Head Hunter Guide


This guide was adapted from Nigrplz’s guide on the official BLC forums.

Headhunter is a melee bloodline that specializes in spamming a cooldown-reset mechanic. He has a lot of mobility spells and a lot of survivability through self-healing mechanics. Because his playstyles revolves around a complex balance of managing debuffs and combo cooldowns, he has a steeper-than-average learning curve and is not recommended for beginners.

 Deals 110/120/130 damage on consecutive hits, inflicts Open Wound on third strike. [M1] Menacing Slash

Menacing Slash doesn’t do much damage, even if the damage increases (ever so slightly) with each consecutive hit. However, on the third strike, it applies the Open Wound debuff on the enemy. Open Wound deals minor damage over time to the target.

The Open Wound debuff is central to Headhunter’s playstyle, which means M1 is going to be one of your most-used abilities.

When to use Menacing Slash?

  • All the time. Open Wound is critical.
 Throws two scythes in an arc, deals 120 damage per scythe, inflicts Gradual Slow and Open Wound.  Gradual Slow Slows movement speed to 0%, movement speed gradually returns to 100% over a duration of 1,2s.  Open Wound Deals 10 damage every 1s, lasts for 4s. [M2] Twin Death

Twin Death throws two projectiles in an arc which come to an intersection at the target location. Each projectile deals mediocre damage and applies two debuffs: Gradual Slow and Open Wound. Gradual Slow reduces the target’s movespeed to 0% and gradually restores it over time. Like M1, Twin Death is useful because it applies Open Wound.

Do note that the arcing projectiles DO return to you after reaching their apex. However, if one of the projectiles hits a wall or an enemy, it’ll disappear. With enough practice, you can throw Twin Death, hit the enemy with one of the projectiles, use Harvest Blood to consume the Open Wound stack, all before they’re hit again by the second projectile.

Twin Death also has an EX version, which fires a single projectile that deals massive damage. The damage is proportional to the distance thrown. It also applies both Gradual Slow and Open Wound. The projectile travels quickly, so aiming with it is somewhat easy.

When to use Twin Death?

  • Hit an enemy that’s chasing you if you have to escape.
  • Hit an enemy at the apex for burst damage.
  • When you need to apply Open Wound.

When to use Twin Death EX?

  • When you need burst damage.
  • When you need to apply Open Wound.
Removes all movement impairing effects and increases movement speed by 60% for 1,5s. Next Menacing Slash causes 40 bonus damage, knocks the target back and ends the effect.  [Space] Slayer Rush

Slayer Rush removes all movespeed-impairing debuffs on Headhunter and bestows him with a big boost in movespeed. While Headhunter is hasted, his next Menacing Slash will inflict bonus damage and knock the target back. Doing so removes the haste buff from himself. The knockback can interrupt spells, too.

The haste portion of this spell is great for breaking free of spells that would otherwise get you killed. For example, if you’re stuck in Alchemist’s Cripple Goo, this spell will let you run straight out of it. You could use the speed boost as an initiating tool, but it’s better that you save it defensively.

When to use Slayer Rush?

  • When trying to escape.
  • When you need to run in and initiate.
  • When you need to interrupt an enemy’s cast time or channel.
Deals 130 damage , heals self for 130 health and slightly knocks target back. Consumes Open Wound resetting the cooldown of this ability. Can heal for a maximum of 200 health.  [Q] Harvest Blood

Harvest Blood is arguably Headhunter’s core ability. He swings his scythes in a big arc in front of him, hitting all enemies in a melee-ranged cone. For each enemy hit, he deals damage and heals himself, though the total HP he can heal is capped. If any enemies have Open Wound on them, Harvest Blood has its cooldown reset.

The cooldown reset mechanic is what’s important. In order to make full use of it, you need to keep track of which enemies have Open Wound. With careful cooldown management, you can constantly Harvest Blood and replenish your HP. It should never be the case that you use this spell without Open Wound on the enemy.

Harvest Blood also has an EX version, which has nothing to do with the Open Wound debuff. Instead, it deals less damage and heals himself for less, but incapacitates every enemy he hits for a long time. If you’re in dire need of control, use it. Especially good if you can hit the entire enemy team.

When to use Harvest Blood?

  • When the enemy Open Wound on them.
  • When you can hit multiple enemies.

When to use Harvest Blood EX?

