Strygwyr the Bloodseeker is a melee agility hero imbued with dreadful powers to fuel violence and rip enemies apart in the heat of close combat.
He can drive targets into a maddened Bloodrage, increasing the damage of their attacks, and allowing them to heal their wounds by killing their enemies. He can also cast Bloodrage on himself turning him into a nuker. His speed is unmatched when he senses the blood of the dying, and from this perception none can escape. By using Blood Rite, he can create a ritual field where his foes will be silenced and damaged in the process. His ultimate, Rupture, sunders the skin of his victims, causing them to trail their life force behind if they dare to flee.
| Strygwyr, the Bloodseeker
| Play "You should be honored to bleed so that the Flayed ones may live."
|| Carry / Disabler / Jungler / Nuker / Initiator
|| Strygwyr the Bloodseeker is a ritually sanctioned hunter, Hound of the Flayed Twins, sent down from the mist-shrouded peaks of Xhacatocatl in search of blood. The Flayed Ones require oceanic amounts of blood to keep them sated and placated, and would soon drain their mountain empire of its populace if the priests of the high plateaus did not appease them. Strygwyr therefore goes out in search of carnage. The vital energy of any blood he lets, flows immediately to the Twins through the sacred markings on his weapons and armor. Over the years, he has come to embody the energy of a vicious hound; in battle he is savage as a jackal. Beneath the Mask of the Bloodseeker, in the rush of bloody quenching, it is said that you can sometime see the features of the Flayers taking direct possession of their Hound.
|| Jon St. John (Responses)
Bloodseeker forces difficult decisions on his enemies. Able to drive his foes to a retreat by bathing a large area with a damaging ritual, his gruesome ultimate asks his opponents to hold still, or die.
- Bloodrage amplifies all three damage types the bloodraged unit deals and takes.
- Amplifies for half the value when the dealer and receiver are over 2200 range apart from each other.
- Bloodrage can be cast on enemy and allied units, as well as Bloodseeker himself.
- Bloodrage does not heal if a unit kills Roshan.
- Since the cooldown is shorter than the duration, it is possible to have two units bloodraged at a time.
- When a bloodraged unit attacks another bloodraged unit, the damage is overall amplified by 56.25%/69%/82.25%/96%.
- Does not amplify damage dealt by abilities that use an independent source of damage (e.g. Land Mines, Death Ward).
- The affected area is visible to enemies.
- The delay consists of 0.4 seconds cast time +2.6 seconds effect delay.
- With max level Bloodrage on Bloodseeker, Blood Rite deals 168/224/280/336 damage.
- With max level Bloodrage applied on both Bloodseeker and the enemy unit, Blood Rite deals 235.2/313.6/392/470.4 damage.
- Grants 200 radius flying vision at the center of the affected area for 6 seconds after cast.
- The first stack is applied when an enemy hero is below 75% health and the last when below 26%.
- grants 0.2%/0.4%/0.6%/0.8% movement speed and 0.2/0.4/0.6/0.8 attack damage for each percent of missing health between 75% and 25%.
- However, since the HUD does not show decimals, attack damage increases by 1 and movement speed by 1% for every missing 5%/2.5%/1.66%/1.25% health.
- When an enemy hero drops below 25% health, Thirst applies True Sight and makes them visible through the Fog of War.
- When enemies are revealed by Thirst, a debuff and particle effects are placed on them, which is visible to everyone.
- Bloodseeker himself also gets a status buff and particle effects and speaks certain lines, making it clear that an enemy is currently being revealed by Thirst.
- Thirst is not triggered by enemy Illusions, but is triggered by Meepo clones.
- Bloodseeker does not receive any Thirst bonuses for hidden enemy heroes.
- This is how much attack damage and movement speed Bloodseeker gains from Thirst with a certain amount of heroes being below 25% of their maximum health:
- 1 Hero: 10/20/30/40
- 2 Heroes: 20/40/60/80
- 3 Heroes: 30/60/90/120
- 4 Heroes: 40/80/120/160
- 5 Heroes: 50/100/150/200
- 9 Heroes: 90/180/270/360 (maximum possible, with 5 heroes and 4 Meepo clones)
- A Stout Shield will provide early protection from harass and allow Bloodseeker to tank up creeps
- Boots of Speed provide chasing power and the ability to escape in some situations, especially coupled with Bloodseeker's silence.
