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Hello, I am Lionbone and this is my guide on Bloodseeker. This guide is built mainly around Bloodseeker ultimate ability: Rupture. The guide is based mostly around how i play Bloodseeker, but also around some tricks I learned by watching other players. Start with the build and use it until you get used to the hero till you start to build differently for every match, accordingly to enemy hero playstyles.
So, let's start with the first ability...
Bloodrage
Drives a unit into a bloodthristy rage. That unit is unable to cast spells, has its attack damage increased, and loses a small amount of hit points every second.
Range: 600
Duration: 6 / 7 / 8 / 9
Increased damage: 20% / 40% / 60% / 80%
Damage Per Second: 20
Mana Cost: 80 Cooldown Time: 12 / 10 / 8 / 6
New players usually take this ability first since the fact that the other two are passives, means that this is the only source of ranged damage with which to harass enemy players. That is a bad move. While the Bloodrage silences an enemy and does minor damage, i find it really helpful when a enemy Bloodseeker casts it on me. Just tango up and use the extra 20% damage to lasthit/deny easier.
Earlygame this ability is good only if you plan on rushing first blood with a teammate by silencing a Hero that relies mostly on spells to do damage or survive, otherwise don't take it till your team gets confident enough for ganking. I take it on level 4, not because I expect from my teammates to do an early gank, but more for defensive purposes.
My personal preference are stats over the 3 extra seconds of silence cause lategame, the extra 80% damage enemies are putting off, may bite you back. Level it up only if your team is confident, if the enemy is not a auto-attack Hero like Ursa or Brodmother or alternatively, if you are confident enough to go without your only CC, but with 80% more damage into a fight.
Blood Bath
Whenever Bloodseeker kills a unit, he bathes himself in the blood, regenerating his life source.
Regeneration from
Hero's max hp: 10% / 20% / 30% / 40%
Regeneration from
creep's max hp: 10% / 15% / 20% / 25%
This ability can be a lifesaver. It works only with last hits, which are quite easy to pull off since Bloodseeker has a fast basic attack animation. A helpful thing to remember is that you get healed even for denying your own creeps. This ability will be your bread and butter if the enemy laners are ranged that harass whenever they can and just ignore last-hitting to get more damage off your health bar. The best tactic is to waltz in and out just for last hits/denies and they won't do enough damage as much as you heal. By the time I'm level 5, I go jungle in the forest, but watch my lane, and how my teammate is doing. This is why i prefer Top lane if I'm Dire or bottom lane if I'm Radiant. By choosing those lanes, you don't step in to the enemy territory where they possibly have wards, or just more teammates of their. When I go jungle at first, I make a selection of which enemies to attack now, and which when I'm a bit higher level. At level 5 I try focusing only on enemies that are in camps with more than 3. Those won't hit you harder than you can heal and will most probably give you a level per camp Earlygame. Jungling is a great way to get a lot of money fast. When you get confident enough, try taking down the Ancient camps located at the top right part of the Radiant half of the map and the bottom right part of the Dire half of the map. Ancient camp monsters are immune to magic and do a lot damage, but they drop a lot of gold and they count as hero kills for the ability Blood bath (you get healed for 10% / 20% / 30% / 40% instead of 10% / 15% / 20% / 25%).
Thirst
Enables Bloodseeker to sense the bleeding of any enemy hero below 40% hp. If he finds one, Bloodseeker gains vision of that unit and increased movement speed.
Area of Effect: 1500 / 3000 / 4500 / 6000
Duration: Until no nearby valid target exist
Move speed bonus: 11% / 22% / 33% / 44%
The ability that gave Bloodseeker his name. This is your prime ganking/chasing tool. If an enemy jungler gets careless and gets low on hp, you will have vision of that target and enhanced movement speed. This is an easy kill for you. This ability is the most used as a tool to pick off the pesky enemies that got away from your team fights with low hp. This is why you need it at least level 2 by the time your team is confident enough for team fights. It helps a lot for all those Anti-mages, Queens of Pain and Faceless Voids that just teleport over away when low on hp.
Rupture
Deals a mighty blow to the enemy causing any movement to result in bleeding and loss of life.
Range: 1000
Duration: 5 / 7 / 9
Initial damage: 150 / 250 / 350
Distance moved damage: 20% / 40% / 60%
Mana Cost: 150 / 200 / 250 Cooldown Time: 70
Some have a roundhouse kick, others have a falcon punch. You have Rupture.
When combined with the force staff, it feels like you chained someone to a train while that persons head is burred in the stone path, plowing trough it as you laugh.
It's fun even on it's own when an enemy overextends into your team, or tries to run away. With the Force staff, you decide who has the privilege of living, and who will feed your blades. If a lucker survives your combo, they will be well below the 40% mark of their health, with the debuff still running on them. This is where thirst kicks in. If you have Black king bar, you can overextend behind your enemy lines and pick off the wounded enemy.
Overall, your items give your ultimate its full potential.
Starter items
Quelling blade
This item lets you last hit creeps Earlygame more confidently, and can be a lifesaver when the enemy team has Natures Prophet. You can use the active of this item to chop one tree from his root spell, so you can just walk out. Also, you can open up shortcuts while jungling to travel faster.
Stout shield
Helps not only for laning, but also for Early jungling. You may not be able to feel that block, but it will get you trough camps with more hp.
Tango
Lifesaving item if you are harassed to low hp, or if you made a bad judgement while jungling. You don't need nothing more cause you get healed by your passive skill.
Midgame Core Items
Poor man's shield
Cheep to get, has a constant block, gives you agility and it's the item that will help you go trough the lonely nights in the jungle.
Boots of speed
Sadly, your enemies don't start off with less than 40% hp, so you will need a speed boost.
Town portal scroll
Always helpful to have at least one in your inventory from midgame. That is when the ganks start.If enemies that try to gank you don't have a stun at disposal, just teleport out of their gank back to base and watch them rage.
Force staff
I covered the use of this item with Rupture, but there is a lot more to this item than just a boost to your ultimate damage. It can put your enemies out of position, into your tower range, you can use it to get to your lane faster, to speed up your ally while you heal up, to go trough terrain to chase a blinking enemy, to get out of a fight...
The possibilities can get wild as your imagination lets them.
Power threads
For when Boots of speed just aren't enough. Also, they give you attack speed and stats.
Luxury
I take at least one of the items in this list by my mood.
If I think enemies won't be able to run away from me cause I have a teammate to slow them down, I use Crystalys.
If I feel like I want to be the one on our team to slow the enemy down so we can get a beating on them, I take Sange&Yasha.
If I have fast enough attack speed, I take Skull basher.
If I feel like chasing enemies behind their lines, or if they have spell damage dependent nukers, I make Black King Bar.
I felt tired for the day, so sorry for some grammatical errors and the lack of spell icons.
Have a nice game.
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