
Hi! Today I’m looking at Drow Ranger in patch 7.41f, because over the last few updates she’s picked up several notable changes all at once. The hero still looks like a classic agility carry from range, but in practice she’s being pushed toward more careful play around positioning and the timing of Multishot and Glacier.
Role and abilities
Drow Ranger is an agility-based hero with ranged attack type and a difficulty rating of 1 out of 3. In terms of roles, she’s marked as a Carry, and can also cover Disabler and Pusher duties. In short, her official identity is very straightforward: she slows enemies with icy arrows, then suffocates them with a stream of attacks and area pressure.
- Frost Arrows — the main tool for lane pressure and teamfights; with Aghanim’s Scepter, the ability gains an additional chilling effect that increases damage and worsens the target’s health regeneration.
- Gust — a wave that knocks enemies back, prevents them from casting abilities, and reveals invisibility; the closer the enemy is, the farther they get pushed.
- Multishot — a channeled ability that fires several waves of arrows; while active, you can use items and move slowly.
- Glacier — an Aghanim’s Shard ability that creates an icy hill with bonus attack range and a special interaction with vision and high-ground damage.
- Precision Aura — an innate ability that grants extra agility based on level and current agility value.
- Marksmanship — a passive damage source that gives attacks a chance to fire an arrow that ignores the enemy’s base armor.
To me, the whole point of Drow Ranger still comes down to not ruining your own distance. If she stands in the right place, her abilities add up to a very nasty package for enemies: slows, cast interruptions, AoE damage, and a strong passive for finishing targets.
Changes in recent patches
I’m starting from the newest changes and working backward, because that makes it easier to see how the hero’s tempo and comfort have been adjusted over time.
- 7.41e: Multishot got a higher mana cost, its cast range changed, and the share of base damage was reduced.
- 7.41c: Frost Arrows got higher bonus damage, and Gust had its mana cost reduced.
- 7.41b: base agility and level 1 damage were increased, the enemy-hero disable radius on Marksmanship was reduced, and Glacier no longer protected the passive from being disabled by nearby enemies; the level 25 talent for Multishot was also strengthened.
- 7.41: base damage and level 1 damage were reduced, Precision Aura no longer improves with Marksmanship, the base agility bonus on Precision Aura was changed, Frost Arrows with Aghanim’s Scepter also started reducing healing received, Gust became more dependent on distance to the target, Multishot gained the ability to use items and move, and Glacier stopped increasing the number of arrows and giving attacks no-miss, but instead added bonus damage against enemies below the hill.
I get a pretty clear impression here: the hero wasn’t so much reinvented as squeezed between buffs and limitations. Some parts got better in terms of comfort, while other overly convenient aspects were toned down. In the end, Drow Ranger looks less like a hero who just presses buttons and more like one where maintaining distance and not losing your damage window really matters.
Statistics
According to OpenDota over the last 7 days in public matches, Drow Ranger was picked in 527,162 games. Her win rate was 46.4%, which puts her at 112th out of 127 heroes by win rate and 20th by number of games.
- Herald — 46.6%
- Guardian — 47.3%
- Crusader — 47.0%
- Archon — 46.5%
- Legend — 45.7%
- Ancient — 45.3%
- Divine — 45.0%
Looking at the numbers, the hero doesn’t seem especially strong in pubs. At the same time, the spread across ranks doesn’t suggest that Drow Ranger suddenly becomes more comfortable in higher brackets: the higher the rank, the slightly lower the win rate. I think that points to a hero that demands careful play and punishes positioning mistakes heavily.
In professional matches, according to OpenDota, she had 1 pick, 0 wins, and 4 bans. So in the current period, teams are more likely to keep her on their radar than actually bring her out.
