Hoodwink is a tricky ranged agility hero who runs wild through the trees of the Mistwoods. Firing Acorn Shots from her arbalest, she creates new forests through which to Scurry. For her foes, the woods are a dangerous place, full of Bushwhack traps and vantage points for the Sharpshooter to aim the ultimate crossbow shot. This crafty critter should never be underestimated.
As a secondary target, disjointing stops the bouncing as well.
- The cast range of Acorn Shot is based on the attack range of the caster.
- With the ability's own attack range bonus, Acorn Shot effectively has a cast range of 1100 on Hoodwink.
- The cast range can be further increased by other attack range bonuses, and is also affected by cast range bonuses.
- When ground-targeted, a tree gets planted upon reaching that point. Planted trees have a smaller collision size and block less vision than regular trees.
- When unit-targeted, the initial hit is not counted towards the bounce limit, so that up to 3/4/5/6 ( ) hits can be achieved.
- The projectile speed is based on the attack projectile speed of the caster.
- Initially, the projectile's speed matches the caster's projectile speed, but is halved on the bounces.
- Has an initial projectile speed of 1800 and a bounce speed of 900 on Hoodwink.
- The projectile speed can be further increased by other attack projectile speed bonuses.
- The projectile bounces in 0.1-second intervals.
- Can bounce on the same unit multiple times, but only when another target was hit between the bounces.
- Causes Hoodwink to perform an instant attack on the enemies upon projectile hit.
- The slow is independent from the instant attack, and is placed even when the instant attack misses.
- The projectile first performs the instant attack, and then applies the debuff.
- The projectile provides 200 radius flying vision around itself as it travels. This vision does not last.
- The projectile travels at a speed of 1200.
- With the maximum cast range and radius, Bushwhack can hit units up to 1265 range away.
- If there are no trees within the area, nothing happens.
- Deals 15/25/32.14/37.5 damage in 0.3-second intervals, starting 0.3 seconds after receiving the debuff, resulting in 5/6/7/8 instances.
- Hit enemies are stunned and moved towards the tree closest to the center of the targeted point.
- However, if there is another tree in the way, the unit is bound to that tree instead.
- Moves units towards the tree at a speed of 1000.
- Exposes hit enemies for the debuff duration, revealing their exact location.
- Bound units can be freed by destroying the tree they are bound to.
- Provides 265 radius flying vision at the target location upon reaching it, lasting for 1.5/1.8/2.1/2.4 seconds.
- Hoodwink gets all 2 charges immediately upon learning Scurry.
- Interrupts Hoodwink's channeling abilities upon cast.
- Scurry's evasion stacks diminishingly with other sources of evasion and uses pseudo-random distribution.
- The is hidden by default, and turns visible when near a tree.
- The passive evasion and the active component are independent from each other.
- The evasion is always present even when Scurry is not castable.
- The talent turns Hoodwink invisible and phased when standing still within 275 range of a tree for seconds.
- The invisibility is broken upon reaching the cast point of abilities or items, or upon launching an attack. Other orders do not break it.
- The invisibility is also lost upon position changes. This means Forced Movement breaks it as well.
- This also means that when given move orders (M), the invisibility is not broken while turning, but breaks when the actual moving starts.
- Requires to be unlocked.
- ↓↓ Double-tapping automatically targets the cursor's current location. Ignores the HUD, so cannot be cast through the minimap this way.
- Decoy can be cast without having to face towards the targeted point.
- Does not interrupt Hoodwink's channeling abilities or any other current order upon cast.
- The illusion automatically walks to the targeted point once created.
- The illusion spawns with the buff based on its current level.
- The illusion is permanently phased.
- When hit by an attack or a single-target ability within 1000 range, the Decoy's effects trigger.
- Only triggers on attacks of enemy heroes (including illusions, clones, and creep-heroes).
- Triggers on abilities of any unit, not just heroes, following the rules of Spell Block. The triggering ability is blocked as well.
