DotA ~ Vol`Jin – The Witch Doctor

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clip_image001 Vol`Jin – The Witch Doctor

Background Story (from DotA)

Vol’Jin is a risk-taker. Anyone who has ever crossed paths with him can tell you that. As a voodoo priest, you need a certain degree of it. It’s too bad he never learned the value of discretion. Vol’Jin’s experiments in jungle magic yielded brilliant results- the ability to mend wounds, casks filled with paralyzing combinations of herbs that could scatter for miles, and even a curse capable of stripping the life force from a living being. Of course, no amount of power gained goes without notice. As Vol’Jin’s experiments became more and more unstable and destructive, the Lich King made his move.

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Hero Statistics

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 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
Cooldown: 20/18/16/14

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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: 25/50/75/100 initial + 8/14/20/26 per sec
Cooldown: 0

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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

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Death Ward (D)
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*)
Mana Cost: 200
Cooldown: 90 seconds
• 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

Why and How to play Vol’Jin

Vol’Jin is the best support hero you can ever ask for in my opinion. Better then lich and more fun in many ways if you use him well. He is hard to handle for newcomers. definitely not for beginners for his complex casting and short health will results in many death if not handled delicately. Vol’jin’s spell Maledict is very destructive and feared by many. This combo with paralyzing cast and his great ward can dominate heros much larger than him. A season player would know that he should immobilize his target, casts Maledict on them, then proceeds to cause as much damage as possible before they run or ward them. If combined with other disablers in your team the witch doctor’s channeling ward would be a guaranteed kill to any unsuspecting heros farming lanes. Worst of all his voodoo restoration is like the fountain of health on legs healing himself and allies alike.

My skill build for him (leveling):

1. Cask
2. Restoration
3. Maledict
4. Cask
5. Maledict
6. Death Ward
7. Cask
8. Maledict
9. Cask
10. Maledict
11- Death Ward
12- Restoration
13- Restoration
14- Restoration
15- Stats
16- Death Ward
17-25- Stats

Item Build

INITIAL Start items:

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CORE items:

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If you can afford Boots for Treads, with this 3 you’ll dominate. The secret behind this cores is that when you use ward you can on your lothar without disrupting the ward!
Maledict -> Cask -> Ward -> lothar = MEGA kill!

CORE extension items:

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Aganim for more damage, shiva and guinsoo for those that try to run and armlet is for chasing and/or run away! Instant health. =)
Just try to stay alive and farm abit more in the early stages. You tend to move around more often with this hero cause you can help and kill easily. When you reach lvl 8 with lothar there is no stopping this monster.

Notes

• 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 with Aghanim’s Scepter
• The death Ward have a 700 attack range and attacks every 0.3 seconds.

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