
Sniper
Kardel Sharpeye was born deep in the mountains of Knollen where, since time immemorial, Keen Folk have survived by hunting the strange, cliff-dwelling steepstalkers above their village, shooting them from a distance and collecting the carcasses where they fell. Sharpeye was among the best of these strange mountain keens for whom projectile weapons are but another appendage, and to shoot is as natural as to touch. <br><br>On his day of summoning, when he was to gain full standing in his village, Sharpeye took the ancient test: a single shot from the valley floor to strike a beast down from the cliffs. To miss was to be dishonored. With his entire village standing vigil, Sharpeye took his shot. A steepstalker fell; the crowd cheered. But when the carcass was collected, the village grew silent, for the elders found that the bullet had pierced its glittering central eye then fallen to be clenched in the steepstalker's mandibles. This ominous sign was the literal opening of a dark prophecy, foretelling both greatness and exile for the gunman who made such a shot. Sharpeye the Sniper was thus, by his own skill, condemned to make his way apart from his people--and unwelcome back among them until he has fulfilled the remainder of the prophecy by attaining legendary stature on a field of battle.
Base STR
19 +2
Base AGI
27 +3.2
Base INT
15 +2.6
Move Speed
285
Attack Range
550
Base Armor
0
Attack DMG
13–19
Projectile
3000
Innate Abilities

Keen Scope
Sniper’s attacks deal bonus damage for every 100 units of distance Sniper is from the target.
BONUS DAMAGE:
1.5%
Abilities

Shrapnel
Mana
75
Consumes a charge to launch a ball of shrapnel that showers the target area in explosive pellets. Enemies are subject to damage and slowed movement. Reveals the targeted area. Shrapnel charges restore every 35 seconds.
MOVEMENT SLOW:
-12 / -18 / -24 / -30%
RADIUS:
400 / 425 / 450 / 475
DAMAGE:
30 / 45 / 60 / 75
DURATION:
10
- Damage is dealt 11 times, immediately at spell effect then every second.
- Does not damage buildings.
- Provides vision in the targeted area.
Kardel's modular rifle also fires incendiary rounds, useful for assaulting entrenched locations.

Headshot
Sniper increases his accuracy, giving him a chance to deal 20 / 50 / 80 / 110 extra damage and knock back his enemies. Knockback distance increases based on how close the enemy is to Sniper. Headshots briefly slow enemy movement and attack speed by -100%.
DAMAGE:
20 / 50 / 80 / 110
CHANCE:
40%
MAX KNOCKBACK DISTANCE:
50
SLOW DURATION:
0.2 / 0.3 / 0.4 / 0.5
Taking potshots at steepstalkers in his childhood has been thoroughly refined into perfect leads on enemy combatants.

Take Aim
Cooldown
20 / 18 / 16 / 14s
Mana
50
Passively increases Sniper's attack range by 160 / 240 / 320 / 400. On cast, Sniper gains increased vision, Headshot chance, and attack range. Slows you by 65% for the duration and restricts your vision to a frontal cone.
DURATION:
3
HEADSHOT CHANCE:
100%
ACTIVE BONUS ATTACK RANGE:
75 / 150 / 225 / 300
BONUS VISION:
500 / 750 / 1000 / 1250
ATTACK SPEED:
Kardel always takes it upon himself to stay as far from harm as he can while still performing his role - taking perfect aim.

Assassinate
Cooldown
20 / 15 / 10s
Mana
175
Sniper locks onto a target enemy unit and, after a short aiming duration, fires a devastating shot that deals Sniper's attack damage plus bonus damage at long range and mini-stuns the target. Whenever Sniper kills an enemy hero, Assassinate is refreshed.
DAMAGE:
300 / 400 / 500
STUN DURATION:
0
AIM DURATION:
0
AIM DURATION:
2
- Crosshair effect is only visible to allies.
- Invisibility doesn't disjoint the projectile.
In order to fulfill the prophecy and return to his home town, Kardel must make another shot as perfect as the one on the day of his ancient test.
Talents

Aghanim's Scepter

Assassinate
Causes Assassinate to fire quicker and stun the enemy target.

