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.
The Voodoo Jester is a strong support best used in the babysitter role paired with a late-game centered damage dealer. His Acid Cocktail can Stun lock charging enemies, while Mojo can simultaneously heal his ally and himself.
Abilities[ | ]
Acid Cocktail
[ Q ]
Cast Time: 0.25 / 0.55 seconds
Target Unit
Organic Enemy Units
Type - Magic
Voodoo Jester throws a wretched mix of cursed chemicals at an enemy, stunning them and nearby units one after the other.
Range: 600 Mana Cost: 110/120/130/140 Cooldown: 20/18/16/14 seconds
On heroes, stuns for 1.2 seconds initially and 1 second on each additional bounce. Deals 50 Magic Damage to heroes.
On creeps, deals 75/100/125/150 Magic Damage and stuns for 5 seconds.
Bounces 2/4/6/8 times.
What was in that bottle?
Notes
Acid Cocktail can bounce back to a unit more than once.
Bounces to visible enemy units within 600 radius.
Projectile moves at 600 speed.
Mojo
[ W ]
Cast Time: 0.5 / 0.5 seconds
Target Unit
All Units
Type - Magic
Voodoo Jester afflicts an ally with Good Mojo or an enemy with Bad Mojo. The Good Mojo passes to Voodoo Jester's allies, healing target over time. The Bad Mojo drags down Voodoo Jester's enemies, causing target to take Magic Damage over time.
Range: 500 Mana Cost: 110/120/130/140 Cooldown: 20/17/14/11 seconds
Applies Good Mojo to an ally or Bad Mojo to an enemy for 8 seconds.
Oh no, I lost my Mojo!
Good Mojo Effects
Heals 15/25/35/45 Health per second to ally unit. 0.5x the value to other ally units in 500 radius.
Bad Mojo Effects
Deals 15/25/35/45 Magic Damage per second to enemy unit. 0.5x the value to other enemy units in 500 radius.
Notes
Heals or deals 120/200/280/360 Health or Magic Damage total.
Bypasses Magic Immunity on ally heroes.
Cursed Ground
[ E ]
Cast Time: 0.35 / 0.4 seconds
Target Position
Enemy Heroes
Type - Magic
Voodoo Jester curses the very ground the enemy walks on, causing damage to them based on how much life they lost after several seconds.
Range: 450 Radius: 165 Mana Cost: 90/100/110/120 Cooldown: 35/32/29/26 seconds
Applies Cursed to targets in radius for 12 seconds.
Watch your step!
Cursed Effects 6/12/16/20 Magic Damage per second Every 4 seconds, inflicts Magic Damage equal to 16/24/32/40% of total Health lost since Cursed was applied.
Notes
Damage dealt is based on the health difference since the last instance of Cursed Ground. Therefore, Cursed Ground's damage can be reduced with heals and health regeneration.
You cannot deny a unit with Cursed applied.
Spirit Ward
Stats
Duration
8 Seconds (Channeling)
Combat Type
Hero
Health
Invulnerable
Damage
60/90/120
Sight Range
1200/800
Attack Range
700 (Ranged)
Missile Speed
1000
Base Attack Time
0.3
Attack Animation
0/0.3
Turn Rate
900
Spirit Ward (Greater Spirit Ward)
[ R ]
Cast Time: 0.2 / 0 seconds
Target Position
Type - Superior Magic
Voodoo Jester channels a deadly Spirit Ward to attack enemy heroes. No longer channeling (but still cancels if Stunned, Silenced or killed).
Summons an invulnerable Spirit Ward to attack nearby enemy Heroes.
The Spirit Ward deals 60/90/120 (90/120/150) Physical Damage with an attack cooldown of 0.3 seconds. The Spirit Ward's attack bounces to 0/0/1 (0/1/2) additional target(s).
The Spirit Ward is channeled and will be destroyed if the channel is cancelled.
Bow down before me!
Notes
Attacks bounce to visible enemy heroes within 500 radius.
Spirit Ward will only attack heroes.
You can manually select the Spirit Ward to choose which hero to attack.
Spirit Ward can deal up to 1560/2340/3120 (2340/3120/3900) Physical Damage to a single unit over its duration.
Cooldown reduced from 35 seconds to 35/32/29/26 seconds.
Magic Damage per second increased from 5/10/15/20 to 6/12/18/24.
Magic Damage applied every 4 seconds increased from 10/20/30/40% to 16/24/32/40% of total Health lost by the target since the initial infliction of the state.
Staff of the Master now also makes the ability non-channelling. The ward lasts for the usual duration of 8 seconds and disappears if Voodoo Jester gets stunned, silenced or dies.