Pangolier in 7.41f: the hero is paying for his mobility again

Pangolier in 7.41f: the hero is paying for his mobility again

Hi! Today I’m looking at Pangolier in patch 7.41f, and his story is once again pretty telling: he can still be incredibly annoying, but over the last few updates his numbers have been squeezed more and more. He still looks like a mobile initiator with an emphasis on control and close-range fighting, but now he no longer feels quite as free as before.

Role and abilities

Pangolier is a universal melee hero with a difficulty rating of 2 out of 3. In terms of roles, he fits into several categories at once: Carry, Nuker, Disabler, Durable, Escape and Initiator. In my opinion, that’s exactly the point of the hero: he isn’t about one narrow scenario, but about constant pressure, jumping into fights, and disrupting the enemy’s rhythm.

Officially, the hero is described as someone who “leaps and rolls across the battlefield, restraining foes.” That very accurately reflects his kit: he dives in, prevents enemies from standing still, and forces them to react to him instead of their own plan.

  • Swashbuckle — a dash in a direction with a series of rapier strikes, slow, and damage; the strikes can trigger Lucky Shot.
  • Shield Crash — a leap that deals area damage and grants a barrier if at least one enemy hero is hit; during Rolling Thunder, it does not stop movement.
  • Lucky Shot — an innate chance to slow attack speed and reduce an enemy’s armor after dealing damage with an attack or spell.
  • Roll Up — an Aghanim’s Shard ability that lets you briefly slow down during Rolling Thunder while still using Rolling Thunder and Shield Crash.
  • Rolling Thunder — transforms the hero into a ball that knocks enemies back, deals damage based on the owner’s attack, and stuns them; when colliding with a wall or cliff, the ball turns back.
  • Fortune Favors the Bold — an innate ability that makes probabilistic effects around the hero trigger less often for enemies.

I think Pangolier has always been a hero who wins not just through damage numbers, but through how miserable he is to play against. He has the initiation, the follow-up, the control, and a defensive layer in the form of a barrier. But if you cut his base stats and make his key spells more expensive, the hero starts to feel noticeably heavier.

Changes in recent patches

If you go from the newest changes backward, it’s clear that by 7.41f the hero had already come in after a series of direct nerfs in 7.41 and the intermediate follow-up changes.

  • 7.41d: base Agility reduced from 18 to 17, level 1 damage reduced from 50–56 to 49–55, base armor reduced by 1.
  • 7.41c: base health regeneration reduced by 1; Swashbuckle mana cost increased from 75/80/85/90 to 85/90/95/100; Roll Up mana cost increased from 50 to 75; level 10 talent for Lucky Shot armor reduction weakened from 3 to 2.
  • 7.41b: Lucky Shot got a smaller attack speed slow — from 40/80/120/160 to 35/70/105/140; Rolling Thunder now deals damage equal to 80% of total attack damage instead of 100%.
  • 7.41a: Rolling Thunder cooldown increased from 90/85/80 to 100/90/80 seconds.
  • 7.41: Swashbuckle received a longer slow — from 0.4 to 0.6 seconds; Shield Crash damage was increased from 50/100/150/200 to 60/120/180/240; Lucky Shot armor reduction was weakened from 3/5/7/9 to 2/4/6/8; Rolling Thunder got a longer stun — from 0.8/1/1.2 to 1.2 seconds.

To me, the direction here is very clear: on one hand, the hero was pushed toward a stronger skillset in 7.41, and then they started trimming away excess efficiency — first through Rolling Thunder and Lucky Shot, then through base stats and the cost of his key spells. So Pangolier didn’t fall out of the game, but he became less generous to the player.

Statistics

According to OpenDota, over the last 7 days Pangolier has played 135,651 public games and has a 46.2% win rate. That puts him 113th out of 127 heroes by win rate and 102nd by number of games. By the numbers, he doesn’t look like a comfortable all-rounder who can carry games on mobility alone anymore.

