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Gondar - The Bounty Hunter

Gondar - The Bounty Hunter
Gondar - The Bounty Hunter
Range: 128 | Move Speed: 315
Primary: AGI
Str: 17 + 1.8 | Agi: 21 + 3 | Int: 16 + 1.4
Damage: 45 – 59 | HP: 473 | Mana: 208
HP Regen: 0.76 | Mana Regen: 0.65
Attack Speed: 0.71 | Armor: 4
Gondar is a Draenei that is often called upon for his superior skills. Not much is known about his past, but his capabilities are extraordinary. Some believe he learned from a ninja clan while others say he was born with his amazing abilities. He is able to throw shurikens with extreme accuracy and has the strength to strike down any foe with his two swift blades. His agility is matched by none, and his stealth is inferior only to few. He is interested in the conflict for money alone, and is promised a large reward.
Shuriken Toss Shuriken Toss (T)
The Bounty Hunter throws a shuriken at a target unit, dealing damage.
Level 1 - Deals 100 damage.
Level 2 - Deals 200 damage.
Level 3 - Deals 250 damage.
Level 4 - Deals 325 damage.
• Damage type: magical
• Posseses a mini-stun, allowing it to effectively interrupt the target.
• Casting range: 650
Mana Cost: 90/115/135/155
Cooldown: 10

Jinada Jinada (J)
Passively adds a critical strike and maim to Bounty Hunter's next attack, has a cooldown. Reduced movement and attack speed on target last for 3 seconds.
Level 1 - 1.4x critical multiplier, 25% movement and attack speed slow.
Level 2 - 1.6x critical multiplier, 25% movement and attack speed slow.
Level 3 - 1.8x critical multiplier, 25% movement and attack speed slow.
Level 4 - 2.0x critical multiplier, 25% movement and attack speed slow.
Mana Cost: N/A
Cooldown: 15/12/9/6
Wind Walk (Bounty Hunter) Wind Walk (Bounty Hunter) (W)
Turns invisible for a period of time. Deals bonus backstab damage. Transition time decreases per level.
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.
• Damage type: physical
• Will not break most channeling of spells upon activation.
• Invisibility is broken when the damage is dealt, not at the beginning of the attack.
Mana Cost: 50
Cooldown: 15
Track Track (R)
Tracks an enemy hero for 30 seconds or until it dies. Allied units near the tracked target gain 20% movement speed increase. If the target dies, Bounty Hunter gets bonus gold.
Level 1 - 75 extra gold, reduces target's armor by 1.
Level 2 - 150 extra gold, reduces target's armor by 3.
Level 3 - 225 extra gold, reduces target's armor by 5.
Mana Cost: 70/60/50
Cooldown: 10/7/5
• Bounty Hunter will get the bonus gold if the target dies while the spell is still active, regardless of how it dies.
• Allies withing the Track aura when the target dies will receive 50 bonus gold
• Track bonus gold is treated as reliable gold
• Gives True Sight of the target.
• Tracked targets have a visual effect above their heads that is only visible to Bounty Hunter's allies.
• Casting range: 750/950/1150

Strategies:

The Assassin Within - shazzam66's Gondar posted by shazzam66 on 2008-06-23
Bounty Hunter the Ultimate Hero Killer posted by vengence2006 on 2006-09-04


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613 By nooblet_pwner 2010-09-03

oops i meant lina. lion only has two. plus a hex, though, so that will probably be enough for someone else to stun you.

612 By nooblet_pwner 2010-09-03

here comes lion and BOOM BOOM BOOM you go bye bye.

611 By jstaal 2010-09-03

Treads, vlads, stygian, Yasha, Butter best build ever

610 By Sundew 2010-08-22

Not bad, but I would only take MKB if they have someone with evasion; otherwise, Butterfly works a lot better.

I'd also take Magic Wand over Poor Man's Shield, because you'll find that the extra hp/mana boost will be essential in many situations (especially since your only mana regen comes from RoB).

609 By headshot08 2010-08-21

thnx, BTW how's this build? pms, phase boots, vlad, deso, and mkb as luxury?

608 By GawDzilla23 2010-08-21

No

607 By headshot08 2010-08-21

does the aura from vlad can be seen by the enemy when you WW?

606 By Nabla 2010-08-18

when you skill windwalk higher you can stay invisible on lane, when they recognize you are missing, after 30 seconds, its too late.

wards/dust will mess this up ---> toss, if your enemies spent early money for wa/du

155 mana is a bit hard for his manapool, 115 is much more friendly

and i tell you again, its not only longer invis, its also 30 free dmg.

and you should use windwalk out of stick and soundrange anyway, to have twice backstab in fight.

only argument for skilling toss is its range

605 By Sundew 2010-08-17

And by the way, it seems KuroKy disagrees with your assessment:

http://www.gosugamers.net/dota/replays/29585

He has level 3 toss by level 5. Although he takes Track at level 6 (while I prefer taking it at 8 unless they have invisible heroes), his skill build is extremely similar to mine.

So tell me again why you think a longer invisibility/stats is better than one of the highest damage non-ultimate nukes in the game?

