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HERO: Voodoo Jester
TITLE: VJ_All men must die.
Written By: _MotorBike
Date Last Modified: 09/05/18
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
YOU NEED TO RUSH SHROUD FOR SURVIVAL AND TEAM FIGHTS!!!
Activating shroud will not cancel channeling for your ultimate.
You must be there for EVERY SINGLE TEAM FIGHT!
Crushing Claws
3 Strength
Ward of Sight
Place to temporarily grant vision of the nearby area for 6 minutes.
Mark of the Novice
3 Intelligence
Minor Totem
1 Strength
1 Agility
1 Intelligence
Blight Stones
Consumes a tree, healing you for 100 Health over 16 seconds.
3 charges.
Blood Chalice
Use to sacrifice 175 Health to gain 100 Mana.
Grave Locket
Collects gold and experience from an ally's kills.
Staff of the Master
Boosts the abilities of many heroes. Check your ability tooltips for compatibility.
Orb of Zamos
Buffs you and a nearby ally with speed.
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
Assassin's Shroud
Use to grant stealth for 11 seconds. Great for initiating and escaping.
Striders
Movement Modifier
50 Movement Speed. Additional non-combat speed and regen.
Grimoire of Power
Searing, Magic Lifesteal Modifier
Cooldown Reduction, +Spell Damage
Master's Legacy
Boosts the abilities of an ally hero.
Gain bonus Stats when obtained
Kuldra's Sheepstick
50 Intelligence
Cast to temporarily transfigure an enemy, disabling them.
Portal Key
Grants the ability to teleport short distances.
Post Haste
Movement Modifier
105 Movement Speed. Use to teleport to units and buildings.
Hellflower
Cast to Silence, Perplex & increase Damage Dealt against an enemy
Sorcery Boots
When activated, replenishes 160 mana to self and nearby allies.
Shrunken Head
Activation Modifier Activate to temporarily grant complete immunity to Magic.
Stormspirit
Cast to envelop the target hero in an invulnerable cyclone for 2 seconds.
Null Stone
Periodically blocks single-target abilities.
Tablet of Command
Cast on a player-controlled unit to push it in the direction it's facing. Interrupts channeling.
Genjuro
Use to grant stealth. Holds 2 charges. Attacking out of stealth grants bonus damage and slow.
Sol's Bulwark
Grants 2 Armor to nearby Allies or removes 3 Armor from nearby Enemies.
Soultrap
Charge with hero deaths. Use charges to heal or damage.
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