Hero Discussion of this Day: Beastmaster (30 December 2013)
Karroch, the Beastmaster
Endangered, but far from extinct.
The Beastmaster is a very well-rounded fighter, with many tactical options available for all types of combat. Although his physical attacks are melee, he can throw his axes at long range to slice through enemies, dealing lethal damage. His Primal Roar can turn the most organized defense into chaos, allowing the Beastmaster and his allies to move in for the kill. His summoning skills serve as effective support for his blitz-style combat. Karroch's agile Hawk flies above the battlefield scouting for enemies, and the powerful slowing abilities of his Quillbeast's spines give him time to finish off fleeing foes. A skilled Beastmaster is a deadly foe, capable of fighting any enemy on any terms and crushing them to a pulp.
Lore
Karroch was born a child of the stocks. His mother died in childbirth; his father, a farrier for the Last King of Slom, was trampled to death when he was five. Afterward Karroch was indentured to the king’s menagerie, where he grew up among all the beasts of the royal court: lions, apes, fell-deer, and things less known, things barely believed in. When the lad was seven, an explorer brought in a beast like none before seen. Dragged before the King in chains, the beast spoke, though its mouth moved not. Its words: a plea for freedom. The King only laughed and ordered the beast perform for his amusement; and when it refused, struck it with the Mad Scepter and ordered it dragged to the stocks.
Over the coming months, the boy Karroch sneaked food and medicinal draughts to the wounded creature, but only managed to slow its deterioration. Wordlessly, the beast spoke to the boy, and over time their bond strengthened until the boy found he could hold up his end of a conversation—could in fact speak now to all the creatures of the King's menagerie. On the night the beast died, a rage came over the boy. He incited the animals of the court to rebel and threw open their cages to set them amok on the palace grounds. The Last King was mauled in the mayhem. In the chaos, one regal stag bowed to the boy who had freed him; and with Beastmaster astride him, leapt the high walls of the estate, and escaped. Now a man, Karroch the Beastmaster has not lost his ability to converse with wild creatures. He has grown into a warrior at one with nature’s savagery.
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Roles: Initiator, Disabler, Durable, Utility, Semi-Support
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Strength: 23 + 2.2
Agility: 18 + 1.6
Intelligence: 16 + 1.9
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Damage: 56-60
Armour: 4.52
Movement Speed: 310
Attack Range: 128 (Melee)
Missile Speed: N/A
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 0.4
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Spells
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Wild Axes
Beastmaster sends his axes flying and calls them home again, slicing through enemy units and trees along their path. Each axe can hit an enemy once.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 120 | 13 | 1300 | N/A | N/A | Sends out two axes which make an oval-like formation. Each axe deal 90 damage to each unit it hits once |
| 2 | 120 | 13 | 1300 | N/A | N/A | Sends out two axes which make an oval-like formation. Each axe deal 120 damage to each unit it hits once |
| 3 | 120 | 13 | 1300 | N/A | N/A | Sends out two axes which make an oval-like formation. Each axe deal 150 damage to each unit it hits once |
| 4 | 120 | 13 | 1300 | N/A | N/A | Sends out two axes which make an oval-like formation. Each axe deal 180 damage to each unit it hits once |
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Composite Damage (goes through magic immunity)
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The maximum range of the shards is 1600
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Wild Axes destroys trees
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The flying axes don't give vision
While learning to maneuver in nature alone, the Beastmaster also mastered the use of a pair of tomahawks, adept at cutting down trees as well as adversaries.
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Call of the Wild (Hawk)
Beastmaster calls allies in the form of a watchful Hawk. Previous summons are removed upon casting
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 15 | 40 | N/A | N/A | 60 | Summons a Scout Hawk |
| 2 | 15 | 40 | N/A | N/A | 70 | Summons a Scout Hawk |
| 3 | 15 | 40 | N/A | N/A | 80 | Summons a Greater Hawk |
| 4 | 15 | 40 | N/A | N/A | 80 | Summons a Greater Hawk |
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Greater Hawk has an Invisibility ability (becomes invisible after 5 seconds spent not moving).
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The hawk gives 30/30/65/65 gold
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Uses a 0.3 cast point instead of the normal 0.5 cast point
After befriending the strange beast of his childhood, Beastmaster has learned to call to animals in times of need.
