
Attributes
Combat
Resources





Win Rate by Rank
Bar scale: 40% – 60% win rate range
Herald
0–770
Guardian
770–1540
Crusader
1540–2310
Archon
2310–3080
Legend
3080–3850
Ancient
3850–4620
Divine + Immortal
5000+
Venomancer 7.41e Guide
Without current win rate data, it's difficult to pinpoint Venomancer's exact meta position, but the hero remains a niche pick that thrives in specific lineups rather than as a universal carry or support. Venomancer's strength lies in his ability to apply sustained poison damage and control space with Plague Wards, making him valuable against melee-heavy teams or in extended teamfights where his damage compounds.
Success with Venomancer depends on leveraging his poison application early and transitioning into items that amplify his damage output over time. Core builds should prioritize items that enable positioning and survivability while maximizing poison effectiveness, with progression toward damage-scaling items as the game extends. The hero rewards patient, methodical play that forces enemies into unfavorable fights rather than seeking quick kills, meaning your team needs to respect Venomancer's timing windows and avoid forcing early high-ground attempts.
Venomancer struggles significantly against burst-heavy lineups and fast-paced drafts that punish his immobility and relatively low burst damage. Games that end quickly before poison stacking becomes relevant heavily favor opponents, and he's particularly vulnerable to mobile heroes that kite around Plague Wards or disable him before engagements develop. Avoid picking Venomancer into lineups built around early aggression, fast farming cores, or heroes with high mobility and gap closers that can catch him out of position.
Meta Insight
Meta insight unavailable.
Duration data unavailable.
Position 4 Soft Support means playing a hero who enables the carry and team while farming less than the Position 5 hard support. Venomancer's job is to control space with poison damage and utility, enable kills through crowd control, and scale into the mid and late game with item investments. See the Fundamentals page for the full position breakdown.
Full position breakdown → FundamentalsVenomancer's lane identity revolves around applying poison pressure and zoning enemies with Poison Sting and Venomous Gale. Winning Venomancer players prioritize securing kills on enemies who walk into poison stacks and positioning to apply damage while staying out of danger. Early game win rates drop sharply before 15 minutes (46.4%), so the goal is to survive safely and set up the mid-game spike rather than force early all-ins.
The data shows Venomancer's first significant spike occurs around 18–25 minutes, when Spirit Vessel (52.7% win rate), Solar Crest (58.1%), and Aghanim's Scepter (58.7%) become available. Once these items are completed, winning Venomancer players transition into smoke ganks (ambushing enemies with a smoke of deceit), execute focused teamfights where poison damage compounds, and leverage the improved survivability and utility to secure objectives. The 15–20 minute window (56.2% win rate) marks the beginning of this spike, and maintaining momentum through the 20–25 minute window is critical.
Venomancer's win condition in the late game (30–55 minutes) is to position in teamfights where poison damage applies continuously while using utility items like Force Staff and Glimmer Cape to protect allies and kite away from enemies. The hero's win rate remains above 50% through 45 minutes but declines after 50 minutes, suggesting Venomancer should focus on closing games before ultra-late scenarios where raw scaling limits effectiveness. Winning Venomancer players stay on the edge of fights, maintain vision control with wards, and ensure their carry has space to deal damage while poison does the work.
Based on 505 pro matches — ESL One Birmingham 2026 + PGL Wallachia Season 8 + DreamLeague Season 29 + BLAST Slam VII
View full research → Research page⚠️ Item timing data reflects all pub game modes and MMR ranges — pro matches will show faster item completion times and different itemization priorities based on game state and opponent coordination.