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Bradwarden - Centaur Warchief

Created by Counter_Force[X] on 2008-06-02

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A powerful yet inferior tank, Bradwarden has been dwarfed by others as he is considered as too "dull". However, he is actually a good and fun hero to play with for fun, and he is a very powerful semi-carry/tank if played right. This guide will teach you the fundementals with Bradwarden, in an effort for you to discover your own rythm with him. Have fun!
Bradwarden

Bradwarden - The Centaur Warchief


Range: | Move Speed: 305
Primary: STR
Str: 23 + 2.6 | Agi: 15 + 2 | Int: 15 + 1.6
Damage: 55 57 | HP: 587 | Mana: 195
HP Regen: 0.94 | Mana Regen: 0.61
Attack Speed: 0.68 | Armor: 3
Hoof Stomp
Hoof Stomp (F)
Slams the ground, stunning and damaging nearby enemy land units.
Level 1 - 100 damage, 2.00 second stun.
Level 2 - 150 damage, 2.25 second stun.
Level 3 - 200 damage, 2.50 second stun.
Level 4 - 250 damage, 2.75 second stun.
Area of Effect: 315
Mana Cost: 85/100/115/130
Cooldown: 13 Seconds
Comment: A very powerful nuke-stun that is hard to land, but that isn't a ramble. This is Brad's main early-mid game value to the team.

Double Edge
Double Edge (D)
The Centaur summons a tremendous amount of inner strength and releases a very powerful attack. It can only be done at 200 range, and it damages both the Warchief and the enemy unit.
Level 1 - Deals 175 damage.
Level 2 - Deals 250 damage.
Level 3 - Deals 325 damage.
Level 4 - Deals 400 damage.
The Warchief's HP will drop to 1 if his HP before he used Double Edge is lower than the amount the he can damage himself.
Double Edge interrupts channeling spells and items.
Mana Cost: 0
Cooldown: 10 seconds
Comment: A very powerful double-sided nuke that is painful on you and your enemies. This is used to finish off low-HP heroes, to cancel channeling abilities and to suicide.
Return
Return ()
icon for syllabear's bear
Level 1 -
Level 2 -
Level 3 -
Mana Cost:
Cooldown:
Comment: A very powerful skill that functions similar to Blade Mail. The effects is tremendous on your attackers, but you need sufficient HP to take up the beating longer.
Great Fortitude
Great Fortitude (G)
The Centaur Warchief`s mammoth body is capable of absorbing great amounts of punishment.
Level 1 - Adds +12 Strength.
Level 2 - Adds +24 Strength.
Level 3 - Adds +36 Strength.
Mana Cost: N/A
Cooldown: N/A
Comment: Quite a weaksauce ultimate, but it allows you to go in proximity with enemies longer.
Skill Build

Skill Build:

1. Hoof Stomp
2. Double Edge
3. Double Edge
4. Hoof Stomp
5. Double Edge
6. Great Fortitude
7. Double Edge
8. Hoof Stomp
9. Hoof Stomp
10. Return
11. Great Fortitude
12. Return
13. Return
14. Return
15. Stats
16. Great Fortitude
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
Item Build

Item Build:

1.View Details for Stout Shield
Stout Shield
(250)
Passive: Damage Block
60% chance to block 20 damage if the wielder is melee (10 if ranged).
For junglers. Can be formed into Vanguard(optional). Optional on non junglers.
2.View Details for Bracer
Bracer
(525)
6 Strength
3 Agility
3 Intelligence
3 Damage
Gauntlets of Ogre Strength + Circlet of Nobility + Bracer Recipe Scroll
Decent boost to stats for a relatively cheap price. Get 2-3.
3.View Details for Empty Bottle
Empty Bottle
(600)
Active: Regenerate
Restores 135 HP and 70 mana over 3 seconds. Effect ends if you take damage. When used, Magic Bottle 3/3 changes to 2/3, 2/3 changes to 1/3, and 1/3 changes to Empty Bottle. Can't be used when Empty Bottle. 0.5 second cooldown.
Active: Rune Capture
Stores a rune in an Empty Bottle. When a rune is used, this item is refilled to Magic Bottle 3/3. Stored runes are automatically used after 120 seconds. Can't be drop if it has a rune stored.
Note: This item is refilled to Magic Bottle 3/3 when near the fountain.
Effective method to remedy lost MP/HP in ganks. Make sure you abuse them to their fullest
4.View Details for Kelen
Kelen's Dagger
(2150)
Active: Blink
Teleports the caster to 1200 range. Can't be used if the carrier was damaged by an enemy player-controlled unit or Roshan in the last 3 seconds. 75 manacost. 14 seconds cooldown.
Note: can't be held by Butcher or Vengeful Spirit.
Must get. Rush over all else if possible. Allows you to overcome the cons of Hoof Stomp.
Skill Build

Early Game:

Read this if you just bought a computer:

Ghost's Guide To DotA

 

 

 

 

Introduction

 

Recently, Centaur has received multiple buffs, directly and indirectly. This created an opportunity for him to shine as a viable pick, as it elevates him from a medium level pick to a still unseen future.

