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Demnok Lannik - Warlock

Demnok Lannik - Warlock
Demnok Lannik - Warlock
Range: 600 | Move Speed: 295
Primary: INT
Str: 18 + 2.5 | Agi: 10 + 1.0 | Int: 24 + 2.7
Damage: 46 - 56 | HP: 492 | Mana: 312
HP Regen: 0.79 | Mana Regen: 0.97
Attack Speed: 0.65 | Armor: 2
Former cultist of the Blacksun, Lannik was among the first of many orcs enslaved by the wretched demons when the Legion's taint befell the lands of Kalimdor - a dire affliction that grew stronger over the years. Mannoroth's sudden and unexpected demise severed this Warlock's ties to demonology, and the absence of its corrupting influenced caused his body to wither onto the verge of death. In exchange for life beyond the grave, he bound a pact with the Lich King. A master of demons and destructive spellwork, this warlock delights in tormenting creatures of the Light, extinguishing them like candles until none are left alive.
Fatal Bonds Fatal Bonds (F)
Bonds several enemy units together, causing 20% of the damage dealt to any of them to be partially felt by the others. Lasts 25 seconds.
Level 1 - Bonds 3 units together.
Level 2 - Bonds 4 units together.
Level 3 - Bonds 5 units together.
Level 4 - Bonds 6 units together.
• Damage type: HP removal
• Damage will not disable abilities or items like Kelen's Dagger which requires player based damage.
Mana Cost: 120
Cooldown: 25 seconds

Shadow Word Shadow Word (W)
A single word causes powerful magics to envelop the target. Creates a healing mechanism on a friendly target or damages an unfriendly one. Does not dispel on attack. Lasts 8 seconds
Level 1 - Heals or damages 10 hit points per second.
Level 2 - Heals or damages 20 hit points per second.
Level 3 - Heals or damages 30 hit points per second.
Level 4 - Heals or damages 40 hit points per second.
• Damage type: magical
• A hero affected by Shadow Word may be denied once it falls below 25% of its maximum health.
• Casting range: 500
Mana Cost: 90/110/130/150
Cooldown: 20 seconds
Upheaval Upheaval (E)
Stirs up inert magic in a target area, channeling the force into a powerful slowing current that grows more powerful with every passing second it's channeled. Can channel up to 10 seconds and up to 84% slow.
Level 1 - Slows by 7% per second, slow lasts 3 seconds.
Level 2 - Slows by 14% per second, slow lasts 3 seconds.
Level 3 - Slows by 21% per second, slow lasts 3 seconds.
Level 4 - Slows by 28% per second, slow lasts 3 seconds.
• Slow amount is calculating with duration of channel, not with how long enemy was in area of effect.
• Casting range: 700
• Area of Effect: 650
Mana Cost: 100/110/120/130
Cooldown: 50 seconds
Rain of Chaos Rain of Chaos (R)
Calls an Infernal down from the sky, dealing 100 damage and stunning nearby enemies for 1 second. The infernal lasts 60 seconds, takes reduced damage from spells, has Permanent Immolation and a chance to Pulverize an area on attack.
Level 1 - Summons an Infernal with average attack and 320 movement speed.
Level 2 - Summons an Infernal with powerful attack and 340 movement speed.
Level 3 - Summons an Infernal with deadly attack and 360 movement speed.
Mana Cost: 200/250/300
Cooldown: 165 seconds
• Damage type: magical
• Magic immune units will be stunned.
• Destroys trees in its AoE.
• Casting range: 1200
• Area of Effect: 600
• Aghanim's Scepter calls down 2 golems which land 0.3 seconds apart. HP and attack are 75% of normal. Bounty is 50% of normal.

Flaming Fists


Description: Gives Infernal a 40% chance that an attack will deal 75/115/150 bonus damage to nearby units.
Area of Effect: 300(Full damage AoE)/350(Half damage AoE)
• Damage type: magical

Permanent Immolation


Description: Burns Infernal's nearby enemy units for 20/30/40 damage per second.
Area of Effect: 250
• Damage type: magical
• Immolation from different Infernals will stack.

Resistant Skin


Description: Reduces the duration of negative spells and renders the Infernal immune to certain spells.
• Regarding damage and duration from different spells (like Cyclone and Frost Bite) will consider this unit a hero.
• Cannot be transmuted.
• Cannot be dominated.
• N'aix cannot use Infest on Infernal.

Strategy Guides:

Hard Hitting Warlock [İP.P.] posted by pencilpusher on 2008-11-20
Lord of the Infernals posted by Razorfane X on 2006-12-22
Bryant' Annoying Warlock posted by Bryant Pham on 2007-03-22
New and Shiny, Struttin' his Stuff posted by SexualPanda on 2006-08-28


Comments

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301 By The Ronin 2011-10-18

There is an advertisement on my screen now, it says "IMPROVE YOUR BRAIN". Listen to it. You can see the advertisement if you will be a good boy.

