Witch Doctor write up by Capt.Planet
Created by capt.planet on 2008-08-21
Last modified: -
Viewed 134230 times
Vol'jin launches a cask of paralyzing powder that bounces between foes, stunning those affected for a short period of time (1 sec on Hero, 5 on creeps). Deals damage per bounce to non-hero units. First impact lasts 1.5 seconds.
Level 1 - 2 bounces, 75 damage to units, 50 damage to heroes.
Level 2 - 4 bounces, 100 damage to units, 50 damage to heroes.
Level 3 - 6 bounces, 125 damage to units, 50 damage to heroes.
Level 4 - 8 bounces, 150 damage to units, 50 damage to heroes.
• Damage type: magical
• Targets can be hit multiple times, as long as another unit is struck in between the bounces.
• Casting range: 700
• Bouncing Range: 600
Mana Cost: 110/120/130/140
Comment: This is your POWERFUL disable. When going to kill heros, try to use it with 1-3 creeps around to perma stun the hero due to the bounces. Heros such as Geomancer, Terrorblade or any other with multiple images can be perma stunned 1v1. More on this later... For farming - this is a fast and easy killing tool. It deals a lot of damage to creeps, and stuns them for 5 seconds each bounce. You don't ever get hit while farming / jungling.
Vol'jin focuses his voodoo magic to heal nearby allied units.
Level 1 - Restores 16 hp/sec.
Level 2 - Restores 24 hp/sec.
Level 3 - Restores 32 hp/sec.
Level 4 - Restores 40 hp/sec.
• Heal is applied in 0.33 second intervals.
• Can heal magic immune units.
• Area of Effect: 340
Mana Cost: 25/50/75/100 initial + 8/14/20/26 per sec
Comment: AoE (Area of Effect) heal that helps you absorb damage and also works as a mini health fountain for your entire team during team battles. Very effective ability. Some builds focus on this early - mine does not as I prefer an aggressive WD. I start getting this skill anywhere from level 13 to as late as level 17. It depends on the type of game. More on this later.
Targets an area with an ancient voodoo curse. Cursed heroes will not only take damage over time, but they will be dealt bonus damage every 4 seconds based on how much hp they lost since the beginning of the curse. Lasts 12 seconds
Level 1 - Enemies lose 5 hp/sec, 10 bonus damage for every 100 hp lost during curse.
Level 2 - Enemies lose 10 hp/sec, 20 bonus damage for every 100 hp lost during curse.
Level 3 - Enemies lose 15 hp/sec, 30 bonus damage for every 100 hp lost during curse.
Level 4 - Enemies lose 20 hp/sec, 40 bonus damage for every 100 hp lost during curse.
• Damage type: magical
• Damage is based on the difference between the HP values currently and when Maledict was cast.
• Casting range: 400
• Area of Effect: 165
Mana Cost: 120
Comment: Awesome amazing ability. This in conjunction with Paralyzing casks is your bread and butter. It may be hard to understand from the description - so I'll try to explain this curse in layman's terms. This curse is basically a bonus for the amount of damage you deal. Take level 4 for example. You curse your enemy and then, for every 100 health your opponent loses (team battles, from yourself, in any fashion) he takes a BONUS amount of 40 damage. The curse itself is also a DoT (damage over time) that inflicts 20 damage per second. Cast this at the very beginning of every battle for maximum effect. The downside (and what makes this character so hard) is that its target area is a VERY small circle. You need to be fast at micro to land this thing most of the time.
Summons a deadly ward to attack enemy heroes. Lasts for 8 seconds and is a channeling spell.
Level 1 - 60 (90*) Chaos Damage
Level 2 - 90 Chaos Damage (120 Chaos Damage, bounces once*)
Level 3 - 120 Chaos Damage, bounces once (150 Chaos Damage, hits 3 targets at once*)
• The Death Ward is invulnerable, and can only be destroyed if its duration expires or if Vol'Jin is interrupted.
• The Death Ward can be controlled and made to attack a specific target.
• Can be improved by Aghanim's Scepter (* shows the improved values).
• The Death Ward has a 700 attack range and attacks every 0.3 seconds.
• Casting range: 300/350/400
Mana Cost: 200
Cooldown: 90 seconds
Comment: If you were around for the early dota days, this is what rikimaru used to have as his ultimate. It's a channeling spell, which means you have to stand there the entire time while its casting. More on this later in terms of strategy.
