Google Analytics Alternative

Friday, June 28, 2013

CeNtaUr WaRcHieF










Centaur Warcheif - Dota Guide


Affiliation: Sentinel 

Attack Animation: 0.3 / 0.3
 Damage: 55 - 57 
Casting Animation: 0.5 / 0.51 
Armor: 3.1 
Base Attack Time: 1.7 
Movespeed: 300 
Missile Speed: Instant 
Attack Range: 128 (melee) 
Sight Range: 1800 / 800.


HERO INTRODUCTION
The Centaur Warchief's toughness and survivability are legendary. The best place for this tank of a hero is in the center of combat, where his close range skills and massive vitality can be put to use. The Warchief's Hoof Stomp can incapacitate any enemies foolish enough to go toe-to-toe with him for several crucial seconds, giving the Warchief and his allies time to finish them off. The Warchief can also deliver a single lethal blow at the cost of some of his own life with Double Edge. In addition, the Warchief's passive Return skill deals damage to attackers, making bringing this beast down a difficult and risky proposition at best. His charismatic leadership can rally ally forces to race across the toughest terrains, leaving his trampled enemies sluggish in its wake.



BACKGROUND STORY
Gifted with a tremendous body and an ever-growing fortitude, Bradwarden's courage is only matched by the size of his heart. Prophesied as a savior by the oracles of his tribe, Bradwarden is the living token of the allegiance of the centaurs to the Sentinel. He swings his axe with massive force, sometimes even hurting himself when doing so. The ground trembles every time he slams his hoof and his reflexes are impossible to surpass; allowing him to retaliate just after being attacked. Bradwarden is decided to fulfill his destiny, and he knows that the upcoming battle will become his ultimate challenge.
Skills and Strategies




Hoof Stomp
Stomp
Slams the ground, stunning and damaging nearby enemy land units.

Notes
• Damage type: magic
  • Hoof Stomp is your initiating skill.
  • Has a relatively small AoE, so unless you have blink dagger, try to cut off all routes of escape for the opponent.
  • It's a stun, so don't forget to stop enemy's channeling spells whenever possible.
  • Don't spam it or use it as harassment since you have a small mana pool and low mana regeneration, not to mention the mediocre cooldown. Only use it if you are attempting to go for a kill.
  • If you want to get back for healing, don't forget to stomp nearby neutrals/creeps so your mana doesn't go wasted.
Double Edge
Skill look
The Centaur summons a tremendous amount of inner strength and releases a very powerful attack. It can only be done at melee range, and it damages both the Warchief and the enemy unit.

Notes
• Damage type: magic (both on the target and the Warchief).
• It has 150 range.
• Centaur Warchief cannot kill himself with this skill.
• Double Edge interrupts channeling spells and
  • The skill that makes Centaur Warchief a force to be reckoning with. Max it ASAP because 300 damage cannot be taken lightly early game.
  • When engaging, use DE early. This skill has a short cooldown and by using it early, you have the chance to use this skill twice.
  • Don't forget DE also has mini-stun which comes in handy to interrupt teleporting or other channeling spells
  • When you have enough HP Regeneration, you can spam this skill to instantly kill neutrals or ranged creeps.
  • Double edge can no longer be used to deny yourself. If you use it below 300hp (or less with HoD) then you will be left with 1hp.



   Return
Skill Look

The Centaur Warchief immediately counters every attack against him with a swift strike.

Notes
• Damage type: physical
• Return causes damage when the enemy begins an attack, not when their attack hits.
• This ability damages anything that attacks the Warchief, including towers.

  • Great skill for pushing and farming. With return maxed, you can draw creep aggro and simply wait for the wave to die.
  • This skill deals negligible damage to heroes during the lane phase, so unless you are solo or leveling ridiculously fast, I would not recommend taking it over stomp or double edge





Stampede
Stampede


Grants you and all allied players units on the map max movement speed and zero unit collision for a short duration. Any enemy units you or your allies come into collision with take some damage and get slowed. Enemies can only be affected by stampede once



Skill Build

  1. Hoof Stomp
  2. Return
  3. Return
  4. Hoof Stomp
  5. Return
  6. Stempede
  7. Return
  8. Hoof Stomp
  9. Hoof Stomp
  10. Double Edge
  11. Stempede
  12. Double Edge
  13. Double Edge
  14. Doube Edge
  15. Stats
  16. Stempede
  17. Stats
  18. Stats
  19. Stats
  20. Stats
  21. Stats
  22. Stats
  23. Stats
  24. Stats
  25. Stats
    Why Hoof Stomp first?
    At the start of the game, stun duration is more useful than a nuke that will hurt you. It will save your ass, and net you an early kill on the odd occasion.


