Helcurt is an Assassin who turns darkness and fog into clean access to isolated targets. Build five Deadly Stingers, use Dark Night Falls before the dive, blink with Hidden Terror, add Basic Attacks, then release the full Stinger burst. Jungle gives him the fastest level and objective route; roam trades farm for map pressure and pick potential.

| Role | Best target | Win condition | Main risk |
|---|---|---|---|
| Assassin / Jungle or Roam | Isolated marksman or mage | Enter unseen with five stingers and finish before peel arrives | Tanks and hard crowd control surviving the first burst |

Helcurt remains in Prowler state until spotted by the enemy team, gaining 15% extra Movement Speed, and continuously regenerating (+30% Total Physical Attack) HP if he has not dealt any damage. He gains 50% extra Attack Speed and 50% extra Movement Speed (decreasing over time) for 4s upon being spotted and leaves Prowler state 0.75s later. Any hero killed after being hit by Helcurt leaves a dark fog that explodes and spreads with a cooldown of 10s. Helcurt Conceals himself while within the dark fog.
Use it well: Stay outside enemy vision to keep Prowler movement and recovery available. The fog from a takedown lets Helcurt conceal and reset his angle. Avoid: Do not reveal yourself with stray damage before the real engage.


Passive: When Helcurt is in the Prowler state, Terrify also affects enemy heroes hit and briefly reveals them. Its cooldown decreases 3 times as fast as normal. Active: Helcurt blinks to the target location and deals 150 (+70% Total Physical Attack) Physical Damage to enemies in the area, reducing their Movement Speed by 60% for 0.75s.
Use it well: Blink when the target has limited escape options. Prowler strengthens the Terrify effect and shortens its downtime. Avoid: Do not spend the blink merely to cross open ground when a fight may start.


Passive: Helcurt gains 1 Deadly Stinger for every 1.5s spent in Prowler state or on each Basic Attack. Up to 5 Deadly Stingers can be stored. Active: Helcurt fires all Deadly Stingers forward, each dealing 180 (+50% Extra Physical Attack) Physical Damage to enemies (minions and creeps take only 70% of the damage). Deadly Stinger counts as a Basic Attack but cannot Crit.
Use it well: Enter with five stingers whenever possible and fire at close range so the spread connects. Avoid: Do not release it with too few stacks or from an angle where the target can sidestep.


Helcurt summons the Dark Night, reducing all enemies' sight range and making them lose sight of their allies for 3s. During Dark Night, Helcurt gains 40% extra Movement Speed. The Dark Night makes it easier for Helcurt to leave enemies' sight range.
Use it well: Cast before the dive to disrupt enemy information and gain the speed needed to reach the back line. Avoid: Do not waste the global darkness when no ally can pressure or follow the confusion.





In teamfights, cast Helcurt's Ultimate to obscure the enemies' vision, then blink to their backline with his 1st Skill to hit with his Basic Attacks, and end with his 2nd Skill.



