
Hello! Today I’m looking at Venomancer in 7.41f, because this hero has once again ended up in the middle of a series of small but noticeable tweaks over the last few patches. His core idea is still instantly recognizable: constant poisonous pressure, slows, map pressure, and nasty wards that make it hard to play peacefully.
Role and abilities
According to the hero description, Venomancer deals periodic damage with poisonous attacks. He is a universal ranged hero with a straightforward but very annoying game plan for opponents: he drags fights out, slows the pace, and forces enemies to deal with constant damage.
- Poison Sting — innate passive: the hero’s attacks slow enemies and deal periodic damage.
- Venomous Gale — a poisonous projectile that travels in a line, hits enemies, deals damage, and applies a slow with periodic damage.
- Snakebite — a new basic ability after 7.41: summons an offspring of Aktok that latches onto the target, deals magical damage, and poisons it with toxin; if the victim attacks, the initial damage is repeated.
- Plague Ward — summons a plague ward that attacks enemy units and structures and inherits the current level of Poison Sting.
- Noxious Plague — applies a plague with initial damage, a slow, and periodic damage based on the target’s max health; when it ends, it can spread further along with debuffs applied by the owner.
In terms of roles, the hero looks like a classic support with a mix of nuker, disabler, pusher, and initiator. I think that exact mix is what makes him so comfortable in long pub games: he doesn’t have to win the fight immediately, but he almost always leaves behind a very unpleasant battlefield.
Changes in the latest patches
If you look at the recent versions from newest to oldest, Venomancer has picked up a number of targeted tweaks. In 7.41f there are no separate changes for the hero in the data, but the previous versions have already shown clearly where he is being pushed.
- 7.41e — increased Snakebite initial damage from 40/60/80/100 to 40/70/100/130.
- 7.41d — intelligence gain was increased from 1.8 to 1.9 and damage gain per level from 3 to 3.1.
- 7.41c — Poison Sting movement slow was reduced from 10% to 8%.
- 7.41c — Snakebite damage per second was changed from 20/25/30/35 to 10/20/30/40.
- 7.41c — level 15 talent for bonus slow from Poison Sting was increased from 7% to 10%.
- 7.41c — level 20 talent was changed from a bonus to Snakebite to +100 initial damage for Snakebite.
- 7.41 — removed innate Septic Shock and made Poison Sting an innate ability.
- 7.41 — Poison Sting now works through the hero’s attacks and has its own damage and duration values.
- 7.41 — Venomous Gale received a new Aghanim’s Shard effect: increased cast range and projectile speed, plus the creation of 2 plague wards around enemy heroes hit by the projectile.
- 7.41 — Snakebite became a new basic ability.
- 7.41 — Noxious Plague was heavily reworked: it now works only on the target, gained debuff spreading, changed mana cost, duration, initial damage, spread radius, and max health damage.
- 7.41 — Noxious Plague received an Aghanim’s Scepter upgrade that reduces cooldown and strengthens plague spreading from heroes.
- 7.41 — talents were reworked: some bonuses were shifted toward Poison Sting, Snakebite, and Noxious Plague.
By feel, after this series of changes the hero became even more focused on sustained pressure through poison and chained effects rather than burst damage. To me, that seems like a logical direction: Venomancer should be annoying gradually, not just jump in and disappear.
Statistics
According to OpenDota, over the last 7 days Venomancer has been played in 280,501 public matches, and his win rate was 48.8%. That puts him in 86th place out of 127 heroes by win rate and 53rd by number of games.
- Herald — 47.9%
- Guardian — 49.2%
- Crusader — 49.0%
- Archon — 48.6%
- Legend — 49.0%
- Ancient — 48.8%
- Divine — 47.9%
In professional matches, according to OpenDota, the hero had 6 picks and 4 wins in the latest period, which gives 66.7%, and 1 ban. I wouldn’t rush to draw big conclusions here: the sample is very small, but it’s still a nice sign for a hero that is often picked for map control and extended fights.
Items and matchups
Looking at professional matches, Venomancer’s item build is pretty much what you’d expect: he likes early utility, then gradually turns the game into a marathon that is miserable for the enemy.
- Starting items: Iron Branch, Tango, Blood Grenade, Observer and Sentry Wards, Faerie Fire, Sentry Ward
- Early game: Boots of Speed, Urn of Shadows, Arcane Boots, Tranquil Boots, Power Treads, Chainmail
- Mid game: Arcane Boots, Staff of Wizardry, Diadem, Spirit Vessel, Pavise, Force Staff
- Late game: Force Staff, Aghanim’s Scepter, Glimmer Cape, Blink Dagger, Mystic Staff, Pipe of Insight
The matchup picture is interesting too. According to OpenDota, among enemies with 20+ games Venomancer looks best against Magnus, Medusa, and Dragon Knight. His worst matchups are Bane, Legion Commander, and Ember Spirit. I think that says a lot about his nature: this is a hero who loves opponents that can’t quickly close the gap and force the tempo, but struggles when the enemy can suddenly turn a fight or pressure him through mobility and control.
Conclusion
In 7.41f Venomancer didn’t receive a separate new tweak, but in the latest patch cycle he was already noticeably adjusted: Snakebite was buffed, growth values were tuned, Poison Sting was updated, and Noxious Plague was heavily reimagined. By the numbers, he doesn’t look overwhelmingly strong right now, but he remains a very clear hero who knows how to make the game sticky and awkward. I’d expect him to stay a steady pub presence and show up in careful drafts where slows, vision, and prolonged area control matter.
Source: official Dota 2 and OpenDota data.
Discuss on the forum (1 reply)



Hot take, Veno is better as a draft tax than a hero. You pick him to force awkward lanes, bad movement, and extra detection, not because his numbers are amazing. If the enemy plays clean, he looks kind of fair, which is why people keep underrating him until the map turns into a swamp. That is still useful though.
У меня веник в пабе однажды просто без агана всю карту запачкал, и враги реально не могли нормально зайти на хайграунд.
The shard part sounds way nastier than the stat page makes it look. Extra wards around heroes is classic Veno grief material in the best way.
Мені зайшло, що Poison Sting тепер на атаках. Для лейну це дуже противно, особливо коли сапорт не може просто стояти осторонь.
Веник вообще сильнее, чем кажется
Ну да, если не смотреть только на винрейт в лоб. В пиках под темп и долгие драки он очень неприятный.
Сильно, но не везде
Честно, 48,8% для такого героя это почти норма. Веник всегда был удобным в затяжке, а не каким-то зверем для соло-катки.
Не совсем. Для героя, который должен давить темп и держать линию, это все же скромно. В пабе его часто берут просто ради грязи, а без раннего преимущества он быстро проседает и уже не выглядит страшно.
Ну так я и говорю, скромно, а не сильно. Просто тут по ощущениям его любят сильнее, чем показывают цифры, вот и все.
Та ні, для сапорта з таким тиском 48,8% виглядає скромно. Якщо він не задав темп з лінії, далі вже просто бігає й лякає, а не душить по-справжньому.
Poison Sting на атаках – это вкусно
Да, и по мелочи бесит сильно
Ті пачки вардов – бруд)))
Veno should be left alone in lane and ignored after that. Chasing him around is how people lose games for no reason.