Introduction
Hi everyone, Yzreel here! This is my first guide ever (so do spare me from your torture please!), and I am going to make a guide about...However, in early game, his threat is not just that. His true threat in early game is his active skill,
This guide is made because I personally think that there are just too many pub players that play this great hero wrongly (Rush
Build : Proper Tournament Build (Solo Lane)
DotA2 Hero: Bounty Hunter
Build : Personal Build (Dual Lane Pub)
DotA2 Hero: Bounty Hunter
Summary
Before we begin the actual guide, I'll give you summary of the whole guide as a forewarning that the actual guide will be in-depth and too lengthy for casual reader. If you only want to read for a little while, read only this (alt-tab friendly.)What are you: You are semi-carry, not hard carry, not support (position 3 normally, can be 2 if really needed). It's not your job to farm or to buy wards. Your job is to roam as much as you can and get as much kill as you can. However, taking farm early on (in laning phase, before your hard carry goes around the map for farm) is pretty much essential to be a good semi-carry.
Which lane should you go: Take off-lane or mid-lane if possible, your combo of
The off lane is also called hard lane, and for the radiant it is top lane, while for dire it is bottom lane (you can see in the image on top)
What not to do: Taking farms from your hard carry, staying in a single lane, not checking inventories for detection items, forgetting to use
What to do: Go offlane, and NOT die. Continue this until someone is capable on taking your lane (preferably as soon as you are level 6) and start roaming and ganking. You should be able to get lots of kill early on. Remember to roam with permanent invisibility trick (casting a
What items to buy: Starts with a durability early item, then take items that increase your burst damage output as soon as possible after a sustainability item that allow you to roam without going back to base. After that, get a durability item to allow you to last long enough in team fight to put in
Pros and Cons
Pros
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Cons
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When To Be Bounty Hunter, or Not To Be
When to be:
- Your team needs a solo lane hero / roamer
- Your team already has a hard carry and durable
- Your team needs
Track gold advantage throughout mid game
- You know when you are detected
When not to be:
- Your team needs a support / initiator / durable hero
- Your team has too much melee hero
- Enemy team has
Slardar and
Zeus (after 6.81 update)
- You have a memory of goldfish and forget about
Track in team fight
- Again, you have memory of goldfish and forget to check enemy inventories for
Sentry Ward,
Dust of Appearance, or
Gem of True Sight
Simple, the common rule is to not take
Friends, Foes and Preys
Friends
These are heroes that synergize well withHigh Burst Damage Heroes
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This kind of heroes is great friends for |
Invisibility Profitable Heroes
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This kind of heroes are heroes that are very great to be combo with |
Slow Inducing Heroes
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This kind of heroes are great because combined with your |
Invisible Heroes
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This kind of heroes gives the both of you double invisibility prowess. This causes the ganking and roaming to be EXTREMELY QUICK. It is like this (example with It won't even be like 1 second, basically killing them off before they even realize what hits them (forget reinforcement). I also include some heroes that uses |
Meddling Heroes
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This kind of heroes are are total scumbags for your enemies simply because they can meddle in your gank to kill heroes that are not supposed to die by you alone. For the |
Personal Best Friends
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Ooh, the early game trip to mid is just so cozy with this guy in your mid lane. "Oh, you want to TP? Eat my |
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Early |
Foes
The kind of enemies you wouldn't want to useInvisibility Detection Heroes
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This kind of heroes is simply annoying. |
Durable Heroes
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This kind of heroes is the bane of your existence. Why? Simple. They are hard to be killed but so easy to kill you. Try ganking one if you don't believe me. What I stated above are the worst of durable kind because they are durable AND has high burst damage. However, normal durable heroes like |
Double Agents
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Basically some heroes I listed above in Friends section. These heroes are very good if they are allied, but a nightmare if as enemy units. They are heroes that are listed in High Burst Damage Heroes and Meddling Heroes because they can easily turn successful gank into a failed one. |
Personal Nemesis
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I HATE THIS GUY WITH MY WHOLE EXISTENCE!!! Or at least whenever I use |
Preys
The heroes that you can "eat" so deliciously. If you pickSquishy Heroes with no Escape Skill
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These are the kind of heroes that will die from just some mere hits + |
Invisible Heroes
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These are basically the two heroes that shiver whenever they see a |
Channeling Heroes
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Gondar 404 - Common Mistakes and Tips
Like I stated before, this guide was primarily created because I see to much problems of pub players playingHard Carry Bounty Hunter
Look, I know that Valve stated his role as a Carry, and to some degree, it's true (not as true as Semi-Carry though). However, you need to know that his main power is not in late game, but early-mid game to early-late game, when the game goes to late game, there are MANY carries that can outcarry
As
I don't understand why you would go to empty lanes while your hard carry strive for creeps to eat, scavenging each and every bit of gold they can get, when you can actually just roam and profit so much from killing heroes, even with limited items. This talk about
How to gank and roam effectively:
Really, I'm not kidding when I said
Coordinate with your teammates or just check the situation on mini map for potential hero kills, and while you are moving to gank, try to search for enemy jungling carry and kill them if possible. When you are ganking someone, you need to initiate the fight if there are no disabler/slower as your allies,
However, what you really need to know before ganking someone are:
- Move from lane to lane with permanent
Shadow Walk (casting another before / as soon as the effect is gone), this provide no ward detection except if there are sentry on the rivers (or you recast it on enemy's vision).
