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Sniper

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Sniper
Sniper.png
Strength
16 + 1.7
Agility
21 + 2.5
Intelligence
15 + 2.6
Level Base 1 16 25
Hit Points 150 454 976 1609
Mana 0 195 728 1266
Damage 15‒21 36‒42 75‒81 116‒122
Armor -1 1.94 7.47 13.14
Attacks / Second 0.58 0.71 0.94 1.18
Movement Speed 290
Turn Rate 0.6
Sight Range 1800/1000
Attack Range 550
Missile Speed 3000
Attack Duration 0.17+0.7
Base Attack Time 1.7
Collision Size 24

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.

Bio[edit | edit source]

Sniper Kardel Sharpeye, the Sniper
Play "Killing is the last resort, true. But the other resorts don't even have a pool."
Role: Pip carry.png Carry
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)

Gameplay[edit | edit source]

Abilities[edit | edit source]

Shrapnel
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be dispelled. Play
Q
R
Shrapnel icon.png
Ability Affects Damage
Target Area Enemies Magical
Consumes a charge to fire a ball of shrapnel that showers the target area in explosive pellets. Enemies are subject to damage and slowed movement. Reveals the targeted area. Shrapnel charges restore every 55 seconds.
Cast Time: 0.3+0
Cast Range: 1800
Effect Radius: 450
Effect Delay: 1.4
Damage per Second: 12/24/36/48
Move Speed Slow: 15%/20%/25%/30%
Shrapnel Duration: 10
Number of Charges: 3
Charge Restore Time: 55
Mana 50
Kardel's modular rifle also fires incendiary rounds, useful for assaulting entrenched locations.

Notes:

  • Shrapnel icon.png Shrapnel starts to damage, slow and provide vision after the effect delay.
  • The damage and the slow are both provided by an aura, its debuff lingers for 0.5 seconds.
    • Since multiple instances of the same aura do not stack, multiple overlapping instances of Shrapnel do not stack either.
  • Deals damage in 1 second intervals, starting immediatly as the debuff is placed. resulting in up to 11 possible damage instances.
  • Deals a total of 132/264/396/528 damage to a single unit.
  • Does not affect buildings.

Headshot
Not a Unique Attack Modifier. Partially blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be dispelled. Cannot be used by illusions. Disabled by Break.
W
D
Headshot icon.png
Ability Affects Damage
Passive Enemies Physical
Sniper increases his accuracy, giving him a chance to deal extra damage and briefly stop the movements of his enemies.
Proc Chance: 40%
Damage: 15/40/65/90
Move Speed Slow: 100%
Attack Speed Slow: 100
Slow Duration: 0.5
Partially blocked by Spell Immunity. Damage goes through, slow does not.
Taking potshots at steepstalkers in his childhood has been thoroughly refined into perfect leads on enemy combatants.

Notes:

  • Increases Sniper's attack damage output on an average by 6/16/26/36.
  • Headshot icon.png Headshot can proc upon attacking allies.

Take Aim
Not blocked by Spell Immunity. Cannot be dispelled. Can be used by illusions. Disabled by Break.
E
E
Take Aim icon.png
Ability Affects
Passive Self
Extends the attack range of Sniper's rifle.
Attack Range Bonus: 100/200/300/400
Kardel always takes it upon himself to stay as far from harm as he can while still performing his role - taking perfect aim.

Notes:

  • With level 2 and higher Take Aim icon.png Take Aim, his attack range is higher than the attack range of towers, allowing him to attack them without them being able to attack back.

Assassinate
Not blocked by Spell Immunity. Partially blocked by Linken's Sphere. Cannot be dispelled. Play
R
T
Assassinate icon.png
Ability Affects Damage
Target Unit Enemies Magical
Sniper locks onto a target enemy unit, and after 2 seconds, fires a devastating shot that deals damage at long range, and mini-stuns the target.
Cast Time: 2+1.17
Cast Range: 2000/2500/3000
Damage: 320/485/650
Cooldown 20/15/10 Mana 175/275/375
Partially blocked by Linken's Sphere. Blocked upon projectile impact, therefore, vision and True Sight is still granted.
In order to fulfill the prophecy and return to his home town, Kardel must make another shot as perfect as the one on the day of his ancient test.