In the laning phase, blink to the target using Helcurt's 1st Skill, then stack up stingers with his Basic Attacks and finish the combo with his 2nd Skill.
Stack stingers before contesting. Jungle Helcurt clears toward a vulnerable side lane and keeps Retribution for the objective or secure. Roam Helcurt uses fog and bushes to threaten an angle without showing on the wave.
Use Dark Night Falls when your team can pressure more than one lane or when the enemy back line is separated. Approach from outside vision, blink after an escape tool is unavailable, and release Deadly Stinger at close range.
Stop entering through the tank. Track the marksman and mage, wait for crowd control to be spent, and use darkness to split their response. If the first target survives, retreat into fog and prepare another angle instead of staying in a front-to-back brawl.
Use Assassin Emblem with Rupture, Seasoned Hunter, and Killing Spree. Rupture strengthens the first damage window, Seasoned Hunter helps the jungle and objective route, and Killing Spree rewards a clean takedown with recovery and movement. Take Retribution.
Use Assassin Emblem with Rupture, Master Assassin, and Lethal Ignition. This path emphasizes isolated targets and short burst. Take Petrify to hold the victim in the Stinger line; pair Rapid Boots with the appropriate roaming blessing for the match.
These five current in-game builds were observed on August 11, 2026. Compare the six-item order and adjust utility or defensive slots for the match.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Corrosion Scythe | Demon Hunter Sword | Malefic Roar | Sea Halberd | Blade of the Heptaseas |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Corrosion Scythe | Sky Piercer | Demon Hunter Sword | Malefic Roar | Hunter Strike |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Blade of the Heptaseas | Demon Hunter Sword | Corrosion Scythe | Sea Halberd | Malefic Roar |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Blade of the Heptaseas | Hunter Strike | Demon Hunter Sword | Malefic Roar | Sea Halberd |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Corrosion Scythe | Demon Hunter Sword | Malefic Roar | Sea Halberd | Blade of Despair |
Use the item notes below to decide what each slot contributes. The table describes each item independently of the numbered builds.
| Item | What it adds | When to consider it |
|---|---|---|
Rapid Boots | High out-of-combat Movement Speed for faster rotations; the roaming version can also carry a Roaming Blessing. | Buy when rotation speed and reaching isolated targets are the priority; switch the boot choice if control duration or sustained combat defense is the bigger problem. |
Corrosion Scythe | +30 Physical Attack, +5% Movement Speed, and +30% Attack Speed. Basic Attacks slow targets and build extra Attack Speed. | Buy for attack-speed ramping and stickiness during Basic Attacks; delay it when the target must die in one short ability window. |
Demon Hunter Sword | +35 Physical Attack and +20% Attack Speed. Basic Attacks deal current-HP damage and restore HP. | Buy into high-HP front lines or when repeated Basic Attacks are safe; replace it when access to the back line is too brief for sustained hits. |
Malefic Roar | +60 Physical Attack and +30% Physical Penetration, with more penetration against higher Physical Defense. | Buy when Physical Defense starts reducing the Stinger burst; delay percentage penetration against very low-defense targets. |
Sea Halberd | +80 Physical Attack and +20% Attack Speed. Damage reduces Shield and HP Regen effects and gains value against high-extra-HP targets. | Buy against healing, shields, or high-extra-HP targets; move it later when those effects are not deciding fights. |
Blade of the Heptaseas | +70 Physical Attack, +250 HP, and +15 Physical Penetration. Its Ambush hit rewards entering after staying out of combat. | Buy for an Ambush opening from Prowler; replace it when constant combat keeps the passive from becoming ready. |
Sky Piercer | +60 Adaptive Attack and +15 Movement Speed. It executes low-HP heroes, with a threshold that grows through takedown stacks. | Buy when Helcurt can secure kills without giving stacks back through deaths; avoid it in unstable games with poor target access. |
Hunter Strike | +80 Physical Attack, +10% Cooldown Reduction, and +15 Physical Penetration. Repeated hits grant a short Movement Speed burst. | Buy for penetration, cooldown reduction, and speed after repeated hits; replace it when anti-heal or heavier defense penetration is mandatory. |
Blade of Despair | +160 Physical Attack and +5% Movement Speed. Physical Attack rises when damaging a hero below 50% HP. | Buy as a late raw-damage finisher when Helcurt can reach weakened targets; delay it when a cheaper utility spike is needed first. |
| Group | Heroes | Why it matters | Plan |
|---|---|---|---|
| Good targets | Low durability and limited answers to a sudden close-range burst. | Approach unseen, wait for their escape or control spell, then commit with five stingers. | |
| Hard threats | They survive the first hit and can lock Helcurt in place for their team. | Do not open on them; attack the back line from another angle or wait until their control is spent. | |
| Reliable partners | Their control creates the short stationary window that Deadly Stinger needs. | Cast darkness as they prepare to engage, then enter from the side and finish the controlled target. |
| Stat | Value |
|---|---|
| HP | 2440 |
| HP Regen | 7 |
| Physical ATK | 121 |
| Physical DEF | 17 |
| Attack Speed | 1.16 |
| Attack Speed Ratio | 100% |
| Mana | 0 |
| Mana Regen | 0 |
| Magic Power | 0 |
| Magic DEF | 15 |
| Movement SPD | 255 |
| Preview | Skin | Tag | Availability |
|---|---|---|---|
![]() | Shadowbringer | Default | Base appearance |
![]() | Evolved Predator | Special | 749 Diamonds |
![]() | Exoracial Executer | Normal | 269 Diamonds |
![]() | Ice Scythe | Elite | Season Pass |
![]() | Scorpio | Zodiac | Zodiac Summon |
![]() | Dream Prowler | Starlight | June 2024 Starlight membership |
![]() | Kaiju of the Deep | Collector Titans | Limited-time event |
Shop availability was observed in-game on August 11, 2026. Event, Zodiac, Starlight, season, and limited-time labels can rotate.
Born into the Styx Clan of the Abyss, Helcurt bore the stigma of his clan's betrayal against the Sovereign of the Abyss. He served the Tribunal and executed traitors, even members of his own clan. When the clans rose against the Sovereign, Helcurt struck the fatal blow. Born in darkness and branded a traitor, he still claims the right to survive, no matter whom he must betray.
Learn and prioritize Deadly Stinger, use Hidden Terror as the backup upgrade, and level Dark Night Falls whenever available.
Use Assassin Emblem with Rupture, Seasoned Hunter, and Killing Spree, then take Retribution.
Yes. Use Assassin Emblem with Rupture, Master Assassin, and Lethal Ignition, plus Petrify and a suitable roaming blessing.
Cast Dark Night Falls, blink to the back line with Hidden Terror, add Basic Attacks as needed, and finish with a full Deadly Stinger burst.
Fredrinn, Belerick, and Gatotkaca can survive the first burst and answer with hard crowd control.
Layla, Chang'e, and Vale are vulnerable when Helcurt reaches them unseen with five stingers.
Helcurt wins by entering at the right second, not by staying visible. Prepare five stingers, cast darkness when the map can benefit, take a side angle, and blink only when the priority target cannot easily escape. Build penetration into defense, anti-heal into recovery, and sustained Basic Attack damage only when the fight allows it. A disciplined reset after the first burst is often stronger than forcing a second target.
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