• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:32
CEST 23:32
KST 06:32
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro8 Preview Pt2: Progenitors5Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22
Community News
RSL Revival: Season 5 - Qualifiers and Main Event10Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid
Tourneys
StarCraft Evolution League (SC Evo Biweekly) 2026 GSL Season 2 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament $1,400 SEL Season 3 Ladder Invitational RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
[ASL21] Ro8 Preview Pt2: Progenitors ASL21 General Discussion Why there arent any 256x256 pro maps? BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro8 Day 3 [Megathread] Daily Proleagues [ASL21] Ro8 Day 2 Escore Tournament StarCraft Season 2
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread OutLive 25 (RTS Game) Daigo vs Menard Best of 10 Dawn of War IV Nintendo Switch Thread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Movie Stars In Video Games: …
TrAiDoS
ramps on octagon
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1301 users

[Hero] Venomancer - Page 5

Forum Index > Dota 2 Strategy
Post a Reply
Prev 1 2 3 4 5 6 7 8 9 10 Next All
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2013-12-03 17:06:14
December 03 2013 17:01 GMT
#81
I've been going max sting lately on veno and it feels pretty nice if you're going from a position where you're getting good xp and/or are ahead. Having the early max sting hits really hard and makes for quite a powerful ganking ability. Plus I like eeking out the extra bit of slow for chasing/running. By the time you really start pushing hard you've gotten wards going too.

But if you're behind I don't know. If the enemy team is already unafraid to dive in the level 1 wards don't do much to prevent that like level 4 wards do. They die so fast at level 1 and really don't deal enough base damage for them to be a threat.

I think regardless of what you max first you want 2 levels in BOTH wards and sting. So 1/2/1 -> 1/2/2 -> 1/4/2 with ult when you feel its appropriate (I delay it if I don't think I'll be teamfighting or won't have mana to cast it and the enemy team isn't going to melt under it). Level 2 wards are really nice to have because it'll take 2+ hits for a hero to drop them making them something that can less casually be destroyed (especially for supports with low base damage/slow attack speed). Level 1 wards can end up being a bit of free bounty because they just die so fast and they seem much worse for pushing because creeps and towers will railroad them quickly.

Tranquil boots are nice because they're cheap, they let you just always be around as veno which is pretty huge for making big ward traps and applying lots of pressure, they give you good movement speed which is great for chasing/fleeing* and the armor is always nice to have. I don't know if I'd go tranquil -> mek because that seems like it'd strain my mana as venom, but if you're going into another support item like force staff or necro book tranquils works pretty well.

*Even broken it's good movement speed at a fraction of the cost of phase boots.
Logo
Skyro
Profile Joined May 2010
United States1823 Posts
December 03 2013 19:59 GMT
#82
On November 19 2013 06:49 Logo wrote:
I haven't tried both but some data:
Pre armor concerns (which is going to play a big role because one is physical and one magical):
Sting 2 -> 3 is a 90dmg increase.
Sting 3 -> 4 is a 120 dmg increase.

Ward 2 -> 3 is 11dmg max increase meaning roughly 8-9 ward hits to equal the extra sting damage
Ward 3 -> 4 is also a 11 max damage increase meaning roughly 11 ward hits to equal the extra sting damage.

To deal 210dmg increase with wards you'd need to hit 9-10 times with the wards to make the damage up.

So at the level where you can be 1/4/2 or 1/2/4 you're looking at needing 10 ward hits in a fight/gank to equal the damage from the sting. If you're sitting around 3+ wards that doesn't seem hard. If you're ganking with 1 wards on your target at a time it's a lot.

A possible reason for sting>ward working better than ward>sting may be the bounty on wards. Wards 1 Sting Max still gives you a lot of the power of wards, but it keeps the bounty low early game. 35/ward is a pretty steep thing to give up. 6.78 ward > sting being the best win % lends credibility to that being the reason.


First of all Wards do piercing damage, which does 50% damage to heroes and 150% to creeps. Sting is just magical damage. What this basically means is lvling Wards will let you push and jungle faster. Sting would obviously be better for hero harassment in lane.

