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.
The Scout is one of the fastest and most elusive heroes in the game when Vanished, while Electric Eyes are perfect for intelligence and counter-intelligence. When the Scout obtains enough damage items, he can output a huge amount of spike Physical Damage.
Abilities[ | ]
Vanish
[ Q ]
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: 10 Mana Upkeep: 4 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 0.5 seconds fade time Unitwalking
Flurry Effects +90/170/250/320 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 ]
Cast Time: 0 / 0.8 seconds
Target Position
Organic Enemy Units
Type - Magic
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 vision, reveal invisible units, and have an unlimited lifetime.
Range: 150 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 has 700/800/900/1000 day and night vision to also reveal invisible units. If enemy units get within a 300 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 2/3/4/5 seconds.
I've got my eye on you!
Notes
Electric Eyes cannot be placed within 100 units of a tree.
Electric Eyes are unaffected by uphill miss chance.
Detonate
[ E ]
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 2/3/4/5 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 ]
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 seconds disarm when off cooldown. Attacks reduce the cooldown by 1 second.
Lay down your weapon!
Marksman Shot (One Shot, One Kill)
[ R ]
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.
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, Marksman Shot will not un-toggle Vanish, but other sources of Stealth will be removed.
With Staff of the Master, the second activation cannot be used if the target is more than 4000 units away.
With Staff of the Master, on second activation, the Scout will move to the target at 4000 speed.
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 ]
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 2/3/4/5 seconds. Detonate is on a shared cooldown with all Electric Eyes.
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.
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.