604 By Sundew 2010-08-17

@602, a 244 nuke is enough to take out more than 1/3 of a support hero's health early. Add on the fact that you're supposed to be played as a soft carry, and that's usually enough to net you a kill with support.

Windwalk, on the other hand, gives way too much advance notice that a gank is incoming. Not only will the enemy pull back when they realize you're missing (or they'll just stun you if they warded with sentries), but your WW also triggers a magic stick charge.

603 By Slarkdar 2010-08-17

OMFG...

1. WW
2-3. Shuriken
4. Jinada
5. Shuriken
6. Track
7. Shuriken
8-10. Jinada
11. Track
12-14. WW
15. Stats
16. Track
17-25. Stats

Harass with level 2 toss (when you are level 3) and stockpile mana for level 7 ganking.

Bottle, wand, phase boots and 1-2 bracers/wraiths.

602 By Nabla 2010-08-17

its also possible to skill stats instead of ww lvl 3,4
lvl 4 of toss gives you 244 (rounded up) dmg which is not much more than 150, while manacost is 40 higher
and again the 30 dmg you gain from ww are FREE
upgrading toss needs a bigger manapool

and i never play -em games!

with considering magicreduction on lvl 2 Toss (worthless) and dont telling the dmg of lvl 4 Toss (more than woth it), you are bowing the facts at your advantage
you just blabla and bring no arguments i didnt consider yet

601 By Sundew 2010-08-17

As for why Shuriken Toss > Windwalk, if you do decide to go roaming, WW completely fails if they're too close to their tower. On the other hand, Toss has an insane range on it, and despite the fact that the level 2 -> level 3 scaling is messed up, the level 4 toss is more than worth it. Your 150 damage level 2 toss after resistance is near worthless.

And in your build, at level 8 you're completely worthless against a warded lane. Unlike Clinkz, your WW doesn't provide bonus ms.

600 By Sundew 2010-08-17

@597, why the hell do you even need more than two levels of Windwalk early? You're spending stat points for 5 more seconds of WW and 30 damage, and unless you're planning to play an -em game you can't afford to sit in a lane being invisible. Once they sentry ward your lane, you're out of luck. Go for whatever if you're pub-stomping though, they won't grab wards or dust.

It's like grabbing Mana Drain for Lion. Works great in pubs, but I dare you to find a pro replay where they skill it.

599 By jimbobm123 2010-08-16

SO many noobs on DS.

Starting Items:
Tango/Salve/2x Clarity/Chicken/2 Branches
Level 3 Spam Toss
Rush Bottle
Level 6 Roam, gank and rune whore

WW
Toss
Toss
Jinada
Toss
Track
Toss
WW
WW
WW
Jinada
Jinada
Jinada
Stats
Stats
...

598 By Nabla 2010-08-16

60 dmg from windwalk and more time to place good in a initiate.
so its more like 40 less mana for 65 less dmg and 10 seconds more windwalk time.
jinada-increase does a 0.2times dmg bonus every x seconds, if you say it hits once in gank (in earlygame you have to do 150 dmg to make more dmg than windwalk-increase...

dont disagree, when you didnt calculate it...

597 By Nabla 2010-08-16

in earlygame jinada has more dmg? i disagree.
its far more easy to get better gank positions with 30 seconds duration as you havent the pressure.
as you can easily see toss gives
lvl 1 100 dmg for 90 mana
lvl 2 100 dmg for 25 mana
lvl 3 50 dmg for 20 mana
lvl 4 75 dmg for 20 mana

so whether you cut before lvl 1, or before level 3
(this scale is horrible imo it needs a rescale put 25 dmg from lvl 2 on lvl 3)
and 40 less mana for 125 less dmg IS worth it, when you recognize, that you get

596 By Sundew 2010-08-15

Eh, 40 less mana for 125 less damage is not worth it. His nuke is one of the highest spike damages in the game, and he's still going to run into mana problems thanks to his abysmal intelligence growths and regeneration. You might as well max it, or only take one level for the mini-stun and forget about it until levels 23-25.

Maxing WW first is pretty useless, too; if your going to forego toss, you might as well just max Jinada, since the damage is better (due to lowered cooldown/scaling).

595 By Nabla 2010-08-15

1. ww
2. toss
3. toss
4. jinada
5. ww
6. track
7. ww
8. ww
9. stats
10. stats
11. track
12. jinada
13. jinada
14. jinada
15. stats
16. track
17. toss
18. toss
19.-25. stats

manaporblems dont appear thx lower level of Toss.

594 By Sundew 2010-08-15

Generally, this is how I build him:
1: Windwalk
2: Toss
3: Toss
4: Jinada
5: Toss
6: Windwalk
7: Toss
8: Track
9: Jinada
10: Jinada
11: Track
12: Jinada
13: Windwalk
14: Windwalk
15: Stats
16: Track
17-25: Stats

Although you can argue that level 1 WW can give you "permanent invisibility", I find level 2 more optimal since there isn't as much of a transition time. Track is taken at 8-11-16 because of your early mana problems (which I usually resolve by level 7).


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