Dota 2: Demnok Lannik The Warlock

Warlock is a Ranged Hero and a very powerful Support Hero. His Shadow Word ability makes for an excellent heal as well as a decent harassment tool, and his physical attack helps him to ward off any enemies and keep his friends safe. Though he needs a certain level of planning and management to succeed, his lack of item dependence and powerful skillset make him very easy to play, but difficult to master. Warlock is recommended for beginners.



STR: 80.5 at 25 (18 + 2.5/level)
AGI: 35 at 25 (10 + 1/level)
INT: 91.5 at 25 (24 + 2.7/level)
HP/MP: 1632/1144 at 25
Damage: 46 - 56

Range: 600
Armor: 2.4
Movement Speed: 295

Faction: The Dire
Primary Attribute: Intelligence
Attack type: Range
Roles: Support/Semi-Carry/Pusher


Background Story

As Chief Curator and Head of Acquisitions for the Arcane Archives of the Ultimyr Academy, Demnok Lannik was tireless in his pursuit of lost, rare and forbidden tomes. No cursed temple was so foreboding, no cavern path so treacherous, that any concern for his own survival could dissuade him from entering if rumors hinted that some pamphlet of primordial lore might still survive in its depths. However, so often did his investigations trigger the wrath of protector entities, that he finally found it necessary to master the arts of magic. He bent himself to learning sorcery with the same thorough obsessiveness that marked his quest for incunabula, becoming the most powerful Warlock of the Academy in less time than most practitioners required to complete a course of undergraduate work. Almost as an afterthought, he carved a staff of Dreadwood and summoned into it a captive spirit from the Outer Hells. And anticipating the day when he will have recovered every last lost spellbook, he has commenced writing his own Black Grimoire. It will undoubtedly be instructive.


Fatal Bonds - Binds several enemy units together, causing 20% of the damage dealt to one of them to be felt by the others.

Ability Type: Active
Targeting Type: Unit
Targets: Enemy Units
Cast Range: 800
Radius: 575
Duration: 25
Max Bonded Units: 3/4/5/6
Percent Damage Shared: 20%
Mana Cost: 120
Cooldown Time: 25
  • Damage will not disable abilities or items like Blink Dagger which requires player based damage.


Shadow Word - Demnok whispers an incantation, healing a friendly unit or damaging an enemy unit over time.

Ability Type: Active
Targeting Type: Unit
Targets: Any Unit
Cast Range: 500
Duration: 9
Damage Caused/ Healed Per Second: 10/20/30/40
Mana Cost:  90/110/130/150
Cooldown Time: 20
  • A hero affected by Shadow Word may be denied once it falls below 25% of its maximum health.

Upheaval - A powerful slowing current that grows stronger as it’s channelled. Lasts up to 10 seconds, slowing enemies up to 84%. Enemies are slowed for 3 seconds after leaving the area or the spell ends. CHANNELING

Ability Type: Active
Targeting Type: Area
Targets: Enemy Units
Cast Range: 700
Radius: 700
Duration: 10
Slow per Second: 7%/14%/21%/28% (max 84%)
Mana Cost: 100/110/120/130
Cooldown Time: 50
  • Slow percentage is calculated based on duration of the channel,
    not by how long enemy was in the area of effect.


Chaotic Offering - Summons a Golem from the depths, dealing 100 damage and stunning enemies for one second. The Golem lives 60 seconds, takes reduced damage from spells, has Permanent Immolation and Flaming Fists on attack.

SCEPTER UPGRADE: Calls 2 Golems, HP and damage are decreased by 25%, and bounty by 50% per golem.

Ability Type: Active
Targeting Type: Area
Targets: Enemy Units
Cast Range: 1200
Radius: 600
Summon Duration: 60
Stun Duration: 1
Level 1: Summons 1 (2*) Golem(s) with average attack
Level 2: Summons 1 (2*) Golem(s) with powerful attack
Level 3: Summons 1 (2*) Golem(s) with deadly attack
Mana Cost: 200/250/300
Cooldown: 165
  • Magic immune units will be stunned.
  • Destroys trees in its area of effect.

Golem Abilities

Flaming Fist - Grants a chance to deal extra damage to nearby units when attacking.