 

Many of the masses imagine weird things when playing Centaur. Most of them are stupid. For such, get PT+Battlefury+Lothars. Lothars because dagger can’t be used to escape(UNBELIEVABLE). Get PT because you have 36 bonus str(36!) sufficient to be a DPS(I knew it!). Get BF because it is so pro and allows you to farm by abusing the 36 DAMAGE! In fact, get 3(SO YOU CAN CLEAVE A WHOLE TEAM TO DEATH!)

 

I wonder who this individual is. I’ll give you a hint; it starts with S and ends with 3.

 

 

Centaur is actually a sound, conceptual hero with little or no variety in his ways of play. He does not have the power to mutilate a whole team like Crixalis does. His spells are somewhat weak in terms of usage. Therefore, experimental builds should only remain as, pub build.

 

This guide is aimed on teaching you the fundamentals of play using the CW, in hopes of discovering an unseen potential.

 

 

 

 

 

Skill Breakdown Section

 

 

Hoof Stomp

 

 

 

Hoof Stomp

Slams the ground, stunning and damaging nearby enemy land units within 315 aoe.

Level 1 - 100 damage, 1.25 second stun. (85 mana cost;15 second cooldown)
Level 2 - 150 damage, 1.75 second stun. (100 mana cost;15 second cooldown)
Level 3 - 200 damage, 2.25 second stun. (115 mana cost;15 second cooldown)
Level 4 - 250 damage, 2.75 second stun. (130 mana cost;15 second cooldown)

 

Hoof Stomp is a powerful disable-nuke when looked with a glance. However, it has many downs compared to the other stereotype stuns such as Storm Bolt. It has laughable AoE, obnoxious casting time, and Centaur does not posses anything else that synergies with this skill, yet, it is your main tool of play.

The damage and duration of this skill allows it to synergize with many other AoE’s, for example, Macropyre and

However, Centaur does not posses any uniqueness to abuse Hoof Stomp. You are slow, you have low mana pool, and you are fat.

Certain heroes are capable of retaining safe range from you while attacking you, for example, Viper. When being chased by this guy, you can’t get close to him, so you can’t stun him. In such situations, you should juke(i.e. go into small paths, up a hill) and wait them to come(they can’t see you), and then stun.

Dagger therefore, is a must. It covers all of these weaknesses.

A plan that usually works out in games, is to charge up from a lane behind sight and position of an enemy hero. This is the basic tactic with Centaur. Remain hidden from sight until you can be sure allies are ready as you are. Another technique is done when you're being chased. Run into juke positions, wait the hero to appear near you and stomp.

-Hoof Stomp has a 315 AoE

-Hoof Stomp’s damage is magical

-Hoof Stomp affects invisible units vulnerable to spells

-Hoof Stomp affects unit in Fog Of War

 

Hoof Stomp Ranges

Shimrra_3 - Optimal range of Hoof Stomp is of course to do it as close as possible to the target. The circle(in red) shows the approximate AoE

Note : The radiating needles IS the red circles Not the whole thing, the radius is basically about 80% of the needle length in this screen shot


CF[X] : As you can see, the 2nd Meepo's model size is fairly outside the red circle but it still gets stunned due to it's collision circle. Apply this knowledge in your game.
Shimrra_3 - This shall help you differ the AoE of Hoof Stomp. Notice that the rightmost Meepo has not been stunned, but the ones immediately next to him have been.
 

 

Buy a blink dagger so that you won’t have to walk. Use this skill to:

 

-initiate

-refresh dagger for escape purposes

-cancel channeling spells

-kill creeps faster

-combo with easily dodge able spells like Macropyre, Illusory Orb.
 
 
 
 
 

 

 

 

Double Edge

 

 

 

Double Edge

The Centaur summons a tremendous amount of inner strength and releases a very powerful attack. It can only be done within 200 range, and it damages both the Warchief and the enemy unit. If the Warchief's hp is less than the damage he deals when Double Edge is used, he will survive with 0 HP

Level 1 - Deals 175 damage. (75 mana cost;25 second cooldown)
Level 2 - Deals 250 damage. (90 mana cost;25 second cooldown)
Level 3 - Deals 325 damage. (105 mana cost;25 second cooldown)
Level 4 - Deals 400 damage. (120 mana cost;25 second cooldown)

 

Double Edge is a powerful utility tool. It functions as your main nuke to get some kills, and it allows you to suicide yourself if it calls. It deals flat 300 damage in most cases on you and your target. When suiciding, use it on heroes or creeps if necessary. It also comes with a ministun, useful to prevent TP’s or channeling spells.

