Friday, October 27, 2006

Guide to Gondar - Bounty Hunter

Skill Build:

1. Wind Walk
2. Shuriken Toss
3. Attribute Bonus
4 - 5. Shuriken Toss
6. Track
7. Shuriken Toss
8 – 10. Attribute Bonus
11. Track
12 – 13. Wind Walk
14 – 15. Jinada
16. Track
17 – 18. Jinada
19 - 25. Attribute Bonus

Item Build:

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It is up to players’ discretion to buy Null Talisman instead of Wraith Bands. However, I recommend you buy 3 of such items.


Table of contents:

A. Introduction: Bounty Hunter's Basic Information
B. Skill Build
C. Item Build
D. Strategy
D1. Skill Analysis
D2. Walkthrough by game stages:
D2a. Early game
D2b. Mid game
D2c. Late game
E. Conclusion

A. Introduction: Bounty Hunter's Basic Information

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Initial Stats:
HP/ MP: 473 / 182
Damage: 45 - 59
Armor: 4
Strength/ Agility/ Intelligence: 17 + 1.8/ 21 + 3/ 14 +1.4
Range: 128
MoveSpeed: 310

Bounty Hunter's Strength:

1. Hard to be clicked on
2. Good for pumping adrenaline rush

Bounty Hunter's Weaknesses:

1. Rather hard to use
2. Often flamed by teammates for being selfish and a killstealer.

B. Skill build:

1- Shruken Toss

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The Bounty Hunter throws a shuriken at a target unit, dealing damage.

Level 1 - 100 damage.
Level 2 - 200 damage.
Level 3 - 250 damage.
Level 4 - 325 damage.

Mana Cost: 90/ 115/ 135/ 155

Cooldown: 10

2 – Jinada

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Gives a % chance to evade attacks and 15% chance to deal extra damage.
Level 1 - 5% dodge, 1.25 critical multiplier.
Level 2 - 10% dodge, 1.5 critical multiplier.
Level 3 - 15% dodge, 1.75 critical multiplier.
Level 4 - 20% dodge, 2 critical multiplier.

3- Wind Walk

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Turn invisible for a period of time. Deals bonus backstab damage.

Level 1 - 30 backstab damage, lasts 15 seconds.
Level 2 - 60 backstab damage, lasts 20 seconds.
Level 3 - 90 backstab damage, lasts 25 seconds.
Level 4 - 120 backstab damage, lasts 30 seconds.

Mana Cost: 50

Cooldown: 25

4- Track

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Tracks an enemy unit for 30 seconds or until it dies. If you kill a hero, you pawn its head for extra money. It also gives 20% bonus movement speed to Bounty Hunter

Level 1 - Any hero kill is worth 50 bonus gold, reduces target's armor by 1.
Level 2 - Any hero kill is worth 100 extra gold, reduces target's armor by 2.
Level 3 - Any hero kill is worth 150 extra gold, reduces target's armor by 4.

Mana Cost: 100

Cooldown: 10

Here is the suggested skill build:

Skill Build:

1. Wind Walk
2. Shuriken Toss
3. Attribute Bonus
4 - 5. Shuriken Toss
6. Track
7. Shuriken Toss
8 – 10. Attribute Bonus
11. Track
12 – 13. Wind Walk
14 – 15. Jinada
16. Track
17 – 18. Jinada
19 - 25. Attribute Bonus

Brief explanation to skill builds:

1. Your early game goal is to survive rather than to hunt. And to survive, you need more HP, rather than the Evasion from Jinada. That’s why Jinada is learnt rather late game. Moreover, 1 level of windwalk is enough for most survival purposes. If 15 seconds of invisibility can’t help you escape, it’s not likely getting another 5 to 10 seconds will help (note that chasing enemies is another issue, but there is no way a Bounty Hunter can chase and hunt heroes early game). Therefore, only 1 level of Windwalk is learnt early game.

2. If you’re convinced that survival is the major goal early game, then getting attribute bonuses early game makes sense. In this build, you will be getting 4 levels of attribute bonuses early game, which means +8 to all stats. In addition, in the item build, I will recommend you get 3 Null Talisman/ Wraith Bands, meaning you will have another 9 points of Strength. In other words, you will have +17 bonus strength, and over 20 bonus intelligence/ agility before level 11. This will solve the survivability/ mana pool problem once and for all, so that you don’t spend your gold in pure damage items as the game progresses.

3. I recommend you learn 3 levels of Windwalk, since the duration of level 3 Windwalk is the same as its cooldown. After that you can proceed to learn Jinada.

But … but… Jinada gives you evasion, aren’t you contradicting yourself by not getting Jinada early game?

