Templar Assassin in 7.41f: what changed and what the stats look like

Templar Assassin in 7.41f: what changed and what the stats look like

Hi! Today I’m looking at Templar Assassin in 7.41f, and the reason is pretty clear: this hero has long lived at the intersection of burst damage, positional play, and pressure through traps, while the latest patches have noticeably tweaked her comfort and tempo. I think this is exactly the kind of hero where small changes show up not just in lane, but in how the hero feels overall.

Role and abilities

Templar Assassin is a ranged Agility hero, with a difficulty rating of 2 out of 3 and the Carry and Escape roles. According to Valve, this is the kind of hero who hides, sets up catches, and punishes mistakes: she places slowing traps, slips into invisibility, and hits through psionic blades, while her defense is built around a refracting barrier.

  • Refraction makes the hero elusive, empowers her next attacks, and creates a barrier. The effects are consumed separately, and when the barrier breaks, it is replaced with a new one until the defensive charges run out. The Aghanim’s Shard upgrade increases the bonus damage and allows the ability to be used while stunned.
  • Meld turns the hero invisible until she moves. The bonus damage and debuffs trigger on all enemies hit by the Psi Blades spill.
  • Psi Blades pierce through the attack target, dealing damage to enemies behind it, and also increase the owner’s attack range.
  • Psionic Projection appears with Aghanim’s Scepter and does not reveal the invisibility from Meld.
  • Psionic Trap places an invisible trap that tracks enemy movement and stores energy. The Aghanim’s Scepter upgrade adds silence on activation.
  • Inner Peace is the innate ability: if the hero stands still and takes no damage, she begins meditating and builds up a health and mana regeneration bonus that scales with hero level.

My impression is that Templar Assassin still has a very recognizable kit: she loves timing, space, and clean execution. This is not a hero that forgives sloppy play. If you can’t make use of invisibility, attack range, and traps, her value drops quickly.

Changes in recent patches

If you look from the newest patches back to the older ones, the picture comes out like this:

  • 7.41e: Psionic Projection can now be interrupted during the teleport channel by root.
  • 7.41d: Inner Peace’s time before meditation starts was reduced from 0.25 to 0.2 seconds; the meditation time for the maximum bonus was reduced from 2.05 – 0.05 seconds per level to 1.85 – 0.05 seconds per level; the level 10 talent for Psionic Trap slow was increased from 10% to 15%.
  • 7.41c: base movement speed increased from 310 to 315.
  • 7.41: base health regeneration reduced from 1 to 0; the innate ability Third Eye was removed and replaced with Inner Peace; Refraction received an Aghanim’s Shard upgrade with bonus damage and use while stunned; Meld now triggers on all enemies hit by Psi Blades spill; Psionic Trap lost its Shard upgrade and gained a Scepter upgrade with silence; level 15 and 20 talents were also changed, shifting the focus toward traps, attack range, and armor reduction.

In my view, the most important thing here isn’t any single buff, but the way the hero was shaped into a more coherent package. Inner Peace gives Templar Assassin more staying power while idle, but it still demands the same careful positioning. And the move of Psionic Trap to Scepter looks like an attempt to make the hero’s late-game potential more noticeable, and more expensive to build into.

Statistics

According to OpenDota, over the last 7 days Templar Assassin was played in 203,707 public matches, and her win rate was 45.7%. That puts her 118th out of 127 heroes by win rate and 74th by games played.

  • Herald — 46.5%
  • Guardian — 44.5%
  • Crusader — 44.8%
  • Archon — 45.3%
  • Legend — 45.8%
  • Ancient — 45.8%
  • Divine — 46.1%

In professional matches, according to OpenDota, she had 4 picks, 3 wins, and 3 bans in the latest period, so the sample is small, and I wouldn’t draw any loud conclusions from it. But a 75.0% win rate over that number of games still suggests that with good execution, the hero can be very unpleasant to deal with.

Items and matchups

Looking at items in professional matches, Templar Assassin remains a hero who likes her usual tempo through early damage, mobility, and amplified physical threat.

  • Starting items: Iron Branch, Faerie Fire, Tango, Magic Wand, Circlet, Magic Stick.
  • Early game: Boots of Speed, Power Treads, Falcon Blade, Blade of Alacrity, Mithril Hammer, Dragon Lance.
  • Mid game: Mithril Hammer, Blink Dagger, Desolator, Dragon Lance, Blade of Alacrity, Staff of Wizardry.
  • Late game: Demon Edge, Eaglesong, Daedalus, Black King Bar, Swift Blink, Crystalys.

What stands out to me here in particular is the Blink Dagger and Desolator combination in the mid game: it fits a hero that wants to jump in fast, press a damage window, and avoid dragging out the trade. And the late-game Demon Edge, Daedalus, and Swift Blink look like an attempt to turn a good first contact into a very short fight.

  • Best against: Phantom Assassin — 38 games, 63.2% win rate; Kunkka — 58 games, 60.3% win rate; Weaver — 50 games, 60.0% win rate.
  • Worst against: Bounty Hunter — 32 games, 28.1% win rate; Io — 24 games, 33.3% win rate; Treant Protector — 62 games, 33.9% win rate.

And this is where you can really see that Templar Assassin doesn’t like games where she can’t freely choose her moment or where her usual rhythm gets broken. Against heroes that drag fights out or make it harder to find the target, her plan works noticeably worse.

Conclusion

On the numbers, Templar Assassin doesn’t look like a hero around which you should build overly bold conclusions right now: the public win rate is low, and the professional sample is too small to confidently talk about a real return to the meta. But I find the pattern of changes interesting. Valve isn’t turning the hero upside down; instead, they’re gently pushing her toward a longer and more deliberate style of play through traps, attack range, and positional value.

I’d expect not a sharp spike from Templar Assassin, but rather a steady strengthening in the hands of players who know how to play around tempo, vision, and precise timing. If she gets more tweaks later, the most interesting thing to watch will be the traps, and how comfortable the hero feels in drawn-out fights.

Source: official Dota 2 data and OpenDota.

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  1. А кто-нибудь собирал ей ранний Блинк вместо привычных статов? Что думаете, это вообще играется или лучше не чудить?

    1. Ранний блинк ей лишний

      1. Может и так, но для резкого входа уж очень вкусно

  2. That Inner Peace change is sneaky good. Less time before meditating means she can actually sit still between moves without feeling like dead weight.

    1. Yeah, and it fits the hero better too

  3. Смешно, что теперь ей дают спокойнее постоять на месте, а герой все равно требует не суетиться. Как будто Valve просто напомнили: нажимать кнопки надо вовремя, а не бегать кругами.

  4. Psionic Projection getting stopped by stun is fine

    1. Not really, it kills the escape.

  5. А против бх она прям так плоха?

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