Although the Hunters were members of the Beast Horde in its war against the humans, they always preferred the darkness to the light, and were won over to the Hellbourne with the promise of human blood. They are led by the traitor Blood Hunter, a swift and deadly warrior who feeds on the blood of his enemies and heals with horrifying speed.
The Blood Hunter is a ganker that is highly dependent on success in the laning phase. Because Feast allows him to regain a large portion of health on every kill, he must maintain control of creep kills to maintain relevance.
Abilities[ | ]
Blood Crazy
[ Q ]
Cast Time: 0.3 / 0.7 seconds
Target Unit
Enemy Units
Type - Magic
The Blood Hunter instills a craze for blood in a target unit, silencing it.
Range: 800 Mana Cost: 100 Cooldown: 15/13/11/9 seconds
Target an enemy unit to Silence it for 4 seconds and deal 60 Magic Damage to it. Blood Crazy also inflicts 10/20/30/40 Magic Damage per second to the target.
Your autoattacks against this target increases the duration of the Silence by 0.5 seconds.
Stay out of sunlight.
Feast
[ W ]
Cast Time: 0.3 / 0 seconds
Target Unit
Type - Transfigure/Transmute
The Blood Hunter feasts on the flesh of every kill he makes, healing him based on the victim's maximum Health.
Range: 200 Mana Cost: 80 Cooldown: 60/50/40/30 seconds
On Kill Heals for 10/15/20/25% for non-Hero victims.
Leaves a lingering debuff on enemy heroes for 1 second, if they die in that time they heal the Blood Hunter for 15/30/45/60% of the Hero's maximum Health.
Activate and target an enemy creep to kill it, triggering the heal portion of Feast.
You're not using the Health.
Notes
Heals Blood Hunter on denies.
Does not heal from killing buildings, gadgets, or illusions.
Passively Sights and Reveals nearby enemy heroes who are below 25/30/35/40% Health. Blood Hunter's autoattacks deal a bonus 10/20/30/40% of his Base Damage to affected targets.
If an ally hero or enemy hero under these conditions are in range, Blood Hunter gains 10/20/30/40% Movement Speed.
Go find him boy, go find him.
Notes
Draws a marker around valid heroes around the hero and the minimap.
Blood Sense does not reveal ally heroes to enemies.
Can trigger from low health illusions.
Hemorrhage (Bloodbath)
[ R ]
Cast Time: 0.3 / 0.7 seconds
Target Unit
Enemy Units
Type - Superior Magic
The Blood Hunter shoots out a sharp spike from his body at an enemy's major artery, dealing initial damage followed by additional damage whenever they move.
Range: 1000 Radius:325 Mana Cost: 150/200/250 Cooldown: 80/70/60 seconds
Deals 250/375/500 Superior Magic Damage and applies Hemorrhage for 5/7/9 seconds to the target and all enemies around them.
Homecoming Stone and Post Haste teleports will not trigger the damage caused by Hemorrhage when the unit is displaced.
We need you Van Helsing.
Hemorrhage Effects
Superior Magic Damage taken based on 40/60/80% of distance moved Homecoming Stone and Post Haste teleports will not trigger the damage caused by Hemorrhage when the unit is displaced.
Notes
Hemorrhage deals damage on each frame relative to the amount of distance displaced from the last frame.
Other teleport effects such as Ophelia's Judgment will cause Hemorrhage to deal damage.
The Blood Hunter instills a craze for blood in a target unit, causing it to have increased base damage. While in this state, the target unit will take some damage over time and be unable to cast any spells.
Range: 600 Mana Cost: 80 Cooldown: 10 seconds
Applies Blood Crazy to target for 6/7/8/9 seconds. The positive and negative effects are applied as a buff and debuff, respectively.
Stay out of sunlight.
Blood Crazy (Buff) Effects +20/40/60/80% Base Damage
Blood Crazy (Debuff) Effects
20 Magic Damage per second Silenced
Notes
Both buff and debuff are purgable and transferable.
The DoT can be used to deny ally heroes or yourself.