I find Veno's skill build quite flexible, and I often leave skill points unused until I need it. I think a good rule of thumb is to max first Sting eventually (don't have to rush it), get Wards to at least lv 2 so they aren't free bounties, then lvl up Gale or Wards depending on the situation (Gale for ganking, Wards for jungling or pushing/defending towers).
Logo
Profile Blog Joined April 2010
United States7542 Posts
December 03 2013 21:04 GMT
#83
yeah I didn't make it clear I only wanted to look at vs hero in a rather rough way. I figured the comparison would be generous to wards against heroes, but given that the comparison ended up favoring sting anyways in most general aggressive fight situations the data just sort of confirms what was already pretty intuitive. So I figured ignoring the damage types didn't really change much.
Logo
epok
Profile Joined September 2013
United States117 Posts
December 09 2013 06:31 GMT
#84
I read bulba posting about maxing Venomancers Q and I think he's on to something. His tick does massive damage and he can farm jungle stacks very easily with it, especially with a kinda fast soul ring depending on if he gets kills. It pays off best in my opinion to a) max gale and b) stack jungle for yourself.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
December 09 2013 10:42 GMT
#85
On December 09 2013 15:31 epok wrote:
I read bulba posting about maxing Venomancers Q and I think he's on to something. His tick does massive damage and he can farm jungle stacks very easily with it, especially with a kinda fast soul ring depending on if he gets kills. It pays off best in my opinion to a) max gale and b) stack jungle for yourself.


Most creeps would need 2 level 4 gales to die, wouldn't they? It would take more than 22s to farm a single stack, I don't know if that is good enough.

Ayaz2810
Profile Joined September 2011
United States2763 Posts
December 09 2013 15:39 GMT
#86
After reading this thread, I decided to try Veno in AP for fun. I literally had never played him before. I'm 9-0 with him in the last couple days, and I find him very fun to play. Being able to push/defend with wards, helping to gank, having decent jungling ability, and having a ridiculously baller ult makes this guy a blast. Getting force/euls coupled with Q makes you damn near unkillable at my miserable skill level. I also really enjoy force staffing into 4-5 enemies, ulting, and then flying into the air while my teammates finish them off. I've regularly had games where I end up 7/2/24 or so.
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
Logo
Profile Blog Joined April 2010
United States7542 Posts
December 09 2013 16:28 GMT
#87
On December 09 2013 19:42 Jotoco wrote:
Show nested quote +
On December 09 2013 15:31 epok wrote:
I read bulba posting about maxing Venomancers Q and I think he's on to something. His tick does massive damage and he can farm jungle stacks very easily with it, especially with a kinda fast soul ring depending on if he gets kills. It pays off best in my opinion to a) max gale and b) stack jungle for yourself.


Most creeps would need 2 level 4 gales to die, wouldn't they? It would take more than 22s to farm a single stack, I don't know if that is good enough.



Level 2 gale is 200 damage so I think 2 gales would take out or seriously injure most medium camp creeps. When you combine that with the fact that you can attack the slowed creeps as they chase you you can probably clear a medium camp pretty well. I doubt it's faster than the obvious XP winners like a solo lane, but the point is to find extra XP where you can while protecting your safe-lane. Certainly an interesting idea.
Logo
Skyro
Profile Joined May 2010
United States1823 Posts
December 09 2013 18:39 GMT
#88
On December 10 2013 01:28 Logo wrote:
Show nested quote +
On December 09 2013 19:42 Jotoco wrote:
On December 09 2013 15:31 epok wrote:
I read bulba posting about maxing Venomancers Q and I think he's on to something. His tick does massive damage and he can farm jungle stacks very easily with it, especially with a kinda fast soul ring depending on if he gets kills. It pays off best in my opinion to a) max gale and b) stack jungle for yourself.


Most creeps would need 2 level 4 gales to die, wouldn't they? It would take more than 22s to farm a single stack, I don't know if that is good enough.



Level 2 gale is 200 damage so I think 2 gales would take out or seriously injure most medium camp creeps. When you combine that with the fact that you can attack the slowed creeps as they chase you you can probably clear a medium camp pretty well. I doubt it's faster than the obvious XP winners like a solo lane, but the point is to find extra XP where you can while protecting your safe-lane. Certainly an interesting idea.


You can jungle much more efficiently lvling up wards + sting instead of gale + sting.
aintz
Profile Joined August 2010
Canada5624 Posts
December 09 2013 18:47 GMT
#89
galing neuts is just a huge waste of mana unless its stacked to shit.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2013-12-09 19:17:02
December 09 2013 19:09 GMT
#90
Well the point was stacked neutrals. Wards won't clear triple stacks all that fast in my experience (being single target and all), though it's generally a reasonable way to get some jungling in.
Logo
aintz
Profile Joined August 2010
Canada5624 Posts
December 09 2013 19:25 GMT
#91
u have to micro ur hero and wards to hit every single creep and refresh sting on them to clear stacked camps fast enough. at the current stage of the game ur either leaving gale at 1 and maxing others or ur maxing gale.

i personally would prefer maxing touch/wards (if im supporting) to push the lanes unless they have amazing antipush.
Skyro
Profile Joined May 2010
United States1823 Posts
December 09 2013 19:32 GMT
#92
Ok... but then why in the world would you be clearing triple stacks as Veno? Give it to your carry. And you really shouldn't be jungling much as Veno anyway outside of the laning phase. Really I don't see many reasons to lv gale past 1 early on unless for some reason you really need the extra damage for early ganks.
aintz
Profile Joined August 2010
Canada5624 Posts
December 09 2013 19:44 GMT
#93
On December 10 2013 04:32 Skyro wrote:
Ok... but then why in the world would you be clearing triple stacks as Veno? Give it to your carry. And you really shouldn't be jungling much as Veno anyway outside of the laning phase. Really I don't see many reasons to lv gale past 1 early on unless for some reason you really need the extra damage for early ganks.


good supports take reasonable farm for themselves, nothing is more useless than a support with no items at 30mins.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2013-12-09 19:49:10
December 09 2013 19:48 GMT
#94
Also not all carries can clear triple stacks early or easily.