Notes:

  • The projectile travels at a speed of 2500 and can be disjointed.
  • Assassinate icon.png 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 cast is not canceled when the target turns invulnerable or hidden during the cast time.
  • Places a crosshair on the target, which is visible to allies only. The initial sound during the cast time is audible by Sniper only.
  • The Mini-stun lasts for 0.01 seconds.

Recommended items[edit | edit source]

Explanation:

  • Picking up Slippers of Agility early can help to address Sniper's very low base damage, assisting him in farming creeps.
  • A Ring of Aquila can be made with Wraith Band and Ring of Basilius which provides some bit of health and mana which Sniper lacks in the early game with an additional damage boost plus the ability to push towers.
  • Magic Wand is useful in emergencies due to Sniper's lack of health. The use of stick charges gives him better survivability.
  • Mask of Madness is a strong item on sniper to increase his headshot proc chance as well as allow him to farm quickly, but can potentially backfire. With the increased attack speed, headshot and shrapnel will make it impossible for enemies to escape your onslaught, but be wary of getting jumped on.
  • A common item for Sniper is Shadow Blade. This gives Sniper a much needed escape mechanism as well as enabling him to position himself in team engagements, allowing him to deal tons of damage without being caught in the fight.
  • Butterfly is one of the best high end items he can pick up if he is struggling against right-click heroes. The attack speed and damage boosts Sniper's combat capabilities a little, while the evasion and armour give him considerably more survivability against opposing carries.
  • Maelstrom can be bought on Sniper for additional damage dealing capability. When upgraded into Mjollnir, the attack rate of Sniper is enhanced significantly, giving him more chances to proc both the Chain Lighting effect and his Headshot passive. A fact about orb effects is while most don't stack, Maelstrom and Mjollnir semi-stack with other orb effects like Desolator. The constant orb effect will hit every time except when Maelstrom/Mjollnir proc their effect.
  • Manta Style is an item commonly picked up on many carries. It gives a lot of additional survivability, something that Sniper lacks, as well as attack speed. Besides giving +10 strength and +10% movespeed, it gives Sniper the ability to create confusing illusions on demand.
  • Daedalus adds even more damage to his auto attacks. While critical strikes don't proc on the same attack as Headshot, does stack its proc chance with it, greatly increasing his damage per second.

Equipment[edit | edit source]


Tips[edit | edit source]

  • Sniper's main advantage is his range - always remain as far away from harm as possible while still dealing damage.
  • Shrapnel icon.png Shrapnel is an incredibly versatile and useful ability with excellent range and a low mana cost. Among its myriad uses are chasing, farming, anti-juking, creep clearing and impeding chasing enemies or those attempting to close to melee range.
  • Carefully consider your laning situation when deciding which of Sniper's abilities to max first. It is common to level up Shrapnel icon.png Shrapnel first when playing him in the middle for the lane control it provides, which is particularly effective in the relatively cramped environment of the river. On the other hand, maxing Headshot icon.png Headshot first in the safe lane can be very potent, especially against a melee solo offlaner like Tidehunter icon.png Tidehunter or Elder Titan icon.png Elder Titan.
  • One level of Take Aim icon.png Take Aim is typically enough for the laning phase since it allows Sniper to outrange every enemy except Lina icon.png Lina and Techies icon.png Techies. Only invest extra points early if you're taking very heavy ranged harassment.
  • Use Assassinate icon.png Assassinate to finish fleeing enemies if and when they manage to get out of range of your regular attacks, or if you're not involved directly in a fight and wish to finish an enemy off without revealing your precise location.
  • Since Assassinate icon.png Assassinate grants full vision of an enemy during the cast time it can be used to counter an enemy attempting to juke your allies in the trees or go invisible. The extra couple of seconds of vision can often make the difference.
  • Although not mentioned in his recommended items - and for good reason - a Mask of Madness is a fairly common purchase on Sniper as a large and cost effective increase to his DPS and farming potential at the expense of increasing his already significant fragility. Extreme care should be taken with this item choice though, as enemies who can close the gap on you easily like Earth Spirit icon.png Earth Spirit, or deal large amounts of damage from range like Lion icon.png Lion will annihilate you in short order. This goes double for enemy carries with natural mobility such as Faceless Void icon.png Faceless Void, Phantom Assassin icon.png Phantom Assassin or Anti-Mage icon.png Anti-Mage.
  • If possible, try to have at least one teammate on a hero who can get into the enemy team's face and keep their attention while you sit at range and deal damage during teamfights. Centaur Warrunner icon.png Centaur Warrunner and Bristleback icon.png Bristleback would be good examples. Sniper is a great deal more difficult to play in lineups which lack this component to some degree.
  • Considering 25% magic resistance most heroes have, Assassinate icon.png Assassinate deals 240/363.75/487.5, if no other sorts of damage reduction or amplifications are affecting the target.
  • Divine Rapier is a very situational item for Sniper. While it greatly increases Sniper's damage per second and can kill frail Heroes or those with no escape mechanism, Sniper himself is frail and is subject to nuke/disable combos. Always try to keep distance and have an escape mechanism ready, such as Shadow Blade icon.png Shadow Blade or Blink Dagger icon.png Blink Dagger if you plan on buying this item.

