Drifter
Male
Drifter is an **Assassin** who excels at hunting and eliminating isolated targets. He utilizes a hit-and-run playstyle with high mobility, teleportation, and bonus damage against lone enemies. His kit focuses on tracking prey, ambushing from stealth, and snowballing through permanent weapon damage gains from kills. Perfect for roaming the map to pick off vulnerable farmers and creating chaos in team fights through vision reduction.
Base Stats
Vitality
- Health
- 725 (+39/boon)
- Stamina
- 3
- Move Speed
- 6.9 m/s
- Sprint Speed
- 8.5 m/s
Weapon
- DPS
- 44
- Bullet Damage
- 19.5 (+0.616/boon)
- Ammo
- 12
- Fire Rate
- 2.27/s
- Reload Time
- 2.44s
- Falloff
- 22m-27m
Melee
- Light Melee
- 51.5 (+1.58/boon)
- Heavy Melee
- 120 (+3.68/boon)
Abilities
Rend
Swipe at enemies in a cone ahead of you, dealing spirit damage. If the enemy is in close range, deal bonus melee damage instead.
Stalker's Mark
Send out a mark that bleeds the first target it hits, dealing spirit damage over time. While the enemy is bleeding you can re-activate Stalker's Mark to instantly appear behind their back.
Bloodscent
Isolated heroes leave a trail as they move, and emit their heartbeat from afar. You deal amplified damage against isolated heroes, and killing them grants you permanent weapon damage.
Eternal Night
Surround nearby enemy heroes in darkness, severely limiting their vision of other units. Affected enemies are briefly revealed and considered isolated. You gain bonus sprint speed for the duration.
Strengths
- + Exceptional movement speed allows effective hunting and roaming across the map
- + High burst damage potential against isolated targets
- + Teleportation and repositioning abilities enable surprise ambushes
- + Vision reduction creates chaos and disorients enemy teams
- + Permanent weapon damage scaling allows for late-game scaling
- + Strong solo kill potential with multiple engage tools
- + Ability to reset cooldowns on kills creates snowball potential
Weaknesses
- − Very vulnerable when abilities are on cooldown
- − Struggles in team fights versus grouped enemies
- − Limited defensive tools and escape mechanisms
- − Anti-healing items reduce effectiveness of lifesteal
- − Vision reduction can be negated by enemy teams sticking together
- − Requires good positioning and game sense to be effective
- − Can be easily caught out if overextending during hunts