Kardel Sharpeye the Sniper is a ranged agility Carry who excels at dealing heavy damage at an incredible range. His third ability, Take Aim, allows him to deal high DPS at a safe distance, and avoiding damage as he is relatively frail. He also excels at harassing enemies due to his second ability, Headshot, which gives him a chance to do extra damage and a brief slow, and his first ability, Shrapnel, which slows and deals damage over time in an area. While he can be a nuisance to lane against, he is also extremely squishy early-game and requires supports to lane effectively. He scales into the late game, dealing a remarkable amount of DPS while sitting outside of harm's reach, almost permaslowing heroes with his headshot. Though he is a rather frail hero, his potential in the hands of a good player and team is high.
|Kardel Sharpeye, the Sniper|
|Play "Now that's what I call stopping power."|
|Role:||Carry / Nuker|
|Lore:|| Kardel Sharpeye was born deep in the mountainous valleys of Knollen where, since time immemorial, the folk have survived by hunting the strange, cliff-dwelling steepstalkers above their village—killing them from a distance and collecting their carcasses where they fell. Sharpeye was among the best of these strange folk for whom projectile weapons are but another appendage, and to shoot is as natural as to touch.|
On his day of summoning, when he was to gain full standing in his village, Sharpeye took the ancient test: a single shot from the valley floor to strike a beast down from the cliffs. To miss was to be dishonored. With his entire village standing vigil, Sharpeye took his shot. A steepstalker fell; the crowd cheered. But when the carcass was collected, the village grew silent, for the elders found that the bullet had pierced its glittering central eye then fallen to be clenched in the steepstalker's mandibles. This ominous sign was the literal opening of a dark prophecy, foretelling both greatness and exile for the gunman who made such a shot. Sharpeye the Sniper was thus, by his own skill, condemned to make his way apart from his people—and unwelcome back among them until he has fulfilled the remainder of the prophecy by attaining legendary stature on a field of battle.
|Voice:||Gary Schwartz (Responses)|
- Sniper gets all 3 charges upon learning the spell right away.
- Choosing the +4 charges talent also immediately grants the 4 charges.
- Shrapnel starts dealing damage, slowing and providing vision after the effect delay.
- Provides 450 radius flying vision at the targeted area.
- The damage and the slow are both provided by an aura. Its debuff lingers for 0.5 seconds. Multiple instances of the aura do not stack.
- Deals damage in 1 second intervals, starting immediately as the debuff is placed, resulting in up to 11 possible damage instances.
- Can deal up to 165/385/605/825 ( 385/605/825/1045) damage to a single unit (before reductions).
- Does not affect buildings.
- The damage can be reduced with e.g. Enfeeble or Static Link. However, it cannot be amplified with e.g. Empower or the Double Damage Rune.
- Increases Sniper's attack damage output on average by 6/16/26/36.
- Headshot uses pseudo-random distribution.
- Increases Sniper's total attack range to 650/750/850/950 ( 750/850/950/1050).
- The projectile travels at a speed of 2500 and can be disjointed.
- Assassinate places a debuff on the target as soon as Sniper begins casting.
- The debuff lasts 4 seconds, or until the projectile lands, or the cast gets canceled.
- The debuff grants shared vision with the targeted unit. Does not provide any vision when targeting neutral creeps.
- The debuff grants True Sight over the target. This means that Assassinate cannot be canceled or be disjointed with invisibility.
- However, since units under the effect of Shadow Dance and Smoke of Deceit are immune to True Sight, they cancel the cast or disjoint the projectile.
- The debuff is visible to everyone. The cross hair above the target is visible to allies only.
- Can directly target invulnerable units, and does not get canceled if the target turns invulnerable during the cast time.
- The vision debuff is not placed when targeting an invulnerable unit, but stays if the unit turned invulnerable during the cast time.
- The projectile does not affect the target if it is still invulnerable on impact.
- Cannot target hidden units and does get canceled when the target turns hidden.
- The initial weapon loading sound during the cast time is audible to Sniper only.
- When upgraded, Assassinate targets every player-controlled unit within the target area, meaning the vison debuff and the cross hair is placed on all player controlled units.
- However, upon reaching the cast point only heroes, illusions and creep-heroes are hit by projectiles. Other targeted units are not hit.
- Since the vision debuff disappears only when the projectile hits, or the cast gets canceled, it lasts for the full 4 seconds on all other targeted units.
- Unlike the single-target version, the upgraded Assassinate fully ignores invulnerable units. It neither initially targets them, nor does it launch a projectile for them.
- All targets are marked upon cast. Entering or leaving the area during the cast time as no effect.
- While the single-target version is subject to the motion buffer range, the area targeted version is not, meaning no matter how far a marked enemy moves away, it will get hit.
- This means even if an enemy teleports away after being marked, Sniper still launches the projectile towards them.
- If no valid targets are within the area, the spell still gets cast, wasting mana and cooldown.
- Aghanim's Scepter causes Sniper to perform an instant attack on all targets.
- The launched projectile is still the regular Assassinate projectile, but having its damage set to 0. The instant attack is perfomed when the projectile hits its target.
- These instant attacks do not use Sniper's attack projectile speed, they hit their targets instantly.
- These attacks have True Strike, and can therefore never miss. They also ignore disarms.
- Can proc any attack modifier on all of the hit targets normally. Can also proc any on-hit effects, including Damage Block.
