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Bloodseeker

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Bloodseeker
Bloodseeker.png
Strength
23 + 2
Agility
24 + 3
Intelligence
18 + 1.7
Level 1 16 25
Hit Points 587 1195 1879
Mana 234 585 1014
Damage 53‒59 100‒106 145‒151
Armor 3.36 9.94 16.24
Attacks / Second 0.72 1 1.27
Movement Speed 300
Turn Rate 0.5
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.43+0.74
Cast Duration 0.4+1.4
Base Attack Time 1.7

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, preventing them from casting spells and bleeding their life in the frenzy. His speed is unmatched when he senses the blood of the dying, and from this perception none can escape. His own health is never a problem, as he can salve his wounds merely by bathing in the blood of the fallen. His ultimate, Rupture, sunders the skin of his victims, causing them to trail their life force behind if they dare to flee.

Contents

[edit] Bio

Bloodseeker Strygwyr, the Bloodseeker
Play "You should be honored to bleed so that the Flayed ones may live."
Role: Pip carry.png Carry / Pip jungler.png Jungler
Lore: 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.
Voice: Jon St. John (Responses)

[edit] Abilities

Bloodrage
Partially blocked by Magic Immunity. Blocked by Linken's Sphere. Play
Q
D
Bloodrage icon.png
Ability Affects Damage
Target Unit Units Magical
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.
Range: 800
Duration: 6/7/8/9
Increased damage: 30%/60%/90%/120%
Damage Per Second: 20
Cooldown 12/10/8/6 Mana 80
Partially blocked by Magic Immunity. Cannot be used on magic immune units, but becoming magic immune will not remove the effect
Strygwyr shares his animalistic thirst for bloodshed.

Notes:

  • Can be used to deny self or allies.
  • Cannot be dispelled.
  • Does not amplify damage directly gained from items (such as Radiance), only base damage and damage gained from the hero's primary attribute.
  • Deals a total of 120/140/160/180 damage to the target unit.
  • Using abilities like Diffusal Blade, Manta Style, or Black King Bar will not remove the Silence.

Blood Bath
Can be used by illusions. Play
W
B
Blood Bath icon.png
Ability Affects
Passive Self
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.
Regeneration from
Hero's maximum HP
: 10%/20%/30%/40%
Regeneration from
Creep's maximum HP
: 10%/15%/20%/25%
Flayed ones bathing in the blood of the recently fallen is a terrifying sight on the field of battle.

Notes:

  • Denied creeps (including siege creeps) and heroes will trigger Bloodbath, but illusions will not.
  • Bloodseeker will regenerate hp regardless of how he killed the unit, be it with spells, items or attacks.

Thirst
Cannot be used by illusions.
E
T
Thirst icon.png
Ability Affects
Passive Self
Enables Bloodseeker to sense enemy Heroes with health below a certain percentage wherever they are, giving him vision of that unit, increased movement speed and increased damage. Bonuses stack per Hero. Bloodseeker gains True Sight of enemy Heroes below half their visiblity threshold.
Radius: Global
Duration: Until no nearby valid target exists
Bonus movement speed: 5%/15%/25%/35%
Bonus damage: 5/15/25/35
Thirst HP percentage detection: 50% of target HP (True sight is 25%)
Strygwyr becomes frenzied when blood is spilled.

Notes:

  • Thirst is not triggered by Illusions.
  • When active, Bloodseeker can go above the normal movement speed cap of 522.
  • Bonus stacks for each unit within HP threshold.
  • Does not grant full vision on detected enemy heroes, it only shows their model and their icon on the minimap.

Rupture
Not blocked by Magic Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
R
R
Rupture icon.png
Ability Affects Damage
Target Unit Enemies HP Removal
Causes an enemy unit's skin to rupture, dealing massive damage. If the unit moves while under the effect of Rupture, it takes a percentage of the distance traveled as damage. The damage is dealt through magic immunity.
Range: 1000
Duration: 7/8/9
Initial damage: 150/250/350
Distance moved damage: 20%/40%/60%
Cooldown 70/60/50 Mana 150/200/250
When the Bloodseeker hunts you, injuries become fatalities.

Notes:

  • Has a cast point of 0.6 seconds.
  • If the affected unit moves more than 1300 distance in 0.25 seconds, it will not receive any damage.
  • Using Force Staff on affected unit will deal 120/240/360 damage.
  • Despite the Changelog stating that Rupture damage is HP Removal, it is technically not because it can be reduced by abilities such as Bristleback and Dispersion.
  • Although Rupture's damage is considered to be Pure, it will go through magic immunity.

