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Vol`Jin - The Witch Doctor
Range: 600 | Move Speed: 305
Primary: INT
Str: 16 + 1.8 | Agi:
13 + 1.4 | Int: 24
+ 2.9
Damage: 51-61 | HP: 454
| Mana: 312
HP Regen: 0.73 | Mana Regen:
0.97
Attack Speed: 0.66 | Armor:
1 |
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Paralyzing Cask (C)
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.
Level 2 - 4 bounces. 100 damage.
Level 3 - 6 bounces. 125 damage. Level 4 - 8 bounces. 150 damage. • Damage type: magical • Targets can be hit multiple times, as long as another unit is struck in between the bounces. • Area of Effect specifies the range it can bounce. • Casting range: 700 • Area of Effect: 600
Mana Cost: 110/120/130/140
Cooldown: 20/18/16/14
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.
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Voodoo Restoration (V)
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 initial + 5 per sec/50 initial + 5 per sec/75 initial + 10 per sec/100 initial + 10 per sec
Cooldown: 0
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. |
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Maledict (E)
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
Cooldown: 35
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. |
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Death Ward (D)
Summons a deadly ward to attack enemy heroes.
Level 1 - 60 Chaos Damage, 90 Chaos Damage with Aghanim's Scepter.
Level 2 - 90 Chaos Damage, 120 Chaos Damage with Aghanim's Scepter, bounces once.
Level 3 - 120 Chaos Damage, bounces once, 150 Chaos Damage with Aghanim's Scepter, 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. • The Death Ward have a 700 attack range and attacks every 0.3 seconds. • Casting range: 300/350/400
Mana Cost: 200
Cooldown: 90
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. |