Bounty Hunter – FIREWALKER Follows the Trail
FireWalkerAWE
January 27, 2017
For the Right Price, Anything
FIREWALKER reporting for duty. After a few sleepless nights, I’m able to bring this Bounty Hunter guide right after my Timbersaw Guide. Now let’s go cash in on those bounties...
Gondar the Bounty Hunter
Bounty Hunter is a melee agility hero, usually and most effectively played as a roaming support. Gondar’s lore reads as follows...
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.
Stats
Strength: 17 + 1.8 per lvl
Agility: 21 + 3 per lvl
Intelligence: 19 + 2 per lvl
Health at lvl 25: 1400
Mana at lvl 25: 854
Base Damage: 24-38
Armor at level 1: 6
Movementspeed: 315
Base Attack Time: 1.7
Turn Rate: 0.6
Official Roles: Escape, Nuker
Ability Descriptions
Shuriken Toss
Shuriken Toss is
Bounty Hunter’s first ability – a
magical nuke and mini-stun. This single target spell will bounce towards all
Tracked units in a
1200 AoE.
Manacost
120
130
140
150 |
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Damage
150
225
300
375 |
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Cooldown
10
10
10
10
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Upgradeable by uAghanim’s Scepter: Causes the Shuriken to bounce towards each
Tracked unit in the AoE twice.
While the shuriken may be small, Gondar’s precise aim can cause critical damage.
Jinada
A passive ability,
Jinada grants
Bounty Hunter a critical strike, dealing bonus damage to the target and reducing their movement- and attack speed for 3 seconds after the hit.
Critical Damage
150%
175%
200%
225% |
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Move Slow
15%
20%
25%
30% |
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Attack Slow
15%
20%
25%
30% |
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Cooldown
12
10
8
6
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Affected by Talents: Bounty Hunter's Talent Tree gives an option at level 25 to reduce
Jinada’s cooldown by 5 seconds.
Whispering an enchantment he learned from Soruq to his faithful blades, Gondar targets vital tendons and joints to disable his opponents.
Shadow Walk
Shadow Walk turns
Bounty Hunter invisible while also allowing him to phase through units. Using an item or ability will break the invisibility. Attacking from
Shadow Walk will break the invisibility and deal bonus damage.
Manacost
65
65
65
65 |
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Bonus Damage
30
60
90
120 |
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Fade Time
1
0.75
0.5
0.25 |
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Duration
20
25
30
35 |
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Cooldown
15
15
15
15
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The court jesters present during King Goff’s assassination can recount no other image than a dancing shadow.
Track
Track places a debuff on an enemy hero, lasting 30 seconds. The debuff grants True Sight of that hero and shows its current gold.
Bounty Hunter and his nearby allies gain bonus movement speed when within 900 radius of a
Tracked unit. If the target dies,
Bounty Hunter and his nearby allies are granted bonus gold.
Manacost
65
65
65 |
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Bonus Speed
16%
18%
20% |
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Bonus Gold - Self
150
250
350 |
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Bonus Gold - Allies
40
80
120 |
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Cooldown
4
4
4
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Using his elevated senses of sight and smell, Gondar’s hit have quite a good chance of success.
Ability Usage
Shuriken Toss provides heavy nuke damage and the bounces helps Bounty Hunter to gain a teamfight presence. The mini-stun provides some utility to this ability, making it worth an early value point to stop channeling spells and teleportations. As with all nukes, Shuriken Toss is most effective in the early and middle stages of the game, so max this relatively early.
Jinada provides decent damage, with strong utility because of the slow. Put an early level into this to help secure kills by disabling enemies. The slow also works against
Animal Couriers, so consider going into the mid lane under the cover of
Shadow Walk for the courier snipe.
Critical damage and a relatively short cooldown on this ability makes people consider playing him as a carry, but some
Bounty Hunter’s weak points prevent him from shining in this roll.
Bounty Hunter is very squishy, and can easily be bursted down. Secondly,
Jinada has a cooldown, so attack speed items are relatively worthless in this regard.
Bounty Hunter is still able to transition into a core, but he is far from a hard carry.
Putting your level one skill point into
Shadow Walk is mostly recommended, allowing you to move stealthily to scout out enemies at rune spawn and the early laning stage. Consider stealing a
Bounty Rune and continue to disrupt the enemy laning stage with this ability.
Remember to constantly look in the enemies’ inventories to make sure they aren’t carrying detection. Take note who is carrying the
Dust of Appearance and take the time to deward enemy Sentry Wards with your own.
