Slippers of Agility
Slippers of Agility
Slippers of Agility
Iron Branch
Iron Branch
Tango
Healing Salve
Poor Man's Shield
Boots of Speed
Ring of Basilius
Sentry Ward
Power Treads
Vladmir's Offering
Bottle
Desolator
Monkey King Bar
Butterfly
Vanguard
Assault Cuirass
Divine Rapier
Divine Rapier
Divine Rapier
Divine Rapier
Divine Rapier
Divine Rapier
Divine Rapier
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Hey guys(and girls)! My name is MadMoose and this is my first guide ever, so bear with me.
I started original DotA back in 2007 and fell in love with it. That is to say, I played it all day er'day because it was the bee's knees. I played pubs mainly with a friend or two, and some inhouses from time to time.
Eventually, I dropped off the face of the DotAsphere around 2009, around the dawn of the "bot era". It may have had something to do w/ getting banned from DotaCa$h, but my memory is hazy when I think of those times...
Anyhow, I got into League of Legends (LoL) for about a year at the urging of my friends, but 7,000 akali kills and 500 surrenders later, I found myself starting up DOTA 2 for the first time. I haven't been able to put it down since.
Having played on-and-off for about 5 years, I've come to understand the in's and out's of DotA and games similar in nature. As I stated before, this is my first guide for any game/hero and so there are bound to be mistakes that need fixing and gaps that need filling. Be kind enough to point them out to me, and I will gladly correct the errors, wherever they may be. I learned most of the formatting as I went, and it's not exactly where I want it to be, but its passable in my opinion. With that said... let's get started
When the hunted tell tales of Gondar the Bounty Hunter, none are sure of which are true. In whispered tones they say he was abandoned as a kit, learning his skill in tracking as a matter of simple survival. Others hear he was an orphan of war, taken in by the great Soruq the Hunter to learn the masters skill with a blade as they plumbed the dark forests for big game. Still others believe he was a lowly street urchin raised among a guild of cutpurses and thieves, trained in the arts of stealth and misdirection. Around campfires in the wild countryside his quarry speaks the rumors of Gondars work, growing ever more fearful: they say it was he who tracked down the tyrant King Goff years after the mad regent went into hiding, delivering his head and scepter as proof. That it was he who infiltrated the rebel camps at Highseat, finally bringing the legendary thief White Cape to be judged for his crimes. And that it was he who ended the career of Soruq the Hunter, condemned as a criminal for killing the Princes prized hellkite. The tales of Gondars incredible skill stretch on, with each daring feat more unbelievable than the last, each target more elusive. For the right price, the hunted know, anyone can be found. For the right price, even the mightiest may find fear in the shadows.
YA HE'S PRETTY MUCH A BOSS. A CAT BOSS. AWW YEEEEAAAA
+One of the highest agility/level gains
+Above average base movespeed
+Short frontswing
+Relatively spammable spells
+Item Independent
+Rapid gold gain w/o Farming
+Solid ganker
+Invaluable escape mechanism/skill dodge potential
+Channel spell/teleport cancel
+Item build versatility
+Fear factor
+Cool voice
+Cat (I think)
-Low strength/level gain
-Weak for first few levels
-Snowballing can be countered easily
-Small mana pool
-Outcarried late game
As you can see, the pros that Gondar brings to the table drastically outweigh the cons. One thing to keep in mind, however, is that one con in particular holds much more value than is given by its presence on the list. Gondar's biggest downfall is that he is very susceptible to countering early on, especially in higher levels of play.
Shuriken Toss
The Bounty Hunter throws a shuriken at a target unit, dealing damage.
Cast Range: 650
Damage: 100 / 200 / 250 / 325
Mana Cost: 90 / 115 / 135 / 155 Cooldown Time: 10.
This is Bounty Hunter's only burst damage skill, and what makes him a viable threat in the early stages of the game. You will notice that the mana cost increase from level 1-2 is 5 more than from 2-3 and 3-4, but the damage increase is a whopping 100, effectively doubling the output. You will level this up at level 2 and level 3, primarily because it allows you to get kills right off the bat, if your lane partner is cooperative.
This skill is maxed as soon as possible, simply because it is most effective early game. A ~300 damage nuke is powerful in smaller fights, but becomes less and less useful as the game progresses. The goal is to use this to facilitate early kills which will allow you to compensate with items and sustained damage later in the game.