- Attacks and abilities coming from more than 1000 range away do not trigger the Decoy.
- However, abilities from outside that distance still get fully blocked. Attacks affect the Decoy normally.
- When triggered, the illusion gets destroyed, and a lesser is sent towards the target.
- The triggering enemy does not get any credits for the Decoy's destruction.
- When triggered, the lesser Bushwhack flies towards the triggering enemy's location. It does not follow the enemy.
- Upon reaching that location, it first creates a planted tree. This tree is smaller than the other trees on the map and has a smaller collision size.
- heals for twice as long when targeting a Decoy tree.
- Although using 's modifier, the area stun is completely independent from the ability.
- Requires to be unlocked.
- When unit-targeted, the boomerang homes in on the target.
- Can be cast on any unit, including allies, excluding self, buildings and wards.
- Targeting allies sends the boomerang towards them, but does not affect them.
- The boomerang either travel at a speed of 900 or reaches the target unit between 0.5 and 1.2 seconds, whichever is faster. The same applies upon returning.
- This means the boomerang can fly for a minimum of 1 second and a maximum of 2.4 seconds.
- The duration is set once upon cast, based on the distances. If the distances change after cast, the speed adapts to the predetermined duration.
- For example, if the target was within 450 range upon cast, the boomerang will have fully returned within 1 second.
- If the target was more than 1080 range away, it will have fully returned within 2.4 seconds.
- When ground-targeted, it flies towards that point at the fixed speed of 900.
- The boomerang is always thrown from Hoodwink's right side and returns from the opposite side.
- It flies towards the target arcing to the right side and returns to Hoodwink in a mirrored arc.
- Both arcs have a combined width of 400.
- Its minimum travel distance is 400 as well, so when targeting a point closer than 400 range, it flies in a triangular pattern with side lengths of 400.
- The boomerang first applies the debuff, then the damage.
- The primary target is damaged and debuffed when getting within its radius like any other unit.
- However, the boomerang only starts returning once fully reaching the target and not sooner.
- Applies generic incoming damage amplification on the targets. Stacks additively with other sources of generic incoming damage manipulation.
- For better readability, the turn rate during the Sharpshooter is given as per second, instead of per 0.03 seconds.
- 60° per second equal a turn rate of 0.031.
- A timer above Hoodwink's head shows how much time is left before the bolt releases. This timer is visible to everyone.
- The direction can be changed with a move order ( Right Click or M).
- A line indicator is cast in front of Hoodwink while aiming the shot, showing the path it will take once released.
- The indicator also shows for how long it is being charged, starting out green, slowly turning red over 5 seconds.
- The indicator is visible to the player only. Neither allies nor enemies can see it.
- Hoodwink can still perform other actions during Sharpshooter. Non-targeted abilities and items are used normally.
- However, targeted items that require facing can only be cast when targeted within her current facing direction.
- Targeting outside her facing direction causes her to get locked in position until the stop (S) or hold command are used.
- Hoodwink is disarmed during Sharpshooter. Attack orders behave like move orders during disarms, and it sets a new location as well.
- Sharpshooter can only be canceled by , casting , or by Hoodwink's death. It cannot be interrupted by disables.
- Once released, Hoodwink gets knocked back in an arc with a height of 75 and distance of up to 350 over up to 0.4 seconds, or until touching the ground again.
- This means the knockback distance and duration can be reduced/increased by jumping up/down a cliff or a ramp.
- The damage starts at 110/180/250 and increases by 14.67/24/33.33 ( ) for each 0.1 seconds charged, reaching the full damage in 3 seconds.
- The debuff duration starts at 1 and increases by 0.13 ( ) for each 0.1 seconds charged, reaching the full duration in 3 seconds.
- The debuff applies Break on the target, disabling their passive abilities.
- The bolt travels at a speed of 2200 ( ), and travels for the full distance, or until hitting a valid target.
- The bolt starts on Hoodwink's position. It can hit units up to 3125 range away. It does not search for units behind the starting location.
