
Changelog
Foreword
This guide is strictly for Public games and is in no way for any sort of organized games.
Contents
1. Pros & Cons
2. When to Pick
3. The Bounty Hunter
4. Alt-Tab Guide
5. Skills & Skill Build
6. Items
7. Gameplay
8. Synergies & Counters
9. Credits & Closing Words
1. Pros & Cons
Pros:
[+]- High base Movement Speed
[+]- Relatively high damage nuke with Mini Stun
[+]- 3rd highest AGI gain
[+]- Natural escape mechanism
[+]- Counters invisibility
[+]- Can carry if necessary
[+]- Low Cooldowns
[+]- Receives gold from hero kills even without last hitting
[+]- Gondar's target model is the smallest in the entire game, which makes him a nightmare to heroes with targetable spells.
Cons:
[-]- Terrible base STR and terrible STR gain results in Gondar being squishy
[-]- Early game Mana issues
[-]- Partially countered by invisibility detection
[-]- Very easily outcarried
2. When to Pick
Questions we must ask ourselves
Enemy has a lot of Burst damage spells
Enemy has a lot of disables
Enemy has a lot of AOE spells
Enemy picks Slardar
Enemy picks Void
Enemy Picks Tiny
Enemy full of tanks
Team needs a tank
Team needs disablers
Don't pick if you answered mostly YES to the above.
Team needs a reliable ganker
Team has enough disablers
Team has a tank
Team goes for a gank strategy
Pick if you answered mostly YES to the above.
3. The Bounty Hunter
Statistics
Strength Agility Intelligence

17 + 1.8 21 + 3 19 + 1.4

| Advanced | Statistics |
| Affiliation: Sentinel | Attack Animation: 0.59 / 0.58 |
| Damage: 45 - 59 | Casting Animation: 0.3 / 0.51 |
| Armor: 5.94 | Base Attack Time: 1.7 |
| Movespeed: 315 | Missile Speed: Instant |
| Attack Range: 128 (melee) | Sight Range: 1800 / 1000 |
Trivial Info
Small History of The Bounty Hunter
I encourage everybody who read this, to finish reading it and give it a rating.
4. Alt-Tab Guide
5. Skills and Skill Build
Skills
Shuriken Toss
Level 1 - 100 Damage
Level 2 - 200 Damage
Level 3 - 250 Damage
Level 4 - 325 Damage
Mana Cost: 90/115/135/155
Cooldown: 10 seconds at all levels
This skill is a generic ranged nuke with a bonus Ministun attached at the end.
#Usage
In a gank, this can be used to finish off fleeing enemy. In a team clash this skill can probably be used only once or twice due to its cooldown, so use it wisely. Don't use this skill unless you are certain you are going for it, because it is quite Mana intensive on Gondar's pitiful Mana pool; especially early game.
Level 1 - 100 Damage
Level 2 - 200 Damage
Level 3 - 250 Damage
Level 4 - 325 Damage
Mana Cost: 90/115/135/155
Cooldown: 10 seconds at all levels
This skill is a generic ranged nuke with a bonus Ministun attached at the end.
#Usage
In a gank, this can be used to finish off fleeing enemy. In a team clash this skill can probably be used only once or twice due to its cooldown, so use it wisely. Don't use this skill unless you are certain you are going for it, because it is quite Mana intensive on Gondar's pitiful Mana pool; especially early game.
Skill Build:
LVL 1: Wind Walk
LVL 2: Jinada
LVL 3: Shuriken Toss
LVL 4: Shuriken Toss
LVL 5: Jinada
LVL 6: Track
LVL 7: Jinada
LVL 8: Jinada
LVL 9: Shuriken Toss
LVL 10: Shuriken Toss
LVL 11: Track
LVL 12: Wind Walk
LVL 13: Wind Walk
LVL 14: Wind Walk
LVL 15: Stats
LVL 16: Track
LVL 17-25: Stats
Justification
Wind Walk is taken at level 1 to avoid first blood attempt against you, Jinada is taken at level 2 to make last hitting in lanes easier. Shuriken Toss is leveled twice for the damage. Jinada is maxed next as you peak in mid game. Shuriken Toss is maxed for it gives more damage than Wind Walk and Wind Walk is maxed last for more damage and duration. Track is taken whenever possible and Stats are taken last.