What really makes
Shuriken Toss shine is the mini-stun that it applies to the target. A mini-stun seems minor, but it has a myriad of applications. Primarily, it functions in cancelling any channeling spells, including teleportation scrolls. Ally is Shackled? Shuriken. Sand King about to ultimate? Shuriken. Enigma's
Black Hole wrecking your team? Shuriken. Enemy carry teleporting to base? Shuriken. I named four examples without even thinking about it. It has great team utility and makes this move impactful in a more dynamic, long-run way.
Jinada
Passively adds a critical strike and maim to Bounty Hunter's next attack.
Debbuff duration: 3
Movement Speed Slow: 25%
Critical hit: 1.5x / 1.75x / 2x / 2.25x
Cooldown Time: 12 / 10 / 8 / 6.
Jinada helps Bounty Hunter maintain his bursting/assassinating capability when the damage of Shuriken Toss begins to falter. It applies a 25% slow for 3 seconds, and critically strikes. It complements your ultimate very well, because as you are speeded up, the enemy is slowed.
The critical strike also synergizes well with your ultimate, because critical strikes are amplified by reduced armor.
I get one level of this at level 4 because it will greatly impact your killing/chasing potential in the early game. The debate here is why not get more levels earlier on. I prefer to level up Jinada after Shuriken, simply because the cooldown time is a non-factor at early levels. Getting a level 2 or 3 Jinada early on is pointless in a practical sense. The extra critical percentage wont be noticeable with such low base damage, and the slow is the same at all levels. Especially before a tower has gone down, the chances of chasing someone for more than 5-6 seconds are very small. Either the target will have been killed, or both teams will have retreated.
Shadow Walk
Temporary invisibility, with a bonus for backstab damage. Improving the ability makes transitions quicker.
Casting Range: N/A
Area: N/A
Duration: 15 / 20 / 25 / 30
Backstab Damage: 30 / 60 / 90 / 120
Mana Cost: 50 Cooldown Time: 15
This move is Bounty Hunter's go-to. Just as Storm Spirit has
Ball Lightning, so does Bounty Hunter have
Shadow Walk. This skill is immeasurably useful, and Bounty Hunter's playstyle is based around it.
I prefer to pick up 2 points of Shadow Walk instead of 1, before level 6. This is just a personal preference really. I get antsy with Shadow Walk level 1, simply because I know that I will be visible for a moment as my skill comes off cooldown. Having those extra 5 seconds of invisibility can help you slip past an enemy ward to gank, or keep you from appearing in the midst of the enemy without your invisibility off cooldown. Also, I find that the 30 extra backstab damage is more useful than the extra 25% critical strike from Jinada. Certainly this is up to the player's preference. Do what feels right for the situation.
As with most skills, there is a built-in counter. Sentry wards, Dust of Appearance and Gem of True Sight are your kryptonite. In public games, most often, there is very little synergy between teammates and it will take them a while before getting one of these revealing items, by which point you should already be dominating. In higher levels of play, though, teams are likely to have Sentries and Dust as early as the beginning of the game. Overconfidence is very common when playing with a skill like this, and a good Bounty Hunter will judge the opponents skill level and scout out his items before engaging in any skirmishes. Make sure the opponent does not have a true sight item, or make sure that you have an ally who can help you escape if you are visible.
A very important tip to remember about this move is that, like other invisibility skills,
Shadow Walk allows you to dodge incoming abilities and incoming attacks with proper timing. However, the fade time for Bounty Hunter is slightly more than other invisibilities, and so requires more acute timing when attempting to dodge. Take for example a
Magic Missile from Vengeful Spirit. Activating the skill just as the Missile is launched will result in a dodge. Similarly, if you just finished up a gank and the tower is hitting you, activate Shadow Walk when the orb is about .5-1 second away from hitting you. Again, this requires a good amount of in-game practice to really understand and learn, but don't be afraid to try it or you will never pick up this invaluable skill. Once you get the hang of it, Shadow Walk will annoy the hell out of opponents, simply because you can dodge a large variety of spells with the click of a button.
Note: Dodging will not work if the enemy can see you while invisible (sentry wards, dust, gem, etc.)
Track
Tracks an enemy hero giving true sight of the target, reducing their armor by 1 / 3 / 5 and grants a 20% movement speed to allies near the hunted. If the target dies, Bounty Hunter and nearby heroes collect a bounty of 75 / 150 / 225 gold.
