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|Hero||Strategy||Counters||Equipment||Gear||Responses||Sounds||Lore||Old Abilities||Changelogs||Known Bugs|
Karroch, the Beastmaster, is a versatile melee strength hero most commonly played as an offlaner and ganker who brings a good amount of utility to his team in any situation. His Wild Axes allows him to lane and farm quite effectively throughout the game, even when pressured. He is able to summon a hawk and boar to aid him, each providing a good amount of utility to his team. Hawks provide free flying vision around the map, scouting his enemies while his Boars can harass and slow his enemies to a crawl while aiding him in combat. His Inner Beast aura makes his team a force to be reckoned with, providing a hefty boost to attack speed to himself, his summons, and all nearby allies. Finally, his ultimate, Primal Roar, is the longest lasting single-target reliable stun in the game and also penetrates spell immunity (being only counterable by Linken's Sphere), providing a strong initiation for his team to claim a kill. With these skills, he can push enemy towers quickly and safely, take down undefended targets with the help of Necronomicon summons, lock down a single target, and also kite enemies in teamfights. With careful observation of the battlefield, Beastmaster takes down enemies one by one and paves the way to victory.
|Karroch, the Beastmaster|
|Play "I run with the rabbit and hunt with the hounds."|
|Role:||Initiator / Disabler / Durable / 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)|
- The axes either travel at a speed of 1200 or reach the target point in one second, whichever is faster. The same applies upon returning.
- Upon returning, their speed periodically adapts based on their distance to Beastmaster and the remaining travel time.
- This means the axes fly a maximum of up to two seconds, up to one seconds towards the point and up to one second 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.
- Both axes fly in arcs, so that the axe coming from Beastmaster's left hand travels back towards his right hand, and vice versa.
- A unit can only get hit once by each axe, so the maximum possible damage (before reductions) is 140/200/260/320 ( 640/700/760/820).
- Does not damage couriers.
- Choosing the damage upgrading talent immediately upgrades all of Beastmaster's currently flying axes.
- The axes destroy trees within 140 radius around them.
- Both axes grant 350 radius flying vision around themselves as they travel. This vision does not last.
- Only enemy units are shoved aside from the path of the roar. Roshan is not affected by the knockback.
- Affected units are fully disabled during the knockback.
- Primal Roar can be used on a courier to stun it, but it is not damaged. Couriers are also a valid target for the knockback.
- Knocks units aside at a speed of 500, up to 300 range away, resulting in a duration of 0.6 seconds.
- Units hit by the knockback are made to face towards the direction they are getting pushed.
- The knockback 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.
- 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.
- 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).
- 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.
|+250 Wild Axes Damage||25||+120 Damage|
|+400 Health||20||12% Cooldown Reduction|
|+1 Boar Summoned||15||+12 Strength|
|+20 Movement Speed||10||+20% XP Gain|
- Cooldown reduction affects abilities and items. Stacks multiplicatively with Octarine Core and additively with Arcane Rune.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The attack damage is added as bonus attack damage, and therefore does not benefit illusions.
- Stout Shield allows you to take more harassment in lane; it can upgrade to Poor Man's Shield to blocks even more physical attacks.
- Tango allow you to stay longer in lane without having to return to the fountain.
- Iron Branch is a very cheap item that provides a bit of attributes; use with Tango for more heal.
- Ring of Protection provides armor against physical attacks so Beastmaster can lane; it upgrades to Iron Talon.
- Iron Talon is a viable choice if you started by jungling, or the offlane is too hard for you to survive.
- Magic Stick provides burst health and mana, useful to sustain Beastmaster.
- Boots of Speed offers additional movement speed to get Beastmaster in cast range of his abilities.
- Magic Wand grants some attributes and even more burst health and mana than Magic Stick.
- Tranquil Boots gives health regeneration and large movement speed bonus, easing Beastmaster's initiation with Primal Roar.
- Necronomicon has natural synergy with Inner Beast and is a great item to quickly take towers and add additional damage to target hit by Primal Roar, draining their mana and making the enemy hard to retaliate after.
- Blink Dagger adds mobility and allows Beastmaster to engage on slippery targets to cast Primal Roar.
- 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.
- Drum of Endurance provides health, gives you much needed mana, and increases your ability to get in range to use Primal Roar on enemies. It also further increases the attack speed of your Boar.
- Vladmir's Offering synergizes well with 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.
- Solar Crest gives additional armor, evasion, and mana regeneration. Together with Inner Beast and summons you can bring down Roshan in early game.
- Heaven's Halberd disarms enemy heroes and has a chance to maim them upon attacks. It also gives some extra health and evasion.
- Pipe of Insight is another strong aura item for your team and helps with pushing. It counters team with strong magical damage lineup.
- Aghanim's Scepter further increases the power of Primal Roar, giving it extreme range and a cooldown low enough to use it twice in protracted engagements.
- Assault Cuirass stacks with Inner Beast, granting aura of armor and attack speed.
- 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.
- Boots of Travel can be bought in the late game, powerful when teleporting to the Hawk to kill lone target or push buildings.
- Beastmaster's original name was Rexxar, a character in the Warcraft universe.
- 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.
- Beastmaster's lines Play Play "Basshunter, on the hunt" are a reference to Swedish singer Basshunter, who has a song about DotA.