- Do not start the battle (in case you initiate) while the
Shadow Walk still has long cool down time. This provides you escape plan in case battle goes awry or boost burst damage for one hit in case needed.
- DO NOT FORGET to cast
Track as soon as your
Shadow Walk bonus damage is hit, or if you are still too far to hit the enemies and your teammates have already started the battle.
- If enemy channels a channeling spell, or tries to TP to safety, forget about your low mana pool and cast
Shuriken Toss immediately to the enemy (
Shuriken Toss gives mini stun)
- Otherwise, don't use
Shuriken Toss for damage, use it to safe the kill as last hit method (don't use it if your carry can get the kill though, but don't stop chasing the enemy just in case he got away)
Single Lane Bounty Hunter
Single lane is different from solo lane, single lane
- No
Track money bonus for the team
- Less kills from successful roam and gank
- Higher threat potential of detected by
Sentry Ward
- One less lane for your carry to farm
A single lane
In early game, you will feed so much because your lane is always covered with
Coward Bounty Hunter
Now comes the king of pub games! Coward
Now, what does coward
Even more advanced:
How to be effective in team fights and stay alive:
- If possible, do not initate the fight (outside from using
Track in safe distance), wait for your initiator to jump into the battle first, your job is to stay alive and put in track to all enemy heroes
- Do not dive into the battleground (full melee) while you have your initial
Shadow Walk, but aim for the ones hitting from the back line first (the glass cannons likes of
Sniper and
Lina).
- When your health drops below 30% and there are still many enemy heroes, back away. Stay within
Track range to heroes that are still not afflicted by
Track, and switch role to nuker with the usage of
Shuriken Toss, especially if there are still of channeling spell users. Main priority in this situation is to put in
Track as much as possible
- Never forget that you have
Shadow Walk (and keep at least 50 mana)
- If you are going to die no matter what, prioritize getting at least one more
Track for the team (it can even save you with the speed boost), and getting
Shuriken Toss to lowest HP enemy hero helps a lot.
Explanation of Explanation (Explanaception)
Here, I will explain about what I shall explain to you later on, some glossaries and what each segments means, what it is about, and why I explain those parts.Proper Tournament Build
This is the build that I write based on the most popular and reasonable builds of
The sole purpose of this build is to make
This build is recommended for pub players or even ranked players that are striving to learn how to play
Personal Build
This build is based on my experience of playing
This build emphasizes early killing potential of
Basically, this build is created for early killing potential of
Items Build
Early Game
This means that these items should be taken as soon as possible. However, in some instances, it is possible to skip these items entirely and go for bigger items. These items are supposed to be taken between 0-10 minutes into the game and be replaced later in game. These items are important in an aspect that without them, you might not survive the laning phase and early gank attempts and will peak too late in game.
Mid Game
These are the items that need to be taken around ~20 minutes into the game. These items are items to boost your damage potential or survivability so that you can transition into core items faster. Usually, these items will stay a long time, and replaced only when inventory is full of luxury items or items that can be upgraded in late game but is better to be taken in mid phase of the game for the effects it gives.
Core Items
In every game, there are always items that you must take (no, I'm not talking about
Core Extensions
These are normally items that you have to take after core, however, being core extensions mean that these items are normally easier to purchase compared to luxury items and more useful in wider situations than situational items. This means that core extensions basically are items that need to be taken quickly, sometimes even BEFORE then core items. If the game doesn't go as it is supposed to go, however, you can skip the core extensions and go straight to a luxury/situational items that you think can change the flow of the game (right after your core item, of course)
Situational Core
You have heard about core items, but situational core are basically core items that you SHOULD NOT take IF, essentially different from situational items in a sense that you should normally take it. These items are usually items that provides great use, but is not always useful. Examples:
Luxury Items
Items that provides great bonus but expensive cost falls to this group, essentially, items for late game when you are already very rich. However, taking one of these items early usually make you a great threat, but be wary, farming it up is not some sweet little recreational park.
Situational Items
Okay, situational. You get the idea. Basically it is a group of items that are not usually needed, but in some instance you should take it.
Gameplay
How I recommend you to play this hero in different phases of game (early, mid and late) Of course, it is by no mean the "hard guideline" as how to play the hero, it is more like a textbook that I provide you to mold into your own playstyle. I also put in some tips and advise that you might need.
Abilities Explanation
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I generally am against using this skill pre-team fight or to initiate a team fight. Why? Because using this skill before team fight takes off your surprise ability with
However, the most important thing to note about
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In my opinion,
However,
When you transition to mid-game,
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This skill is immensely useful and has many utilities. It is most commonly recommended to level this skill twice early game because it can provide you with permanent invisibility (using this skill again before the duration has ended). I did say that this skill has many utilities, and let me list those:
- Laning phase last-hitting and EXP farming tool (staying near creep without having any real threat)
- Permanent Invisibility = roaming / ganking without being spotted by wards (of course, except if the wards are
Sentry Ward)
- Great initial damage combined with
Jinada's slow for quick beheading and surprise initiation tool
- Great positioning skill in team fight (mostly used to kill squishy glass cannons first to reduce damage input to team)
- Decent escape method (provided there are no detection items)
These are just some of the utilities that I remember on top of my head, I believe
- Do not use
Shadow Walk only as escape maneuver, invisibility is not meant to be used as escape ability, especially with the cheap cost of
Dust of Appearance. Use
Shadow Walk mostly for ganking/roaming with permanent invisibility trick.
