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HERO: Voodoo Jester
TITLE: russensofa's New Standard Guide
Written By: russensofa
Date Last Modified: 06/12/17
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
Ward of Sight
Place to temporarily grant vision of the nearby area for 6 minutes.
Health Potion
Use to heal target 400 Health over 10 seconds.
Mana Potion
Use to regenerate target's Mana by 125 over 20 seconds.
Merrick's Bounty
Generates extra gold when not killing creeps
Minor Totem
1 Strength
1 Agility
1 Intelligence
Blight Stones
Consumes a tree, healing you for 100 Health over 16 seconds.
3 charges.
Ward of Sight
Place to temporarily grant vision of the nearby area for 6 minutes.
Grave Locket
Collects gold and experience from an ally's kills.
Ward of Revelation
Place to temporarily Reveal stealth in the nearby area for 3 minutes.
Striders
Movement Modifier
50 Movement Speed. Additional non-combat speed and regen.
Staff of the Master
Boosts the abilities of many heroes. Check your ability tooltips for compatibility.
Lex Talionis
Lowers both yours and target's Armor.
Soultrap
Charge with hero deaths. Use charges to heal or damage.
Astrolabe
Activate to heal nearby allies.
Shrunken Head
Activation Modifier Activate to temporarily grant complete immunity to Magic.
Abyssal Skull
Grants allied melee units a lifesteal aura.
Nome's Wisdom
Magic Armor Modifier
Grants a mana regen and healing aura.
Sacrificial Stone
Reduces respawn time.
Boosts Healing, Heals on Death
Steamboots
Movement Modifier
60 Movement Speed. Can cycle between stat bonuses.
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
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 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
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 8
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 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
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 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
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 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