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Heroes: Wanderer · Frostfire Magus · Gravecaller · Blood Knight · Ranger

Ranger

Map version 1.6

An archer who hits hardest when she holds her ground.

Standing still builds Focus, walking drains it. At full Focus her attacks fire 2 arrows, the second at another enemy. Every slot offers a Marksman, a Volley and a Trapper skill.

Starting life 400 (about +25 per level)
Attack Ranged
Primary attribute Agility
Availability Free from the start

Resource and innate

Focus (0-100): fills by 25 per second while you stand still, drains by 35 per second while you walk (your movement skills don't drain it). At full Focus your auto attack fires 2 arrows, the second at the next closest enemy in your attack range.

Steady Aim (innate): your attack range grows with your Focus, up to +200 at full.

Builds

Every slot offers one skill from each of the hero's three builds. You can mix them freely, but many relics need a skill of one build ("Needs a ... skill"), so staying on a build pays off.

Slot Marksman Volley Trapper
Q Aimed Shot Split Shot Snare Trap
W Deadeye Volley Net Volley
E Roll Back Fall Back Tripwire
D Hunter's Blind Keep Away Smoke Bomb
R Killshot Hail of Arrows Killing Field
  • Marksman: line shots, the Deadeye channel and Killshot. Big single hits that love full Focus.
  • Volley: arrows at the closest enemies. They only fly at enemies in your attack range; with fewer enemies than arrows, the spare ones are lost. They are attack hits: on-hit effects apply.
  • Trapper: traps arm after 0.5 seconds and last 20, up to 6 at once (the oldest goes). The first enemy to step on one is held (stunned) for 1.5 seconds; bosses are slowed instead. Every trap that goes off gives you 15 Focus. Nets, wires and smoke control the field.

Skills

Numbers written as a→b are the skill at level 1 → level 10. Regular skills have 10 levels, ultimates 3. At levels 3 and 6 (ultimates: 2 and 3) you pick an upgrade path instead of bigger numbers, so level 10 has eight steps of growth. Ultimate numbers never grow: their levels are all path picks.

Masteries. Every second-level path of a regular skill has a mastery: at level 10 that path gets a bigger version of itself (listed under it). A mastered skill's button gets a gold border.

Q - Light

Aimed Shot

Marksman · cooldown 3.8→3.49 s

Fire an arrow in a line that hits the first enemy for 60→162 damage, up to 200% at full Focus. At full Focus it pierces every enemy in its line.

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Called Shot: Aimed Shots in a row on the same enemy stack a mark; the 3rd pops it for 100% extra damage.
    • Exposed: A popped enemy takes 20% more damage from the whole party for 4 seconds.
      • Mastery (level 10): A popped enemy takes 40% more damage from the whole party.
    • Trick Shot: Popping a mark resets Aimed Shot's cooldown.
      • Mastery (level 10): The mark pops on the 2nd shot.
  • Penetrator: Pierces at any Focus, and every enemy it passes through adds 15% damage to the hits after it.
    • Skewer: The last enemy in the line is pinned in place (stunned) for 1 second.
      • Mastery (level 10): Every enemy in the line is pinned for 1 second.
    • Line Up: The shot turns up to 15 degrees toward the line that hits the most enemies.
      • Mastery (level 10): The shot turns any direction toward the line that hits the most enemies.

Split Shot

Volley · cooldown 2.9→2.74 s

Shoot the 4 closest enemies, one arrow each, for 80→198% of your attack damage.

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Scatter: Each arrow splits on hit into 2 more for 50% damage, flying at the closest enemies not hit yet.
    • Shrapnel: Split arrows explode, hitting enemies within 150 for 50% of their damage.
      • Mastery (level 10): The explosions reach 300.
    • Cascade: Split arrows that kill split again.
      • Mastery (level 10): Arrows split into 3 instead of 2.
  • Echo String: Fires again 1 second later at the closest enemies then.
    • Encircle: The echo goes for enemies the first shot didn't hit first.
      • Mastery (level 10): The echo fires 2 times, each going for enemies no earlier volley hit first.
    • Stillness: The echo repeats every second while you stand still, up to 3 times.
      • Mastery (level 10): Repeats up to 6 times.

