Heretic Witch Doctor


Nazeebo has a variety of unique skills and a high damage capacity, making him one of the more unorthodox specialists around. That being said, his proclivity towards crowd control and obnoxious damage push him to be a powerful hero. His trait poisons his auto attacks, doing significant damage over time if he can keep up a stream of darts. This makes him a fearsome laner and someone not to be ignored.

His heroic abilities allow this Witch Doctor to bring a friend to the fray, be it a channeled Ravenous Spirit or a lumbering Goliath. A spot-on Zombie Wall followed by spiders, frogs, and an angry zombie giant will render most enemies to jelly. Because of this, a skilled Nazeebo can poke, kite, and trade like no other – it is his squishiness and lack of escape that keep his power levels in check.

  • Damage
  • Tankiness
  • Healing
  • Self-sustain
  • Utility
  • Mobility


Voodoo Ritual (D)

Ability and attack damage poisons enemies for 100 (24 + 4 per level) additional damage over 4 seconds. If a poisoned enemy dies, Nazeebo regenerates 1.95% Health and 1% Mana.

Voodoo Ritual is an excellent damage steroid for Nazeebo’s abilities and Basic Attacks. Nazeebo’s entire laning phase is reliant on this Trait, because the Health and Mana restoration is what makes you a self-sustaining machine. Make sure you’re hitting every single Minion in the wave with your Basic Attacks or abilities 4 seconds before they die. That way, they’ll have Voodoo Ritual applied to them, die, and restore your Health and Mana.

Getting comfortable with this sort of “last-hitting” mechanic on Nazeebo will help you out tremendously, considering the standard level 1 talent Death Ritual.

Corpse Spiders (Q)

60 Mana
Cooldown: 10 seconds
Deal 200 (48 + 8 per level) damage and create 3 Corpse Spiders that deal 30 (11 + 1 per level) damage. Spiders last for 4 seconds.

Corpse Spiders are your primary means of dealing damage with Nazeebo. The best way to deal damage with this ability, is by making sure your ability hits in the area where your target is, dealing the initial damage plus making the Corpse Spiders themselves attack your target. Corpse Spiders are untargetable, so if you’re able to throw them onto your opponent, they’re basically forced to back away, or take a lot of damage.

In teamfights, it’s also very difficult for people to see your Corpse Spiders, allowing you to deal damage unbeknownst to your enemy.

Zombie Wall (W)

70 Mana
Cooldown: 14 seconds
After a short delay, create a ring of Zombies surrounding the target area that deal 58 (20 + 2 per level) damage and last for 3 seconds.

Zombie Wall is a crowd-control ability that traps all targets caught inside for 3 seconds, or until they kill your Zombie Wall. The most difficult part about this ability, is the short delay before the Zombies spawn. It’s best to try and anticipate where your opponent is going to be approximately 1 second after you use Zombie Wall. That way, they get caught in the middle, and it gives you a free opportunity to throw your Corpse Spiders and Plague of Toads inside of the Zombie Wall.

Zombie Wall can also be re-activated to destroy the wall. This can be extremely useful if you accidentally catch your own teammates inside, allowing the enemy team to freely attack a stand-still target.

Plague of Toads (E)

55 Mana
Cooldown: 10 seconds
Create 5 Toads that deal 190 (38 + 8 per level) damage.

Plague of Toads creates a small wave of Toads that march forward, detonating onto the first target hit, or until they travel for a certain distance. They start out on Nazeebo, then fan outward in a cone shape from your Hero, so if you’re trying to maximize the damage output of Plague of Toads, it’s best to be closer to your target. Plague of Toads is a great tool for destroying Minion waves, because of the Area of Effect damage it causes.

Similar to Corpse Spiders, unleash your Plague of Toads onto groups of enemy Heroes in teamfights, and watch your damage ramp up, and your enemies flee in terror.

Gargantuan (R)

90 Mana
Cooldown: 60 seconds
Summon a Gargantuan that guards you for 20 seconds. Deals 330 (45 + 15 per level) damage to nearby enemies when summoned, attacks for 500 (120 + 20 per level) damage, and can be ordered to stomp, dealing 330 (45 + 15 per level) damage. The Gargantuan deals extra damage to Minions and Structures.

