HERO / GET TO KNOW THEM

Warlock

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
WarlockHERO GAME PLAN

What I want to do in the game

I support the lane, link enemies with Fatal Bonds, and turn the fight with a golem summon.

Summoning forth his demonic golem, Warlock brings ruin to enemies and destroys their defenses. Yet even without his golem, his dark spells can still wreak havoc, whether healing allies and harming enemies with a word, or binding foes together to share their agony.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

05

Hard support · position 5

Initial recommendation

Help the lane, provide vision and keep the ally alive first; expensive upgrades follow the necessary team purchases.

04

Support · position 4

I contribute through laning, control and movement. I adapt the expensive core route to my budget.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

I pick this for a teamfight with clustered targets: Fatal Bonds and the golem are stronger when allies can deal AoE damage.

What I watch out for

Enemies can spread out, dispel eligible effects and reach me before my main cast. A greedy Refresher must not leave me without a basic save.

What I do in combat

I apply Bonds to the relevant group before allied damage. I save the golem to start an important fight or stop a dangerous initiation, then keep controlling it afterwards.

What I check first

An expensive Refresher does not justify an empty inventory before it: I need at least one survival tool.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Hard support · position 5

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepArcane Boots

    Provide mana for laning and regular ability use.

  2. 02 / FoundationGlimmer Cape

    Adds a protective tool and hides the chosen ally; invisibility does not replace escaping detection.

  3. 03 / FoundationAghanim's Shard

    Unlocks or upgrades Upheaval, Eldritch Summoning. The exact effects are shown below in the abilities section.

  4. 04 / Next choiceAghanim's Scepter

    Unlocks or upgrades Shadow Word, Chaotic Offering. The exact effects are shown below in the abilities section.

  5. 05 / Next choiceRefresher Orb

    Lets you repeat your main power window. Before buying, I consider whether I will have enough mana for both casts.

What I change for the situation 3 options
Force Staff ↗

Moves me or an ally out of danger; direction depends on the target's facing.

Aeon Disk ↗

Protects against sudden focus fire. I account for the cooldown and the fact that my damage is limited while it triggers.

Holy Locket ↗

Strengthens the hero’s healing plan and provides another source of restoration when needed.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Fatal Bonds

Binds several visible enemy units together, causing a percentage of the damage dealt to one of them to be felt by the others.

↻ 42 / 34 / 26 / 18 sec.Mana 120 / 130 / 140 / 150
Ability

Shadow Word

Warlock whispers an incantation, casting a spell on a unit that makes it deal damage to nearby enemy units and heal nearby ally units. Target Unit will also heal or be damaged depending on whether they are ally or enemy.

↻ 15 / 14 / 13 / 12 sec.Mana 110 / 120 / 130 / 140
Details and upgrades

Warlock whispers an incantation, casting a spell on a unit that makes it deal damage to nearby enemy units and heal nearby ally units. Target Unit will also heal or be damaged depending on whether they are ally or enemy.

Aghanim’s Scepter

Increases the effect radius. Shadow Word affects additional units, prioritizing heroes; healing and damage on additional targets are reduced.

Mechanics note: some upgrade numbers are missing from the source; I check the exact values in the client.
Ability

Upheaval

CHANNELED — a powerful flow of energy that slows and damages enemies, growing stronger as it is channeled. Lasts up to 10/12/14/16 sec. The effect persists for 1 sec.

↻ 45 / 40 / 35 / 30 sec.Mana 100
Details and upgrades

CHANNELED — a powerful flow of energy that slows and damages enemies, growing stronger as it is channeled. Lasts up to 10/12/14/16 sec. The effect persists for 1 sec. after an enemy leaves the area or the ability is interrupted.

Aghanim’s Shard

While channeling, Warlock spawns a minor imp every 2 seconds that lasts for 15 seconds and explodes dealing damage to all enemies around them upon death.

Ability

Chaotic Offering

Summons a golem from the depths of the earth, stunning enemies for 0.8 sec. The golem lasts 60 sec., takes less damage from spells, has increased slow resistance, and has two abilities: one burns nearby enemies, while the other adds to its attacks…

↻ 165 sec.Mana 200 / 400 / 600
Details and upgrades

Summons a Golem from the depths, stunning enemies for 0.8 seconds. The Golem lives 60 seconds, takes reduced damage from spells, has increased Slow Resistance, has Permanent Immolation and Flaming Fists on attack.

Aghanim’s Scepter

Summons 2 golems.

Innates, upgrades and other forms1 ability +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

Innate

Eldritch Summoning

When a unit affected by any of the hero’s abilities dies, a lesser imp appears at its location, lasting 15 sec. and exploding on death.

Full description and upgrades

A unit dying while affected by any of the hero's abilities spawns a minor imp that lasts 15 seconds and explodes on death. The imp automatically chases nearby enemies, prioritising heroes affected by Fatal Bonds, and explodes on reaching its target.

Aghanim’s Shard

Increases the health and explosion damage of minor imps.

Valve base stats +
Health · base
604
Mana · base
375
Damage · Valve field
52–62
Armour · Valve field
2.67
Movement speed
300
Attack range
600
Strength · base / gain
22 / 2.4
Agility · base / gain
10 / 1
Intelligence · base / gain
25 / 3.1

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

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One hero. Many decisions.

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