What players buy
The items bought most in each of Valve’s four game stages
120 buys
116 buys
82 buys
78 buys
46 buysBy GamGem ResearchLast updated 22 Sept 2026
Melee · Agility
The items bought most in each of Valve’s four game stages
120 buys
116 buys
82 buys
78 buys
46 buysWhich ability to max first, and where each point goes — what most league players on Bounty Hunter took at each level.
QHurls a deadly shuriken at an enemy unit, dealing damage and slowing the target's movement speed.
Unit Target · Magical damage
WBounty Hunter plans his next hit, dealing bonus damage and stealing some unreliable gold.
Unit Target · Autocast · Attack Modifier · Physical damage
EBounty Hunter becomes invisible and gains bonus movement speed and the ability to move through other units until he attacks or casts a spell.
No Target · Instant Cast
RTracks an enemy hero, granting True Sight of the target, increasing the damage they take and providing information on how much gold it is carrying.
Unit TargetMax Q first, then E, then W. Most took R at 6 / 13.
| Ability | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | |||||||||||||
| W | W | W | W | |||||||||||||
| E | E | E | E | |||||||||||||
| R | R | |||||||||||||||
| TTalent | T | T |
How Bounty Hunter performs against every opponent with 30 or more counted games


Something that holds them still, or closes the gap yourself. Matched on “slow”, “stun”.



A way out, a way to shrug the debuff, or something to eat the burst. Matched on “invisib”.

Damage that lands now rather than over a minute. Matched on “magical”.

Vision, or true sight against something invisible. Matched on “true sight”.
One count per medal, not one rate split across them; a medal with no counted matches is left out.
Bands under 120 matches are absent rather than shown small.

Hurls a deadly shuriken at an enemy unit, dealing damage and slowing the target's movement speed. The shuriken will bounce to any Tracked units who are within a 1200 radius of each other.

Bounty Hunter plans his next hit, dealing bonus damage and stealing some unreliable gold.

Bounty Hunter becomes invisible and gains bonus movement speed and the ability to move through other units until he attacks or casts a spell. If he breaks the invisibility with an attack, that attack will stun the target for a short duration.

Applies Shadow Walk and all of its bonuses to the target ally. Allied fade time is 0.5s. Does not break Bounty Hunter's invisibility when cast.
Bounty Hunter receives 15% more kill and assist gold if the dying enemy hero is Big Game. An enemy hero is considered Big Game if they are one of the top 3 net worth heroes on the enemy team.

Tracks an enemy hero, granting True Sight of the target, increasing the damage they take and providing information on how much gold it is carrying. If the target dies, Bounty Hunter and nearby heroes collect a bonus bounty of gold. Casting Track does not take you out of invisibility.
Changes Shuriken Toss
Increases cast range and applies Jinada on hit.
Changes Friendly Shadow
Applies Shadow Walk and all of its bonuses to the target ally. Allied fade time is 0.5s. Does not break Bounty Hunter's invisibility when cast.
Ability names, icons, behaviour, damage type and text, plus the Aghanim’s Scepter and Shard descriptions — as the game itself ships them. Nothing here was counted over matches.
The same hero at each of Valve’s eight medals, over 4,610,063 public matches. Each medal carries its own sample, because the eight buckets are nothing like the same size.
Win rate against each opponent and across five match-length bands. This channel reports far fewer games than the medal figures above: the median hero pairing is 51 matches and the largest on the whole roster is 707. Rows under 30 games are absent rather than shown small, and the ones that remain are ORDERED by a figure shrunk toward even by its own sample — the rate you see is the real one, the ranking is the careful one.
The five most common items in each of Valve’s four game stages, with each row’s own pick count.
Where skill points go, read off every player's own learning order in premium and professional league matches on patches 7.41 and 7.40. Each level shows the ability most players took there and the share that did — a column only a third agree on is printed as a third, not as the rule. Heroes under 30 counted games show no path.
Each situation is a phrase match against Valve’s own ability text, and every row shows the phrases that matched. No win rate is attached, because nobody counts one per situation.
Mechanics are the ones Valve publishes for patch 7.41f. GamGem is not affiliated with or endorsed by Valve Corporation.