After level 6, make sure to
Track every enemy you see, granting your team vital vision and snowballing them with the bonus gold. The bonus movements speed gives your team the edge in teamfigths, and the bouncing
Shuriken Toss will deal a decent chunk of damage
Track is your most vital and team orientated ability, and the key to victory if used enough.
Talent Tree
Level 10
+15% XP Gain vs
+175 HP
As a squishy support, the bonus HP will provide some durability. As a support though, you can rest assured if you die - you created space for your carry.
The more team orientated pick up, 15% bonus experience will usually be of more use, granting earlier access to level 3
Track for your team.
Level 15
+40 Attack Speed vs
+15 Movement Speed
40 Attack speed isn’t a bad pickup, but a more carry orientated one.
The more support orientated pickup, movement speed allows for better positioning, getting in range faster to
Track someone and more mobility for scouting.
Level 20
+8% Spell Amplification vs
+100 Damage
Bounty Hunter’s only ability that gets effected by spell amp is
Shuriken Toss, therefore this talent only provides a minor improvement.
The 100 damage helps
Bounty Hunter to scale into the late game, getting even more damage from
Jinada and normal right clicks. After all, once the whole enemy team is
Tracked,
Bounty Hunter’s job is done and he can proceed to right click enemies.
Level 25
-5s Jinada Cooldown vs
20% Evasion
A hard carry on your team will probably already have evasion, making
Monkey King Bar a mandatory pick up on the enemy cores, already canceling out your own evasion.
A shorter
Jinada cooldown would be more beneficial, allowing you to deal out more damage, while also giving you greater crowd control with more
Jinada-slows.
Item Build
Starting Items
Some basic regeneration throughout the early game, also helping to deward easily.
Providing some more regeneration, helping you to stay around longer and cause even more disruption,
Healing Salves can also be shared, allowing you to lend a helping hand to a struggling core.
A couple of
Claritys should provide enough mana regeneration to use
Shadow Walk constantly.
Some stats to get you going,
Iron Branches can also be upgraded into a
Magic Wand or a
Headdress for that Vladmir’s Offering or Mekanism.
Early Game
Providing mana for spamming
Track and building into
Guardian Greaves,
Arcane Boots are a solid pick up.
Another option for boots, though less recommended,
Phase Boots provides some damage and a lot of chasing potential, especially when combined with
Track movement speed.
A very efficient item,
Magic Wand provides stats and regeneration for a very good price. As a support, every gold coin should be made to count.
Urn of Shadows provides some decent stats and an amount of sustain, a decent pickup when not going for that early Mekanism
Supporting might make you fall behind on experience. Grab a
Tome of Knowledge to get
Track online if you’re struggling.
Mid Game
Mekansm provides a lot of teamfight survivability and sustain. As an unusually rich support,
Bounty Hunter is able to pick this up early, making it a very strong pickup. The recommended build if there isn’t a core hero building it. Also upgradeable into
Guardian Greaves for an even stronger team aura.
A dependable pickup, providing a lot for the team and solid on any support.
Pipe of Insight is a very situational item, though very strong in certain games. With
Bounty Hunter’s GPM, he is able to get one against that pesky
Zeus.
Providing immunity against physical damage,
Ghost Scepter can be a life saver against some right clickers.
Some extra movement speed and mana,
Eul's Scepter of Divinity’s real value lies in its active. An extra way to stop channels or break
Linken's Sphere, the item also provides a purge to be used on yourself. A strong kiting tool, it also acts as a poor man’s
Scythe of Vyse.
One of a support’s main jobs is to keep their cores alive. Casting
Solar Crest on a carry might provide just that but of durability needed. The item can also be used offensively to help burst down an enemy hero. A strong pickup against a physical damage orientated lineup, or to provide a damage boost to your own team’s physical damage.
Vladmir's Offering provides a strong lifesteal, armor and damage boosting aura for the team. A solid pickup if no one else is getting one.
Late Game
If you built a
Mekansm and haven’t upgraded it earlier, now is surely the time to do it, getting an even stronger aura and saving an item slot.
Keeping with the supporting role, transferring
Linken's Sphere’s spell block onto a carry will allow him to siege high ground more safely and to enter teamfights more safely. As a situational pickup,
Linken's Sphere provides a strong defence against certain single target spells.
A strong deterrent against single target spells, the active also purges, allowing you to save the team’s carry from spells such as
Hex.
A strong disable is something that
Bounty Hunter lacks.
Scythe of Vyse can solve many problems, providing hard lockdown against an important target.
Blink Dagger allows
Bounty Hunter to
Track an enemy and quickly retreat before they can retaliate.
