Developer's Blog
Register Low Fi Mark Forums Read

Notices

Reply
 
Thread Tools
Old 03-06-2010, 01:30 PM   #1
zaphodbrx99
Member
 
Join Date: Dec 2009
Posts: 2,101
Guide Writing Award 
zaphodbrx99 is offline

Default Guide to Vol'jin, the witch doctor


~Table Of Contents
1. Story
2. Introduction
3. Info and Stats
4. Skill Usage
5. Skill Build
6. Item Build
7. Strategy
8. Hero Synergy
9. Conclusion
10. Replays
11. Credits
1. Background Story
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.
2. Introduction

Well first off, Witch doctor is one of my favourite heroes. I found that there is only one guide on this forum dedicated to him and I wasn't satisfied by it. So I decided to write my own.

Vol'jin is an INT support hero. His signature skill is maledict, which is the best damage amplifying skill in the game. His cask stun is one of the best stuns for holding down multiple heroes if no creeps are around. Vol'jin can be used in many ways, as a pure supporter, wardbitch, healer and semicarry ( through items, not physical DPS ). So I hope you enjoy playing him.
3. Vol'jin's Info & Stats

Strength: 16+1.8
Agility: 13+1.4
Intelligence: 24+2.9

Main attribute: Intelligence.
Witch doctor is found in the Neutral Intelligence heroes tavern.

Pros:
[+] Vol'jin has an AOE ranged stun that can be very powerful when creeps are not around
[+] Maledict is imba.
[+] Death ward can do a shitload of damage.
[+] Has superb base damage and animation rivalling that of melee heroes- good for last hit or harass.

Cons:
[-] Paper hero- has no hp or armour.
[-] Maledict can be countered by heal.
[-] Ultimate is channeling.
[-] Heal doesn't really synergize with the rest of his skills.

For complete stats, click below:
Witch doctor hero details
4. HERO'S Skill Usage

Paralyzing casks

Vol'Jin launches a cask of paralyzing powder that bounces between foes, stunning those affected for a short period of time

This is a ranged "AOE" stun with a huge casting range and no delays or anything ( other aoe ranged stuns like that of Lina have low range or casting delays ). It is most effectively used when you have two heroes standing close to each other so the casks will just bounce off each other, stunning them for 4 seconds each. It also does a decent dmg of 50 per bounce on heroes for a total of 400 dmg if all the bounces landed on heroes. The first stun lasts for 1.5 sec, the other bounces for 1 sec only.

This spell also doubles as your farming mechanism as it does extra dmg to creeps. It also stuns creeps for 5 seconds making it very useful for pushing.


Voodoo Restoration

Voodoo restoration is a healing spell. That itself is a bit odd as Vol'jin is not primarily a healer- atleast he is usually not used that way. But this skill is not weak in any way- it heals 40 hp/sec with not as much mana cost as most people think. Warlock's heal is also 40 hp/sec, but it is not AOE and can't last for ever. So you could use witch doctor as a primary healer if you wanted to, in which case his skill build would be significantly different ( heal maxed first ).

We get this last because casks and maledict is just better. It is still worth taking over stats ( almost every skill in the game is worth taking over some measly stat bonuses ). Because a portable fountain for your team is very nice to have, and at lvl 16+ with an urn and voidstone/guinsoo, you'll have so much mana that you can keep this permanently on. It's actual use for in-combat regeneration is somewhat debatable, as a stun of any sort disables this spell. Level 1 voodoo restoration is rather imbalanced, costing a minimal amount of mana, so get atleast one level even if you don't want the rest.


Maledict

Ah, maledict. The ultimate-worthy signature skill of the witch doctor, it is the reason why Vol'jin is picked. It is the best amplifying damage skill in the game, good during all stages of the game. I have included a section explaining the details of maledict including some mathcraft and how to counter it, scroll below for the details.


Death Ward

Witch doctor's ultimate, and his effective "DPS" skill. It does a load of damage but sadly since it is channeling it can be countered by using stuns/ministuns - or simply running away from it ( though it has a long range of 700 ). You will need BKB if you want to get full use out of his ultimate.