Nazeebo’s Gargantuan hits like a truck, and increases his lane-pushing and jungle pressure exponentially. The low-cooldown Heroic is a great tool for increasing your damage in teamfights, and for pressuring lanes on the map. The only downside to this Heroic, is that you’re unable to control where the Gargantuan goes — as his job is to “guard” you, and guard you he does. Re-casting Gargantuan commands him to “Stomp“, which deals a large amount of Area of Effect damage on a very low cooldown.

Ravenous Spirit (R)

100 Mana
Cooldown: 90 seconds
Channel a Ravenous Spirit that deals 380 (76 + 16 per level) damage per second. Cannot move while channeling. Lasts for 8 seconds.

Ravenous Spirit is a channeled Heroic, that spawns a Spirit of Doom on your foes. While you remain completely immobile during the channeling, you’re able to control the location and damage allocation that the Ravenous Spirit causes, making it the stronger single-target damage dealing Heroic. Positioning is quite crucial with Ravenous Spirit, because of the immobility of your Hero, but the range on it makes up for that small caveat.


Level 1 Talents

Death Ritual is the sole purpose behind Nazeebo’s early game. With this talent, it further increases the necessity to ensure that minions die with your Voodoo Ritual on them. The permanent increase in Health and Mana adds up very quickly, and will result in a massive stat pool increase in the later time periods of your game. The more diligent you are with your Voodoo Ritual killing, the greater the bonus you gain to your stats later on. Practice this mechanic, because it pays off in the long run.

Level 4 Talents

A large portion of Nazeebo’s damage comes from his Corpse Spiders, and his Basic Attacks. Spider Cluster inadvertently adds damage to your Corpse Spiders, because it increases the amount of Spiders you spawn with the ability. This is the strongest level 4 talent, because it gives you the highest amount of sustained teamfight damage for later on in the game.

Level 7 Talents

For level 7, Gidbinn is the best choice for increasing your damage output. The increased duration on your Corpse Spiders, and damage radius of your Plague of Toads is a huge benefit. Having an extended timer on your Zombie Wall also allows you to kill targets that otherwise would have escaped. If you think you’re going to have a lot of difficulty dealing with your opponents lane-pushing, specifically on maps like Haunted Mines, or Sky Temple, then choosing Calldown: MULE is also an option.

Level 10 Heroics

Because I think immobility on a damage-dealing Hero is ridiculous, I always choose Gargantuan for level 10. The amount of damage this monster can dish out is absurd, and he makes you a structure-pushing machine during siege. At this point, you’re also able to take out Mercenary and Siege camps with the Gargantuan assisting you. Gargantuan also acts as a deterrent for potential ganks. His Stomp, and Basic Attack damage will absolutely crush your enemies. Remember to use Stomp in a teamfight, because it deals Area of Effect damage.

Level 13 Talents

Nazeebo’s main weakness is his limited mobility. Taking Sprint is the best way to deal with that, as it allows you to escape a lot of dangerous situations without taking a scratch. Sprint’s low cooldown will keep you alive better than any other talent at this level — lets face it, you can’t do damage while you’re dead, so this is indirectly a sustained damage increase as well. Run Nazeebo, run!

Level 16 Talents

Leaping Spiders will net you the largest damage increase from level 16, because of the previous talents chosen to maximize the damage of Corpse Spiders. This build is safe damage, because (as I said earlier) your Corpse Spiders cannot be targeted. Leaping Spiders will force basically any target to either commit to dealing damage to you, or suffer the consequences.

Level 20 Talents

Humongoid is a great choice if you don’t think you need the survivability from Bolt of the Storm. Humongoid turns your Gargantuan into an even scarier monstrosity, increasing his Siege damage, and his life-time to infinity (unless slain). If your siege and lane pushing wasn’t ridiculous before, it certainly is now. Choose Bolt of the Storm if you’re having a difficult time staying out of harm’s way.