Sight: Bounty Hunter has 1000 sight range at night. This is slightly larger than the standard 800 night vision on most heroes.
Gondar, the Bounty Hunter
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 master's 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 Gondar's 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 Prince's prized hellkite. The tales of Gondar's 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.
Hurls a deadly shuriken at an enemy unit, dealing damage and mini-stunning the target. Shuriken Toss bounces to Tracked targets within range.
Bounty Hunter plans his next hit, passively adding a critical strike and slowing maim to his next attack.
Whispering an enchantment he learned from Soruq to his faithful blades, Gondar targets vital tendons and joints to disable his opponents.
Bounty Hunter becomes invisible and gains the ability to move through other units until he attacks or uses an ability. If he breaks the invisibility with an attack, that attack will deal bonus damage.
Tracks an enemy hero, granting True Sight of it and a gain in movement speed to allies near the hunted target. If the target dies, Bounty Hunter and nearby heroes collect a bounty of extra gold.
Using his elevated senses of sight and smell, Gondar's hits have quite a good chance of success.
|+300 Track Gold||25||50% Evasion|
|+125% Jinada Critical Strike||20||+75 Shuriken Toss Damage|
|+350 Health||15||+50 Attack Speed|
|+25% XP Gain||10||+30 Movement Speed|
|Starting Items||Early Game||Mid Game||Late Game|
Sneaking invisibly at the heels of his enemies, Bounty Hunter is always keeping track of his foes. Whenever one of his targets falls in battle, he and his allies stand to make quite a profit.
Bounty Hunter is a great ganker and semi-carry with escape potential.
Bounty Hunter is most often played as a roaming ganker. The main reason for this is that his Shadow Walk allows him to traverse the map undetected, and to initiate ganks with Jinada. He can also be played as a solo offlaner, but this is usually left for other more farm-dependent heroes.
You will want to start out by leveling Shadow Walk. As aforementioned this will allow you to stay within range of the creep line, safe from ganks. Jinada is usually gotten at level 2 to help with last hitting and harass. At least two points in Shuriken should then be gotten, giving you additional burst damage. Track should be upgraded whenever possible, as it plays a huge part in how Bounty Hunter is played. A typical skill build for a level 6 Bounty Hunter will be two points in Shuriken, one point in Jinada, two points in Shadow Walk, and one point in Track.
Once you hit level 6, you should immediately start ganking the enemy. Bounty Hunter thrives on hero kills and does not need to farm creeps to do well. You should wander from lane to lane looking to kill heroes with Track, which gives you and all allies in the area a sizable boost of gold.
In team fights, focus on using Track on as many enemy heroes as possible. Use your mobility and high burst to try and pick off stray enemy support heroes in the back of teamfights. In the midgame, it can often be worth trading an even number of hero kills if you have Track on the enemy heroes. Use Shuriken for a quick burst, or save it to interrupt powerful channeling abilities or TPs.
After your core items, your next item depends on the game situation. You may want to get a Drum of Endurance for some basic stats, damage, movement and attack speed. If you are against a team with heavy disables, consider a fast Black King Bar. If you have enough survivability but are lacking in damage, consider a Desolator. Luxury items include Butterfly or Monkey King Bar.
Other situational items include:
- Vladmir's Offering - helps your creeps to push, and even stronger if your team's main carry is also a melee hero.
- Assault Cuirass - against an enemy team full of high armor heroes or physical damage dealers.
- Orchid Malevolence - against heroes with strong mobility skills such as Anti-Mage, Queen of Pain or Storm Spirit.
- Linken's Sphere - against heroes with strong single-target spells such as Beastmaster or Doom.
- Diffusal Blade - the dispel ability is incredibly useful to remove dust, or in chases to ensure kills. Diffusal Blade is also a good source of agility and intelligence.
|Balance Patch History|
|Patch Version||Balance Changes|
|AdmiralBulldog||Funn1k||SoNNeikO||Trixi||y`||Maybe Next Time|
- Standard Bounty Hunter (Lane) Build
- DotaFire's Builds & Guides for Bounty Hunter
- Kupon3ss's Guide to Bounty Hunter