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Shackles her enemies to trees. | |
Always at hand when trouble's afoot, Hoodwink lives to tangle with the threats that fill the haunted forest she adopted as her home. A natural Sharpshooter toting a massive crossbow and firing Acorn Shots while still able to Scurry through the woodland with the greatest of ease, Hoodwink is nearly impossible to keep tabs on in battle and Bushwhacks her foes when they least expect her to. Losing track of her once, she will use the opportunity to mislead her foes by sending out a Decoy, only to pop out holding her Boomerang behind them — their stunned carcasses already dangling in one of her nets. | |
Roles: | Support Nuker Escape Disabler |
Complexity: | |
Adjectives: | Cute, Female, Fuzzy, Green, Nose Legs ( 4 )
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Bio[]
To those living in the ancient timberlands, the choice came down to following the line of refugees into the pacified zones, falling to Krimwohl's black powder and steel while defending their homes, or fleeing further north to tempt fate in the haunted glens and groves of the misty Wood Tomo'kan.
So it was in those treacherous northern mistwoods that Hoodwink came of age, dodging the horrific predators of the Tomo'kan, ingratiating herself with some of the local banditry whilst antagonizing others, and finding absolutely every which way to be underfoot whenever some interesting mischief arose--often allegedly the cause of it.
But when the faintest whiff of Krimwohl's fires eventually drifted into her adopted home, Hoodwink's thoughts turned to any family and friends who might have survived the invasion--now made to eke out lives in the razed lands whose wounds scarred her very soul--and she couldn't help but approach the edges of civilization to get a glimpse of the devils that had destroyed her old life.
There, she saw that the monsters from her childhood weren't monsters at all. They were just...people. Soldiers, laborers, merchants...and refugees. And the soldiers, even with their black powder and steel, were nothing compared to the dangers of the Tomo'kan--real dangers with tentacles and teeth--dangers she danced around like a twirling maple seed.
Knowing she can always find safe passage in the tangles of the Tomo'kan, where most warm-blooded folk wisely fear to tread, Hoodwink now strikes out against those who dare try to further pacify the wilds, happily taking what she likes from their belongings, destroying what she has no use for, and helping guide any kindred survivors back to a life in the green once again.Abilities[]
If point targeted, a tree is created at the target position and the acorn will bounce to nearby targets. The ability may be placed on auto-cast to force this behavior.
- Acorn Shot's cast range can only be further increased by attack range bonuses of the same range type as the caster, as well as cast range bonuses.
- With the ability's own attack range bonus, Acorn Shot effectively has a cast range of 700/775/850/925 on Hoodwink.
- Cast range bonus from Scurry does not apply to Acorn Shot.
- However, attack range bonus from Scurry applies.
- LEVEL 4Acorn Shot with activated Scurry has a cast range of 975/1025/1075/1125.
- 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.
- Unlike with other planted trees, Tango does not heal for twice as long when targeting an Acorn Shot tree.
- The planted tree provides 200 radius ground vision around itself, which lasts for 20 seconds or until the tree is destroyed.
- When put on Alt-cast, the ability can only be ground-targeted.
- When unit-targeted, the initial hit is not counted towards the bounce limit, so that up to 3/4/5/6 ( 5/6/7/8) hits can be achieved.
- The initial projectile travels at a speed of 2200.
- The speed while bouncing can be defined as expr
AttackProjectileSpeed × 0.5
. - With Hoodwink's default attack projectile speed, the bouncing projectile travels at a speed of 900.
- The projectile speed can be further increased by other attack projectile speed bonuses.
- The speed while bouncing can be defined as
- 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.
- Can bounce on units in the Fog of War.
- Can bounce on attack immune units.
- Cannot bounce on invisible, invulnerable or hidden units.
- Upon projectile hit, Acorn Shot causes Hoodwink to perform an instant attack on the enemies.
- These instant attacks can proc any attack modifiers and on-hit effects normally. They do not have True Strike, but completely ignore disarms.
- For melee units, if the enemy target is 350 range farther than the attacker's range, the attack will always miss.
- Acorn Shot's instant attack first applies the self-total outgoing attack damage multiplier, then grants unique flat bonus attack damage upon the projectile hit.
- The total attack damage includes all already existing attack damage changes, including conditional bonus sources (e.g. Bash and Quell).
- This can be defined as expr
ΣAtk × 75% + 55/90/125/160
- Applies the bonus attack damage only to the Acorn Shot projectile.
- Therefore, attack damage based attack modifiers (e.g. critical strike and lifesteal) include the 75% bonus damage as well.
- Since the damage comes from a regular attack, it counts as attack damage and not as spell damage.
- It is affected by damage block, but unaffected by spell damage amplification and cannot spell lifesteal.