Snare Trap

Trapper · cooldown 5.7→5.23 s

Throw a trap that deals 53→144 damage to the enemy that steps on it. Holds 3 charges, one back every 5.7→5.2 seconds.

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Bear Trap: A caught enemy is held for 3 seconds.
    • Bait: A caught enemy pulls enemies within 300 toward it.
      • Mastery (level 10): Pulls enemies within 600.
    • Jaws: A held enemy takes your attack damage every 0.5 seconds.
      • Mastery (level 10): Bites every 0.25 seconds.
  • Cluster: Each throw lands as 3 traps spread around the point, each dealing 70% damage.
    • Tangle: Enemies caught close together are tied for 4 seconds: damage to one hits the other for 50%.
      • Mastery (level 10): Ties 3 enemies together: damage to one hits each of the others for 50%.
    • Seeker: Armed traps roll toward the closest enemy within 300.
      • Mastery (level 10): Traps roll toward enemies within 600, twice as fast.

W - Heavy

Deadeye

Marksman · cooldown 9.5→8.72 s

Aim for 1.5 seconds (your Focus fills), then fire a shot across the arena that pierces every enemy, dealing 120→324 damage, +50% for every 1000 it has flown.

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Quickdraw: Cast it again while aiming to fire early; the damage grows with how long you aimed (at least 30%).
    • Snap Shot: Firing early refunds the part of the cooldown you didn't aim for.
      • Mastery (level 10): Firing early also refunds 50% of the part you aimed for.
    • Second Barrel: For 3 seconds after a shot you can fire a second one without aiming, for 60% damage.
      • Mastery (level 10): A third barrel: you can fire 2 more shots, all at full damage.
  • Heavy Bolt: The shot knocks every enemy it passes 200 forward; bosses are slowed instead.
    • Pin Down: An enemy knocked into another enemy or into a wall or tree is stunned for 1.2 seconds.
      • Mastery (level 10): The stun lasts 2.4 seconds.
    • Recoil: Firing throws you 300 backward without losing Focus.
      • Mastery (level 10): Throws you 600 back, and landing fills your Focus.

Volley

Volley · cooldown 11.5→10.72 s

For 4 seconds, shoot the 3 closest enemies every second for 65→157% of your attack damage. You can walk and attack meanwhile.

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Turret Stance: You can't walk while it runs, but it fires every 0.5 seconds and your Focus stays full.
    • Bunker: Enemies that hit you in melee while it runs are shot back at once.
      • Mastery (level 10): Shoots back 2 arrows.
    • Final Salvo: When it ends, every enemy in range is shot once.
      • Mastery (level 10): Every enemy in range is shot 2 times.
  • Run and Gun: While it runs, walking doesn't drain Focus and you move faster.
    • Strafe: Each shot fired at least 150 from the last one hits one more enemy.
      • Mastery (level 10): Those shots hit 2 more enemies.
    • Ceaseless: Every kill by its arrows makes it last 0.5 seconds longer.
      • Mastery (level 10): Every kill adds 1 second.

Net Volley

Trapper · cooldown 9.5→8.72 s

Throw nets in a cone 600 long, dealing 37→99 damage and holding (stunning) enemies for 2 seconds; bosses are slowed instead. Netted enemies take 50% more damage from traps.

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Weighted Nets: The nets drag the enemies they hit toward the middle of the cone.
    • Bundle: Dragged enemies stay held 1 second longer.
      • Mastery (level 10): Dragged enemies stay held 2 seconds longer.
    • Snare Line: An armed trap drops where the nets land.
      • Mastery (level 10): Drops 2 traps.
  • Hunter's Net: Your auto attacks on netted enemies deal 2x damage.
    • Throwback: Your attacks knock netted enemies 150 back.
      • Mastery (level 10): Knocks them 300 back.
    • Recast: When a netted enemy dies, its net flies to the closest enemy within 400.
      • Mastery (level 10): The net flies to the 2 closest enemies.

E - Movement

Roll Back

Marksman · cooldown 6.7→6.23 s

Roll up to 400 toward the target point, keeping your Focus. Your next shot (Aimed Shot, Deadeye or auto attack, with all its arrows) deals 2x damage.