When I talk about early game survivability, I am implying that Bounty Hunter is especially vulnerable to nukes. With his low HP, he will perish in a few nukes, and Jinada will not be able to help you. As for vulnerability against physical attack, contrary to what most people think, Bounty Hunter is quite tough against physical attack due to his high armor and agility growth. At level 11, using my build and getting 3 Wraith Bands, Bounty Hunter will have around 12 armor. You should not worry too much about physical attacks.

C. Item Build

Recommended Item Build:

Starting items:
Circlets and Sapphire Water

1. Get 3 Wraith Bands/ Null Talisman, or a combination of both
2. Boots of Speed
3. Monkey King Bar
4. Complete Power Treads
5. Desolator

  • The choice of Wraith Bands/ Null Talisman depends on your preference, skill level, and hero matchup.
  • If the game has not ended, start to build another Monkey King Bar.

Final Items:
1. Power Treads
2. 3 Wraith Bands/ Null Talisman, or a combination of both
3. Monkey King Bar
4. Desolator

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Justification of item builds:

Bounty Hunter is a LATE GAME assassin. He has low HP, no stun. The best thing he can do is to sneak up behind a hero and kill the hero in a few hits. To achieve this, you need high DPS rather than disables. It is pointless to disable your victim for 10 seconds if you can’t kill him, because you can’t afford to be visible for long periods of time. Moreover, like all other agility heroes, Bounty Hunter has low strength growth, which means he is very vulnerable without any HP boost.

With this in mind, I focus on 2 things in Bounty Hunter’s build: early game survivability and late game DPS.

Now here is the justification of individual items:

Wraith Bands/ Null Talisman: These items, together with 4 levels of attribute bonuses, will solve your early game survivability problem. The only difference is that Wraith Bands give you slightly better edge in doing last hits, and Null Talismans allow you to throw 1 or 2 extra Shuriken Tosses. The need for better last hits/ more mana pool varies in different games. For example, if you are playing against a low HP hero, be it agility or intelligence hero, you may want to get more Null Talisman so that you can force him to return to fountain. If you’re playing against a strength hero, you may want to get slightly higher damage so that you can do better in getting last hit in creeps. It all boils down to personal experience. However, in general I would advise getting Bracers, because even if you don’t get any Bracer, you will have +17 bonus strength before level 11. This is even more than what a Sange can give you.

Monkey King Bar: This is a must have item for Bounty Hunter. Since he has innate critical attack, he does not benefit as much as Buriza than most other melee heroes. Therefore Monkey King Bar is better than Buriza in terms of pumping Bounty Hunter’s DPS.

Desolator: After you have high base damage, Desolator is not worse than a Monkey King Bar in terms of boosting DPS. The major reason is that Desolator boosts Bounty Hunter’s DPS by a percentage amount, whereas Monkey King Bar boosts Bounty Hunter’s DPS by a fixed numerical amount. When Bounty Hunter’s base damage becomes reasonably high (above 200), he will benefit a lot from Desolator.

DPS calculator between Desolator and a second Monkey King Bar:

Assuming at level 25, Bounty Hunter has 3 Wraith Bands, Power Treads, Monkey King Bar, and has a choice between a Desolator and a Monkey King Bar.

If he equips himself with a Desolator…

His base damage will be: 124 (Average raw damage at level 25) + 163 (from all the weapons) = 287.

Jinada gives a 15 % chance to do critical attack, and Monkey King Bar gives a bonus mini stun damage. According to my calculations in the DotA Mathematics Thread, you can assume the bonus stun damage boosts a hero’s physical damage by around 35. Therefore Bounty Hunter’s expected damage per hit is

287 * (1+15%) + 35 = 365.05

Note that critical attack does not amplify the mini stun damage, that’s why in my calculation I add the bonus damage after multiplying the base damage by the critical attack multiplier.

At the same time, Bounty Hunter has 176 IAS, which means he can hit an enemy once every 1.7/ (1+1.76) = 0.616 second.

Moreover, from the calculations in the DotA Mathematics Thread, Corruption and Track give you around 60% boost in DPS. Combining all, Bounty Hunter’s DPS is 365.05*1.6/0.616 = 948.3 per second.

If he equips himself with a second Monkey King Bar…

His base damage will be: 124 (Average raw damage at level 25) + 188 (from all the weapons) = 312.

Jinada gives a 15 % chance to do critical attack, and Monkey King Bar gives a bonus mini stun damage. According to my calculations in the DotA Mathematics Thread, you can assume the bonus stun damage boosts a hero’s physical damage by around 35. Therefore Bounty Hunter’s expected damage per hit is

312 * (1+15%) + 70 = 428.8

At the same time, Bounty Hunter has 191 IAS, which means he can hit an enemy once every 1.7/ (1+1.91) = 0.584 second.

