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Scout

Piercing Ranged Attack, Medium Armor

Scouts are not the mightiest combatants, but they have unrivaled speed and vision. They are expert trackers and masters of hit-and-run tactics.

Scouts move significantly faster than all other heroes, and can see somewhat farther than other heroes.

 

Scout Stats

Level 1 Stats:

Strength*: 13
Agility: 16
Intelligence: 15
   
Health: 375
Mana: 240
Armor: 2
Damage: 14-18
Cooldown: 2.46 sec (before agility speed bonus)
Range: 500
Move Speed: 300

*Primary Attribute

At Level Up:

+1.3 Strength
+2.4 Agility
+2.2 Intelligence

 

Scout Abilities

Piercing Gaze
Reveals invisible units in an area around the Scout.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 8 sec. None 50 N/A 1000 Enemy, Neutral, Ward Reveals Invisible 1
2 10 sec. None 30 N/A 1000 Enemy, Neutral, Ward Reveals Invisible 2
3 12 sec. None 18 N/A 1000 Enemy, Neutral, Ward Reveals Invisible 3
4 14 sec. None 10 N/A 1000 Enemy, Neutral, Ward Reveals Invisible 4
5 16 sec. None 6 N/A 1000 Enemy, Neutral, Ward Reveals Invisible 5
Piercing Gaze Information
Piercing Gaze is the most versatile of only three means of invisibility detection in the game. At high levels, the mana cost of Piercing Gaze is low enough that you can cast it any time you enter an area where you suspect an enemy might be hiding.

As a bodyguard, make extensive use of Piercing Gaze to ensure that there are no assassins hidden in the area the VIP is moving through.

As an assassin, use Piercing Gaze to find the VIP when he hides. If you aren't sure exactly where the VIP is hiding, cast it several times in the general vicinity of the VIP until you find him. Remember, he can't move while hiding.

Use Piercing Gaze to reveal enemy Scouts using Wind Walk to prevent them from tracking you or from getting away when they're injured.

The effect area of Piercing Gaze is based on where you cast it; if you move to a new location before it wears off, you will not be able to see invisible units in the new area unless you cast it again.

 

Wind Walk
Makes the Scout invisible and allows her to move at tremendous speed.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 20 sec. 5 sec. 100 N/A Personal Self Invisible, +71% movement speed 1
2 22 sec. 5 sec. 75 N/A Personal Self Invisible, +71% movement speed 2
3 24 sec. 5 sec. 55 N/A Personal Self Invisible, +71% movement speed 3
4 26 sec. 5 sec. 40 N/A Personal Self Invisible, +71% movement speed 4
5 28 sec. 5 sec. 30 N/A Personal Self Invisible, +71% movement speed 5
6 30 sec. 5 sec. 20 N/A Personal Self Invisible, +71% movement speed 6
7 32 sec. 5 sec. 15 N/A Personal Self Invisible, +71% movement speed 7
8 34 sec. 5 sec. 10 N/A Personal Self Invisible, +71% movement speed 8

Wind Walk Information
Considering that the Scout already moves about 50% faster than most heroes, Wind Walk basically lets you move more than twice as fast as anyone else in the game. Wind Walking Scouts move really, really fast.

Use Wind Walk to help you scout an area quickly.

Use Wind Walk to track the enemy team without them knowing it, or to get away.

Use Wind Walk and/or Pass Wall to make hit-and-run attacks on the enemy team. This can be especially troublesome for them if you have Critical Strike at high levels.

 

Pass Wall
Allows the Scout to teleport a short distance.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 Instant 10 sec. 55 500 N/A Self Teleport 1
2 Instant 7 sec. 55 550 N/A Self Teleport 2
3 Instant 4 sec. 55 600 N/A Self Teleport 3
4 Instant 2 sec. 55 650 N/A Self Teleport 4
5 Instant 1 sec. 55 700 N/A Self Teleport 5
6 Instant 0.25 sec. 55 750 N/A Self Teleport 6
7 Instant None 55 800 N/A Self Teleport 7

Pass Wall Information
Pass Wall's range is too short to make it a useful means of transportation over long distances, but it allows you to get on top of, down from, or past walls very quickly. Because it is necessary to wind back and forth a fair amount in Hunted in order to get anywhere, this can help you move between two places much more quickly than you could otherwise.

Pass Wall is a great skill for getting away when you're in trouble. No one but an enemy Scout who also has Pass Wall can follow you if you move through a solid wall.

Use Pass Wall to get on top of walls and terraces to fire down at your enemies from a safe position. If they move out of range, use Pass Wall to get back down and chase them.

