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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.
Bio
Abilities
Spirit Bear has the Return, Demolish, and Entangling Roots abilities.
- 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.
- Denying the Spirit Bear causes no damage, unless it is killed by neutral creeps.
- 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 Observer Wards and Sentry Wards. It can also use runes.
- Hand of Midas grants Lone Druid the gold and experience when the Spirit Bear uses it.
- 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.
Passive
Self
- 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.
- Spirit Link only affects the hero who has the ability, and that hero's Spirit Bear. Other controlled units are not affected. This applies to Ability Draft as well.
No Target
Enemies
- Savage Roar is always cast by Lone Druid and the Spirit Bear simultaniously, no matter who was given the order.
- However, if the other would normally not be able to cast it (e.g. stunned or silenced), the effect does not occur.
- The cooldown always triggers, regardless of any status.
- 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 Savage Roar.
- In Ability Draft, Savage Roar must be drafted as well for the Spirit Bear to gain it.
No Target
Self
- 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. Manta Style, Skull Basher, etc).
- 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 Demolish and Entangling Claws, 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.
Spirit Bear
Spirit Bear | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summoned Creep-Hero | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- If the channeling is interrupted, the ability does nothing, and goes into cooldown while consuming mana.
- Disjoints projectiles upon teleporting, and issues a stop order to the Spirit Bear after teleporting.
- When the Spirit Bear is 1100 range away from Lone Druid, it gets disarmed, turns slightly grey, and uses different animations.
- Both the grey hue and disarm symbol are visible to allies only. Other animations are visible to everyone.
- If Lone Druid dies and Return is cast, the Spirit Bear teleports back to Lone Druid's death location.
- The Spirit Bear's attack restriction is removed upon acquiring Aghanim's Scepter.
- Spirit Bear can now attack at any range from Lone Druid, and survives if Lone Druid dies.
Passive
Self / Enemies
- Stacks multiplicatively with other magic resistance sources.
- Increases the Spirit Bear's magic resistance to 33%.
- The building bonus attack damage is considered as a conditional attack damage bonus.
- Increases the unit's main and bonus attack damage against buildings.
- Although the attack damage bonus values are not displayed in the HUD, it is still considered and directly added to the Spirit Bear's attack damage.
- It can be reduced only by flat reductions (e.g. damage block).
- Since it is considered bonus attack damage, it is not affected by percentage-based attack damage bonuses or reductions.
No Target
- Same notes as for Lone Druid's Savage Roar apply.
- The Spirit Bear's Savage Roar has a lower duration than Lone Druid's Savage Roar.
- Spirit Bear acquires this ability as soon as Lone Druid learns it.
- The simultaneous Savage Roar cast is not considered the last cast ability.
- Roots the target, preventing it from moving and casting certain mobility spells.
- Provides True Sight over the target.
- The proccing attack first applies the debuff, then its own damage.
- Deals 6/8/10/12 damage in 0.2-second intervals, starting immediately as the debuff is placed, resulting in 6/9/12/15 instances.
- Deals a total of 36/72/120/180 damage (before reductions).
- Does not affect ancient creeps.
- Entangling Claws uses pseudo-random distribution.
- Leveling Summon Spirit Bear immediately resets Entangling Claws' cooldown.
Various mechanics
- Items
- 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.
- Runes
- 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 Bottle also gets refilled when doing so.
- The team chat message displays "Lone Druid", and not "Spirit Bear" when it uses runes.
Talents
Hero Talents | ||
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+1000 True Form and Spirit Bear Health | 25 | -0.1 Spirit Bear Base Attack Time |
0 Entangling Claws Cooldown | 20 | -50s True Form Cooldown |
+7 Spirit Bear Armor | 15 | -7s Savage Roar Cooldown |
+25 Spirit Bear Movement Speed | 10 | +200 Health |
- The health talent increases the max health capacity and keeps the current health percentage.
Recent Changes
- Increased Summon Spirit Bear Cooldown from 120 to 150/140/130/120.
- Reduced Spirit Bear Movement Speed from 340/360/380/400 to 300/330/360/390.
- Spirit Bear is now properly affected by Monkey King's Jingu Mastery.
- Reduced strength gain from 2 to 1.8.
- Reduced Savage Roar enemy radius from 375 to 350.
- Spirit Bear
- Reduced armor from 3/4/5/6 to 0/2/4/6.
- UReduced Savage Roar enemy radius from 375 to 350.
- Aghanim's Shard upgrade:
- Fetch
- No longer applies a 20% self movement speed slow.
- Increased debuff duration from 2.25 to 2.5.
- Fetch
- Talents:
- LVL 15+8 Spirit Bear armor reduced to +7.LVL 15-8s Savage Roar cooldown reduced to -7s.
- Increased base armor from -2 to 0.
- Increased Spirit Link attack speed bonus from 16/32/48/64 to 20/35/50/65.
Recommended items
Gameplay
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. | |
Roles: | Carry Pusher Jungler Durable |
Complexity: | |
Adjectives: | Legs ( 2 )
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Audio
History
Equipment
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Trivia
- 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.[1] It has now been shortened to "Sylla".
- Lone Druid's design, including sickle and cauldrons, is based on depictions of Celtic druids.