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Witch doctor's merit in DOTA!
Basic attribute

Strength-16+ 1.8 agility-13+ 1.4 intelligence-19+2.9

You can learn paralysis potions, voodoo recovery, curses and death guards.

Moving speed 305 range 600

Excellent intellectual growth, poor strength growth.

The armor is also low.

Advantages:

The range, feel, trajectory and initial attack are excellent, with the capital of solo.

Curse is the best damage multiplication skill in dota.

Dead guard 16 level has considerable dps ability.

Disadvantages:

Very fragile

Short skill release distance

The only limiting technique depends on time.

Very attractive to hatred

Team battles are easy to be tragic.

Witch doctor is a rather unpopular hero, both in cw and among passers-by.

Its body is fragile and its strength grows slowly.

The skill requirements for timing, short casting distance and good walking position make it difficult for this hero to play.

But his strength is beyond doubt, especially the curse of the three skills, which can be said to be the most powerful power multiplier skill in dota.

Skills introduction:

Paralysis potion shortcut key: c

Witch doctors throw some drugs full of paralyzing powder at the enemy and make them bounce back from the enemy. Each ejection causes the hero to stun 1 sec/ordinary unit for 5 seconds (the first strike lasts at least 1.5 sec), and causes 75/100/125/150 points to ordinary units.

Casting distance: 700 cooldown: 20/18/16/14 seconds mana cost: 140 points.

Level 1- Bounce twice.

Level 2-Bounce 4 times.

Level 3-Bounce 6 times.

Level 4-bounce 8 times.

Witch doctor's only limited skill.

Eject 8 times when the skill is used 1 time.

The effect is best when there are two people, the closer the other person is, the better, or when there are 1-2 mixed-race soldiers around the other person.

You can't eject without a field of vision.

For ordinary units, 5 seconds dizziness, 150 damage, so that witch doctors have a strong ability to eat wild.

Please use it with caution, because the cd of 14 second and the explosive skill of witch doctor itself make it impossible for you to use gank twice at a time.

Open voodoo recovery shortcut key: v

The witch doctor concentrates his voodoo magic on healing nearby friendly units.

Range: 340 mana cost: 25+5/40+5/85+10/10 points.

Level 1- Restores 1.5 health points every 0.25 seconds.

Level 2-Restores 3 health points every 0.25 seconds.

Level 3-Restores 6 health points every 0.25 seconds.

Level 4-Restores 7.5 health points every 0.25 seconds.

The response effect is quite excellent, but the scope is very small.

There is not enough blue to support this skill in the early stage. Witch doctors need the support of yellow dots, so it is not recommended to add them in the early stage. Luna: I agree, but it depends. If you are badly crushed all the way, add it ...)

Curse shortcut: e

Cast an ancient voodoo spell in the target area. The cursed hero will not only continue to be hurt, but also take extra damage every 4 seconds according to the life lost after being cursed, lasting 12 seconds.

Casting distance: 400 range: 175 cooling time: 35 seconds magic cost: 120 points.

1 level-The cursed hero takes 5 points of damage every second, and every time he loses 100 health in the cursed state, he will take 10 extra damage.

Level 2-The cursed hero takes 10 damage every second. Every time he loses 100 health in the cursed state, he will take 20 additional damage.

Level 3-The cursed hero takes 15 damage every second. Every time he loses 100 health in the cursed state, he will take 30 additional damage.

Level 4-The cursed hero takes 20 points of damage every second, and every time he loses 100 health in the cursed state, he will take an additional 40 points of damage.

The core skills of witch doctors are very powerful. If you output all the damage in the first 4 seconds, you can double or even more damage in these 4 seconds.

If you drink a bottle, the settlement will be interrupted every 4 seconds.

Can't do damage to opponents in magic immunity state.

Fear of restoring skills, when there are all kinds of wet nurses across the street, the effect of this skill is greatly reduced.

The casting distance is short, and skill is needed first. The actual casting distance is only 225. Luna: Magic skills, magic skills. Where is this magical god? That's right, it is scratching the head. You didn't get the head until others worked hard. Wow, haha, the point is that we witch doctors rob people's heads aboveboard, unlike those hills that will be scolded for robbing people's heads. It's pretty awesome to get to this point by holding your head. )

Death guard shortcut key: d

Summons a deadly guard to attack an enemy hero for 8 seconds. The guards are invincible. (The value in brackets is when you have the staff of Aganim. )

Need to keep casting spells.

Casting distance: 300/350/400 cooldown: 90 seconds mana cost: 200 points.

Level 1- Guard range 700,60 (90) Chaos attack.