Screenshots

Here are a few screenshots explaining the range and AOE of Vol'jin's skills



AOE and range of maledict



Max range of Voodoo restoration, Slardar is getting healed



Casting range of casks.



Casting range of Death ward, useful for defense.
5. Skill Build

Normal ( recommended ) skill build

Level 1 - Paralyzing casks
Level 2 - Maledict
Level 3 - Paralyzing casks
Level 4 - Maledict
Level 5 - Maledict
Level 6 - Death ward
Level 7 - Maledict
Level 8 - Paralyzing casks
Level 9 - Paralyzing casks
Level 10 - Voodoo Restoration
Level 11 - Death ward
Level 12 - Voodoo Restoration
Level 13 - Voodoo Restoration
Level 14 - Voodoo Restoration
Level 15 - Stats
Level 16 - Death ward
Level 17+ - Stats

Alternate ( healer ) build: For baby-sitting purposes, you get one level of voodoo restoration first and max stun.

Level 1 - Paralyzing casks
Level 2 - Voodoo Restoration
Level 3 - Maledict
Level 4 - Paralyzing casks
Level 5 - Paralyzing casks
Level 6 - Maledict
Level 7 - Paralyzing casks
Level 8 - Maledict
Level 9 - Maledict
Level 10+ - Death ward etc

For the normal build, you want to max out maledict ASAP since it is so imba and casks are good even with just 2 points in them. Then we get heal ( or you can really go stats if you don't want heal at all ). Of course ultimate is taken as often as possible. Level 1 voodoo restoration is rather imbalanced, costing a minimal amount of mana, so get atleast one level even if you don't want the rest.
6. Item Build
Core item build



You should get cheap and easy to build items. If you are playing any sort of organized games, you should be buying wards ( and courier, dust etc. ). In case you are playing as full time supporter, your item build basically stops here. Spend your money on wards and such.

The items are pretty self explanatory. I usually skip bottle altogether and go for urn and wand. But it depends on players.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Core extension



Dagon is an extremely good item for Vol'jin, because of it's burst damage and synergy with maledict. You should rush this ASAP because it gets less useful with time. You can level up the dagon if you like but I advise against it.

Black King Bar is needed for survivability and so that you don't get interrupted while channeling the death ward. And it also prevents WD from getting instagibbed by nukes which he is very prone to.

Boots of travel. Don't buy phase boots or treads. Save up your money to get boots of travel in lategame.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Late game luxury items



Aghanim's scepter works with your ultimate and improves it quite a lot. Guinsoo is great lategame item for any support hero, Vol'jin is no exception.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EXTRA/SITUATIONAL ITEMS



Buy these items if you got a load of money to throw away.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Special mention



Lothar's edge can be used as a 'substitute' for BKB, making you invisible while channeling ultimate ( use ulti and then lothar, it doesn't break the silence ). Be aware that it can be easily countered using dust and the extra damage is quite useless for you.

Blink dagger and force staff can be used for positioning your spells and situationally for escaping, so buy it if you want to.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
7. General Strategy
Early Game

In general witch doc is good in any lineup, see the hero synergies section for details. A burst damage lineup is preferred. In a pub you can pick him whenever you like, as he isn't really dependant on his allies to kill.

Your starting items should be some combination of tangoes, healing salves, gauntlets, mantles, circlets, clarity potions ( doesn't matter exactly ). If you are playing an organized game as a supporter you might want to buy courier or observer wards. Do NOT buy boots first or bottle first. This is stupid.

WD can solo mid ( and you probably should in pubs ) quite fine, but his real strength lies in dual-stun lanes. Ideally you would be paired with a melee hero with a hard-to-land stun, such as Slardar or Centaur. These lanes are pretty beastly- with the use of your stun + maledict + your ally's stun + some hits, you can easily get kills. WD's physical attack is really good early on- huge base damage rivalling melee heroes, imba attack animation and range. Abuse it for last-hitting, denying, harassing.

