Welcome to the second Sunday Hero Spotlight. This week we will be taking a look at Gondar the Bounty Hunter. Bounty Hunter has the potential to be a menace in the early game, and can provide vision of enemy heroes through the use of his ultimate.
Bounty Hunters Lore
“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.” [Courtesy of www.dota2.com/hero/BountyHunter/]
Bounty Hunter is a Melee Agility hero, that has a built in escape and is capable of nuking down enemies quickly. In competitive games and higher MMR brackets, Bounty is often played as a roaming Support due to his ability to move around the map unseen. In the lower skill brackets, it is often common to see Bounty in a farming position.
Damage Type – Magical (Does not pierce spell immunity)
Damage – 150 / 225 / 300 / 375
Mana – 120 / 130 / 140 / 150
Cooldown – 10
Track Bounce Range – 1200
Bounty’s first skill is his main nuking ability. Shuriken Toss is a unit target ability that, upon connecting with the target, also applies a mini stun. It is often used in conjunction with Bounty’s ultimate, Track. Shuriken can be used to interrupt channelling abilities, including TP’s.
When a Tracked unit is within 1200 range, the Shuriken will bounce to them, causing them damage and applying the min stun. As such, when Bounty is trying to chase down a target, it is often common to throw the Shuriken at a non Tracked target so that the Shuriken will bounce to all the other Tracked targets.
Aghanims Upgrade – Shuriken Toss will bounce twice on each hero that is affected by Track.
Critical Damage – 150% / 175% / 200% / 225%
Move Slow – -15% / -20% / -25% / -30%
Attack Slow – -15 / -20 / -25 / -30
Duration – 3
Cooldown – 12 / 10 / 8 / 6
Bounty’s second ability is a passive that grants him the ability to crit and maim every 6 seconds when maxed. This skill allows Bounty to deal sizable damage out of nowhere early on in the game.
Damage Type – Physical (Pierces Spell Immunity)
Duration – 20 / 25 / 30 / 35
Fade Time – 1.0 / 0.75 / 0.5 / 0.25
Bonus Damage – 30 / 60 / 90 / 120
Cooldown – 15
Mana – 65
Bounty’s third ability allows him to fade into the shadows and become invisible for a certain amount of time. When attacking an enemy from Shadow Walk, Bounty will deal bonus damage. The bonus damage will not be included in the calculation for Jinada’s critical strike.
Shadow Walk has a fade time, meaning that it is possible to get an attack off as Bounty fades into invisibility and then attack again whilst invisible to get the bonus damage.
Speed Radius – 900
Bonus Speed – 16% / 18% / 20%
Bonus Gold for Self – 150 / 250 / 350
Bonus Gold for Allies – 40 / 80 / 120
Duration – 30
Cast Range – 1200
Cooldown – 4
Mana Cost – 65
Track is dispellable.
Bounty’s ultimate is a Unit Target that marks any enemy heroes. This will provide True Sight of any Tracked heroes to both Bounty and his allies. As well as providing True Sight, Track will grant bonus gold to Bounty and any allied heroes near the Tracked enemies when they die.
Track provides bonus speed to Bounty and his allies when they are near tracked enemies.
At Level 10, 54% of players choose to take the +15XP Gain instead of the +157 Health. This is likely because Bounty prefers to have levels, and due to his play style, should not require the additional health.
At Level 15, 62% of players choose to take the +40 Attack Speed over the +15 Movement Speed. Interestingly, this seems as if it is the wrong choice, as the +15 Movement Speed talent has a 52% win rate in comparison to the 49% for the Attack Speed.
At Level 20, 73% of players choose the +100 Damage over the +8% Spell Amp. Most players choose the extra damage as it works in conjunction with Jinada, allowing Bounty to Crit for more damage. The Spell Amp talent has a +3% higher win rate in comparison to the Damage. This may come down to the lack of people picking the talent, or it could be that due to Shuriken Toss being a Magical spell and some players building Dagon, it can synergize well with Bounty’s skill set.
At Level 25, 65% of players choose the -5s Jinada Cooldown over the +20% Evasion. This choice seems straightforward in that if players are reaching Level 25, they will likely benefit from the 1s Jinada Cooldown. This will allow them to deal massive damage from right clicks alone.
This is the generally accepted way of leveling up skills on Bounty Hunter. Choosing to max Shuriken Toss, followed by Shadow Walk, and then Jinada. This is generally the most common way to level up Bounty, as Shuriken Toss can provide good burst damage early in the game. Jinada is left until last as it does not generally show its value until the late game.
Play style Suggestions
Bounty is generally played as a roaming four position Support, who has the ability to cause great havoc in the early to mid game. As a Bounty Hunter, it is important to pressure the lanes where possible. Rotating often has its benefits and can often force Supports to buy counter vision to see the rotations coming.
If possible, rotate to between the Mid Tier 1 and 2 towers to have a chance at killing the Courier in the early game, which will provide your mid player with an advantage.
Getting Level 6 on Bounty is pivotal to being able to use him to his full potential. If a team is behind, a few Track kills can change the tide of a match.
For the best example of an excellent Bounty Hunter, check out this Youtube link to highlights of Maybe Next Time (MNT), widely regarded as the worlds best Bounty, playing for Ad Finem. https://www.youtube.com/watch?v=_LIQbxrtJ8c
When playing Bounty in a Support capacity, players will tend to pick up Arcane Boots, and then progress into Mekansm, followed by Guardian Greaves. This is generally because Bounty is happy to be an aura carrier who focuses on building utility items to help buff the core heroes on his team.
In pub games, it is common to see Bounty players rushing either Dagon or Desolator. Dagon provides great burst potential in combination with Shuriken. Desolator provides good damage, and also armor reduction, both things that Bounty can benefit from if focusing on right clicking and using Jinada to its full effect.
Whilst MNT might think that Bounty is still viable in the current patch, the stats speak to the opposite. Currently, he only has a 46% average, which is below average. As MNT mentions, the addition of the Backpack has increased the ability for players to carry vision based items whilst not losing inventory space.
Bounty can be played in situational games where the enemy heroes are susceptible to early game aggression. In his Support capacity, Bounty eventually becomes more focused on providing Track vision / gold whilst also giving beneficial auras to his team.
Bounty may receive some buffs to bring him back into the Meta, but for the time being he is more of a situational hero.