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January 3, 2013 by Lonesoldier21
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DotA2 Hero: Bloodseeker

Purchase Order

Starting Items

Stout Shield
Quelling Blade

Early Game

Power Treads
Poor Man's Shield
Blade of Alacrity

Mid game

Power Treads
Poor Man's Shield
Quelling Blade

If you're not doing so well

Vladmir's Offering
Manta Style


Sange and Yasha
Power Treads
Poor Man's Shield
Quelling Blade


Aegis of the Immortal
Abyssal Blade
Divine Rapier


Assault Cuirass
Black King Bar
Boots of Travel
Diffusal Blade
Shadow Blade

Hero Skills



Blood Rite

1 3 5 7


2 4 8 9


6 11 16


12 13 14 15 17 18


January 3, 2013


This guide is meant to be used in low level play.
If you try to use Bloodseeker in any competitive play, you will die...a lot
Bloodseeker is good to use in games with newer players who don't know every ability of every Hero yet.
Bloodseeker can be played in side lanes, mid-lane or the jungle.


Bloodrage is useful at both level 1 as a silencing ability for nukers or general mana users.
Bloodrage is not as useful at levels 2 and 3 as the damage increase negates the silence.
Bloodrage at level 4 is useful when used on yourself or another high dps low mana use Hero as it gives an increase of 120% damage, effectively making it better than a Double Damage rune.

Bloodbath is Bloodseeker's sustain ability as every kill it gives you a percentage of the killed units health. This is most useful in early game as it limits your need for consumables such as tangos and healing salves.

Thirst is useful for chasing down injured and fleeing heroes as well as detecting severely injured invisible heroes. This ability gives you vision of heroes beneath a certain health percentage and truesight at half that percentage.

Rupture is a mediocre nuke ability unless the affected target moves around. This ability does damage over distance (ie the further they run, the more damage they take).
Rupture at level 1 requires the targeet to run a very long distance to get a kill.
Rupture at level 2 is a bit better but more likely on squishier heroes..
Rupture at level 3 is pretty good and will require most targeted heroes to stop pretty quickly.
This is good to keep certain heroes in teamfights when they really want to just GTFO.
This is also very good when finding enemy heroes by themselves.

Pros / Cons

Very good mid-late game carry
Useful for making sure that one hero doesn't get away.

Stats don't stack as well for longer games
Not useful early on if heroes know about your ultimate.

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