Be careful not to overspend in Pass Wall. Putting in a few points can give you much greater flexibility, but unless you're actually running up against the cooldown on a regular basis, additional points don't buy you much.

 

Ensnare
Immobilizes the target.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 4 sec. 13 sec 95 700 Unit Enemy, Neutral Cannot move or attack 1
2 4 sec. 10 sec 95 700 Unit Enemy, Neutral Cannot move or attack 2
3 4 sec. 7 sec 95 700 Unit Enemy, Neutral Cannot move or attack 3
4 4 sec. 5 sec 95 700 Unit Enemy, Neutral Cannot move or attack 4
5 4 sec. 4 sec 95 700 Unit Enemy, Neutral Cannot move or attack 5
6 4 sec. 3 sec 95 700 Unit Enemy, Neutral Cannot move or attack 6
7 4 sec. 2.5 sec 95 700 Unit Enemy, Neutral Cannot move or attack 7
8 4 sec. 2 sec 95 700 Unit Enemy, Neutral Cannot move or attack 8
9 4 sec. 1.5 sec 95 700 Unit Enemy, Neutral Cannot move or attack 9
10 4 sec. 1 sec 95 700 Unit Enemy, Neutral Cannot move or attack 10

Ensnare Information
Ensnare is a good skill for keeping dangerous opponents away from you or keeping your targets from escaping when they get near death. At high levels, you can chain cast Ensnare to keep a target permanently immobilized until you run out of mana.

Remember that Ensnared enemies can still cast spells, so Guardians can heal themselves, Priestesses can still cast Blizzard on you, etc.

Ensnare is arguably the Scout's best combat ability, especially when supporting allies.

 

Critical Strike
Consumes mana to add bonus damage to the Scout's attack, dealing less damage against targets near death.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 N/A None 5 500 Unit Hero, Enemy, Neutral Up to 10 bonus damage 1
2 N/A None 6 500 Unit Hero, Enemy, Neutral Up to 20 bonus damage 2
3 N/A None 7 500 Unit Hero, Enemy, Neutral Up to 30 bonus damage 3
4 N/A None 8 500 Unit Hero, Enemy, Neutral Up to 40 bonus damage 4
5 N/A None 9 500 Unit Hero, Enemy, Neutral Up to 50 bonus damage 5
6 N/A None 10 500 Unit Hero, Enemy, Neutral Up to 60 bonus damage 6
7 N/A None 11 500 Unit Hero, Enemy, Neutral Up to 70 bonus damage 7
8 N/A None 12 500 Unit Hero, Enemy, Neutral Up to 80 bonus damage 8
9 N/A None 13 500 Unit Hero, Enemy, Neutral Up to 90 bonus damage 9
10 N/A None 14 500 Unit Hero, Enemy, Neutral Up to 100 bonus damage 10
11 N/A None 15 500 Unit Hero, Enemy, Neutral Up to 110 bonus damage 11
12 N/A None 16 500 Unit Hero, Enemy, Neutral Up to 120 bonus damage 12
13 N/A None 17 500 Unit Hero, Enemy, Neutral Up to 130 bonus damage 13
14 N/A None 18 500 Unit Hero, Enemy, Neutral Up to 140 bonus damage 14
15 N/A None 19 500 Unit Hero, Enemy, Neutral Up to 150 bonus damage 15
16 N/A None 20 500 Unit Hero, Enemy, Neutral Up to 160 bonus damage 16
17 N/A None 21 500 Unit Hero, Enemy, Neutral Up to 170 bonus damage 17
18 N/A None 22 500 Unit Hero, Enemy, Neutral Up to 180 bonus damage 18
19 N/A None 23 500 Unit Hero, Enemy, Neutral Up to 190 bonus damage 19
20 N/A None 24 500 Unit Hero, Enemy, Neutral Up to 200 bonus damage 20

Critical Strike Information
The bonus damage from Critical Strike is multiplied by the fraction of health the target has remaining. Thus, you will get the full bonus damage against a target at full health, but only half of the bonus against a target which has half of his HP remaining, and almost no damage against a target on the brink of death. This makes Critical Strike useful for softening up enemies with hit-and-run attacks, but not so useful for finishing off weakened opponents.

Use Critical Strike in conjunction with the Scout's other abilities to harass the enemy team and soften them up before a major encounter.

The bonus damage from Critical Strike ignores the target's armor, making it effective against enemies protected by the Guarian's Sentinel's Ward aura. The bonus damage also ignores the target's armor type, and is unaffected by Defend or Berserk. However, it will deal only 10% of its rated bonus damage against a Berserker using Death Walk, and cannot be used against opponents protected by a Druid's Mystic Veil.