Level 2-The guards have chaotic attacks in the range of 700 and 90( 120). (Pop-up once)

Level 3-Chaos damage with guard range of 700 and 120( 150). Pop up once. (Attack 3 heroes at the same time)

The attack interval is 0.3 seconds.

At the level of witch doctor 16, the dps ability of this big move can be far greater than that of most dps heroes at the same level.

You can change the target, then choose the guard and then choose the target.

You can be big and then invisible.

You can't attack without vision.

Plus employee A, the dps of this guard is very impressive even in the later period.

The casting distance of this skill is very close. Please release the protective device as close as possible. It's a waste of time to choose the casting position too far.

Recommended bonus points:

Lv 1 paralyzing agent

Lv2 curse

Lv3 curse

Lv4 paralytic agent

Lv5 curse

Level 6 death guard

Level 7 curse

Lv8 paralytic agent

Lv9 paralytic agent

Lv 10 yellow spots/voodoo recovery

Lv 1 1 death watch

Lv 12- 15 macular/voodoo repair

Lv 16 Death Guard

Out-of-office equipment selection:

Because the level 6 witch doctor is not enough for magic 3, it is strongly not recommended to go out without attributes.

The discussion here mainly focuses on hand selection.

1. Chicken branches: 3 branches+eating trees+chicken+small blue bottle.

Three points of information is just enough for witch doctors to connect with company three. Don't worry if there are chickens in the supply, mix them as you want.

2. Double ring: Double ring +2 eats trees

You can turn a tree-eating into a small purification. A very traditional route, suitable for most heroes.

3. Two gloves and three branches: plus a tree eater.

Provide 6 extra powers, greatly enhancing the survival ability of witch doctors.

Solo's situation:

Recommend buying chicken.

Facing the general soloer, witch doctors will not be too hard.

Facing some powerful soloists

For example, warlock warlock: the traditional road bully has excellent trajectory with Imba secret language. Don't fight with him recklessly or point-to-point, and mix experience with obscene points. If you reach level 6, please make sure he uses up his secret language before killing him.

Shadow devil: Don't be afraid of him in the first three levels. Try to take advantage of him in the pros and cons. The lens of witch doctor is not bad compared with sf. At level 3, you can kill him once with a curse. If he hadn't brought the food tree, this forced killing would have a chance of success. Even if it is not successful, it has played a role in suppressing. After level 5, he has a level 3 shadow pressure, so be sure to pay attention to the control symbol! Sf without enough mana support is just a paper tiger and extremely fragile.

Yalong, the viper of the underworld: You must confront him head-on in the first five levels, and don't let him take too much advantage. At the fifth level, he is a bit obscene. Level 6 can kill him because he doesn't interrupt, but pay attention to the risks.

Huskar huskar: We should maintain highland advantages and experience in the first few levels. If you have a level 3 curse, consider killing him by force. If you put a spell on him, he dares to turn it up, and his head will be sealed.

Tinker Bell: Controller! The key is that he doesn't have enough mana to release magic to suppress you, and the key is to send the restoration and bring the chicken wristband in time. Always pay attention to your own hp and keep enough Hp is the key to deal with this kind of Nuke Solo.

Zeus, king of gods: king of grinding blood. Suppress him with trajectory and distance. If the other party leaves the bottle in advance, actively control the symbol. Other basic and tinker. Pay attention to the ejection distance as far away from his arc lightning as possible.

Solo's item selection:

Shoes: This is what heroes need.

Wrist Brace: Supports blood and magic. Why choose wristbands instead of pendants here? Because the witch doctor's gank is explosive, if he can't lose his opponent for three consecutive seconds, he has no follow-up means. So pendants are not cost-effective for witch doctors.

Fine balloon: the effect of supporting hunger is very good, and the grid is saved. And it is necessary to synthesize some important equipment of witch doctors.

Bottle: the key to ensure recovery. Don't you think the charm of 1 half a minute, once every two minutes, is a perfect match?

Tp: Artifact, escape, anti-killing, and support at critical times all depend on this.

In addition, if you need to insert F, remember to bring the dust of development when GANK is a stealth hero.

Solo part of raiders:

Please stop the soldiers when you go out.

There won't be much friction between the two sides in the first three levels, so pay attention to the positive and negative complementarity and point to each other.

After the third level, you can use the curse to harass and cooperate with 2-3 general attacks. If the other party doesn't eat trees, it can achieve miraculous effects.

Solo's ideal time to throw paralytic drugs in the middle is when his opponent has 2-3 red blood soldiers or 1 full blood soldiers. At this time, throw a paralyzing potion to match the curse. If you can keep up with the 5+ general attack, your head may fall to the ground.

