Bloodseeker/Guide

Carry

 * When laning, Bloodseeker will almost always get Bloodrage level 1 in order to improve his last hitting and harassment ability, but will avoid getting more points in the spell until he has levels and items to mitigate the increased damage he can take.
 * Thirst is maxed out first as to maximize the bonus damage during the phase of the game where enemies usually have minimal HP regeneration.
 * This build is recommend against, as maxing out Thirst first allows you to finish a reckless Huskar who wanders with low HP through the map
 * When facing a difficult lane, an early point in Blood Rite allows him to force enemies away from the creep wave for safer last hits, or as a follow up spell to an allied disable.

Jungle

 * A Jungle bloodseeker will usually forgo the early point in Blood Rite to build Bloodrage and Thirst in order to speed up farming and strengthen his ability to hunt down wounded enemies.
 * Two points in Bloodrage allows for 100% uptime, and the lack of harassment minimizes the downsides of using the ability.

Glass Cannon

 * In some situations, Bloodseeker may want to fully maximize Bloodrage early.
 * If the enemy team has a lot of healing abilities, the early game value of Thirst is lower, and thus Bloodrage's value rises when considering farming speed.
 * In the early game, the biggest danger to Bloodseeker is magical nukes. If the enemy team lacks these, or you have an ally that can counter those nukes (such as or a natural silence), Bloodseeker has less to worry about in retaliation.
 * Bloodseeker can do a lot of damage if he bloodrages himself as well as his opponent, but this strategy makes him exceedingly fragile should the target try to fight back.

General

 * Bloodseeker should attempt to reach level six as soon as possible so he can start ganking with Rupture.
 * Bloodseeker does not absolutely require Rupture to get early kills. With a few points into Bloodrage and Thirst, wounded enemies can be extremely easy to pickoff.
 * Because of the damage and speed bonus from Thirst, Bloodseeker players should always keep an eye on the enemy team's overall health, no matter where they are.
 * An enemy team with low health means Bloodseeker has a significant advantage.
 * Bloodseeker synergizes well with allies who have AoE damaging effects or global ranged spells, as several wounded enemies provide a large amount of bonus speed and damage for him to run in and finish them off.
 * Bloodseeker wins games by being aggressive and maintaining a kill advantage over the enemy team. Do not try to passively outfarm harder carries like or.
 * Bloodseeker is not a pure hard carry and should not be expected to counter other hard carries in the late game.


 * In lane, Bloodrage is especially good to use when your creeps have come under tower, not only making it easier to last hit but also replenishing your health.
 * Bloodrage costs no mana, and so should be used often to speed up farming.
 * A smart opponent will harass a Laning Bloodseeker when he has Bloodrage on, avoid using it until you are ready to get last hits, and if your health gets dangerously low, consider bloodraging a target creep to minimize harrass while still gaining some healing.
 * When farming early creep camps, avoid taking hits while bloodraged, and only cast it after bringing creeps to near death, as the healing is far more valuable than the damage amplification during the early levels.
 * You should Bloodrage the two biggest sources of damage when pushing to take down buildings faster.
 * Siege creeps are effective targets of Bloodrage.
 * Use Bloodrage on an enemy with low damage, such as a tank or support, to help your team kill them quickly.
 * Use Bloodrage on an ally with AoE nuke abilities to greatly improve their damage output, and thereby increasing your bonus from Thirst.
 * Be careful when using Bloodrage when outnumbered, as the increased damage received can kill him very quickly.
 * If Bloodseeker is near death in a teamfight, kill low health enemies/creeps in order to replenish his health before returning to fight tougher enemies.
 * Use Bloodrage on enemies that have been disabled to minmax the spell's effectiveness, amplifying all the damage done to the target during a time they cannot return amplified damage.
 * Bloodrage can be used as a source of regeneration for teammates low on health, simply by allowing them to kill creeps while bloodraged.
 * Bloodseeker can gain a double dose of healing from a target creep by bloodraging himself and the creep before killing it.
 * Since Bloodrage will heal nearby buffed units for reduced value even if they are not the ones scoring kills, a smart Bloodseeker knows to apply Bloodrage to heal a low HP ally as Bloodseeker slain enemies.
 * Vice versa, a low HP Bloodseeker may want to use Bloodrage on himself while allies are killing enemy heroes, as it might be too dangerous for Bloodseeker himself to come close and finish them off.
 * Bloodrage is an effective way to pop in order to follow up with damaging spells.
 * Using Bloodrage on Roshan greatly reduces the amount of time it takes to kill him, but it can be very difficult for Bloodseeker to kill Roshan alone, as he needs to quickly kill off targets to heal up.
 * More tips needed.


 * Use Blood Rite before closing in to attack. The silence will prevent enemies from disabling Bloodseeker.
 * Use Blood Rite when retreating to prevent enemies from disabling Bloodseeker and his allies. The damage done to enemies will also help him move faster.
 * Use Blood Rite after using Rupture to disable the target's abilities and prevent escape.
 * may prevent enemies from escaping Blood Rite.
 * More tips needed.


