Tuesday, August 30, 2011

Vol`Jin - The Witch Doctor Walkthrough Guide








Vol`Jin - The Witch Doctor

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
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 CaskParalyzing 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
Voodoo RestorationVoodoo 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
MaledictMaledict (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
Death WardDeath 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

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