|Hero||Strategy||Counters||Equipment||Gear||Responses||Sounds||Lore||Old Abilities||Changelogs||Known Bugs|
Sylla, the Lone Druid, is an adaptable and versatile ranged or melee agility hero, who summons a Spirit Bear, which has its own set of abilities and can equip items, as his ally. With the help of his Spirit Bear, he can carry, jungle, and push lanes effectively. Because of this, technically speaking, the Spirit Bear and Lone Druid himself are two available heroes at once. The Lone Druid himself is mostly played as the aura giver, while the Spirit Bear is played as the main damage dealer and tank. When he activates his abilities, it will not only buff him but the Spirit Bear as well. Lone Druid is versatile as he can change from a fast ranged warrior to a tough and mighty melee bear himself. Together, they can push lanes and towers quickly, farm neutrals in a clinch, and even take down Roshan by themselves if equipped with the right items. Due to the Spirit Bear not benefitting from attributes, it scales weakly into the later portions of the game, encouraging a midgame-oriented playstyle. However, should the need arise, its six extra usable item slots make Lone Druid a force to be reckoned with far into the lategame.
|Sylla, the Lone Druid|
|Play "I wonder what awaits me at the end of everything…"|
|Role:||Carry / Pusher / Jungler / Durable|
|Lore:||Long before the first words of the first histories there rose the druidic Bear Clan. Wise and just they were, and focused in their ways to seek an understanding of the natural order. The arch forces of nature saw this, and so sought the most learned among them. Wise old Sylla, clan justiciar and seer, stepped forward for his kin, and to him was given the Seed with these words: 'When all of the world has dimmed, when civilization has left these lands, when the world is slain and wracked by the endless deserts at the end of ages, plant the Seed.' As he grasped his trust, Sylla felt his years recede and his vitality returned. Vast knowledge burst into his mind. He found himself able to project his very will into reality and, with some concentration, alter his own physical form as well. Yet subtle whispers and cruel ears brought word of the Seed and its power to other peoples, and a terrible war crashed upon the Bear Clan. As his ancestral home burned, Sylla took his burden and fled to the wild places. Ages passed, and time and myth forgot the Bear Clan, forgot Sylla and the Seed, forgot wondrous civilizations that rose and fell in Bear Clan's wake. For millenia Sylla has waited, waited for word from his deities, waited for peace to come to the ever warring realms, waited in exile and in secret for the end of all things and for the conclusion of his sacred commitment, preparing himself always to face and destroy whatever would dare threaten his purpose.|
|Voice:||Nolan North (Responses)|
- For all of the Spirit Bear's stats, see here.
- On the first cast of Summon Spirit Bear, the bear is actually summoned. On every following cast, it is just healed or revived.
- This means buffs and debuffs are not dispelled upon re-summoning it.
- The backlash damage is dealt as pure damage from the unit that killed the Spirit Bear.
- The Spirit Bear cannot be resummoned if it has taken damage from a player in the last 3 seconds. Has no minimum damage threshold.
- Damage is checked before any sort of reduction, so fully blocked damage also prevents resummoning it.
- If the Spirit Bear dies, it can be resummoned immediately.
- The Spirit Bear is treated as a hero by most spells.
- This means that it cannot be dominated or converted by Holy Persuasion, Helm of the Dominator, or Enchant.
- It is also no valid target for spells like Hand of Midas, Demonic Conversion, or Devour.
- Most spells which can target heroes only can target the Spirit Bear (e.g. Shallow Grave, or Static Link).
- Most buffs and debuffs last on the Spirit Bear as long as they do on heroes.
- The Spirit Bear cannot have illusions of itself, so the Illusion Rune and Manta Style do not spawn illusions of the bear.
- When the Spirit Bear is 1100 range away from Lone Druid, it gets disarmed, turns slightly grey and uses different animations.
- The grey hue and disarm symbol are visible to allies only. The animations are visible to everyone.
- Has a cast backswing of 0.57 while in True Form.
- Rabid cancels Lone Druid's channeling spells upon cast.
- The effect radius is global but not provided by an aura.
- This means that the Spirit Bear has to be alive while Rabid is cast in order to be affected by it.
- This also means that, when the Spirit Bear dies while under the effect of Rabid, the buff on the Spirit Bear is fully lost.
- However, when Lone Druid dies while having Aghanim's Scepter, the effects on the Spirit Bear are not lost.
- Applies an effect similar to taunt on enemies. Instead of forcing to attack, it forces a move command towards the team's fountain.
- Only affects enemy units controlled by a player. AI-controlled units (lane and neutral creeps) are unaffected.