 * During the laning phase, put at least one point in Thirst to remove the movement speed cap and to receive bonus damage.
 * Thirst is usually maxed first because it helps Bloodseeker farm during the early game.
 * Attacking the enemy will cause subsequent attacks to hit harder, and damage dealt in other lanes will provide a further boost to your attack damage.
 * Each individual will add to the Thirst bonus stack.
 * Since Thirst reveals low HP heroes on the map, allies with global abilities, such as or  will have a chance to finish them off.
 * Ping the minimap to alert your team if you spot an enemy at low health. This is particularly effective in the early game against junglers, who rely on the safety of the trees to farm until their health drops very low.
 * Situationally, it can be good to leave low health enemies in a team fight that is in your team's favor in order to chase down more healthy enemies.
 * Since Thirst's bonuses linger for 4 seconds after enemy heroes die, Bloodseeker usually can just finish them off one by one and continue to chase and damage more victims to keep Thirst active, as opposed to letting them live on low HP and might even turn back on Bloodseeker himself with disables and burst damage.
 * More tips needed.


 * When ganking, it is sometimes best to save Rupture for when your target begins running away rather than using it to initiate the gank, as it will take no damage while standing still and fighting you.
 * Rupture deals pure damage, meaning it pierces spell immunity. Because of this, do not hesitate to use it enemy carries even if they have.
 * Rupture can be used with to deal more damage.
 * Rupture works on most blinking heroes (a Queen of Pain could blink far enough to avoid taking damage).
 * Rupture is one of the best abilities for intercepting an enemy hero that is chasing you or your allies.
 * Heroes with high mobility such as, , or  suffer devastating damage when Ruptured.
 * Some heroes have movement abilities that render them invulnerable, and therefore do not trigger Rupture's HP loss. Using Rupture on these heroes can be wasteful.
 * with
 * with
 * with
 * with and
 * More tips needed.

Items
Starting items:
 * provides early protection from harassment and reduces the damage taken from creeps.
 * gives more damage when hitting creeps, and is amplified by Bloodrage.
 * allows Bloodseeker to heal up in situations where his health is so low that trying to heal with Bloodrage becomes too dangerous.

Early game:
 * gives a higher base movespeed, increasing the effectiveness of Thirst, and the item can be upgraded for very gold-efficient damage or stats.
 * and are cheap options for filling inventory slots, maximizing Bloodseeker's ability to chase down and stay close to enemies.
 * provides some attributes and a way to restore Bloodseeker's health and mana on demand.
 * s for returning to base safely after chasing an target deep into enemy territory.

Mid game:
 * allows Bloodseeker to close gaps quickly when Thirst isn't providing him any speed, and provides even more attack damage.
 * 's area damage allows Bloodseeker to quickly farm large numbers of creeps at once, making it a valuable item when Bloodseeker is taking a carry role. The area damage is amplified by Bloodrage, and allows him to both gain Thirst bonus from all nearby enemies.
 * is an all-round excellent item for hunting targets, as it gives Bloodseeker even more movement speed, and a chance to slow targets on attack with Maim.
 * makes Bloodseeker immune to most disables and nukes, allowing him to safely enter teamfights.

Late game:
 * can be extremely helpful in ganking due to Bloodseeker's naturally high speed, and able to break enemy passives.
 * gives Bloodseeker a powerful stun and a modest measure of durability.
 * provides much needed agility and attack speed as well as evasion. The active ability can also be used in conjunction with Thirst to catch up to an enemy if needed.
 * mutes items of the enemies to add on top of Blood Rite's silence; it can also cancel Town Portal Scroll.

Situational items:
 * provides damage and armor, and fills Bloodseeker's modest need for mana regeneration, allowing regular use of Blood Rite and Rupture.
 * prevents enemies from targeting Bloodseeker during teamfights.
 * is sometimes used as an early game source of extra damage and mana, and works well with chance-based attack modifiers such as.
 * is sometimes bought if Bloodseeker has a good early game, or needs to match harder carries in the late game.
 * is another option in games where Bloodseeker desires a form of AoE damage.
 * adds to Bloodseeker's attack damage, and counters evasion from the enemies with its magical damage Pierce procs that guarantee to land.
 * allows Bloodseeker to cast Rupture twice, and also gives him some nice attributes and stats.
 * gives you movement speed and mana regeneration which Bloodseeker needs as well as a way to stop enemies from teleporting away.
 * is sometimes picked up to deal high initial damage during ganks, thereby trigger Thirst's damage and speed bonuses to instantly give Bloodseeker the upper hand and finish off the target. Its damage is amplified with Bloodrage.
 * gives decent attributes, and can deal huge damage when combined with and the damage amplification from Bloodrage.

Bloodseeker/Руководство