Voodoo Jester
The Voodoo Jester haunts the dreams of countless
warriors with his demented laughter, glowing eyes,
and deadly magic. It is said that every time a child weeps,
his power grows stronger, though some believe this rumor
was invented by parents to quiet their unruly children.
Stats
Attack Type=Ranged
Attack Damage=51-61
Attack Range=600
Movementspeed=305
Turnrate=320
Armor=1.82
MagicArmor=5.5
Strength=16
Agility=14
Intelligence=22
Strength per level=1.8
Agility per level=1.4
Intelligence per level=3.0
Spells
Voodoo Jester throws a wretched mix of cursed
chemicals at an enemy, stunning them and
nearby units one after the other.
Level 1 : Deals 75 magic damage and stuns target for 1 seconds on heroes and 5 seconds on non heroes. Bounces 2 times.
Level 2 : Deals 100 magic damage and stuns target for 1 seconds on heroes and 5 seconds on non heroes. Bounces 4 times.
Level 3 : Deals 125 magic damage and stuns target for 1 seconds on heroes and 5 seconds on non heroes. Bounces 6 times.
Level 4 : Deals 150 magic damage and stuns target for 1 seconds on heroes and 5 seconds on non heroes. Bounces 8 times.
Mana cost 110/120/130/140
Cooldown 20/18/16/14 seconds
Voodoo Jester afflicts an ally with good mojo
or an enemy with bad mojo. The good mojo passes
to Voodoo Jester’s allies, healing those around the
target over time. The bad mojo drags down Voodoo Jester’s enemies, causing those around the target to take damage over time.
Level 1 : Good mojo : heals allied units in a 340 radius around the main target for 10 Health per second. Bad mojo: damages enemy units in a 340 radius around the main target for 10 Magic damage per second
Level 2 : Good mojo : heals allied units in a 340 radius around the main target for 20 Health per second. Bad mojo: damages enemy units in a 340 radius around the main target for 20 Magic damage per second
Level 3 : Good mojo : heals allied units in a 340 radius around the main target for 30 Health per second. Bad mojo: damages enemy units in a 340 radius around the main target for 30 Magic damage per second
Level 4 : Good mojo : heals allied units in a 340 radius around the main target for 40 Health per second. Bad mojo: damages enemy units in a 340 radius around the main target for 40 Magic damage per second
Mana cost 95/105/115/125
Cooldown 20/17/14/11 seconds
Voodoo Jester curses the very ground the enemy
walks on, causing damage to them based on how
much life they lost after several seconds.
Level 1 : Deals 5 damage per second for 12 seconds. Every 4 seconds inflicts 10% of damage done since Cursed
Level 2 : Deals 10 damage per second for 12 seconds. Every 4 seconds inflicts 20% of damage done since Cursed
Level 3 : Deals 15 damage per second for 12 seconds. Every 4 seconds inflicts 30% of damage done since Cursed
Level 4 : Deals 20 damage per second for 12 seconds. Every 4 seconds inflicts 40% of damage done since Cursed
Mana cost 120
Cooldown 35 seconds
Ultimate
Voodoo Jester channels a deadly Spirit Ward
to attack enemy heroes. This ability is boosted
by Staff of the Master
Level 1 : Deals 60 physical every 0.3 seconds for 8 seconds, bounces to 0 targets
Level 2 : Deals 90 physical every 0.3 seconds for 8 second, bounces to 0 targets
Level 3 : Deals 120 physical every 0.3 seconds for 8 second, bounces to 1 targets
Mana Cost 200/200/300
Cooldown 90 seconds
Range 300/350/400
Channeling time 8 seconds
Spirit ward will be destroyed if channeling is interrupted.





Witch Doctor
<3
with warlock’s heal spell
Witch doctor with warlok’s skill
No, just Witch Doctor (Zul’Jin). Mojo may now affects allies as well, that’s all.
This guy is my most entertaining hero
Does Cursed Ground work the same way as before? (It’s a debuff, not an immobile AoE like Death and Decay?)
Btw combo:
1) Mojo
2) Cursed Ground
3) Spirit Ward
4) Acid Cocktail (immediately after ward)
If they run out of range of your ward, follow until Cursed Ground runs out!
