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How to Centaur Warrunner

April 12, 2014 by 961x961
Comments: 0    |    Views: 5342    |   


Build

DotA2 Hero: Centaur Warrunner




Hero Skills

Rawhide (Innate)

Hoof Stomp

2 4 8 10

Double Edge

3 5 7 9

Retaliate

1 12 13 14

Stampede

6 11 16

Talents

15 17 18


How to Centaur Warrunner

961x961
April 12, 2014


Intro

First build plys dont hate too much
Centaur Warrunner is the most durable hero in the game at level 25.
He appears to be a four legged animal with a head and two arms so he is sort of like a six limbed human.
Abilities:
Hoof Stomp
Note: Stuns and deals damage. Note the cast time, get in front of enemies before using.
Double Edge
Note: No mana cost, Magical damage.
Return
Note: Physical Damage, Works on towers.
Stampede
Note: Works once per target, enemies are NOT stunned.

Items

Standard Build.
Starting items: pretty straightforward. The Magic Stick will build into a Magic Wand for quick regen, escapes, etc.
Ring of Protection will become Tranquil Boots, cheap boots to help with health regen, ms, etc.
Hood of Defiance followed by Pipe of Insight and Blink Dagger are your cores, which make you more tanky against magic damage, and blink helps you initiate. Pretty simple.
Heart of Tarrasque is a MUST if the game is getting long and youve finished your cores. This will make you much more durable.
Boots of Travel will be built if the game takes too long.
If you still haven't won by this point, you will build things like Assault Cuirass, Black King Bar, etc. to make you more tanky and have an easier time initiating.

Skills/Mid/Late Game

Straightforward as always. Get a level of Return first to help with harassment in lane. Max Hoof Stomp and Double Edge next, these will be your main abilities. With Stampede, you can ult, run through enemies, stomp while they are disabled, followed by smashing all their faces in with Double Edge. With blink, you can simply blink in, ult, and combo. In a teamfight, this initiation will ensure an instant rout. 1v1, this combo will also basically ensure a kill. Note that your ult is global: it can also help out your allies, even if you arent there.
Mid game, maxing out Return basically means enemy heroes are hitting themselves. Centaur dominates mid game, when his ult wins teamfights on its own.
Late game, carries will start to come online. Your job is to make sure that the enemies are targetting YOU, not the rest of your team. Once you have your Heart of Tarrasque, it is your obligation to tank everything the enemy throws at you so your carry can come in and GG.

Laning/Early Game

Now that I've primarily covered mid-late game, I will cover the most important part of the game: early game. If you constantly get ganked over and over early game, the game becomes a nightmare. GG WP
The problem is: where does centaur go lane? Centaur is not a reliable carry, and safe lane is probably not the best option. Jungle Centaur is interesting, but not viable. Mid lane can be used by better-suited heroes. Centaur is not the greatest support, either. In offlane, Centaur has absolutely no way to escape.
In the end, you will have to take whatever role you need, besides jungling. Centaur CANNOT jungle effectively early game other than a bot game.
While laning, you will have to go with your role. Try to get a few last hits if you aren't supporting: Return will prevent enemies from cutting you down easily. Build your Tranquil Boots fast, and then you can choose what you want to do. Staying in lane is an option. So is ganking (but not recommended). Usually, I go jungle to farm a bit for my Blink Dagger, where Hoof Stomp and Double Edge and Return are good for jungling. When the mid game begins, well, you become really important (above).

Conclusion

Well, gl, and hf in your games. Thats about all I have to say.

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