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Bounty Hunter is currently one of the most picked off-laners for various reasons: he can easily get experience even against a trilane (things that many Heroes can't do efficiently) and can give gold and true sight to the whole team with his ultimate.
Talking about his skills, Jinada helps a lot in the laning phase since will make last-hitting, the most difficult thing to pull out against a proper trilane, much easier;
Shadow Walk is the key of his solo laning power because it makes the enemies spend gold on
Sentry Wards and provide a save escape machanism if they don't have them yet and
Track gives you that amount of gold you couldn't get in the laning phase while making your team richer. Last but not least,
Shuriken Toss is very effective for killing fleeing enemies, disrupt channeling spells and TP scrolls, stealing creeps while the enemy pulled the neutral camp and many other things.
Pros
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Cons
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Bounty Hunter is one of those Heroes that works in almost any situations, provided your team doesn't have too many melees and invisible Heroes: he can play amazingly well with little farm and still dominate the mid game, but he has to plan his ganks and work with teammates.
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Your one and only source of ranged damage: it has many uses, but consumes a lot of mana if not used correctly. Always remember that this skill is not made for harassing and last-hitting lane creeps: by doing so you'll drain all your mana in less than a minute, considering you have to use ![]() In the laning phase, use this only if the lane support of the enemy lane creep pulls: both ![]() ![]() When chasing or killing an enemy, keep this for either initiating before your teammates come, last-hitting the enemy or disrupting ![]() In teamfights, as long as you have enough mana you will be able to use this two or even three times per fight: toss one of your shurikens on the most squishy enemy Hero at the beginning, then use it for chasing fleeing enemies. |
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This skill is the main reason why BH can be succesful at getting gold in an off-lane: with your damage amplified by 75%, at level 3 you can easily get some creeps without worrying about the enemy denies every 10 seconds. In mid to late game ![]() ![]() ![]() It's always a good idea to save some mana for ![]() ![]() The damage amplification is based on a percentage: the more damage you get, the more damage gets amplified. That's why you don't usually see a ![]() ![]() ![]() |
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Even though it has the lowest priority between all your abilities, one point in ![]() Talking about the bonus damage, it actually boosts your base attack by about ~57% (without considering ![]() ![]() ![]() At level 2 you can technically be invisible forever as long as you have mana: be wary, though! If you activate ![]() In the early game, the mana cost is not negligible: use it just if you can get an easy last-hit with ![]() |
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This skill is ![]() Use this on key targets which are, ordered by priority:
With a duration of 30 seconds and an absurdly low cooldown, you should be spamming this skill before engaging a teamfight: always save mana for at least two or three ![]() ![]() |
In tournaments you will always see Bounty Hunter played as a solo Hero, either against a trilane (or dual lane plus jungler) or another solo: in both cases you will still be able to get experience and, possibly, last-hits; especially if the enemy that's farming is melee.
If you are facing a trilane and die, don't give up: you can teleport to your tower and still get experience and money. Also, if you realize they have Sentry Wards just stay in the experience range (1200 units, as much as the range of a
Blink Dagger) and play safe. That gold is not indispensable for you anyway.
This build is suited for any kind of people, from beginners to competitive players.