Aghanim's Shard

Concussive Grenade
Cooldown
10s
Mana
50
Launches a grenade at the target area, dealing damage to enemies and knocking them and Sniper back. Enemies affected are disarmed and have their movement slowed after the knockback.
DAMAGE:
200
RADIUS:
375
MOVE SLOW:
50%
SLOW DURATION:
3
KNOCKBACK DISTANCE:
475
ATTN: IN CASE OF DANGER PULL PIN
Hero Performance
Median across all public matches · OpenDotaForm
51%
Win rate in recent matches
Performance
100%
KDA ratio (kills + assists / deaths)
Laning
51%
Last hits per minute over full game
Farm
70%
Average gold per minute
Fighting
39%
Average kills + assists per match
Experience
81%
Average XP per minute
Strategy
When to Pick Sniper?
The HOHO HAHA is back. That is not my line — that is how Team Smurf's Immortal-rank meta analysts specifically described Sniper's return in the current patch, and I love it because it captures exactly what Sniper feels like when he is working. One of the new items added in the current patch—Hydra's Breath—synergizes with Sniper in a way that was designed specifically for heroes with massive attack range and high attack speed. It adds extra projectiles to your attacks inherited from its Specialist's Array component AND applies a miasma debuff that deals damage based on the target's maximum health. For a hero who right-clicks from the 950 range at high attack speed with Take Aim active, Hydra's Breath means every right-click is simultaneously dealing bonus damage AND applying a percentage-HP miasma to the target and nearby heroes—which in the current meta of tanky Lifestealer and Alchemist and Wraith King with enormous HP pools means Sniper's attacks are now a genuine threat to even the beefiest heroes without needing armor penetration items.
Keen Scope is his innate ability—passively increasing attack range by 160/240/320/400 as he levels up, with an active component that pushes that range even further at the cost of a 65% self-slow for the duration. This means Sniper's attack range scales throughout the game with every level gained rather than being fixed, and the passive range component alone makes him progressively harder to approach safely as he hits level milestones. By level twelve, Sniper has a passive 320 bonus attack range from Keen Scope alone on top of his base 550 before Take Aim active is ever pressed. Sportskeeda's current patch tier list puts him in the midlane, recommending players draft him last, specifically because the counter-pick threat is severe but the reward for a clean draft is enormous. The laning advantage is genuine—800+ attack range by mid-game means the enemy mid must approach within range of Headshot knockbacks, Shrapnel vision and slowing, and Assassinate execution range just to contest the lane normally. The hero wins most mid-lane matchups where the opponent cannot close the distance safely.
BUT — and this is the part you said perfectly — he is dying so fast. This is the defining problem with Sniper in the current aggressive laning meta, and it does not go away no matter how well you play positioning. Zero escape ability. Negative base armor at level one. No mobility spell, no blink, no repositioning tool built into his kit whatsoever. The current meta's dominant gankers—Spirit Breaker with Charge of Darkness, Batrider who builds Blink into Flaming Lasso, and Night Stalker with Hunter in the Night bonus attack speed—all close the distance and kill Sniper in five right-clicks before he can respond in any meaningful way beyond placing a Shrapnel between himself and the gank. And in the current aggressive early fighting laning patch where games are decided before twenty minutes, a Sniper who gets ganked at five minutes and seven minutes and twelve minutes is so far behind the farm curve that his extreme late-game attack range never manifests before the enemy team ends the game. He is disgusting in draft environments where your team provides frontline that tanks for him, the enemy mid does not have a mobility dive tool, and the draft includes range-dependent heroes that cannot close 800 units safely. He is terrible in chaotic, uncoordinated early-fighting metas where nobody is protecting him and the enemy team picks mobility heroes specifically because Sniper is in the draft. Avoid him turning into Storm Spirit's ball lightning, Ember Spirit's Sleight of Fist, Anti-Mage's blink, and any melee hero who builds Blink Dagger—these heroes close the distance at zero cost and kill Sniper before Assassinate even has time to channel.
Tips & common mistakes