- When you are being invisible, SCOUT. Scouting increases the opportunity of being success in winning ganking by tenfolds because it evades those ridiculous
Meat Hook and 5 men team ambush
- Don't forget to check for enemies' inventories (mostly supports) for detection items. If there are
Sentry Ward, check frequently to the holder's inventory. In the laning phase, this allows you to grasp the approximate location of the wards and allow you to stay in "safe area" (exp gain area that does not intersect with wards vision). This can also allow you to bait, acting like you do not know about the wards location.
- Never, ever, ever ping an enemy hero in
Shadow Walk if you don't plan to attack. It will make your allies assume that you are going to attack, and they might initiate. Without you helping them, you can be quite certain that they are going to lose or at least not get gold bonus from
Track.
Shadow Walk grants you invisibility after a little bit long fade time, keep in mind when you are trying to disjoint a projectile with this skill, or when you are attempting to chase an enemy too far (by chasing a unit, and quickly using this skill before dying). The fade time is around 0.25-0.75 seconds, and even if you cast it in invisibility, you become visible until fade time ends.
- Even when you are channeling, you can still use
Shadow Walk. Do you know what it means? It means: 2 seconds cool down on
Shadow Walk --> Enemy tries to gank --> Cast TP --> Enemy Closes In -->
Shadow Walk 1 second cool down --> enemy tries to stun -->
Shadow Walk disjoints stun projectile --> TP continues channeling --> Bye-bye bitches!
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Now comes the good part!
If you have seen the utility of
- If a teamfight is going to happen (while both party positioning), land as many
Track as possible (especially since 6.81 increases the initial level range to 1200 points) before the fight actually happens. However, do not forget to use
Shadow Walk a moment before the fight clash and aim for glass cannons (with
Track on, of course)
- Note that if enemy units have
Rubick, you need to be careful on using it inside 1000 range; you wouldn't want enemy team to get the 4250 gold. To land
Track against team with
Rubick, keep in mind that
Spell Steal has 1000 range, while
Track has 1200 range (when
Rubick tries to closes in, you can
Shadow Walk instantly.
- ALWAYS aim to land
Track for those who have invisibility first (even before the fight starts). This will make them lose initiation power as well as escape maneuver.
- Do not track a single target repeatedly, it has 30 seconds duration and 5 seconds cool down in lvl 3. It is potentially possible to get all 5 heroes tracked before the first tracked hero duration wears off
- While you are scouting before a gank, and you think that you will lose in teamfight, don't be afraid to use
Track as soon as
Shadow Walk is off cool down if you meet ganking attempt by enemy party, do
Track on one enemy from maximum range and
Shadow Walk to safety. This will make them more likely to be discouraged to continue ganking because they know that they have lost the surprise factor. Even if they do proceed on ganking, the true sight vision should allow your party to evade any big initiation, and having 1 extra
Track before fighting is always a plus. However, if your team can win in team fight, do not use
Track in that situation, because it will make enemy aware of your presence and more likely evade any ganking attempt by your team.
- When you / your teammate is ganked, don't forget to use
Track on at least 1 enemy unit first. This increases you / your teammate survival chance by actually a significant amount (20% movement speed is 4% higher compared to
Sange and Yasha bonus)
- If you are going to die anyway, fight. You should be able to deal
quite a hefty damage (and even kill) because of your huge burst damage (
Jinada and
Shuriken Toss), and most of all, increasing even 1
Track count is very useful rather than dying without doing anything (if you are lucky, getting a
Track kill will net you more gold than your death)
I suppose that's all I can give you for his abilities. I believe that learning it by yourself in-games will provide a much more personalized and comfortable gameplay. Note that what I just stated are not always fixed rule, sometimes, people prefer one over the other (I prefer only 1 level of
Tournament Item Build Explanation
Starting Items
They speak for themselves; you are going to be expecting a degree of
harasses, and these items keep you up and alive. However, if you think
you are up to safe tri-lane, or probably dual lane, take the double
Slippers of Agility rather than
Stout Shield because it helps you take last hits.
Early Game
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This item grants Bounty Hunter higher defense potential via 100% 20
damage block. Combined with his very high base armor (5.94), he can
soaks up a lot of damage early on. Starts the game with basic items to
build this item ( |
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You can get this item as early as you need if you need additional HP, this item will later become a component of |
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I suggest getting this item quite early since this item has saved my
life / secure my kill dozens of time. The faster you finish this item,
the better it is, since it empties the inventory slot that the |
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Getting this item early on is quite crucial as well, the mana regen provides you with enough mana for the permanent |
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Boots... Yeah, this item is a must for everybody. At the very least, you would want to get this item before you start roaming, simply because you wouldn't want to miss the roaming kills due to lack of speed. Oh, let's not forget that moving through the lake in the speed of a snail is not the wisest thing to do. |
Mid Game
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This item provides a substantial boost of damage in early game (24 damage. Why should you get this boots? You need to finish your gank as soon as possible, especially a single man ganking since you don't want to extend the gank and potentially getting their team mate to help them. |
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If there is one item that increases a hero's survivability, escape / killing potential and mana pool at the same time in mid game, it is this item. You will probably need all of those things to roam and gank successfully and thus this item is quite crucial to get in mid game. |
Core Items
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If there is an item on |
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This item is primarily bought for its utilities and cheap price. You can
even get this item bit by bit even if your laning phase is so bad, keep
in mind that |
Core Extension
Usually, you would like to take one of these items.
