Scout

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Scout
Scout.jpg
Legion.png Legion
Attributes
Strengthlogo.gif 20 Agilitylogo.gif 21 Intelligencelogo.gif 16
(+1.7) (+3.0) (+1.6)
Stats
Level 1 16 25
Health 530 1043 1670
Mana 208 546 962
Damage 50-54 97-101 124-128
Armor 2.44 9.02 15.32
Attack Speed 0.69 0.95 1.25
Movement Speed 310
Magic Armor 5
Base Health Regen 1.00
Attack Range 128 (Melee)
Missile Speed Instant
Base Attack Time 1.7
Attack Animation 0.43/0.64
Turn Rate 540


Info[edit | edit source]

Role:  
Melee
5
Solo
1
Carry
4
Ganker
2
Lore:  
Trained since youth to be swift, silent, and deadly, Scouts spend much of their lives deep in the wild, apart from their brethren. After the alliance with the Beast Horde, they learned yet more ways of the wild, and turned all their craft to defeating the Hellbourne. Though many view them as aloof, none doubt the importance of Scouts in the war against the daemons, as the countless enemy corpses, dead by a single blow, attest.

Abilities[edit | edit source]

Vanish
[ Q ]
Scout Vanish.jpg
Cast Time: 0 / 0 seconds
Toggle
The Scout slips into stealth mode for a brief time. Using the advantage of surprise, he is able to unleash a devastating flurry of attacks when attacking from stealth.
Mana Cost: 50
Mana Upkeep: 2/3/4/5
Cooldown: 12/10/8/6 seconds
Applies Vanish to self.

Attacking a unit with Vanish active will toggle Vanish off and apply Flurry to self for 4 seconds or 4 attacks.

Where's Waldo?
 

Vanish Effects
+10/15/20/25% Movement Speed
Stealth with 1 second fade time
Unitwalking

Flurry Effects
+75/150/225/300 Attack Speed

Notes
  • Vanish will toggle off is Scout does not have enough Mana for the upkeep.
  • Scout will gain Flurry even if he does not attack out of Vanish.


Electric Eye
[ W ]
Scout Electric Eye.jpg
Cast Time: 0 / 0.8 seconds
Target Position Organic Enemy Units
The Scout places an Electric Eye which provides sight in an area around it. Electric Eyes may be detonated to silence nearby enemies. Electric Eyes provide 800 day and night vision.
Range: 100
Radius: 450
Mana Cost: 50
Cooldown: 30 seconds
Places an Electric Eye at target location. Can be placed without breaking Vanish's stealth.

The Electric Eye reveals invisible units and has an unlimited lifetime. If enemy units get within a 200 radius of the Electric Eye, it will be revealed to them. You may have 2/3/4/5 Electric Eyes active at any one time.

Each Electric Eye has an ability that will allow you to destroy it, as well as an ability to detonate, silencing enemies in a 450 radius around it for 3/4/5/6 seconds.

I've got my eye on you!
 
Notes
  • Electric Eyes cannot be placed within 75 units of a tree.
  • Electric Eyes are unaffected by uphill miss chance.


Detonate
[ E ]
Scout Detonate.jpg
Cast Time: 0 / 0 seconds
Self
Detonates closest Electric Eye, silencing nearby enemies.
Cooldown: 10 seconds
Causes the closest Electric Eye to use its Detonate ability, silencing enemies in a 450 radius around the Eye for 3/4/5/6 seconds. Can be used without breaking Vanish's stealth. Detonate is on a shared cool down with all Electric Eyes.

This ability is triggering the closest Electric Eye's Detonate ability, and as such, does not count as a normal ability activation and can be used while disabled.

 
Notes
  • Silence works on Magic Immune units.


Disarm
[ E ]
Scout Disarm.jpg
Passive
The Scout's mastery of close range combat allows him to occasionally disarm an opponent, then take advantage of the opening with a devastating attack.
Cooldown: 14/12/10/8 seconds
Deals a 1.4/1.6/1.8/2.0x critical attack and a 2 second disarm when off cooldown. Attacks reduce the cooldown by 1 second.
Lay down your weapon!
 



