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HERO: Voodoo Jester
TITLE: How to Voodoo Jester
Written By: WeakAssNewb
Date Last Modified: 08/20/18
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
How do I Voodoo?
I dunno... lol
Major Totem
4 Strength
4 Agility
4 Intelligence
Mana Potion
Use to regenerate target's Mana by 125 over 20 seconds.
Arcane Bomb
Deals damage to non-hero units.
Blood Chalice
Use to sacrifice 175 Health to gain 100 Mana.
Crushing Claws
3 Strength
Staff of the Master
Boosts the abilities of many heroes. Check your ability tooltips for compatibility.
Marchers
Movement Modifier
45 Movement Speed
Mark of the Novice
3 Intelligence
Scarab
50% Mana Regeneration
Assassin's Shroud
Use to grant stealth for 11 seconds. Great for initiating and escaping.
Ghost Marchers
Movement Modifier
60 Movement Speed. Use for unitwalking and more speed.
Ward of Sight
Place to temporarily grant vision of the nearby area for 6 minutes.
Grimoire of Power
Searing, Magic Lifesteal Modifier
Cooldown Reduction, +Spell Damage
Jade Spire
Bonus Cast Range
Portal Key
Grants the ability to teleport short distances.
Restoration Stone
Upon activation, resets the cooldown of all abilities and items.
Sand Scepter
Immobilizes enemies & dispels
Genjuro
Use to grant stealth. Holds 2 charges. Attacking out of stealth grants bonus damage and slow.
Sorcery Boots
When activated, replenishes 160 mana to self and nearby allies.
Astrolabe
Activate to heal nearby allies.
Ward of Sight
Place to temporarily grant vision of the nearby area for 6 minutes.
Shrunken Head
Activation Modifier Activate to temporarily grant complete immunity to Magic.
Jade Spire
Bonus Cast Range
Kuldra's Sheepstick
50 Intelligence
Cast to temporarily transfigure an enemy, disabling them.
Null Stone
Periodically blocks single-target abilities.
Ultor's Heavy Helm
Use to grant allies and structures damage block.
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
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 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
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 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
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 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
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 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
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 11
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 12
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 13
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 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