Desolator if your roaming/ganking is going well and you have enough money,
Yasha if your laning phase is poor, and
Orchid Malevolence if there are a lot of heroes with escape abilities in enemy's team. Note that
Yasha has the versatility that the rest don't, and can be build to
Sange and Yasha, that can also be
Heaven's Halberd and
Manta Style late in game.
Luxury (Offensive)
In late game, getting
Monkey King Bar can help a lot if your enemies are evasive or
Butterfly carrier (like
Phantom Assassin or
Brewmaster). If not, be one! Getting
Butterfly boost your EHP by more than 25% and is also very deadly offensively, Take
Abyssal Blade only if there are magic immune units that are very annoying and your carries are not good
Abyssal Blade carriers.
Luxury (Defensive)
Situational Items
These items are generally taken if your laning phase / ganking / roaming doesn't go as well as you expected. Making
Medallion of Courage,
Orb of Venom or
Urn of Shadows can be a cost-effective insurance to safe your roaming kills.
Ring of Aquila and
Medallion of Courage are both items that can be made from
Ring of Basilius, and provide you with more armor if your laning phase is bad.
Bottle should be taken if you are in mid lane, but if you are not, taking
Bottle has the same reason as taking
Urn of Shadows, to have as long effective time as possible to increase global presence.
Sentry Ward is needed in some laning situation if you meet dificult opponents to deward.
Only get
Sange and Yasha if you have already bought
Yasha, and are expecting your enemy right clicker will be a burden later on. In late game, break
Sange and Yasha to build
Heaven's Halberd to disable the right clicker, and change the leftover
Yasha to
Manta Style for better defensive/offensive capacity
DO NOT BUILD
Damage boost is great, but
Desolator gives more
Farming potential SHOULD NOT be taken for
Bounty Hunter
Regeneration is great, but agility boost / armor reduction is better
You are not meant to be a hard carry
Cleave is wasted on
Bounty Hunter. You ARE NOT
Kunkka
Farming potential SHOULD NOT be taken for
Regeneration is great, but agility boost / armor reduction is better
You are not meant to be a hard carry
Cleave is wasted on
Any person creating
Radiance on
Bounty Hunter deserves a place in LPQ. First of all, like stated about
Battle Fury,
Radiance
is also a farming item and you are not meant to be hard carry. You do
not want to take the farms of your team's carry. One thing I don't
understand most is... Roaming invisibly is your most powerful ability. WHY THE HELL WOULD YOU SPEND 5150 GOLD JUST TO TELL YOUR ENEMY THAT YOU ARE THERE???
Oh, hey, did you know that Volvo just created a new skill on
Bounty Hunter called
Shadow Walk? Oh, wait! IT'S ALWAYS BEEN THERE! Why would you need another invisibility then???
Tournament Skill Build Explanation
Tournament Build Gameplay
Early:
Focus on getting levels and not being killed, then start to roam- Purchase one of the two starting item build according to how you expect your lane enemy to behave (
Stout Shield if they're going to be aggressive or two
Slippers of Agility if they're going to be more passive.) I myself recommend the
Stout Shield build, just to be safe (since you have a high chance to meet a tri-lane and you do have
Jinada to help you last hit.) You might notice that you don't have enough gold to finish the starting items, this is meant to be like this because you will only need to wait for a little while and you can use
Shadow Walk to buy either
Stout Shield or the
Slippers of Agility in the secret shop safely before/when the creeps clash.
- Play safe, just be passive and stay in exp range. Note that the
point of playing off-lane is to get as high level as possible, NOT as
much money as possible. However, with your
Shadow Walk and
Jinada combination you should be able to get a decent amount of last hits.
- Do not try to harass. I know, it's tough to see those hopelessly squishy supports unwary of your presence. However, they can quickly turn the harassment to their kill, especially if it's a tri-lane.
- When there are
Sentry Ward nearby, you can know by seeing how the heroes behave. If you think they are being suspicious, stay a bit farther, and check with their creeps when it's safe (going around near suspicious area when there are enemy creeps and see if they attack)
- If they do have
Sentry Ward, just stay in exp range and don't try to attempt last hits except if you see no apparent harm.
- Once you reach level 6, you should at least have gotten
Poor Man's Shield and
Boots of Speed (or
Phase Boots and
Magic Wand if you are REALLY good at last hitting), this is enough for
Bounty Hunter to be a scary roamer.
- DO NOT be hasty and leave your lane without anyone to back it up, good enemies can often use this space to destroy your tower.
