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    Tauren Chieftain guide by ^FEAR

    Tauren Chieftain guide by ^FEAR
    (Written for version 6.61b)


    1.0 Hero overview

    Background story: Since ancient times it has been prophesized by the Tauren elders that a Chieftain will come, strong as the mightiest warriors and wise as the eldest shamans. After many years of wandering the sacred lands, seeking wisdom from his forefathers, Cairne Bloodhoof has proven himself as the long awaited hero. Cairne carries with him the spirit of his mightiest ancestor, and now the ground shakes with the combined strength of the Chieftain and his guardian spirit. No physical nor magical barrier can reduce the power of his enchanted halberd, the weapon used by his guardian in ancient times. Such is the power of this axe that it can split the very earth itself. Seeking revenge for the ravaging of his homeland, Cairne will soon bring his wrath upon the Scourge.

    Comment: Personally I think this hero is way overpowered and by having decent TC player in your team you got half game won and I also think he should be banned in any organised game. What makes him so imba? He has way too long range disables which last way too long and are way too easy to place. His stats growth is very good as well. He is good in any lineup and can either solo or dual lane effectively making him top competitive pick. I hope this guide will help you to improve your play with this hero, enjoy reading.

    Statistics:

    • Affiliation: Sentinel
    • STR: 24 + 2.3 ( primary )
    • AGI: 14 + 1.5
    • INT: 23 +1.6
    • Attack Animation: 0.35 / 0.97
    • Damage: 47-57
    • Casting Animation: 0.4 / 0.8
    • Armor: 3
    • Base Attack Time: 1.7
    • Movespeed: 310
    • Missile Speed: Instant
    • Attack Range: 128 (melee)
    • Sight Range: 1800/800




    2.0 Skill overview


    | Echo stomp

    Description: Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconscious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is separated from you, it will still perform its part of the spell. 1.4 second cast time.

    • 15 second cooldown
    • 100/115/130/145 mana cost
    • 80 damage at all levels
    • Area of range of 500
    • 2/3/4/5 second duration


    Special note:

    • Damage type: Magical (Spirit), Physical (Tauren)


    Comment: Combined with Ancestral spirit this is surely one of best initiation skills in DotA and synergies well with Earth splitter. Note that units which get hit by this go to some sort of sleep and wake up when they receive any hero based damage, meaning creeps and towers can attack them without waking them up.


    | Ancestral spirit

    Description: The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While separate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck.

    • 19 second cooldown at all levels
    • 110 mana cost at all levels
    • AoE of 250
    • Duration of 8 seconds after spirit re-unites with you

      • Level 1: Deals 120 damage. Gives 3 attack damage and 1% speed per creep, and 10 attack damage and 5% speed per hero.
      • Level 2: Deals 160 damage. Gives 6 attack damage and 1% speed per creep, and 20 attack damage and 5% speed per hero.
      • Level 3: Deals 200 damage. Gives 9 attack damage and 1% speed per creep, and 30 attack damage and 5% speed per hero.
      • Level 4: Deals 240 damage. Gives 12 attack damage and 1% speed per creep, and 40 attack damage and 5% speed per hero.


    Special note:
    • The spirits movements are Tauren Chieftain's own but mirrored.



    Comment: Combined with Echo stomp makes you one of best initiators in DotA. Spirit will copy all your movement along with using Echo stomp will full effect meaning you just send spirit over then use Echo stomp and don't make mistake of moving when channeling. Due to long cast range and big AoE of Echo stomp you can catch 3/5 enemies without problem, then finish them off with Earth splitter.


    | Natural order

    Description: The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance.

    • AoE of 250
    • 20%/40%/60%/80% reduction


    Special note:

    • The Ancestral Spirit also has this ability.



    Comment: Very good skill but most people understand it wrong thinking it nullifies ALL armor and magic resistance while in fact only nullifies BASE armor and magic resistance. So, if hero has 9 base + 10 armor it won't count his base 9 armor but only 10 from items etc. However, if hero doesn't have Hood of Defiance his magic resistance will indeed be 0% making them receive pure damage from spells while you are in aura's range.


    | Earth splitter

    Description: Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds. Deals 35% of a unit's maximum HP.

    • Mana cost of 175 at all levels
    • 90/75/60 cooldown
    • Huge casting range of 1600
    • AoE of 350 width and 2400 distance
    • Duration of 3/4/5 seconds
      • Level 1: Deals 35% of targets maximum hp, and slows 30% for 3 seconds.
      • Level 2: Deals 35% of targets maximum hp, and slows 40% for 4 seconds.
      • Level 3: Deals 35% of targets maximum hp, and slows 50% for 5 seconds.


    Special note:

    • The whole crack implodes 3 seconds after casting.
    • The crack extends with a speed of 900, to maximum distance of 2400.



    Comment: Great skill combined with Echo stomp's sleep time which allows you to place it perfectly. Good placed Echo stomp is 99% battle won. Note that maim goes through BKB while damage does not.



    3.0 Skill and item build



    1. Ancestral spirit
    2. Echo stomp
    3. Ancestral spirit
    4. Echo stomp
    5. Ancestral spirit
    6. Earth splitter
    7. Ancestral spirit
    8. Echo stomp
    9. Echo stomp
    10. Natural order
    11. Earth splitter
    12. Natural order
    13. Natural order
    14. Natural order
    15. Attribute bonus
    16. Earth splitter

    Justification: Ancestral spirit is your main farming, damaging, initiating and kill stealing tool and therefore maxed first. Due to crazy synergy between Echo stomp and Ancestral spirit, Echo stomp is maxed next. Since all TC's skills are too good to pass for up for attributes, after maxing those 2 we'll take Natural order. Earth splitter whenever possible. Now items:

    Starting items:



    Quelling blade is gotten for imba easy last hitting due to your high base damage, throw it later when you need space. Branches for cheap stat boost. 1 clarity/flask/tangoes is all regen you need until you farm Bottle up.

    Early game items:



    Boots of speed 'cause it's basic item and you should get it right after Bottle. Bottle is very useful for TC 'cause he is spamming Spirit and eventually Echo stomp on lane all the time and he doesn't have highest intelligence and mana pool in the world so burst regen and rune whoring is way to go. Bracers to add up some cheap stats.

    Now there are few paths TC can choose;

    Mid game items ( DPS TC ):



    If you choose to play TC as DPS-er BF is probably best option as first major item. It gives more farming power, cheap raw damage and mana/HP regen which all comes in handy for TC. Treads are gotten over Phase/BoT in DPS build because they give IAS/DMG and decent move speed. Note that if you farm really good from start you may consider Radiance ( if you can get it before 20 minutes ) then proceed to BF. Only negative effect with Radiance is that it wakes up units that are Echo stomped. If you think you can do combo well due to huge range spells then buy it.


    Late game items ( DPS TC ):



    For DPS Desolator should be gotten next as it synergies well with Natural order. Buriza is good choice since you can expect good criticals from -tons of armor. Heart for survivability and some damage.
    Last edited by ^FEAR; 11th July 2009 at 01:27 PM.
    "I'll make him an offer he can't refuse..."

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