Marksman Shot (One Shot, One Kill)
[ R ]
Scout Marksman Shot.jpg
Cast Time: 0.3 / 0 seconds
Target Unit Enemy Organic Units
Type - Superior Magic
The Scout uses his crossbow to perform a devastating ranged attack on a single unit, damaging, mini-stunning and slowing it.
Range: 1500/2000/2500 (3500)
Mana Cost: 125/175/225
Cooldown: 50/40/30 seconds
Channeling Time: 1.5 seconds
After channel time, fires projectile at target, ministunning it and dealing 250 plus 10/20/30% of target's maximum Health in Magic damage. Applies Wounded to target unit for 4 seconds. For 3 seconds thereafter, or until used, the ability may be activated again to quickly leap towards the target.

If the target moves more than 1800/2300/2800 (3800) units away during the channel time, the spell is cancelled.

Steal from the rich, give to the poor.
 

Wounded Effects
20/30/40% Movement Slow

Notes
  • Grants 1800/800 day/night vision around the target while channeling.
  • With Staff of the Master.jpg Staff of the Master, Marksman Shot will not un-toggle Vanish, but other sources of Stealth will be removed.
  • With Staff of the Master.jpg Staff of the Master, the second activation cannot be used if the target is more than 4000 units away.
  • With Staff of the Master.jpg Staff of the Master, on second activation, the Scout will move to the target at 4000 speed.


Electric Eye (Gadget)[edit | edit source]

Electric Eye
Scout Electric Eye.jpg
Stats
Health 1 Hit
Sight Range 800/800
Gold 15-21 Gold.png
Notes Gadget Immunity
Permanent Stealth
800 radius True Sight

Destroy Electric Eye
[ W ]
Scout Electric Eye.jpg
Cast Time: 0 / 0 seconds
Self
Destroys this Electric Eye, allowing Scout to choose which Electric Eye dies before he places a new one.
Range: 100
Radius: 450
Mana Cost: 50
Cooldown: 30 seconds
Destroys this Electric Eye.
 



Detonate
[ E ]
Scout Detonate.jpg
Cast Time: 0 / 0 seconds
Self
Detonates closest Electric Eye, silencing nearby enemies.
Cooldown: 10 seconds
Detonates this Electric Eye, silencing enemies in a 450 radius around the Electric Eye for 3/4/5/6 seconds. Detonate is on a shared cooldown with all Electric Eyes.
 
Notes
  • Silence works on Magic Immune units.


Alt Avatars[edit | edit source]

Changelog[edit | edit source]

Version 4.0.0

  • Magic Armor decreased from 5.5 to 5.
  • Armor decreased from 4.94 to 2.44.

Version 3.9.9

  • Scout Marksman Shot.jpg Marksman Shot
    • Channel time reduced to a flat 1.5 seconds
    • Can now be boosted by Staff of the Master.jpg Staff of the Master:
      • Name changed to "One Shot, One Kill" when Staff of the Master is in Scout's inventory.
      • Using the skill will not remove stealth.
      • Range increased to 3500 at all levels
      • After the projectile hits, you can activate it again within 3 seconds to charge at them

Version 3.8.0

  • Movement Speed decreased from 315 to 310.