  • Herald — 44.2% win rate.
  • Guardian — 44.3%.
  • Crusader — 45.5%.
  • Archon — 45.5%.
  • Legend — 46.0%.
  • Ancient — 46.2%.
  • Divine — 47.5%.

His spread across ranks is fairly steady: the higher the rank, the better the numbers, and that seems logical to me for a hero who requires a good understanding of timings and fight initiation. In professional matches, Pangolier has 57 picks, 26 wins, which is a 45.6% win rate, and 50 bans. That doesn’t paint the picture of a hero with unquestionable priority, but there is still attention on him.

Items and matchups

In professional matches, OpenDota’s most common items by game stage look pretty predictable for this kind of hero: early mana and mobility resources, then tools for initiation and stronger control.

  • Start: Iron Branch, Tango, Observer Ward, Faerie Fire, Circlet, Magic Stick.
  • Early game: Boots of Speed, Bottle, Blade of Alacrity, Power Treads, Falcon Blade, Diffusal Blade.
  • Mid game: Blink Dagger, Diffusal Blade, Blade of Alacrity, Aghanim’s Shard, Ogre Axe, Point Booster.
  • Late game: Aghanim’s Scepter, Skull Basher, Soul Booster, Octarine Core, Eaglesong, Disperser.

What stands out to me here especially is the connection between Blink Dagger, Aghanim’s Shard and late slots like Aghanim’s Scepter and Octarine Core: Pangolier clearly values the ability to jump in more often, stay alive longer, and apply more pressure in fights.

In professional matchups with at least 20 games against him, Pangolier feels best against Outworld Destroyer — 28 games and a 64.3% win rate; Clinkz — 46 games and 63.0%; Lina — 96 games and 62.5%.

He struggles the most against Largo — 88 games and a 31.8% win rate; Juggernaut — 104 games and 36.5%; Lone Druid — 73 games and 37.0%.

Conclusion

My sense is that in 7.41f Pangolier remains a hero with a very recognizable idea: he still breaks formations, jumps into fights, and forces chaos. But the latest changes consistently make him a bit less sharp and a bit more expensive in terms of resources. In drafts and pubs, that usually shows up quickly: if the hero used to more easily turn a good engage into full map control, now he often has to execute every spell more carefully. I’d put it this way: Pangolier still has potential, but right now he feels more rewarding to play when you’re cautious and composed than before.

Source: official Dota 2 and OpenDota data.

Discuss on the forum (1 reply)

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  1. Кто сейчас лучше против него в миде? Хочется понять, кого пикать, если пангольер снова в каждой второй игре.

    1. Лина вполне ок, если не отдавать линию.

    2. Я бы смотрел на героев, которые могут не дать ему спокойно кататься и еще быстро добивать пачку. Если на линии пережить его темп, дальше он уже не так страшен.

  2. The real nerf was making him pay for every button press

    1. Yeah, and somehow the 3 mana you save is supposed to save your mmr too.

  3. Шарик катається, а вартість росте))) Прямо як у магазині перед патчем

  4. Октарин на ньому справді жирно виглядає

  5. the rank split being that flat is actually nice to see. usually heroes like this spike hard at higher mmr, but here it looks more like people just know how to use him a bit better. the hero is still annoying, just not free value anymore.

    1. So basically he gets worse the more people understand him, classic pub technology

  6. Вот Rolling Thunder с 80% от атаки – это уже не так весело. Раньше хотя бы ощущалось, что ульта реально наказывает, а теперь больше похоже на компромисс.

    1. Да все еще наказывает

  7. У мене на Пангольєрі найгірше було, коли шар доїжджаєш, а далі вже нема чим добити. Наче й ініціація є, а команді ще треба пів життя, щоб підхопити.

    1. Оце вже знайомо, без другого заходу він часто пустий.

    2. Ну то катаєш, поки не впадеш))

    3. Не зовсім так. Якщо команда грає відразу за ним, то і одного в’їзду вистачає, бо герой і контроль дає, і розкид по позиціях ламає. Проблема швидше в тому, що багато хто грає на автопілоті й не добирає момент, а не в самому шарі.

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