Abilities
| Ability | What to expect |
|---|---|
| Rend | A cone deals spirit damage. Enemies close enough also take bonus melee damage. |
| Stalker’s Mark | A mark bleeds the first target it hits. Recasting while that enemy is bleeding moves you behind them. |
| Bloodscent | Isolated heroes leave a trail and can be tracked by their heartbeat. Drifter deals amplified damage to them and gains permanent weapon damage when isolated heroes die nearby. |
| Eternal Night | Nearby enemy heroes have their vision of other units restricted, are briefly revealed to you, and count as isolated for the duration. You gain sprint speed. |
Lane and fight plan
Trade from cover until a mark reaches the target you intended. Before recasting, consider the enemy’s escape direction and whether landing behind them puts you beside their allies. After arriving, use Rend within close range, then reassess the chase. In a fight, Eternal Night can make nearby enemies easier to approach, but you still need a useful target and a route out.
Failures to avoid
The mark stops at the first target. Recast depends on that target still bleeding, and the landing point is behind them rather than an arbitrary safe destination. Bloodscent’s extra damage depends on the hero being isolated, rather than being low on health.
Scope
Mechanics checked against client build 6745. The combat tips are based on those mechanics, rather than in-game testing.