Item Build
Starting Items



Buy Magic Stick as first item if you are in a game full of spammer.
Tango and Salve to deal with harassment and Double Edge.
Quelling Blade if you need to rush Blink Dagger and against easy lane so you don’t need early stats to survive.
Spend the rest of your item to GG Branch since you doesn't need any mana (Mantle or Clarity) as well as the needs to build a Bracer (Gauntlet or Circlet) and they are so ridiculously cost effective.

Core Items



Using Double Edge often leave you with red HP that can be lethal if you engaging two enemies. Magic Wand will fix that with its imbalance burst heal.
Double Edge deals magical damage to the enemy and yourself so Hood of Defiance is a logical reason to reduce DE impact on us. And since you are an initiator, you will often be focused in team battles, so magic resistance will save your ass a lot.
Boots of Speed is self-explanatory
Stomp has a very small radius. That's what Blink Dagger for, as well as chasing, escaping, everything.
After reading some forum member's comment and then testing it myself, I change my mind about Blademail. Blademail cooldown is really imba. 5 seconds of invulnerable that also a super counter for AoE skills is just plain gay. Combined with your high HP, this item allow you to survive longer to spam your Stomp and Double Edge over and over again making you a threat so the opposite team can't ignore your presence in the teamfight and thus, you complete your job as a tanker. Don't forget it also give you armor and mana which both important to Brad.

Item order depends on the game line-up.
  • If you are in a hard lane, Buy Hoods first will be better since the regen it gives will help you survive.
  • If you are against a defensive lane, saving up and rushing Blink Dagger is the best choice.
  • If you died and return to the fountain, Boots of Speed or Magic Stickor Both is your best choice.
  • Blademail can be gotten after all of your core item has been bought.

Extension Items

If you manage to get three of them in less than 50 minutes, its means you farm too much.



Choose Travel if your/opposite team builds around pushing. The Teleportation really help you to attack or defend. Buy this item too if your team has the upper hand and play aggressive.
Pipe is the only upgrade to Hoods of Defiance. You also a very good pipe carrier since you tends to be in the middle of the fight.
Since you are always in the middle of the fight, Radiance is a good choice for you. Your monstrous HP also synergies very well with this item.
Assault Cuirass for more tankish power and helping your team with its aura. It also increase your DPS output and thus, makes sure that the enemy can't ignore you.

Item you buy depends on the game line-up.
  • In an aggressive pushing game, buy Travel.
  • Versus an AoE team its better to buy Pipe first.
  • Against fragile teams, Radiance will sap their life away fast.
  • Psychical hero can be countered with Assault Cuirass

Questionable Items



If you have a hard game and struggle, Choose Phase for it's easy build and cheap price. Buy this item too if you seems to ganks a lot. It gives us a good mobility to roam around the map.
About Vanguard, It has decent regeneration which needed and also damage block which synergies well with Return. The thing is, in early game you don't want to take damage from the enemy and you don't learn return yet. In Mid-Game to Late Game where realistically the time you buy this item, the damage block part become weaker and weaker.
Shiva Guard is a nice item overall but has some weakness. First of all, the amount of EHP it gives kill your role as a tank. Nobody wants to attack a STR hero with monstrous HP and huge armor. This item also has an expensive buildup named Mystic Staff. The price of Mystic Staff is expensive and doesn't help you much when you got it. And Cuirass simply superior because Cuirass give you attack speed and thus, increase your DPS and make you a threat while the aura helps your team.
Heart of Tarrasque will make you ignored more unless you already got decent DPS. And to get the acquired DPS, you need to buy another expensive item and force you to farm like chinese farmer.
Manta Style is another great item on him. Brad's Illusions are very strong tanks since they got the magical resistance from Hood and give you pushing power as well as attract people to attack you. If you have Radiance, you can farm woods with you illusions. If you have BoT also, you are a decent pusher. The downside of this item is yasha doesn't give you much benefit for 2050 Gold.

0 comments:

Post a Comment