- These attacks have an ensured critical strike. They also always proc Headshot.
|+4 Shrapnel Charges||25||+100 Attack Range|
|25% Cooldown Reduction||20||+8 Armor|
|+200 Health||15||+20 Shrapnel DPS|
|+15 Attack Speed||10||+5 Mana Regen|
- The mana regen is added as a bonus and does not benefit illusions.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- Cooldown reduction affects abilities and items. Stacks multiplicatively with Octarine Core and additively with Arcane Rune.
- Cooldown reduction affects charge replenish time of Shrapnel.
- The armor is added as bonus armor, and therefore does not benefit illusions.
- Iron Branch improves Sniper's early stats, and can be built into a Magic Wand later on.
- Slippers of Agility helps with Sniper's naturally low base damage, allowing him to last hit better.
- Faerie Fire helps Sniper score last hits.
- Tango helps Sniper stay in lane.
- Healing Salve not only rejuvenates Sniper, using it at the last second can save also save him from a gank.
- Infused Raindrop helps Sniper resist harassment and gankers.
- Magic Wand is useful in emergencies, and gives Sniper some much needed survivability.
- Wraith Band boosts Sniper's early stats, keeping him viable in his vulnerably early game stage.
- Wind Lace is usually picked up by supports, but can be useful on Sniper to help offset his low mobility.
- Power Treads gives Sniper the ability to switch between Strength for survivability, Agility for damage, and even Intelligence for extra mana to use a clutch Assassinate.
- Phase Boots gives Sniper damage in exchange for attack speed, and works well with later items like Desolator or Daedalus.
- Desolator greatly improves Sniper's mid game damage, and its debuff can be safely applied from long range on multiple enemies.
- Dragon Lance increases Sniper's attack range to a maximum of 1190, allowing him to shoot down opponents before they can close the gap.
- Additionally, it naturally builds into Hurricane Pike, providing Sniper an additional means of escape and/or positioning.
- Mask of Madness greatly increases Sniper's attack speed, and provides a moderate boost to his movement speed. The lifesteal is good for farming, and can save Sniper in a head-to-head fight, while Silence doesn't hurt him so much. Another good choice can be Satanic for damage and survivability boost.
- Daedalus is what gives Sniper his massive damage in the late game, and lets him tear through softer enemies in just a few shots.
- Maelstrom is excellent against groups of enemies, or heroes with numerous summoned units like Phantom Lancer. Combined with more attack speed items, the lightning damage will trigger continuously.
- Shadow Blade is often picked up by beginners, as it gives Sniper a much needed escape mechanism, as well as enabling him to position himself in team engagements. It also gives a damage boost to Sniper's first attack when cloaked.
- Silver Edge is a decent upgrade to Shadow Blade, and can be useful on more offense oriented Snipers.
- Eye of Skadi sacrifices damage for a great boost to Sniper's survivability, as well as adding a slow debuff that helps keep enemies within Sniper's range.
- Mjollnir is a natural progression from Maelstrom, but is sometimes skipped in favor of other direct damage boosting items. Maelstrom and Mjollnir stack with other attack modifiers like Desolator.
- Monkey King Bar grants a great increase in damage, attack speed, and is usually necessary to deal with evasion from heroes like Phantom Assassin. However, it provides no defensive boosts, and can be quite expensive.
- Butterfly is a costly but useful item if Sniper is struggling against right-click heroes. The attack speed and damage boosts Sniper's combat capabilities a little, while the evasion and armor give him considerably more survivability against opposing carries.
- Manta Style gives Sniper an important escape mechanism, and improves his movement speed as well as his sieging ability.
- Sange and Yasha can be an alternative to Manta Style if the player believes Sniper needs more health. It also provides 6% more movement speed and Greater Maim to help in chasing or kiting enemies.
- Moon Shard is a luxury item that can be picked up to ensure Sniper's dominance in a winning game.
- Divine Rapier is the ultimate item, sometimes purchased out of desperation. Combined with high attack speed and/or criticals, Sniper can demolish enemies in two or three shots. This can be very risky, as Sniper dies easily and may end up giving Divine Rapier to the enemy team.
- A number of Sniper's lines are either direct quotations or paraphrases of lines used by the Sniper class in Team Fortress 2, a popular class-based shooter also by Valve. Such phrases include:
- One of Sniper's lines while bottling a rune is Play "Jarate!", which is a reference to Team Fortress 2 in-game weapon for Sniper class, Jarate.
- One of Sniper's lines while casting his ultimate is Play "Boom headshot!", which is a reference to the Pure Pwnage mockumentary series.
- Incidentally, his voice actor, Gary Schwartz, also voices the Heavy Weapons Guy and Demoman in Team Fortress 2.
- Sniper's line, "Play Inconceivable!" is likely a reference to Vizzini's catchphrase in the film The Princess Bride due to the similarities in both the appearance and voices of the two.
- Sniper's name, Kardel Sharpeye, is a reference to professional Counter-Strike player Kyle "Ksharp" Miller of team 3D, who is regarded for his skillful AWP (Sniper rifle) use.
- Sniper's fun name in DotA was Vasily Zaitsev, a highly skilled Russian sniper who was active during World War 2.
- Sniper's line, "Play What a dum-dum!" is a pun on the Expanding bullet, also known as a dum-dum. It is designed to expand on impact in order to limit penetration and create a wound larger in diameter.
- Sniper's line "Play Oh, a few bullet's more!" is a reference to the spaghetti western by Sergio Leone named For a Few Dollars More starring Clint Eastwood.