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Acid Cocktail

Target an enemy unit to apply a 1.2 second Stun. Bounces to random nearby visible enemies 2 / 4 / 6 / 8 times, applying a 1 second Stun and 50 Magic Damage to each unit hit.

Creeps are stunned for 5 seconds and take
75 / 100 / 125 / 150 Magic Damage

Mojo

Target an Ally (or self) to apply Good Mojo or an Enemy to apply Bad Mojo for 8 seconds.

Good Mojo heals the target for 15 / 25 / 35 / 45 Health per second.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 16 / 24 / 32 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 6 / 12 / 16 / 20 Magic Damage per second while active.

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

INTRODUCTION

Stun, Curse, Mojo at 4/5...Stun, Curse, Ward thereafter make them walk away butt hurt!

Ward, Heal and Initiate. VJ is not a puss, stand there and do your ward damage! Let your carries cleanup!

STARTING

Crushing Claws

3 Strength

Ward of Sight

Place to temporarily grant vision of the nearby area for 6 minutes.

Blight Stones

Consumes a tree, healing you for 100 Health over 16 seconds.
3 charges.

ESSENTIAL

Sorcery Boots

When activated, replenishes 160 mana to self and nearby allies.

Ghost Marchers

Movement Modifier
60 Movement Speed. Use for unitwalking and more speed.

Shrunken Head

Activation Modifier Activate to temporarily grant complete immunity to Magic.

Staff of the Master

Boosts the abilities of many heroes. Check your ability tooltips for compatibility.

Merrick's Bounty

Generates extra gold when not killing creeps

Plated Greaves

Movement Modifier
55 Movement Speed. Use to grant Armor to allies.

Soultrap

Charge with hero deaths. Use charges to heal or damage.

Striders

Movement Modifier
50 Movement Speed. Additional non-combat speed and regen.

OFFENSIVE

Alchemist's Bones

Kills the target creep and gives bonus gold.

Grimoire of Power

Searing, Magic Lifesteal Modifier
Cooldown Reduction, +Spell Damage

Thunderclaw

Lightning Modifier
Unleash an AOE every few attacks.

Codex

Cast to deal massive Magic Damage to a target.
Can be upgraded 4 times.

Restoration Stone

Upon activation, resets the cooldown of all abilities and items.

Hellflower

Cast to Silence, Perplex & increase Damage Dealt against an enemy

Spell Sunder

Dealing Magic Damage causes additional damage based on target's health.

Spellshards

Ignores {30,45,60}% of enemy Magic Armor.
+{10,15,20}% Spell Damage vs. non-heroes

DEFENSIVE

Frostwolf's Skull

Freeze Modifier
Attacks & single-target spells slow enemies.

Icon of the Goddess

Grants bonus HP & Mana Regeneration per enemy hero death near you.

Stormspirit

Cast to envelop the target hero in an invulnerable cyclone for 2 seconds.

Shaman's Headdress

Magic Armor Modifier
10 Magic Armor
8 Health/s

Kuldra's Sheepstick

50 Intelligence
Cast to temporarily transfigure an enemy, disabling them.

Null Stone

Periodically blocks single-target abilities.

Assassin's Shroud

Use to grant stealth for 11 seconds. Great for initiating and escaping.

Void Talisman

Activation Modifier
Grants physical immunity but Disarms yourself.

Acid Cocktail

Target an enemy unit to apply a 1.2 second Stun. Bounces to random nearby visible enemies 2 / 4 / 6 / 8 times, applying a 1 second Stun and 50 Magic Damage to each unit hit.

Creeps are stunned for 5 seconds and take
75 / 100 / 125 / 150 Magic Damage

LVL 1

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 16 / 24 / 32 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 6 / 12 / 16 / 20 Magic Damage per second while active.

LVL 2

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 16 / 24 / 32 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 6 / 12 / 16 / 20 Magic Damage per second while active.

LVL 3

Mojo

Target an Ally (or self) to apply Good Mojo or an Enemy to apply Bad Mojo for 8 seconds.

Good Mojo heals the target for 15 / 25 / 35 / 45 Health per second.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 4

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 16 / 24 / 32 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 6 / 12 / 16 / 20 Magic Damage per second while active.

LVL 5

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

LVL 6

Cursed Ground

Target a location to apply Cursed to enemy heroes in the radius for 12 seconds.

Every 4 seconds Cursed targets take 16 / 24 / 32 / 40% of Health lost in Magic Damage since Cursed was applied. Also takes 6 / 12 / 16 / 20 Magic Damage per second while active.

LVL 7

Mojo

Target an Ally (or self) to apply Good Mojo or an Enemy to apply Bad Mojo for 8 seconds.

Good Mojo heals the target for 15 / 25 / 35 / 45 Health per second.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 8

Mojo

Target an Ally (or self) to apply Good Mojo or an Enemy to apply Bad Mojo for 8 seconds.

Good Mojo heals the target for 15 / 25 / 35 / 45 Health per second.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 9

Mojo

Target an Ally (or self) to apply Good Mojo or an Enemy to apply Bad Mojo for 8 seconds.

Good Mojo heals the target for 15 / 25 / 35 / 45 Health per second.

Bad Mojo deals
15 / 25 / 35 / 45 Magic Damage per second to the target.

LVL 10

Acid Cocktail

Target an enemy unit to apply a 1.2 second Stun. Bounces to random nearby visible enemies 2 / 4 / 6 / 8 times, applying a 1 second Stun and 50 Magic Damage to each unit hit.

Creeps are stunned for 5 seconds and take
75 / 100 / 125 / 150 Magic Damage

LVL 11

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

LVL 12

Acid Cocktail

Target an enemy unit to apply a 1.2 second Stun. Bounces to random nearby visible enemies 2 / 4 / 6 / 8 times, applying a 1 second Stun and 50 Magic Damage to each unit hit.

Creeps are stunned for 5 seconds and take
75 / 100 / 125 / 150 Magic Damage

LVL 13

Acid Cocktail

Target an enemy unit to apply a 1.2 second Stun. Bounces to random nearby visible enemies 2 / 4 / 6 / 8 times, applying a 1 second Stun and 50 Magic Damage to each unit hit.

Creeps are stunned for 5 seconds and take
75 / 100 / 125 / 150 Magic Damage

LVL 14

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 15

Spirit Ward

Target a location to channel an invulnerable Spirit Ward there for up to 8 seconds. The Spirit Ward will attack the nearest enemy hero, dealing 200 / 300 / 400 Physical Damage per second. At level 3, the attacks will bounce to an additional target.

Staff of the Master increases the Spirit Ward's Damage and increases the number of bounces to 0 / 1 / 2 additional targets, and is no longer channeling (but still cancels if Stunned, Silenced or killed).

LVL 16

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 17

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 18

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 19

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 20

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 21

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 22

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 23

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 24

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 25