The Hood is the easiest Vanguard to pick up and one of the deepest to optimize. He is a snowball hero: every pellet and every blocked shot feeds Demonic Energy, and the fuller the gauge, the more of his kit comes online. His core identity is the sandwich — a veil that splits the enemy formation while he shoots through it — and his ceiling is knowing exactly when the Half Demon State is worth entering and when to stay in poke mode.
Role and difficulty
Vanguard. 550 health, difficulty 2/5 — the lowest rating in the game. The simple part is the shield-and-shoot loop; the hard part is energy discipline and veil placement.
Abilities and what they actually do
- Ruinous Pact (passive): abilities and hits charge Demonic Energy up to 100. The gauge does not decay. At 50, Accursed Pistols fire significantly faster and Mantle of Oblivion’s sphere grows; at 100, he enters the Half Demon State for a limited window.
- Accursed Pistols (default primary): rapid hitscan bullets that generate Demonic Energy on hit. Their effective range far exceeds a traditional Vanguard’s and they stay accurate, which lets you pester enemy squishies across the map — but damage falloff is severe and headshots matter below the 50 threshold.
- Leaded Transformation (half-demon primary): a bullet barrage with lifesteal, unlimited ammo, and bonus health from damage dealt. Holding primary and secondary together fires both barrels for double damage. Bullet spread grows during consecutive fire, so sustained suppression trades accuracy for pressure.
- Mantle of Oblivion (right click): a sphere that blocks incoming attacks and converts a portion of blocked damage into Demonic Energy. Maximum duration is 1 second, it cannot be used in the Half Demon State, and fully entering that state while shielding cancels the sphere.
- Void Walk: phases out and grants free flight while instantly generating 20% Demonic Energy. On ending, nearby enemies take damage and The Hood gains a decaying movement speed boost. In the Half Demon State it refills the gauge, extending the form.
- Abyssal Veil: a bouncing sphere that detonates into a veil reducing the damage and healing of enemy projectiles shot through it. His own shots through the veil are boosted, Accursed Pistols generate more energy through it, Leaded Transformation’s lifesteal rises by 10%, and enemies who physically walk through take damage and are blinded.
- Demon of The End (ultimate): transforms him into a full demon with 1,000 health and six powerful piercing rounds that deal percentage damage. Damage dealt grants bonus health to himself and nearby allies, and the sixth round hits hardest. He cannot move while the ultimate is active.
The energy game
Do not overthink the gauge — it does not decay, so it accumulates whether you farm it or not. What matters is adapting to each state as it arrives:
- Below 50: pistol poke with headshot priority, shield conversions, and melee finishes when forced. This is your weakest state — survive it, do not force fights in it.
- Above 50: the pistols become your most consistent damage tool, and the shield sphere covers more allies. This is where you pressure Vanguards and fliers alike.
- Half Demon State: unlimited-ammo lifesteal suppression. The trade is losing Mantle of Oblivion for the duration — you can no longer protect the team, only yourself. Exit manually only when the situation truly demands it.
How to play The Hood
- Farm pistols from mid-range, prioritizing headshots below 50 energy; hitscan means fliers are fair game.
- Pop Mantle of Oblivion into focused fire to convert blocked damage into energy — the 1-second cap means you block bursts, not sustained fire.
- Place Abyssal Veil between the enemy front and back lines. The sandwich forces their front to retreat or their back to push up; both outcomes help you.
- Shoot your own attacks through the veil — boosted damage, faster energy, and extra lifesteal once the Half Demon State is up.
- Enter the Half Demon State deliberately, then push with both barrels: the lifesteal and bonus health let you make space the rest of your team can use.
- Ult from high ground or a distant flank where you can carve a long sightline. Wait for the enemy support ultimates to be baited out, and save the piercing sixth round for Vanguards.
Matchups
The Hood out-ranges and out-shields every other Vanguard, and his hitscan pistols make fliers a resource rather than a problem. He struggles at extreme range — pistol falloff is his biggest weakness — and against dive compositions that force him into close quarters where Leaded Transformation’s spread and the loss of Mantle of Oblivion hurt most. Long-range stuns and burst that outpace the 1-second shield are his real counters.
Team-ups
- Chaos Collision (Scarlet Witch): a new ability that creates an arcane zone dealing continuous damage with stacking damage and healing reduction; reactivate to teleport to its center. With Scarlet Witch, arriving unleashes a shockwave that launches enemies toward The Hood. The zone also teleports Demon of The End — tight timing, but it buys one artillery shot from an impossible angle.
- New Moon’s Shadow (Moon Knight): Abyssal Veil upgrades into a Lunar Barrier that blocks projectiles, detonates on break for damage and debuff, and damages-plus-blinds enemies passing through. With Moon Knight the barrier has more shield value and his attacks through it bounce.
Related guides
- Heroes Database — full hero roster with roles and health values
- Abilities Database — every hero ability in one filterable table
- How To Play Defense — holding the point as an anchor
- How To Play Scarlet Witch — Chaos Collision partner
- How To Play Moon Knight — New Moon’s Shadow partner
Common mistakes
- Holding Mantle of Oblivion for the full second into sustained fire instead of burst
- Entering the Half Demon State while your team still needs the shield sphere
- Placing Abyssal Veil on your side of the fight — the sandwich only works between their lines
- Ultimating into an unbaited enemy team; the percentage rounds are worth most on high-health targets
- Trying to win long-range duels — the pistols fall off hard past their effective range