Mid Game

Roaming

Mid game for WD starts at around level 6-7. At this point you should basically be permanently roaming and ganging. Maledict is insanely useful at this point and will remain so for the rest of the game.

Understanding Maledict:

Here are a few calculations to understand how effective maledict is.

Maledict deals damage over time for 12 seconds, additionally there are three 'ticks' in maledict, which show up as red numbers. This deals bonus damage based on the difference between current hp and original hp at the start of the curse.

Damage dealt = ( initial HP - current HP )*0.4 ( or 0.1-0.4 depending on level)

Since it is based on hp difference, any kind of heal counters it greatly.

Now lets see how much damage maledict does along with burst damage.
Lets say the initial damage dealt was 300 dmg after reduction ( say from dagon ). Lets look at level 4 maledict which does 20 dmg/sec, on a normal hero ( 25% resistance ).

Time Damage dealt Total dmg after reduction Event
1 400+20 315 Dagon
2 20 330
3 20 345
4 20 + 0.4*315 463.5 First tick ( red no 138 )
5 20 478.5
6 20 493.5
7 20 508.5
8 20 + 0.4*508.5 676 Second tick ( red no 203 )
9 20 691
10 20 706
11 20 721
12 20 + 0.4*721 947.8 Final tick ( red no 282 )

As you can see, from a mediocre damage of 300 from dagon ( or allied nukes/ physical DPS ), we have arrived at full 950 dmg taken from maledict after dmg reductions. And this is assuming no one has hit the target for extra damage during the period of maledict. If you assume extra damage being dealt during the period of maledict, its damage output bursts through the roof. This is why maledict is so insane and scales throughout the game. BUT however it can be countered by heal. If you heal back to your initial hp before the maledict tick, it does basically no damage to you.

Maledict has very low AOE and cast range. Casting a maledict is basically the most important part of playing WD.

Using your spells

Your role in a team battle is simple. Cast paralyzing casks first, then go close to apply maledict to 1 or more heroes ( who is gonna get screwed ). Then use ultimate and try not to die. Use BKB if you got one.

Late Game

Witch doctor scales decently in lategame compared to other intel heroes. Maledict is a very good scaling spell and rips apart tanks. His death ward does a lot of damage too. I suggest getting aghanim and BKB if you want to make full use of your ulti. Use heal for healing your team.

Death Ward

I decided to do some calculations regarding Death ward.
Level 3 with aghanim, deals 150 dmg with BAT of 0.3

Thus DPS = 150/0.3 = 500 DPS which bounces on 3 heroes.

Compare with a carry who has 300 dmg, +200% AS and 1.7 BAT
His attack time will be: 1.7/ ( 1+ 2 ) = 0.56

DPS = 300 / 0.56 = 529.4 DPS

Thus you can easily see that Death ward deals comparable DPS as a carry hero with items, of course not accounting for critical strike, lifesteal, bash etc. So it is worth getting BKB and aghanim on him, and these items also increase his survivability.

The name 'chaos damage' for the death ward is misleading. It refers to the WC3 damage types where different damage types deal extra/less dmg to different armour types ( for example piercing deals extra dmg to unarmoured ). Chaos dmg deals full damage to all damage types but that doesn't really matter in dota because everyone in dota has hero type armour ( except creeps but they don't matter ).

So for all practical purposes, it could be said to be physical damage, reduced by armour. It is not magical damage.
8. Hero Synergy

Best allies


Burst nukers help maledict to do a lot of damage.


Lategame, carries will do a lot of burst dmg that is amplified by maledict


DS and Magnus have pulling effects that have perfect synergy with casks and maledict.

Worst enemies



Heals are the #1 counter to wd as it reduces the effectiveness of maledict by tons. Chen is probably the worst, as with aghanim he has global heal with 30 sec cd ( maledict cd is 35 ).



