A Guide to Demnok Lannik,
the Warlock



Introduction


"The Warlock is one of my favorite support heroes to use not to mention the number of units he uses to support his team with. There has only been one way you play him and that is as a summoner. With the use of Necronomicon, you need not worry about yourself, worry about your enemy. Warlock has come a long way since his 6.37 imbalance debut and since then he was to be avoided in a lot of private games but now that his infernal is easier to take down, he no longer has to be banned in every game."


Hero’s Story



“Former cultist of the Blacksun, Lannik was among the first of many orcs enslaved by the wretched demons when the Legion's taint befell the lands of Kalimdor - a dire affliction that grew stronger over the years. Mannoroth's sudden and unexpected demise severed this Warlock's ties to demonology, and the absence of its corrupting influenced caused his body to wither onto the verge of death. In exchange for life beyond the grave, he bound a pact with the Lich King. A master of demons and destructive spell work, this warlock delights in tormenting creatures of the Light, extinguishing them like candles until none are left alive.”


Skill Sets and Usage of Abilities



Fatal Bonds
Strategics: Ideally, you want all 5 enemies to be heroes so that you may amplify the damage of nukes since they do more damage than your normal attack. You will also want the nuke to be AoE so that all 5 heroes share the pain.
Mechanics: Bonds up to 5 enemy units together. A percentage (5/10/15/20%) of the damage received is spread amongst the victims. It lasts 25 seconds. Fatal Bonds has a casting range of 600.It randomly targets four additional units in a 600 AoE relative to the position of the main target of the spell.

Mathcraft (Assuming every hero gets hit by the same nuke):300 damage dealt to each hero | with resistance: 225 * [05/10/15%] 20%of the damage is [11.25/22.50/33.75] 45 | [11.25/22.50/33.75] 45 * 5heroes = [56.25/112.50/168.75] 225 | 225 + [56.25/112.50/168.75] 225 =[278.25/337.50/393.75] 450 damage which is a [25/50/75%] 100% increase in damage!


Shadow Word
Strategics: You can harass very effectively with Shadow Word whether it is casted on your opponent or casted on yourself while hitting him with your normal attack. It allows you stay in your lane for a very long time and the only way opponents are going to kill you early game is through burst damage.
Mechanics: Has a casting of 500 and Ignores hero resistance. Heals an ally for 10/20/30/40 hp/s and damages enemies for8/16/24/32 hp/s. Heals for 80/160/240/320 health fully. Inflicts64/128/192/256 damage fully. Does not dispel on attack and lasts 8seconds.



Upheaval
Strategics: This skill is very situational but you wouldn’t normally get this unless your ally can allow you to channel it for it to be of any use. Your allies must also be able to hit hard while you slow. The fact that this is channeling can be very crucial on your part in case you have to stop channeling to help allies with Shadow Word or even Mekansm. But this skill is good for your minions and Infernal but is really unnecessary when you can normally hit heroes.
Mechanics: Can channel up to 10 seconds and slows up to84% of the current movespeed. It can be cast at 700 range, and targets all units in an AoE of 675. This area is slightly larger than the AoE indicated by the targeting cursor, 650 (then again, it almost works out to the same when taking collision size into account).



Rain of Chaos
Strategics: In early game, the infernal can net kills against low health heroes. It can also save your allies with a short AoE stun while forcing opponents to back off. If the opponents have no boots, then have it chase with its immolation. It has Chaos Damage so it will deal full damage with every hit. If you don’t feel like pushing then avoid using the Infernal to push down towers, let it farm the nearby neutrals instead.
Mechanics: Calls an Infernal down from the sky, dealing 100 damage and stunning nearby enemies in an AoE of 1000 for 1 second.The infernal lasts 45 seconds, takes reduced damage from spells, has Permanent Immolation and a chance to Pulverize an area on attack. Can be dispelled. Stun goes through avatar.

Infernal:
HP: 900/1200/1500
Damage: 50-50/75-75/100-100 Chaos Damage.
Armor: 5/7/10 Hero Type (25% Magic Resistance)
Movespeed: 320/330/340
HP Regeneration: 15/20/25 HP per second
Base Attack Time: 1.35

Flaming Fists Passive
Gives a 40% chance that an attack will deal x to nearby units.
Levels 1/2/3: 75/115/150 damage

Immolation Passive
Burns nearby units for x points of damage per second.
Levels 1/2/3: 20/20/40 Damage per Second

Resistant Skin Passive
Reduces the duration of negative spells and renders the unit immune to certain spells (33% Magic Resistance).