- If someone can take care of your lane, start your roam immediately,
go around their jungle and hope to find a farming carry because you can
solo-kill them at this early stage and halt their farming items to be
bought. If none is at sight, just go to other lane and help get the kill
(don't forget to bring
Town Portal Scroll to (counter) gank, or to get back to your lane if it's unsuccessful)
Mid:
Focus on getting as many roam/gank kills and item as soon as possible- This is marked by ~20 minutes mark, and you were already supposed to
bag some kills from your roam. Now, this is when you get scary. You
should have already gotten at least
Vladmir's Offering done. Now, get one (or more) of the core extentions and start to own! Preferably, get
Desolator ASAP, or if the kills are not as you expect it, getting
Yasha is fine. However, if there are too many squishy escape heroes, take
Orchid Malevolence
- Roam the whole map searching for farming "late-bloomers" or simple extremely squishy alone supports that just happen to be alone (what I would love to call hare-hunt), and kill them miserably. This will cause your team to have more places to farm and your enemies to weep in their sleep and jump at the slightest voice in the map.
- Help in as many gank attempt as possible (which is why you need to ALWAYS have
Town Portal Scroll with you. It is important to note that sometimes, going to the further tower is better because they won't see you when you teleport and goes invisible) This is the stage when even one
Track can get your carry to snowball and win the game.
- This is also the stage when you get as many luxury items as possible as you see fit. Never be scared because you can mostly solo kill every single hero in this stage, but don't be overconfident because I doubt you can go 1v5 (most likely if all is missing and there is only 1 carry farming visible), if you do want to ambush a farming carry, scout the entire area first for potential gank
Early Late:
Focus on getting as many kills against glass cannons in team fight and halt the growth of enemies carry.- This is the time when your efficiency wears down (most likely 5-6
slotted already) while the enemy carries are starting to bloom. This is
probably around ~30 minutes mark, and you have just few minutes more to
dominate the game until their carries are going to outcarry you. If you
do not have
Black King Bar yet, it is a must at this stage
- Mostly, go with your teammates in this stage. This is because you
are not as strong anymore and most likely unable to solo-kill
(especially because in this time, your enemy will also sticks a lot).
Other than that,
Track bonus is more effective if there are more of you to receive the bonus (250+150*x, the x being number of allies nearby).
- If possible, get your teammates (1 or 2 should suffice, but even all 4 is good) to gank on their 4-slotted carries before your efficiency wears off and thus unable to gank anymore. This will also allow your carries to snowball better while their carries' progress halted.
- If there are team fights going in, it's your job to finish off the glass cannons as fast as possible. Especially in this stage of the game when they really hits HARD, the sooner you kill them off, the better chance of the team fights to be won by your team.
- In team fights, don't forget to pop your
Black King Bar. It is very essential to use
Black King Bar in this stage of game because it ensures you to kill off the glass cannons of enemy teams and ensure your Tracks to hit more enemies. I prefer getting
Black King Bar in around 30 minutes mark because the duration is still full 10 seconds, and trust me, it is VERY essential late game.
Late:
Focus on getting as many Tracks as possible and as much DPS as you can in team fights. This will make you viable and effective in late game.- Most likely, you will be outcarried by any carry enemy has in this stage of game, even the ones that you have been killing all over the game
- Don't be overconfident and try to solo kill, even if the enemy is alone. This is the stage where every death can mean your defeat.
- In team fights, stay in a relatively save distance and use Track all the time until the fight breaks in. In this stage,
Shadow Walk is practically useless since the enemies should have gotten
Necronomicon or
Gem of True Sight, use it just to get the bonus damage and not to try to escape/initiate
- In team fights, pop your
Black King Bar right up and try to survive as long as possible because you should at least have
Vladmir's Offering and
Assault Cuirass/
Desolator. DO NOT underestimate how this impacts a team fight, without these auras / armor reduction, your team loses a hefty amount of power. If possible, try to kill supports first since you should have more than average movement speed and burst damage.
What About Mid Lane?
Things to remember in mid lane:
- Unlike off-lane, playing mid lane makes you much more flexible in
roaming because of the lack of firepower from a single mid hero. This
will allow you to roam without fear of getting your tower destroyed,
however, you need to note that in mid lane, you are getting free farm,
and roaming around without any result will make you lose the farm.
Decide for yourself when to efficiently roam and get the kills. If not,
just stay in lane until opportunity to roam presents itself (always keep
a
Town Portal Scroll with you)
- It is essential to take
Bottle in mid-lane because you will need to roam a lot and thus controlling the rune in the river. This item will also keep you alive and kicking for a long, long time and make your global presence so strong
- In mid lane, the free farm will allow you to get one of your core extensions faster. Whether it be
Yasha/
Desolator/
Orchid Malevolence, it will make you so much stronger, but not much more durable. This is why my next point: in mid lane, you will most likely proceed to the mid game like
Clinkz, a raging persona of glass cannon. This is when you need to roam as much as you can and kill as many person as you can (surprisingly easy once your item is there)
- However, when you get the
Vladmir's Offering and
Black King Bar, you are incomparable to
Clinkz, since you are able to a decent amount of damage and a much better team player. This is when you start to 5 men gank a lot to maximize
Track gold bonus.
Personal Item Build Explanation
Mostly the same as tournament build, I will
only write the explanation of those that has different role / unused in
tournament build, and you can check in Tournament Item Build Explanation
section for the rest
Starting Items
These starting items aim is to make them become
Ring of Aquila and
Magic Wand ASAP.
Ring of Protection and
Slippers of Agility are both items to make
Ring of Aquila, which provides good early protection and last hitting bonus.