- Town Portal Scrolls are particularly useful due to Bloodseeker's ability to spot a target anywhere on the map.
- Sange is good at giving you health and a potential slow. Orb of Venom is a cheaper for slowing enemies, but does not provide strength and tankiness, although it has good harass potential. The slows allows for setting up an effective Blood Rite.
- Sange and Yasha Yasha provides bonus movement speed to stack with Thirst and DPS through its agility and attack speed gain. Sange provides health through its strength gain which is important for a Bloodseeker taking extra damage through Bloodrage and allows Bloodseeker to survive aggressive maneuvers. Sange also has a change to slow enemies through maim. Combined S&Y makes Bloodseeker a powerful mid-game force.
- Eul's Scepter of Divinity gives you movement speed and mana regeneration which Bloodseeker needs as well as a way to stop enemies from teleporting away.
- Black King Bar is highly recommended against disablers. A Black King Bar makes Bloodseeker inescapable when Thirst is active.
- Scythe of Vyse offers a powerful disable against enemy heroes and should not be ignored if your team lacks disables.
- Heaven's Halberd has unexpectedly good synergy with Bloodseeker. Defensively, it provides health and evasion and an active to disable hard-hitters. When used in conjunction with Bloodrage on right-click heroes, it amplifies damage done to them, while preventing them from doing damage-amplified attacks. Foes can, however, cast damage-boosted spells, so heroes like Morphling with powerful nukes may not be prime targets for Bloodrage.
- Butterfly provides much needed agility and attack speed as well as evasion. The active ability can also be used in conjunction with Thirst to catch up to an enemy if needed.
- Ethereal Blade and/or Dagon can be combined with the damage amplification of Bloodrage to deal huge amounts of damage.
- Monkey King Bar may be useful in some situations for its minibash to prevent channeled escape spells and its True Strike that renders enemy evasion null (important against abilities such as Windranger's Windrun, Riki's Smoke Screen or Phantom Assassin's Blur).
- Heart of Tarrasque is always a useful item and a strong Bloodseeker can gain much staying power from it.
- Radiance proves to be a good source of DPS during a chase owing to Bloodseeker's incredible speed via Thirst. Radiance burn damage is amplified per second by Bloodrage.
- Force Staff has great synergy with Rupture. Since rupture does not do initial damage, this can be used quickly after rupture to disable Blink daggers. It also adds utility to Bloodseeker, and can be used along with Rupture as a nuke. Also provides Mana and a method of escape/catching up.
- Bloodseeker, whilst being an efficient jungler and dual laner, is also a prime choice for solo mid, as it gives him easy access to the side lanes for ganking.
- Reaching level six as quickly as possible should be a priority, as ganks should not usually be attempted before Rupture is available.
- During the laning phase, put at least one point in Thirst to remove the movement speed cap and to receive bonus damage; attacking the enemy will cause subsequent attacks to hit harder, and damage dealt in other lanes will provide a further boost to your attack damage.
- Rupture is one of the best abilities for intercepting an enemy hero that is chasing you or your allies. Heroes with high mobility such as Anti-Mage, Lycan, Luna, Queen of Pain or Night Stalker suffer devastating damage when Ruptured as they are chasing or running away, and because the damage type of the skill is Pure, it pierces Spell Immunity and ignores armor and magic resistance; do not hesitate to cast the spell on the enemy carries with items or buffs such as Black King Bar or Repel.
- One hero of note is Slark: Rupture will deal damage even during Shadow Dance, providing a form of disable during his ultimate. In addition, Thirst will prevent him from regenerating his health pool if his health is low enough, as it provides vision over him.
- When ganking, it is sometimes best to save Rupture for when your target begins running away rather than using it to initiate the gank.
- Using Blood Rite in conjunction with Rupture allows for more precise aiming of the skill, and also pairs up with abilities that change the position of enemies like Black Hole, Meat Hook, Reverse Polarity and Winter's Curse. This way, you can maximize the damage caused, silence multiple opponents for up to 6 seconds, and receive bonus damage and speed from Thirst.
- Each individual Meepo will add to the Thirst bonus stack.
- Skull Basher, Abyssal Blade, or even Eul's Scepter of Divinity can be bought if your team lacks disables and your enemies are using Teleportation spells like Town Portal Scrolls to escape your onslaught.