The Skill Build with Justifications


Standard Warlock:
Fatal Bonds – 09 to 13
Shadow Word – 01,03,05,07
Upheaval – 17 to 20
Rain of Chaos – 06,11,16
Attribute Bonus – 02,04,08,21,22 to 25

The skill build relies on you being able to use Shadow Word effectively early game with the help from stats which enables to use Shadow Word more often and being able to hit better and take hits. Get Rain of Chaos whenever available since this is your ultimate and a very strong one. Fatal Bonds is taken at the desired levels to prepare for mid game AoE battles and since you solo for the majority of your games, getting to level 13 to maximize its potential shouldn’t delay you. Upheaval is helpful sometimes but if your team doesn’t need it then replace the levels with stat points.



The Item Builds with Justifications



Strength - 18 + 2.5 | Agility - 10 + 1 | Intelligence - 24 + 2.7
Range: 600 | | Move Speed: 295

This is perhaps the most ideal item build that suits Warlock’s role as a summoner. You don’t have nukes but you do have a DoT Spell that can net kills. Warlock also has strong lane stability because he can always stay in lane with a couple of Tangoes and his own innate heal. During team battles, you are more centered on crashing your Infernal in the middle of the battle so what helps your Infernal? Necronomicon is perfect because you increase the movespeed and attackspeed of your Infernal. On a side note, since you don’t have much to offer with Infernal under cooldown, your alternative option is to summon your minions.

Observer Wards are gotten by you with the option of buying Sentries (or Dust against invisible heroes) before you gain True Sight from Necronomicon 3. This of course helps keep you and your team from incoming danger. The cost of the build is only about 9000 gold which is easily farmed early game, this in turn gives enough gold to buy wards that cost only a mere 200 gold per set. Normal heroes would spend at least 12-15k gold so your 3k gold can be used to contribute to your team (if and when necessary).

Boots of Travels is optional in all my games; the reason for this is if you favor TP Scrolls and Wards for your team. Ring of Basilius provides armor and mana regen, both in which help you stay in your lane; disable the devotion aura if you are away from your tower and enable it when you are starting to push or defend, allows you to control your own creep’s tempo.

Bracers/Null Talismans – Obviously Bracers are the way to go because it enables you to get in a few more hits but you would only need one since you will be buying Belt of Ogre Strength. Null Talismans are great only if you have a great time harassing opponents; increased INT translates into damage and an additional Shadow Word. It’s your call of course, survival versus harassment or just get branches if you’re feeling lucky.

Magic Wand - Getting an optional Magic Wand is helpful and helps you survive clashes even for a second and its cost is less than a Bracer(-26 gold) and a Null Talisman(-1 gold), the charges for the most part can save you if you ever need it. Great for a hero who will be in action during team battles.

Necronomicon – An item made for this hero.The Endurance Aura increases both MS and IAS allowing you and your Infernal to move fast while increasing the chances of Pulverize to trigger. Both minions have their form of draining mana, one of which is a nuke. It also gives him INT and STR allowing him to stay on the battlefield.

Refresher Orb – You can carry your team with this! It only adds regen and 40-damage but the ability to refresh your skills most notably Rain of Chaos is all that counts.Double Infernals are just eye-candy for the team, not to mention that it’s a game-breaking maneuver. Refresher Orb can also be a direct counter to Diffusal Blade since your main focus will be to take the carrier down before he purges your Infernals away. In a pub game,nobody really farms up Diffusal Blade unless they want to win. Get it after the core build. This also has very strong synergy with Shiva’s Guard (another item worth getting).


Some Further Items-Discussion


Items in-between or after the core build will be found here. Most of the items listed synergize very well with Warlock.

Shiva’s GuardThis is perhaps the only item listed here that has very strong synergy with Warlock, specifically Fatal Bonds! It provides +15 armor, +30 intelligence (damage), and possesses an aura that reduces attackspeed by 25% but the greatest effect it has is Arctic Blast which slows movespeed by 40% for 4 seconds and deals 200(150) damage. The buff allowed it to be stacked with another Arctic Blast so add in a Refresher Orb and you deal a total of 400(300)damage, add in Fatal Bonds and the potential damage it can inflict is[400*2]800(600) damage, not bad for a single item. But Necronomicon is still the better core item for Warlock though since it complements your Infernal.

Khadgar's Pipe of Insight - This item is a broken item because its imbalance lies in the way that it blocks spell damage which is really a downer against AoE dependant heroes. With the ability to protect allies and giving you high resistance, think about upgrading your Hood of Defiance for the good of the team.

Mekansm - This can fix your armor problems throughout the game. It also helps heal your surrounding allies but I would only recommend it against an AoE line-up and when you are the designated baby-sitter early game. You should form it when you know Shadow Word will not be enough for the team.