Personally I've also taken to sting/wards, but you know when a good player like Bulba starts musing on something like max gale saying it's a good way to go I tend to at least give it some credit.
Logo
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2013-12-09 19:59:11
December 09 2013 19:58 GMT
#95
On December 10 2013 04:44 aintz wrote:
Show nested quote +
On December 10 2013 04:32 Skyro wrote:
Ok... but then why in the world would you be clearing triple stacks as Veno? Give it to your carry. And you really shouldn't be jungling much as Veno anyway outside of the laning phase. Really I don't see many reasons to lv gale past 1 early on unless for some reason you really need the extra damage for early ganks.


good supports take reasonable farm for themselves, nothing is more useless than a support with no items at 30mins.


And what does that have to do with clearing triple stacks? I already said that you're going to be more efficient jungling with wards than gale in any practical scenario. Early gale has its merits, but jungling isn't one of them.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
December 09 2013 20:22 GMT
#96
I was entertaining the idea of a W-Q-Q-E-Q-E-Q-.... build.

But I found that I was VERY effective for about half a second it took to hit Q and then was dead weight for 22s. It is good for ganking, but not very useful in teamfights, because it is too dependent on finding that 3 to 5 person gale in teamfights.

Maybe someone like Bulba can consciously rely on hitting money gale after money gale, but overall farm and XP progression of a (mostly) wardless, stingless veno is very slow. These two abilities are very good for farming and pushing
Myrddraal
Profile Joined December 2010
Australia937 Posts
December 10 2013 05:24 GMT
#97
Every now and again I take a second point in Gale before maxing Sting/Wards since the change where it does no tick damage at level one. I think it's a reasonable compromise because the jump in damage from 1->2 is pretty high and having one less level of wards early probably wont impact you too much unless you really needed to push fast.
[stranded]: http://www.indiedb.com/games/stranded
epok
Profile Joined September 2013
United States117 Posts
December 10 2013 18:46 GMT
#98
On December 10 2013 03:39 Skyro wrote:
Show nested quote +
On December 10 2013 01:28 Logo wrote:
On December 09 2013 19:42 Jotoco wrote:
On December 09 2013 15:31 epok wrote:
I read bulba posting about maxing Venomancers Q and I think he's on to something. His tick does massive damage and he can farm jungle stacks very easily with it, especially with a kinda fast soul ring depending on if he gets kills. It pays off best in my opinion to a) max gale and b) stack jungle for yourself.


Most creeps would need 2 level 4 gales to die, wouldn't they? It would take more than 22s to farm a single stack, I don't know if that is good enough.



Level 2 gale is 200 damage so I think 2 gales would take out or seriously injure most medium camp creeps. When you combine that with the fact that you can attack the slowed creeps as they chase you you can probably clear a medium camp pretty well. I doubt it's faster than the obvious XP winners like a solo lane, but the point is to find extra XP where you can while protecting your safe-lane. Certainly an interesting idea.


You can jungle much more efficiently lvling up wards + sting instead of gale + sting.

i disagree, atleast 2 points in gale and something like soul ring would be way less arduous than dealing with wards. unless you plan on blocking a camp spawn you have to place them far back and spend a lot of time kiting, seeing as how wards have a 5 second cool down. wards only do 50% of the damage your sting passive is listed at.
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2013-12-10 20:11:46
December 10 2013 20:00 GMT
#99
On December 11 2013 03:46 epok wrote:
Show nested quote +
On December 10 2013 03:39 Skyro wrote:
On December 10 2013 01:28 Logo wrote:
On December 09 2013 19:42 Jotoco wrote:
On December 09 2013 15:31 epok wrote:
I read bulba posting about maxing Venomancers Q and I think he's on to something. His tick does massive damage and he can farm jungle stacks very easily with it, especially with a kinda fast soul ring depending on if he gets kills. It pays off best in my opinion to a) max gale and b) stack jungle for yourself.


Most creeps would need 2 level 4 gales to die, wouldn't they? It would take more than 22s to farm a single stack, I don't know if that is good enough.



