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

HERO GAME PLANI 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.
My recommendation is a starting point. We choose another position together with the team and for its needs.
Help the lane, provide vision and keep the ally alive first; expensive upgrades follow the necessary team purchases.
I contribute through laning, control and movement. I adapt the expensive core route to my budget.
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.
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.

Provide mana for laning and regular ability use.

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

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

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

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

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

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

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

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.
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.
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.

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…
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.
Summons 2 golems.
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.

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.
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.
Increases the health and explosion damage of minor imps.
These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.
Items, slang and real episodes help connect abilities with what happens in a match.