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Val'talash by FangzofFuzzy

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Val'talash

By: FangzofFuzzy
Last Updated: Feb 19, 2020
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Val'talash

The Troll Chieftain

For all their societal faults, the trolls are a race to be reckoned with. Some boast vicious physical prowess while others can cast potent magics. However, they pale in the face of a world where technology is rapidly advancing while ancient gods and spirits are rising once more. Not to mention certain groups that actively hunt their kind, either for sport or revenge. All that would be required for them to become a dominating force is to unite them all under one banner. The mere words "army of trolls" can send shivers down one's spines. And what manner of creature would dare rise to the challenge of unifying an easily offended and highly argumentative race? The answer was clear. The very matriarch that raised these fools in the first place, the one with the most experience and deepest connection to their lineage: Val'talash.

Description

The Troll Chieftain is a ranged hero who revolves around attacks along with spells that go great with her team. Battle Cry is a great embodiment of this as it grants them a tremendous combat boost. That said, she can still be a threat by herself. This is due to Jinx, a scary attack modifier that scales well with her aforementioned ultimate, Agility and attack speed. Her other abilities deploy powerful but destructible wards so smart placement is required. Ravenous Totem rewards aggression with more damage and sustain. Meanwhile, Foul Totem can spread chaos in enemy ranks and zone off areas. Control enemies and command allies, Val'talash demands victory and nothing else.

Stats

Role: Disabler, Support, Carry
Strength: 18 + 2.4
Agility: 21 + 2.8
Intelligence: 18 + 2.6
Base Damage: 21 - 28
Base Armor: 0
Attack Range: 450
Movement Speed: 285

Primary Abilities

Ravenous Totem
Place a smiling totem for 10 seconds or until destroyed.

Allies who attack enemies near the totem will steal their health.

Ability: Target Point
Mana Cost: 75, 100, 125, 150
Cooldown: 20
Range: 300
Radius: 600
Damage: Pure
Attacks to Destroy: 3
Health Steal: 10, 20, 30, 40

A good matriarch knows how to incentivize and train her younglings well.

Notes
Foul Totem
Place a frowning totem for 10 seconds or until destroyed.

Enemies near the totem will be feared away from it upon cast and every 2 seconds after.

Ability: Target Point
Mana Cost: 75
Cooldown: 30, 25, 20, 15
Range: 300, 400, 500, 600
Radius: 600
Attacks to Destroy: 3
Fear: 0.75

Trolls are an already repulsive race to face, so what more could be said of a wood carving of their likeness.

Notes
Jinx
Her attacks have a chance to deal bonus damage and hex the enemy into a rabbit.

Aghanim's Scepter : Changes damage type to pure and allows it to pierce spell immunity.

Ability: Passive
Damage: Magical
Chance: 12, 15, 18, 21%
Damage: 10, 20, 30, 40
Hex: 1
Set Move Speed: 200

While more refined than her brethren, Val'talash is not above fighting dirty.

Notes

Ultimate Abilities

Battle Cry
Increase the attack speed of herself and all allied heroes on the map for 5 seconds.

Ability: No Target
Mana Cost: 75
Cooldown: 40
Radius: Global
Attack Speed: 60, 120, 180

When the Troll Chieftain calls, blood is sure to spill.

Notes

Hero Talents

Battle Cry Basic Dispels Allies
25
+40 Ravenous Totem Health Steal

-10s Foul Totem Cooldown
20
+2 Ravenous Totem Attacks to Destroy

100 Attack Range
15
40 Damage

20 Move Speed
10
5 All Stats

Discussion

  • Ravenous Totem essentially grants allies Ransack when attacking enemies near it. Because the amount of health stolen is flat, it works best when multiple allies are nearby and they all can attack fast. Foul Totem is essentially a reverse Will-o-Wisp. With good positioning, she can fear enemies into her team and make their escape awkward. In a similar vein, this makes a great escape tool when placed between her team and the enemy. While a continuously pulsing hard disable seems strong, remember that it actually pushes enemies away so is easier to avoid its effects. Both her totem abilities are really good considering their effect radius, just keep in mind that they can be easily destroyed and have fairly high cooldowns, resulting in possibly low uptimes. In terms of combining these abilities together, the ideal situation is to fear and zone enemies with W into Q range when they try to leave. Overlapping their areas can result in anti-synergy.

  • Jinx is just a great passive as it makes her difficult to manfight into, even as a support. However, it is not a reliable initiation tool so it does fall short. Also note that the set movement speed of the hexed target is quite high compared to other abilities, so it is more valuable for lowering enemy contribution instead of locking them down. Also note that it cannot trigger on an already affected target so she cannot chain-hex enemies, at least not without ungodly attack speed. As the game goes on, its effectiveness decreases because of Black King Bar. Thus, Aghanim's Scepter should be prioritized though it is on a hero with no fast farming capabilities, so this route will starve her of items. Battle Cry is literally the previous version of Battle Trance, no relation to Lone Druid's old ability. As with that ultimate, taking down objectives becomes a breeze and winning duels becomes easier. In terms of its synergy with her abilities, her allies benefit much greater from Ravenous Totem and she can proc her passive much more often. However, this requires her to participate in the fight, so the global radius can't always be abused.

Responses

Meeting an Ally

Shadow Shaman : Come brother, let us refine your techniques.

Troll Warlord : Though difficult to admit, you make a great asset for our cause.


Killing a Specific Enemy

Shadow Shaman : Fallen to a petty con-man. That's low even for a troll.

Troll Warlord : I will never forget what you threw away, Warlord.

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BloodArena | May 15, 2020 3:18pm
All 'chance to proc on attack' abilities in dota2 are reserved for pos1 only. This is because the feeling of watching as your RNG on attack ability gets more and more lucky(in terms of per second, not per attack) as the game progresses makes farming creeps more fulfilling(as farming is the best way to afford more and more attack speed items).
This is also the reason why Slardar's 'bash in the deep' ability was changed to 'pattern'. It still requires attack speed just as much but they removed from him the RNG because they want to reserve the 'feeling of getting lucky' in this way to the players who are just commited to farming(Slardar prefers ganking).
Pangolier I think is the only exception because he got swash anyways and disarm/slow is not as good as bash or crit.
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