
Windranger
The western forests guard their secrets well. One of these is Lyralei, master archer of the wood, and favored godchild of the wind. Known now as Windranger, Lyralei's family was killed in a storm on the night of her birth--their house blown down by the gale, contents scattered to the winds. Only the newborn survived among the debris field of death and destruction. In the quiet after the storm, the wind itself took notice of the lucky infant crying in the grass. The wind pitied the child and so lifted her into the sky and deposited her on a doorstep in a neighboring village. In the years that followed, the wind returned occasionally to the child's life, watching from a distance while she honed her skills. Now, after many years of training, Windranger fires her arrows true to their targets. She moves with blinding speed, as if hastened by a wind ever at her back. With a flurry of arrows, she slaughters her enemies, having become, nearly, a force of nature herself.
Base STR
18 +2.6
Base AGI
17 +2.1
Base INT
18 +3.2
Move Speed
285
Attack Range
600
Base Armor
0
Attack DMG
24–36
Projectile
1250
Innate Abilities

Tailwind
Using an ability conjures a stacking Tailwind that gives Windranger a brief burst of movement speed. Movement speed bonus gradually starts fading halfway through the Tailwind duration. Passively increases Windranger's max movement speed.
MOVE SPEED BONUS PER STACK:
35%
DURATION:
2.5
MAX MOVESPEED:
600
Abilities

Shackleshot
Cooldown
16 / 14 / 12 / 10s
Mana
70 / 80 / 90 / 100
Shackles the target to an enemy unit or tree in a line directly behind it. If no unit or tree is present, the stun duration is reduced to 0.6.
SHACKLE DURATION:
1.75 / 2.25 / 2.75 / 3.25
BONUS DAMAGE PER HERO:
0
CREEP/TREE DAMAGE:
0%
DAMAGE BUFF DURATION:
0
- This spell can shackle two enemies together, stunning them both.
- Can shackle the target to an enemy unit or tree at most 575 behind the target.
- Shackleshot can be disjointed.
Windranger's variety of bow skills includes an arrow with thick ropes attached to encumber any escaping target.

Powershot
Cooldown
12 / 11 / 10 / 9s
Mana
90 / 100 / 110 / 120
CHANNELED - Windranger charges her bow for up to 1 second for a single powerful shot, which deals more damage the longer it is charged. The arrow damages and slows enemies' movement speed along its path. For each enemy that Powershot hits, its damage and slow is reduced.
DAMAGE:
170 / 270 / 370 / 470
SLOW:
22 / 28 / 34 / 40%
SLOW DURATION:
3
REDUCTION PER UNIT:
15%
RANGE:
3000
- Powershot will destroy trees in its area of effect.
During her early years of training, Lyralei learned to fire powerful arrows that cleaved even trees to reach their targets.

Windrun
Cooldown
14 / 13 / 12 / 11s
Mana
50
Increases movement speed and adds evasion from all physical attacks.
MOVE SPEED BONUS:
50%
EVASION:
100%
DURATION:
3 / 4 / 5 / 6
- Activating Windrun will evade incoming projectiles.
Lyralei enchants gusts of winds to fight incoming attacks.

Focus Fire
Cooldown
50 / 40 / 30s
Mana
75 / 100 / 125
Windranger channels the wind to gain 350 / 425 / 500 additional attack speed against a single enemy unit or structure, though with a reduction to her attack damage. Extra damage from secondary item effects is not reduced.
BONUS ATTACK SPEED:
350 / 425 / 500
ATTACKS PER SECOND:
0
DAMAGE REDUCTION:
-25%
BONUS ATTACK RANGE:
0
DURATION:
20
- Issuing a Hold Position command will pause Windranger's attacks.
- Windranger can move while attacking.
Lyralei's ability to bombard opponents with a flurry of arrows is unparalleled - even at the expense of accuracy.
Talents

