
Hi. Today I’ve got Sand King — and the reason is pretty simple: after the chain of changes in 7.41, it got interesting to see where this hero is headed. He has always been about a sudden jump in, control, and fighting out of the fog, and now his numbers have also been adjusted quite noticeably.
Role and abilities
Sand King is a universal melee hero with a difficulty of 2 out of 3. In terms of roles, he most often goes as an Initiator, but he also has room for Support, Nuker, Disabler, and Escape. This is one of those cases where the hero isn’t locked into one button and one lane: he can start fights, throw off the tempo, and survive thanks to Sand Storm.
- Burrowstrike — dives into the ground, surges forward, stuns and deals damage; it also applies Caustic Finale to affected heroes.
- Sand Storm — creates a sandstorm, makes the hero invisible, and deals damage to enemies inside the area.
- Stinger — attacks in an area around the target point, adding damage, slow, and the Caustic Finale effect.
- Caustic Finale — innate ability: attacks apply poison, and after the target dies, it explodes and deals area damage.
- Epicenter — releases a series of pulses that hit enemies, slow them, and expand in radius.
By feel, Sand King still relies on two things: a strong jump into the fight and the ability not to let the fight fall apart immediately. I think that’s exactly why any changes to Burrowstrike and Epicenter are always more important for him than small numbers on paper.
Changes in recent patches
First, the newest changes.
- 7.41d — Strength gain was increased from 2.3 to 2.5, and damage gain per level was raised from 2.8 to 2.9.
- 7.41c — base attack speed was reduced from 110 to 100; Stinger slow duration was standardized to 5 seconds; Epicenter base radius was reduced from 500 to 450.
- 7.41b — Epicenter had its attack slow reduced, and Stinger proc damage from Aghanim’s Scepter was lowered from 50% to 40%.
- 7.41 — Caustic Finale no longer upgrades with Epicenter; the innate passive had its base damage and max health damage changed; its duration was reduced; Burrowstrike got increased cast range; if the cast point ends up inside Sand Storm, the hero immediately regains invisibility; Epicenter no longer gets a damage-per-pulse bonus from Aghanim’s Shard; the talents at levels 20 and 25 were also changed.
The most important thing here for me is not the individual numbers, but the overall direction. Sand King got a little better at ramping up a fight through Burrowstrike, but at the same time several sources of overly convenient pressure were toned down. So the hero didn’t disappear, but he was trimmed in the places where he was too easily building momentum.
Statistics
According to OpenDota, in public matches over the last 7 days Sand King has 157,773 games and a 49.7% win rate. That puts him 58th out of 127 heroes by win rate and 94th by number of games. The picture is uneven by rank as well: he looks better in Herald, Guardian, and Crusader, then gradually drops off toward Legend, Ancient, and Divine.
- Herald — 51.8%
- Guardian — 51.6%
- Crusader — 50.8%
- Archon — 49.8%
- Legend — 48.8%
- Ancient — 48.8%
- Divine — 48.2%
In professional matches, according to OpenDota, he has 12 picks, 9 wins, and 12 bans. That’s a 75.0% win rate — a nice number, but I’d treat it carefully: the sample is small, and numbers like that can look better than they really are.
Items and matchups
As for items in pro matches, everything is pretty predictable for a hero who wants to start fights and not die first. An early Blink Dagger looks especially logical here, and after that you move into options for survivability, tempo, and control.
- Start: Iron Branch, Tango, Observer Ward, Faerie Fire, Sentry Ward, Magic Stick.
- Early game: Boots of Speed, Bottle, Chainmail, Phase Boots, Blink Dagger, Urn of Shadows.
- Mid game: Ogre Axe, Blink Dagger, Staff of Wizardry, Point Booster, Blade of Alacrity, Aghanim’s Scepter.
- Late game: Black King Bar, Shiva’s Guard, Skull Basher, Aghanim’s Scepter, Sange, Reaver.
In pro-game matchups, Sand King does especially well against Templar Assassin, Morphling, and Witch Doctor. Against Largo, Zeus, and Mirana, though, his numbers are worse. I wouldn’t draw overly bold conclusions without draft context, but in general it’s clear: the hero likes breaking lineups that hate a hard engage and positional chaos.