Moreover, from the calculations in the DotA Mathematics Thread, Corruption and Track give you around 30% boost in DPS. Combining all, Bounty Hunter’s DPS is 428.8*1.3/0.584 = 954.2 per second.

However, Desolator is cheaper, and is more beneficial to the team. This explains why Desolator is better than a second Monkey King Bar.

Why certain items are bad?

Sange and Yasha: This item simply reduces your DPS. It gives you a little of everything: some HP, some damage, and an unreliable maim. As mentioned above, the HP problem can be solved by early attribute bonuses plus wraith bands/ null talisman. Maim is unreliable in the sense that you need on average 10 hits to maim an enemy. However, if you have to be visible to an enemy for such a long time, more likely you will be toasted. Needless to say, Monkey King Bar is a much better damage weapon than Sange and Yasha. All in all, it costs too much for what it does. You’re better of buying other items instead of Sange and Yasha.

Cranium Basher: This item does more or less the same as Sange and Yasha. It deals mediocre damage with the ability to disable the enemy. However, as I have argued, you’re better off killing the enemies in 3 seconds than to kill him in 6 – 7 seconds while being visible to the enemies, because afterall, Bounty Hunter has rather low HP, and can always be killed by nukes in 3 seconds.

Eul’s Scepter of Divinity/ Guinsoo’s Scythe of Vyse: This item has the same problem with Sange and Yasha: it helps you disable, but it can’t help you kill quickly. Even with this item, Bounty Hunter’s DPS is still very low. If your ideal situation is to hex someone and hit him until he’s dead, you’re far too optimistic. The more realistic situation would be that you’ll be killed in 3 seconds once his teammates have come. If early game mana pool proves to be a problem, get 3 Null Talisman instead.

Radiance: You’re simply inviting your opponents to locate you while you’re invisible.

Linken’s Sphere/ Black King Bar: You have windwalk to run away.

Mask of Madness: Turning on Frenzy is like opening your path to hell. Enemies can finish you up in 3 hits.

Maelstrom: As far as orb effects are concerned, Desolator is superior to Maelstrom because Bounty Hunter has an innate armor reduction skill.

D1. Skill Analysis

1. How to use Shuriken Toss

a. Early game harassing. If your lane enemies are low HP heroes, very likely 2 tosses will be enough to force them back to fountain. Against these heroes it’ll be good to get more Null Talisman.

b. Finishing up heroes. If you see a hero in low HP, toss a shuriken and earn your bounty.

c. Interrupting channeling spells. Shuriken Toss has a mini-stun, and is useful in stopping channeling spells like Freezing Field, Epic Center, Black Hole etc.

2. How to use Windwalk

a. Always click W when you’ve low HP. This should be self-explanatory.

b. Windwalk is usually the first step to kill a hero. See below for how to combine your spells to hunt.

3. How to use Track

a. Track is also part of the combo in hunting individual heroes. To be discussed below.

b. In team battles, you should always track heroes that can turn invisible. These include:

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Other heroes that usually get Lothar’s Edge/ are annoying include:

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This ensures that you can finish up the low HP windwalkers.

4. How to combine all your skills to hunt:

a. First and foremost, it is crucial that you don’t pick the wrong target. Picking the wrong target means that you will be able to earn the extra bounty from killing heroes, more likely you’ll be killed. In general, there are several groups of heroes that are Bounty Hunter’s food:
  • Windwalkers;
  • Intelligence heroes with no combo nukes, e.g. Silencer, Keeper of the Light, Tinker;
  • Strength heroes with no stun.

If for some reasons these heroes do not appear in your game, you’re facing a very tough match. You should have repicked at the beginning of the game.

b. Now that you’ve located your target. Here is the step if you want to hunt a target without teammates:
  • Turn on windwalk;
  • Hit the hero and get the backstab damage;
  • Cast track;
  • Continue to hit, throw Shuriken Toss as well;
  • Chase the enemy if he wants to retreat. You should have no problem chasing since your move speed is much faster than his;
  • Shuriken if windwalk is not available, otherwise turn on windwalk to deal a backstab damage.

If the enemy still hasn’t died, you should expect his teammates to be coming. You should consider retreating.

c. In team battles, your combo is more or less the same. The single most important thing you should bear in mind is Bounty Hunter should never ever start a team battle. If you do so, you’ll be killed in 3 seconds. Instead, Bounty Hunter should sneak in behind the enemy (if you have windwalk), or simply track the most annoying hero and then start the combo mentioned above. Of course, in team battles, you should save your Shuriken Toss for heroes who can cast channeling spells.

