Base movement speed reduced from 290 to 285

==

Tips:

Place Plague Wards when walking around as you go to give vision in the area you were just in for future reference.

==

Specifics on warding by TheVoices297

The previous Venomancer discussion.

==

If you want a specific hero to be discussed next, feel free to post or message me. Request list

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Posts are every two or four days.

==

Important Pugna tip of last thread by wanilob:

"Put the nether ward into the trees, people can't see it or target it (unless they get vision of it somehow) and it has a HUGE radius so it will still be doing work. Obv there are a few heroes that could do something about it but they are very limited."

Posted Mar 2, 2014, 8:45 PM UTC · edited

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