Our own data, from ranked matches above 7500 MMR.

Estilhaços
Consome uma carga para disparar uma bola de estilhaços que faz chover projéteis explosivos na área-alvo, fornecendo visão da mesma. Inimigos atingidos sofrerão dano e retardo de movimento. As cargas de Estilhaços são restauradas a cada %abilitychargerestoretime% segundos.

Atirar na Cabeça
O Sniper aumenta a sua precisão, ganhando a chance de causar 110 de dano adicional e arremessar os seus inimigos para trás. A distância do arremesso aumenta conforme a proximidade do inimigo ao Sniper. Tiros na cabeça retardam brevemente as velocidades de movimento e ataque de inimigos em -100%.

Melhorar Mira
Aumenta passivamente o alcance de ataque do Sniper em 400 unidades. Quando ativada, o Sniper ganha alcance de visão, chance de Atirar na Cabeça e alcance de ataque. Enquanto ativa, retarda o seu movimento em 65% e restringe a sua visão a um cone frontal.

Granada de Concussão
Lança uma granada na área-alvo, causando dano a inimigos e arremessando tanto esses inimigos quanto o Sniper para trás. Inimigos afetados são desarmados e sofrem um retardo de movimento após o arremesso.

Luneta Keen
Ataques do Sniper causam dano adicional por cada 100 unidades de distância entre o Sniper e o alvo.

Assassinar
O Sniper trava a sua mira em uma unidade inimiga alvo e, após um curto período, dispara uma bala devastadora que causa miniatordoamento e dano a longa distância. Sempre que o Sniper matar um herói inimigo, esta habilidade é restaurada.
Sniper is the hero that teaches positioning the most in Dota, not because he positions well, but because he punishes every positioning mistake on the spot. A Juggernaut out of place takes a hit and walks away. A Sniper out of place dies. That is why the hero has a high win rate in Herald and Guardian, where nobody punishes, and drops in Legend, where somebody always does. The 950 range is not an advantage: it is a test that most people fail.
The Sniper player's reasoning is simple: the farther away, the safer. It is false in two directions.
Toward the enemy: maximum range is the range at which Sniper is alone. At 950 units from the target he is 700 from the entire enemy team and 500 from his own, with nobody between him and whoever wants to jump. Maximum range means being the most isolated hero on the map.
Toward his team: the Sniper shooting from the back is not protected by the team, he is behind it. What protects Sniper is not distance, it is terrain: a ramp, a tree, a tower. Sniper's right position is the one where the enemy initiator has to spend the Blink to reach him and, on arrival, finds Sniper's team in front.
Below Archon, Shrapnel is area damage thrown into the middle of the fight. Above, Shrapnel almost never hits a hero, because that is not what it is for:
Saving the three Shrapnel charges for when the fight starts is the pattern of someone who casts no Shrapnel at all: when the fight starts, Sniper is busy shooting.
| If your team has | Sniper |
|---|---|
| A front line (Axe, Centaur, Tidehunter, Underlord) | is one of the best damage carries in the game |
| Area control (Enigma, Magnus, Disruptor) | closes any fight the control starts |
| Four heroes who also want to stay in the back | loses the game in the pick, before the match |
Sniper cannot be the second fragile hero on the team. If the team already has a Drow or a Storm that needs space, Sniper becomes the second easy target, and the enemy chooses which of the two to kill first. That is not an execution problem. No execution fixes a draft like that.
Storm Spirit, Spirit Breaker, Clockwerk, Phantom Assassin and any Blink on the enemy offlaner change the whole hero. Sniper will not stop being the target, so he needs to decide what happens when he becomes the target:
The Sniper who buys Daedalus as a second item against Spirit Breaker is buying an item for Spirit Breaker to take.
Assassinate is thought of as a finisher. The use that wins the most games is another one: cancelling teleports. The enemy who pressed TP with low HP 2000 units away is leaving the map, and Assassinate is the only button in the game that reaches him from where Sniper stands. A TP cancelled at minute 20 is a tower, and a tower is the reason Sniper exists on the team.
*Who on the enemy team can reach me from here, and what is between the two of us?*
If the answer is nobody or my whole team, shoot. If it is their offlaner, and nothing, you are not at the right range. You are at maximum range, and the difference between the two is the game.
The whole catalog (real match analysis, by hero, position and patch) opens with the subscription.
See plansMost played9 matches, 44% win rate
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17Highest win rate3 matches, 67% win rate
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17Starting items
90%
76%
73%
68%
61%
46%
12%
5%Core, in the order it usually comes out
min 1430%
min 1385%
min 1454%
min 1959%
min 2059%
min 2246%
min 2741%
min 2346%
min 3443%
min 3040%Situational
min 6100%
min 1471%
min 1485%
min 1429%
min 3029%
min 2929%
min 3620%
min 2930%
min 3224%
min 3722%
min 2322%
min 1910%
min 1318%
min 3317%The numbers come from the top of the ladder. What they do not say is whether the build holds up in the games played here. Your answer is what adjusts that.
Advantage in points over Sniper's usual win rate: negative means trouble. World data comes first (STRATZ and OpenDota); our high-MMR matches take over once the sample is big enough.
OpenDota, public ranked matches from the last 7 days
Win rate
50.1%
824,317 matches
Pick rate
20.3%
of matches include the hero
Pro scene
no picks or bans this week