- When ground-targeted, the instant attack of Acorn Shot does not break the invisibility of the following sources: Decoy, Disguise and Glimmer.
- For Fade, the invisibility breaks upon projectile hit after the fade time.
- For Shadow Walk and Shadow Walk, the invisibility breaks upon projectile hit and applies its ability effects.
- The projectile performs the instant attack, then applies the debuff.
- The movement speed slow is independent of the instant attack, and is applied even when the instant attack misses.
- The projectile provides 200 radius flying vision around itself as it travels. This vision does not last.
- Fully ignores Couriers.
- TALENTAcquiring the Acorn Shot charges talent instantly grants 1 extra charge.
- The projectile travels at a speed of 1300.
- Trees within the radius indicator are highlighted when a target location is selected.
- With the max cast range and radius, Bushwhack can hit units up to 1265 range away.
- Provides 265 ( 400) radius flying vision at the target location upon reaching it, lasting for 1.4/1.6/1.8/2 seconds.
- If there are no trees within the area, the ability only provides flying vision upon reaching the target.
- Deals 19.29/33.75/45/54 damage in 0.3-second intervals, starting 0.3 seconds after receiving the debuff, resulting in 4/5/6/6 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.
- Units affected are moved toward the tree at a speed of 1000, then upward with a height of 75.
- Exposes hit enemies for the debuff duration, revealing their exact location.
- Bound units can be freed in the following conditions:
- Destroying the tree they are bound to.
- When affected by any other forced movement sources.
- If Bushwhack binds a unit to a planted tree with an expiration timer, that planted tree cannot expire until Bushwhack ends.
- During the stun duration, the bound units have their total vision range set to 0.
- Therefore, Moon Shard's nighttime vision bonus is reduced as well.
- Affects units inside the Fog of War, but not invisible units.
- Fully affect untargetable units from Shadows and Shadow Realm.
- Does not affect Roshan, but interrupts his attack orders.
- While Scurry is active, Bushwhack has a cast range of 1050/1100/1150/1200.
- Hoodwink gets all charges immediately upon learning Scurry.
- Interrupts Hoodwink's channeling abilities upon cast.
- Grants tree-walking and phased movement to Hoodwink.
- The passive modifier is hidden by default and turns visible when near a tree.
- While Scurry is active, Hoodwink cannot recast Scurry.
- Increases Hoodwink's attack range to 625/675/725/775 while active.
- The passive evasion and the active component are independent of each other.
- Passively increases Hoodwink's survivability against physical attacks by 18%/25%/33%/43%.
- Evasion uses pseudo-random distribution.
- Stacks diminishingly with other evasion sources.
- TALENTThe active evasion increasing talent increases her evasion to 55%/60%/65%/70% while active and within the tree search radius.
- This further increases Hoodwink's survivability against physical attacks to 122%/150%/186%/233% while Scurry is active.
- Requires Aghanim's Scepter to be unlocked.
- Interrupt Hoodwink's channeling abilities upon cast.
- Does not require Sharpshooter to be leveled to be unlocked, once Aghanim's Scepter is acquired.
- However, it relies on Sharpshooter to work, since it directly uses its values. This means when Sharpshooter is not learned, Decoy creates an illusion that runs towards the nearest enemy hero or enemy illusion.
- Although the Decoy illusion consumes mana to use Sharpshooter, Sharpshooter will still be cast even if it does not have enough mana.
- Sharpshooter notes fully apply.
- Upon cast, Decoy creates an uncontrollable and indistinguishable illusion at Hoodwink's current facing direction that automatically channels Sharpshooter, and homes into the nearest enemy hero.
- Since Sharpshooter is cast by the illusion, it procs all on-cast effects like a regular ability.
- The illusion created has the Scurry's modifier, it is completely independent of the ability and does not require Scurry to be learned.
- The Sharpshooter channeled by the illusion cannot be manually canceled in any way.
- It neither has a gold, nor experience bounty.
- The invisibility buff has an instant fade time and is lost upon reaching the cast point of abilities or items, or upon landing an attack. Missed attacks do break it.
- The illusion is phased and has unobstructed movement.
- When hit by an attack or a unit-targeted ability within 1000 range, the channeled Sharpshooter is canceled, and Decoy's effects trigger.
- Sharpshooter will not be fired this way.
- This means enemy attacks missed (including attacks evaded by the illusion's Scurry evasion) do not trigger the Decoy.
- Only triggers on attacks of enemy heroes, 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.
- Triggers even when affected by an allied Transfer Spellblock.
- Attacks and abilities coming from more than 1000 range away do not trigger the Decoy.
- However, abilities cast beyond that distance are still fully blocked. Attacks affect the Decoy normally.
- When triggered, the illusion gets destroyed, and a lesser Bushwhack is sent towards the target's location.