Skill Build:1. Maledict
2. Paralyzing Casks
4. Paralyzing Casks
6. Death Ward
8. Paralyzing Casks
9. Paralyzing Casks
11. Death Ward
13. Voodoo Restoration
14. Voodoo Restoration
16. Death Ward
17. Voodoo Restoration
18. Voodoo Restoration
Circlet of Nobility (185)
+2 to all Attributes
Circlet of Nobility (185)
+2 to all Attributes
Mantle of Intelligence (150)
Mantle of Intelligence (150)
Ancient Tango of Essifation (90)
Active: Eat Tree
Eats a tree to restore 115 HP over 16 seconds. Purge will end the effect even though the status icon will remain.
Note: Stacks with itself in inventory. 3 charges.
Early Game levels 1-7
About Denying & Last Hitting
In the early levels, you're going to be trying to last hit and deny as much as possible. I'm hoping that you've read a little bit on this concept, since almost every guide goes over it. I will quickly explain that by getting a feel for the timing of your attacks, holding ALT to see the creeps HP and watching the flow of your lane, you will eventually become good at last hitting. It's basically a discipline thing that you have to be motivated enough to do - as it can be very boring to learn in the beginning. One thing I've noticed is that the WD has a very good attack animation, which isn't too long nor too short. He also has a long range - which makes the doc good at last hitting.
One last important concept about the doc is that hes NOT a push hero, nor is he a spam / harass hero. Focus on getting gold to dominate the early-mid to late-mid game. The doc is a CONTROL hero.
The Witch Doc is not a spell spammer by any means. With my gear setup you have enough mana and auto attack damage to harass heroes with the occasional Paralyzing cask and auto attack. Always attack when your creep push is going to OUT-PUSH your opponents creep push. This is where you cask / and auto attack.
In this section I'm NOT going to go over how to kill with your ultimate and the sequence of attacks. I will save that section for the mid-game description.
What most will find is that you will get kills purely through your opponents mistakes with the witch doc. You should be focused on getting gold by last hitting / denying - do not focus on killing but keep an open mind to it.
There are two scenarios here - either SOLO or with a PARTNER
When solo, you really only focus on getting creep kills through last hit and denies. Since this guide is focused on new players (and therefore public games) I'll go over the most common scenario that presents itself to the WD where you should then switch over to hero killing.
1) The opponent doesn't respect the WD (since most are played horribly wrong) and gets caught up within the creeps while killing for gold (usually melee heroes). This is where you instantly cask and auto attack him. He may be stunned for a good 3 seconds with creeps + you beating on him. If this happens after level 1, you should stun THEN malice immediately after, using the hotkeys provided. The opposing hero will often get away but die to the nature of the curse. Important here is to get in as many auto attacks as possible, as every single attack may add to the overall damage of the curse. Don't risk dying however - him going back to the fountain is good enough.
This is by far the most common scenario. I'd say 50% of the games this will happen to you, and a good portion of that you will finish with a kill. Remember though, early-game stay passive and farm. Let the opportunity present itself - don't chase like most new players do.
The doc works even better in getting kills early if he has a competent partner. Since the early game doc is more support oriented - you two will form a killing duo. Here you can be more aggressive and share the risk with your partner. Below are a few key duo's that I really like.
The Nuke Partner: Crystal Maiden
Knowing how your curse works leads you to believe that any nuking partner is beneficial - and this is very true! The benefit of the CM is that she can also snare (slow) and freeze (stun) your opponents. Her Freeze lets you apply Malice with ease, and then follow it with a cask to keep the opponent stuck a second longer. The CM should then nuke (nova ) AFTER the malice, to get the full effect of the curse. Most players know how the curse works, so this should work out on its own. If they don't, then explain to them when to nuke for proper effect. Extremely good combo. Other nuking partners to look for with similar flavor:
The DoT Partner: Warlock
There are quite a few DoT (damage over time) Heroes in dota. A Warlock as a partner, especially for early game, is ideal for control and killing heroes early. With a DoT partner, you are more active and have to setup the kill (whereas the nuking partner does the setup in the above combo.) Your job is to land your Paralyzing Casks, and quickly apply malice with the hotkeys provided. In this time, your warlock partner should throw on his DoT as well as his chains spell that locks together enemies HP pools. The accumulated damage will greatly accelerate your curse and probably result in early game kills if your opponent isn't ready for such a heavy load. Other partners of this flavor include:
* The Ogre Magi is a special case, in that he can nuke (stun) from afar to setup the kill and or slow your opponent with a DoT. Hes a hybrid that can be a great asset to your killing party.
At level 6 or 7, you need to assess the situation. If you can comfortable head back to your base to recharge without tower worries (that is, your opponent pushing quickly to take your tower) then head back and purchase the following:
These items will be sufficient to setup the early-md to late-mid game killing spree that is about to take place. The Ancient Tango is optional - but I like to carry them for the occasional jungle or mishap here and there.