Description
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.
The Scout is one of the fastest and most elusive heroes in the game when Vanished, while Electric Eyes are perfect for intelligence and counter-intelligence. When the Scout obtains enough damage items, he can output a huge amount of spike Physical Damage.
Strength: 20 (+1.7 per level)
Agility: 21 (+3.0 per level)
Intelligence: 16 (+1.6 per level)
Move Speed: 310
Attach Range: 150Vanish [Q]

[ Toggle ]
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 to enter Stealth Mode until toggled off, you run out of mana, or you attack or cast Marksman Shot.
Stealth Mode grants you
Invisiblity with a 1 second fade time and
{10,15,20,25}% Movement Speed, but drains 4 Mana per second.
When Stealth ends, you gain
{75,150,225,300} Attack Speed for 4 attacks.
Vanish Effect(s):Applies Vanish to self.
Attacking a unit with Vanish active will toggle Vanish off and apply Flurry to self for 4 seconds or 4 attacks.
Electric Eye [W]

[ Target Position ]
The Scout places an Electric Eye which provides sight in an area around it. Electric Eyes may be detonated to Silence nearby enemies.
Electric Eyes provide 800 day and night vision.
Target a location to place an Electric Eye. Electric Eyes Reveal invisible units and are Revealed to nearby enemies.
Activate the sub-ability to detonate the nearest Eye, applying a
{3,4,5,6} second Silence in the area.
May be placed while in stealth and up to
{2,3,4,5} Eyes may be placed.
Detonates closest Electric Eye, silencing nearby enemies.
Activate to detonate the closest Electric Eye, inflicting a
Silence on nearby enemies.
Status Effect(s):Causes the closest Electric Eye to use its Detonate ability, silencing enemies in a 450 radius around the Eye for {3,4,5,6} seconds. Can be used without breaking Vanish's stealth. Detonate is on a shared cooldown with all Electric Eyes.
This ability is triggering the closest Electric Eye's Detonate ability, and as such, does not count as a normal ability activation and can be used while disabled.
Places an Electric Eye at target location. Can be placed without breaking Vanish's stealth.
The Electric Eye Reveals invisible units and has an unlimited lifetime. If enemy units get within a 200 radius of the Electric 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 enemies in a 450 radius around it for {3,4,5,6} seconds.
Disarm [E]

[ Passive ]
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.
Deals a
{1.4,1.6,1.8,2.0}x critical attack and a
2.5 second Disarm when off cooldown. Attacks reduce the cooldown by 1 second.
Disarm opponent for
2.5 seconds and deal a
{1.4,1.6,1.8,2.0}x critical strike.
Attacks reduce cooldown by 1 second.
Marksman Shot [R]

[ Target Entity ]
The Scout uses his crossbow to perform a devastating ranged attack on a single unit, damaging, mini-stunning and slowing it.
Target an enemy to channel for 1.5 seconds.
After channeling completes, fires a shot that ministuns the target, deals
250 plus {10,20,30}% of target's maximum Health in Magic Damage and applies
{-20,-30,-40}% Movement Speed for 4 seconds.
Staff of the Master allows the ability to be used without breaking stealth, increases its range, and allows you to quickly leap towards your target for a short time following the projectile impacting.
Activate to rapidly leap to the victim of your previous Marksman Shot.
This ability can be boosted by Staff of the Master.Staff Effect: Allows the ability to be used without breaking stealth, increases its range to 3500, and allows you to quickly leap towards your target for a short time following the projectile impacting.
Wounded Effect(s):After channel time, fires projectile at target, ministunning it and dealing 250 plus {10,20,30}% of target's maximum Health in Magic Damage. Applies Wounded to target unit for 4 seconds.
If the target moves more than {1800,2300,2800} units away during the channel time, the spell is cancelled.
Activate to rapidly leap to the victim of your previous Marksman Shot. Only usable if the target is targetable and within 4000 range.
One Shot, One Kill*:Target an enemy to channel for 1.5 seconds.
After channeling completes, fires a shot that ministuns the target, deals
250 plus {10,20,30}% of target's maximum Health in Magic Damage and applies {-20,-30,-40}% Movement Speed for 4 seconds.
For three seconds thereafter, or until used, the ability may be activated again to quickly leap towards the target.After channel time, fires projectile at target, ministunning it and dealing 250 plus {10,20,30}% of target's maximum Health in Magic Damage. Applies Wounded to target unit for 4 seconds.
For 3 seconds thereafter, or until used, the ability may be activated again to quickly leap towards the target.If the target moves more than
{3800} units away during the channel time, the spell is cancelled.
Can be used while stealthed.