- Force Staff, in conjunction with Rupture, can cause significant burst damage (120/240/360) to enemy heroes by forcing them to move. It also serves as a quick escape tool, something that Bloodseeker does not naturally possess. However, it should be noted that the burst damage is relatively little to the level of your enemies and the level of your ultimate, and may just potentially push your target to safety.
- Radiance is a great pickup for Bloodseeker, and can be easy to farm if you are able to gank and gain kills in the first 20 minutes of the game. The burn damage is amplified by Bloodrage and the item itself provides raw damage. It is very useful in big teamfights, too: burning all nearby enemies increases the chances of getting healed by Bloodraged, and the 17% miss chance grants you extra survivability.
- Shadow Blade can be used to surprise your enemies, especially when they are alone. Backstab damage, movement speed and attack speed boosts your hunting ability along with your Thirst.
- For enemies with passives like Blur or high movement speed like Death Prophet, consider upgrading your Shadow Blade to Silver Edge, since its Break and Maim aid in ganking lone heroes. The damage reduction can also prevent them from fighting back.
- Thirst can reveal any low HP heroes, allowing Invoker, or other heroes with global spells, to finish any heroes on the map global abilities. It is particularly efficient in early game against junglers.
- Be wary of the heroes on which you use Rupture. Some heroes, such as Storm Spirit, can travel while invulnerable ( Ball Lightning), allowing them to escape easily and wasting your ultimate. Gank these heroes when they are unable to use these abilities, either by silencing them or ensuring they have no mana to cast their escape abilities. Avoid using Rupture if you cannot do so.
- Using Bloodrage on teammates has some very useful applications: casting on an allied hero with an AOE nuke (e.g. Sonic Wave, Call Down, Requiem of Souls or Epicenter) will allow for greater damage output, subsequently increasing the buffs you receive from Thirst.
- With his Thirst ability, Bloodseeker is the only hero which can reach the game's absolute movement speed limit of 10,000 movement speed. However, this is not achievable in a normal match.
- This part of Blood Rite's Play sound effect makes use of Play this voice line of Bloodseeker.
- Despite the character having an Aztec or Incan motif, Bloodseeker's name—Strygwyr—is likely a Welsh-influenced rendering of the Romanian word "strigoi," meaning poltergeist, often used in folklore in reference to vampires.
- Bloodseeker's response Play "Blood is in the air." is most likely a reference to the song "Love is in the air".
- Bloodseeker's response Play "Don't be negative… be positive!" is a reference to the blood types B-Positive and B-Negative.
- Bloodseeker's response Play " Lie down… have a cookie. " is a reference to blood donation procedures where patients lie down and are given sweet treats to compensate for the sugar loss.
June 14, 2013 Patch
June 05, 2013 Patch
- Fixed Thirst initial armor value being incorrect.
February 07, 2013 Patch
- Fixed damage interval.
- Fixed being able to use potions during Rupture.
August 15, 2012 Patch
- Added new dialogue for Kunkka, Bloodseeker, Drow Ranger and Enigma.
August 09, 2012 Patch
- Fixed Blood Bath not working on siege units.
July 05, 2012 Patch
- Fixed Blood Bath not properly granting a heal from enemy heroes dying in an AoE.
June 28, 2012 Patch
- Fixed a bug where he could get healed by friendly heroes dying in the area around him that he did not deny.
- Haste animation added for Bloodseeker.
May 24, 2012 Patch
- Added overhead healing messages for Warlock and Bloodseeker.
May 03, 2012 Patch
- Fixed potential dispel threshold being calculated after damage reduction rather than before (fixes stuff like Bloodrage not dispeling potions).
April 12, 2012 Patch
- Fixed Rupture interaction with spells like Omnislash, Ball Lightning, etc.
March 08, 2012 Patch
- Fixed Rupture hurting cycloned units.
- Updated Bloodseeker's Rupture effect (added blood trail so it is more obvious).
- Updated Rupture effect.
January 19, 2012 Patch
- Fixed Rupture not hurting heroes when they blink.
- [Undocumented] Modified hero selection portraits of Bloodseeker and Crystal Maiden.
January 12, 2012 Patch
- Fixed being able to cast Bloodrage on Magic Immune allies/self.
December 01, 2011 Patch
- Fixed Thirst working on illusions.
- Fixed a bug with Rupture against magic immune enemies.
- Fixed Rupture hurting you while you are cycloned.
November 23, 2011 Patch
- Fixed Bloodbath interaction against siege weapons.