Aghanim's Shard

Gale Force
Cooldown
25s
Mana
125
Vector Targeted. Summons a strong wind that pushes all enemies in the target area towards the target direction.
DURATION:
3
WIND SPEED:
240
RADIUS:
900
At last Lyralei has learned to call upon the might of her true birthright.
Hero Performance
Median across all public matches · OpenDotaForm
48%
Win rate in recent matches
Performance
97%
KDA ratio (kills + assists / deaths)
Laning
31%
Last hits per minute over full game
Farm
55%
Average gold per minute
Fighting
31%
Average kills + assists per match
Experience
73%
Average XP per minute
Strategy
When to Pick Windranger?
Here is what nobody tells you about Windranger that you need to understand before anything else. She is not a teamfight hero. I want to be very clear about this because most pub players pick her, buy their damage items, and then try to stand in the middle of five people spamming Focus Fire—and die in two seconds because she has the HP pool of a large insect and no way to stay alive when the entire enemy team turns around and looks at her. Windranger is a DUEL hero. A pickoff hero. A hero who isolates one target, locks them down with a Shackleshot that they cannot escape, and then focus fires them into the ground in four seconds before the rest of the enemy team can even react. The moment she is forced into an even 5v5 where everyone has vision of each other and nobody is out of position—she is significantly weaker than most cores at the same item timing. The moment a single enemy hero is caught alone, slightly behind, slightly off the map, and away from teammates—she is one of the most dangerous heroes in the game.
And right now on patch 7.41b, Valve just buffed her. Health regen up 0.5. Powershot slowly increased from 20/25/30/35% to 22/28/34/40%. Gale Force cooldown cut from 30 to 25. And these come on top of what was already a very significant change in 7.41 itself—the new Tailwind innate, which gives Windranger a stacking 35% burst of movement speed every time she uses an ability, with a passive max movement speed cap raised to 600. Do you understand what that means? Every Shackleshot, every Powershot, every Windrun activation — she gets a movement speed stack. In a 1v1 kill combo where she fires Shackleshot, then Powershot, then activates Windrun and Focus Fire simultaneously, she has MULTIPLE Tailwind stacks at once and is moving at a cap speed that most heroes cannot match even with mobility items. She was already hard to catch before this patch. Now she is a joke to escape from in a 1v1 scenario.
Pick her mid when the enemy mid hero is melee or immobile and cannot punish the laning phase—Dragon Knight, Shadow Fiend without levels, or any slow mid who cannot close the gap to her while Windrun is active. She dominates those matchups completely with Powershot harassment and the ever-present threat of a Shackleshot kill if they step too far forward. Pick her carry when the enemy team has no reliable AoE and no magic damage dealers capable of bursting through Windrun—because Windrun's 100% evasion means every physical right-clicker in the game is completely useless against her for the duration, and if you combine Windrun with BKB, you create a hero who takes ZERO physical damage and ZERO magic damage simultaneously, which should not be allowed to exist in any video game, but here we are.
She pairs beautifully with Magnus because Reverse Polarity pulls enemies together and Shackleshot into a clustered group, meaning you can chain stun two or even three heroes simultaneously—and then Focus Fire into the clump while Empower doubles her damage. Faceless Void is equally disgusting with her—Chronosphere means the enemy cannot Windrun away, cannot blink, and cannot do anything while she fires Focus Fire at maximum attack speed into a frozen target for the full Chrono duration. Bane with Fiend's Grip is the same principle—the enemy is being channeled, they cannot move, shackle them to the nearest tree, and let Focus Fire do the rest. Any hero that creates hard lockdown on a single target makes Windranger feel absolutely broken, because Focus Fire plus a 3.1-second Shackleshot stun on the same hero is a kill at any point in the game from level six onwards.
Turn her into Bloodseeker. Rupture punishes the very thing that makes her dangerous — high movement speed. The moment you have Rupture on you with four Tailwind stacks and try to sprint away, you are killing yourself faster than the enemy can. It is one of the most punishing item-spell interactions in the game, specifically against Windranger, because the new innate makes her want to constantly move at maximum speed. Bloodseeker's Blood Rite silence also removes Windrun, Shackleshot, and everything—she becomes a slow-moving ranged hero with no mobility and no evasion and mediocre base stats, which is not something you want to be. Legion Commander is another nightmare for similar reasons—Duel locks her down before she can Windrun, and if LC is building Blade Mail, Focus Fire literally reflects back onto Windranger, and she destroys herself with her own ultimate. Ember Spirit deserves a mention because Searing Chains roots her through Windrun, and Fire Remnant makes it impossible for her to maintain Shackleshot angles.