- Upon reaching the location, it first creates a planted tree. This tree is smaller than the other trees on the map and has a smaller collision size.
- Tango heals for twice as long when targeting a Decoy tree.
- Although using Bushwhack's modifier, the area stun is completely independent of the ability and does not require Bushwhack to be learned.
- Other Bushwhack notes fully apply.
- Can only hit heroes, clones and creeps, but not illusions and creep-heroes.
- Can deal up to 330/540/750 ( 405/615/825) and 165/270/375 ( 202.5/307.5/412.5) damage to heroes and creeps respectively (before reductions).
- The projectile does not hit invulnerable or hidden units, it flies right through them.
- Rubick has to acquire Sharpshooter in order for Decoy illusion to channel Sharpshooter, else the illusion runs toward the nearest enemy target.
- Requires Aghanim's Shard 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 send the boomerang toward them but does not affect them.
- The boomerang either travels at a speed of 900 or reaches the target unit between 0.5 – 1.2 seconds, whichever is faster. The same applies upon returning.
- This means the boomerang can fly for 1 – 2.4 seconds at minimum and maximum respectively.
- 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 boomerang provides 150 radius flying vision around itself as it travels. This vision lasts for 2 seconds.
- The primary target is damaged and debuffed when getting within its radius like any other unit.
- However, the boomerang only starts returning once fully reaches the target.
- Applies generic incoming damage amplification on affected enemy units. Stacks additively with other sources of generic incoming damage manipulation.
- Affects only spell damage the affected targets receive. Does not amplify the following damage sources:
- Attack damage.
- Damage flagged as HP removal.
- Despite utilizing incoming damage amplification, it does not affect the damage sources that ignore outgoing amplification (e.g. Cleave sources, Damage Return and Moon Glaives).
- Affects only spell damage the affected targets receive. Does not amplify the following damage sources:
- While Scurry is active, Hunter's Boomerang has a cast range of 950/1000/1050/1100.
Hoodwink is knocked backwards for a distance of 350 from the force of the shot. Creeps hit by the bolt are damaged for half the values.
Decrease wind-up speed and increases arrow speed.
- For better readability, the turn rate during the wind-up time is given as degrees per second, instead of radians 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 winded up, starting out green, and 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 (H) command is used.
- Hoodwink cannot move and is disarmed during Sharpshooter.
- However, she can be moved by forced movement sources, but not fear.
- Attack orders behave like move orders during disarms, and it sets a new location as well.
- Sharpshooter cannot be interrupted by disables, and can only be canceled by the following conditions:
- Casting the End Sharpshooter sub-ability or by Hoodwink's death.
- Casting Town Portal Scroll.
- However, silencing Hoodwink prevents her from manually firing Sharpshooter earlier with the sub-ability.
- Once released, Hoodwink gets knocked back in an arc with a height of 75 and distance of up to 350 over up to 5 seconds, or until touching the ground again.
- This means the knockback distance and duration can be reduced/increased by jumping up/down a ramp or impassable terrain.
- The damage and debuff duration values starts at 20% max power and increases for each 0.1 seconds wound up, reaching max potency in 3 seconds.
- The damage increases by 14.67/24/33.33 ( 19.56/32/44.44) per wind-up interval.
- The debuff duration increases by 0.13 ( 0.18) seconds per wind-up interval.
- The debuff applies Break on the target, disabling their passive abilities.
- The bolt starts on Hoodwink's position, and travels at a speed of 2200 ( 2750) for the full distance, or until hitting a valid target.
- With the travel distance and collision radius, the projectile can hit units up to 3125 range away. It does not search for units behind the starting location.
- Can only hit heroes, clones and creeps, but not illusions and creep-heroes.
- Can deal up to 275/450/625 ( 337.5/512.5/687.5) damage to creeps (before reductions).
- The projectile does not hit invulnerable or hidden units, it flies right through them.
- The bolt first applies the debuff, then the damage.
- The bolt provides 350 radius flying vision as it travels. This vision does not linger.
- Has a min and max cast backswing of 4.5 ‒ 9.5 seconds.
- The cast backswing starts upon cast, so the effective backswing depends on when the shot was released.
- All Ability Upgrade effects fully affects the Decoy illusion Sharpshooter cast.
No Target
- Replaces Sharpshooter until the sub-ability is used, or the bolt is released.
- Interrupts Hoodwink's channeling abilities upon cast.
- Hoodwink is unable to level Sharpshooter up while this sub-ability is active.
Talents[]
Hero Talents | ||
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+135 Bushwhack Radius | 25 | 2 Acorn Shot Charges |
-4 Armor Corruption | 20 | +125 Sharpshooter Max Damage |
+2 Acorn Shot Bounces | 15 | +60 Bushwhack Damage |
-2s Bushwhack Cooldown | 10 | +40% Scurry Evasion When Active |
- Armor Corruption from talents is not disabled by Break.
