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Heroes of Newerth

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Trained since youth to be swift, silent, and deadly, Scouts spend much of their lives deep in the wild, apart from their brethren. After the alliance with the Beast Horde, they learned yet more ways of the wild, and turned all their craft to defeating the Hellbourne. Though many view them as aloof, none doubt the importance of Scouts in the war against the daemons, as the countless enemy corpses, dead by a single blow, attest.

Damage 45 - 59
Attack Range 128
Attack Speed 0.59

IPB Image Armor: 4.94 IPB Image Move Speed: 315

IPB Image 20 (+1.7) IPB Image 21 (+3.0) IPB Image 16 (+1.4)


The Scout slips into stealth mode for a brief time. Using the advantage of surprise, he is able to unleash a devastating flurry of attacks when attacking from stealth.

  • Toggle
  • Mana cost: 30
  • Mana upkeep: 2/3/4/5 per second
  • Cooldown: 24/18/12/6 seconds

Applies Vanish to self.

Attacking a unit with Vanish active will toggle Vanish off and apply Flurry to self for 4 seconds.

Vanish Effects
+25% Movement Speed
Stealth with 0.5 second fade time

+300 Attack Speed
Expires After 1/2/3/4 attacks

Electric Eye
The Scout places an Electric Eye which provides sight in an area around the eye. Electric Eyes may be detonated to silence nearby enemies.

  • Target Position
  • Range: 100
  • Radius: 450
  • Mana cost: 50
  • Cooldown: 30 seconds
Places an Electric Eye at target location. Can be placed without breaking Vanish's stealth.

The eye reveals invisible units and has an unlimited lifetime. If enemy units get within a 150 radius of the Eye, it will be revealed to them. You may have 2/3/4/5 Electric Eyes active at any one time.

Each Electric Eye has an ability that will allow you to destroy it, as well as an ability to detonate, silencing nearby enemies.

The Scout's mastery of close range combat allows him to occasionally disarm an opponent, then take advantage of the opening with a devastating attack.

On Attack Impact
10/15/20/25% chance to disarm opponent for 1 seconds and deal a 1.25/1.5/1.75/2.0x critical strike.

Once disarmed, opponents cannot be disarmed again by the scout for 2 seconds.

Marksman Shot
The Scout uses his crossbow to perform a devastating ranged attack on a single unit, damaging and slowing it.

  • Target Unit
  • Type: Superior Magic
  • Range: 1500/2000/2500
  • Channeling Time: 2.25/1.75/1.25 seconds
  • Mana cost: 125/175/250
  • Cooldown: 50/40/30 seconds
After channel time, fires projectile at target that deals 250 plus 10/20/30% of target's maximum health in Magic damage. Applies Wounded to target unit for 4 seconds.

Wounded Effects
20/30/40% Movement Slow