For example, soldiers from both sides were fighting in the river, and there were two yellow-blooded soldiers left on the opposite side. Then the hero on the other side will make up a soldier or throw you a nuclear bomb. You can throw heroes or pawns first. At this time, the hero of the other side will definitely retreat, and then immediately go to the opposite highland to open his eyes, cast spells and attack. If you don't eat trees on the other side, it's quite possible to have a head.

Level 6 kill line is basically the same as above, just remember to adjust it immediately after cursing.

The powerful soloists in the middle, except Zeus and warlocks, have not been interrupted and can make full use of them. Unless you cheat Zeus' G, it is difficult to kill Zeus with a strong hand.

Most warlocks don't interrupt witch doctors with big shots. Even if there is, the warlock has obvious casting time, before which he can output enough damage. But the problem is that warlocks have secret words, and the success rate of forced killing is worth considering.

Side cooperation:

You don't have to buy chicken

It is best to cooperate with some high-explosive teammates. Vertigo and nuclear explosion are both good choices.

Pay attention to using your own trajectory and shooting advantages to point at each other. Don't underestimate this once or twice. In the initial comparison, a little more and a little less difference may be a successful gank.

Level 3 can try to launch a joint attack with teammates. Of course, you should discuss with your teammates before, and remember to output nuke after cursing.

Level 5 witch doctors can kill most heroes with some high-explosive teammates. Suppress as much as you want.

Project selection in auxiliary road cooperation:

Basically the same as the middle road. You can choose not to bring a bottle. You don't even need balloons. But two wristbands are very important.

Mid-game:

With the advent of the second day of junior high school, everyone generally reached the sixth grade.

This time is the high incidence of gank and the golden age of witch doctors. With the Great Witch Doctor, you can kill 80% of heroes (provided that your potion can stun your opponent for 4 seconds).

However, due to the unique location-dependent stunning skills, the witch doctor's gank does not always guarantee the success rate.

This time is the key period of a game, and an excellent witch doctor should be able to bring the rhythm of gank at this time.

This does not mean that you are a lonely ganker, but that you must learn to cooperate with your teammates in gank.

Where there is gank, there is me.

When a group battle occurs:

Don't be too forward in team battles!

Always remember that you are fragile, you are the master, you are the helper, you are dps, but you are definitely not meat.

Don't throw paralytic drugs on your own initiative. Although this skill can be used first, it would be best if there is a teammate's aoe to help clear the soldiers!

It is easy to get ahead by throwing paralytic drugs yourself, because witch doctors are a great threat to the other team, and you will be the first object to be dropped!

Large attack range is far, try to output in the back row. It's best to put a curse when you have the opportunity, but don't be too reluctant if you don't, because it's dangerous to release a curse in a team battle.

Some tips:

Try to find the hero who didn't interrupt. This hero witch doctor has a high success rate.

If you and your teammate gank, please be sure to discuss your curse first.

Don't think about gank alone if you have the skill of adding blood. This is a target that you can hardly kill alone.

Pay attention to the controller If there is a strong ranger in the team, you should also give way. Your need for runes is not as great as theirs.

Gank of witch doctor is explosive. If you miss a shot, you can't expect to chase your head again. You have to spend money to buy mana to prepare for the next gank.

The timing of throwing bottles is very important. At this time, if you meet two people opposite in the wild and pretend to evacuate, the other party will chase you. At this time, two people will definitely get close to each other. Throw the bottle, put a spell and turn it over. Pay attention to choose the target, and ensure that the damage of both of them is about half blood. Then wait for the head to close. At this time, the witch doctor has the strength of 1v2.

About playing against the wind:

Everything always goes wrong, and drinking water can plug your teeth. You have a heart to gank, but your teammates are all one-man parties, and the opposite side is always obscene or strong. What should I do?

1 Buy eyes and put them at the entrance to the forest. Escort your future development. If two people come to gank, we can consider anti-killing. But it's all based on the eyes.

The tow must be protected! Against the wind, if the outer tower is still good, your farm will not be too hard under the cover of the outer tower. If the tower is lost, the room for making money will be greatly squeezed.

Don't wander around against the wind and waste your time. Go make money. With this skill, the witch doctor can easily clean up any wild monster except the stone man, and the efficiency is even higher than many bloodsucking wild monsters.

Pay attention to safety when making money online. Run back when you meet gank, and then two people throw paralytic drugs. Remember to bring tp! It will definitely save your life.

Save the equipment and prepare for the team battle. Witch doctor's strength with bkb or hidden knife is different from that without it. Witch doctor is a hero with strong teamwork.

Medium-term equipment selection:

There are several very different styles of routes at this time.