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These items can be a viable starting point for a solo lane: you're halfway from your ![]() ![]() ![]() Normally, solo laners spend even 300 gold on health regeneration items but, since BH can go invisible, you can do well even with just a ![]() ![]() ![]() ![]() Of course, you can't take both a second Branch and a Clarity. Choose how to spend that last bit of gold carefully: when in doubt, always go ![]() |
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If you haven't already bought it, pick a ![]() The next items on your list are a ![]() ![]() ![]() ![]() Now, get your ![]() Don't forget the two portions of bigger items: in this part of the game components are superior than complete items, so ![]() ![]() |
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If you're literally draining your mana by costantly using ![]() ![]() ![]() |
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I've seen some competitive players picking this item for fighting squishy carries when their supports are very ganking-oriented and tend to leave the safe lane (![]() ![]() |
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Finish your ![]() ![]() The last core item and the one that lets you transition into late game is the ![]() ![]() ![]() ![]() |
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You can choose to either pick this instead of the ![]() |
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This is kind of considered a "situational item", but it's a viable extension if the enemy carry is too difficult to kill (especially if it's a ranged one): ![]() ![]() The usual method for using this item is to ![]() ![]() ![]() |
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This item kind of changes your playing style and should only be considered in certain circumstances: if you did a really good job in the early phase of the game and the enemy team consists of blinkers (![]() ![]() ![]() ![]() ![]() ![]() In this case, use the Soul Burn as soon as you hit with ![]() This item kind of makes you like ![]() |
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A very common "core" item in pub games but often overlooked in tournaments: the sustainability offered by both ![]() ![]() The main reason to get this item is, though, for fighting Roshan: especially if you have a melee carry, buying an "early" ![]() If you want to keep snowballing, though, you'd better aim for something else: the aura doesn't stack with ![]() ![]() ![]() ![]() |
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The snowball item by definition. A ![]() Just like the ![]() ![]() |
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This item is considered both as an offensive and defensive item for a simple reason: it gives attack speed to your team and armor reduction to the enemy team, but also gives you 10 armor points and 5 more armor to the rest of your team (including you). This is a very unconventional choice for a Hero that relies on big damage to hit with ![]() ![]() ![]() ![]() ![]() ![]() Some items like Manta Style and Desolator give you a lot more DPS, but the ![]() |
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The ![]() ![]() ![]() ![]() Just like the ![]() ![]() |
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If you've already bought a ![]() ![]() This is a mandatory item if the enemy has some debuffs that can get you killed ( ![]() ![]() ![]() ![]() You can use the illusions to push towers with you, protect you when farming ancients or scout the surroundings; remember, though, that they will be destroyed if trying to attack Roshan. |
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This is a very late game item as the benefits are not cost-efficient until you get more attack speed and the enemies start hitting harder: the evasion is useful both offensively and defensively, it also forces the enemy carry to buy a ![]() If you already have a ![]() |
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A ![]() ![]() ![]() ![]() ![]() If you know the enemy carry is going to buy a ![]() ![]() ![]() ![]() |
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This two items can be as useful as a ![]() ![]() ![]() ![]() ![]() Nevertheless, consider getting these items against ![]() ![]() ![]() |
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This item is considered both as an offensive and defensive item for a simple reason: it gives attack speed to your team and armor reduction to the enemy team, but also gives you 10 armor points and 5 more armor to the rest of your team (including you). This is a very unconventional choice for a Hero that relies on big damage to hit with ![]() ![]() ![]() ![]() ![]() ![]() Some items like Eye of Skadi and Satanic give you a lot more survivability, but the ![]() |
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This item has an orb effect, so it doesn't stack with the ![]() ![]() The main purpose of the ![]() |
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The other defensive item that gives you more HP is a ![]() ![]() ![]() This item is very useful against enemies with a built-in lifesteal or that generally pick lifesteal items (Skeleton King, ![]() ![]() |
This item build is a valid option since Bounty Hunter needs costant mana regeneration: the silence plus damage is very helpful too, as this Hero excels in 1vs1 fights. You can try to rush an
Orchid Malevolence against a solo laner or in mid lane, but trying to farm that much gold in a 1vs3 offlane is just a waste of time.
This build is still a viable options to everyone, but requires you to coordinate your skills and avoid common juke paths before engaging (all of this come with experience). Therefore, I still consider this for beginners to competitive players though the previous build is preferred in tournaments.