November 17, 2011 Patch
- Fixed Rupture damaging invulnerable/cycloned units.
October 27, 2011 Patch
- Fixed Siege units being considered as heroes for Bloodbath's distance check.
October 13, 2011 Patch
- Fixed Bloodbath interaction against siege weapons.
- Bloodbath now heals him for the correct amount on hero kills.
- Fixed Thirst being removed instantly when no heroes are found, rather than waiting 3 seconds.
- Fixed Force Staff (and other forced movements like Pudge's Meat Hook) not triggering rupture damage.
- Fixed a bug that caused heroes to play their Pain lines when they were hurting themselves (as in Bloodseeker's Bloodrage).
October 06, 2011 Patch
- Enabled Kunkka and Bloodseeker.
July 01, 2011 Patch
- Fixed Blood Bath to not proc against Roshan.
June 24, 2011 Patch
- Bloodseeker no longer gets Thirst from low-health illusions.
May 20, 2011 Patch
- Fixed bloodseeker adding 80 damage when blood raging instead of 80% of the base.
March 03, 2011 Patch
- Fixed Bloodbath healing for twice as much when you kill creeps.
February 12, 2011 Patch
- Enabled audio loop for Rupture, which gets louder when you move.
February 04, 2011 Patch
- Fixed Bloodseeker's Thirst working on wards.
- Fixed Rupture being dispelled by Kraken Shell, Purge and Manta.
- Fixed rupture damage with BKB.
- Reduced Bloodrage heal from 25% on each level to 19%/21%/23%/25%.
- Changed Thirst scaling from 100%->25% to 75%->25%.
- Bloodrage now only amplifies for half of the value when the dealer and the receiver are over 2200 range apart.
- Old Bloodrage:
- Drives a unit into a bloodthirsty rage, during which it has higher attack damage, but cannot cast spells and takes damage every second. Bloodrage dispels the target before applying its buff.
- Cast time: 0.4
- Cast range: 800
- Attack damage bonus: 30%/60%/90%/120%
- Damage per second: 20
- Duration: 6/7/8/9
- Manacost: 80
- Cooldown: 12/10/8/6
- Notes: Dispels the target and the applies the debuff. Silences the target. Cannot be dispelled. Cannot be cast on spell immune units, but spell immunity does not dispel.
- New Bloodrage:
- Drives a unit into a bloodthirsty rage during which a unit deals, and takes, increased damage. Heroes affected by Bloodrage will be healed for 25% of the max health of any units they kill. Heroes affected by Bloodrage when killed will heal 25% of their max health to their killer.
- Cast time: 0.2
- Cast range: 800
- Damage amplification: 25%/30%/35%/40%
- Duration: 9/10/11/12
- Manacost: 0
- Cooldown: 12/10/8/6
- Notes: Neither dispels, nor silences the target. Can be dispelled. Can be cast on spell immune units and spell immunity does dispel it.
- Blood Rite:
- Targets an area. An effect that is visible to enemies appears on the ground. After 3 seconds, enemies in the area are damaged and silenced.
- Cast time: 0.4
- Cast range: 1500
- Radius: 600
- Damage: 120/160/200/240 (damage type: Pure)
- Silence duration: 3/4/5/6
- Manacost: 100
- Cooldown: 29/26/23/20
- Notes: The entire area is marked and visible to everyone during the delay. The delay consists of 2.6 seconds delay and 0.4 second cast time.
- Reduced visibility health threshold from 50% to 30%.
- Increased invisible enemy reveal health threshold from 25% to 30%.
- Now displays a debuff and a visual effect on revealed enemies, both being visible to everyone.
- Movement speed and attack damage bonus are now proportional to how low the enemy's health is, instead of being granted all together when below the reveal threshold.
- Increased movement speed bonus per hero from 5%/15%/25%/35% to 10%/20%/30%/40%
- Increased attack damage bonus per hero from 5/15/25/35 to 10/20/30/40
- No longer deals 150/250/350 initial damage.
- Increasd duration from 7/8/9 to 12 on each level.
- Reduced cooldown from 70/60/50 to 60 on each level.
- Increased Blood Bath heal from dying enemy heroes within 325 radius from 5%/10%/15%/20% to 10%/20%/30%/40% of their max health.
- Increased movement speed bonus from 7%/14%/21%/28% to 5%/15%/25%/35%.
- Increased attack damage bonus from 7/14/21/28 to 5/15/25/35.