Ring of Protection can be made to Ring of Basilus from side shop early and also you can get
Magic Stick there. First courier you use will finish your
Wraith Band and
Magic Wand.
Different Items From Tournament Build
|
|
This item is very useful in laning phase because it provides you with
better stats, mana regeneration and armor. In my personal build, I
prefer this rather than the |
|
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In my personal build, this item is more important than in tournament
build. You do not take this only if your laning phase is bad; take this
because |
|
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The reason why this item is a mid game necessity is simple, because in
my personal build, I aim to get my core items ASAP and this item is an
ingredient of both |
|
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This item is also a mid game item with same reason as |
|
|
Some people don't like this item on Bounty Hunter, but I love this item.
Why? Simple, this item grants bonus movement speed (global presence),
damage output, attack speed, maim, and durability. This item basically
acts like drum, but is much better and scale to late game because it can
be made into |
|
|
This item is very needed if there are a lot of disabler/supports capable
of dishing out huge damage. Sometimes, in pub the team consists of 4
carry and 1 support, thus reducing the importance of this item. I myself
usually buy |
|
|
This item is pretty much needed for the same reason (global presence),
but due to different gameplay of tournament and pub build, sometimes it
is best not to take this item at all and take |
Personal Skill Build Explanation
Personal Build Gameplay
I will only explain about the early and mid phase of game in this part, because the late part of the game for
Bounty Hunter is almost always the same and you can check it in Tournament Build Gameplay section
Early:
Focus on getting last hit and early kills (starting lvl 3) and roam as soon as you reach lvl 6 and try to get early roam/gank kills- Purchase the starting item set. The reason why you take
Ring of Protection first is to finish up
Ring of Basilius from the secret shop.
- Focus on last hitting until you reach at least level 3, use
Shuriken Toss/
Shadow Walk only when you can get a kill before level 3 or when you need to escape/disrupt channel
- Once you reach level 3, you are supposed to have
Ring of Basilius already (or
Ring of Aquila if you have good last hitting skill.) This is when you start to nuke with
Shuriken Toss whenever you see fit. Don't be afraid to use it frequently since your mana regen should be high enough. This can get the enemies away from exp range or even killed.
- Use
Shadow Walk only in times when you can get kill / to bluff the enemies away from exp range
- If all goes well, you should be able to bag yourself a few kills in the laning phase. First item to buy after
Ring of Aquila is
Boots of Speed, then to
Magic Wand and
Phase Boots
- When you reach level 6, you should already have the
Phase Boots and
Ring of Aquila at least. Start roaming from this stage onward and leave your support to guard the tower.
- Secure their jungle from jungling heroes and roam to unwary enemies, at this stage your
Shadow Walk >
Jinada >
Track >
Shuriken Toss (especially with +44 damage from
Phase Boots and
Ring of Aquila) should be able to deal a hefty amount of damage (1.5*(74+44+30) + 250 = 222 + 250 = 472 damage) that is practically 2/3 maximum HP of squishy heroes of this level. To finish up, just chase them until
Shuriken Toss is off cd while hitting them. If you cannot chase them, getting
Orb of Venom might be a good idea.
- Roam through the jungles in hope of ward-putting supports / jungling heroes on your way to different lanes. Don't be afraid to fight 2-3 enemies, considering the lane you are trying to gank should have around 2-3 heroes as well, and with you as additional, you should be able to win and bag kills
- If you think that you are losing too much HP after each gank, you can proceed to buy
Vladmir's Offering or
Urn of Shadows. If not, focus on getting
Desolator right away or
Sange and Yasha if your roaming is not that successful / you need more durability
Mid:
Focus on getting as many roam/gank kills as possible- In this phase (~20 minutes mark) you should have already had either
Desolator or
Sange and Yasha (or both), An item of that caliber this early in game will allow you to get solo kill as quick as possible
- Roam all the time and gank any hero that is farming solo, even if there are no nearby allied hero. You should be able to quickly dispose of the hero even before any reinforcement comes, and you won't lose too much HP.
- Keep on roaming, and if there are a lane that has 3 enemy heroes and 3 allied heroes, don't hesitate to join the fray. In fact, initiate if there are no initiator in your team by doing normal combo to the squishiest hero in the lane. This should be able to turn the tide of battle and snowball your carry into a vicious monster. Of course, you need to consider the situation before initiating by scouting and rough consideration of what each unit can do.
- In this phase, you also need to start to think about survivability, start building
Black King Bar and
Vladmir's Offering ASAP because it provides you a much better global presence and late game power.
- If possible, start building luxury items and get as much kills as you can. Remember that this phase is when you reach your peak, and supposedly you reach it as fast as you can to halt the growth of enemy carries
Advanced Gameplay and Techniques
In this chapter, I will explain about some of the gameplay normally done by advanced players. Note that most of these are supposedly use in solo offlane byCreep Blocking
This technique is commonly mistaken. Most people think that this can only be done when the starting horn blares, however, it has more usages than only that. In solo offlane the creep equilibrium is common to be pulled too far into enemies' tower. Of course, you can try and stop that from happening (which is better), but if that has happened and you can do nothing about it, creep blocking is a risk-proof way to pull the equilibrium nearer to your tower.