If you are facing up against Vol'jin, make sure you have some healer hero and if not, get someone to buy a meka. Pipe obviously greatly counters maledict as well.
9. Conclusion

Witch doctor is a powerful support hero who greatly amplifies the damage output of his allies, while also supporting through stun and healing. He is not too item dependant but getting items is also quite worthwhile for him.
10. Replays

1. CH vs Deity

1.24b patch
GosuGamers DotA | Replay: CH vs Deity

I'm not going to spoil the replay for you, it shows a funny strategy and the power of level 1 voodoo restoration.

2. MYM vs OK

1.24d patch
GosuGamers DotA | Replay: MYM vs OK

Observe the good babysitting, warding and supporting from the WD player. Anyone wanting warding lessons, just see this replay.

2. PDGG game

1.24d patch
Attached at the bottom

Casual game between playdota.com forumers, where I am playing WD.
11. Credits

Credits for Ramomar's guide template which I am using for this guide
12. Changelog
11 Mar 2010
- Guide nearly finished
19 Mar 2010
- Screenshots and replays added
  Reply With Quote
Last edited by zaphodbrx99; 03-19-2010 at 03:34 PM.
Old 03-11-2010, 12:55 PM   #2
zaphodbrx99
Member
 
Join Date: Dec 2009
Posts: 2,101
Guide Writing Award 
zaphodbrx99 is offline
Default Re: Guide to Vol'jin, the witch doctor

Ok, I'm pretty much done with this now. Give any comments if you can, and then I'll get it published.
  Reply With Quote
Old 03-11-2010, 04:48 PM   #3
Urna-
Member
 
Urna-'s Avatar
 
Join Date: Jan 2010
Posts: 304
Urna- is offline
Default Re: Guide to Vol'jin, the witch doctor

Should comment a bit more on how imbalanced lvl 1 voodoo restoration is.
__________________

  Reply With Quote
Old 03-14-2010, 09:42 AM   #4
l0r4k
Member
 
l0r4k's Avatar
 
Join Date: Oct 2009
Location: Poznan,Poland
Posts: 1,977
l0r4k is offline
Default New Comment

Add Enigma to the pulling effect heroes
  Reply With Quote
Old 03-14-2010, 09:50 AM   #5
Bovver
Member
 
Bovver's Avatar
 
Join Date: Jun 2009
Location: England
Posts: 2,242
Bovver is offline
Default Re: Guide to Vol'jin, the witch doctor

The guide is good, but what about treads/phase?
  Reply With Quote
Old 03-14-2010, 10:56 AM   #6
Wendek
Member
 
Wendek's Avatar
 
Join Date: Aug 2009
Location: France
Posts: 684
Wendek is offline
Default Re: Guide to Vol'jin, the witch doctor

If playing a full-support WD (which, as you said, will almost always be the case in organized games), you should consider Str Treads for the cheap extra health. And also try to get a Point Booster between your wards, thanks to tower gold for instance. Any cheap survivability item, basically.

The second build doesn't really make sense, imo. If you REALLY want to go "passive baby-sitter", then get Casks and not Maledict, because they stun and that's why you want if your beloved carry gets ganked.
But following what Urna- said : lvl 1 Restoration is imbalanced because it basically costs NO mana, unlike the other levels. As soon as you have a sobi mask, you can more or less keep it up as much as you want. That means that if you ever want to go for a "babysitter" build, you shouldn't lvl it to max asap because depleting your manapool in a few seconds is useless and not what your carry needs. Instead, you could get something like this :

Casks/Voodoo/Casks/Maledict/Casks/Male/Casks/Male*2/Ward*2. For the same reason I already stated, you max Casks over Maledict for increased stun time. You get ONE level of voodoo because it costs nothing and will keep you and your lane partner at full health all the time.
In this case, Death Ward is delayed because at lvl 6 you don't have enough firepower to really make use of it.

Another thing : I've seen people (in competitive I mean) maxing Casks over Maledict, probably for moar stun. Now, personally I don't like this because I want to deal as much damage as possible, but you might want to mention it.

The guide could also use some pics, especially for Maledict, to show the cast range for instance.

