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Vol’Jin - Witch Doctor



Vol’Jin - Witch Doctor

Vol’Jin - Witch Doctor

Affiliation: Intelligence (Scourge - 2)

- Affiliation: Neutral
- Attack Animation: 0.4 / 0.5
- Damage: 51 - 61
- Casting Animation: 0.35 / 0.52
- Armor: 0.9
- Base Attack Time: 1.7
- Movespeed: 305
- Missile Speed: 1200
- Attack Range: 600
- Sight Range: 1800 / 800

The Witch Doctor is a fragile but deadly spellcaster with a unique method of eliminating his foes. His Maledict ability is feared by all, and has the potential for enormous amounts of damage. Heroes under the effect of Maledict will continue to take damage based on how much damage they have taken already. Using Paralyzing Casks, a clever Witch Doctor immobilizes his target, casts Maledict on them, then proceeds to cause as much damage as possible before they run. This is nearly always fatal if the Witch Doctor and his allies can injure the target a good amount after it is Maledicted. To aid in the delayed destruction of his enemies, the Witch Doctor can plant a potent Death Ward, which rapidly attacks nearby heroes as long as the Witch Doctor channels it. Combined with Maledict and Paralyzing Cask, Death Ward is practically a guaranteed kill when ambushing an unsuspecting enemy hero. Voodoo Restoration turns him into a mobile healing fountain, quickly restoring the life of the Doctor and his allies in case an ambush doesn't go according to plan. Although the Witch Doctor's Maledict combo is lethal on its own, it is even more dangerous when combined with allied attacks and spells.

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.

Paralyzing Cask  Paralyzing Cask


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 110
  • 20 seconds
  • 700
  • 575
  • 1 second on heroes / 5 seconds on creeps
  • Enemy Units
  • 2 bounces, 75 damage to units, 50 damage to heroes
  • 2
  • 120
  • 18 seconds
  • 700
  • 575
  • 1 second on heroes / 5 seconds on creeps
  • Enemy Units
  • 4 bounces, 100 damage to units, 50 damage to heroes
  • 3
  • 130
  • 16 seconds
  • 700
  • 575
  • 1 second on heroes / 5 seconds on creeps
  • Enemy Units
  • 6 bounces, 125 damage to units, 50 damage to heroes
  • 4
  • 140
  • 14 seconds
  • 700
  • 575
  • 1 second on heroes / 5 seconds on creeps
  • Enemy Units
  • 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.
- Area of Effect specifies the range it can bounce


Voodoo Restoration  Voodoo Restoration


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 25 initial + 8 / sec
  • 0 seconds
  • N/A
  • 350
  • Until deactivated
  • Allied units
  • Restores 16 hp/sec
  • 2
  • 50 initial + 14 / sec
  • 0 seconds
  • N/A
  • 350
  • Until deactivated
  • Allied units
  • Restores 24 hp/sec
  • 3
  • 75 initial + 20 / sec
  • 0 seconds
  • N/A
  • 350
  • Until deactivated
  • Allied units
  • Restores 32 hp/sec
  • 4
  • 100 initial + 26 / sec
  • 0 seconds
  • N/A
  • 350
  • Until deactivated
  • Allied units
  • Restores 40 hp/sec



- Heal is applied in 0.33 second intervals.
- Can heal magic immune units.


Maledict  Maledict


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 120
  • 35 seconds
  • 400
  • 150
  • 12 seconds
  • Enemy Heroes
  • Enemies lose 5 hp/sec, 10 bonus damage for every 100 hp lost during curse
  • 2
  • 120
  • 35 seconds
  • 400
  • 150
  • 12 seconds
  • Enemy Heroes
  • Enemies lose 10 hp/sec, 20 bonus damage for every 100 hp lost during curse
  • 3
  • 120
  • 35 seconds
  • 400
  • 150
  • 12 seconds
  • Enemy Heroes
  • Enemies lose 15 hp/sec, 30 bonus damage for every 100 hp lost during curse
  • 4
  • 120
  • 35 seconds
  • 400
  • 150
  • 12 seconds
  • Enemy Heroes
  • 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.


Death Ward  Death Ward


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 200
  • 90 seconds
  • 300
  • N/A
  • 8 seconds
  • Enemy Hero
  • 60 (90*) Chaos Damage
  • 2
  • 200
  • 90 seconds
  • 350
  • N/A
  • 8 seconds
  • Enemy Hero
  • 90 Chaos Damage (120 Chaos Damage, bounces once*)
  • 3
  • 200
  • 90 seconds
  • 400
  • N/A
  • 8 seconds
  • Enemy Hero
  • 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 have a 700 attack range and attacks every 0.3 seconds.


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Death Ward Tag | DotA | Hero | Heroes | Warcraft | Sentinel | Scourge | Strength |

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