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PotM Mass Huntress

PotM first hero for Trueshot Aura damage boost and Searing Arrows hero harass. Mass Huntresses provide ranged DPS and Sentinel scout vision. Strong open-map control build.

How it plays

  • PotM Searing Arrows is a powerful early hero-harass tool — trade hits at any creep camp
  • Trueshot Aura at level 3 buffs all ranged units permanently — Huntresses scale incredibly with it
  • Sentinel Owl gives free vision at any tree line — abuse for scouting and creep timing
  • Build Hunter's Hall after first Ancient of War — Moon Glaive upgrade is critical
  • DH or KotG second hero — DH for harass continuation, KotG for Force of Nature wave
  • Wins against: Human caster builds (range dominance), NE mirror with DH harass
  • Loses to: AoE-heavy compositions (Mortar Teams, Destroyers, Frost Nova spam)

Tier progression

Tier 1

Buildings
Ancient Protector, Ancient of Lore, Ancient of Wind, Hunter's Hall
Units
Huntress
Goal
PotM + 4-5 Huntresses, control creep camps with Owl scout

Tier 2

Buildings
Tree of Ages
Units
Huntress, Dryad
Goal
Hunter's Hall + Moon Glaive, second hero (DH or KotG), add Dryads

Tier 3

Buildings
Tree of Eternity
Units
Druid of the Talon
Goal
Mountain Giants or Druids of the Talon as situation dictates

If you are new to this build

  • A wisp is consumed when it builds a regular building, but it's destroyed forever -- along with the food it would have made -- when it builds an Ancient. Don't over-build Ancients: usually one Ancient of War, a Hunter's Hall, and Moon Wells for food.
  • Use Searing Arrows on the Priestess to harass at creep camps and poke their hero -- it's free extra damage. Sentinel (Owl) gives a free permanent scout in any treeline; plant them constantly.
  • Make Huntresses non-stop from the Ancient of War, and build the Hunter's Hall early -- the Moon Glaive upgrade (Huntress attacks bounce to a second target) is the whole point of the build.
  • Don't rush Bears, Mountain Giants, or T3. Huntress + Dryad under Trueshot Aura is a complete army. Get a second hero (Demon Hunter to keep harassing, or Keeper for the Force of Nature wave) and fight on the open map.

Common mistakes

Building too many Ancients and bleeding wisps and food.
Each Ancient eats a wisp permanently. Plan the build -- wisps are workers; don't waste them on Ancients you don't need.
Skipping or delaying Moon Glaive.
It nearly doubles a Huntress line's damage. Build the Hunter's Hall right after your first Ancient of War and start the upgrade -- this is the build's power spike.
Not using the Owl scout.
Sentinel is free, permanent vision in any treeline. Plant owls toward the enemy and at contested camps -- you should always know where their army is.
Fighting AoE armies (Mortars, Destroyers, Frost Nova) in a clump.
Huntresses melt to area damage. Spread out, mix in Dryads (Abolish Magic), and don't a-move into the splash.

Before you try it

  • Comfortable harassing with Searing Arrows and planting Owl scouts.
  • Understand that wisps are consumed (regular building) or destroyed (Ancient) when they build -- so every building costs you a worker.

Pro replays running this build

1 tournament game. Each opens in the 3D simulator on this player's side.

PlayerOpponentMapStage
Hazy 15sui Springtime_v1.3

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