Works great when supporting against lots of enemies! Throw it all out then get cooldowns back up (if needed, Acid Cocktail right before running away). You might want to cast Cursed ground before Mojo as well, but that might affect how long your ward will dmg the enemy)
Simple, but brutally effective.. especially with Staff of the Master. Eye of Skadi and other toughness>mana boost items is good.
Edit: Acid Cocktail before ward, of course. (It’s a channelling spell)
This guy is one of the few that is better when the enemy hero is close to 1 or more of his allies. This guy is also a great solo lane pusher
Ok second skill is Shadow Weave (or what it’s called), Warlock spell. Sry for spam, got no edit button :p
WitcH DocToR
:D
his portrait on the
http://heroes-newerth.com/heroes
page doesn’t link here
same with Defiler.
AND NIGHT HOUND
(damn it, had to refresh and i left that part off)
Essentially Vol’jin with Warlock’s Shadow word which actually synergizes more with him than the AoE heal did.
Hmmm,, i think his ulti should also deal Chaos(TrueDamage) like in DOTA
a lot of guides say to not get mojo first and to get ur stun, but i find that mojo + cursed ground deals massive damage by itself early game.
they nerfed acid coctail to heroes
it stuns for 1 sec and does no damage to heroes
Yeah, might want to edit that cocktail bounces now only stun for 1 second and the bounces deal no dmg to heroes (it does damage on the initial hit still)
For Sebassadeur:its Vol’jin not Zul’jin^^
true damage ult would be nice, make him on par with his dotaness, because it would disregard armor, making it more effective. Right now it’s just like making him an agility hero for 8 seconds while he cant move, not really that great. The true damage is what makes him able to outdamage agility heroes for the 8 second channeling time. Otherwise some decent dps hero like soulstealer will easily out damage his ult 20-30 minutes into the game, which is really kinda sucky. I’d suggest nerfing his mojo in one way or another in order to make his ult true damage like in dota, making them equal heroes and making his ult more potentially useful.
Notice that the ulti is superior magic so you can do spells while channeling it. ulti and then assasins shroud is very effective, you can channel ulti while invisible.
oh thats what it means, thanks uranz. But what does superior magic do if zephyr ults? It’s not channeling but its superior so what makes it superior?AKA what does superior magic mean exactly
if I’m not mistaken superior spells just break through magic immunity barriers like shrunken head and jeras repel thing.
so they cant be stopped by magic immunity, thanks asher.
What items do you recommend for surviving and pulling off your ult in a level 16 team fight?
Zachary,
depending on the other team (physical, magic, AOE), you should either have a shroud, a shrunken head, and/or a void talisman…
I’ve had to deal with pretty bad counters such as Pebbles, pyro, panda, and chronos (AOE magic, hard physical)…so I ended up needing to get a void talisman and a shrunken head (a shroud wouldn’t have been good as pebz would get me off with his stun)…then farmed a staff of the master and that basically makes VJ very hard to beat with well placed ulti’s
could you include the exact effects if SoTM was applied?
does anyone have a link to a guide for this character? Thanks a lot!
Hi! Cursed Ground… does it requier the victims to stand within the gound on wich a curse is called upon, or is it a dot hitting, and sticking to all in that area??
does the 40% inflicted dmg add to the next time it tics?
so.
rank 4. Total sec.
First 4×20 dmg tics. 80 80 tot. 4
then the 40% 32 112 tot. 4
then 4×20 dmg 80 192 tot. 8
then 40% dmg 76 269 tot. 8
then 4×20 dmg 80 349 tot. 12
then 40% dmg 140 489 tot. 12
Is this how it works ? and how does the heroes attributes effect the spell ?
Just a thought! I think this hero seems to be pretty kewl.
They f**ked up all m backspaces to make it all in an orderly manner!!
It goes:
current dmg, total dmg, and seconds xD sorry!
Can his ulti be countered by Void Talisman? Since his ulti does physical damage, maybe it can be countered. Haven’t tried this since I don’t have someone who I can do practice game.
I just did the calculations, Level 4 Mojo+Cursed Ground combo deals 1353 damage without any other attacks. Seems to me like I should level mojo before acid cocktail. Am I wrong?