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Thread: Blood Hunter Guide

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  1. #1
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    The Guide to Blood Hunter

    Blood Hunter



    Intro:

    Although the hunters were members of the Beast Horde in its war against the humans, they always preferred the darkness to the light, and were won over to the Hellbourne with the promise of human blood. They are lead by the traitor Blood Hunter, a swift and deadly warrior who feeds on the blood of his enemies and heals with horrifying speed.

    Level 1 stats
    Damage
    53-59
    Armor
    3.36
    Move speed
    305
    Attack type
    Melee (125)
    Attack rate
    0.59

    Attributes

    Strength 23 (+2.0)
    Agility
    24 (+2.6)
    Intelligence 18 (+1.7)

    Skill Overview:


    Blood Crazy - Applies Blood Crazy to target for 6/9/12/15 seconds. Increases base damage by 20/40/60/80% but silences and deals 20/15/10/5 magic damage per second, until the end of the duration. Costs 80 mana, 10 second cooldown. Can be used on enemy and allied units.

    This is your endgame and early game dominance. Using this early on at level 1 will deal significant damage to your opponent. Using this during the later part of the game on yourself will give you a tremendous amount of bonus DPS.


    Feast - Heals for 10/20/30/40% of a Hero's maximum Health, or 10/15/20/25% for non-Hero victims. Passive Ability.

    This is your source of regeneration. Every kill you get, whether it is from a deny or a creep kill, you get a percentage of their maximum HP added to your current HP.


    Blood Sense - Can smell the enemies blood from 1500/3000/4500/6000 range. Increases movement speed by 11/22/33/44% and applies a red circle underneath the enemy. Passive Ability.

    This skill is awesome. At level 4, it gives you maximum movespeed as well as pinpoint the location of any heros below 40% hp. Therefore if you see a loner in the jungle on the minimap, you know he is low and a free kill.


    Hemorrhage - Deals 150/250/350 Magic damage to target and applies Hemorrhage for 5/7/9 seconds. True damage taken based on 20/40/60% of distance moved. 150/200/250 mana cost. 70 Second cooldown. Cast range of 1000!

    This is by far the most dangerous ganking skill in the game. You can cast this at 1000 range away, which means they don't even see you coming. If they run, they lose HP faster than they can say WTF. If they don't run, you should be catching up to them (preferrably with another ally) and kill.


    Skill Build:

    1. Blood Crazy
    2. Feast
    3. Blood Sense
    4. Blood Sense
    5. Blood Sense
    6. Hemorrhage
    7. Blood Sense
    8. Feast
    9. Feast
    10. Feast
    11. Hemorrhage
    12. Blood Crazy
    13. Blood Crazy
    14. Blood Crazy
    15. Stats
    16. Hemorrhage
    17+ Stats

    Explanation

    Early game you want to have 1 point in Blood Crazy so that you can harass and silence the opponent, and never use it on yourself. The bonus damage of 20% will not give them a signficant edge when they are attacking, especially if they are intel heroes, who you want to be silenced and they have low attack speeds to really out DPS you.

    Why not max feast? If you are able to get every kill/deny on your lane, even 2 per wave, you should be at full HP at all times by having feast at level 1. Maxing it out early doesn't necessarily give you more HP, infact it will mostly be based on your ability to get last hits. As long as you stay back and aim for only last hits whenever it permits, you should be fine.

    Why max Blood Sense? It gives you an insane amount of movespeed, allowing you to chase any runaways.

    Hero Analysis:

    Blood Hunter is a ganker and best played as an assassin. However, he is terrible in team fights and should not engage in those unless absolutely necessary. His HP pool is not high enough for him to tank, and his abilities are much more suitable for small scale battles; ex 2v1 ganks. An important thing about team fights is that you never want to use hemorrhage until after the main fight is over. When there are runners left, that is when you should be using your ultimate to prevent them from escaping.

    Ganking:

    When you are level 6, you should be immediately able to get a kill, or at least assist your lane partner to score a kill off the bat. Cast hemorrhage, cast silence, and the enemy is singled out, having no means of defending himself. Once he drops below 40% HP, you are insantly at +33% movespeed, allowing you to chase him down.

    From then on, you should be farming on your lane until your ultimate resets the cooldown. The cooldown is 70 seconds, which means you should be able to help gank someone roughly every minute.


    Item Build:

    Starting Build: Early Game



    Iron Buckler x1 = 250
    Runes of the Blight x1 = 90
    Minor Totem x 4 = 212
    Total = 552

    I find this build with the skill build mentioned above works quite well in terms of survivability. Iron Buckler will take off some damage off of you and allows you to stay on the lane. When you find yourself having trouble getting creep kills, Runes of the Blight will help you regen somewhat, but remember that your main source of regen should be coming from your Feast.


    Mid Game Items:

    vs

    Enhanced Marchers or Steamboots? They both cost 1500!