Ohter than that, good guide.
__________________
Steam ID : http://steamcommunity.com/profiles/76561198072044943

Come read my Venomancer guide ! (Outdated by now)


Quote:
Originally Posted by Danggo View Post
Even my grandmother sounds younger than what you talk about.

Cyanide & Happiness @ Explosm.net
  Reply With Quote
Old 03-14-2010, 01:26 PM   #7
vmark41
Member
 
Join Date: Dec 2009
Posts: 104
vmark41 is offline
Default New Comment

nyc guide to voljin
i thought you would 4get about maledict
for many years of playing dota especially with voljin
i cant understand the meaning of maledict
i thought that its like impetus,the farther you are the more damage you get..
  Reply With Quote
Old 03-14-2010, 05:32 PM   #8
Nored
Member
 
Join Date: Sep 2009
Posts: 61
Nored is offline
Default New Comment

AA deserves a mention in allies.
  Reply With Quote
Old 03-14-2010, 05:42 PM   #9
StandAndFight
Member
 
StandAndFight's Avatar
 
Join Date: Dec 2009
Posts: 8
StandAndFight is offline
Default New Comment

You can make some pictures to explain the range of WD's spell. That's important.
  Reply With Quote
Old 03-14-2010, 05:50 PM   #10
StandAndFight
Member
 
StandAndFight's Avatar
 
Join Date: Dec 2009
Posts: 8
StandAndFight is offline
Default New Comment

Another thing. Eul's Scapter could be an "EXTRA/SITUATIONAL ITEMS". Its cheap. Gives +25 move speed bonus and cyclone witch helps WD to place Maledict, and 125% manaregen and +10 int is usefull too.
  Reply With Quote
Old 03-14-2010, 09:31 PM   #11
topalw
Member
 
Join Date: Feb 2010
Posts: 6
topalw is offline
Default New Comment

good job
  Reply With Quote
Old 03-15-2010, 05:25 AM   #12
zaphodbrx99
Member
 
Join Date: Dec 2009
Posts: 2,101
Guide Writing Award 
zaphodbrx99 is offline
Default Re: Guide to Vol'jin, the witch doctor

I will soon update the guide with some pictures explaining the cast range and AOE of his skills.
  Reply With Quote
Last edited by zaphodbrx99; 06-18-2010 at 07:58 AM.
Old 03-15-2010, 05:37 AM   #13
EyeOfFire
Member
 
EyeOfFire's Avatar
 
Join Date: Jun 2009
Posts: 1,652
EyeOfFire is offline
Default Re: Guide to Vol'jin, the witch doctor

I really think you should mention blink. I almost always end up getting it as part of my core since it really helps with positioning your combo. The only time I won't get it is if I'm playing a full wardbitch role, in which case I stick with my bracers/treads/booster/bottle for the whole game.
  Reply With Quote
Old 03-15-2010, 10:41 AM   #14
racfsre
Member
 
Join Date: Feb 2010
Posts: 0
racfsre is offline
Default New Comment

This Guide is Awesome ! It could of been better if you made the layout abit more eye - appealing. That would be great.

Anywas it will still get my 9/10 ;D

GoodJob
  Reply With Quote
Old 03-15-2010, 02:35 PM   #15
Pinopi
Graphics Crew
 
Join Date: Dec 2009
Location: Jordan
Posts: 2,822
Blog Entries: 1
Pinopi is offline
Default New Comment

Cool Guide
  Reply With Quote
Old 03-16-2010, 06:57 PM   #16
zaphodbrx99
Member
 
Join Date: Dec 2009
Posts: 2,101
Guide Writing Award 
zaphodbrx99 is offline
Default Re: Guide to Vol'jin, the witch doctor

Can anyone help out with how to make good screenshots.. the single player test mode helps but it can't show everything.. For eg. I want to show what the range of death ward is. Any way to do that?
  Reply With Quote
Old 03-19-2010, 03:36 PM   #17
zaphodbrx99
Member
 