Trivia[edit | edit source]

  • 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:
    • Play Thanks for standing still, wanker!
    • Play Let's have a go at it!
    • Play Jarate!
    • Play Professionals have standards.
    • Play I'm polite and efficient.
    • Play As long as there are two heroes left on the battlefield, someone is gonna want someone dead.
  • 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.
  • 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 ultimate, Play Assassinate icon.png Assassinate, also uses the same, though slightly modified gunshot Play sound as Counter-Strike's AWP.
    • Sniper's model in Dota 2 is based loosely off of Gary Oldman's portrayal of the real life sniper Lee Harvey Oswald in the 1991 film JFK.
    • 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 "A few bullet's more" is a reference to the spaghetti western by Sergio Leone named For a Few Dollars More starring Clint Eastwood.

Update history[edit | edit source]

February 04, 2015 Patch

April 29, 2014 Patch

  • Fixed Sniper's acquisition range not matching his maximum attack range.
    • This affects his ability to auto attack units at his maximum range.

July 18, 2013 Patch

June 28, 2013 Patch

  • Fixed Headshot icon.png Headshot's Trueshot component not working with Illusions.
  • Updated to higher fidelity Sniper icon.png Sniper model.

April 19, 2013 Patch

  • Added victory animations and more aggressive posing of idle, run and attack when enemy is in range.

March 14, 2013 Patch

November 30, 2012 Patch

September 13, 2012 Patch

July 19, 2012 Patch

  • Added teleport start and end animations for Sniper, Spirit Breaker and Weaver.
  • Added spawn animations for Sniper and Weaver.

February 16, 2012 Patch

  • Fixed Headshot bonus proc damage working against Towers and Buildings.
  • Fixed Headshot working while Doomed.

November 03, 2011 Patch

  • Fixed Assassinate reveal debuff never disappearing if the target dodges it with a blink.

September 29, 2011 Patch

  • Fixed Assassinate ministun interaction with BKB

September 09, 2011 Patch

  • Sniper will only say his shrapnel line if he captures any heroes in the radius.

August 07, 2011 Patch

  • Fixed Legacy hotkeys on Sniper and Earthshaker

August 02, 2011 Patch

  • Fixed the cast time on Assassinate.
  • Assassinate keeps units from going invisible.
  • Fixing the duration on the Shrapnel's slow. It was hardcoded to 1.5 and now it's 2.0.

July 29, 2011 Patch

  • Fixed Shrapnel slow not getting upgraded per level.

April 30, 2011 Patch

  • Created.

Balance changelog[edit | edit source]

6.84

  • Reduced Agility agility gain from 2.9 to 2.5.
  • Shrapnel icon.png Shrapnel
    • No longer ignores ancient creeps, Roshan and creep-heroes.
    • Increased charge respawn time from 40 to 55.
    • Increased effect delay from 0.8 to 1.4.
    • Now starts giving vision after the effect delay, instead of instantly upon cast.
  • Headshot icon.png Headshot can now miss.
  • Reduced Assassinate icon.png Assassinate damage from 355/505/655 to 320/485/650.

6.83

  • Shrapnel icon.png Shrapnel
    • No longer deals damage to buildings.
    • Now has 3 charges with a 40 second replenish time, instead of a 15 second cooldown.
    • Slow and damage of multiple casts no longer stack.
    • Reduced manacost from 120 to 50.
    • Increased duration from 9 to 10.