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This is the default competitive starting set: you get a ![]() The two ![]() Oh, and don't forget to buy a ![]() |
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These items don't give you as many stats and survivability as a Wraith Band and a bunch of regen items, but in a 1vs1 lane you shouldn't need them for at least the first 2 minutes. Still, the double (or single) ![]() ![]() As always ![]() ![]() ![]() |
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These can be considered your early game items: rush the ![]() ![]() Now, start buying your Orchid Malevolence starting from two ![]() ![]() |
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The mana regeneration might seem redundant, but you can still choose to pick this before your ![]() |
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In this stage of the game you should be getting some kills thanks to your ![]() ![]() ![]() ![]() |
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This is a controversial item: I do not recommend this, but you can choose it as a substitution to a ![]() ![]() ![]() |
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This core extension is what you should aim for most of the time: the strength increase gives you that bit of survivability you don't have, plus the damage it gives gets amplified with ![]() The Avatar can save your life many times: in teamfights it lets you come into melee range without being focused down, in ganks it lets you pick off enemy casters ( ![]() ![]() ![]() |
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This is kind of considered a "situational item", but it's a viable extension if the enemy carry is too difficult to kill (especially if it's a ranged one): ![]() ![]() The usual method for using this item is to ![]() ![]() ![]() |
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A very common "core" item in pub games but often overlooked in tournaments: the sustainability offered by both ![]() ![]() The main reason to get this item is, though, for fighting Roshan: especially if you have a melee carry, buying an "early" ![]() If you want to keep snowballing, though, you'd better aim for something else: the aura doesn't stack with ![]() ![]() ![]() ![]() |
![]() |
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The snowball item by definition. A ![]() Just like the ![]() ![]() |
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The ![]() ![]() ![]() ![]() Just like the ![]() ![]() |
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If you've already bought a ![]() ![]() This is a mandatory item if the enemy has some debuffs that can get you killed ( ![]() ![]() ![]() ![]() You can use the illusions to push towers with you, protect you when farming ancients or scout the surroundings; remember, though, that they will be destroyed if trying to attack Roshan. |
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This is a very late game item as the benefits are not cost-efficient until you get more attack speed and the enemies start hitting harder: the evasion is useful both offensively and defensively, it also forces the enemy carry to buy a ![]() If you already have a ![]() |
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A ![]() ![]() ![]() ![]() ![]() If you know the enemy carry is going to buy a ![]() ![]() ![]() ![]() |
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This two items can be as useful as a ![]() ![]() ![]() ![]() ![]() Nevertheless, consider getting these items against ![]() ![]() ![]() |
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This item has an orb effect, so it doesn't stack with the ![]() The main purpose of the ![]() |
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As you transition into late game you should be getting some problems with survivability even though you have Vlad's: if this happens, aim for a ![]() ![]() Overall, even if this is a good item you should be aming for something else unless, of course, you skipped BKB or you already have a huge damage output: the HP increase is good, but most of the time you should stay in the back of a fight spamming your ![]() |
Sometimes, you might have played a pub with someone that buys a Shadow Blade because they're used to buying it on
Sniper or, worse, rushes a
Battle Fury. Why is this not recommended? what's wrong with these items?
Bounty Hunter uses a rather standard skill build which grants both solo laning advantage and big mid game presence: your main priority is
Shuriken Toss, but you need
Shadow Walk and
Jinada to farm better and have a safer laning phase. Laning-wise, getting the second level of
Shadow Walk is really important because that way you can basically be invisible forever, as long as you have mana.
As said many times, this Hero excels in solo lanes (especially in the off-lane): you want to focus on both surviving and farming efficiently, prioritizing one of them depending on the situation and laning.
This chapter will be divided in the following paragraphs to let you understand better:
The bright side about this Hero is that he works with almost anyone, so you can safely pick him if you need a solo laner; on the other hand, invisibilty detection and stuns can be really hard to deal with in the mid game.
05-20-2014: Added slight changes.
01-23-2014: Reworked this guide for the 6.79 patch (better late than never!).
03-22-2013: Added the "Items to Avoid" chapter.
03-13-2013: Added the "Playing Style" chapter.
03-12-2013: Added an explanation for situational items.
03-10-2013: Wrote the first part of the guide.
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