Level 2 gale is 200 damage so I think 2 gales would take out or seriously injure most medium camp creeps. When you combine that with the fact that you can attack the slowed creeps as they chase you you can probably clear a medium camp pretty well. I doubt it's faster than the obvious XP winners like a solo lane, but the point is to find extra XP where you can while protecting your safe-lane. Certainly an interesting idea.


You can jungle much more efficiently lvling up wards + sting instead of gale + sting.

i disagree, atleast 2 points in gale and something like soul ring would be way less arduous than dealing with wards. unless you plan on blocking a camp spawn you have to place them far back and spend a lot of time kiting, seeing as how wards have a 5 second cool down. wards only do 50% of the damage your sting passive is listed at.


The trick is to maximize each "set" of wards, either by stacking a camp or certain areas where you can pull two camps into one set of wards. Also you should be attacking each individial creep once to get full sting damage on them. This is not difficult to do.

Also let's step back here a moment, shall we? It feels like there is too much theorycraft/hypotheticals going on here (like large creep stacks and such) and people are not really focusing on what is going to actually happen in a game, like when you are jungling as Veno, the purpose of jungling as Veno, etc.

I don't know what scenario you guys are jungling in as Veno, but primarily I jungle with Veno at the very start of a match. In this case you have no choice but to go wards first. Also, other than the obvious gold/xp advantages of jungling, another big reason you jungle as Veno is to set up early ganks, or at the very least present that threat (to both mid and safe lanes). Obviously if you are using Gale to actually jungle, the cooldown won't be up to use to actually gank if the opportunity presents itself. Also mana is a huge issue for Veno early on and using Gales just to jungle is not efficient.

Even later on in the game when Gale is maxed I STILL wouldn't using Gale to jungle because you never know when a fight will break out, when a TP into counterattack is going to take place, etc. The cooldown and mana cost on Gale is simply too high to be used efficiently for jungling purposes in any practical scenario.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
December 10 2013 20:43 GMT
#100
On December 10 2013 14:24 Myrddraal wrote:
Every now and again I take a second point in Gale before maxing Sting/Wards since the change where it does no tick damage at level one. I think it's a reasonable compromise because the jump in damage from 1->2 is pretty high and having one less level of wards early probably wont impact you too much unless you really needed to push fast.


Yep. I do too.

Against invis heroes, for example, I gift then a gale when they run away, and usually they are low life so they have a good chance of dying.

People usually don't appreciate it much, but there was a game when I skilled gale in the middle of a battle and killed an invis hero because of it. Quick thinking, quick fingers and good decision making and nobody ever notices...
Prev 1 2 3 4 5 6 7 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#50
RotterdaM924
TKL 293
SteadfastSC190
BRAT_OK 156
IndyStarCraft 154
ZombieGrub92
EnkiAlexander 46
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 924
TKL 293
SteadfastSC 190
BRAT_OK 156
IndyStarCraft 154
ZombieGrub92
StarCraft: Brood War
Calm 2996
Mini 377
ggaemo 213
NaDa 7
910 6
Dota 2
monkeys_forever265
League of Legends
JimRising 432
Counter-Strike
pashabiceps1993
Super Smash Bros
Mew2King87
PPMD61
Other Games
summit1g5001
Grubby4644
Liquid`RaSZi1373
FrodaN1186
Beastyqt912
shahzam591
C9.Mang0321
Liquid`Hasu264
mouzStarbuck160
ArmadaUGS128
UpATreeSC77
NightEnD7
Organizations
Other Games
BasetradeTV447
Dota 2
PGL Dota 2 - Main Stream42
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• mYiSmile112
• davetesta8
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Eskiya23 11
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• imaqtpie2270
Other Games
• Shiphtur364
• WagamamaTV345
Upcoming Events
Replay Cast
2h 28m
Sparkling Tuna Cup
12h 28m
Afreeca Starleague
12h 28m
Snow vs Flash
WardiTV Invitational
13h 28m
SHIN vs Nicoract
Solar vs Nice
PiGosaur Cup
1d 2h
GSL
1d 11h
Classic vs Cure
Maru vs Rogue
GSL
2 days
SHIN vs Zoun
ByuN vs herO
OSC
2 days
OSC
2 days
Replay Cast
3 days
[ Show More ]
Escore
3 days
The PondCast
3 days
WardiTV Invitational
3 days
Zoun vs Ryung
Lambo vs ShoWTimE
OSC
4 days
Replay Cast
4 days
CranKy Ducklings
4 days
RSL Revival
4 days
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
4 days
Krystianer vs TriGGeR
Cure vs Rogue
uThermal 2v2 Circuit
4 days
BSL
4 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
RSL Revival
5 days
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
5 days
BSL
5 days
GSL
6 days
Afreeca Starleague
6 days
Liquipedia Results

Completed

Proleague 2026-05-02
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

YSL S3
Escore Tournament S2: W6
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.