Version 3.7.10

  • Scout Vanish.jpg Vanish
    • Cooldown decreased from 15/12/9/6 seconds to 12/10/8/6 seconds
    • Movement Speed bonus increased from 10/12/14/16% to 10/15/20/25%

Version 3.6.0

  • Scout Vanish.jpg Vanish
    • Movement Speed bonus increased from 6/9/12/15% to 10/12/14/16%

Version 3.5.0

Version 3.3.0

  • Intelligence gain per level increased from 1.4 to 1.6
  • Scout Vanish.jpg Vanish
    • Activation Mana Cost increased from 30 to 50
    • Fade time increased from 0.5 to 1.0 second
    • Movement Speed bonus decreased from 10/15/20/25% to 6/9/12/15%
  • Scout Electric Eye.jpg Electric Eye
    • Gadget Health decreased from 200 to 1

Version 2.6.12

  • Scout Disarm.jpg Disarm
    • Cooldown decreased from 20/16/12/8 to 14/12/10/8
    • Critical strike increased from 1.25/1.5/1.75/2.0x to 1.4/1.6/1.8/2.0x

Version 2.6.10

Version 2.6.4

  • Scout Disarm.jpg Disarm
    • Rebalanced so it now has a cooldown of 20/16/12/8 seconds that removes 1 second on attack.
    • Debuff now lasts 2s instead of 1.
  • Scout Marksman Shot.jpg Marksman Shot
    • Now gives vision of the target

Version 2.5.20

  • Health regen reduced from 1.25 to 1
    • This is a part of a global change to all melee heroes.

Version 2.5.8

  • Scout Electric Eye.jpg Electric Eye
    • Fixed Detonate ability (for both Scout & Electric Eyes) so they can be used while stunned as well

Version 2.2.0

  • Health regen increased from 0.25 to 1.25 health per second
    • This is a part of a global change to all melee heroes.
  • Base Damage adjusted from 45-59 to 50-54
  • Scout Vanish.jpg Vanish
    • Cooldown from 24/18/12/6 to 15/12/9/6
  • Scout Electric Eye.jpg Electric Eye
    • No longer give experience to enemies who kill them
    • They still give gold
    • Detonate moved from Q to E

Version 2.0.34

  • Attack Range now 128 units
    • This is a part of a global change to all melee heroes.

Version 2.0.30

  • Scout Vanish.jpg Vanish
    • No longer loses 'Flurry' when Invisibility is manually disabled

Version 2.0.14

  • Scout Marksman Shot.jpg Marksman Shot
    • No longer canceled if vision of the target is lost

Version 1.0.13

  • Scout Vanish.jpg Vanish
    • A 500ms cooldown now starts when using Vanish to avoid double activating it

Version 0.1.66

  • Scout Electric Eye.jpg Electric Eye
    • Detonate refreshes cooldown when a new Electric Eye is placed.

Version 0.1.63

  • Scout Vanish.jpg Vanish
    • Toggling off Vanish no longer adds Mana Battery or Power Supply charges.

Version 0.1.62

Version 0.1.56

  • Scout Vanish.jpg Vanish
    • Mana upkeep increased from 3/3/3/3 to 2/3/4/5 mana per second.
  • Scout Electric Eye.jpg Electric Eye
    • Electric eyes cannot be placed within 75 units of trees.
  • Scout Disarm.jpg Disarm
    • Duration reduced from 2 seconds to 1 second.

Version 0.1.51

  • Scout Disarm.jpg Disarm
    • Bonus damage is dealt with a critical strike. Does not stack with critical strike items.

Version 0.1.47

  • Scout Marksman Shot.jpg Marksman Shot
    • Can no longer hit Kongor.
  • Scout Vanish.jpg Vanish
    • Added an 30 initial mana cost to Vanish.
  • Scout Disarm.jpg Disarm
  • Duration changed from 3 to 2 seconds. Target cannot be disarmed within 4 seconds of them being disarmed.

Version 0.1.46

  • Scout Vanish.jpg Vanish
    • Bonus attacks coming out of Vanish changed from 2/3/4/5 to 1/2/3/4.

