Beastmaster

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Beastmaster
Beastmaster.png
Strength
23 + 2.2
Agility
18 + 1.6
Intelligence
16 + 1.9
Level Base 1 16 25
Health 200 660 1360 2100
H Regen 0.25 0.94 1.99 3.12
Mana 50 242 602 1022
M Regen 0.01 0.65 1.87 3.27
Damage 41‒45 64‒68 99‒103 136‒140
Armor 2 4.57 8.29 12.91
Spell Dmg 0% 1% 2.91% 5.1%
Att / Sec 0.58 0.69 0.84 1.03
Movement Speed 310
Turn Rate 0.4
Sight Range 1800/800
Attack Range 150
Missile Speed Instant
Attack Duration 0.3+0.7
Base Attack Time 1.7
Magic resistance 25%
Collision Size 24

Karroch the Beastmaster is a melee strength hero whose versatility allows him to take on multiple roles. His hawks provide free flying vision and his boars can harass, slow, and stack jungle camps. His ultimate, Primal Roar, is the longest lasting single reliable stun in the game, except Morphling's Adaptive Strike at level 4 with more strength than agility. However his greatest strength is his passive aura Inner Beast, increasing the attack speed of all allies units nearby, including creeps and his summons. With these skills he can push the enemy tower quickly and safely, take down undefended targets with help of Necronomicon summons, even lock a single target down and kite enemies in teamfight. With careful observation of the battlefield, Beastmaster takes down enemies one by one and paves the way to victory.

Bio[edit | edit source]

Beastmaster Karroch, the Beastmaster
Play "I run with the rabbit and hunt with the hounds."
Role: Initiator Initiator / Disabler Disabler / Durable Durable / Nuker Nuker
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 Karroch 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.
Voice: Sam A. Mowry (Responses)

Abilities[edit | edit source]

Wild Axes
Not blocked by Linken's Sphere. Not blocked by Spell Immunity. Play
Q
W
Wild Axes icon.png
Ability Affects Damage
Target Point Enemies Physical
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.
Cast Animation0.4+0.47
Cast Range: 1300
Axes Radius: 140
Axes Travel Distance: 1300
Axes Spread Distance: 353
Damage per Hit: 70/100/130/160
Cooldown 13 Mana 120
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.

Notes:

  • The axes travel at an average speed of 800 and move in arcs towards the target point, where they intersect and then fly back.
  • The axe spread up to 353 distance away from each other before moving back together while traveling towards the targeted point.
  • The axes' minimum travel distance is 353 as well, so when targeting a point closer than 353 range, they still intersect 353 range away.
  • A unit can only get hit twice per cast, so the maximum possible damage is 140/200/260/320.
    • Each axe can hit a unit once upon traveling to the target point, and once again upon traveling back to Beastmaster.
    • If a unit is hit by both axes upon traveling to the target point, it cannot be hit again upon retracting.
  • The axes destroy trees within 140 range of them.
  • Both axes grant 600 radius flying vision around themselves as they travels. This vision does not last.


Call of the Wild: Hawk
Play
W
D
Call of the Wild Hawk icon.png
Ability
No Target
Beastmaster calls forth a watchful Hawk to scout the battlefield. At level 3 and beyond, the hawk can become invisible after being still for 4 seconds.
Cast Animation0.3+0.63
Hawk Duration: 60
Cooldown 42/38/34/30 Mana 25
After befriending the strange beast of his childhood, Beastmaster has learned to call to animals in times of need.

Notes:

  • Does not destroy a previous summon if this ability is used again before the previous Hawk expires.
  • Neither triggers, nor takes damage from Land Mines icon.png Land Mines.
  • The "Select All Units" hotkey does not select hawks.


Call of the Wild: Boar
Play
E
B
Call of the Wild Boar icon.png
Ability Damage
No Target Physical
Beastmaster calls a powerful Boar to stalk the battlefield, capable of spitting poison at enemies to slow their movement and attack speed.
Cast Animation0.3+0.63
Boar Duration: 60
Cooldown 42/38/34/30 Mana 25
After befriending the strange beast of his childhood, Beastmaster has learned to call to animals in times of need.

Notes:

  • Does not destroy a previous summon if this ability is used again before the previous Boar duration expires.


Inner Beast
Can be used by illusions. Disabled by Break. Cannot be dispelled. Not blocked by Spell Immunity.
D
F
Inner Beast icon.png
Ability Affects
Aura Allies
Untaps the inner fury of allies, passively increasing their attack speed.
Radius: 900
Attack Speed Bonus: 15/25/35/45
Beastmaster's ability to incite the innate strength of animals was seen in the mauling of the king of Slom.

Notes:

  • The attack speed buff lingers for 0.5 seconds after leaving the radius.