Hand of Midas – This item is no longer exclusive for carry heroes; if you’ve done it in about 20minutes then you are in luck since you spend the majority of your time farming for Wards and your next item. It also speeds up the time you acquire items after Necronomicon.

Eye of Skadi – With the introduction of Shiva’s Guard, this item has become unnecessary. Not recommended because of the huge cost in gold and it hinders you from buying Wards for your team. The Frost Attack is the only real pro of this item but having said that, Shiva’s Guard would still be a better item since it affects heroes in an AoE even though you can tank more spells with this.

Guinsoo’s Scythe of Vyse – I used to never use this item for my team but since the separation from the Eul’s Scepter Recipe and the change in item requirements, I would strongly recommend this item in very close games. The ability to hex a single target and having them get pounded by your Infernal and Minions can prove to be deadly.

Orchid Malevolence – The ability to amplify damage by 20% and silence a single target temporarily. Get it if the Euls/Guinsoo limit has been reached and this is the only option.

Force Staff – I have yet to try this item yet it is relatively cheap. Its potential can save allies or your self and it can help advance your Infernal on a chase.

Warlock Techniques


Animation-Cancel:
This is relatively easy because you are a hero with 600 range. You can reach opponents up hill or when they start running which is a great advantage on your part. You can last hit better and you can deny your own creeps with ease. This technique works great with Shadow-Harass.

AoE Frenzy:
Cast Rain of Chaos & Necronomicon and designate them to the closest target and cast Fatal Bonds to a cluster of heroes. If you have Shiva’s Guard, go in the middle of battles and use it. Use Shadow Word when necessary and if you have AoE Disablers then use Upheaval. Having allies around will always help. This works great with the likes of Magnataur, Queen of Pain & Invoker.

Chaos-Crash:
Simply crash an Infernal in the middle of battles to disable them for afull second. One second is all it takes for your team to get into position. The point of crashing your Infernal is to disrupt battle flow and you should crash it slightly near their escape route. Remember it deals 100 damage, so if you have no nukes and an enemy is running away with one hit left then crash him. Chaos-Crash is also helpful in saving your allies.

Shadow-Harass:
There are two ways to harass your opponent. The first style is to cast Shadow Word onto your enemy and start to hit him till he backs off.This technique is simple to use but you will be using tangoes to heal yourself instead while you are doing this. By hitting the enemy hero,the creeps will be targeting you so hopefully you back off just to have them target your own creeps normally. Remember to animation-cancel.
The second is to cast Shadow Word on you and hit him while tanking damage; this is more effective against heroes who have their own nuke to counter the first style. This style of technique is far safer because you are healing yourself of damage while your opponent continually gets hit by you. Of course, both styles should be used alternatively; if the enemy is going to die then use the first style hoping for the kill.

Shadow-Support:
This is actually simple, cast Shadow Word on your ally if he is going to die and cast it on your ally if he is going to tank damage. This is very handy when you are laning with a buddy and you are the babysitter.As the babysitter, it is your job to buy yourself tangos while using Shadow Word for your ally or against the enemy.

Necro-Fear:
Summon your minions into battle and have them harass the mana of your opponents. I’m pretty sure nobody is afraid of these little guys, I’ve been in games where they actually tank them just to kill me and as soon as I go in orange, they will not have enough mana for a killer blow. On a side note, some players do chase you while still getting hit by these guys.The enemy will eventually become cautious when you’ve used them properly. When Rain of Chaos is up, use it together with Necronomicon and the Infernal will be able to chase them down.

Necro-Farm:
Summon them to farm against creep waves or neutrals. Use it together with Fatal Bonds to speed up the farming process against creep waves.Use this technique when there are no big battles coming about or you’ll regret not having them around.

Force-Assist:
Cast Force Staff on your allies to save them from death or to help them finish off a fleeing hero. Use it on yourself when you need increase the gap between you and your opponent. Use it preferably over a cliff.

Force-Chaos:
Cast Force Staff on your Infernal to advance his movements. It acts like a Pseudo-Blink so this generally helps your Infernal chase down heroes who survive with little health.

Ward-Sweep:
Summon your Necronomicon and have them sweep areas where wards are common. You can also have them sweep by themselves if you need to stay with your allies. If you have a Flying Courier, you may use it to set-up sentries while you sweep the opposition’s. Also use them to detect wind walkers but since they don’t last very long, Sentries are recommended.


Warlock Strategies


Laning – Warlock has very strong lane stability and he can solo very well. If you are going mid, it wouldn’t hurt to set up a ward on top of the hill. He can also be a babysitter with his Shadow-Support. I find it most helpful if you chose Scourge-Top or Sentinel-Bottom because of the lane-deny advantage.Tangos and Shadow Word assure you that you will be in your lane for along time.