Compared to other techniques, this is the simplest and actually, least effective. However, this one also has the least risk, and can sometimes be good in offlane because it accomplish your goal of not dying. Run this technique if you think that your situation requires low-risk, low-return rather than high-risk high return techniques (usually when you cannot actually get close to enemy creeps).
This technique is done by blocking your own creep with your hero's body to slow the creeps' movement and thus dragging the creep equilibrium closer to your tower. There are several ways of doing this effectively, and usually varies upon players. Some people use right-clicking while rapidly pressing stop, some right-clicking near the ground where the creep will move, and some moves from left to right in timed interval. Important thing to note about this technique is that even if the creeps spawn at xx:30 or x:00, it is usually more efficient when done in xx:33-35 (xx:03-05) a few distance away from the tier 3 tower (where the land goes down), especially in Radiant since the creeps spawn in two groups (thus making it harder to block efficiently), until they reunite in front of the tower.
When to use:
- You are to meet aggressive tri-lane and are going to die if you attempt higher risk strategies
- Creep equilibrium is too near to enemies' tower and there are
Sentry Ward around that you cannot even attempt to soak exp
- You do not understand how to use more complicated techniques
Spawn Blocking
The technique itself consists of a simple idea: to negate the usage of an advanced strategy of opposing team, which is Creep Pulling (there is another section of this below). Of course, theoretically, this DOES NOT pull the creep equilibrium closer to your tower. What it does, however, is stopping the most efficient way for your enemy to pull the equilibrium closer to their tower, thus pulling the equilibrium closer to your tower POTENTIALLY. This is the reason why it is always done in competitive scene, but is situational in pub
The question is how do you actually negate Creep Pulling? Since it is an act of pulling own creep to the easy camp, Spawn Blocking, like the name suggests, block the spawn of the easy camp. Neutral creep spawns can be blocked in a way: To have vision is certain spots around the camp when the creeps are supposed to spawn (xx:30) Because of that, this can be done in several ways, which are:
- Observer Block: This is the act of putting
Observer Ward on the spots where it would halt the spawn of the neutral creeps. This is the most common used technique in pub because it requires no further gold other than the initial wards purchase. However, this is not a good way of doing this because
Observer Ward HAS COOLDOWN. If you use one ward to do this technique, you are wasting a good 1800 vision for your team for the next few minutes.
- Sentry Block: This is a technique where you put
Sentry Ward instead of
Observer Ward on the spawn-blocker spots. This is usually better than Observer Block because
Sentry Ward doesn't have any cool down, and is potentially capable of destroying pre-placed
Sentry Ward by enemies unit. As
Bounty Hunter, having
Sentry Ward also allow you to counter enemies attempts to zone you out by putting their own wards. The only down side of this technique compared to Observer Block is that it doesn't provide you with vision around that area which might be useful to scout/anti-gank (according to places put)
- Body Block: Body Blocking is a
technique where a unit is set to be present on the spawn-blocker spots
in the spawning time (xx:30). This skill is different compared to the
rest because it DOES NOT require any gold and is hardest to counter, but
is less consistent. Other heroes can use their minions, but
Bounty Hunter profits from this technique in a different way. This is because in
Shadow Walk, the creeps will still not spawn (thus making it harder to differentiate from the Wards Blocking.) What you need to remember about using Body Block, however, is that you will lose your experience and possible last hits the time it take you to move to the camp and back.
Spawn Blocking is more efficient if you can combine the techniques and outwit your enemies in a mind game. Great players can use this technique more efficiently because they know when to use which version of the block, thus maximizing the efficiency and bait the enemy supports to waste their money on
"
From above example, the
Single Ward Double Block: This is a dire-offlaner-only spawn-blocker spot that is rarely known, but is very useful to know since it block TWO jungle camps in a single spot. This is especially effective if there is a jungler in enemy team because this can cripple both the support and the jungler if done properly. Because this is a rarely known spot, it can also be capitalized to block creep spawns.
- If you can get free exp, but only have the chance to body block
- If you do not understand enemy mindsets, and will instead risk dying
- If you do not understand how to use the technique efficiently, and will waste level trying to execute this technique
Creep Pulling
Creep Pulling is commonly seen by supports to pull their creep to their easy camp in an attempt to get the creep equilibrium much closer to their tower, but on an off-laner, it is also an act of using Creep Aggro (baiting enemy creeps to hit you) while they are still between first and second tier of their tower, then pulling them to your tier one tower through the jungle. This will pull the whole wave (if done properly) into your first tier because the creeps will not clash, letting you last hit safely behind your tower (and probably denying some of next wave's creeps.) This technique will also force your enemy carry to tank some damage if he wants to get last hits, thus actually harassing him.