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Parting Shot: Fires an Aimed Shot at the closest enemy as you roll.
    • Reload: If the Parting Shot kills, Roll Back's cooldown resets.
      • Mastery (level 10): The Parting Shot fires at the 2 closest enemies.
    • Flash Powder: Enemies within 250 of where you started miss their attacks for 2 seconds.
      • Mastery (level 10): Enemies miss their attacks for 4 seconds.
  • Vantage: Rolls 50% farther; landing at least 600 from every enemy fills your Focus.
    • High Ground: After a roll, +200 attack range until you walk.
      • Mastery (level 10): +400 attack range.
    • Ghost Step: You are invisible during the roll and for 0.5 seconds after; enemies look for other targets.
      • Mastery (level 10): You stay invisible for 1 second after the roll.

Fall Back

Volley · cooldown 7.6→6.98 s

Leap 450 away from the closest enemy, keeping your Focus. On landing, shoot every enemy within 500 once for 65→157% of your attack damage.

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Kite Line: Enemies hit by the landing shot are slowed for 2 seconds.
    • Hamstring: Your arrows hold (stun) a slowed enemy for 1 second, once per slow.
      • Mastery (level 10): The hold lasts 2 seconds.
    • Keep Distance: While every enemy is more than 400 away, its cooldown recovers twice as fast.
      • Mastery (level 10): The cooldown recovers 3 times as fast.
  • Airborne: You shoot the closest enemy every 0.1 seconds during the leap, for 50% of the landing shot.
    • Double Jump: Cast it again within 2 seconds to leap again.
      • Mastery (level 10): You can leap 3 times.
    • Grand Finale: The landing shot's arrows split on hit into 2 more for 50% damage.
      • Mastery (level 10): The arrows split into 4 instead of 2.

Tripwire

Trapper · cooldown 7.6→6.98 s

Dash up to 450, keeping your Focus and leaving a wire between where you started and where you land for 6 seconds. Enemies crossing it take 45→121 damage and are slowed.

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Snapline: The first enemy to cross snaps the wire, holding everything within 150 of it for 1.5 seconds.
    • Rewire: Snapping refunds 50% of the cooldown.
      • Mastery (level 10): Snapping refunds the whole cooldown.
    • Reel In: When it snaps, the held enemies are pulled to its middle.
      • Mastery (level 10): Holds them for 3 seconds.
  • Web: Cast it again within 4 seconds to dash again; the wires close into a triangle that heavily slows enemies inside.
    • Killing Floor: Enemies inside the triangle take 30% more damage from traps and wires.
      • Mastery (level 10): Enemies inside take 60% more damage from traps and wires.
    • Anchor: The corners of the wires become armed traps.
      • Mastery (level 10): An armed trap also drops in the middle of the triangle.

D - Defense

Hunter's Blind

Marksman · cooldown 15.4→14.47 s

Set up a blind within 250 of you for 5→5.8 seconds. Inside it your Focus never drains and you take 40% less damage. It ends early if you leave it.

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Ghillie: Inside the Blind, after 1 second without attacking you turn invisible.
    • Ambush: Every arrow of your first attack out of hiding deals 2x damage.
      • Mastery (level 10): The arrows deal 3x damage.
    • Decoy: When you leave the Blind or it ends, a decoy stays behind that enemies attack for 3 seconds.
      • Mastery (level 10): The decoy lasts 6 seconds.
  • Watchtower: The Blind is 60% bigger, lasts its full time when you leave, and allies inside get the same benefits.
    • Overwatch: Enemies that enter it while you are inside are marked; your hits on marked enemies deal 2x damage.
      • Mastery (level 10): Your hits on marked enemies deal 3x damage, the rest of the party's 1.5x.
    • Fallback Point: Cast it again while the Blind stands to blink back to it.
      • Mastery (level 10): You can blink back 2 times per Blind.

Keep Away

Volley · cooldown 13.4→12.47 s

For 4 seconds, every enemy that comes within 300 of you is shot for 52→126% of your attack damage, each at most every 0.5 seconds, and knocked back out to 300 (bosses are not moved).

