Voodoo Jester

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Voodoo Jester
File:VoodooJester.jpg
Level 1 Stats
Damage 46-56
Health 454
Mana 286
Armor 1.82
Move speed 305
Attack type Ranged (600)
Attributes
Main attribute: Intelligence
Strength 16 (+1.8)
Agility 14 (+1.4)
Intelligence 22 (+3.0)
Other Info
Team Hellbourne
Role(s)

{{{roles}}}

Dota Counterpart
Vol'Jin The Witch Doctor
Alt Avatars


More information

Lore

The Voodoo Jester haunts the dreams of countless warriors with his demented laughter, glowing eyes, and deadly magic. It is said that every time a child weeps, his power grows stronger, though some believe this rumor was invented by parents to quiet their unruly children.

Hero Abilities

Acid Cocktail

Type: Magic - Target: Organic enemy unit
Voodoo Jester throws a wretched mix of cursed chemicals at an enemy, stunning them and nearby units one after the other.


Level 1 Level 2 Level 3 Level 4 Effect
Mana Cost 110 120 130 140 Deals 75/100/125/150 Magic damage and stuns target for 1.5 second on heroes and 5 seconds on creeps. Bounces 2/4/6/8 times. Bounces deal no damage to heroes and stun for 1 second. Disjointing the original cask will allow it to bounce , disjointing a bounce will cancel all other possible bounces.
Cool Down 20 18 16 14
Range 700 700 700 700

Mojo

Type: Magic - Target: Unit
Voodoo Jester afflicts an ally with good mojo or an enemy with bad mojo. The good mojo passes to Voodoo Jester's allies, healing those around the target over time. The bad mojo drags down Voodoo Jester's enemies, causing those around the target to take damage over time.


Level 1 Level 2 Level 3 Level 4 Effect
Mana Cost 110 120 130 140 Applies Good Mojo to an ally or Bad Mojo to an enemy for 8 seconds.

Heals 10/20/30/40 Health per second to allied units in a 340 radius around the affected unit. Deals 10/20/30/40 Magic damage per second to enemy units in a 340 radius around the affected unit.

Cool Down 20 17 14 11
Range 500 500 500 500

Cursed Ground

Type: Magic - Target: Position
Voodoo Jester curses the very ground the enemy walks on, causing damage to them based on how much life they lost after several seconds.


Level 1 Level 2 Level 3 Level 4 Effect
Mana Cost 120 120 120 120 Applies Cursed to targets in radius for 12 seconds.

5/10/15/20 Magic damage per second. Every 4 seconds, inflicts Magic damage equal to 10/20/30/40% of total Health lost since Cursed was applied.

Cool Down 35 35 35 35
Range 400 400 400 400

Spirit Ward (Spirit Ward Supreme)

Ability Type Superior Magic - Target Type Position
Voodoo Jester channels a deadly Spirit Ward to attack enemy heroes.


Level 1 Level 2 Level 3 Effect
Mana Cost 150 225 300 Summons an invulnerable Spirit Ward to attack nearby enemy Heroes.

Channels for up to 8 seconds.

The Spirit Ward deals 60/90/120 Physical damage with an attack cooldown of 0.3 seconds. The Spirit Ward's attack bounces to 0/0/1 additional target(s).

The Spirit Ward is channeled and will be destroyed if the channel is cancelled. This ability can be boosted by Staff of the Master.

Staff Effect: Increases Spirit Ward damage from 60 / 90 / 120 to 90 / 120 / 150 . Increases bounces from 0/0/1 to 0/1/1 additional target(s). Spirit Ward attack splits to attack 1/1/3 additional units.

Cool Down 90 90 90
Range 300 350 400
Radius

Trivia

Changelog

    • Hero Added
  • Patch 0.1.45
    • Acid Cocktail
      • Manacost changed to 110/120/130/140.
      • Increased speed of initial projectile from 600 to 650.
      • Decreased speed of the bouncing projectile from 600 to 450.
    • Mojo reworked:
      • Applies Good Mojo to an allied unit, Bad Mojo to an enemy unit
        • Good Mojo now heals allied units in a 340 radius around the main target for 10/20/30/40 Health per second
        • Bad Mojo now damages enemy units in a 340 radius around the main target for 10/20/30/40 Magic damage per second
      • Increased mana cost of Mojo from 90/110/130/150 to 110/135/160/185
      • Mojo's cool down changed from 24 seconds to 24/21/18/15 seconds
  • Patch 0.1.47
    • Acid Cocktail
      • No longer bounces off runes or catapults.
      • Fixed from spawning two projectiles when the original target becomes invalid
  • Patch 0.1.48
    • Acid Cocktail
      • Won't stun magic immune targets anymore.
  • Patch 0.1.52
    • Attack Impact Time
      • Reduced from 0.55 to 0.4 seconds.
  • Patch 0.1.62
    • Mojo
      • Manacost reduced from 110/135/160/185 to 105/115/125/145.
  • Patch 0.1.63
    • Base Armor increased by 1 (from 1.72 to 1.82?).
  • Patch 0.1.66
    • Mojo
      • Manacost reduced from 105/115/125/145 to 95/105/115/125.
  • Patch 0.3.0.2
    • Starting AGI increased from 13 to 14.
    • Starting INT increased from 19 to 22.
    • INT Gain increased from 2.9 to 3.0
    • Acid Cocktail
      • Initial projectile speed increased from 650 to 750.
    • Cursed Ground
      • Cast time reduced from 0.5s to 0.35s
  • Patch 0.3.6
    • Acid Cocktail
      • Number of bounces rescaled from 2/4/5/8 to 2/4/6/8
  • Patch 1.0.13
    • Acid Cocktail
      • Fixed the bug causing Acid Cocktail to occasionally split into two
      • Sped up from 750 to 800 initial and 450 to 600 for the bounce
      • Fixed his tooltips to clarify that his casks do no damage to heroes
  • Patch 1.0.18
    • Mojo
      • Manacost from 95/105/115/125 to 110/120/130/140
  • Patch 2.6.10
    • Spirit Ward
      • Manacost rescaled from 200/200/300 to 150/225/300