- Tittle: I'll STOMP You
- Author: Miklotov
Role
- An AoE Stun and Monster Nuke screams Ganker. Always search for a ganking opportunity after you got Dagger.
- In teamfight, initiate ganks/team-fight is what you do.
- You also have bunch of HP allowing you to take a lot of damage and that part, allows you to be a tank.
When to Pick
- In pub play, you can pick him everytime you want. Best time to pick him if the enemies consist of fragile heroes.
- In cm/draft/competitive play, choose him if you lack of an initiator or your teams are fragile and need someone to tank the damage. He also a good choice if you need a strong and aggressive lane.
Skills
Slams the ground, stunning and damaging nearby enemy land units.
- Level 1. Mana Cost 85 / Cooldown 13/ Duration 2 seconds / Deals 100 damage and stuns
- Level 2. Mana Cost 100 / Cooldown 13/ Duration 2.25 seconds / Deals 150 damage and stuns
- Level 3. Mana Cost 115 / Cooldown 13/ Duration 2.5 seconds / Deals 200 damage and stuns
- Level 4. Mana Cost 130 / Cooldown 13/ Duration 2.75 seconds / Deals 250 damage and stuns
- 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.
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.
- Level 1. Mana Cost 0 / Cooldown 8 / Deals 175 Damage
- Level 2. Mana Cost 0 / Cooldown 8 / Deals 250 Damage
- Level 3. Mana Cost 0 / Cooldown 8 / Deals 325 Damage
- Level 4. Mana Cost 0 / Cooldown 8 / Deals 400 Damage
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 items.
- 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.
The Centaur Warchief immediately counters every attack against him with a swift strike.
- Level 1. Returns 16 + 26% of Centaur's Strength as damage
- Level 2. Returns 18 + 34% of Centaur's Strength as damage
- Level 3. Returns 20 + 42% of Centaur's Strength as damage
- Level 4. Returns 22 + 50% of Centaur's Strength as damage
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.
Grants you and all allied player 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 impact once.
- Level 1. Mana cost 80 / Cooldown 120 / Duration 3.75 / Maximum movespeed, no collision*/1xSTR damage, 1.25 sec slow**
- Level2. Mana cost 80 /90Global*/106**Duration 3.75 / Maximum movespeed, no collision*/2xSTR damage, 1.25 sec slow**
- Level3. Mana cost 80 /60Duration 3.75 / Maximum movespeed, no collision*/3xSTR damage, 1.25 sec slow**
Skill Build
- Level 1 Hoof Stomp
- Level 2 Double Edge
- Level 3 Double Edge
- Level 4 Hoof Stomp
- Level 5 Double Edge
- Level 6 Stampede
- Level 7 Double Edge
- Level 8 Hoof Stomp
- Level 9 Hoof Stomp
- Level 10 Return
- Level 11 Stampede
- Level 12 Return
- Level 13 Return
- Level 14 Return
- Level 15 Stats
- Level 16 Stampede
- Level 17 - 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.
Why Double Edge over Hoof Stomp?
Double Edge doesn't cost any mana while stomp's mana scales based on the level. The 0,5 second extra stun isn’t worth the extra 20 mana and loss of 25 damage, unless you can hit two opponents. The difference here is minor, and often comes down to personal preference. You may consider of maxing Stomp first if the enemy got super burst damage skill (Frost Nova/Carrion Swarm,etc).
The rest of the skill build are self explanatory and do not skip his skills for stats since all of his skills are important.
Item Build
Starting Items
Core Items
After reading some forum member's comment and then testing it myself, I change my mind about Blademail.
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 Stick or 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.
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.
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
IF YOU MANAGED TO BUY OTHER ITEMS THAN THE CORE + LUXURY, IT MEANS YOU FARMED TOO MUCH.
Questionable Items
Gameplay
Lane
- Do not fucking Jungle. To jungle you need return and in order to leveling it up, you must sacrifice either Stomp or Edge, which both important early.
- A dangerous short lane with range disabler (lion, cm etc) is preferred.
- Centaur will work very very well in a Tri-Lane.
When is the right time to gank?
- First of all, make sure you got Dagger for a sure-kill ganks.
- Secondly, if you want to gank you must make sure that your lane partner can survive the lane alone. It's not a good idea to leave a CM in Lina-SK lane.
- Thirdly, Check his HP, Skills and check if your teammate in the lane you gank got a disable/nuke or not to make sure nothing can go wrong
- And last, the best time to gank in my opinion is when you just spawn/return to the fountain. The enemy will think you in your way to your lane or healing so they will not be very cautious when you are missing on the map.
Ganking
- Initiate with Blink + Stomp when possible.
- Otherwise try to walk in enemy's escape route so you can pull off your stomp.
- Don't hesitate to use Double Edge early unless the other team has a channeling spell and your allies don't have disables.
Team Battle
- Initiate with Blink + Stomp if you can. Stay back behind your team and stay in the fog to avoid enemy damaging you and thus, disabling your dagger.
- If you don't have Dagger, just walking to the enemy can also be good since you will be absorb disables and nukes for your teammates to initiate.
- If possible, blink to a squishy caster and kill him before the stun duration wears off.
- Never back off in the middle of the fight. You are a tank so you have to absorb damage as much as you can.
Late Game
- Brad still shines in the late game thanks to his Return. Return can be used to wipe-out the entire enemy's creep wave in a few seconds.
- Your job in late game team fights is; initiate, deal as much damage as possible, then die.
Edited by basicdotaguide.blogspot.com