- Reduced base movement speed from 305 to 300.
- No longer grants shared vision with enemies below the health threshold, but only shows their models through the fog of war instead
- Bonuses on Bloodseeker no longer linger for 3 seconds when the target dies
- Now removes the movement speed cap of 522 for Bloodseeker
- Bonuses on Bloodseeker now stack for each enemy hero below the threshold
- Increased radius from 6000 to global
- Increased visibility health threshold from 20%/30%/40%/50% to 50% on each level
- Increased invisible enemy reveal health threshold from 10%/15%/20%/25% to 25% on each level
- Reduced movement speed bonus from 15%/25%/35%/45% to 7%/14%/21%/28%
- No longer provides 3/4/5/6 armor
- Now provides 7/14/21/28 attack damage
- Rupture no longer ignores its cast backswing.
- Increased Bloodrage attack damage bonus from 20%/40%/60%/80% to 30%/60%/90%/120%.
- Increased Blood Bath enemy hero death detection radius from 225 to 325.
- Increased radius from 1500/3000/4500/6000 to 6000 on each level.
- Increased movement speed bonus from 11%/22%/33%/44% to 15%/25%/35%/45%.
- Rescaled enemy hero visibility health threshold from 40% on each level to 20%/30%/40%/50%.
- Rescaled invisible enemy hero reveal health threshold from 20% to 10%/15%/20%/25%.
- No longer partially reveals invisible heroes below 40% health.
- Now fully reveals invisible heroes below 20% health.
- Increased duration from 5/7/9 to 7/8/9.
- Reduced cooldown from 70 to 70/60/50.
- Undid melee hero collision change from 6.72c
- Melee hero collision size now reduced from 24 to 12.
- Increased attack range from 100 to 128.
- Blood Bath now heals Bloodseeker by 5%/10%/15%/20% of a dying enemy hero's health when he is within 225 range of it.
- Bloodseeker is still healed by 10%/20%/30%/40% if he is the killer.
- Increased agility gain from 2.6 to 3.0.
- Reduced duration from 6/9/12/15 to 6/7/8/9.
- Rescaled cooldown from 10 to 12/10/8/6.
- Increased damage per second from 20/15/10/5 to 20 on each level.
- Reduced base armor from 2 to 0 (total armor is now 3.36).
- Increased base strength from 18 to 23.
- Reduced Rupture cooldown from 100 to 70.
- Increased Blood Bath heal from creeps from 5%/10%/15%/20% to 10%/15%/20%/25% of the unit's health.
- Reduced manacost from 80/100/120/140 to 80 on each level.
- Reduced cooldown from 20 to 10.
- Rescaled Bloodrage damage per second from 2/4/6/8 to 20/15/10/5.
- Reduced Thirst visibility health threshold from 50% to 40%.
- Increased base armor from 0 to 2 (total armor is now 5.36).
- Is no longer an active ability with a 30 second duration, 100 manacost and 60 seconds cooldown. Is now a passive ability.
- Reduced radius from global to 1500/3000/4500/6000
- Now displays a status debuff icon on the target
- No longer uses a projectile.
- No longer displays a status debuff icon.
- Increased manacost from 100/150/200 to 150/200/250.
- Increased cooldown from 70 to 100.
- Increased initial damage from 100/200/300 to 150/250/350.
- Reduced duration from 7/10/13 to 5/7/9.
- Now displays a status debuff icon on the target
- Now uses a projectile (speed unknown)
- Changed damage type from hp removal to pure
- Reduced manacost from 200/250/300 to 100/150/200.
- Reduced cooldown from 120 to 70.
- Re-added and reworked Bloodseeker.
- Changed primary attribute from intelligence to agility.
- Increased base strength from 17 to 19.
- Increased base agility and gain from 15 + 1.6 to 24 + 2.6.
- Reduced base intelligence from 21 + 2.6 to 18 + 1.7.
- Removed Bleed
- Removed Demon Fury
- Is now Bloodseeker's first ability, instead of second.
- Changed legacy hotkey from B to D.
- Reduced duration from 15 on each level to 6/9/12/15.
- Added new ability
- Blood Bath:
- Whenever Strygwyr kills a unit, he bathes himself in the blood, regenerating his life source.
- Killed hero's max health as heal: 10%/20%/30%/40%
- Killed creep's max health as heal: 5%/10%/15%/20%
- Notes: Works against any unit Bloodseeker kills except for buildings and wards, but including allied units.
