Deals damage over time with venomous attacks
Venomancer brings slow death to his enemies. Sprouting an endless army of toxin-spitting watchers to defend his territory, should foes draw near he can release a massive cloud of lingering poison to weaken enemies.
Win Rate 50.0%
Pick Rate 7.7%
Attributes
538 +44.0/lvl
303 +16.8/lvl
19 +2.0/lvl
24 +2.0/lvl
19 +1.4/lvl
Stats
Damage:
40.4 - 43.4 + 3.8/level (179.4 - 182.4 at level 30)
Range:
450
Armor:
4.0 + 0.3/level (16.0 at level 30)
Movement:
280
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Facets
Patient Zero
Win Rate: 53.2%
Pick Rate: 65.8%
Noxious Plague spreads again.
Noxious Plague
Noxious Plague spreads 1 times. Impact damage for spreads after the first one is reduced by 100%.
Plague Carrier
Win Rate: 43.8%
Pick Rate: 34.2%
Plague Wards can be attached to allies and have extra charges.
Plague Ward
Plague Wards can be attached to allies and have =3 charges. Attached wards health depends on the max health of the carrier and give only =20% of their gold bounty when killed.
ATTACHED WARD HP: 100 / 150 / 200 / 250
WARD HP FROM CARRIER: 1.5% / 2% / 2.5% / 3%
Abilities
BREAKABLE: Yes
Venomancer's attacks deal extra damage based on how many debuffs the attack target has. Extra damage is dealt as magical damage. Only counts debuffs from Venomancer or his Plague Wards.
Break only disables the bonus damage for Venomancer's attacks.
BASE DAMAGE PER DEBUFF: 10%
PATCH 7.37b
Now counts one debuff per unique ability/item (e.g. Shiva's Guard will count as 1 debuff instead of 3)
PATCH 7.37
New Innate ability. Passive, can't be leveled up
Venomancer's attacks deal extra magical damage based on how many debuffs the attack target has. Only counts debuffs from Venomancer and his Plague Wards. Base Damage per debuff: 10%
Can be upgraded with Aghanim's Scepter. Increases Septic Shock base damage per debuff from 10% to 20%. Plague Wards also deal Septic Shock damage based on their attack damage
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.
DURATION: 15
INITIAL DAMAGE: 25 / 50 / 75 / 100
DAMAGE PER TICK: 10 / 40 / 70 / 100
21 / 20 / 19 / 18
95 / 105 / 115 / 125
800
Aghanim's Shard
If Venomous Gale is dispelled in any way, the target will receive undefined damage and be stunned for undefined seconds.
- -5s Venomous Gale CD
- Gale Creates Plague Wards
Poison Sting
Adds poison damage to Venomancer's normal attacks and slowing movement speed.
DAMAGE PER SECOND: 8 / 16 / 24 / 32
SLOW: -8% / -10% / -12% / -14%
- 15% Poison Sting Health Regen Reduction
- +5% Poison Sting Slow
Plague Ward
Summons a plague ward to attack enemy units and structures. The ward is immune to magic. Wards gain the Poison Sting level from Venomancer, dealing 50% of the full damage.
DURATION: 40
WARD HP: 120 / 230 / 340 / 450
WARD DAMAGE: 14 / 22 / 30 / 38
ATTACHED WARD HP: 100 / 150 / 200 / 250
WARD HP FROM CARRIER: 1.5% / 2% / 2.5% / 3%
5
24 / 26 / 28 / 30
850
- -1s Plague Ward Cooldown
- x2.5x Plague Ward HP/Damage
Noxious Plague
Infects an enemy with a deadly plague that does an initial burst of damage and additional damage over time based on the unit's maximum health. The plague slows the target and nearby enemies based on their distance to the target. When the target dies or the debuff expires, all nearby enemies are infected with a noncommunicable version of the plague.
DURATION: 5
MAX HP AS DAMAGE: 3% / 4% / 5%
DEBUFF RADIUS: 800
MAX SLOW: 50%
PROJECTILE SPEED: 1200
100 / 90 / 80
200 / 300 / 400
900
- +1% Noxious Plague Max HP Damage
- Noxious Plague Aura reduces 200 Attack Speed
Talents
x2.5x Plague Ward HP/Damage
+ 2.7 %
Noxious Plague Aura reduces n/a Attack Speed
Gale Creates Plague Wards
+1% Noxious Plague Max HP Damage
+ 0.4 %
+5% Poison Sting Slow
+ 3.7 %
-1s Plague Ward Cooldown
15% Poison Sting Health Regen Reduction
+ 0.6 %
-5s Venomous Gale CD
Win Rate
Pick Rate
Strategy
If the lane is tough, consider putting more points in Plague Wards and move to the jungle if necessary.
Hit opponents regularly to apply ticking damage from Poison Sting.
Galed opponents can be denied, so do your best to secure a last hit on a dying hero.
Deny low health Plague Wards to deprive opponents of extra gold.
Venomancer is great at defending towers as you can place a bunch of Plague Wards around it.
Use Plague Wards off cd when you are moving around to scout, control runes and block camps.
Farm aggressively, as Plague Wards provide vision and farm dangerous spots for you along with gale and sting.
In fights, look to affect as many heroes as possible with Venomous Gale.
When not much is happening, push out the side lanes with Gale and Plague Wards.
Pick up Aghanims Scepter in the late game to significantly increase your damage through right clicks and Plague Wards.
Noxious Plague will snowball a teamfight in your favour if you can burst down the first hero affected by it.
Counter Strategy
Bring extra consumables to the lane against Venomancer's Poison Sting harass.
Cloak has a lot of value against Venomancer's insane magic damage output.
Consider teleporting out quickly when you find yourself in trouble against Venomancer.
Debuff immunity and magic resistance items are great against Venomancer.
Items that provide dispels are able to remove Venomous Gale and Poison Sting.
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.