Ultra Late Game
Though not a hard carry,
Bounty Hunter is still able to deal substantial amounts of rightclick damage. Still sacrificing for the good of the team as a support should, going into the ultra late game,
Bounty Hunter might still be able to pick up some of the following carry/damage items to help him scale. Or build them earlier for a bit of a troll...
Playing like a ganking style
Nyx Assassin, this is the classic burst combo:
Dagon
Normal carry-style items:
Playstyle
Early Game
Playing mostly around
Shadow Walk,
Bounty Hunter is able to cause a lot of disruption during this stage of the game. Roaming from lane to lane he is able to scout out enemy movements, providing an early warning to prevent incoming ganks, all the while setting up ganks himself.
With a bit of patience waiting between the tier one and two mid towers, you might be able to kill the enemy courier using
Jinada’s bonus damage and slow.
Remember to carry a Teleportation Scroll. As a support it is your job to rotate and to save carries, allowing them to farm more safely.
This stage of the game is where
Bounty Hunter shines, creating tons of space and kill opportunities. Just remember to check enemies’ inventories for detection and steering clear of traps.
Bounty Hunter’s squishy nature makes him an easy kill when caught out.
Mid Game
At this stage
Bounty Hunter becomes a walking ward, scouting out enemies and
Tracking everything within sight.
Track will help your team snowball, hopefully securing the game. Be careful not to get caught out while scouting, giving away kills can cost your team some of that
Track advantage.
Look for pickoffs, if possible, to get some free
Track kills to pull further ahead of the enemy.
Continue supporting the cores on your team, saving them and helping them secure kills. Help out the other support on the team by purchasing some
Observer Ward and deward using a
Gem of True Sight or Sentry Wards. Unlike most supports, you won’t be dirt poor.
Track gold will make up for your lack of farm if your team manages to secure the kills.
Late Game
Hopefully having gained a good advantage from
Track gold, ending the game should be a breeze. Do so as soon as possible, don’t give the enemy time to catch up!
If your team had a hard time earlier in the game and haven’t been able to pull ahead of the enemy, start looking for pickoffs. Getting a
Track kill makes it a lot more valuable, granting your team a much gold reward and helping you to get back into the game. Take small skirmishes, racking up the
Track gold until you’re strong enough to face the enemy head on.
Friends, Foes and Food
Friends
Hard carries who need a lot of farm greatly benefit from
Track , allowing them to come online faster.
Gankers who can team up with
Bounty Hunter can rack up some nice
Track kills.
Heroes that can snowball out of control can be even more dangerous with the added
Track gold, puling even further ahead of enemies.
Track an enemy to provide vision and a ranged ally can use
Hurricane Pike’s active to its full potential, having the chance to land all four hits with the unlimited range.
Foes
Providing True Sight with two of his abilities,
Zeus reduces
Shadow Walk’s effectiveness.
Slardar and
Bloodseeker can also provide True Sight. Play extra carefully against such heroes.
Gem of True Sight,
Dust of Appearance and
Sentry Wards are easily purchasable to provide vision of
Bounty Hunter. Play carefully and look into enemies’ inventories to avoid getting caught out by these items.
Teams who like to five man and stay together won’t provide chances to get
Track pickoffs. All
Track gold would have to come from teamfights, so be sure to
Track everyone during the fight.
Food
Heroes who usually do their own thing, splitpushing by themselves make easy targets for ganks, granting your team some extra
Track gold.
Hard carries in the opposing team might not have the chance to come online. Gaining an early advantage through
Track will allow your team the strength to end before they become to strong.
Heroes relying on invisibility will be in trouble if they get
Tracked, making easy pickoffs with
Track’s True Sight.
The Trail Grows Cold
Providing a lot for his team, Bounty Hunter is a well rounded support. Dealing a decent amount of damage, Bounty Hunter also has a teamfight presence, giving his team bonus movement speed and vision while nuking multiple enemies with Shuriken Toss.
Scouting with Shadow Walk, he can easily set up kills. Like most supports, Bounty Hunter shines in the early game, causing havoc on enemy ranks by roaming across the map.
Unlike other supports, Bounty Hunter won’t be starved of gold, gaining a lot from Track kills even though he is low farm priority. Not needing items himself, Bounty Hunter can grab a couple of team orientated items with this gold to give his side the extra edge.
Track allows Bounty Hunter to stay relevant throughout the mid game, helping your team to gain a gold advantage above the enemy team. Track each hero before the kill, causing the gold advantage to swing even further, all the while scouting out enemy movements with Shadow Walk and checking their inventories for detection.
Feel free to leave a comment with any criticism, suggestions or questions.
Good Luck and Have Fun
FIREWALKER out
**Updated for 7.01**
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