Area: 900 / 1050 / 1200
Duration: 30
Mana Cost: 70 / 60 / 50 Cooldown Time: 10 / 7 / 5
Ah. Ah. Aaah. Oh yeah. Yeah, work it. Oh yeah. Ah, aaaaaaaah. Aaaaaaaaaaaawwwww YEAAAAAAAAAAAAH BABY. That's what I'm talking about.
This is Bounty Hunter's bread-and-butter skill, as they say. It is what puts him above other semi-carries and gankers. It elevates him above other heros because it makes him the most efficient ganker. It's a basic concept of economics: the opportunity cost. What you lose by making a decision. The opportunity cost of ganking is the loss of farm, gold and exp.
With ganking, the deterrent is always that you will be losing farm time, and there is no guarantee of a kill, for that matter. Track solves all of your problems.
First, the movespeed buff. Oftentimes, enemies will get away because they bought boots, or they have just a bit more base speed than you. The 20% movespeed bonus applies to ALL of your teammates, not just yourself, so it transforms them into a gung-ho ganking mob that strikes fear in the hearts of the likes of Sniper and Crystal Maiden.
Second, the armor debuff. This will really help you rip into squishy heros who have low armor early game, greatly increasing your damage input. It also makes high armor heros like Dragon Knight more gankable early on in the game.
Third, the true sight/vision factor. This component gives you visibility of the target, EVEN WHEN THEY ARE INVISIBLE. Otherwise ungankable heros become fodder for you and your teammates. Vision is also beneficial even if the hero is not invisibile. The enhanced vision will make it nearly impossible for your enemy to juke in and out of trees and up hills, because you can see them at all times.
Fourth, the ridiculously short cooldown. At level 16, the cooldown is a tiny 5 seconds. In a teamfight scenario, you will track 1 or 2 of the enemies before the fight begins and then the other 3 or 4 during the course of the battle. This means that your team will have a slight armor advantage throughout, and also a much better picture of the enemy team and their positioning.
Last, but definitely not least, the bounty gold component. Bounty Hunter's trademark. What is a kill without a prize? This move guarantees that every gank that you successfully execute will pay off, whether you or your ally got the kill. At level 16, you get 225 gold for every hero killed while tracked. If you get a kill yourself, you are essentially doubling your gold output. Even in a situation where you and your enemy killed each other you still get more gold! The bounty component makes you the most efficient ganker because if you help your team get the same number of kills that the enemy ganker does, you win what would otherwise be a draw, because of your gold advantage.
Obviously, this skill needs to be leveled up every time it is available. If it isn't you're losing out on a hell of a lot of booty. Argh =/
This is by far the most versatile aspect of Bounty Hunter, in my opinion, as any set of items can yield great results. A good Bounty Hunter player, and a good DOTA 2 player in general has to understand the enemy team composition and adapt accordingly.
Note: I have THREE builds that I tend to use, and they are all outlined at the top of the page, so make sure to check them out!
There are 3 roles that I find Bounty Hunter can fit into depending on the enemy and ally lineup.
This section is going to be short as the discussion is going to be abstract. Because of Bounty Hunter's versatility, I feel it would be wrong to dictate one certain playstyle over another. I personally do not consistently stick to a particular style, so I can't define the "correct" style. Adaptation is really the key.
Levels 1-5: Lane and farm up cautiously, assuring your safety over all else. Dying early will greatly stunt your level growth and put you at a huge disadvantage in your lane. Harassing is encouraged, and by level 3 you can attempt to get kills, but always try to have your invisibility off cooldown when initiating.
Levels 6-10: Level up
Track and roam. If opportunities don't present themselves, get back to a lane and farm. Keep a teleport scroll on you at all times, and try to keep at least 200 mana, so that you can gank or counter-gank without being visible the whole time.
Leave the main carries to farm up, and pull one or two heros with you to gank. Be especially aggressive here, as this is when farming items (i.e. Hand of Midas/Battle Fury)will be bought, and the goal is to keep enemy levels and farm down at all costs.
Levels 11-15: Start building up luxury items, and use
Shadow Walk to facilitate teamfights that you will win, or escape from fights you will not win. Keep a steady eye on Roshan at all times.
Levels 16+: Depends on the relative position of your team compared to theirs. If winning, push with the team, and try to get into the enemy base. If losing, make sure the map is well warded and see if you can get some kills solo on enemy carries/supports. Otherwise, stick with the team.
