
Hi! Today I’m looking at Hoodwink in patch 7.41f, and the reason is pretty straightforward: the hero got another small targeted adjustment, and it’s a good time to once again think about where she ended up after this string of changes. By feel, she’s still very much a mobile hero who likes to play off the forest, trees, and constant long-range threat.
Role and abilities
Hoodwink is a ranged Agility hero with 2 out of 3 difficulty. In terms of roles, she reads best as a Support and Nuker, but she also has Disabler and Escape, so the kit is pretty flexible. You can feel that in the hero’s design: she doesn’t so much stand still and dish out damage as constantly change position and force enemies to play around trees.
- Acorn Shot — an enhanced attack with an acorn bounce, slow, and damage to multiple targets; when cast on a point, it creates a tree.
- Bushwhack — a trap net that works especially well in areas with trees: it stuns, deals damage, pulls targets to a tree, and removes vision.
- Scurry — grants movement speed and pass through units and trees.
- Sharpshooter — a charged crossbow shot with heavy damage, slow, and break.
- Decoy — granted by Aghanim’s Scepter, makes the hero invisible and creates a decoy that automatically aims Sharpshooter.
- Hunter’s Boomerang — granted by Aghanim’s Shard, flies in an arc, deals damage, and applies a slow plus increased magic damage taken.
- Mistwoods Wayfarer — innate ability: when Hoodwink is attacked, she can redirect the hit to the nearest tree.
To me, Hoodwink still has a very recognizable logic: she looks strongest where there’s room to play around trees and where it’s awkward for enemies to get on top of her quickly. That’s why her abilities are so tied to positioning and to the angle of engagement.
Changes in the latest patches
If you go from newest to oldest, 7.41 brought a fairly long and at times painful set of changes. In 7.41f, the hero simply lost 1 base Strength, from 17 to 16 — a small tweak, but one that still hits early sturdiness.
- 7.41f: base Strength reduced from 17 to 16.
- 7.41e: Mistwoods Wayfarer triggered a little less often; Sharpshooter cost more mana; Hunter’s Boomerang got a longer cooldown.
- 7.41d: Acorn Shot got a longer cooldown at early levels; Scurry had its movement speed bonus reduced.
- 7.41c: base damage was increased by 3, but base Agility was reduced from 25 to 22; the knockback interaction on Sharpshooter when affected by disarm was also changed.
- 7.41b: Hunter’s Boomerang had its effect duration reduced.
- 7.41: Mistwoods Wayfarer was reworked, the range of Acorn Shot and Bushwhack was changed, the old double-evasion mechanic on Scurry was removed, and Sharpshooter plus several talents were adjusted.
In my opinion, what matters most is that over this cycle the hero wasn’t just shaved down with isolated number nerfs — she was carefully nudged toward a fairer, less “sticky” style of play. She lost some mobility in places, some ease of use in others, and now her strength depends more heavily on positioning and timing.
Statistics
According to OpenDota, Hoodwink was played in 469,363 matches in public games over the last 7 days. Her win rate is 47.1%, which puts her 106th out of 127 heroes by win rate, while in terms of games played she ranks 29th. To me, that looks like a hero that still gets picked a lot, but lacks stability in results.
- Herald — 46.3%
- Guardian — 47.0%
- Crusader — 47.2%
- Archon — 47.0%
- Legend — 47.1%
- Ancient — 47.2%
- Divine — 47.7%
In professional matches, Hoodwink has 20 picks, 6 wins, and 13 bans in the latest OpenDota period. That’s a 30.0% win rate — a number that, for me, doesn’t feel convincing if you’re looking at consistency of results rather than the occasional strong game.
Items and matchups
As for items in pro matches, the picture is fairly predictable: the hero likes cheap early purchases, early mobility, and then moves into tools for movement, control, and survival. I think that fits her kit very well: Hoodwink rarely wants to be a hero who just runs straight at people.
- Starting items: Iron Branch, Tango, Faerie Fire, Blood Grenade, Observer and Sentry Wards, Sentry Ward.
- Early game: Boots of Speed, Urn of Shadows, Power Treads.
- Mid game: Essence Distiller, Staff of Wizardry, Arcane Boots, Force Staff, Blink Dagger, Eul’s Scepter of Divinity.
- Late game: Blink Dagger, Mystic Staff, Force Staff, Eul’s Scepter of Divinity, Glimmer Cape, Scythe of Vyse.
In pro matchups, Hoodwink did best against Elder Titan, Visage, and Oracle. The tougher games were against Naga Siren, Keeper of the Light, and Magnus — by the numbers, those heroes look the most uncomfortable for her among the ones with enough games played.
- Best against: Elder Titan — 21 games, 81.0%; Visage — 20 games, 70.0%; Oracle — 45 games, 68.9%.
- Worst against: Naga Siren — 55 games, 36.4%; Keeper of the Light — 179 games, 37.4%; Magnus — 67 games, 38.8%.
Conclusion
Hoodwink in 7.41f didn’t receive anything dramatic, but even this base Strength nerf is enough to remind us once again that the hero lives on the edge between comfortable kiting and a very thin margin of durability. By OpenDota’s numbers, she doesn’t look like a hero that’s carrying the stats right now, even though her popularity is still high. I think this is exactly the kind of Hoodwink that remains the most interesting — not too straightforward, demanding good positioning and solid map reading. We’ll see whether she gets easier after the next round of changes, but for now this is still a story about traps, trees, and very careful play.
Source: official Dota 2 data and OpenDota.
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Это не нерф
минус база и не нерф?
Для меня это скорее напоминание, что герой не про статы вообще. Уберут еще кусок комфорта, и вот тогда уже почувствуется по-настоящему.
Хто грав нею останнім часом, вам теж здається що без дерев вона просто звичайна крихка четвірка?