- Does not affect couriers, wards and buildings. Affects invisible, but not invulnerable or hidden units.
- Since it orders units to move, they cannot flee while affected by root effects (e.g. Entangling Claws).
- Units affected by Savage Roar cannot act at all, so that any actions cannot even be ordered or queued up during it.
- Interacts with other taunt spells based on cast order.
- If Savage Roar was cast after Berserker's Call or Winter's Curse, units flee until Roar expires and then return to attack.
- If Roar was cast before any of the two, units stop fleeing and attempt to attack the taunting hero. They do not continue fleeing once the taunt expires, but stand still instead.
- However, while affected by Savage Roar, units cannot attack during Berserker's Call or Winter's Curse. They attack as soon as Savage Roar expires.
- Does not affect units which are in a Duel. If Duel is cast after Roar, Duel takes full priority.
- Shares cooldown with the Spirit Bear's Savage Roar.
- Despite the lack of cooldown, True Form does proc all on-cast effects like a regular spell.
- During the transformation, Lone Druid cannot do anything. Cannot be interrupted.
- Reduces Lone Druid's movement speed to 280 and attack range to 150 while giving him melee attack properties.
- True Form persists through Lone Druid's death. If he dies during it, he respawns in True Form.
- Changes Lone Druid's model and alters his voice.
- Battle Cry is only available while True Form is active.
- Battle Cry's level is set equal to True Form's level.
- Affects all units owned by Lone Druid and his Spirit Bear, not just him and the bear.
- Plays a part of the sound at the beginning of the cast.
- Return requires Summon Spirit Bear level 2 to be unlocked.
- Return interrupts the Spirit Bear's channeling spells upon cast.
- Disjoints projectiles upon cast.
- Can be cast from anywhere on the map.
- Issues a stop order to the Spirit Bear after teleporting.
- Taking player based damage puts Return on a 3 second cooldown. Has no minimum damage threshold.
- Damage is checked before any sort of reduction, so fully blocked damage also triggers the cooldown.
- If Lone Druid dies and Return is cast, the Spirit Bear teleports back to Lone Druid's death location.
- Entangling Claws requires Summon Spirit Bear level 3 to be unlocked.
- Roots the target, preventing it from moving and casting certain mobility spells.
- Forces a stop command onto the target upon cast, so that its current move, attack and spell cast orders get canceled.
- Deals damage in 1 second intervals, starting immediately as the debuff is placed, resulting in 3 ( 5) (9 against non-heroes) damage instances.
- Deals a total of 180 ( 300) physical damage to heroes and 540 to creeps.
- Entangling Claws uses pseudo-random distribution.
- Same notes as Lone Druid's Savage Roar apply.
- The Spirit Bear acquires this spell as soon as Lone Druid learns it.
- It is always in the third ability slot, regardless of the bear's level.
- Shares cooldown with Lone Druid's Savage Roar.
- Demolish requires Summon Spirit Bear level 4 to be unlocked.
- The cooldown of an item is bound to the item itself, and not to the unit holding the item. This means that giving the bear an item which already is on cooldown, is still on cooldown in its inventory, it does not get refreshed for the bear.
- If the Spirit Bear has an item on cooldown, and then receives the same item again from Lone Druid but off cooldown, the newly received item is usable right away, despite the other one being still on cooldown. Using it puts it on cooldown and restarts the cooldown of the other one.
- However, when an item went on cooldown due to a shared cooldown (e.g. Medallion of Courage going on cooldown because of Solar Crest getting used, or when having multiple Faerie Fire), it is not on cooldown when given to the bear, since the item itself was not used to proc the cooldown.
- Gem of True Sight functions on the Spirit Bear as it does on couriers. This means it does not reveal invisible units when held by Spirit Bear. It is still dropped when Spirit Bear dies.
- Spirit Bear cannot pick up the Aegis of the Immortal, but can attack (destroy) it.
- Spirit Bear can pick up Cheese and consume it normally.
- Divine Rapiers on the Spirit Bear work exactly like how they do for heroes. It can be purchased normally, and manually dropped from the inventory. It is muted when given to allies.
- It is possible to swap an original Rapier between Lone Druid and the Spirit Bear, as it is not muted like how it is for allies. When picked up by an enemy, it turns into a free Rapier as usual.
- The Spirit Bear can pick up free Rapiers. But just like heroes, it cannot manually drop a free Rapier from its inventory. This means free Rapiers cannot be swapped between Lone Druid and the Spirit Bear like an original Rapier.
- Divine Rapiers carried by the Spirit Bear drop on its death.
- Spirit Bear can activate any rune.
- When activating Bounty Runes, Lone Druid gains gold and experience from it.
