Field of Valour

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Venomhide render

Venomhide

  • RANGED
  • DISABLER
  • PUSHER
  • ROAMER

A ranged disabler who controls the ground in front of the lane.

LANE PROFICIENCY
  • Mid54
  • Off90
  • Hard Support72
Primary attributes
ATTRIBUTE BASE PER LEVEL
Force attack lethality183.1
Flow ability economy and spell power262.4
Tempo action frequency232.8
Resolve survivability253.5
Secondary stats
Attack range650 cm
Attack point0.45 s
Move speed305
Base attack time1.7 s
Lock acquisition0.31 s
Armour3.5
Magic resistance25 %

The numbers on this page are placeholder content, not authored values.

Kit

ABILITIES
  • QBlood Toll

    Shields an ally and passes the next hit they take back to you.

    Damage70 / 125 / 180 / 235
    Duration2s / 3s / 4s / 5s
    Cooldown20s / 18s / 16s / 14s
    Cost80 / 95 / 110 / 125
  • EMire Verdict

    Burns the ground beneath the target for a few seconds.

    Damage90 / 145 / 200 / 255
    Duration3s / 4s / 5s / 6s
    Cooldown18s / 16s / 14s / 12s
    Cost90 / 105 / 120 / 135
  • CGrave Sunder

    Silences the target for as long as you keep the lock.

    Damage110 / 165 / 220
    Duration4s / 5s / 6s
    Cooldown16s / 14s / 12s
    Cost100 / 115 / 130
  • XBone Lash

    Cleaves the locked target and the unit standing behind it.

    Damage130 / 185 / 240
    Duration5s / 6s / 7s
    Cooldown14s / 12s / 10s
    Cost110 / 125 / 140
  • VQuake TollULTIMATE

    Throws a line of iron that stops at the first enemy it meets.

    Damage150
    Duration6s
    Cooldown12s
    Cost120
INNATE
Hunter's Eye

Keeps the last known position of a target you have locked.

ULTIMATE UPGRADE
Split Verdict

Transforms the ultimate into two buttons sharing one cooldown.

Talents

  • +30 move speed10+1s duration on Blood Toll
  • +15 armour15+18 attack speed
  • +8 attack damage20-15% respawn time
  • -2s cooldown on Blood Toll25+90 spell power

A point at each of levels 10, 15, 20 and 25, and then again at 27 to 30 — the later four take the side you passed over, so a hero at the level cap holds all eight. Both sides are always drawn: what you did not take stays visible.