[edit] Recommended items

Explanation:
Starting Items:

Early-game items:

  • 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 slow.

Core items:

  • Sange and Yasha provide important agility for damage and attack speed and a maim to further slow fleeing enemies.

Situational items:

  • Black King Bar is highly recommended against disablers. A Black King Bar makes Bloodseeker inescapable when Thirst is active.
  • Radiance may give a large amount of unexpected survivability, as the splash damage may allow him to stay in team fights longer from Bloodbath off creeps. For this reason it is best picked up against heroes with summoned units (but not illusions as they don't trigger Bloodbath).
  • Butterfly provides much needed agility and attack speed as well as evasion.
  • 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 Windrunner Windranger's Windrun, Riki Riki's Smoke Screen or Phantom Assassin Phantom Assassin's Blur).
  • Heart of Tarrasque is always a useful item and a strong Bloodseeker can gain much staying power from it.

[edit] Equipment

[edit] Tips

  • 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 of the player; ganks should not usually be attempted before he has his ultimate.
  • Blood Bath gives Bloodseeker significant staying power in lane, healing him whenever he last hits or denies a creep.
    • An early Quelling Blade will help you get the most benefit out of Blood Bath.
    • Thirst is especially useful for allowing for clear targets on a team with no map vision or communication. Otherwise, its best for greatly increasing the risk under which weakened enemies move out or providing conditional speed.
  • Leveling Bloodrage causes it to turn into a steroid with a more powerful attack damage buff on every level, but it also serves as a powerful early game nuke and disable. The steroid effect on a fully-leveled Bloodrage is very powerful, often on par with the full arsenal of buffs carried by a given team.
    • Bloodrage should be cast on enemies beginning an engagement to prevent nukes. If Bloodseeker is laning against supports it is an extremely useful spell. Late game, it becomes a dedicated steroid for Bloodseeker or other carries or to twitch disable big caster threats such as Enigma or Earthshaker.
    • At level 4 it can be used continuously, effectively becoming a perma-silence, since it has a short casting animation.
  • Rupture is one of the best abilities to intercept an enemy hero that is chasing you or your allies, especially since it goes through magic immunity and does full damage regardless of armor and magic resistance. Heroes with high mobility like Anti-Mage, Lycan, Luna, Queen of Pain or Night Stalker suffer devastating damage when Ruptured as they are chasing or running away.
  • When ganking it is sometimes best to save your Rupture for when your target begins running away rather than right at the beginning of the gank. You may want to follow up on an allied disable using Bloodrage to silence the target and saving Rupture should the target not die during the initial damage done.
  • Each individual Meepo will add to the Thirst bonus stack.
  • Due to the passive Blood Bath being able to heal you upon killing any enemy unit. It is advisable not to spend gold on Morbid Mask, skipping therefore on Lifesteal items. Moreover, Bloodseeker should have a high damage output in order for faster killing, which subsequently gives faster healing.
  • Skull Basher or Abyssal Blade can opt to be taken 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.
  • Helm of the Dominator can introduce interesting new utility if Bloodrage is used as a steroid.
  • Armlet of Mordiggian can be picked up if you are confident in your killing power. It synergizes well with Blood Bath and Bloodrage's damage increase, but can also make you easier to kill, especially when focused.
  • Rod of Atos can give Bloodseeker even better chasing ability and can be bought if you don't want to rely on Sange's random Maim chance. However, the 25 bonus Intelligence is wasted on Bloodseeker.
  • 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.
  • Bloodseeker is a very good counter for Slark due to Thirst. You will make him unable to regenerate health from Shadow Dance when his hp is below 50%. Additionally, Bloodrage can be used to silence him to prevent him from escaping. It is also worth noting that Slark cannot use Dark Pact to purge either Rupture or Bloodrage.

[edit] Trivia

  • Maximum speed with Thirst is 2640. To reach it, you need Boots of Travel, Eul's Scepter of Divinity, Phase Boots active, Mask of Madness, Shadow Blade (on Bloodseeker, activate items in the following order: Mask of Madness, Shadow Blade, Phase Boots, then drop the items in order to pick up the Eul's Scepters), Kobold Foreman's Speed Aura, Spirit Breaker's Empowering Haste Aura, Io's Tether, Sven's Warcry, Ogre Magi's Bloodlust, Necronomicon Archer's Attack Speed and Movement Aura and activated Drum of Endurance.
  • The maximum speed without stacking Eul's Scepters with Thirst is 1852. To reach it, you need Eul's Scepter of Divinity, Sange and Yasha, Boots of Travel, Phase Boots, Mask of Madness, Shadow Blade (on Bloodseeker, activate items in the following order: Mask of Madness, Shadow Blade, Phase Boots), Kobold Foreman's Speed Aura, Spirit Breaker's Empowering Haste Aura, Io's Tether, Sven's Warcry, Ogre Magi's Bloodlust, Necronomicon Archer's Attack Speed and Movement Aura and activated Drum of Endurance.

