He can drive allied targets into a maddened Bloodrage, increasing their attack speed and spell damage at the cost of losing a percentage of their health. He can also cast Bloodrage on himself turning him into a nuker. His speed is unmatched when he senses the blood of the mortally wounded, and from this perception none can escape his Thirst. Passively, he is also able to suck the life of his victims once he has killed them. By using Blood Rite, he can create a ritual field where his foes will be silenced and damaged in the process. His trademark ultimate, Rupture, sunders the skin of his victims, causing them to trail their life force behind if they dare to flee. The ability is persistent just like Bloodseeker himself, totally ignoring magic resistance, and is immune to any kind of Dispel. Almost nothing can save the victim from the wicked wound and the wicked hunter coming for them, except the death itself.
- If the target is more than 1050 range away, Bloodseeker moves to the target until it is within 800 range before casting.
- If a cast order is given on a target which is within 1050 range already, Bloodseeker does not need to move closer and ignores the cast backswing as well.
- ↓↓ Double-tapping automatically targets self.
- Deals 1% of max health as damage in 0.5-second intervals, starting 0.5 seconds after cast, resulting in 16 instances.
- Successive casts with different levels on a same target only refresh the duration, but do not update the attack speed and spell damage amplification.
, Bloodseeker's attacks deals pure damage based on the target's maximum health.
- The damage is directly added to Bloodseeker's attack damage, however, it is ignored by percentage-based damage bonus or reductions.
- The damage cannot crit, cleave, or lifesteal with other sources of lifesteal than its own.
- Bloodrage's lifesteal is affected by lifesteal manipulation.
- Effectively deals of max health as damage, considering Bloodrage's own outgoing damage amplification.
- Does not work against .
- The affected area is visible to enemies.
- Applies a silence within the targeted area after the 2.6-second delay.
- Blood Rite first applies the damage, then the debuff.
- With level 4 ) damage (before reductions).
on Bloodseeker, Blood Rite deals 156/208/260/312 (
- The talent immediately upgrades all of Bloodseeker's currently active Blood Rite casts when chosen during the delay.
- Grants 600 radius ground vision at the center of the affected area for 6 seconds after cast.
- Learning Thirst unlocks maximum movement speed and removes the 550 movement speed cap for Bloodseeker.
- When an enemy hero drops below 25% health, Thirst provides True Sight over the target and makes both their hero model and minimap icon visible through the Fog of War.
- 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.
- Thirst is not triggered by enemy illusions, but is triggered by hero clones.
- The first stack is applied when an enemy hero is below 75% health and the last when below 26%.
- Grants 0.28%/0.48%/0.68%/0.88% ( ) movement speed for each percent of missing health between 75% and 25%.
- However, since the HUD does not show decimals, movement speed increases by 1% for every missing 3.57%/2.08%/1.47%/1.14% ( ) health.
- The bonuses linger for 4 seconds if the enemy dies. However, it does not linger, and disappears immediately if the enemy has Reincarnation.
- The bonuses are always the maximum values, despite the health percentage the enemy had right before the killing blow.
- This is how much movement speed Bloodseeker gains from Thirst with a certain amount of heroes being below 25% of their maximum health:
- The heal is based on the dying unit's maximum health, and not on Bloodseeker's health.
- Heals from any non-hero unit killed, and from heroes killed.
- Always trigger the heal from heroes that die within 300 radius of Bloodseeker, no matter how they die.
- Checks the distance the affected unit moved every 0.25 seconds, starting immediately upon cast, resulting in 41/45/49 checks.
- If the unit's position changed between checks, it takes damage based on the distance.
- If the unit did not move, or moved a distance greater than 1300 between a check, no damage is applied.
- If the unit is invulnerable as a check occurs, the value is set nil, so that it does not take damage on the next check, regardless of distance.
- The initial damage is dealt upon placing the buff, but not again upon refreshing it.
- This is how much damage Rupture deals (before reductions) when the affected unit travels certain distances:
- 300 Distance: 99/132/165 damage.
- 600 Distance: 198/264/330 damage.
- 900 Distance: 297/396/495 damage.
- 1200 Distance: 396/528/660 damage.
- 1500 Distance: 495/660/825 damage.
- Multiple casts on the same target do not stack, but refresh the duration instead.
- Despite the sounds, affected units take no damage when moving upwards (with e.g. or ).
- Can be cast on, but cannot damage .
- With , Rupture goes on a -second cooldown when cast, this is to prevent accidental double-casts on the same target.
|+400 Health||20||+475Cast Range|
|+7 Armor||10||+30Attack Speed|
- Increased turn rate from 0.5 to 0.6.
- Reduced cast backswing from 0.63 to 0.4.
- Now deals 10% of the target's current health as pure damage upon cast.
- Reduced moved distance as damage from 36%/48%/60% to 33%/44%/55%.