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Crippling Shots: Its shots also slow enemies for 2 seconds, bosses too.
    • Pileup: Enemies knocked into each other are stunned for 1 second.
      • Mastery (level 10): The stun lasts 2 seconds.
    • Escort: It also shoots enemies that come close to allies within 600 of you.
      • Mastery (level 10): Covers allies within 1200 of you.
  • Thorn Ring: The ring stays where you cast it for 6 seconds; you can walk away from it.
    • Barbs: Enemies inside the ring are slowed and take 20% more damage from you.
      • Mastery (level 10): Enemies inside take 40% more damage from you.
    • Tripline: You gain 20 Focus whenever an enemy enters the ring while you are outside it.
      • Mastery (level 10): You gain 40 Focus per enemy.

Smoke Bomb

Trapper · cooldown 15.4→14.47 s

Drop a smoke cloud within 300 of you for 4→4.8 seconds. Enemies inside miss their attacks, and your traps inside arm again 1 second after going off.

Upgrade paths (pick one at level 3, then one of its two at level 6):

  • Vanish: You are invisible inside the smoke; enemies look for other targets.
    • First Strike: Your first attack out of the smoke holds its target for 1.5 seconds.
      • Mastery (level 10): Holds the target for 3 seconds.
    • Smoke Trail: The cloud moves with you.
      • Mastery (level 10): The cloud reaches 450 around you.
  • Flashbang: The bomb first stuns everything in the cloud for 1 second.
    • Scatter Charges: Throws 3 smaller bombs around you instead of one.
      • Mastery (level 10): Throws 5 bombs.
    • Trap Cache: When the smoke fades, every enemy inside gets an armed trap under it.
      • Mastery (level 10): Those traps deal double damage.

R - Ultimate

Killshot

Marksman · cooldown 55 s

Mark the strongest enemy within 1500 and fire at it 2.5 seconds later for 250 damage plus 25% of its missing life (up to 1500 more). A kill refunds 75% of the cooldown.

Upgrade paths (pick one at level 2, then one of its two at level 3):

  • Bounty: A Killshot kill marks the next strongest enemy, up to 3 in a row.
    • Open Season: Each mark in the chain fires a second sooner (2.5, 1.5, 0.5 seconds).
    • Trophy: Kills drop a trophy for 8 seconds; picking it up fills your Focus and resets Roll Back.
  • Spotter: While the mark is up, 50% of the party's damage to the target is added to the shot.
    • Focus Fire: The marked enemy takes 20% more damage from everyone.
    • Double Tap: A second shot follows 1 second later, on the target's new missing life.

Hail of Arrows

Volley · cooldown 65 s

For 8 seconds your auto attack fires at 3 more enemies and you attack 40% faster.

Upgrade paths (pick one at level 2, then one of its two at level 3):

  • Storm Front: Every arrow also rains on enemies within 150 of its target for 40% of your attack damage.
    • Downpour: The rain lingers for 2 seconds.
    • Thunderhead: Every 5th attack is a lightning arrow that chains to 4 more enemies.
  • Endless Quiver: Each kill while it runs makes it last 0.5 seconds longer.
    • Rising Storm: Each kill also adds one more target, up to 5.
    • Last Volley: When it ends, every enemy in range is shot once for every 5 kills it got.

Killing Field

Trapper · cooldown 65 s

Drop a ring of 8 traps 300 around the target point, dealing 110 damage each, then pull the enemies inside toward the middle. They last 12 seconds and don't count toward the limit.

Upgrade paths (pick one at level 2, then one of its two at level 3):

  • Gauntlet: Each of its traps arms again once after going off.
    • Lockdown: Enemies inside the ring can't leave it for 4 seconds.
    • Minefield: The inside of the ring is filled with traps too.
  • Spring the Field: Cast it again to set off every trap of the field at once, each hitting enemies within 150.
    • Aftermath: Sprung traps leave wires between neighbouring ones for 6 seconds.
    • Harvest: Every enemy the field kills gives a Snare Trap charge and 10 Focus.

Tips

  • Plant your feet: full Focus means two arrows per attack.
  • Roll Back, Fall Back and Tripwire keep your Focus, so use them instead of walking.
  • Trappers gain Focus from traps going off, so a trap line lets you reposition without losing much.