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Victus is a powerful force who offers his team immense control and damage on the battlefield. Fading Echoes rewards being in the thick of things by allowing him to stay there longer and bolstering each swing of his mace. Finding new victims with Deafening Omen and following up with Herald gives Victus good control and mobility in fights. Death Toll has solid damage and a fearsome disable that forces enemies to choose between fleeing like cowards or staying to fight a risky battle. Resonance is a powerful ability that makes the Iron Voice near unopposed in melee combat. While a rather simple ultimate, careful positioning of his spells and timing of his attacks can turn the tides of battle. A chorus of dread that builds over time, failing to stop this juggernaut's advance can lead to even the largest of armies being crushed underfoot.
Teleport to any enemy affected by Deafening Omen, ending the effects early on the target.
Ability: Target Unit Cooldown: 4 Range: Global
...though few can hope to impede or outrun it.
Notes
Learnt when Deafening Omen is learnt.
Can only targets slowed and revealed by Deafening Omen.
Death Toll
Summon a Bell, damaging enemies upon arrival. After 4 seconds, it rings to force nearby enemies to walk to it.
Ability: Target Area Mana Cost: 75, 90, 105, 120 Cooldown: 16 Range: 750 Radius: 500 Damage: Magical Damage: 70, 140, 210, 280 Forced Movement Duration: 2, 2.4, 2.8, 3.2
The Bell is stationary and can be attacked to be destroyed, preventing the ring.
Health: 20% of his Max Health Armor: 5 Collision Size: 30 Vision Range: 1800/1800 Bounty: 125
When the knell of this infamous brass dome is heard, death is sure to follow.
Notes
The bell can only be damaged by attacks and is spell immune.
Enemies cannot act for the duration of the forced movement.
Ultimate Abilities
Resonance
Attacks deal bonus damage over 4 seconds, refreshing with each attack. If refreshed after at least 2 seconds, the bonus damage will spread to enemies around the target.
Additionally, if Fading Echoes or Deafening Omen hits the Bell, their effects will spread to enemies around it.
Ability: Passive Damage: Pure Damage per Second: 30, 40, 50% of Attack Damage Attack Spread Radius: 450 Bell Spread Radius: 300, 400, 500
The devastation wreaked by the Iron Voice can be heard and felt by all throughout the land.
Notes
Damage scales off total attack damage, including raw damage bonuses.
Damage scales off his attack damage stat, not the damage dealt by the hit.
If the attack misses, the damage will not be applied.
If the attack spread hits an already affected enemy, the duration will be refreshed.
This secondary refresh cannot cause an attack spread.
A single enemy cannot be hit by both the original spell and the bell spread at the same time.
Hero Talents
+40 Fading Echoes Hero Damage Steal
25
+250 Death Toll and Bell Spread Radius
+2s Resonance Duration
20
Resonance Affects Buildings
15 Strength
15
Removed Herald Cooldown
20 Damage
10
200 Health
Discussion
Resonance gives Victus a lot of damage, but is especially potent when he learns to strike at the right moment instead of thrashing around non-stop. His level 6 is a surprisingly strong powerspike for a passive ultimate since it augments all his basic abilities, so use that to your advantage. Fading Echoes is the foundation of his ability to survive and deal damage, so position yourself to hit as many targets as possible. The bonus damage for himself noticeably improves his ultimate while the reduced damage can allow his Bell to survive for longer as well. Deafening Omen can help keep up with targets while Herald allows him to instantly close the distance. While the initial projectile is rather fast, the range is rather short so it is better to use it in a fight than to start one. Be careful when blinking since it will remove the slow and vision, so decide whether it is better to actually do so or not, especially after taking the talent.
Death Toll excels at zoning the enemy and controlling an area due to its near Reverse Polarity levels of crowd control. The spreading effect is especially strong when placed well, allowing him to tag as many enemies with Fading Echoes as well as Deafening Omen, thus increasing the jump distance and target count for Herald. The initial damage is just icing on the cake, so place it more to dictate where the enemy can go rather than placing it right on them for the nuke. For example, place the Bell in front of your path while fleeing to dissuade gankers from pursuing further. This spell synergizes well with allies and items that can either keep enemies in range of the ring like Kinetic Field or lessen their ability to destroy the Bell like Heaven's Halberd, so build accordingly.
In terms of weaknesses, Victus has few counters. Mobile and ranged heroes who can remain out of his ranges can be a problem but clever use of his spells can help him alleviate this partially. As most of his durability comes from attack damage reduction, spell damage will be the best way to put him into an early grave. Carries who can purge off the reduction and illusion heroes can possibly still pose a threat in terms of attacks, so timing Fading Echoes is key against them. Disarming him early in a fight or just before he can spread Resonance can negate a lot of his damage while silences can disrupt his combos. While stuns are ideal, Black King Bar is such a natural item for him so be prepared with piercing stuns. All in all, he can be countered but he definitely has ways of fighting back.
As the inspirational lovechild of Elder Titan and Kunkka, he can be played as either a damage focused core or a utility focused hero depending on what your team needs more. His talents lend to this idea, where the left side of the gives him more upfront power in fights while the right simply offers more options and quality of life bonuses. Choose accordingly to counter the enemy or synergize with his team. Due to how Resonance never stacks, it is more beneficial to build Victus with more attack damage than attack speed. With this in mind, raw damage bonus can be considered unlike Enchant Totem or God's Strength, but building Strength remains beneficial since the added health makes his Bell tankier as well. Critical strikes do not enhance his spread damage like Tidebringer would, so don't build Daedalus and expect to one-shot the enemy. Divine Rapier is fair game though.
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