This technique can be done repeatedly in around xx:20, but is most notably and best used in the first wave because you will waste experience points by moving around and pulling creeps on other waves. This is extremely effective, and can give you one of the leading creep kill, however, is very risky especially against aggressive tri-lane with 2/3 disables. This is more efficient if used by
When to use:
- You are confident that you will not die by performing this technique
- There is no chance for you to take exp because the equilibrium is too close to their tower or it is first wave
- There is no
Sentry Ward or
Dust of Appearance
Creep Wave Stacking: This technique is done the exact way as Creep Pulling, with the only difference being that you simply move around with the creeps instead of pulling them to your tower. Once you are being targeted/feel endangered, use
You might be wandering now: "Yzreel! What the hell? Are you dimwit? This will cause the equilibrium to be closer to THEIR tower instead! You are giving them free creep pull!" No, you're the dimwit if you do think so. True, it does pull the equilibrium closer to their tower, but the double wave mean double pushing power (imagine active
This technique is particularly useful if you think pulling to your tower is more dangerous and the creep is too near to their tower. However, you need to keep in mind that this will QUICKLY reduce your tower's HP if done improperly, especially against pushing trilane. This technique also makes it harder for enemy carry to last hit since the creep damage output is doubled.
When not to use:
- You are fighting aggressive pushing trilane or aggressive disabling trilane
- You can still take free exp from creep equilibrium
Hard Camp Pulling: This technique is only usable by radiant offlaner (top lane) because of the position of neutral creep hard camp. To execute this technique you will need to use a

You benefit less from this technique compared to the other two Creep Pulling techniques, but you will be much less likely to die compared to the other two. This technique is similar to the other two in term that it should not be used except if the creeps are too near to enemy tower.
You can benefit from this technique because you might actually reduce enemy's exp and gold gain (compared to the other two which gives them free farm), and potentially getting neutral creep last hits. However, this technique is easier to counter in term that enemy supports can simply use Creep Aggro and pull your creep to their carry. In that case, do not try to continue this technique with this wave, but use the same technique for the next wave.
When to use:
- The creep equilibrium is too close to enemy tower
- You need to deny gold and exp from enemy heroes
- You fear enemy early lane-killing potential
Alternative Starting Items
(For purpose of initiating advanced strategy)Additional:
Situational: Second set of
This three core-starting items (
If you want to pull the creep, you might want to get
Sometimes, you need to combine the strategies, thus combining the needed additional and situational items. One thing to note is that
Invisible Double Last Hit
Have you seen some games when you saw
During fade time, you are not counted as being in invisible state. What does this mean? It means those "bugs' that you see. What is the advantage of using this you ask? It provides more efficient last hitting capability in laning phase. Compared to usual "invisible --> hit --> invisible" that capitalizes on only one hit and going invisible to avoid disable/silence, this can actually have the same safety amount but provides twice creep kill amount.
Although it doesn't seem much, this technique is unbelievably useful in laning phase of the game to evade early kills while maximizing last hit potentials. Throughout the game, it can also be used to maximize burst damage. One thing to note about fade time is that it actually reduces by the level you put into this skill. This is also another reason why putting only one or two of this skill early is good, because the "gap" between your attacks are usually around 1 second, and at level 3 it is 0.5 seconds, while level 1 it is a full one second. This means that you can attack a creep to break invisibility, goes invisible and then delivering your second hit right away without accidentally breaking the invisibility off.
Although that the idea is simple, and it is not necessarily an "advanced" trick, but this technique, if done properly can potentially double your last hit amounts in laning phase (which is much more precious in offlane). This technique is often overlooked and underestimated, but you need a good amount of timing to actually get 2 creep kills with this technique.
When to use:
- You can actually land the second hit properly, otherwise you might actually die instead because you waste your invisibility
- Your enemy cannot capitalizes on a little increase on visible state
- Any time possible
Slingshot Tracking
This technique is a common sense actually, but is commonly overlooked and can get you to lose some kills. Although called an advanced trick, this is pretty simple. This technique is used as a chasing tool, for killing down dying enemies that has become a bit too far from your
If you have experienced some "almost kill" moments because somehow, you fail to finish off a hero with 100 HP left and he has gone from 900 area radius of Track bonus speed. One of his friend comes and you are forced to escape, losing a chance to get your team bonus gold. This moment is one of the most irritating moments in the game, and this technique reduces that moment by quite a lot.
This skill is done by casting
When to use:
- You are chasing a hero that is farther than your speed boost range
- There are other hero nearer to you
- You are not going to die from over-chasing
Update
6.81b: In this gameplay change,The most notable difference is not really of the duration, but more to the impact of the game. 20 seconds duration in level 1 is the same as the old level 2, and this means that there is no necessity in which you need to level this to level 2 because you can still do the permanent invisibility trick. If you get what I mean, this mean that you can get permanent invisibility trick since level 1, making you that much more useful.
Because of this, I change my personal build (I don't take it at level 8 anymore for
We will go with standard skill build (E-W-E-Q-Q), with 2 levels of
However, if we go with another build (E-W-W-Q-Q), 2 levels on
This concludes only a difference of 12.5 damage with an easier chance to last hit due to
Therefore, I assume that it is a better option overall to go with the second build rather than usual build, and thus I changed the skill build. Of course, if situation dictates it can be done differently and getting 3 points in
Conclusion
This concludes my first guide ever, and I hope that it helps you guys to some extend. Moreover, I wish that you like this guide, and if you do I might post another guide soon enough. Any feedback/critic/comment is much appreciated, and I highly encourage you to do so, even if it is quite harsh. I assure you, I don't mind it and won't hold it against you.
As my parting gift, here is how I aim to make all your enemies to become
by using this guide, good luck in your games and remember to hunt the
puny heroes' head. The chase is on!
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Yzreel
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Yzreel
by Yzreel - DotaFire.com




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