    The answer is Enhanced Marchers. Although Steamboots gives you a constant amount of higher movespeed, it doesn't matter because you will be moving at maximum speed with your Blood Sense for the chase. When you're chasing, it is best to have the ability to unit walk to avoid any obstacle blocking your way. Another thing is that Enhanced Marchers grant you 30% attack speed bonus. This is very important because the effects of that 30% become more useful as the game progresses, when you're base damage grows, you will deal that much more damage. The effects of Steamboots will diminish as the game goes on because +13 agility will not give you the same amount of attack speed as the Marchers and +5 armor really doesn't help you late game.



    Shrunken Head - Dispels all debuffs and grants Magic Immunity for 10 seconds. 75 second cooldown.

    It's quite annoying when you're chasing down your silenced prey when suddenly an enemy comes out of nowhere and stuns you, causing your prey to get away. With this little device, you will be granted magic immunity, rendering all disables meaningless for 10 seconds. Also, you can cast Blood Crazy on yourself before using this and Blood Crazy will NOTbe taken off.

    Late Game:




    Hack and Slash - Gives you bonus HP and attack/movespeed.



    Wingbow - Gives you plenty of bonus damage, as well as evasion, making you that much harder to kill.



    Flayer - Gives you the ability to critical strike.

    Items not necessary:




    Abyssal Skull - I don't see a point in getting this item yourself. Sure you gain some HP when you attack, but then what's the point if you already have Feast? Getting this item is completely redundant since you have a skill that fills up your HP already, therefore life steal is not necessary (at least during beginning of the game-midgame).



    Helm of the Black Legion - DO NOT GET THIS. Remember, you are not trying to tank, you are trying to take out your opponent as soon as you can. Get DPS items, anything that will give you more attack damage or attack speed. Do not waste your gold on this item. You don't need the Life Tube for regen, and the Iron Buckler is enough for keeping damage low in the early part of the game.


    VS Different Heroes, when to use Blood Crazy/Hemorrhage?


    vs Heroes with natural high base damage such as Soulstealer, you should cast Blood Crazy on yourself. A Soulstealer doesn't necessarily need its spells to dish out damage and infact if you cast Blood Crazy on him, he will destroy you faster than you can.


    vs Intel Heroes like Thunderbringer, you naturally want to cast Blood Crazy on them because most of them have poor attack speed/damage to really fend you off, and especially TB, who depends on his spells to do most of the damage.


    vs Disablers, Invisable, and Leap Heroes, you want to keep your Blood Crazy at a low level so you can use it on them to prevent them from getting away.
    Last edited by Etaphreven; 09-22-2009 at 04:46 PM.

  2. #2
    A good start, although there is already a decent bloodhunter guide if you look around. The only thing I would personally disagree on is your decision to max out Blood sense ASAP. If your enemy is low enough to trigger this at level 3-4 then it wont necessarily be useful as they can normally just run behind a tower and I doubt that you have the DPS to kill them before they reach it. I prefer a few more ranks of feast because I disagree that two kills will heal you enough.

  3. #3
    Good guide so far, and almost the exact skill build I use. I just get stats around 11-14 as it isn't until about level 16 that I start using blood crazy as a buff rather than a silence most of the time.

    Lvl 1 feast has always worked for me *shrug.

  4. #4
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    For a solo-mid item build I think you should start with

    4x Totem
    1x Crown
    1x Monkey

    I prefer to dominate the middle and not let any pesky int heroes get close, if they waste their spells on me I'll get 2 levels of feast; otherwise Bloodsense.

    +6 To all stats makes dominating int heroes easy, and you should reach 6 first which is an instant free kill.

  5. #5
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    ok i finished the guide, let me know any feedback you guys have!

  6. #6
    I'm quite surprised to find a BH guide that doesn't mention Mock of Brilliance. Did you forget about it or leave it out intentionally?

  7. #7
    Logger's hatchet is pretty much the best starting item there is for bh, or buy it from a sideshop quickly
    Last edited by exnx; 09-22-2009 at 07:18 PM.

  8. #8
    get runes, logger's hatchet, +3 agil (duck boots?)
    logger's hatchet lets you last hit 32% easier(down to a science!), which makes feast that much better.

  9. #9
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    Quote Originally Posted by theqat View Post
    I'm quite surprised to find a BH guide that doesn't mention Mock of Brilliance. Did you forget about it or leave it out intentionally?
    eh, dont need me to repeat what people have done. this is the way i play it so im just giving you guys an alternative playstyle i guess

  10. #10
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    So you have 4 minor totems, enhanced marchers, and shrunken head early/mid game? Shouldn't you attempt to get a good dps weapon that is cheaper? Such as shieldbreaker. I've tried it and it helps a lot.

  11. #11
    Quote Originally Posted by RogerDodger1 View Post
    For a solo-mid item build I think you should start with

    4x Totem
    1x Crown
    1x Monkey

    I prefer to dominate the middle and not let any pesky int heroes get close, if they waste their spells on me I'll get 2 levels of feast; otherwise Bloodsense.

    +6 To all stats makes dominating int heroes easy, and you should reach 6 first which is an instant free kill.
    Hatchet is a start item must for BH, especially if your solo.



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