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.
- Together with the ability's own 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 targeting the ground, a tree gets planted upon reaching that point. Planted trees have a smaller collision size and block less vision than regular trees.
- When targeting a unit, 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 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.
- 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 tree and area stun are only applied when the illusion gets triggered. They are not applied if the illusion is destroyed in other ways or it expires.
- When triggered, the illusion is instantly destroyed and it is not credited to anyone.
- Creates a regular planted tree at its location when triggered. 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.
- Can be cast on an 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.
- 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 dying. 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.
|Pure Damage and Pierces Spell Immunity||25||2Charges|
|-3 Armor Corruption||20||25%Faster Projectile / Charge Time|
- The health talent increases maximum health capacity, and keeps the current health percentage.
- 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.
- Added to Captain's Mode.
- Reduced turn rate from 1 to 0.9.
- Can now be put on Autocast to always target the ground.
- The created tree is now treated like a regular tree by .
- Changed initial projectile speed from a fixed 2000 to 100% of the caster's projectile speed.
- Changed bounce projectile speed from a fixed 2000 to 50% of the caster's projectile speed.
- Reduced instant attack damage from 100% to 65%.
- Increased instant attack damage bonus from 20/40/60/80 to 50/75/100/125.
- Fixed units dying sometimes causing the tree to be destroyed, which freed other units that were affected by it.
- Reduced radius from 275 to 250.
- Reduced damage from 90/180/270/360 to 75/150/225/300.
- Increased stun duration from 1.3/1.6/1.9/2.2 to 1.4/1.7/2/2.3.
- Reduced active movement speed bonus from 25%/30%/35%/40% to 20%/25%/30%/35%.
- Reduced charge replenish time from 30/25/20/15 to 30/24/18/12.
- No longer grants vision along the indicator while charging.
- Now starts off at 20% power and scales up from there, instead of starting at 0%. [ ]
- Reduced max damage from 600/1000/1400 to 550/900/1250.
- Reduced movement speed slow from 50% on each level to 30%/40%/50%.
- Reduced max slow duration from 6 to 5.
- Rescaled mana cost from 150 on each level to 125/175/225.
upgrade for :
- Grants the ability.
- Tosses a boomerang in an arc at a target enemy. Upon contact, it returns to Hoodwink. The boomerang deals damage as it passes through or hits enemies, and apply a debuff that causes affected enemies to be slowed, take more spell damage and have reduced status resistance.
- Cast time: 0.2
- Cast range: 1000
- Boomerang radius: 150
- Damage: 350
- Movement speed slow: 20%
- Incoming spell damage amplification: 25%
- Status resistance reduction: 25%
- Debuff duration: 7
- Mana cost: 125
- Cooldown: 18
- Notes: The boomerang has a base speed of 900, but travels for a minimum of 0.5 and a maximum of 1.2 seconds. Travels in an arc that is 400 range wide. Cannot be disjointed.
upgrade for :
- Grants the ability.
- Sends a decoy illusion with Scurry to the target location. When the illusion is attacked by a hero or hit by a targeted ability, it is destroyed and plants a tree in its place that applies a lesser Bushwhack to enemy heroes around it.
- Cast time: 0
- Cast range: Global
- Mana cost: 50
- Cooldown: 60
- Bushwhack radius: 250
- Bushwhack stun duration: 1
- Illusion damage dealt: 0%
- Illusion damage taken: 100%
- Illusion duration: 12
- Tree duration: 20
- Notes: Does not interrupt Hoodwink's channeling spells or any other orders upon cast. The Scurry buff is based on the ability's current level, but is always placed. This means when not learned, the buff only grants tree-walking. Although thematically based on Bushwhack, the area stun is independent from the ability. Uses Spell Block, so when triggered by a targeted ability, the ability gets nullified. This means abilities that do not trigger Spell Block do not trigger Decoy's effect either.
- provides cheap attributes and can combine with Tango for the extra heal.
- helps keep you in lane.
- 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.
- 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.
- 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 .
- 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 .
- gives damage amplification on your as well as a strong slow that is longer than the charging time of your ult.
|Roles:||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.
- 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.