6.82

6.81

  • Fixed Sniper's acquisition range not matching his maximum attack range (Increased from 800 to 950).
    • This affects his ability to auto attack units at his maximum range.

6.80

  • Increased Take Aim icon.png Take Aim attack range bonus from 80/160/240/320 to 100/200/300/400.

6.79

  • Increased Take Aim icon.png Take Aim attack range bonus from 75/150/225/300 to 80/160/240/320.

6.78

  • Increased Shrapnel icon.png Shrapnel radius from 360 to 400.

6.76

  • Shrapnel icon.png Shrapnel
    • Now provides flying vision in the targeted area for its duration.
    • Increased castrange from 1200 to 1800.
  • Headshot icon.png Headshot
    • Attacks which proc can no longer miss to evasion or blind effects.
    • Increased proc chance from 25%/30%/35%/40% to 40% on each level.
    • Rescaled damage from 30/45/60/75 to 15/40/65/90.
    • Increased stun duration from 0.01/0.1/0.2/0.2 to 0.25 on each level.
  • Increased Assassinate icon.png Assassinate cast range from 1500/2000/2500 to 2000/2500/3000.

6.75

  • Shrapnel icon.png Shrapnel
    • Increased radius from 350 to 360.
    • Increased duration from 8 to 9.
  • Increased Headshot icon.png Headshot damage from 30/40/50/60 to 30/45/60/75.
  • Increased Take Aim icon.png Take Aim attack range bonus from 65/130/195/260 to 75/150/225/300.

6.74

  • Increased Headshot icon.png Headshot damage from 30/30/40/50 to 30/40/50/60.

6.73

  • Increased Shrapnel icon.png Shrapnel radius from 325 to 350.

6.71

  • Increased Shrapnel icon.png Shrapnel damage from 10/20/30/40 to 12/24/36/48.

6.68

6.65

  • Shrapnel icon.png Shrapnel
    • Reduced duration from 10 to 8.
    • Reduced radius from 450 to 325.

6.64

  • Increased Shrapnel icon.png Shrapnel cast range from 900 to 1200.

6.61

  • Increased Take Aim icon.png Take Aim attack range bonus from 55/110/165/220 to 65/130/195/260.

6.60

Shrapnel icon.png Shrapnel:
Fires a ball full of shrapnel into the air. which promptly explodes, showering the target area. Enemy units that walk in this area get damaged and slowed. Deals 30% damage to buildings.
Cast range: 900
Radius: 450
Effect delay: 0.8
Damage per second: 10/20/30/40
Movement speed slow: 15%/20%/25%/30%
Slow duration: 2
Shrapnel duration: 10
Manacost: 120
Cooldown: 15
Notes: The slow gets refreshed on each damage interval.

6.56

  • Reduced Assassinate icon.png Assassinate cooldown from 30/20/10 to 20/15/10.

6.52

6.50

  • Reduced Shrapnel icon.png Scattershot damage per pellet from 10-35 to 20-35.

6.45

  • Increased Agility agility gain from 2.4 to 2.9.

6.44

6.41

  • Headshot icon.png Headshot can now proc on allied units again.

6.31

  • Headshot icon.png Headshot can no longer proc on allied units.
  • Increased Assassinate icon.png Assassinate cooldown from 30/15/5 to 30/20/10.

6.28

  • Reduced base Agility agility from 28 to 21.
  • Reduced Headshot icon.png Headshot stun duration from 0.01/0.1/0.2/0.25 to 0.01/0.1/0.2/0.2.

6.24

  • Increased Shrapnel icon.png Scattershot manacost from 75/90/105/120 to 120 on each level.

6.20

  • Increased base Agility agility and gain from 26 + 1.9 to 28 + 2.4.
  • Reduced damage per pellet from 14-40 to 10-35.

6.17

6.09b

6.03

  • Reduced attack projectile speed from instant to 3000 (instant was causing visual glitches).
  • Restored the reworked Shrapnel icon.png Scattershot
    • Reduced damage per pellet from 15-60 to 14-40.

6.01

  • Reverted the Shrapnel icon.png Scattershot rework from the last patch (temporarily).

