Typically the Bounty Hunter starts to grow weaker as the game progresses as your HP pool is low, but with the right items Bounty Hunter can carry however there are always better options. At most Bounty Hunter fulfills the role of a Chaser.
The Bounty Hunter throws a shuriken at a target unit, dealing damage.
Level 1 - 100 damage. Mana - 90
Level 2 - 200 damage. Mana - 115
Level 3 - 250 damage. Mana - 135
Level 4 - 325 damage. Mana - 155
Your bread and butter nuke with a slight stun effect. It's great for interrupting channeling and following up to finish a stand-still target. It's got a brief cast time so it's not ideal for firing in-chase unless you're sure it'll K.O. Excellent for harassing.
Turns invisible for a period of time. Deals bonus backstab damage. Transition time decreases per level.
Level 1 - 30 backstab damage, lasts 15 seconds. Mana - 50
Level 2 - 60 backstab damage, lasts 20 seconds. Mana - 50
Level 3 - 90 backstab damage, lasts 25 seconds. Mana - 50
Level 4 - 120 backstab damage, lasts 30 seconds. Mana - 50
Great for harassing, escaping, and getting around the map without being seen. It's a very handy skill.
Gives a % chance to evade attacks and 15% chance to deal extra damage.
Level 1 - 5% dodge, 1.25 critical multiplier.
Level 2 - 10% dodge, 1.5 critical multiplier.
Level 3 - 15% dodge, 1.75 critical multiplier.
Level 4 - 20% dodge, 2 critical multiplier.
A decent skill, considering it's a jack-of-all trades when it comes to Critical and Evasion. The evasion is useful, but not greatly so considering how fragile you are. Ideally, you want to avoid getting hit at all costs. The 15% chance to critical hit is extremely useful for you in the mid/end game.
Tracks an enemy hero for 30 seconds or until it dies. You gain 20% movement speed increase. If you kill a hero, you pawn its head for extra money.
Level 1 - Any hero kill is worth 50 bonus gold, reduces target's armor by 1. Mana - 100
Level 2 - Any hero kill is worth 100 extra gold, reduces target's armor by 2. Mana - 75
Level 3 - Any hero kill is worth 150 extra gold, reduces target's armor by 4. Mana - 50
A useful skill for chasing and/or keeping tabs on your enemies. It's also handy for giving you a brief boost of speed to get places a little bit faster. The extra gold is icing on the cake.
Lvl 1: Shuriken
Lvl 2: Windwalk
Lvl 3: Shuriken
Lvl 4: Windwalk
Lvl 5: Shuriken
Lvl 6: Windwalk
Lvl 7: Shuriken
Lvl 8: Track
Lvl 9: Windwalk
Lvl 10: Jinada
Lvl 11: Track
Lvl 12: Jinada
Lvl 13: Jinada
Lvl 14: Jinada
Lvl 15: Stats
Lvl 16: Track
Lvl 17+: Stats
A standard build that is fairly universal. Track can be interchanged to be gotten at lvl 6 (pending your mana issues) or after you cap windwalk and shuriken. I, personally, prefer capping Shuriken first atleast. By this point in the game with proper harassment with WW and maybe a Shuri (..or two) you can manage chasing with Track until you can land your final Shuriken. If things are going great and you start to build a level gain over the opponent (mainly -em games) one might consider a few stats plugs before Jinada or Track (Lvl 11) since Bounty's early game is extremely mana intensive if you intend on harassing as well as you can.
There are many different kinds of builds for Bounty since he's kind of a jack-of-all trades. One can play him as a debuffer/chaser at end-game by getting Sheep Stick and/or Shiva's Guard. Or you can do a carry-esque build.
My typical build is..
2. Null Talisman
5. Sange & Yasha
6. Monkey King Bar
In anything but EM, Bottle is a no brainer. Mana regen (Basilus/Void Stone) are great alternatives if you're farming is excellent. Also useful to turn the Void into a Pers and eventually a Linken's Sphere which will help you fend against nukers which can make quick work of you- if you aren't careful.
Besides bottle the build is pretty standard. I prefer to keep Boots as the regular item. Treads are optional as you won't really need the small boost of run speed and the enemy won't typically let you wail on them. Travels are a good idea, however only after completing S/Y and MKB.
MKB and S/Y are interchangeable. It really depends on how bad you need the HP from S/Y and/or how bad you need the damage/interrupt from MKB. Typically if you're against 1-2 heavy nukers then S/Y is the best choice.
- Don't worry if you don't go on a massacre early on. Be patient and farm and keep and eye out on low HP heroes
- Don't be afraid of packing extra regen. You've got very low HP and you can kill Intelligence heroes very quick (most of them, anyways) however they can also blow through you pretty easily as well.
- Never go out of Windwalk without the skill nearing it's cooldown. There's always exceptions. Use your best judgement.
- Don't be greedy! The bane of many early game harassers/hero killers is they get far too greedy. Tower diving and taking on full HP heroes equal level to you is silly.