Version 0.1.45

  • Hero Remake:
  • Attack Impact Point is now .43 (lowered)
  • Base Strength increased from 17 to 20
  • Strength Gain lowered from 1.9 to 1.7
  • Scout Vanish.jpg Vanish
    • Now a toggle skill, with an upkeep cost of 3 mana per second
    • Toggling off Vanish will initiate a 24/18/12/6 second cool down
    • Attacking from Vanish will toggle it off and apply a +300 attack speed buff that lasts for 4 seconds or until 2/3/4/5 attacks are performed
  • Scout Electric Eye.jpg Electric Eye
    • The scout may now have 2/3/4/5 Electric Eyes active. Added a counter to the skill to keep track of how many eyes are active.
    • Electric Eyes now have a detonate skill, which causes them to silence targets in a 450 radius for 3/4/5/6 seconds
    • Silence from Electric Eyes goes through Magic Immunity
    • Added a sub- skill to Scout after learning Electric Eyes which allows him to detonate the closest Electric Eye without having to manually select it. This skill can be used while silenced and disabled.
    • Cool down of Electric Eyes reduced to 30 seconds at all levels, cool down of the new detonate skill set to 10s.
    • Detonate has a global cool down on all electric eyes.
    • Vision granted by Electric Eyes reduced to 800
  • Scout Disarm.jpg Improved Dexterity replaced by Scout Disarm.jpg Disarm
    • Grants a 10/15/20/25% chance on attack to disarm your target for 3 seconds, preventing it from attacking
    • Deals +25/50/75/100% bonus damage with the disarming attack
  • Scout Marksman Shot.jpg Marksman Shot
    • Channel time reduced from 3.0/2.25/1.5 to 2.25/1.75/1.25
    • Cool down increased from 40/30/20 seconds to 50/40/30 seconds
    • The damage dealt is now equal to 250 plus 10/20/30% of the target's maximum hit points
    • The Wounded slow debuff now scales, from 40/40/40% at all levels to 20/30/40% movement speed slow

Version 0.1.42

  • Scout Electric Eye.jpg Electric Eye
    • Can be placed without breaking stealth.
    • Now add an ability that allow you to destroy it.
    • Allows scout to choose which Eye is destroyed before placing a second one.

Version 0.1.34

  • Scout Electric Eye.jpg Electric Eye
    • Creeps no longer automatically attack Electric Eyes.

Version 0.1.26

  • Scout Vanish.jpg Vanish
    • Fade time 500ms at all levels.
  • Scout Marksman Shot.jpg Marksman Shot
    • Applies 40% slow for 4 seconds, cooldown changed from 60/40/20 to 40/30/20.

Legacy Abilities[edit | edit source]

Disarm (Pre-2.6.4)
[ E ]
Scout Disarm.jpg
Passive
The Scout's mastery of close range combat allows him to occasionally disarm an opponent, then take advantage of the opening with a devastating attack.
10/15/20/25% chance to disarm the enemy for 1 second and deal a 1.25/1.5/1.75/2.0x damage Critical Strike.

Once disarmed, opponents cannot be disarmed again by the Scout for 2 seconds.

Lay down your weapon!
 
Notes
  • While Scout cannot disarm a recently disarmed enemy, Disarm can still trigger Critical Strike.


Vanish
[ Q ]
Scout Vanish.jpg
Cast Time: 0 / 0 seconds
Self
The Scout slips into stealth mode for a brief time. He is able to backstab opponents when attacking from stealth mode, dealing bonus damage.
Mana Cost: 50
Cooldown: 15 seconds
Applies Vanish to self for 15/20/25/30 seconds. Deals 30/60/90/120 bonus Physical damage to the first target you attack while Vanish is active.
 

Vanish Effects
+25% Movement Speed
Stealth with 0.5 second fade time
Unitwalking

Notes


Improve Dexterity
[ E ]
Scout Disarm.jpg
Passive
The Scout improves his dexterity, increasing his chance to evade incoming attacks and increasing his chance to critically strike an opponent.
5/10/15/20% chance to dodge and incoming attack and a 15% chance to critically strike an opponent for 1.25/1.5/1.75/2.0 times normal damage.
 
Notes
  • This ability contains Evasion properties. Evasion properties do not stack. Instead, you will automatically use the Evasion from the item or ability that grants you the highest chance to evade.
  • Removed in Version 0.1.45.



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