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Pudge-Pro
UA

Pudge Hook Trainer

A small browser game for practicing Meat Hook prediction: a hero walks across the arena, you choose a direction and throw, and the game checks whether the hook meets the hero where the hero actually is when the hook arrives. 10 throws per round, from straight walkers to jukes.

Hook range and speed from Patch 7.41 data

Patch 7.41Updated:
DetailsSource: OpenDota game data (ability constants). Patch released: . OpenDota's patch list has had no new entry for 195 days, so a newer game patch may already exist. How we calculate this

Targets are real heroes moving at their base movement speed from the same game data.

Play

Red dot: Pudge. Dashed circle: hook range. Grey ring: the target and its hit zone, with a trail behind it. Dashed red line: your aim. After a miss, a dotted line shows the aim that would have hit.

Throw
0/10
Score
0
Streak
0
Best
0

Keys: Left and Right arrows turn the aim, Up and Down turn it faster, Space or Enter throws.

Values in this game

Hook range
1300 (game data)
Hook speed
1600 per second (game data)
Hit width
100 (game data)
Cast time
0.3 s (game data)

How to play

  1. Press Start round. A hero appears and starts walking; you have 3 seconds to throw.
  2. Aim with the mouse, the arrow keys or the aim buttons. Click or tap a spot in the arena to throw that way, or press Space, Enter or the Throw hook button.
  3. The hook leaves Pudge after the cast time and flies straight out at hook speed until it reaches its range. If its head passes over the target on the way out, it is a hit.
  4. After every throw the game says why a throw missed (led too little, led too much, too late, out of reach or the target changed direction) and draws the aim that would have hit.
  5. Each round has 10 throws that get harder: three heroes walk in a straight line, two turn once, two stop and go, and three juke back and forth.
  6. Half speed slows the target and the hook alike, so the geometry stays the same. It is on by default if your device asks for reduced motion.

How scoring works

  • A hit is worth 100 points.
  • Every hit in a row after the first adds 25 more, up to +100 (so a hit is worth at most 200).
  • A miss scores nothing and resets the streak.
  • The best possible round is 1,750 points.
  • Your best score and longest streak are kept only in this browser. Nothing is sent to our server, and results are not published anywhere.

What the simplified model leaves out

  • Heroes walk at their base movement speed, without boots, buffs or slows, and turn instantly. In the game, heroes need time to turn and rarely move at base speed.
  • A hit here means the hook head passes within the hook width of the target's centre. The game's own collision rules are more detailed.
  • Nothing stands in the way: no creeps, allies, trees, cliffs or fog. In the game the hook pulls the first unit on its line.
  • Only the outward flight counts, and the paths are random: a real player reacts to you.
  • This is practice for reading movement, not a measure of in-game skill, and we make no promise about how much it improves your hooks.

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