[edit] Update history

June 14, 2013 Patch

June 05, 2013 Patch

  • Fixed Thirst icon.png Thirst initial armor value being incorrect.

February 07, 2013 Patch

  • Rupture icon.png Rupture:
    • Fixed damage interval.
    • Fixed being able to use potions during Rupture icon.png 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 didn't 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's 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.


[edit] Balance changelog

6.81

6.80

  • Thirst icon.png Thirst Bonus Speed and damage rescaled from 7/14/21/28 to 5/15/25/35.
  • Blood Bath icon.png Blood Bath now gives the full hero kill benefit (instead of only half) if he is within the 325 AoE when a hero dies.

6.79

  • Base movement speed reduced from 305 to 300.
  • Thirst icon.png Thirst has been reworked:
    • Is now global instead of 6000 range.
    • Bonus now stacks for each unit that is low HP.
    • HP threshold increased from 20/30/40/50% to 50%.
    • Movement speed bonus reduced from 15/25/35/45% to 7/14/21/28%.
    • When active, movement speed cap is removed on your hero.
    • No longer provides armor bonus.
    • Provides bonus 7/14/21/28 damage.
    • No longer grants full hero vision around low HP targets, it only shows their model.
    • No longer lasts for an extra 3 seconds when the target is dead .

6.78

  • Thirst icon.png Thirst now gives you bonus 3/4/5/6 armor when active.
  • Bloodrage icon.png Bloodrage dispels the target before applying its buff.
  • Rupture icon.png Rupture damage is now HP removal.

6.75

  • Blood Bath icon.png Blood Bath death detection AoE for enemy heroes increased from 225 to 325.
  • Bloodrage icon.png Bloodrage bonus base damage from 20/40/60/80% to 30/60/90/120%.
  • Thirst icon.png Thirst
    • AOE from 1500/3000/4500/6000 to 6000.
    • MS bonus from 11/22/33/44% to 15/25/35/45%.
    • HP percentage detection rescaled from constant 40% to 20/30/40/50% HP (invis is half that).

6.73

  • Thirst icon.png Thirst
    • No longer partially reveals invisible heroes below 40% health.
    • Now fully reveals invisible heroes below 20% health.
  • Rupture icon.png Rupture
    • Duration improved from 5/7/9 to 7/8/9.
    • Cooldown now scales from 70 to 70/60/50.

6.72d

  • Undid melee hero collision change from 6.72c

6.72c

  • Melee hero collision size now reduced from 24 to 12.

6.72

  • Rebalanced all Melee heroes between 100 and 128 range to be 128 range
    • Bloodseeker previously had 100 range.

6.71

  • Blood Bath icon.png Blood Bath now gives 50% of its normal regeneration if he doesn't kill the target but is near it.

6.69

6.68

  • Agility gain increased from 2.6 to 3.0.

6.65

  • Bloodrage icon.png Bloodrage rebalanced
    • Duration from 6/9/12/15 to 6/7/8/9.
    • Cooldown from 10 to 12/10/8/6.
    • HP loss from 20/15/10/5 to a constant 20 hp per sec.

6.63

  • Base armor reduced by 2 points.

6.61

6.58

  • Improved base strength from 18 to 23.
  • Reduced Rupture icon.png Rupture cooldown from 100 to 70 seconds.

6.55

  • Minor improvement to early levels of Blood Bath icon.png Blood Bath.

6.54

6.50

  • Changed Bloodrage's stats a bit

6.39

  • Reduced Strygwyr's Thirst HP detection from 50% to 40%

6.35

  • Reworked Strygwyr's Thirst
  • Minor armor buff (usually 1) to most melee heroes

6.20

  • Rupture duration from 7/10/13 to 5/7/9 but slight increase of initial dmg from 100/200/300 to 150/250/350

6.04

  • Removed Bloodseeker for now, pending proper hero remaking.
    • We've temporarily removed Bloodseeker due to our inability to iron out a bug associated with his uncontrollability after dying during morphing. This probably sounds unnecessarily harsh, but we're on a deadline, trying to get a version ready for IGS and right now bugs/balance take priority. Hopefully Bloodseeker will get re-added in a version soon.

[edit] Gallery

[edit] See also