Ability Type: Passive
Targeting Type: N/A
Targets: Enemy Units
Radius: 300 full damage, 350 half damage
Damage: 60% chance to deal 100/150/200 damage to all nearby enemy
Mana Cost: N/A
Cooldown Time: N/A
  • Will not damage ethereal units.

Permanent Immolation - Burns the Golem’s nearby enemy units, with damage per second.

Ability Type: Passive
Targeting Type: N/A
Targets: Enemy Units
Radius: 250
Damage per second: 30/40/50
Mana Cost: N/A
Cooldown Time: N/A
  • Immolations of multiple golems stack

Skill Build

Level 1: Shadow Word
Level 2: Fatal Bonds
Level 3: Shadow Word
Level 4: Upheaval
Level 5: Shadow Word
Level 6: Chaotic Offering
Level 7: Shadow Word
Level 8-10: Upheaval
Level 11: Chaotic Offering
Level 12-14: Fatal Bonds
Level 15: Stats
Level 16: Chaotic Offering
Level 17-25: Stats



Item Build

Starting Items:

  • Salve/Tango + Ward/Courier + Gauntlet + Clarity + 2 x Iron Branch
  • Salve/Tango + Ward/Courier + Ring of Protection/Circlet + Clarity + Iron Branch

Core Items: 

  • Arcane Boots/Power Treads + Magic Wand + Urn of Shadows/Drum of Endurance + Mekansm + Force Staff/Aghanim’s Scepter

Situational Items: Vanguard, Hood, Ghost Scepter, Force Staff, Refresher Orb, Orchid Malevolence, Veil of Discord, Rod of Atos, Desolator, Medalion of Courage, Necronomicon, Dagon, Tranquil Boots, Vladmir’s Offering, BKB

Lategame Items:




Warlock is not a solo hero. He doesn’t have enough lane presence to successfully solo a lane. At levels 1-6, he is a baby-sitter. Your job is to stay a little further back in the lane, deny your creeps, and if you are laning with your team’s carry, let them get most of the last hits.

  • During the mid game (levels 7-16) you should try to be a part of every team fight you can. Try to organise ganks around the cooldown of your ultimate, because you are so much more effective if you can use your ultimate. If a team fight breaks out and you don’t have your ultimate, Upheaval is an adequate substitute, provided you can stay away from the focus firing. Shadow Word any fleeing enemy heroes. By the time the mid game is in full swing, you should be close to finishing your Pipe or Mekansm if you haven’t already. When ganking, it is preferable for you to initiate, so that if your team has a dedicated initiator, they can save their initiation skill for later in the team fight. Try to use Fatal Bonds on the enemy heroes before you use your ultimate and Upheaval, so as to give your team the best chance of coming out on top.
  • Warlock is of no use to his team if he is in another lane farming creeps. Warlock is one of the few heroes who can maintain a high level of effectiveness in team fights when under-leveled (3 levels of Upheaval and 2 levels of Chaotic Offering can suffice for much of the game).
  • Your ultimate can be useful for things other than ganking. If you rush a Refresher Orb fast enough, you could solo an entire lane with two Infernals. And at levels 9-12, not many heroes are going to try and take you on in that situation. When in defence, if the enemy team is mostly melee, channeling Upheaval over one of your towers can be a huge disincentive for the enemy to try and attack it because of the incredibly debilitating slow.
  • If the situation permits, try using your skills in slightly different ways from usual. i.e. usage Upheaval as an escape mechanism for either yourself or your allies. If you get enough channeling done, the time between when you stop channeling and when the effects wear off could be sufficient to put enough distance between your ally (or yourself) and the attacking hero. Another clever trick is to try and Fatal Bond a fleeing hero to as many creeps as you can, then attack the creeps hard and fast. Because of the shared damage, you can kill that fleeing hero by killing the creeps it shares Fatal Bonds with.
  • After you have completed your chain combo, be it with or without refreshing, once you have started channeling Upheaval, it can be a good idea to select your Infernal and order it about to attack certain heroes. This is a good idea because unless your give commands to the Infernal, it will act of it’s own accord and may not be of as much use, especially if a hero gets away with 10hp who could have been killed had you used your Infernal. Please remember though, microing isn’t for everyone, so if you don’t think you can properly micro your summoned units, don’t panic.



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