Join Date: Dec 2009
Posts: 2,101
Guide Writing Award 
zaphodbrx99 is offline
Default Re: Guide to Vol'jin, the witch doctor

Updated with screenshots and replays.
  Reply With Quote
Old 03-19-2010, 10:35 PM   #18
NinoDoko
Member
 
NinoDoko's Avatar
 
Join Date: Sep 2009
Location: At home, which would be in the distant lands of Macedonia
Posts: 1,533
NinoDoko is offline
Default New Comment

well, nice guide and all, but i still tend to dislike dagon for WD. Sure, burst damage is awesome with maledict, but during the 2/3 seconds of stun your opponent is going to take, maledict + death ward is just as effective, and you can get scepter much faster, making your ultimate even better.
Oh, and you need to mention ghost scepter. If i'm facing a sniper / void / troll / any normal attack basher, i tend to get it as it's relatively cheap and is really useful (even serves as a mini-ultimate orb)
  Reply With Quote
Old 03-22-2010, 02:10 PM   #19
kyon91
Member
 
kyon91's Avatar
 
Join Date: Jun 2009
Posts: 35
kyon91 is offline
Default New Comment

Why not cast maledict first then paracasks so the casks will be included in maledict damage?
  Reply With Quote
Old 03-22-2010, 03:58 PM   #20
zaphodbrx99
Member
 
Join Date: Dec 2009
Posts: 2,101
Guide Writing Award 
zaphodbrx99 is offline
Default Re: New Comment

Quote:
Originally Posted by kyon91 View Post
Why not cast maledict first then paracasks so the casks will be included in maledict damage?
Cause it's much harder to land maledict than casks ( look at the pics to see AOE and range ), besides casks don't do that much dmg, only 50 per hit.
  Reply With Quote
Old 04-06-2010, 02:39 AM   #21
the-rave
Member
 
Join Date: Sep 2009
Posts: 74
Suggestion Award 
the-rave is offline
Default New Comment

if you can positioning maledict well without using cask, just maledict, whack-whack-whack, cask, die
  Reply With Quote
Old 04-17-2010, 11:32 AM   #22
redproxy15
Member
 
Join Date: Jul 2009
Posts: 15
redproxy15 is offline
Default New Comment

question: wut is the cating range of death ward? i mean how far can it be away frm voljin?
  Reply With Quote
Old 04-17-2010, 01:05 PM   #23
zaphodbrx99
Member
 
Join Date: Dec 2009
Posts: 2,101
Guide Writing Award 
zaphodbrx99 is offline
Default Re: Guide to Vol'jin, the witch doctor

casting range improves per level, and at max it is 400. You can clearly see how much the range is in the screenshot.
  Reply With Quote
Old 05-02-2010, 09:00 PM   #24
Frozn_Fury
Member
 
Join Date: Mar 2010
Posts: 119
Frozn_Fury is offline
Default New Comment

Nice guide, and great descriptions.
  Reply With Quote
Old 05-27-2010, 03:27 PM   #25
Gmv19
Member
 
Join Date: Oct 2009
Posts: 15
Gmv19 is offline
Default New Comment

where's the last replay? where can I see it?
  Reply With Quote
Old 05-27-2010, 03:33 PM   #26
zaphodbrx99
Member
 
Join Date: Dec 2009
Posts: 2,101
Guide Writing Award 
zaphodbrx99 is offline
Default Re: Guide to Vol'jin, the witch doctor

It is attached to the bottom of the forum version of the guide

http://www.playdota.com/forums/19270...-witch-doctor/
  Reply With Quote
Old 05-28-2010, 03:34 AM   #27
ScepTeR^
Member
 
ScepTeR^'s Avatar
 
Join Date: Jun 2009
Posts: 220
ScepTeR^ is offline
Default Re: Guide to Vol'jin, the witch doctor

Pretty good guide, lots of screenshots that help .

u might want to add that Paralyzing Cask will only bounce IF u have visual of all targets .