- When activating the Illusion Rune, nothing happens, since only heroes can have illusions of themselves. All other runes work normally and fully for the Spirit Bear.
- The Spirit Bear can also attack runes to deny them, like other units.
- Spirit Bear can bottle runes and use runes like heroes. Its Bottle also gets refilled when doing so.
- The team chat message displays "Lone Druid", and not "Spirit Bear" when it uses runes.
|-10s Savage Roar Cooldown||25||+1.5s Entangling Claws Duration|
|+50% Spirit Bear Magic Resistance||20||+12 Spirit Bear Armor|
|+50 Spirit Bear Damage||15||+50 Damage|
|+175 Attack Range||10||+250 Health|
- The attack range bonus only affects Lone Druid's ranged attacks. His attack range while in True Form is not increased.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The attack damage and armor bonuses to the Spirit Bear are applied immediately upon selecting the talents. No re-summoning required.
- The attack damage is added as bonus attack damage, and therefore does not benefit illusions.
- The magic resistance bonus for the Spirit Bear stacks multiplicatively with other sources of magic resistance.
- The extra duration to Entangling Claws is not shown in the HUD. Also, only the hero duration is increased, the creep duration is unaffected.
- Tango keeps Lone Druid in lane.
- Iron Branch gives Lone Druid a few extra stats.
- Healing Salve can be used to heal the Spirit Bear.
- Circlet can be built into a Magic Wand later on.
- Boots of Speed is needed on all heroes. Sometimes, Lone Druid will not upgrade his boots in favor of spending money on the Spirit Bear.
- Magic Stick can save Lone Druid in a pinch.
- Phase Boots will give Lone Druid very fast move speed when used with Rabid.
- Magic Wand can save Lone Druid in a pinch.
- Vladmir's Offering's lifesteal aura helps Lone Druid and his Spirit Bear farm, and increases their damage.
- Ring of Aquila is very efficient stats for early game, it also give you the mana regen needed to cast Rabid while jungling or while in lane.
- Dragon Lancewhen used with his attack range talent gives Lone Druid incredible range for fights and tower sieges
- Mjollnir can deal large amounts of damage with Rabid's attack speed buff, and let Lone Druid farm and push very fast.
- Boots of Travel is an excellent late game item for quick pushes.
- Vanguard makes Lone Druid harder to kill, and is eventually built into Abyssal Blade.
- Skull Basher helps Lone Druid lock down enemies, and syngerizes well with the Spirit Bear's Entangle.
- Abyssal Blade keeps enemies immobilized, and works well in addition to Spirit Bear's Entangle.
- Aghanim's Scepter allows the Spirit Bear to attack no matter how far away he is from Lone Druid, making it a more efficient farmer and pusher.
- Pipe of Insight makes both Lone Druid and his Spirit Bear tankier against magic damage.
- Blade Mail discourages enemies from attack Lone Druid, forcing them to focus on the Spirit Bear.
- Boots of Speed makes Spirit Bear move faster.
- Iron Talon helps greatly in farming during the early game.
- Orb of Venom is excellent for harassing and catching enemies.
- Blight Stone slightly increases your damage early, and can be built into Desolator late game.
- Phase Boots provides damage, and helps the Spirit Bear run down enemies and catch them with Entangle.
- Radiance greatly increases the Spirit Bear's damage, as its high health allows it to stay in the center of fights. It also makes up for the Spirit Bear's lack of stat gain.
- Desolator lets the bear push extremely fast because of Demolish paired with Desolator's armor reduction on buildings.
- Maelstrom increases attack speed, damage and push speed. Can be upgraded into Mjollnir.
- Hand of Midas is easily picked up with proper jungling, and helps the Spirit Bear snowball into the late game, but only purchase it if you can afford a weaker early game.
- Assault Cuirass's attack speed greatly benefits the Spirit Bear, and synergizes well with Rabid and True Form's base attack time reduction.
- Moon Shard is a valuable luxury item to give the Spirit Bear very high attack speed.
- Divine Rapier is suitable for the Spirit Bear, as its tankiness keeps him from dying and dropping it. Lone Druid can also pick it up if the Spirit Bear dies.
- Scythe of Vyse can be used on the hero or the bear depending on the situation.
- Linken's Sphere can be used on the hero or the bear depending on the situation.
- Lotus Orb can be used on the hero or the bear depending on the situation.
- Lone Druid's original name was "Syllabear", a pun on the name of Syl-lab-le, one of the developers who worked with Guinsoo. Before retiring, he created this hero. It has now been shortened to "Sylla".
- Lone Druid's design, including sickle and cauldrons, is based on depictions of Celtic druids.