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First pick Bounty : Crus -> almost Legend 70% winrate - play style

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Temp banned with 4k behavior score (don't kno y)

Preferred setup :

Hard Support - Bounty Hunter

Allies 2 ranged hitters, 1 perma hitter, tank.

Bounty Has 'stun when allie attacks' ability - via shard. Our goal is to spam this - which also gives haste, phase, 30% health, invis..

Go to off lane at 0:42 to cut creep, and pull creeps to mid, the entire creep wave with shadow walk as first ability. Between T2 to T3 is ideal, but not always possible. T1 to T2 is fine - attempt to deny an entire creep wave to their mid. BUY GEM. First item.

Ward hunt. Clear mid wards. Return to off lane - steal another creep wave (1:42). Repeat the drag to mid, ward hunt.

2:42 steal wave from safe - drag to mid.

3:42 steal new wave off, drag to money rune - as you make Tranq boots + wind lace + 3 sobi mask. Drag another creep wave to mid from off. This time drop it off and head to safe. Ward hunt safe.

Skill : Shadow, Jinada 4x, shadow 4x, ult - toss last (never used)

Jinada skilled to allow jungle nuetralling - critical for bonus health, speeds.

Take side portal - clear wards off lane.

Take another creep wave from off to mid. At 6:40 drop and head to wisdom. Their Safe tower should fall at this time.

If your mid is good - he is now 2 lvls above their mid. Possibly game ending advantage. In a more challenging game - sit between their T3 & T2 towers - drag creep to edge, farm them slowly with Jinada. In particular to enable a T1 tower push from the other end.

And buy time until 15 min shard - 18 min is acceptable.

Next item is Serenem 6+ mana - selling 2 sobi mask after. Neutral item is health.

With Gem and Shard you are a menace. A slark is unstoppable. As you approach mid game with +30% dam reduc - you need to make friends with Necro / Bristle / Spec - and this will likely decide the game... if you can keep any tank alive forever, you win.

Now go Manta. After that Oct. Then Bearing Boots. Then moonssshhharrrdddzzzz!

With Manta - we are spamming illusion constantly, making them invis - and running them at the opposition like a ship on fire with 500 ms + stun. Spanish Armada going down!

But late game, no cd Jinada is when the fun starts.... constant back door the rax and tower. Manta -> shadow illusion -> Tower charge (pulls fire) -> Jinada + Illlusion speed attacking the tower while invis illusion sits absorbing all fire.

Your goal is to never engage, to never be seen. All game. Gem. Carry. Never dies. Once Shard - you only deliver friendly stun or the killing blow when escape is absolutely assured and your presence is required.

They never see you - they only feel your stun, sense a rat in the darkness.. WHAT WAS IT! - they start a chase, and always lose - where did he go? Was Bounty here?!

Track - flee - they dust (why did he track us and not bumrush?)

Manta illusions - charging - stunning.

They want to afk farm - sentry block their neutrals. Dust can not reveal sentries, and your gem is speed killing their wards, likely out of stock.

Beware team blink. When you get that excitable pudge who lusts for the gem - you will hide twice as often and not walk their jungle.

Trust the pudge to teleport within 1.5 sec after you show on screen in lanes - anticipate this and without waiting for confirmation, only possibility - bait the pudge teleport and swap sides.

A pudge will waste 12 mins hunting your gem.

With double moonshard you can easily plow through backdoor protection on rax, which is the preferred way to end it. You never want to fight. Hide, make them chase, run. Backdoor. Steal creep waves - double team mid - complete deny their mid multiple waves - deny all wards all game. Whole game blind.

Track - friendly shadow. Nothing . Else.

Alternative builds are Traq first, early neutral item, Drums -> Shard. This gives enough regen to sit between T3 & T2 and farm complete creep waves, after 5 mins - and is ideal when gem too risky. The disadvantage is obs wards are huge money and exp - and gem first is more consistent and map controlling.

If you have 2 hitters like Slark and Drow or a Terrorblade, etc - then you'd go Oct before Manta... this makes friendly shadow a 5 sec cd ability.. and should hit when +30% dam reduc starts. With 2 ideal allies - prioritize Oct over Manta. With no ability for allies to hold lanes or vs a furion / pudge / bara combo - skip gem.

Manta gives a lot of map control - do not discount it. It is what will change the game flow. Bearing gives infinite speed + good tank, with team damage bonus - but kills your invis. Always wind laces with bearing boots.

Never use toss. Try not to attack or be seen. Post 45 min go speed attack neutral instead of health.

My fav win was 951 hero damage, 3 kills - 33 min (262 jinada steal). I think with all 3 kills they had 5 hp and I just took last hit :D

Posted Aug 21, 2026, 12:42 AM UTC

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