300 By The Ronin 2011-10-18

Don't forget Infernals are also last for 60 seconds. So in a team fight your team initiates, you thrown infernals at your enemies' head, you cast upheaval and possibly fatal bonds, 2-3 enemy heroes are gone to heaven, you Infernals have about 40 more seconds before disappearing. You used them to push, and surely 1 tower, 10-15 creeps while pushing. That's where you get your gold, if played properly. You don't steal from your carry, you make a team push, where killing creeps are most important.

299 By Ne0aly 2011-04-21

@297
Clearly by that emphasis on farm, an agh-refresher under 30 is over ks and farm, which even by warlock's worst role does not make him even a lack of all trades (6 min not-so lethal ulti anyone?). Not that it's bad, heck it's rape in pub, mass confusion and panic, but you totally mess up your lineup in competitive by not maximizing any role's potential and essentially screwing your carry's farm (and ks). Yeah, 99% of the time. Congratulations to your pro pub skills though.

298 By ->F3lix<-/ 2011-04-21

292

You people underestimate team-heals too much

295

Since when do you farm 9k gold in solo lane with a hero that ain't suppose to farm?

297

Every point of gold over 4000 that warlock takes is stolen from a carry...that's a fact..

297 By RangedHeroProb 2011-04-21

@296
40-60 minutes? You are assuming that Warlock can't farm? I can farm Agha+Refresher in less than that. It was rushed btw and I'm not really stealing gold from carries because carries aren't always in lane, they could be in jungle. Again, I said before this isn't gonna happen in 100% cases

296 By Ne0aly 2011-04-21

295 read 283
Considering you're playing semicarry where you're liberated to farm a little more, when would you get agh-refresh? 40-60 min amirite? By then infernals are pretty damn cakes and won't pose much of a threat after crashlanding.

295 By RangedHeroProb 2011-04-20

Well, not in 100% cases. If you are soloing in lane then you are not stealing gold. Besides, how come you don't want huge DPS area? You are not using your 4 infernal only for killing, but also for pushing. Push faster = win faster

294 By silentzero 2011-04-20

You mean after you buy boots you steal more or less 9K gold from the carry?

293 By RangedHeroProb 2011-04-19

@283
That's why you have to use Upheaval. 84% slow isn't a joke. Enemies are basically stopping. 160 DPS area ftw.

@282
I didn't call them a noob, I said 'probably' a noob. and btw you rush Agha+refresher which means you only buy boots the go straight to Agha+Refresher

292 By nooblet_pwner 2011-04-19

@285
As 286 said, I clearly mentioned if he was playing the solo lane.
Mek is effective, yes. Early mek is awesome, yes. Late mek sucks, yes. The thing is, though, if you farm well enough to get a 20~ minute hex, that will allow your whole team to be more offensive, because you've just added the best disable in the game to your team. There is no reason NOT to get a hex, ever.

291 By mawhpawh 2011-04-19

It's wrong because it wont happen.
While being alot less useful earlygame, and then being a bit stronger late-late-LATE game is not worth it. And you will loose the game if you farm Agha and Refresher. Taking all your carries gold is not good.

290 By FL4SH_l3URN 2011-04-19

? What is wrong with 4x infernals? Calling 4 and then using fatal bonds and upheaval turn any team fight incredibly one sided.

Plus you can use the normal infernal cast once more before the refresher cooldown is done. Each time the 4 are cast there will be no more enemy team and a free lane push for you?

289 By Shin Imagine 2011-03-22

lol. diffusal blade owns the whole hero. purge can make almost all of his spells go waste. wonder if purge works agaist upheavel.

288 By ->F3lix<-/ 2011-03-20

286

No

287

Yes

287 By microice 2011-03-20

try the ancient jango!!

286 By Zxcvbnm11592 2011-03-05

@285
He said solo laner, and Warlock can be a pretty damn effective semi-carry.

285 By ->F3lix<-/ 2011-03-05

YES, EVERYONE THROW AWAY THOSE CHEAP SUPPORT ITEM THIS HERO NEEDS!

Imo, hex ain't really that necessary, better go cheap stuff that own...My own prefernce was meka+necro since it gives hp, mana, support power, true sight, manaburn, push power etc...However i recall people saying that it isn't good.

In short, ward, treads, meka is all you need, farming beyond that either means you suck or your team sucks, either ways you'll probably get toast...

284 By winner47 2011-03-05

Cant agree more with you 283.

283 By nooblet_pwner 2011-03-05

@282
Unless the warlock on your team is one of the solo laners where his team gets a quick mek/hex.

Agha+Refresher = waste. You'll do that ever what, 6 minutes? By the time you've farmed that, it's probably late game. How many times will you even use it? 3? 4? Might as well get hex and/or shivas. Aghanims may give you 2 infernals, but (a) you're never gonna get full 160dps for however long time, nobody is stupid enough to stay there and (b) HEX IS BETTER.

282 By silentzero 2011-03-04

...and those who probably say that warlock needs to get more than 9.5K items and calls others noob are hypocrites.

Right. Surely warlock, more often whatnot, the babysitter/support hero, needs to steal the last hits in lane than the carry...unless you're in some kind of a team where the other 4 are constantly feeding.


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