1: big root flow

Core item: big root

The most common genre of passers-by

In fact, due to the curse, the effect of the big root on the witch doctor can be doubled or even more.

But the disadvantage is obvious, the price is as high as 3000, and it does not support blood supplement.

Gank strongly recommends it when the wind is downwind, which is quite refreshing.

As for whether to upgrade, my opinion is to upgrade. Although the improvement is not great, it has improved after all, and witch doctors are not slow to make money.

The killing process is bottle, curse, big root, and then h &;; Have a rest. Most heroes with 1000 blood can basically go back to the hot springs.

It is worth noting that this route requires Dagen to leave early, and the motivation for leaving late is much worse. You can consider leaving a wristband halfway or removing a thin balloon.

Think about it later: refresh the ball.

Two big roots and two curses can be superimposed, even if the other side has 3000 blood, it will be defeated by the witch doctor, and it will be invincible!

Another example: no matter how hard you try with a sheep knife, you are afraid.

Even if Icefrog cut the sheep knife into a 35-second cd, it is still the best choice for the legal system.

Additional attribute points are very useful. Changing sheep in 3.5 seconds is an artifact, especially for the witch doctor, a hero who lacks control, and the demon can also support the witch doctor to release voodoo and recover.

2: bkb blue employee flow

Hidden knife or BKB, a staff or sheep knife.

Traditional play of witch doctors with team battle as the core. Bkb is to prevent being interrupted. (luna: Without bkb, it will definitely be interrupted. If you get out of bkb, you may not be interrupted. )

However, because the bkb of 57 is only 5 seconds, it is still worth considering, so the price-performance ratio of hidden knife as a substitute is good.

If the other party is not aoe dizzy. Even if the other side has it, it won't necessarily hurt you in the case of chaos in group warfare.

As for the bonus of the blue staff to the Death Guard, it is obvious. Being able to attack three targets is almost equal to Medusa's arrow.

In addition, a catapult and a guard only attack heroes, which can attack four heroes on the opposite side at the same time.

A blue-staff witch doctor can completely exist as a magic dps.

Thanks to your advice, I realized the value of sheep knife.

No matter how hard you work, you are afraid of sheep knives. Changing sheep is still the only magic weapon against dps.

One more control skill is also very useful for witch doctors.

Late game

According to three different schools, witch doctors play differently at this time.

But on the whole, witch doctors did not play much role in the later period.

Because of the high blood circulation and blood sucking of dps, the curse effect is also inferior. Try not to put off the game until this time.

As for the later game strategy, it is monotonous. Pay attention to throwing bottles to limit opponents, curse opponents, and then start fighting. Fortunately, you can still get one or two heads in a team battle.

If it is the blue staff route, your dps will be high even in the later stage. Pay attention to nourishing blood and save money to buy a job.

The big root line is weak at this time.

The key to assistance lies in the team, and the victory of the team is everyone's victory! Don't be too messy, cooperate with the team, and you can use the curse to cooperate with our dps to arrest people.

Witch doctor's ability to push thread is not very strong, so it is difficult to push thread alone in the later stage.

Partner and nemesis MAG mammoth

Best partner! I have to mention a golden couple. Almost one of the most powerful combinations in dota. Mammoth's aoe can clear the soldiers and create a good opportunity for paralyzing drugs. Paralysis potion can give mammoth a good start, and then mammoth's big and curse combination is the most Imba. Basically, how many people can go back to the hot springs.

The control field can help you output safely and create a good environment for you.

All high-explosive, powerful ganker and powerful aoe are good partners of witch doctors.

I love my wet nurse ... how can the witch doctor's fragile body be taken care of by his wet nurse and father?

Everyone thinks that tb can only be matched with necromancer. Who knew tb, huskar and witch doctor were as good? Curse, a big move of either of them, can almost wait for the head to be blocked.

Natural enemy of sb.

LINA lion TINY SA NA, these high-explosive or powerful ganker are all feared by witch doctors. Finally, there is dota's most disgusting big move! Ignoring magic immunity makes even bkb puzzled.

All blood-returning props and skills, as long as they are treated in time, can greatly reduce the damage of the curse. Energy shield, blue cat and universal magic condom are also completely restrained against curses.

When you are a hero like GANK, you need to calculate or seek the cooperation of your teammates. Personally, I think the biggest nemesis of witch doctors is silence. Because the scope of silence is the same as that of witch doctors, witch doctors can't kill silence alone. You have to pass out first, and then you will be silent when you release your skills. Cann't catch the curse at all The most hateful thing is that the silence is big enough to completely restrain the greatness of witch doctors. You are not old enough, and neither is he. When you are older, he will be older soon, and whatever bkb doesn't work, he will silence you. )