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 cinch, and even take down Roshan by themselves if equipped with the right items. Due to the Spirit Bear not benefiting 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.
- For all of the Spirit Bear's stats, see here.
- The bear is a creep-hero, making it interact differently with several spells. For detailed interactions follow the link.
- The Spirit Bear levels up together with Lone Druid, gaining attack damage and health with each level.
- 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. Projectiles are not disjointed either.
- 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 can use every item, except for placing runes. s and s. It can also use
- The Spirit Bear cannot have illusions of itself, so the Illusion Rune and 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 .
- Uses lifesteal, but instead of healing the attacking Spirit Bear, it heals its owner instead.
- The lifesteal is affected by lifesteal amplification, but only if the amplification source is on Lone Druid.
- The visual effect upon leveling up only appears when the Spirit Bear is within 1500 range of Lone Druid.
- No matter who cast it, the effect is always applied around Lone Druid and the Spirit Bear.
- Applies fear on all hit enemies within the radius, forcing them to run towards their team's fountain, while preventing them from acting.
- Only affects enemy units controlled by a player. AI-controlled units (lane and neutral creeps) are unaffected.
- Shares cooldown with the Spirit Bear's .
- During the transformation, Lone Druid cannot do anything. Cannot be interrupted.
- Reduces Lone Druid's attack range to 225 while giving him melee attack properties.
- This means items treat him as a melee hero (e.g. , , etc)
- Melee attack range bonuses work in True Form. The level 10 talent grants attack range to ranged attacks only and therefore does not work during True Form.
- Lone Druid gets his maximum and current health increased by the given value. This does not count as a heal.
- While active, Lone Druid gains and , on the same level as on the Spirit Bear.
- 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.
- Disjoints projectiles upon teleporting.
- Can be cast from anywhere on the map.
- Issues a stop order to the Spirit Bear after teleporting.
- If Lone Druid dies and Return is cast, the Spirit Bear teleports back to Lone Druid's death location.
- Levels up together with .
- Increases the Spirit Bear's total magic resistance to 33%, assuming basic 0% magic resistance and no other sources of magic resistance.
- Increases the Spirit Bear's total attack damage against buildings, including raw damage bonuses.
- Same notes as for Lone Druid's apply.
- The Spirit Bear acquires this spell as soon as Lone Druid learns it.
- Causes both Lone Druid and the Spirit Bear to cast Savage Roar at the same time and puts both Savage Roars on cooldown, regardless of who cast the spell.
- Levels up together with .
- Roots the target, preventing it from moving and casting certain mobility spells.
- Provides True Sight over the target.
- Forces a stop command onto the target upon cast, so that its current move, attack and spell cast orders get canceled.
- The proccing attack first applies the debuff, then its own damage.
- Deals 15 damage in 0.25 second intervals, starting 0.25 seconds after the debuff is placed, resulting in 3/6/9/12 instances on heroes and 9/18/27/36 against non-heroes.
- Deals a total of 45/90/135/180 damage to heroes and 135/270/405/540 to creeps.
- Does not affect ancient creeps.
- Entangling Claws uses pseudo-random distribution.
- 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. going on cooldown because of getting used, or when having multiple ), it is not on cooldown when given to the bear, since the item itself was not used to proc the cooldown.
- 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 , but can attack (destroy) it.
- Spirit Bear can pick up and consume it normally.
s 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 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.
- However, unlike for heroes, the rune's selection box does not get prioritized for the Spirit Bear, so that another unit standing on top of it can prevent the bear from picking it up.
- Spirit Bear can bottle runes and use runes like heroes. Its also gets refilled when doing so.
- The team chat message displays "Lone Druid", and not "Spirit Bear" when it uses runes.
|+125 Attack Range||10||+250 Health|
- keeps Lone Druid in lane with health sustain.
- gives Lone Druid cheap attributes.
- can heal both Lone Druid and Spirit Bear.
Starting items (Bear):
- helps Spirit Bear score last hits with bonus damage against creeps.
- for movement speed boost; sometimes, Lone Druid will not upgrade his boots in favor of spending gold on Spirit Bear.
- can save Lone Druid with burst health and mana.
Early game (Bear):
- gives Spirit Bear extra movement speed.
- applies slow on attacks to harass and chase enemies.
- slightly increases damage early by reducing target's armor; can build into late game.
- give Lone Druid fast movement speed and attack damage, which combine well with Spirit Link's attack speed buff.
- gives attributes, as well as more burst health and mana.
- , along with attack range talent, gives Lone Druid incredible range for fights and tower sieges. The active abilitiy, Hurricane Thrust, allows Lone Druid to position better against enemies.
- can deal large amounts of damage with Spirit Link's attack speed buff, and let Lone Druid farm and push quickly.
Core items (Bear):
- increases Spirit Bear's movement speed to run down enemies and catch them with Entangling Claws.
- grants gold and experience boost to help Lone Druid and Spirit Bear scale faster.
- greatly increases Spirit Bear's damage output, as its high health allows it to stay in the center of fights.
- heals Lone Druid and grants great movement speed to catch up with Spirit Bear.
- increases Lone Druid's damage output and gives increased sustain, while his relative lack of active abilities makes the silence a non-issue.
- buffs Spirit Bear's armor and attack speed, increasing effectiveness of Entangling Claws and Demolish when ganking and sieging.
- grants teleportation around the map for quick farm and pushes; you can teleport using Spirit Bear.
- allows Spirit Bear to attack without having Lone Druid nearby or alive, making it a more autonomous farmer and pusher.
- grants spell immunity so Lone Druid can continue to attack without fear of disables.
- can be used on Bear-focused builds to patch up Lone Druid's relative weakness to magic damage and deal with nuke-heavy enemy teams.
- greatly increases damage output and applies armor reduction debuff on attack targets, including buildings.
- increases attack damage output, and evasion to survive in fights.
Situational items (Bear):
- makes Lone Druid and the Spirit Bear regenerate health and attack much faster, while allowing them to control a neutral creep that bring useful abilities and auras. Furthermore, the dominated creep also benefits from Battle Cry's buff, increasing overall damage output.
- lets the Spirit Bear attack faster for faster Entangling Claws procs and more building damage.
- grants aura of lifesteal and attack damage for both Lone Druid and Spirit Bear.
- lets Spirit Bear push extremely fast with the armor reduction on buildings combined with Demolish.
- increases attack speed and damage, aiding in pushes.
- base attack time reduction. 's attack speed increases potency of Demolish on buildings and chance to proc Entangling Claws, as well as synergizes with Spirit Link and True Form's
- gives Spirit Bear high attack speed to proc Entangling Claws.
- keeps enemies immobilized with stun and bashes in addition to Entangling Claws.
|Roles:||Carry Pusher Jungler Durable|
|Playstyle:||Chosen by the forces of nature for his profound wisdom, Sylla is all that remains of his forgotten clan. The Lone Druid is followed by his Spirit Bear, a powerful companion that Entangles enemies, and Demolishes structures. The sound of a Savage Roar is often all that's needed to frighten foes from the forest. If not, then the pair forms a Spirit Link, increasing their speed as they roam the lands for intruders. Man or bear, the distinction is not always clear. When the situation calls for it, the Lone Druid takes his True Form, lets out an invigorating Battle Cry, and joins the mêlée to fight claw-to-claw alongside his bear.|
- 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.