--
Call of the Wild (Boar)
Beastmaster calls allies in the form of a powerful Boar. Previous summons are removed upon casting
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 25 | 40 | N/A | N/A | N/A | Summons nothing |
| 2 | 25 | 40 | N/A | N/A | 70 | Summons a Lesser Boar |
| 3 | 25 | 40 | N/A | N/A | 80 | Summons a Lesser Boar |
| 4 | 25 | 40 | N/A | N/A | 90 | Summons a Greater Boar |
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Lesser Boar has a poisonous attack which slows enemy movement speed and attack speed by 20% (35% for Greater Boar), buff lasts for 3 seconds
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The boat gives 26-38 gold bounty
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Uses a 0.3 cast point instead of the normal 0.5 cast point
After befriending the strange beast of his childhood, Beastmaster has learned to call to animals in times of need.
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Inner Beast
Passive
Untaps the inner fury of allies, passively increasing their attack speed.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | - | - | - | 900 | - | Increases ally attack speed by 15 |
| 2 | - | - | - | 900 | - | Increases ally attack speed by 25 |
| 3 | - | - | - | 900 | - | Increases ally attack speed by 35 |
| 4 | - | - | - | 900 | - | Increases ally attack speed by 45 |
Beastmaster's ability to incite the innate strength of animals was seen in the mauling of the king of Slom.
==
Primal Roar
Ultimate
A deafening roar that deals damage and stuns the target enemy unit, while opening a path between Beastmaster and his prey. Nearby enemies also take minor damage and have their movement speed and attack rate reduced.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 150 | 80 (40*) | 600 (950*) | 250 | 3 (stun), 2 (slow) | Stuns and deals 200 damage to the target. All enemies between Beastmaster and the target are dealt 100 damage and slowed (attack and move) by 50% |
| 2 | 175 | 75 (40*) | 600 (950*) | 250 | 3.5 (stun), 3 (slow) | Stuns and deals 250 damage to the target. All enemies between Beastmaster and the target are dealt 200 damage and slowed (attack and move) by 50% |
| 3 | 200 | 70 (40*) | 600 (950*) | 250 | 4 (stun), 4 (slow) | Stuns and deals 300 damage to the target. All enemies between Beastmaster and the target are dealt 300 damage and slowed (attack and move) by 50% |
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Magical Damage
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Can be upgraded via Sceptre, (*) shows the upgraded values
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A line radius of 250 between Beastmaster and the target causes the secondary effect. A 225 radius around the target will also cause the secondary effect
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Stuns but doesn't damage magic immune units
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Only enemy units are shoved aside from the path of the roar
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Primal Roar can be used on couriers, but won't do any damage since couriers are magic immune
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Recent Changes from 6.79
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Inner Beast AoE reduced from 1000 to 900 (standard aura AoE)
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Inner Beast attack speed rescaled from 18/26/32/40 to 15/25/35/45
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Call of the Wild now has two abilities for summoning each unit independently
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Call of the Wild manacost reduced from 25 to 15 and cast point improved from 0.5 to 0.3
Recent Changes from 6.78/6.78b/6.78c
- Greater Hawk Invisibility fade time decreased from 5 to 4
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Tips:
Make your boar focus on a key target when summoning it rather than letting it attack anything.
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CountJigglesWorth talks about the merits of Beastmaster
Tieren has a mini-writeup on mid-lane Beast master.
Another comment by CountJigglesWorth discussing carrying as Beastmaster requires you having to win early
The previous Beastmaster discussion.
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If you guys want a specific hero to be discussed next, please feel free to post or message me. Request list
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Posts are every two days now, again.
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Important Tinker tip of last thread by Poleare:
"You probably need to use your mobility more wisely. There's no reason to TP to a lane and drop 3 marches and TP out when it's under your own tower. Sure, it's fun and it feels like you're playing the hero correctly, but you're killing lanes for your team. You should be using your spells to disrupt the enemy team's farm and utilize farm sources that your team maybe can't farm as efficiently, like jungle camps (especially on Radiant since you can mow down all 3 pretty easily) or ancient stacks. You should also probably get your team to go for Roshan once you are able to start dropping 3-4 waves of march, since any team that wants to contest it will be at a huge disadvantage.
Sometimes, it might be prudent to take all the farm and maximize your items if you have a push heavy lineup around you and you need to be spamming spells and dealing damage all the time, but most of the time there's probably another hero on your team who can static farm the lane that you would just flash farm and make more use of it."
Posted Dec 30, 2013, 8:45 PM UTC · edited