Items and matchups
According to OpenDota, in professional matches Drow Ranger most often builds the following by stage of the game:
- early: Iron Branch, Faerie Fire, Circlet, Tango, Magic Wand, Magic Stick
- early game: Boots of Speed, Power Treads, Falcon Blade, Blade of Alacrity, Wraith Band, Dragon Lance
- mid game: Blade of Alacrity, Yasha, Dragon Lance, Staff of Wizardry, Diadem, Manta Style
- late game: Black King Bar, Demon Edge, Eaglesong, Butterfly, Crystalys, Shadow Blade
The matchup data in professional games is interesting too: Drow Ranger performs better against Sand King, Witch Doctor, and Pudge, while she has a harder time against Earth Spirit, Alchemist, and Nature’s Prophet. I’d say that makes sense for a hero who depends heavily on space to attack and on how comfortably she can keep her distance.
Conclusion
Right now, Drow Ranger gives me the impression of a hero who’s being carefully polished, but not allowed to run wild. Her comfort was adjusted, her damage was increased in some places, and her restrictions were brought back in others, so in the end she doesn’t look like an obvious patch favorite, but rather like a functional carry that demands good positioning. On paper she doesn’t look especially strong in pubs, but in the right hands and with a solid understanding of spacing, she can still be extremely annoying.
Source: official Dota 2 data and OpenDota.
Discuss on the forum (1 reply)



Glacier брати?
Питання дивне
What do you guys think about the Glacier changes? I used to see Drow drop it a lot for weird high ground fights, but now the whole hill bonus sounds like it wants very specific setups. Has anyone actually tried building around that instead of just treating it like a free extra spell?
I have, and it feels more like a setup tool than a damage button. If your team can hold the area, the hill angle matters a lot, but in random pubs people just walk off and you get nothing out of it. So yeah, it is strong, just not easy to cash in.
Nah, the hill thing is still too niche. If your team already controls the area, most heroes feel good there, Drow just gets a fancier tooltip.
frost arrows buff is nice
Винрейт реально пече
Та не критично
Не критично, кажеш? А 46 з копійками тебе не смущає? Я б сказав, що для такого героя це вже дуже дзвінко.
Дзвінко, але не мертво. Вона ж не мусить бути в топі, щоб працювати, просто тепер її легше зупинити, якщо команда не дає простір. Подивимось, чи ще підкрутять щось, а поки це радше герой для нормальної дисципліни, ніж для хаосу.
The winrate below 50 is not a tragedy. Drow always looks worse in messy pubs than in games where people actually play around her.
Or it means the hero needs too much setup. If the numbers were that good, pubs would drag the winrate up anyway.
Pubs drag up heroes that can brute force fights, not the ones that ask for spacing and patience. Drow being a little awkward does not mean she is bad, it just means the average lobby does not use her kit well. Why is that shocking?
А как вам идея с Glacier после этих правок? По описанию он уже не про лишние стрелы, а про удобную точку для драки, и мне интересно, кто реально использует его не как кнопку ради галочки. На бумаге вроде полезно, а в игре не у всех хватает терпения держать этот холм.
Мне кажется, Glacier как раз и делает героя живее, а не суше. ОН позволяет занять неудобную высоту и не тратить все на один заход, особенно если драка затяжная. В пабе это может не везде заходить, но в нормальной игре штука очень рабочая.
Не спорю, в собранной драке это приятно. Но в обычном пабе холм часто просто не доживает до нормального файта, вот в чем проблема.
46,4% і 112 місце, ну патч прямо
Та цифра сама по собі не вся історія. Якщо герой ще й по рангах просідає, значить він не про автопілот, а про руки і таймінг.
Згоден, не все міряється одним винрейтом. Але коли герой і в пабах, і в публіці просідає, це вже не дуже схоже на
Больше всего заходит, что ей не дали стать удобной без условий. Теперь любой шаг вперед на карте стоит дороже, и это в целом правильно для такого керри.
После 7.41f она все еще неприятнее большинства лейтов
Не согласен, в лейте сейчас куча героев переживает ее проще. Если до бкб и нормальной позиции не дожила, то вся эта неприятность заканчивается очень быстро.
Була катка, де я на ній просто не встигав тримати дистанцію і мене кожен раз ловили на підході. Без норм старту від тімейта герой відчувається дуже крихким.