- Can only hit heroes, including clones, excluding illusions and creep-heroes. Does not hit, invulnerable, or hidden units, flying right through them.
- The bolt first applies the debuff, and then the damage.
- The bolt provides 350 radius flying vision as it travel. This vision does not linger.
- The cast backswing starts the moment the cast begins, so the effective backswing depends on when the shot was released.
- This means the backswing can range from 4.5 to 9.5 seconds.
- Replaces until the bolt is released.
- Interrupts Hoodwink's channeling abilities upon cast.
|Pierces Spell Immunity||25||2Charges|
|-3 Armor Corruption||20||25%Faster Projectile / Charge Time|
- Increased slow duration from 0.25 to 0.35.
- Level 25 left talent changed: deals pure damage and pierces spell immunity ➜ pierces spell immunity.
- Reduced movement speed from 320 to 310.
- now deals its damage over time in 0.3-second intervals, rather than instantly upon landing. [ ]
- can now also be cast on the ground.
- Now throws the lesser towards the triggering enemy's location, instead of applying it around the Decoy. [ ]
- Increased stun duration from 1 to 2.
- Reduced cooldown from 60 to 25.
- Increased radius from 250 to 265.
- Increased projectile speed from 1000 to 1200.
- Increased stun duration from 1.4/1.7/2/2.3 to 1.5/1.8/2.1/2.4.
- provides cheap attributes and can combine with Tango for the extra heal. Or use with , if necessary.
- helps keep you in lane. The tree planted by provides double heal for Hoodwink.
- restores health to stay in lane.
- provides cheap attributes that can be crafted for a .
- gives you cheap agility early in the game.
- gives you last hitting power in lane and builds into .
- is useful with Hoodwink's constant mana problems in the early game.
- synergizes well with 's movement speed bonus and an important early game item in order to escape or pursue enemies easily.
- gives good agility and attributes in the early game.
- gives bonus health, damage, and mana regeneration. Can be bought instead of 2 s.
- boosts all magical output for Hoowink, even in mid-late game, when combined with , not to mention helping the overal magic damage for all allies.
- gives cheap attributes and an easier way to replenish health and mana.
- increases Hoodwink's attack speed and provides good attributes. Can be switched for health or mana boost to survive team fights.
- gives overall attack range increase. It also lets Hoodwink cast much further.
- provides easier wave clear for Hoodwink. Its passive can be procced by .
- synergizes the best with 's movement speed bonus as it is flat movement speed. Allows Hoodwink to split push with her and flash farm this way.
- , upgraded from Dragon Lance will not only give you bonus attack range that increases the range of and nice attributes growth, but also an active ability which you can use to position yourself or an enemy against trees to make the most of your abilities. Keep in mind that the active destroys trees. It can also be used to distance herself from closing in enemies during , or close in the gap to enemies moving away from maximum range.
- is perhaps an answer to Hoodwink's low intelligence with its mana regeneration amplification. The spell amplification bonus also makes her skills hurt more.
- can be a defensive item, protecting Hoodwink from getting disabled. The item also provides her with bonus attributes and much needed mana regeneration.
- is the best stats-providing item for Hoodwink. The passive can also be procced by .
- which is an upgraded Maelstrom gives you bonus attack speed. The active and passive is great for clearing waves of creeps and great to be used on your frontliner.
- retains Maelstrom's bonuses, and the area root is perfect for setting up her abilities. Gives more damage insted of attack speed what synegizes better with .
- bolsters with a chance to crit for heavy damage.
- allows you to pierce through evasion with your .
- helps Hoodwink's capability of either chasing enemies, evading dangerous situations or engage and disengage in long brawls. It is also possible using Blink Dagger while charing . But only forward. It might be a good way to snipe someone who is going beyong the max reach, or to avoid another enemy flanking her.
- ups Hoodwink's damage output, and the debuff can be spread across multiple enemies with Acorn Shot.
- gives you good agility boost along with magic resistance. Its passive is formidable against spellcasters. Reduces the damage of .