Conclusion
After 7.41f, Sand King looks like a hero who wasn’t forgotten, just carefully trimmed down. He still has a clear job: jump in, break formation, bring control, and force the enemy to play by different rules. By the numbers, he doesn’t look too strong in pubs, but in pro matches he can still deliver results. I think this is one of those cases where the hero stays relevant not because he has too much damage, but because he still has a very unpleasant way of starting a fight. And that, perhaps, matters more.
Source: official Dota 2 data and OpenDota.
Discuss on the forum (3 replies)



Блинк ему прям в тему)
Блінк йому прям в тему)
Та ні, без темпу він ніякий
Ага, і тому в про його й беруть першим?))) Дальність Burrowstrike ж не просто так підкрутили, щоб герой не бігав як без рук.
Ладно, подивимось)
Caustic should stay weak. The old version made every lane feel like walking through glue
Weak is one thing, but now it feels almost too tame. If the passive doesn’t punish creep trades, SK loses a lot of his lane bite.
That’s the idea
And that makes him boring
That 75% pro winrate looks nasty. Would you actually trust SK as a first phase here, or is that just tiny sample noise?
Tiny sample, obviously. 12 games can make almost anything look broken if the drafts line up.
So you never trust numbers?
I trust bigger samples, not fairy tales
Fair, but even then it tells you something. If teams keep banning him and still take him, there is at least a real comfort factor there.
Сэнд кинг стал честнее, и это хорошо
Скорее да, но он все равно неприятный, если его не ловить после врыва. Мне нравится, что теперь меньше ощущения, будто герой сам себе включает режим безнаказанности. В пабе это особенно заметно, когда один нормальный блинк решает весь файт.
Епіцентр вже не такий жирний
Куда его сейчас лучше?
На 4/3 он обычно комфортнее, потому что можно сразу жать контроль и не сидеть в фарме. У меня в таких играх он полезнее, чем в миде, где ему часто не хватает простого темпа.
Вот это уже ближе, а то я все думал, что он мидовый. Значит, без темпа он просто не раскрывается?
А ты точно про мид спрашиваешь? Мне кажется, у него вопрос не в линии, а в том, кто рядом и как быстро команда играет вокруг него.
Я бы смотрел от карты. Если команда умеет начинать, то он и на саппорте заходит нормально, а если все ждут, пока кто-то другой нажмет кнопки, то лучше не мучить себя.
Мені тут більше цікаво, чи його взагалі можна назвати стабільним героєм зараз. В пабі він ніби не провалився, але й не виглядає тим, хто сам тягне гру без нормальної команди. На фоні таких правок це скоріше герой для правильної кнопки в правильний момент, а не для соло-хаосу.
75% у про-грі звучить красиво, але вибірка смішна
Та все одно це вже щось, не нуль
Ну так, але я про інше. Коли герой в про-грі має такі цифри, це хоча б показує, що його ще не списали повністю. Так, вибірка маленька, але це не випадковий пік з нізвідки. Для висновку про живість героя цього вже досить, як на мене.
Ладно, час покаже)
pub SK is better than pro SK
In pubs, maybe. People don’t respect the jump and they clump for free, so he gets way more value than in coordinated games.
Nah, even in pubs he still needs teammates who press buttons. If the follow-up is late, all that value just turns into one decent stun.
А против кого он теперь самый мерзкий?
Проти кучних героїв він і справді наймерзенніший. Якщо ще й команда дає йому нормально зайти, то файт розвалюється дуже швидко.
Против тех, кто любит стоять кучно. Ему же главное зацепить и не дать разойтись после первого входа.
Do you guys think the pub winrate matters more than the pro stats here, or is SK one of those heroes that only works when the draft is built for him?
У меня на нем был файт, где один блинк и сразу троих закрыл)))
The real nerf was the free tempo, not the numbers. Heroes like this always look fair until one clean jump turns into three dead supports.
Ему бы еще сильнее резануть урон
Його зараз краще в мід чи на 4? Бо по статі ніби герой ще живий, а от по ролі я вже плутаюсь.
Після такого зменшення радіуса він виглядає спокійніше. Раніше занадто легко заходив у файт і тримав усіх на місці.