
Hi! Today I’m looking at Vengeful Spirit in 7.41f, because she’s exactly the kind of hero whose recent changes come together into a very clear game plan: disrupt the enemy, trade positions, and keep pressuring the map even after death.
Role and abilities
Vengeful Spirit is an agile ranged hero with a difficulty rating of 1 out of 3. In terms of roles, she is strongest as a Support, but she also has Disabler and Initiator potential, and thanks to Retribution and her aura she doesn’t feel like a purely passive support.
- Magic Missile — a magical projectile that stuns and deals damage.
- Wave of Terror — a scream that reveals the fog of war and lowers enemies’ armor and attack damage.
- Vengeance Aura — boosts the damage of nearby allied heroes; after death, it grants a powerful illusion that can cast all abilities and deals full damage.
- Retribution — innate ability: the hero’s attacks gain both ranged and melee benefits, and this effect can only work on one target.
- Nether Swap — instantly swaps places with the chosen hero and interrupts casts; against an enemy it deals damage, and against an ally it grants a barrier.
I like that Vengeful Spirit’s kit is very straightforward, but still flexible: she can start fights, save an ally, interrupt a key spell, or just create chaos with one good Swap. And after the 7.41 changes, the hero feels even more like a character who is useful both while alive and when she should already be out of the fight.
Changes in the latest patches
If you go from the newest versions to the older ones, the picture is this: the hero was gradually pushed toward more stable support play through base stats, damage, and a stronger signature aura.
- 7.41e — the illusion from Aghanim’s Scepter no longer has the vision radius penalty that other illusions have.
- 7.41d — base health regeneration increased by 0.5; Magic Missile damage increased from 85/170/255/340 to 100/180/260/340.
- 7.41c — the self multiplier of Vengeance Aura increased from 20% to 25%.
- 7.41 — base movement speed increased from 295 to 300; base attack interval reduced from 1.7 to 1.5 seconds; Retribution now gives the owner’s attacks both ranged and melee benefits; Vengeance Aura now gives the owner 1.2 times more bonuses; Aghanim’s Scepter no longer refreshes ability cooldowns when creating an illusion; the owner multiplier increased from 1.2 to 1.3; all aura bonuses now fully affect the illusion; illusion damage from Aghanim’s Scepter was reduced from 115% to 100%.
To me, this is a very telling set of changes: the hero wasn’t just given bigger numbers, but made less awkward in normal play and noticeably more dangerous in long fights. What stands out most is that the link around Vengeance Aura and the post-death illusion became even stronger — that’s what makes Vengeful Spirit more than just a standard support pick.
Statistics
According to OpenDota, over the last 7 days Vengeful Spirit had 351,663 games and a 52.4% win rate in public matches. That puts her 12th out of 127 heroes by win rate and 41st by number of games.
The rank-by-rank picture also looks steady and without any major dips:
- Herald — 53.9%
- Guardian — 53.2%
- Crusader — 53.1%
- Archon — 52.6%
- Legend — 52.1%
- Ancient — 51.8%
- Divine — 50.7%
If you look only at the numbers, Vengeful Spirit doesn’t look like a lucky patch outlier: her win rate stays above 50% on almost every tier, and especially confidently at the lower ranks. I think that’s a good sign for a hero who should be valuable not just through mechanics, but through clear execution.
Items and opponents
In pro matches, according to OpenDota, Vengeful Spirit most often goes for very logical items: in the early game she buys simple stats and consumables, then builds items that help her either survive or increase her damage and positioning.
- Start: Iron Branch, Tango, Faerie Fire, Circlet, Magic Stick, Observer and Sentry Wards.
- Early game: Boots of Speed, Power Treads, Wraith Band, Blade of Alacrity, Tranquil Boots, Bracer.
- Mid game: Blade of Alacrity, Specialist’s Array, Staff of Wizardry, Broadsword, Ogre Axe, Point Booster.
- Late game: Eaglesong, Manta Style, Hydra’s Breath, Butterfly, Aghanim’s Scepter, Yasha.
The matchup data in the pro sample is also pretty interesting: the hero looks especially good against opponents who can be slowed down or punished for bad positioning, while mobile or aggressive heroes cause her more trouble.
- Best against: Legion Commander — 75.0% wins in 20 games; Largo — 71.4% in 21 games; Clinkz — 65.5% in 29 games.
- Worst against: Clockwerk — 32.0% in 25 games; Nature’s Prophet — 34.3% in 35 games; Treant Protector — 35.0% in 20 games.
Honestly, I think Vengeful Spirit looks very alive as a support right now: she has clear control, useful damage, strong team value through her aura, and even after death she doesn’t turn off. In 7.41f she isn’t a hero with one flashy button, but rather a reliable tool for tempo and team-focused Dota, and that’s why I’d expect her to stay relevant — though of course we’ll see how quickly the meta starts responding to that.
Source: official Dota 2 data and OpenDota.
Discuss on the forum (1 reply)



I tried the new aura setup and the hero felt way less useless late. Even when I died first, the illusion still kept hitting towers and it actually mattered.
ghost support gaming 🙂
Yeah, the death illusion part is the real deal, not just the raw stats. I had one game where I got bursted, but the aura still kept buffing our hitters and they finished the push anyway.
300 мса ей очень в тему 🙂
Лінка на ній ще жива чи ні?
Ситуативно
Залежить від драфту. Проти таргетного контролю норм, але якщо тебе ловлять масово, лінка вже не вирішує все сама.
Venge is basically a lane bully now
Not really, she still needs setup and levels to become scary
Come on, with the new numbers and the aura buff, how many supports do you really want to walk into her lane? Maybe not every lane is free, but she definitely feels way less passive than before.
swap in, peace out
honestly venge looks more like a core now than a support sometimes. if you are only buying wards and brown boots, you are wasting the hero.
No, she still wins by enabling others.
Has anyone tried skipping the greedy damage stuff and just going full utility on her now? I keep seeing mixed builds and I want to know if the aura path is enough, or if you still need one core item to feel useful.
А против кого ее лучше брать теперь?
Против тонких и жадных
Вижу венгу, сразу бью в бан