FAQ about this Skill Build
You: Why is Wind Walk taken at level 1?
You: Why is Jinada taken at level 2?
You: Why is Shuriken Toss leveled only twice? aren't you supposed to max Toss before Jinada?
You: Why do you wait so long to max Wind Walk?
6. Items
Starting items are normally about personal choice so I advice you stick with what works out best for you. A decent combination of these items should do the job.
Here's my personal Build:
This build makes last hitting very easy. You aren't very item independent, so normally you shouldn't be the one buying the Chicken, but in pubs, people hardly buy a Chicken and if they do buy it, they normally refuse to share it. If and only if they don't buy a Chicken or Bought a Chicken but refuses to share it, then you get a Chicken. But this build has non-existent upgrading potential.
But if you are determined to go for a wand and have good judgement in using it. Then this build should work out well for you.
Don't be hesitant to sell your Ironwood Branch if you need the space, they're very cheap.
At one point, a normal chicken just won't do...upgrade that chick!
7. Gameplay
Early Game / Laning Phase (LVL 1-6)
Buy your starter items, go in a lane (preferably the longer lane; bottom for Sentinel, top for Scourge). Hopefully you went into the lane with a competent ranged partner, a baby sitter would be icing on top of the cake but is really not necessary. Your main objective is very simple, last hit and deny as much as possible and don't push the creep line to far, if that happens go pull some creeps (you went to long lane right?). Hopefully by the end of the laning phase you were able to complete your Threads/Phase Boots and started working on your Deso or Battlefury
Laning against 2 Meele Hero:
This is the best possible scenario for your laning phase, you should play aggressively and harass them if they get close to your creeps. Hopefully your partner is competent enough to harass the enemy from afar.
Laning against 1 Meele Hero and 1 Ranged Hero:
You and the enemy are on even grounds now, you and the opposing Meele Hero is gonna take the heat from the harassment of the respective opposing Ranged Hero. If you are good enough with your last hit and don't need your Jinada, you can always use it to harass your Meele opponent.
Laning against 2 Ranged Hero:
At this point, if the opponent is competent enough you will be forced to play passively as you are the easiest target for harassment. Always agro creeps by right clicking a enemy hero and moving backward so the enemy creep will attack your ranged creep while you can safely last hit some creeps.
This is the best possible scenario for your laning phase, you should play aggressively and harass them if they get close to your creeps. Hopefully your partner is competent enough to harass the enemy from afar.
Laning against 1 Meele Hero and 1 Ranged Hero:
You and the enemy are on even grounds now, you and the opposing Meele Hero is gonna take the heat from the harassment of the respective opposing Ranged Hero. If you are good enough with your last hit and don't need your Jinada, you can always use it to harass your Meele opponent.
Laning against 2 Ranged Hero:
At this point, if the opponent is competent enough you will be forced to play passively as you are the easiest target for harassment. Always agro creeps by right clicking a enemy hero and moving backward so the enemy creep will attack your ranged creep while you can safely last hit some creeps.
Heroes to look out for:
Progress:
Skills: LVL 1: Wind Walk LVL 2: Jinada LVL 3: Shuriken Toss LVL 4: Shuriken Toss LVL 5: Jinada LVL 6: Track Items: |
Early Mid-Game (LVL 6-11)
If you did fairly well in the laning phase, you should have completed your Threads/ Phase Boots. Now it's time to start ganking, if you feel you lack damage or need more HP don't hesitate to grab 1 or 2 Bracers/ Wraith Band
or an Urn.
Ganking Etiquette:
Progress:
Skills: LVL 7: Jinada LVL 8: Jinada LVL 9: Shuriken Toss LVL 10: Shuriken Toss LVL 11: Track Items: Optional: |
Late Mid-Game (LVL 11-16)
Halfway through the Mid-Game you should finish your Deso or Battlefury and should be working on your Vlad/ MoC and/or a Luxury item. If you went with Deso, you should concentrate more on ganking than farming, but if you went with Battlefury, you can be a late game monster with enough farm, so concentrate more on farming. This doesn't mean you should completely ignore ganking or farming altogether, balance is important. At this point your team probably really needs you in clashes to dish out heavy damage.