- is important for helping a carry Hoodwink survive against heavy nukes and disables. Allows you to use your abilities despite .
- allows Acorn Shot bounces to deal bonus damage, and can help deal with enemies that have evasion.
- provides Hoodwink with much-needed mana regeneration, and holds enemies in place while charging . Upgrading it to is valid on late game, because you can actually play safe while charging Sharpshooter: as Sharpshooter is not cancelled by Cyclone, Hoodwink will shot even in the air to the direction she was facing before cycloning (if timed right). You can also move around and change your line of fire matching a target's position or get to a safer position if someone is closing in or trying to move behind her.
- gives damage amplification on your as well as a strong slow that is longer than the charging time of your ult.
- is underrated, but it can be very effective on teamfights, specially if Hoodwink catches multiple targets in , granting the possibility to damage all of them with , all of the with , snipe one of them with , then repeat. And given her abilities do not consume a lot of mana, you can try and use after the first Sharpshooter, to allow her to reposition herself closer to enemy targets and reset the combo.
- can be triggered by hits – eventually penetrating magic immunity.
- boosts considerably the attack animation for Hoodwink to shoot, which is relatively slow, although her projectile is already fast enough.
- provides an instant tree to combo with and fair stats for early to mid game.
- , and are important to consider to help with low HP pool, or improve her capacity to cast spells with more mana.
- decreases enemy magic resistance which increases Hoodwink damage output.
- provides decent free magical nuke and a very good range boost, which can snipe fleeing enemies from afar with .
- works in the first hit of , which can be used during to avoid a disabling or evading enemy spell.
- adds evasion upon the already passive evasion from .
- , as well as , debuffs all enemies affected by with slow and armor reduction, the latter also adding considerable amount of damage.
- is another great way to trick enemies, specially if Hoodwink has , doubling her diversion capacity.
- boosts damage and might debuff all enemies affected by .
- can provide great mobility to chase or escape enemies. Can also be used during , but might change the line of fire, which will have to be corrected accordingly.
- adds evasion upon the already passive evasion from . It also gives decent magic resistance, boosting Hoodwink's magic tankiness, considering she has natural high armor later in the game, plus what's added by items.
- triggers at every hit. It can help pushing enemies next to trees to combo with if low on mana to cast Acorn Shot.
- Besides the stats provided the , it increases night vision, improving Hoodwink's capabilities to chase or evade enemies at night. The active ability Shadows allows Hoodwink to prowl unscathed in battle, against single targeting abilities. It may also grant her certain protection whilst casting . Just keep in mind that the target is silenced under the effect of Shadows, so Hoodwink will not be able to control Sharpshooter's aiming or releasing at that time.
- is a great setup to all Hoodwink's skills. It can be combined with , granting an aditional nuke and stun to grant a direct hit. Or even timed with / combo.
|Roles:||Support Nuker Escape Disabler|
|Playstyle:||Small and nimble, Hoodwink peppers her foes from the foliage with Acorn Shots, binding them against trees before Scurrying into the deep reaches of the forest. A natural Sharpshooter, Hoodwink winds up her heavy arbalest to deliver devastating bolts into the heart of the target.|
- Hoodwink currently has no equipment.
- Hoodwink was teased in the Diretide 2020 trailer, where she appeared briefly with an unknown bird character in a newspaper article Snapfire is reading.
- Hoodwink featured in the Nemestice trailer and fought Arc Warden.
- Brooke Williams, who voices Hoodwink, has played other video game characters such as Merveil, the first major boss in Path of Exile.
- Hoodwink's response upon buying Gleipnir, ▶️ "Wait, if the Gleipnir's here. Then he's... I gotta go." is a reference to the item being based on an artifact from Norse mythology that leashed the demon wolf Fenrir to prevent him from starting Ragnarok.
Art video Debut video
- Diretide 2020 trailer in which Hoodwink was teased. Hoodwink is visible on the newspaper Snapfire is reading beginning at the 25th second mark.