 

-200 casting range animation(If the target moves further than 200 before damage is dealt, the skill animation is put to reset, and Bradwarden will chase the hero given it remains in sight range and no other alternating commands are given)

-Deals magical damage to both Bradwarden and the target

-Has a mini-stun which cancels channeling

-ABLE to deny Bradwarden

 

 

Use this skill to:

 

-finish a low HP target

-cancel channeling spells

-suicide

 

 

 

 

 

 

Return

Return

The Centaur Warchief immediately counters every attack against him with a swift strike.

Level 1 - Returns 12.5 damage.
Level 2 - Returns 25 damage.
Level 3 - Returns 37.5 damage.
Level 4 - Returns 50 damage.

 

Double Edge is a powerful utility tool. It functions as your main nuke to get some kills, and it allows you to suicide yourself if it calls. It deals flat 300 damage in most cases on you and your target. When suiciding, use it on heroes or creeps if necessary. It also comes with a ministun, useful to prevent TP’s or channeling spells.

 

-Negateable by manually casted arrow skills

-Affects TOWERS

-Physical damage

 

 

 

 

 

 

Great Fortitude

 

 

 

 

Great Fortitude

The Centaur Warchief's mammoth body is capable of absorbing great amounts of punishment.

Level 1 - Adds +12 Strength.
Level 2 - Adds +24 Strength.
Level 3 - Adds +36 Strength.

 

Great Fortitude is a so-so skill that is not so amazing. The bonus HP it gives is good but it is hardly any better than most HP buffing abilities, such as Lycanthropy. The bonus damage given also doesn’t help much. However, this skill buffs you quite well so you can tank exceptionally well early.

-Gives 12/24/46 STR at respective levels of Great Fortitude 1/2/3 which gives 228/456/684 HP and 0.36/0.72/1.08 HP regeneration.

 

 

 

 

Skill Build Explanation

 

Let us take a look back at the skill build

1,4,8,9-Hoof Stomp

2-3,5,7-Double Edge

10,12,13,14//17,18,19,20-Return

6,11,16-Great Fortitude

Finish the rest of chosen gaps with Attribute Bonuses

Cookie cutter build. Hoof Stomp is taken at level 1 due to the ability it provides, the synergy it has with multiple good lane partners. Double Edge is maxed up first to get the nuke damage as level 2/3/4 of Hoof Stomp wont give as much early on, and let leveling of Double Edge is not as great as earlier on.

Return is taken at respective levels as stated as by that time, you’ll need to farm up fast for powerful tier 4 tank items for more serious battles and further tanking abilities with some items we will get later. Getting Return early is silly, since almost all early game heroes use spells to kill . And do remember, you have no HP to take extra punishments early on.

My new skill build takes Return earlier to suit the pubby-playstyle since it allows you to farm better

Great Fortitude skipping is a no-no. It adds your dame which means better last hitting and physical damage, HP for tanking neutrals and attacks as well the synergy with Return.

Well that’s all I think.

 

 

 

 

Jungler

Hoof Stomp – 2, 4, 8, 9

Double Edge – 10, 12, 13, 14

Return – 1, 3, 5, 7

Great Fortitude – 6, 11, 16

 

Reasons – Return is maxed first. It allows you to neutral creeps easier, because it kills creeps faster. Stomp is then maxed, for the stun and damage, useful for jungling and ganging. Double Edge is not maxed earlier, since it is useless when jungling, and maxing Stomp is more valuable in this situation, you can’t afford to delay it much longer. A 2.7 seconds stun is better in this stage compared to 400damage.

 

 

Items

 

 

Starting Items

 

 

-2 circlets+2 tangos

 

Or

 

-2 gauntlets+1 circlet+tango

 

Or

 

-Bottle

 

Or

 

-Stout shield

-Mass tango

 

 

The 4th choice is for jungling. You can get chicken instead of massive tangos, if no one gets it. Bottle should only be bought in combo lanes, as you will need the mana and HP. Instead of circlets, you may amass branches for cheap stats and more consumables early, if you wish not to build bracers.

 

 

Cores

 

-Dagger

-Bottle(optional)

-2 bracers(optional)

-Boots of Speed

-Town Portals

 

This core build provides you with decent ganking ability, sufficient stats, and mobility. Bracers are optional, especially if you want to rush something. Bottle is great, it allows you to replenish lost HP/MP after ganks, and abuse the runes.