Thanks for the guide , have seen him in competitive play recently and wanted to try , This helps
  Reply With Quote
Old 05-29-2010, 02:21 PM   #28
Draba
Member
 
Join Date: Sep 2009
Posts: 181
Draba is offline
Default Re: Guide to Vol'jin, the witch doctor

Nice guide.
A minor addition would be that 1 lvl of restoration can come very handy even when not babysitting. Even lvl 1 cask makes you able to reliably land maledict, and the hp/mana ratio is very good.
  Reply With Quote
Old 06-04-2010, 10:22 AM   #29
IceMage
Member
 
Join Date: Jun 2009
Posts: 407
IceMage is offline
Default Re: Guide to Vol'jin, the witch doctor

I prefer to lvl up cask before mael because it seems to net me more kills and helps out more. At the one hand it's less reliably but if it hits that extra time you're sure you have a kill. Also in teamfights that extra stun can mean the difference.
  Reply With Quote
Old 06-15-2010, 01:33 AM   #30
Skinnay
Member
 
Join Date: Jan 2010
Posts: 46
Skinnay is offline
Default New Comment

good guide
  Reply With Quote
Old 06-24-2010, 07:14 AM   #31
Ace_Tobi
Banned
 
Join Date: Sep 2009
Location: My pen is enormous.
Posts: 1,957
Blog Entries: 3
Ace_Tobi is offline
Default New Comment

I like one point at lvl 1 in heal, if it is needed. Also mention that heal and shiva can be used while channeling ult. And chaos damage is reduced by structures, but death ward only hits heroes so nvm :D
  Reply With Quote
Old 06-30-2010, 05:24 PM   #32
vvjacobo
Member
 
vvjacobo's Avatar
 
Join Date: Jun 2009
Location: Galicia
Steam: Parteculos
Posts: 1,603
vvjacobo is offline
Default Re: Guide to Vol'jin, the witch doctor

Worst enemy is omni not chen.
Best ally is AA by far.
__________________
The only true wisdom is in knowing you know nothing.

  Reply With Quote
Old 07-03-2010, 10:23 AM   #33
XxxDooMxxX
Member
 
XxxDooMxxX's Avatar
 
Join Date: Jun 2010
Location: Romania,Galati
Posts: 31
XxxDooMxxX is offline
Default Re: Guide to Vol'jin, the witch doctor

tnx man
__________________
David
  Reply With Quote
Old 10-13-2010, 04:41 AM   #34
Ryoga-
Member
 
Ryoga-'s Avatar
 
Join Date: Jun 2009
Location: Argentina
Posts: 16
Ryoga- is offline
Default New Comment

Very good guide, I liked this most from the 3 available, this is the only with the cask + restoration build very useful in tri-lanes. I'd only mention str treads instead of travels and possibly a RoB for triple lanes. Also, maiden has great sinergy with WD cause you can almost get 1 level of restoration always activate without losing mana

edit: +10
  Reply With Quote
Last edited by Ryoga-; 10-13-2010 at 05:10 AM.
Old 12-18-2011, 02:30 AM   #35
kuku55555
Member
 
Join Date: Feb 2010
Posts: 3
kuku55555 is offline
Default New Comment

my favorite hero i look a bit like him too
  Reply With Quote
Old 12-18-2011, 03:01 AM   #36
kuku55555
Member
 
Join Date: Feb 2010
Posts: 3
kuku55555 is offline
Default Re: Guide to Vol'jin, the witch doctor

late 2009 i was already playing voljin the way this guide suggests,
taking advantage of the ,then,
unrealized potential of casks and lv 1 voodoo and i was considered unconventional,
weird or even dumb by most other players,
who had dagon and lothars as their cores for voljin.
Especially players in garena would always comment on why i had heal ..
Now i win games as voljin with just a basillus,phase boots, and a void stone but if a game goes over 30 minutes id have a guinsoo and a dagger..
I almost never get dagons or loth..
  Reply With Quote
Reply
  Defense of the Ancients Game Strategy Published Guides


Forum Jump

Thread Tools