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DUSK – Vol’Jin, Witch Doctor

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.



Paralyzing Cask

Vol’jin launches a cask of paralyzing powder that bounces between foes, stunning those affected for a short period of time (1 sec on Hero, 5 on creeps). Deals damage per bounce to non-hero units.

Level 1 – 2 bounces. 75 damage.
Level 2 – 4 bounces. 100 damage.
Level 3 – 6 bounces. 125 damage.
Level 4 – 8 bounces. 150 damage.

Cooldown: 20/18/16/14 seconds.

Level 1: 140 mana, 20 sec cooldown.
Level 2: 140 mana, 18 sec cooldown.
Level 3: 140 mana, 16 sec cooldown.
Level 4: 140 mana, 14 sec cooldown.


Voodoo Restoration

Vol’jin focuses his voodoo magic to heal nearby allied units.
Drains 10 mana/sec until deactivated.

Level 1 – Restores 6 hp/sec.
Level 2 – Restores 12 hp/sec.
Level 3 – Restores 18 hp/sec.
Level 4 – Restores 24 hp/sec.

Level 1: 70 mana, 0 sec cooldown.
Level 2: 80 mana, 0 sec cooldown.
Level 3: 90 mana, 0 sec cooldown.
Level 4: 100 mana, 0 sec cooldown.



Targets an area with an ancient voodoo curse. Cursed heroes will not only take damage over time, but they will be dealt bonus damage every 4 seconds based on how much hp they lost since the beginning of the curse. Lasts 12 seconds

Level 1 – Enemies lose 5 hp/sec, 10 bonus damage for every 100 hp lost during curse.
Level 2 – Enemies lose 10 hp/sec, 20 bonus damage for every 100 hp lost during curse.
Level 3 – Enemies lose 15 hp/sec, 30 bonus damage for every 100 hp lost during curse.
Level 4 – Enemies lose 20 hp/sec, 40 bonus damage for every 100 hp lost during curse.

Cooldown: 35 seconds.

Level 1: 120 mana, 35 sec cooldown.
Level 2: 120 mana, 35 sec cooldown.
Level 3: 120 mana, 35 sec cooldown.
Level 4: 120 mana, 35 sec cooldown.


Death Ward

Summons a deadly ward to attack enemy heroes.

Level 1 – 60 Chaos Damage.
Level 2 – 90 Chaos Damage.
Level 3 – 120 Chaos Damage. Bounces once.

Cooldown: 90 seconds.

Level 1: 200 mana, 90 sec cooldown.
Level 2: 200 mana, 90 sec cooldown.
Level 3: 200 mana, 90 sec cooldown.


Level Skills

  1. Paralyzing Cask [L1]
  2. Maledict [L1]
  3. Paralyzing Cask [L2]
  4. Maledict [L2]
  5. Maledict [L3]
  6. Death Ward [L1]
  7. Paralyzing Cask [L3]
  8. Maledict [L4]
  9. Paralyzing Cask [L4]

Item Build

  • 3 Circlets. (If -em game, buy Tangos with the remaining cash)
  • Upgrade to 3 bracers and buy boots
  • Staff of wizardry + belt of giant str -> necronomicon 
  • upgrade necro to lvl 3 
  • Guinsoo
  • Agraham Scepter (recommended for extra target hit and higher mp)
  • BKB (Useful against tankers and maintaining Ulti use)


  • Paralyzing Cask + Maledict = Death Attack
  • Paralyzing Cask + Maledict + Death Ward = Ulti Combo

Strategy Discussion

Stun Casks + Maledict is deadlier. Many have underestimated the Stun Cask and that has led to many deaths. I assist my teammates with the Stun Cask and only start killing later on. Besides, Hero’s base damage is already gay enuf to last hit and KS… Maledict is the real power early game. The wards… mid to late i would say.

Note: Any damage dealt before the casting of Maledict is nothing‘;’ type=’text/javascript’>

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