Headhunter
Your next headshot against an enemy Hero deals Bonus Weapon Damage, Heal you, and briefly grants Bonus Move Speed.
Passive — works automatically once bought.
Headhunter charges your next headshot against an enemy Hero so it deals bonus Weapon Damage, heals you, and gives a short burst of Move Speed — then it goes on cooldown to recharge. It's a weapon power spike for accurate shooters: one clean head shot becomes burst, sustain, and a chase-or-escape tool rolled together. It builds out of Headshot Booster, so it's the natural upgrade once you're already landing heads.
When to buy
Headhunter is for heroes that reliably hit the head — accurate hitscan carries and pokers like Vindicta, Grey Talon or Wraith — and it pays off most once you've got the aim and the range to land heads on demand. Treat it as a mid-game weapon spike that also upgrades the cheaper Headshot Booster you likely already own. Skip it on heroes who win with abilities, melee or spray rather than precise shots; the proc is dead weight if your heads aren't consistent.
How to use it
The bonus only fires on a headshot against an enemy Hero, so don't burn the charge on creeps or the lane wave — save it for the fight. Beyond the extra damage, the heal and move-speed pop are the real value: land the headshot to commit a chase and run a low target down, or to peel out of a losing trade with the speed burst. After it triggers it needs to recharge, so think of it as one high-value shot per window, not a constant buff.
Is Headhunter worth it?
On heroes that consistently land headshots, yes — it turns your aim into burst damage, free healing and a speed boost to chase or escape, and it upgrades a Headshot Booster you probably already have. On low-accuracy, melee or ability-based heroes the proc is wasted, so skip it.
Does Headhunter trigger on minions?
No. The bonus damage, heal and move speed only fire on a headshot against an enemy Hero, so hold the shot for fights instead of spending it on the creep wave.
Best with Mina
~56.4%
Headhunter3200
- Move speed reduced from 2 to 1.75
- Bonus Damage boon scaling increased from 3 to 4
- Now requires the center pellet hit the head hitbox to count
- Bonus Headshot Damage now scales with Boons rather than Spirit Power (5.0 per Boon)
- Bonus Headshot Damage reduced from 100 to 75
- Heal reduced from 6% to 4%
- Heal now scales with spirit power (0.014)
- Bonus damage reduced from 120 to 100
- Cooldown increased from 6s to 8s
- Weapon Damage reduced from +8% to +5%
Built-by, win rate, build rate and top hero are sample until the match API is wired in. Effect, cost, value and the build tree are real client data.
Raw dataproperties, shop fields & API
identity
- id
- upgrade_headhunter
- slug
- headhunter
- token
- upgrade_headhunter
- kind
- upgrade
- updatedAt
- 2026-06-06T16:23:38.392Z
shop
- category
- weapon
- tier
- 3
- cost
- 3200
- groupLabel
- Headshot Enthusiasts
- filters
- EShopFilterWeaponDamage
- componentIds
- upgrade_headshot_booster
- upgradeIds
- —
properties (8)
| label | key | value |
|---|---|---|
| Cooldown | AbilityCooldown | 8s |
| Health | BonusHealth | 50 |
| Weapon Damage | BaseAttackDamagePercent | 5% |
| Move speed | BonusMoveSpeed | 1.75m |
| Head Shot Bonus Damage | HeadShotBonusDamage | 75 |
| Heal Percent Per Headshot | HealPercentPerHeadshot | 4% |
| Movement Speed Bonus Duration | MovementSpeedBonusDuration | 3s |
| Proc chance | ProcChance | 100% |
Upgrades
| lvl | AP | upgrades |
|---|---|---|
| 1 | 1 | Head Shot Bonus Damage +75, Heal Percent Per Headshot +4, Cooldown -3 |
