GUIDE RATING

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BLLLAGGHH

May 12, 2012 by Finesse
Comments: 1    |    Views: 17295    |   

Build 1

Build 1: Ultra WD

DotA2 Hero: Witch Doctor

Offense

Damage 51-61

Defense

Armor 0.82

Other

Movement Speed 305

Attributes

Strength 61
Agility 48
Intelligence 96.5

Basic Stats

Health 1651
Mana 1469

Purchase Order

Starting Items

Side Shop or First Buy

Mid Game or Core Items

Additional or Late Game



Hero Skills

Paralyzing Cask

1 3 7 8

Voodoo Restoration

5 12 13 14

Maledict

2 4 9 10

Death Ward

6 11 16

Stats

15 17 18 19 20 21 22 23 24 25


BLLLAGGHH

Finesse
May 12, 2012


Introduction

Hello and welcome to my Witch Doctor build. This build is the first I have ever written so please leave honest feedback and hopefully a thumbs up!

Abilities

Paralyzing Cask - This is your go-to move. It is a brilliant initiator on a single target, although is far more effective with multiply enemies. You will want to use this in any fight you are in.

Voodoo Restoration - This is your healing aura. This should be toggled on before a fight unless you are running low on mana. Most of the time with this build you should be fine with mana.

Maledict - This is your close range damage over time ability. Do not under estimate the power of this skill. In combination with Paralyzing Cask it can have a deadly effect along with auto-attacks.

Death Ward - This needless to say is your ultimate. This should be used in any fight that you feel is needing the extra damage. Paralyzing Cask into Maledict and then this skill is a deadly combination in any fight, whether it be 1v1 or a team fight.

Play Style

Witch Doctor is generally played as a support and I do not think differently from this, although I do believe as the game progressive he becomes a serious monster in team fights.

Early Game - I like to play Witch Doctor paired with a hard hitting melee strength or agility. Witch Doctor should be used as a last hitting, denying and harassing machine. He should mainly be used for his Q and then auto attacks and let your partner do the rest. Kills should be pushed when available and harassment when possible.

Mid Game - There is no set time when the Early Game switches into the Mid Game as it varies every game. It mostly starts when stronger items are acquired and characters begin to max out there best move. Witch Doctor thrives in the Mid Game. He should have Urn of Shadows by this point and Arcane Boots. This puts him in a brilliant shape to run in and stun, put a dot down and then run out and heal everyone up, thus, this is what you should be doing.

Late Game - Witch Doctor's strengths are thought to wear off during this time, and although this is slightly true, he is still a very viable character. The same sort of style should be played in the Late Game as stated in the Mid Game, although I like to value my ultimate much more. With Aghanim's Scepter his ultimate can hit 3 targets at once and quickly turn around a team fight.

Conclusion

Thank you for reading my guide. This is the first addition so I'm sure plenty of more content will be added. <3

Guide Discussion
Quote | PM | +Rep by ra248 » September 5, 2012 5:08pm | Report
I like how you are very detailed about specific actions to take and how you should play, not just at a very broad "harass and deny" level. It's very useful to both people who are not used to playing such a support heavy role, and generally new players.

ra248


Posts: 1
Steam: ra248

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