6.00

  • Reduced movement speed from 300 to 290.
  • Reduced Agility agility gain from 2.7 to 1.9.
  • Increased Intelligence intelligence gain from 1.7 to 2.6.
  • Increased attack projectile speed from 900 to instant.
  • Reduced attack point from 0.7 to 0.17.
  • Reworked Shrapnel icon.png Scattershot
Old Shrapnel icon.png Scattershot:
Fires an exploding shot, dealing moderate area of effect damage.
Cast range: 700
Radius: 250
Damage: 100/150/200/250
Manacost: 75/85/95/105
Cooldown: 6
Notes: Destroys trees in its area. Applies a mini-stun on all enemy units within the area.
New Shrapnel icon.png Scattershot:
Fires a ball full of shrapnel into the air, which promply explodes, showering the target area in explosive pellets, each doing a random amount of damage.
Cast range: 900
Radius: 350
Number of pellets: 8/12/16/20
Damage per pellet: 15-60 (physical)
Manacost: 75/90/105/120
Cooldown: 13
Notes: The effect is delayed by 0.8 seconds. Neither destroys trees, nor mini-stuns. Damages buildings as well.

Replaced abilties[edit | edit source]

Shrapnel (6.60-6.82)
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be dispelled. Play
Q
R
Shrapnel icon.png
Ability Affects Damage
Target Area Enemies Magical
Fires a ball of shrapnel that showers the target area in explosive pellets. Enemies are subject to damage and slowed movement. Reveals the targeted area.
Cast Range: 1800
Effect Radius: 450
Effect Delay: 0.8
Damage per Second: 12/24/36/48
Move Speed Slow: 15%/20%/25%/30%
Slow Duration: 2
Shrapnel Duration: 9
Cooldown 15 Mana 120
Kardel's modular rifle also fires incendiary rounds, useful for assaulting entrenched locations.

Notes:

  • Shrapnel icon.png Shrapnel starts to damage and slow after the effect delay.
  • Provides 450 radius flying vision at the targeted area. Unlike the damage and slow, the vision is instantly applied after cast.
  • Deals damage in 1 second intervals, starting off immediately after the effect delay. The slow debuff is refreshed in the same intervals.
  • Deals 33% of its damage to buildings (4/8/12/16 damage per second).
  • Deals a total of 120/240/360/480 (40/80/120/160 to buildings) damage to a single unit.

Scattershot (6.00, 6.02-6.60)
Not blocked by Spell Immunity. Not blocked by Linken's Sphere.
Q
C
Shrapnel icon.png
Ability Affects Damage
Target Area Enemies Physical
Fire a ball full of shrapnel into the air, which promptly explodes, showering the target area in explosive pellets, each doing a random amount of damage within the area.
Cast Time: 0.3+0.51
Cast Range: 900
Effect Radius: 350
Pellet Radius: ?
Effect Delay: ?
Number of Pellets: 8/12/16/20
Damage per Pellet: 20-35
Cooldown 13 Mana 120

Notes:

  • This ability got replaced by Shrapnel icon.png Shrapnel in the 6.60 gameplay patch.
  • Upon cast, a shot is launched straight into the air. After an unknown second delay, it detonates, releasing the pellets towards the target area.
  • The pellets travel at a speed of unknown towards the targeted area. Each pellet lands at a random location within the targeted area, dealing damage around them.
  • The pellets deal piercing damage, which deals 150% to creeps, 50% to heroes, and 35% to buildings.
    • Can deal up to 80-140/120-210/160-280/200/350 damage to heroes (before reductions).
    • Can deal up to 240-420/360-630/480-840/600-1050 damage no most creeps (before reductions).
    • Can deal up to 56-98/84-147/112-196/140-245 damage to buildings (before reductions).

Scattershot (pre 6.00, 6.01)
Blocked by Spell Immunity. Not blocked by Linken's Sphere.
Q
C
Unknown icon.png
Ability Affects Damage
Target Area Enemies Magical
Fires an exploding shot, dealing moderate area of effect damage.
Cast Time: 0.3+0.51
Cast Range: 700
Radius: 250
Damage: 100/150/200/250
Cooldown 6 Mana 75/85/95/105

Notes:

  • This ability got reworked into the following Shrapnel icon.png Scattershot in the 6.00 gameplay patch, restored in the 6.01, and then replaced again in the 6.02 gameplay patch.
  • Instantly deals damage within the area upon cast.
  • Stuns enemy units for 0.01 seconds within the area upon cast.

Gallery[edit | edit source]

See also[edit | edit source]

References[edit | edit source]