5. Issues with truesight:

Like other heroes with invisibility, Bounty Hunter also has to face items that can counter true-sight. There are two levels of counter to truesight items. First, in hunting individual heroes, the key counter is to be unpredictable and pick the right preys. Go to different lanes, so that the enemies find it impossible to put just a few wards to locate you. Picking the right prey is also important. Unless both teams are both pushing the mid lane, it is impossible for every single hero in the other team to have truesight at all times. In fact, since Bounty Hunter does not depend on a lot of mana to assassinate, even if your prey has level 3 Necronomicon, you can still kill him at ease, provided you’re not outleveled.

As for team battles, unlike what I suggest in my Stealth Assassin Guide, you do not have Manta Style as a fall back option. However, the good news is that you are not required to start a combo in team battles. Bounty Hunter only has to deal damage after other heroes have started the battle, so it is less likely that they will focus fire on you in team battles. Second, remember you always have track. Even if the enemies attack you and have truesight, you can still escape at ease. The worst case, of course, is mass disables on you and chain nukes. In this case, it depends on how good the teamwork of your team is relative to the other team. If your teammates cannot provide coverage for the damage dealer of your team, your team deserves to lose.

D2. Walkthrough by game stages:

D2a. Early game:

Bounty Hunter should always pick a lane with a teammate, since he does not have any early game advantage. Play conservatively early game. Also, determine how many Wraith Bands/ Null Talisman you will need later on in the game. If you are losing HP quickly while you have excess mana pool, you should buy Null Talisman and toss aggressively. If you are in a bad position in doing last hit creeping for whatever reasons, you should get more Wraith Bands as compensation. There is not a fixed formula to what exactly you should buy; it boils down to how good you are relative to your opponents. Other than that, try to get rid of the “dangerous stage” by getting attribute bonuses and all your early game items.

D2b. Mid game:

Once you have gone through the early stage and have Boots, you can start to hunt. Remember that picking the right prey is of utmost importance; if you pick the wrong ones, you will be easily outleveled later on. If you are confident on hunting alone, go ahead, otherwise it is good to invite your teammates to ambush enemy heroes. Since you have Shuriken Toss, it is okay to ambush heroes with channeling spells e.g. Crystal Maiden, Pudge etc. Ask your teammates to act like morons and attack those heroes as baits. As long as you’re not smoking and know when to toss shurikens, your team should have no problem in killing enemy heroes. Mid game is the stage that makes or breaks Bounty Hunter. If you can pick the right preys and earn gold, making your enemies lose gold at the same time, you will have absolutely no problem transitioning to late game. If you fail in a few ambushes, or are even killed, nobody will care about you late game. Once again, choosing preys is part of the process that leads to your victory.

In general I would advise against staying in the lane to “farm” once you have all early game items and Boots. The reason is that Bounty Hunter earns much more gold by killing heroes. Moreover, Bounty Hunter is not a good farmer per se. If you are indecisive and stay in the lane to “farm”, very likely you will become a liability to your team in late game.

D2c. Late game:

Bounty Hunter is a damage dealer late game. If there are chances for you to hunt down individual heroes, by all means do so. Otherwise, you should keep stealthy and push with your teammates. Once a team battle begins, pick up the damage dealer / invisible hero from the other team and whack. Bounty Hunter is very difficult to be clicked on, more so among a mess. To a certain extent, the “unclickability” is as annoying as Phantom Assassin’s Blur. If the enemies begin to retreat, keep on chasing and using Track if necessary. It is Bounty Hunter’s job to finish up all fleeing heroes. Of course if your team is losing, you should windwalk and run away.

E. Conclusion

Bounty Hunter is all about picking the right prey. Once you can identify your target, the rest should be easy.


Blogger Zeotronic said...

Great BH guide, creates a pathway to real ownage. XD

10:05 PM

Blogger Sirion said...

Its really great.I first thought thatGondar was a poor hero, but now I think I can pawn someones head without him seeing me :))

8:39 PM

Blogger bitok said...

great guide!!! but why wont you equip gondar with butterflies??
my usual build is 3 wraiths+ boots+(sell wraith/s)+butterfly+(complete treads)+MKB+butterfly+MKB
or if the opponent has very high hp, i can have satanic.isnt it nice? but i say urs is great..

12:41 PM

Blogger Jek2x said...

Great guide in early game,but in the mid game and in late game that item is useless...

maybe you may have

2butterfly or 1butterfly
power treads
Monkey king bar
eye of scady

4:11 PM

Blogger lolxmeee said...

i think we can use vanguard for gondar for reduces damage....
my items are:
vanguard,boots of speed,vlademirs,MKB,Burixa do kyanon, and butterfly......

you enemy is now no challenge at all!!!

9:16 AM


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