- Senses the blood of any hero when they are below 50% health. If it finds one, Strygwyr gains vision of that unit and increases move speed.
- Health threshold: 50%
- Movement speed bonus: 11%/22%/33%/44%
- Duration: 30
- Manacost: 100
- Cooldown: 60
- Notes: When cast, checks all enemy heroes' health for 30 seconds. If any of them drop below the threshold, they revealed and Bloodseeker gains the movement speed bonus. Can reveal multiple heroes, but gains movement speed only from one.
- Old Rupture:
- Strygwyr's blood is that of demons, and highly damaging to most. He sprays blood from his chest, hitting a random target close to him every few seconds.
- Radius: ~200
- Initial damage: 0/20/40/60
- Damage per second: 40
- Duration: 40
- Notes: Is a passive, regular ability. Every second, a random enemy is chosen within the radius. That enemy receives a debuff which lasts for 5 seconds. If the same unit is chosen multiple times, the debuff gets refreshed. Initial damage is lethal, damage over time is not.
- New Rupture:
- Deals a mighty blow to the enemy causing any movement to result in bleeding and loss of life.
- Cast range: 1000
- Initial damage: 100/200/300
- Moved distance as damage: 20%/40%/60%
- Duration: 7/10/13
- Manacost: 200/250/300
- Cooldown: 120
- Notes: Damages the unit based on how far it moved. If it stands still, no damage is afflicted beside the initial damage. Damage type is hp removal.
- Reduced movement speed slow from 20%/30%/40%/50% to 10%/15%/20%/25%.
- Reduced attack speed slow from 20/30/40/50 to 10/15/20/25.
- Increased cooldown from 0 to 16.
- Increased manacost from 120 on each level to 110/120/130/140.
- This ability got reworked into the current Bloodrage in the 6.82 gameplay patch.
- Can be cast on enemies and allies alike, including self, applying all the effects.
- Applies a silence and a Normal Dispel on the target, as well as increasing its attack damage, but also dealing damage to it.
- Only increases base attack damage and damage gained through the primary attribute. Raw damage bonus is not increased.
- Deals damage in 1 second intervals, starting 1 second after cast, resulting in 6/7/8/9 instances.
- Deals a total of 120/140/160/180 damage to the target unit.
| Blood Bath
| Bloodseeker revels in combat, regaining health with every unit he kills or whenever an enemy Hero dies within a 325 radius of Bloodseeker. The health gained is a percentage of the killed unit's maximum HP.
| Enemy Death Heal Radius: 325|
Killed Hero's max Health as Heal: 10%/20%/30%/40%
Killed Non-Hero's max Health as Heal: 10%/15%/20%/25%
|Flayed ones bathing in the blood of the recently fallen is a terrifying sight on the field of battle
- This ability got replaced by Blood Rite in the 6.82 gameplay patch.
- Suiciding enemy heroes will still heal Bloodseeker when within the radius.
- Bloodseeker will regenerate health regardless of how he killed the unit, be it with spells, items or attacks.
- This ability belonged to Bloodseeker before he got removed in the 6.04 gameplay patch.
- When the channeling gets canceled prematurely, the debuff will still last on the unit for 5 seconds.
- Deals damage in 1 second intervals, starting immediatly upon cast, resulting in up to 10 possible instances when fully channeled.
- This version of Rupture belonged to Bloodseeker before he got removed in the 6.04 gameplay patch.
- Randomly choses an enemy within the radius and places a debuff on it, which causes it to take damage for 5 seconds.
- The damage per second is not lethal, but the initial damage is.
- If the same unit is chosen multiple times in a row, the debuff gets refreshed. The initial damage is only applied upon receiving the debuff.
- Deals damage in 1 second intervals, starting immediatly, resulting in 5 instances (6, together with the initial damage).
- One instance of the debuff can deal up to 200/220/240/260 damage (before reductions).
- This ability belonged to Bloodseeker before he got removed in the 6.04 gameplay patch.
- During the transformation, Bloodseeker cannot do anything. Cannot be interrupted.
- Does not disjoint projectiles upon cast.
- Increases Bloodseeker's attack range to 200 and turns him into a ranged unit for the duration. Attack projectile speed is unkown.
- When dying during Demon Fury, all bonuses are lost.
Bloodseeker's original artwork
- ↑ Bloodseeker reaching the movement speed of the game.