Tips & common mistakes
- Shackleshot's secondary target is the FARTHEST valid tree or hero within a 46-degree cone behind the primary target—not the closest. This is the most misunderstood mechanic on Windranger's kit. If you are trying to shackle someone to a tree and there is another hero standing between them and the tree, the projectile will try to hit that hero instead. Always clear the angle before committing to a shackleshot. And remember—the projectile searches based on where the spell was CAST, not where Windranger is after casting it. You can blink the Dagger after the projectile leaves your bow, and the search still happens at the original cast location.
- · Windrun and BKB can be activated SIMULTANEOUSLY, and the combination makes her completely immune to all sources of damage—physical damage is blocked by Windrun's 100% evasion and magic damage is blocked by BKB's spell immunity. In a 1v1 against literally any hero who does not have Monkey King Bar, this combination is a death sentence for the enemy. The cooldown windows on both are long enough that you cannot sustain this forever, but in a single fight window it is one of the most oppressive defensive combinations a carry can access.
- · Focus Fire has a damage PENALTY of 25%, meaning your raw attack damage is reduced during the ultimate. This is why Windranger absolutely needs items that provide high bonus damage to compensate for the reduction before Focus Fire becomes an actual threat. Maelstrom into Gleipnir is the standard build right now—Maelstrom's Chain Lightning is NOT reduced by Focus Fire's penalty and fires continuously with every attack at maximum attack speed, which means the AoE lightning damage output during Focus Fire is completely independent of the damage reduction. Build Maelstrom as your first major damage item, and the Focus Fire power spike becomes real immediately.
- · Most pub Windranger players use Focus Fire as a reactive panic button during fights. This is WRONG. Focus Fire has a 30-second cooldown at max level, but in 7.41 the level 25 talent advances that cooldown by 18 seconds per kill during Focus Fire—meaning if you get a kill during the ult, the cooldown essentially resets. The correct play pattern is to activate Focus Fire BEFORE the fight on a target you are confident you can kill, not in the middle of a fight where you are already taking damage and repositioning. Activate it before they know you are coming. Shackleshot the moment the stun lines up, and the target is dead before their teammates can rotate.
- · Powershot fully charges in one second, but you should almost NEVER hold it for a full second in a fight. The charge duration is variable—a partial charge deals proportional damage, and in most fight scenarios you want to release it at around 70-80% charge time because waiting the full second telegraphs the shot and gives smart players time to dodge it. Use the slowing effect of the shot to set up Shackleshot on fleeing targets—the Powershot slow means they cannot juke the angle fast enough to avoid the rope.
- · Gale Force in 7.41b now has a 25-second cooldown, down from 30. Use this ability aggressively to PULL enemies toward your Shackleshot setup—you can vector-target it to drag a fleeing hero directly into a tree you have pre-identified for the Shackleshot anchor. This is an advanced but game-winning technique that most Windranger players at average MMR never discover. Gale Force into Shackleshot into Focus Fire is a three-ability combo that requires zero team coordination and kills virtually any squishy hero in the game.
Summary
Windranger just got buffed in 7.41b, and the new Tailwind innate from 7.41 already made her a different hero than what she was a month ago—faster, stickier, and harder to escape from in the 1v1 scenarios where she does her best work. She is not the carry you pick into a 5v5 teamfight meta where everyone is grouped up and you need raw AoE damage to win.
She is the carry you pick when you want to terrorize isolated heroes, abuse Shackleshot angles with Blink Dagger, and create a hero that is genuinely miserable to trade against in a 1v1 because Windrun plus BKB removes every option the enemy has to fight back.
Pick her when the enemy cannot produce reliable lockdown to interrupt Windrun; avoid her into Bloodseeker and Legion Commander, who specifically dismantle her kit; build Maelstrom into Gleipnir to make Focus Fire actually terrifying; and then go find the one hero on the enemy team who wandered away from their teammates. Because in this patch, with this Tailwind innate, that hero is not going home.
Strong Against
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