- Level 10 left talent: +6 armor increased to +7.
- Level 15 left talent: +75 damage increased to +85.
- Increased enemy max health as damage/lifesteal from 1.5% to 2%.
- Reduced base intelligence from 21 to 17.
- Reduced max health cost per second from 2.2%/2.3%/2.4%/2.5% to 2% on each level.
- Increased attack speed bonus from 50/80/110/140 to 60/90/120/150.
- Reduced damage from 120/180/240/300 to 120/160/200/240.
- Increased mana cost from 70/80/90/100 to 90/100/110/120.
- Increased cooldown from 12 on each level to 15/14/13/12.
- No longer heals for half the values from non-hero units that die within 300 radius.
- Now heals for the full values from heroes that die within 300 radius, instead of only providing halved values.
- Increased non-hero max health as heal from 8%/12%/16%/20% to 11%/14%/17%/20%.
- Reduced hero max health as heal from 12%/18%/24%/30% to 10%/15%/20%/25%.
- Increased moved distance as damage from 30%/45%/60% to 36%/48%/60%.
- Reduced mana cost from 200/225/250 to 100/150/200.
upgrade for :
- Causes Bloodseeker's attacks performed while affected by to deal 1.5% of the attack target's max health as extra pure damage, and lifesteal from the extra damage dealt.
- Level 25 right talent: -5s cooldown reduced to -4s.
- 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 Thirst becomes too dangerous.
- gives a cheap and efficient stat boost in the early game.
- gives a higher base move speed, increasing the effectiveness of Thirst, and the item can be upgraded for very gold-efficient damage or stats.
- can be useful in early ganks, letting Bloodseeker slow enemies and deal more damage.
- provides some attributes and a way to restore Bloodseeker's health and mana on demand.
- provide more attack speed and agility for increased damage output; Bloodseeker can switch to strength for survivability, or intelligence for mana when using abilities.
- nicely complements Bloodrage with its Chain Lightning ability, giving a decent damage boost and speeding up his farming.
- gives Bloodseeker many bonuses including attributes and movement speed.
- makes Bloodseeker immune to most disables and nukes, allowing him to safely enter teamfights.
- break enemy passives. can be extremely helpful in ganking due to Bloodseeker's naturally high speed, and able to
- gives Bloodseeker a powerful stun and a modest measure of durability.
- provides much needed agility and attack speed as well as evasion.
- upgrades from Maelstrom and provides a root that can also pin down fleeing foes or set up Blood Rite, and Bloodrage makes Mjollnir's attack speed boost unnecessary.
- 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.
- '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.
- evasion from the enemies with its magical damage Pierce procs that are guaranteed to land. adds to Bloodseeker's attack damage, and counters
- 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.
- removes buffs (such as Ghost Scepter) that can stop Bloodseeker from focusing down targets.
- gives decent value in the late game, providing Bloodseeker with extra sustain and letting him tear down tanky foes more easily.
- lets Bloodseeker heal himself quickly without having to rely on getting kills, which can be difficult in the late game.
|Roles:||Carry Disabler Jungler Nuker Initiator|
|Playstyle:||The Flayed Twins' obscene demand for blood could only be met through constant carnage, a task for which Strygwyr was more than suited. Driven by insatiable Thirst, the Bloodseeker senses injured foes from leagues away, and chases them down with eager speed. Through sacred markings on his gear, the blood of the freshly sacrificed flows directly to the Flayed Ones, leaving just enough to mend his wounds and fuel his Bloodrage. Strygwyr paints the land with a crimson ring, silencing foes caught in this Blood Rite. Those who run only hasten their own demise. The Bloodseeker Ruptures every artery, causing his victim to hemorrhage with each step. By blood loss or by Strygwyr's tribal blades, death is but a foregone conclusion.|
- With  However, this is not achievable in a normal match. , Bloodseeker is the only hero which can reach the game's absolute movement speed limit of 10,000 movement speed.
- This part of Blood Rite's ▶️ sound effect makes use of ▶️ this Bloodseeker voice response.
- Despite the character having an Aztec or Incan motif, Strygwyr likely a Welsh-influenced rendering of the Romanian word 'strigoi', meaning poltergeist, often used in folklore in reference to vampires.
- Bloodseeker's ▶️ "Blood is in the air." is most likely a reference to the song "Love is in the air". trigger response
- Bloodseeker's respawning response ▶️ "Don't be negative… be positive!" is a reference to the blood types B-Positive and B-Negative.
- Bloodseeker's ▶️ "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. kill response
- Bloodseeker's battle begin response ▶️ "I love the smell of serum in the morning." is a reference to a quote of the movie Apocalypse Now where Lieutenant Colonel Bill Kilgore says "I love the smell of napalm in the Morning."
- Bloodseeker's death response ▶️ "Sangre…sagrada." is spanish for "Sacred/Holy blood".