  • When you want to set up a combo.
  • When you can hit multiple enemies.
  • When you need to escape.
Leaps towards target location and strikes in melee dealing 140 damage and inflicting Open Wound when touching ground. This ability can be used twice in a row if used a second time within 2s.  Open Wound Deals 10 damage every 1s, lasts for 4s.  [E] Ferocious Strike

Ferocious Strike drastically improves Headhunter’s mobility. With it, he leaps towards the target location and strikes in melee range, dealing damage and applying Open Wound if he hits an enemy. However, the spell has a 2-second window where he can cast it again for a second leap. So depending on the situation, he can leap once or twice.

The second leap can be used to traverse long distances. Or you can leap into combat, deal some damage, and leap out if you’re quick enough. Or you can use it to juke back and forth over walls and gaps when escaping. Lots of versatility here. Plus, while in mid-air, you are invulnerable.

When to use Ferocious Strike?

  • When entering into a fight.
  • When you need to escape.
  • When you have a time-delayed debuff on you (like Ranid Assassin’s ultimate).
Sends a forest wisp towards the cursor position that deals 220 damage per second to nearby enemies and heals nearby allies for 220 health per second, split between players. Inflicts Immobilize to enemies near the wisp when it is destroyed. Lasts for 2,2s. Pressing the button again after casting will pull you towards the wisp, destroying it. Destroying it this way will inflict Immobilize on enemies near you instead.  [R] Enrage

Enrage is Headhunter’s trance ability and it can be somewhat tricky when first learning how to use it. While channeling the trance, if he’s hit by a direct damage attack, he’ll negate that attack and remove all movespeed-impairing debuffs on himself. In addition, he charges towards the mouse cursor, striking the first enemy he collides with, dealing damage, stunning, and applying Open Wound.

Trances are always great, but utilizing this spell properly is tough. Aim your mouse cursor before or just as you cast it so you won’t go running off in a random direction if the trance is triggered too quickly. It’s good for interrupting an enemy’s cast or channel (though a bit unreliable) and for switching targets quickly.

When to use Enrage?

  • When you need to close the gap between you and an enemy.
  • When you need to switch targets.
  • When you need to interrupt an enemy’s cast time or channel.
Throws 5 deadly scythes over 2,4s, each scythe deals 160 damage, inflicts Open Wound and knocks target back slightly.  Open Wound Deals 10 damage every 1s, lasts for 4s.  [F] Headhunt

Headhunt throws 5 scythe projectiles in quick succession towards the mouse cursor. Each scythe deals moderate damage, knocks back slightly, and applies Open Wound on the target. Though this ability is channeled, Headhunter can still move while throwing the scythes but he’s slowed. To state the obvious, if you can consistently hit all 5 scythes, you can wreak havoc on the battlefield.

Since each scythe inflicts Open Wound, you can use it to hit multiple enemies and this will let you get a number of free Harvest Bloods. So you have a choice: single-target burst damage or spread out Open Wound debuffs.

When to use Headhunt?

  • When an enemy has no outs remaining.
  • When the enemy team is clumped together.
  • When you want to apply Open Wound on multiple enemies.

Basic Tactics, Techniques, and Combos

Hit-and-run combo. If you just want to harrass an enemy for one or two hits, use this combo: Slayer Rush > M1 > Ferocious Strike > Harvest Blood > Harvest Blood > Ferocious Strike. You must hit the first Ferocious Strike for the Open Wound debuff if you want to double cast Harvest Blood. If you have energy, replace the second Harvest Blood with Harvest Blood EX. The second Ferocious Strike is to get out of there.

Pressure relief combo. If you’re under a lot of damage pressure from an enemy, consider using this powerful combo to turn the momentum on them: Enrage (aim at them) > Harvest Blood > Twin Death (first projectile) > Harvest Blood > Twin Death (second projectile) > Harvest Blood. You must hit the enemy with Enrage for the Open Wound debuff. This combo is hard to pull off, so practice it against bots until you get it right.

Bum rush combo. If you just want to rush down a specific enemy: Twin Death EX > Slayer Rush > M1 > Harvest Blood > M1, M1 > Harvest Blood > Harvest Blood. The third M1 strike must be consecutive in order to apply the Open Wound debuff for the double Harvest Blood at the end. With Twin Death EX as an initiator, though, it should be relatively easy.

Exploit his superior mobility. There are few bloodlines who are more mobile than Headhunter. With Slayer Rush, Ferocious Strike, and Enrage, he can constantly move from target to target and wreak havoc upon them. The enemy team will often exhaust all of their mobility spells way before you do; force them to do so and you’ll have free reign over them.


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