From level 1:
Ambush + Sinister Strike + Blade Flurry + Eviscerate: 701 damage
Garrote + Sinister Strike + Blade Flurry + Eviscerate: 681 damage
Cheap Shot + Sinister Strike + Blade Flurry + Eviscerate: 546 damage
So basically, ambush combo does 20 more damage than garrote combo, reduces the target’s armor by 10 which isnt that significant.
Garrote does slightly less damage but completely locks the target out of any sort of escape or defensive ability they may have for the duration, which is generally a lot stronger than -10 armor. It also prevents their ability to fight back with spells. for 2.5 seconds.
Finally, Cheap shot does 135 damage less than Garrote, and 155 less than Ambush with the only compensation being a 0.75 second stun and a blind to prevent them from fighting back as effectively for 2 seconds if they’re an auto hero (but not removing their access to self heal or escape via abilities).
Garrote is almost always the optimal opener. I think it’s clear why. It has by far the best damage:utility ratio of the 3. But it isnt overpowered. I would say the other 2 openers just need some help.
First of all, Ambush should either provide better burst damage to incentive its use over garrote, or better armor reduction to incentive its use on tanks in teamfights or to help your team focus a target. Either would work. But right now its very rarely the optimal opener considering how powerful the 2.5 second silence is in comparison to -10 armor and 20 more damage. For the first option I would say it should be something like 170 damage if we only buff the damage. For the second one, I’d suggest increasing the base armor reduction to 15, or 20 and lower the damage a little.
And my other point is that cheap shot needs a buff. Cheap shot has decent utility, but it deals extrordinarially low damage compared to the other openers. It was balanced around valeera’s old 1.25/1.5 second stun, which made it a lot more powerful. Back then it made sense for it to have such low damage when it let you sit there and hit your opponent for a little over a second, but now that the duration of her stun is lowered a lot, the window you have for free damage is a lot smaller. I think we should either significantly buff the damage of cheap shot (like +150% current damage it at least, the damage is only 30 which is horrendously weak for an ability that now provides much less CC). The alternative is to give Cheap Shot a slightly longer stun (1s) which makes it more appealing as a lockdown ability outside of the specialized team comps the blind is useful against, and buff the damage less but still increase it some. I personally prefer the second, as the 1 second stun would feel a lot more impactful and fits the disabler role better, but I think either could work.
Overall, both ambush and cheap shot need some buffs to feel more viable. They have their place, but it feels like garrote needs to be used more frequently than the other 2 openers put together which is a little depressing.