Soloing – Since he can almost never die, he can solo against other solo heroes such as Nevermore or Tinker.When you solo be sure to Shadow-Harass the opponents to oblivion(Syllabear is a joke to this), force them to retreat to their tower or fountain. If they are playing well, then dance with them and concentrate on last hitting while harassing. If you’ve done well, you can start last hitting with ease. If you are against a double-nuke lane, you are going to be using a lot of tangos but if tangos will not suffice then buy a flask. You are not a threat until Rain of Chaos is up so concentrate on getting your ultimate up.

Getting Ganked – Immediately cast Shadow Word on self and run back to your tower. If you are at half health, it wouldn’t hurt to use up a tango. You can always Necro-Fear the opponents since your minions are your bodyguards. Of course,Chaos-Crash if you absolutely have no choice in order to escape. If it is your ally getting ganked on another lane, teleport and support!

Ganking – You need Rain of Chaos ready to be of any use on a gank. If an ally is heading to your lane for a gank: Shadow-Harass then Chaos-Crash and start supporting the kill. If you are moving to gank another lane: Chaos-Crash then Shadow-Harass. Always have the Infernal hunting its target and when you have Necronomicon ready, summon them. Sometimes you won’t need Rain of Chaos when Necro-Fear will be enough. Planting allows your team to gank efficiently and also allows them to counter-gank.

Farming – Farming is different for Warlock in every game. It is easy to farm early game since you rely mostly on last hitting and getting the occasional kills. It becomes easier when you have your Infernal but as mid game arrives, you will be farming neutral creeps. You can always Necro-Farm creep waves since you gain gold faster that way.

Pushing – For a straight out push(no ganks), you need Refresher Orb! Simply summon your minions and cast Infernal two times. Your allies should be ready or the 2 seconds of your stuns will be a waste. Now add in Fatal Bonds and have the AoE Nukes fly. Use whatever you have: Mekansm for your team or Shiva’s Guard for your opponents or Hex the threat. If you dominated a Wildkin,summon Tornado and direct it to the tower. Don’t forget to micro your minions; Infernal focuses tower while Necros focus low mana (preferably STR) heroes.

5v5 Battles (Offensive & Defensive)– Warlock’s defensive and offensive game are always the same, simply Chaos-Crash opponents and summon your minions, not forgetting Fatal Bonds. Micro them and focus the closest or the easiest target for that matter. Since Chaos-Crash is an initiating skill, initiate and have your allies jump the opponents. If the enemy has Diffusal Blade,someone else has to initiate while killing the one with Diffusal Blade,in this case we have the minions focus on him then we summon your Infernal.



Replays Section



All replays are of the old patch where Warlock is used to being the support hero with items and bot treated as a babysitter. These replays represent the Glory Days of the Dagger & Bottle. Always fun to watch.


Garena, Necronomicon Build
DotA Allstars 6.49b, TFT 1.21
Attachment 5515
I basically do not die in this game and I complete Necronomicon 3within 30 minutes I believe. Some good lane controller or w/e, nothing special except for my Shadow Fiend teammate. I plant wards and use necros, basically everything I've mentioned in the Guide. I complete Shiva's Guard at teh end of the game.



Garena, Necronomicon Build

DotA Allstars 6.49b, TFT 1.21
Attachment 5514
I think I have about 3 players from the last replay here except I don't actually farm well, I started getting a delay as compared to the previous game. Necronomicon still does its job even if it's your only item...


Competitive Replays

Fire and Ice Finals, Midas-Necronomicon Build
DotA Allstars 6.48b, TFT 1.21
Attachment 5512
MYM|Merlini plays Warlock solo mid against Nevermore. He farms up Midas after a few basic items. Basic Warlock with the exception of Midas really. Merlini likes his farm.



Seinheiser Prime, Necronomicon Build

DotA Allstars 6.48b, TFT 1.21
Attachment 5513
MYM|Levent plays Warlock. Levent can be considered as one of the bestsupport players of MYM. Watch how he can play without Necronomicon 1& 2 and proceeds to level 3. He does this all in 20 minutes of the game. He does a lot of Ward Sweeping in this game.



League, Necronomicon Build
MUST WATCH!
DotA Allstars 6.48b, TFT 1.21
Attachment 5511

The primary carry hero drops a few minutes into the game which leaves the team into ganking. Warlock does not plant a lot of wards to compensate for his items. He gets a lot of Bracers in this game and does a decent job at supporting his team. This replays has the most usage of Fatal Bonds because of the Earthshaker ally. He still manages to get Neconomicon late in the game which shows that it doesn't lose face.


Credits & Conclusion




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