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. Toting a massive crossbow while still able to scurry through the woodland with the greatest of ease, Hoodwink is nearly impossible to keep tabs on in battle. Lose track and she'll pop out behind you -- your stunned carcass already dangling in one of her nets.
Win Rate 46.0%
Pick Rate 10.0%
Attributes
494 +44.0/lvl
327 +34.8/lvl
17 +2.0/lvl
24 +3.6/lvl
21 +2.9/lvl
Stats
Damage:
46 - 53 + 3.6/level (164.4 - 171.4 at level 30)
Range:
575
Armor:
4.0 + 0.6/level (23.7 at level 30)
Movement:
310
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Facets
Go Nuts
Win Rate: 44.0%
Pick Rate: 20.2%
Scurry also provides bonus attack and cast range.
Scurry
Scurry also provides bonus attack and cast range.
BUFF DURATION: 1.5
ACTIVE CAST RANGE: 100 / 150 / 200 / 250
ACTIVE ATTACK RANGE: 100 / 150 / 200 / 250
Treebounce Trickshot
Win Rate: 46.4%
Pick Rate: 79.8%
Acorn Shot can bounce once on trees.
Acorn Shot
If there are no bounce targets within range of Acorn Shot, it can bounce off a nearby tree and set the remaining number of bounces to 1.
Abilities
LEVELS WITH: Sharpshooter
BREAKABLE: Yes
Hoodwink has a chance to redirect enemy attacks to a nearby tree.
Trees that take a redirected attack are destroyed.
TREE SEARCH RADIUS: 275
Acorn Shot
Fires Hoodwink's attack with an acorn at the target unit. The acorn bounces to nearby targets, slowing them and dealing a percentage of Hoodwink's attack with bonus damage. 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 alt-cast to force this behavior.
BONUS DAMAGE: 40 / 80 / 120 / 160
BASE DAMAGE: 75%
BOUNCE COUNT: 2 / 3 / 4 / 5
SLOW DURATION: 0.3
MOVEMENT SLOW: 100%
16 / 14 / 12 / 10
85 / 90 / 95 / 100
575
- +1 Acorn Shot Bounces
Bushwhack
Tosses a net trap that stuns enemies if they are near a tree in the area. Affected enemies take damage over time and are pulled towards the tree nearest to them within the target area, and have their vision reduced to 0 for the duration of the stun.
RADIUS: 265
TOTAL DAMAGE: 90 / 180 / 270 / 360
14
90 / 100 / 110 / 120
1000
- +60 Bushwhack Damage
Scurry
Hoodwink gains bonus movement speed, phased movement, and tree-walking for a brief time.
BUFF DURATION: 2 / 2.5 / 3 / 3.5
35
275
- +1s Scurry Duration
Sharpshooter
Hoodwink charges up and fires a deadly bolt from her crossbow, dealing heavy damage, break and slow to an enemy Hero. The damage and debuff duration scale up to max after -25% seconds, and the bolt is fired automatically after 5 seconds. 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.
ARROW SPEED: 2200
MAX WIND-UP TIME: 3
MAX DAMAGE: 550 / 900 / 1250
MAX DEBUFF DURATION: 5
45
100 / 150 / 200
3000
- +125 Sharpshooter Max Damage
End Sharpshooter
Release the charged up shot, regain ability to move and attack.
999999
Hunter's Boomerang
Tosses a boomerang in an arc. Upon contact, it returns to Hoodwink. The boomerang will deal damage as it passes through or hits enemies, and apply a Hunter's Mark that causes affected enemies to be slowed and be more vulnerable to spell damage.
RADIUS: 150
DAMAGE: 200
MARK DURATION: 7
MOVEMENT SLOW: 20%
INCOMING SPELL DAMAGE: 20%
18
125
1100
Decoy
Hoodwink turns invisible, increasing her movement speed, and creates a decoy illusion that starts aiming a decreased damage Sharpshooter at the nearest enemy hero. If the illusion is attacked or hit by a targeted ability, it is destroyed and it throws a lesser bushwhack towards the enemy.
ILLUSION DURATION: 6
BUSHWHACK RADIUS: 250
BUSHWHACK DURATION: 1.6
MOVEMENT SPEED: 15%
SHARPSHOOTER DAMAGE: 60%
30
60
Talents
Sharpshooter Pierces Debuff Immunity
2 Acorn Shot Charges
+ 0.2 %
-3 Armor Corruption
+125 Sharpshooter Max Damage
+ 0.4 %
+1 Acorn Shot Bounces
+60 Bushwhack Damage
+ 0.4 %
-2s Bushwhack Cooldown
+ 0.0 %
+1s Scurry Duration
Win Rate
Pick Rate
Strategy
Use Acorn Shot to secure range creep last hits and harass the opponents at the same time.
Opt to Bushwhack first if there is a tree to latch it without using Acorn Shot as the planted tree can be cut.
Play close to the trees to have a chance to dodge attacks from enemy heroes through your innate passive.
Acorn Shot provides vision. You can scout pillars for wards or Roshan pit.
You can use Sharpshooter defensively to propel yourself further back or up or down the cliff.
When not much is happening, you can push out sidelanes easily and escape in treeline if necessary.
You can keep Acorn Shot on autocast to always plant a tree on cast if you want to follow up with Bushwack.
Counter Strategy
Avoid playing around trees against Hoodwink's Bushwack.
You can break Acorn Shot into Bushwhack combo by cutting Acorn Shot's tree quickly.
Hoodwink's Sharpshooter can't be cancelled and applies break effect for up to 5 seconds.
Items that provide accuracy on right clicks, such as MKB, are great against Hoodwinks innate passive.
Lore
Hoodwink's earliest years were spent in the idyllic expanse of green that once filled the edges of Krimwohl. But as that kingdom grew, and the needs of both her citizens and her armies became ravenous, rival ore and timber barons scratched and clawed to outpace each other in devouring the natural beauty of the border forests, gorging themselves to meet the demands of the changing land.
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.