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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.
Bio
Gameplay
Abilities
N/A
Units
- 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.
- Does not amplify outgoing damage when it has the "no-reflection" flag (e.g. damage from Blade Mail, Spiked Carapace, Fatal Bonds).
- Bloodrage can be cast on enemy and allied units, as well as Bloodseeker himself.
- Bloodrage does not give healing if a unit kills Roshan.
- Since the cooldown is shorter than the duration, it's possible to have two units bloodraged at a time.
- When a bloodraged unit attacks another bloodraged unit, the damage is overall amplified by 96% (1.4*1.4=1.96).
- 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 Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Bloodrage". on Bloodseeker Blood Rite deals 168/224/280/336 damage.
- With max level Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "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.
N/A
Self
- Learning Thirst removes the 522 movement speed cap for Bloodseeker.
- Thirst grants 0.666%/1.333%/2%/2.666% movement speed and 0.666/1.333/2/2.666 attack damage for every 5% hp missing on an enemy hero.
- This means the max movement speed and attack damage cap per hero is reached when the hero is below 25% health.
- When an enemy hero drops below 25% hp, he will be visible through the Fog of War and their icon is visible on the mini-map.
- 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.
- Checks the distance the affected unit moved every 0.25 seconds and then damages a percentage of that distance.
- If the affected unit moved more than 1300 distance in 0.25 seconds, it will not be damaged for that instance.
- After Rupture damaged the affected unit at least once, it periodically will deal 0 damage instances, even when the target isn't moving anymore.
- This 0 damage instances still can trigger any on-damage effect with no minimum damage threshold.
- Examples of such are Nightmare, which ends after the invulnerability and Recall, which instantly gets canceled.
- Spells with a minimum damage threshold like Cold Snap and Blink Dagger however, are not triggered.
Recommended items
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Equipment
Bloodseeker/equipment
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 Rupture.
- In the lane phase, put at least one point in Thirst to remove the movement speed gap and recieve the bonus damage, every hit you take in the enemy will hit harder in the next, also makes use of the damage cause to enemies in other lanes.
- Rupture is one of the best abilities to intercept an enemy hero that is chasing you or your allies, especially since it goes through spell 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, and remember, the damage type of the skill is Pure, so will go through Spell Immunity provided by a Black King Bar or a Repel, so don't hesitate in casting the spell in the enemy carriers under this effects.
- Special mention to Slark, since Rupture will proc even during Shadow Dance will allow you disable him for a lot of time and he won't be able to regenerate his health pool thanks to Thirst if he suffer enough damage and get under its threshold.
- 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.
- Using Blood Rite in conjunction with Rupture allows for more precise aiming of the skill.
- Each individual Meepo will add to the Thirst bonus stack.
- Skull Basher or Abyssal Blade and even Eul's Scepter of Divinity 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.
- Urn of Shadows combined with Bloodrage deals even more damage for less money.
- 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 merely 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.
- Watch who you put your ultimate on. Some heroes have reliable ways of moving across the map while being invulnerable during the travel. The most example would be Storm Spirit; His Ball Lightning makes him completely invulnerable and there is no limit to where he can travel with it that isn't set by his mana pool, so he can easily travel to a place that you can't reach after you've ruptured him with it and suffer no damage at all, completely wasting the ultimate. If you wish to gank him, do it before he reaches level 6, attempt to silence him first, or simply try to catch him with no mana. If you can't fulfill any of those requirements, it'd be best to simply not bother to use the ultimate on him. Other examples of heroes with such mechanisms include Faceless Void with Time Walk, and Morphling with Waveform.
- Bloodrage has some great applications, you can cast on a allied hero with some AOE nuking skill like Sonic Wave, Call Down, Requiem of Souls or Epicenter for a greater damage output, and also will make you much more faster and deadly thanks to Thirst.
Trivia
- With his Thirst ability, Bloodseeker is the only hero which can reach the game's ultimate movement speed limit of 10,000 movement speed.[1] However, this is not achievable in a normal match.
- This part of Blood Rite's ▶️ sound effect makes use of ▶️ 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 ▶️ "Blood is in the air." is most likely a reference to the song "Love is in the air".
- Bloodseeker's response ▶️ "Don't be negative… be positive!" is a reference to the blood types B-Positive and B-Negative.
- Bloodseeker's response ▶️ " 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.
Update history
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Balance changelog
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Replaced abilities
- 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.
N/A
Self
- This ability got replaced by Blood Rite in the 6.82 gameplay patch.
- Denied creeps (including siege creeps) and heroes will trigger Bloodbath, but illusions will not.
- 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.
- Can deal up to 200/300/400/500 damage when fully channeled (before reductions).
- This version of Rupture belong 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 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 debuff can deal up to 200/220/240/260 damage (before reductions).
N/A
Self
- This ability belonged to Bloodseeker before he got removed in the 6.04 gameplay patch.
- During the transformation, Bloodseeker can't 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.
- Every attack during Demon Fury will deal 200% critical strike.
- When dying during Demon Fury, all bonuses are lost.
Gallery
See also
- Bloodseeker responses
- Bloodseeker sounds
References
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