Primal Roar
Partially dispellable. Partially blocked by Linken's Sphere. Partially blocked by Spell Immunity. Play
R
R
Primal Roar icon.png
Ability Affects Damage
Target Unit Enemies Magical
Beastmaster lets loose a deafening roar that stuns, and shoves open, a path to its target. All units in the path of the roar are damaged, while units shoved aside by the roar have their movement and attack speed slowed.
Cast Animation0.5+0.63
Cast Range: 600 (Can be Improved by Aghanim's Scepter. 950)
Knockback Radius: 300
Damage: 200/250/300
Move Speed Slow: 50%
Attack Speed Slow: 50
Slow Duration: 2/3/4
Knockback Duration: 0.6
Stun Duration: 3/3.5/4
Cooldown 80/75/70 (Can be Improved by Aghanim's Scepter. 45) Mana 150/175/200
Partially blocked by Spell Immunity. Can target and stun spell immune enemies. Attempts to damage the primary target while spell immune. Can knock back secondary spell immune enemies. Does not slow and does not attempt to damage secondary spell immune enemies. Slow persists if debuff was placed before spell immunity and when not dispelled.
Partially blocked by Linken's Sphere. Blocked fully only when primary target.
Partially dispellable. Stun is dispellable with strong dispels. Knockback/slow is dispellable with any dispel.
Can be Improved by Aghanim's Scepter. Decreases cooldown, increases cast range.
The Beastmaster has learned to channel his primal instincts into an animalistic roar, causing devastation in the ranks of enemies.

Notes:

  • Only enemy units are shoved aside from the path of the roar.
  • Affected units are fully disabled during the pushback.
  • Primal Roar can be used on a Courier to stun it, but it is not damaged. Couriers are also a valid target for the pushback.
  • Knocks units aside at a speed of 500, up to 300 range away, resulting in a knockback duration of 0.6 seconds.
  • The pushback and slow have a dynamic range, based on the distance between Beastmaster and the primary target.
    • For every 2 distance between Beastmaster and the target upon cast, the knockback range increases by 1.
    • When the target is 600 range away, the knockback hits units up to 300 range behind the target and behind Beastmaster.
    • When the target is 950 range away, the knockback hits units up to 475 range behind the target and behind Beastmaster.
    • The width of the knockback area is always 300, so the affected area is always stadium-shaped.
  • Considering the dynamic range, the slow/knockback can hit units up to 900 (Can be Improved by Aghanim's Scepter. 1425) range away.
    • Can hit units up to 1200 (Can be Improved by Aghanim's Scepter. 1725) range away when having Aether Lens icon.png Aether Lens.
  • When an enemy is perfectly aligned with Beastmaster and his Primal Roar target, it does not get knocked aside
    • However, the slow and damage are still applied, and the target is still disabled for the knockback duration.


Summons[edit | edit source]

Beastmaster's Hawk[edit | edit source]

Hawk
Beastmaster Hawk model.png
Summon
Level 1
Duration 60
Health 40/60/80/100
Health regen 1.5
Armor 5
Magic resistance 0 %
Follow range 100
Turn rate 0.6
Collision size 24
Vision range 500/750/1000/1250  •  500/650/800/950 (F)
Bounty 30/40/50/60
Experience 77
Model scale 1.2
Notes Abilities:
Invisibility (Hawk) icon.png Invisibility


Invisibility
Not disabled by Break. Cannot be dispelled. Not blocked by Spell Immunity.
Invisibility (Hawk) icon.png
Ability Affects
Passive Self
If motionless for some time, the Hawk becomes invisible.
Fade Time: 1
Fade Delay: 3

Notes:

  • Requires Call of the Wild to be level 3.
  • The fade time + the fade delay equal the total time before the hawk goes invisible (4 seconds).


Beastmaster's Boar[edit | edit source]

Boar
Beastmaster Boar model.png
Summon
Level 1
Duration 60
Health 200/300/400/500
Health regen 1.5
Armor 0
Magic resistance 0 %
Damage 10/25/40/55
Acquisition range 600
Attack range 550
Base attack time 1.25
Attack animation 0.5+0.47
Missile speed 1500
Movement speed 350
Follow range 100
Turn rate 0.6
Collision size 24
Vision range 1400  •  800 (G)
Bounty 26-38
Experience 59
Model scale 0.65
Notes Abilities:
Poison (Boar) icon.png Poison


Poison
Not a Unique Attack Modifier. Not disabled by Break. Can be dispelled. Not blocked by Linken's Sphere. Blocked by Spell Immunity.
Poison (Boar) icon.png
Ability Affects
Passive Enemies
Inflicts a poison that slows attack and movement speeds.
Move Speed Slow: 10%/20%/30%/40%
Attack Speed Slow: 10/20/30/40
Slow Duration: 3
Blocked by Spell Immunity. Slow persists if debuff was placed before spell immunity and when not dispelled.

