Dean

This week we take a look at Stinkeye, one of the more trickier heroes to understand and play. Stinkeye is a very interesting hero to play primarily because of his use of totems which is perhaps Stinkeye’s main speciality. Totems are unique and exclusive to Stinkeye, players can place them on the map via the primary “Q” ability, the totems fire onto enemy units and if Stinkeye shoots the totems it splits the shot dealing damage from afar. Totems are very powerful and allow Stinkeye players to place them in such a a way that they can do damage while Stinkeye can stand back in additional safety. Take the below for example:

In the above example the totem fires outwards through the door so that Stinkeye can damage incoming waves whilst he is safe behind the corner.

With Stinkeye’s “E” ability he can place another kind of totem, a time totem. The time totem reduces the speed of enemy minions and heroes in range while allies are sped up. Aside from totems Stinkeye’s main attack lets him fire small arcane energy balls from his staff and his secondary main attack lets him charge an arcane bomb which when fully charged explodes and causes damage to near by enemy heroes and minions. If on the offensive the explosion also disables traps. Stinkeye’s arcane bomb is a powerful attack.

His passive ability called “A change of heart” spawns a ghost Stinkeye whenever he is killed. The left behind ghost fires healing projectiles.

In general Stinkeye is strongly recommended to be played as a defensive hero. Clever positioning of his totems enable him to play very well defensively, standing back from incoming waves and using his totems to extend his primary ranged attack. When minions start to get too close for comfort, charge and fire his arcane bomb to help restore the balance.

Hero Card