- Hurricane Pike is not optional—it is the single most important item on Sniper and should be built every single game before any damage items. Most pub sniper players delay Hurricane Pike, building Dragon Lance first and then never upgrading, or skip it entirely, rushing Daedalus. Hurricane Pike's active pushes an enemy hero away from Sniper or repositions Sniper himself to safety, which is literally the only escape tool the hero has access to. Without it, any melee hero who closes the distance kills Sniper with no counterplay available. Buy it first. Always.
- Aghanim's Shard gives Concussive Grenade—it knocks enemies backward AND knocks Sniper himself backward simultaneously. Most pub sniper players use it purely offensively to push enemies away in fights. The correct defensive use is to fire a Concussive Grenade TOWARD an approaching melee initiator—the knockback pushes the enemy away from Sniper while simultaneously pushing Sniper further away in the opposite direction, creating two separate units of distance from a single cast. Against a Juggernaut who just Omnislash or a Night Stalker who closed the gap, Concussive Grenade's self-knockback buys a few extra seconds before they close again.
- Take Aim's active provides a 100% headshot chance and maximum attack range at the cost of a 65% self-slow—most pub sniper players activate it proactively at the start of every fight and then cannot move while a diving hero runs directly at them through the slow. The correct use is activating Take Aim when the fight is already established at range and nobody is actively closing in—or immediately after using Hurricane Pike to create distance, activating Take Aim during the repositioned safety window before anyone can close again.
- Shrapnel has three charges and restores every 35 seconds — most pub Sniper players use all three charges immediately at the start of a fight or on the lane creep wave and then have no charges for twelve minutes. Shrapnel provides VISION at the targeted area, which means placing one charge in the river or on a high-ground approach before a rune spawns gives Sniper information about incoming ganks that the minimap does not. Use one charge for vision and save two for actual combat or emergency path-blocking during a gank.
- Assassinate refreshes on hero kills—most pub Sniper players save Assassinate exclusively for finishing fleeing low-HP heroes and never think about the reset mechanic. In team fights where multiple heroes are at low HP, the correct use is to assassinate the first hero that hits kill range, immediately recast assassinate on the next hero in kill range from the reset, and chain kills across an entire team without the ability ever going on cooldown. A teamfight where three enemy heroes die in thirty seconds to Sniper's chained Assassinate resets is the closest this hero gets to a teamfight carry performance.
- Hydra's Breath is the current patch's strongest new item on Sniper specifically—the extra projectiles hit multiple nearby targets with every attack AND the miasma debuff scales with the target's max HP, meaning it deals proportionally more effective damage to Wraith King, Lifestealer, and Alchemist than to squishy supports. Most pub sniper players do not know this item exists yet and build the same Daedalus-Mjollnir build from three patches ago. Hydra's Breath into Daedalus is the current power build—the miasma provides sustained AOE damage from long range that his previous builds could not.
- Sniper is exceptionally strong at defending high ground—Shrapnel charges block approach paths; Headshot knockbacks push diving heroes back toward the cliff edge; Take Aim active at full range attacks towers from outside their attack range; and Assassinate executes any hero who overextends onto high ground instantly. Most pub sniper players try to rotate and fight on flat terrain at medium range, where his advantages disappear. Play from high ground during the mid-game whenever possible and let your advantages compound from elevation.
Summary
Sniper has always been strong, and he is still strong in the current patch—Hydra's Breath synergizes perfectly with his attack range and speed; the Keen Scope innate passive range scaling makes him progressively harder to approach every level; and a well-positioned Sniper behind a frontline with Hurricane Pike in the inventory is genuinely difficult to deal with in a draft that cannot close distance safely. But man, he is dying fast.
No escape, no mobility, negative base armor, and a current meta of aggressive early gankers that punish exactly his weaknesses before he can build the items that address them. Draft him last into drafts that cannot close distance. Build Hurricane Pike first without exception. And for the love of everything, stop activating Take Aim when someone is already running at your face.
Strong Against
Pro Players Known For This Hero









