Notes:

  • Level scales together with Call of the Wild's level. However, the level of already summoned boars does not adapt.
  • Successive attacks do not stack the slow, they refresh the duration.


Recommended items[edit | edit source]

Starting:

Early:

  • Magic Stick icon.png Magic Stick is a strong pickup on almost all heroes.
  • Bracer icon.png Bracer tanks you up and potentially uses one of your starting gauntlets.
  • Iron Talon icon.png Iron Talon is a viable choice if you started by jungling, or the offlane is too hard for you to survive.
  • Ring of Basilius (Active) icon.png Ring of Basilius gives some good starting armor and mana regeneration in lane. The additional armor given to the creeps while activated can push the lane faster.

Core:

  • Boots of Speed icon.png Boots of Speed offers additional movement speed. Since in early and mid game Beastmaster's summons deals more damage than himself, you can leave Boots of Speed as it is and build up Boots of Travel 1 icon.png Boots of Travel later.
  • Power Treads icon.png Power Treads give you extra health and allow for tread switching for a bit of extra mana for casting.
  • Tranquil Boots (Active) icon.png Tranquil Boots is a viable alternative for support Beastmasters, allowing him to use his abilities from afar without pausing the regeneration.
  • Medallion of Courage icon.png Medallion of Courage gives additional armor and mana regen. Together with Inner Beast icon.png Inner Beast and summons you can bring down Roshan in early game.
  • Drum of Endurance icon.png Drum of Endurance provides health, gives you much needed mana, and increases your ability to get in range to use Primal Roar icon.png Primal Roar on enemies. It also further increases the attack speed of your Boar.

Situational:

  • Necronomicon 1 icon.png Necronomicon has natural synergy with Inner Beast icon.png Inner Beast and is a great item to quickly take towers and add additional damage to target hit by Primal Roar icon.png Primal Roar, draining their mana and making the enemy hard to retaliate after.
  • Blink Dagger icon.png Blink Dagger allows Beastmaster to engage on slippery targets that would not normally allow you to get into range to cast your ultimate.
  • Aghanim's Scepter icon.png Aghanim's Scepter further increases the power of your ultimate, giving it extreme range and a cooldown low enough to use it twice in protracted engagements.
  • Solar Crest icon.png Solar Crest gives additional armor and evasion and increase your resilience to physical damage. The greatest utility of the item is to decrease the armor of enemy hit by Primal Roar icon.png Primal Roar so that your summons could do much more damage, also take down Roshan quickly.
  • Vladmir's Offering icon.png Vladmir's Offering synergizes well with Inner Beast icon.png Inner Beast, since it boost your teams's damage as well as survivability. Also, Beastmaster is able to stay outside of base thanks to the lifesteal.
  • Pipe of Insight icon.png Pipe of Insight is another strong aura item for your team and helps with pushing. It counters team with strong magical damage lineup.
  • Heart of Tarrasque icon.png Heart of Tarrasque makes you extremely tanky, but be wary of getting it too early as you have less utility than with other item choices.
  • Assault Cuirass icon.png Assault Cuirass is a great pickup against a team with high physical damage output and to help your carries do damage quicker.
  • Heaven's Halberd icon.png Heaven's Halberd is a strong utility item to disarm an enemy carry in teamfights. It will also give some extra health and evasion.
  • Refresher Orb icon.png Refresher Orb allows you to use Primal Roar two times in quick succession. It will also allow you to summon an extra boar and hawk.
  • Boots of Travel 1 icon.png Boots of Travel can be bought in the late game. It is especially powerful when teleporting to the Hawk to kill lone target.

Gameplay[edit | edit source]

Strategy[edit | edit source]

Main article: Beastmaster/Guide

Counters[edit | edit source]

Main article: Beastmaster/Counters

History[edit | edit source]

Lore[edit | edit source]

Main article: Beastmaster/Lore

Trivia[edit | edit source]

  • Beastmaster's original name was Rexxar, a character in the Warcraft universe.[1]
    • Rexxar was the main playable character of the bonus campaign in Warcraft III: The Frozen Throne.
  • Beastmaster's item the "Shrieking Razorback" design seems to be based off of the Shriekers from Tremors II: Aftershocks.[2]

Beastmaster's line's Play Play "Basshunter, on the hunt" are a reference to Swedish singer Basshunter, who has a song about DotA.

Equipment[edit | edit source]

Gallery[edit | edit source]

References[edit | edit source]

  1. Rexxar on Wowpedia
  2. Shriekers