Progress:
Skills: LVL 12: Wind Walk LVL 13: Wind Walk LVL 14: Wind Walk LVL 15: Stats LVL 16: Track Items: Working on: |
Late Game
Now, everyone should be sticking with each other, you are no different. Stick with your team, push a lane and finish the game. If an opportunity to gank approaches, you must consider its worth because, chances are the whole team is going to gank one or two unfortunate hero at the cost of a lane getting pushed back. At this point team clashes should occur pretty close to towers so be careful because of the true sight the tower provides.
Alternatively, if you went with Battlefury there is this fun pushing tactic you can try; pick an empty lane and start pushing after you've pushed past the halfway point everytime you clear a creep wave cast Wind Walk. After you've meet with the next enemy creep wave scout out the location before pushing. Rinse and repeat. You always cast wind walk to prevent getting ganked, never do this if the enemy has bought gem, dust are still fine though.
Progress:
Skills: LVL 17-25: Stats Items: Completing another Luxury Item |
Synergies
And I'm here to talk to you today about a wonderful new synergy.
Chasers
You won't particularly like them, but they will love you for the MS bonus. If you notice, I didn't include Lycan because he doesn't need anyone's help to achieve maximum movespeed.
Armor Reducers
Especially in Mid-game to late game where your Jinada is gonna start to hurt, they will make it hurt more.
Disablers
Should be obvious, love them on your team. Hate them on the opposing team.
Invinsible Heroes
Fellow Invinsible heroes makes the ultimate Counter Gank team, its bad enough to miscalculate one invisible hero in the other team. This synerdy Can easily turn around a 2v1 gank to a 2v3 Counter gank. You can be sure the enemy will get a gem though...cos' you know two birds with one Gem.
Counters
IT IS SUPER EFFECTIVE!
Disbalers
Should be obvious, love them on your team. Hate them on the opposing team (sound familiar?).
Silencers
Being caught without your Wind Walk will not work in your favor!
Burst Damage
If they are able to connect their combo, you are most definitely dead meat.
True Sight
Messes up your escaping mechanism and surprise factor, tell your fellow pubbers to take down gem holders. (what are the chances they will actually cooperate?)
The Cliche
14 second shutdown...not fun...
Earthshaker
Famously known for "Oh, you were there, I didn't notice but I killed you anyway". In the right hands, he can land all 3 of his Skills on you even if you are invisible. Basically any AOE hero will be a pain in the
Bloodseeker
The recent buff towards his Bloodthirst makes him especially more dangerous to invisible heroes. Now, Bloodseeker completely reveals invisible heroes when their HP dips below 20%. Its noteworthy that Bloodseeker is a frequent carrier of the Radiance which is quite a bitch because you don't like heroes with AOE presence.
Faceless Void
Some heroes can tank through 5/6 (with Scepter) seconds of Chrono, but Gondar is not one of them. Chrono reveals invisible units in its aoe. If he is properly fed, you are doomed.
Tiny
Frequent carrier of Blink dagger and Dagon, his surprise stun and Dagon combo, will normally kill you instantly.
Anti-Mage
If you go one-on-one against him, immediately spam the "W" button. You don't stand a chance against him, if he is fed.
9. Closing Words and Credits
Closing Words
Gondar has been quite an under-picked hero in my opinion, so I hope this guide has helped you understand him and take an interest in him. Additionally, I hope this guide has helped improve your proficiency in playing Gondar. Lastly, Thank you for taking the time to read this.
Credits
Myself for taking the time to write this.
No_Worries for pointing out some flaws
Cannibal- for pointing out an "essential" Pros
arisinhell for pointing out that Vlad aura doesn't work when in Wind Walk.
Author: thedune
Map Vers.: 6.73b
Gondar for Pubbies
Gon-thefuck-ar
Last Comment:01/05/2012
Total Votes: 27
Current Rating: 7.49
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