These are some of the things I try to remember to do when playing Bounty Hunter:
1. Always have mana for
Shadow Walk. If you're planning on ganking someone and you think it could backfire, make sure that after all your spells have been used, you still have 50 mana to burn.
2.
Track all the time. It has a really low mana cost, meaninglessly low when your mana pool increases, and your teammates are more confident about ganking when an enemy is marked.
3. Save
Shuriken Toss for the end of a fight/gank. Initiating with Shuriken may seem like a good idea, but it means breaking your invisibility to do it, which costs you the 120 backstab damage already. You'll want it up if the enemy is planning on tp'ing out. The Toss itself has a very large casting range so you will be able to snag enemies running away at very low health.
4. Scout out. If you're not farming, you're planning ganks. The best way to do that is to scout the surrounding area with your invisibility. You will have a much higher success rate if you know where the enemy heros are prior to initiating. This will help prevent ridiculous 5-man counterganks from the enemy team.
5. Use
Track as a defensive measure. The thing I see most often, which really depresses me, is when Bounty Hunter's sit there and take it when they are found. Your
Track will give you a huge speed bonus that the enemy won't have and it drastically increases your chance of survival, especially if you are not stunned or disabled. This leads into my next point..
6. Don't abandon your teammates. Even if you are at low health, there are a number of things you can do that will help your allies get to safety and still keep you alive in the process.
Track an aggressive
Ursa chasing your teammate. Go behind him and use your
Jinada on him and then
Shadow Walk back into safety. Drop a
Diffusal Blade Purge on him if you have it. The point is, there are a lot of ways Bounty Hunter can serve his teammates in a defensive manner as well. It's just common sense to want to reduce collateral damage from ganks.
7. Understand the enemy team. If you don't know heros, look them up. This includes keeping track of cooldown timers and the like. You also want to monitor their mana pool, health pool and possession of wards/dust before jumping into the fray. Quick calculations are really important not only for Bounty Hunter, but for becoming a better DOTA 2 player overall.
8. Along with that, position yourself accordingly. If you need to be the initiator, initiate. If the enemy will crush you, have someone else do it. For example, if the enemy has a
Sand King, you want to be out of the range of his stun so you can cancel his
Epicenter before it fully channels.
9. Know when you are useful and when you are not. If the enemy team is hugging their tower and you know there's nothing you or your team can do, leave it be. Don't stand around for 4-5 minutes at a time waiting them out. Go farm somewhere. Likewise...
10. If you are doing well, keep your momentum rolling. Semi-carries have an effect called snowballing. This means, if they do well early on, they can snowball into a huge threat very quickly. If you get some early kills don't wait around for more opportunities to serve themselves on a silver platter. Go searching for opportunity. Most of the time you'll find it.
11. Be a leader. Bounty Hunter is a mad ganker but this means nothing if your team doesn't know what you want. Standing around in a lane might just mean you're leeching exp or sitting by Roshan might mean you're trolling. Lead without dictating and your team is more apt to follow you. Making sure that you and your mates are on the same page will determine whether or not they are ready to tango when you initiate.
12. Enjoy yourself. I honestly find Bounty Hunter to be one of the most fun heros in the game to date, and playing him multiple times doesn't have to feel repetitive. If you let yourself get too engrossed in the finer details, you're likely to miss the big picture, and that's when you'll make mistakes. Don't ruin your own experience with this cuddly cat because you want to win too badly.
Well, that was it. My first attempt at a guide. Dear god, it took so damn long... I feel like I just finished an English term paper. Still I'm glad that I did it.
I consistently see people who don't know how to play Bounty Hunter fail miserably and then drop the hero forever. I suppose a huge part of the DOTA 2 experience is improving the community and this is my little hand in that. Hopefully, after reading this guide, at least one person will pick up this lethal cougar and proceed to rip someone's butt open.
It's not as flashy as some other guides, that's for sure, but I believe wholeheartedly that it is a full guide. To the reader, I say if you liked it or gained anything from it, upvote. The more upvotes, the more readers, and the more critique I will get to improve on my guidemaking and on my Bounty Hunter skills as well. If you didn't like it, or disagreed with certain points, post a comment and explain your PoV (point-of-view) to me before you downvote. If you can sway me, I'll edit it accordingly.
Thanks for reading, more coming soon I hope! (update)
~MadMoose
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