- The armor corruption lasts 10 seconds, and stacks with the Armor Corruption talents of other heroes.
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Reduced Acorn Shot Slow Duration from 0.45 to 0.35.
- Increased Acorn Shot attack damage bonus from 50/80/110/140 to 55/90/125/160.
- Increased Bushwhack total damage from 90/160/230/300 to 90/180/270/360.
</div> </div>
Recommended Items[]
Starting items:
- Iron Branch provides cheap attributes and can combine with Tango for the extra heal. Or use with Bushwhack, if necessary.
- Tango helps keep you in lane. The tree planted by Acorn Shot provides double heal for Hoodwink.
- Healing Salve restores health to stay in lane.
- Circlet provides cheap attributes that can be crafted for a Wraith Band.
- Slippers of Agility gives you cheap agility early in the game.
- Blades of Attack gives you last hitting power in lane and builds into Falcon Blade.
Early game:
- Magic Stick is useful with Hoodwink's constant mana problems in the early game.
- Boots of Speed synergizes well with Scurry's movement speed bonus and an important early game item in order to escape or pursue enemies easily.
- Wraith Band gives good agility and attributes in the early game.
- Falcon Blade gives bonus health, damage, and mana regeneration. Can be bought instead of 2 Wraith Bands.
- Veil of Discord boosts all magical output for Hoowink, even in mid-late game, when combined with Hunter's Boomerang, not to mention helping the overall magic damage for all allies.
Mid game:
- Magic Wand gives cheap attributes and an easier way to replenish health and mana.
- Power Treads increases Hoodwink's attack speed and provides good attributes. Can be switched for health or mana boost to survive team fights.
- Dragon Lance gives overall attack range increase. It also lets Hoodwink cast Acorn Shot much further.
- Maelstrom provides easier wave clear for Hoodwink. Its passive can be procced by Acorn Shot.
- Boots of Travel synergizes the best with Scurry's movement speed bonus as it is flat movement speed. Allows Hoodwink to split push with her Acorn Shot and flash farm this way.
Late game:
- Hurricane Pike, upgraded from Dragon Lance will not only give you bonus attack range that increases the range of Acorn Shot 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 Sharpshooter, or close in the gap to enemies moving away from maximum range.
- Yasha and Kaya is perhaps an answer to Hoodwink's low intelligence with its mana regeneration amplification. The spell amplification bonus also makes her skills hurt more.
- Linken's Sphere can be a defensive item, protecting Hoodwink from getting disabled. The item also provides her with bonus attributes and much needed mana regeneration.
- Eye of Skadi is the best stats-providing item for Hoodwink. The passive can also be procced by Acorn Shot.
- Mjollnir 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 frontline.
- Gleipnir 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 Acorn Shot.
- Daedalus bolsters Acorn Shot with a chance to crit for heavy damage.
- Monkey King Bar allows you to pierce through evasion with your Acorn Shot.
Situational items:
- Blink Dagger 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 Sharpshooter. 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.
- Desolator ups Hoodwink's damage output, and the debuff can be spread across multiple enemies with Acorn Shot.
- Mage Slayer gives you good agility boost along with magic resistance. Its passive is formidable against spellcasters. Reduces the damage of Blade Mail.
- Black King Bar is important for helping a carry Hoodwink survive against heavy nukes and disables. Allows you to use your abilities despite Blade Mail.
- Monkey King Bar allows Acorn Shot bounces to deal bonus damage, and can help deal with enemies that have evasion.
- Eul's Scepter of Divinity provides Hoodwink with much-needed mana regeneration, and holds enemies in place while charging Sharpshooter. Upgrading it to Wind Waker 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.
- Refresher Orb is underrated, but it can be very effective on teamfights, especially if Hoodwink catches multiple targets in Bushwhack, granting the possibility to damage all of them with Acorn Shot, all of the with Hunter's Boomerang, snipe one of them with Sharpshooter, then repeat. And given her abilities do not consume a lot of mana, you can try and use Gleipnir after the first Sharpshooter, to allow her to reposition herself closer to enemy targets and reset the combo.
Dota Plus Progress[]
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- Hoodwink was teased in the Diretide 2020 trailer, where she appeared briefly with an unknown bird character in a newspaper article Snapfire is reading.[1]
- 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 Act 1 final 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 Primal Beast who she had chained up with it.
- This in return may be a reference to the item being based on the Gleipnir artifact from Norse mythology that leashed the demon wolf Fenrir to prevent him from starting Ragnarok.
Gallery[]
Art video Debut video
References[]
- ↑ Diretide 2020 trailer in which Hoodwink was teased. Hoodwink is visible in the newspaper. Snapfire is reading beginning at the 25th-second mark.