 

 

Add On

 

 

1) Vanguard

 

Vanguard is a powerful way to increase your EHP exponentially, but it makes you only beefier, not stronger. Only advised for mass push line-ups, where they will be forced to aim you first anyway.

 

 

2) Hood of Defiance

 

Since BKB is not viable to make you tankier, hood is a decent way to make you more resistant towards spells. Can be turned into pipe later.

 

 

3) Talisman of Evasion

 

A decent way to counter DPS heroes late game. It increases your EHP by 25% in terms of physically dealt damage.

 

 

4) Force Staff

 

A useful gank tool, as a side power-add to Dagger, allows you to do weird and good maneuvers, and can be used as a boost, to stun or escape.

 

 

 

Power Items

 

 

1) Radiance

 

Radiance is a very powerful tank-oriented item. Centaur’s capability to withstand beatings allows Radiance to deal huge amounts of damage, turning you into a threatening tank. Blink dagger also synergies with Radiance when chasing. People fail to understand why Radiance is superior to BF(I blame Shim for this). Bradwarden does not posses the ability to optimize BF. He can’t DPS, he can’t carry effectively and he can’t fucking farm it effectively, so it is a bad item.

 

 

2) Shiva’s Guard

 

Similar team-battle concept to radiance, but comes with a slow, and a bunch of armor, and -25% IAS aura, allowing you to be a powerful tank-support. This is better than Cuirass in any cases, unless you wish to build your self as semi-carry. The int bonus it provides allows better usage of spells as well.

 

 

3) Assault Cuirass

 

DPS oriented build for some carry ability. Very luxurious, and so, not advised, unless no one gets it. Also, should be coupled with Radiance. If you have no damage, the IAS is worthless. Since Return is physical as well, AC is a very fine item.

 

 

4) Khadgar’s Pipe of Insight

 

Powerful item for a support-tank build. Centaur does not need to be DPS, so supporting is quite wise for more contribution. Should be gotten VS a lot of nukers, especially the AoE ones.

 

 

5) Manta Style

 

Illusions reap full effects of Great Fortitude and they posses a nerfed version Return. This allows you to push and deal more damage effectively. The extra ms are useful for stomp, and to escape.

 

 

 

Nubs Get These

 

 

Battle Fury

Regen is useless, potential wasted for farm power is stupid, and stacking it is so damned pro, nobody in high levels does it.

 

Power Treads

Ias is wasted, move speed bonus is not reliable, not gank-friendly, and useless overall.

 

Blade Mail

Huge horns comes out of everywhere but your ass. Should enemies still decide to focus fire you, they probably are suffering from 3rd degree head burn.

 

Lothars Edge

Look at the pro red backstab damage. It is so worth 5k.

 

 

Early Game

 

Creep Blocking Guide

Casper's Caspian's Narnian Creep Block Guide

Made by Caspian, the Narnian Political Analyzer Moderator. All credits belongs to him and you should follow what he's saying. But for the love of God, do NOT creep block when taking Sentinels Bottom/Scourge Top

 

Lane Pick

Lane picking should be dual lane, with good supporting ally, preferably Dazzle if I would. CENTAUR SHOULD NOT SOLO!! Start with 4 branches, 6 tangoes and 1-2 clarities, or if you plan bracers, circlets if you’re too cheap to buy and sell braches later. Also, try not to go mid. The terrain advantage to your enemy will hurt you as he can harass you easier and predict your stun.

 

 

 

Laner

Centaur should not solo; he has no desperate needs. Lane with a good ally; a hero with ranged stun or powerful ranged slow, like VS, CM and Naix. These heroes will help you land your stun. Preferably, lane with a ranged hero, since you’re melee. A dual stun lane with powerful nukes(Lion, Pugna) is also great.

 

Look for runes rather than creep block. With good allies like VS, Rhasta and Ezalor, you can get an easy firstblood with runes like Invi or Haste, or Double Damage.

 

Last hit is more important than denying, unless you’re facing dual ranged heroes that can kill you easily. If then, deny more often, getting them underleveled is more important.

 

If you’re facing a melee denier, run up to him to scare him off, so you can farm better.

 

At level 3 with level 2 edge, you can kill soft heroes without reliable skills early like Drow and Krobelus, with help of ally. Whenever the chance of killing is present, do not waste it.

 

Always watch the minimap for MIA’s so that you wont get screwed.

 

Attack from behind or wait in fogs(Secret shop, juking spots) before coming out to surprise your enemies. This way they cant react fast enough.

 

If you have an ally with ranged stun, tell him to initiate first, to increase the chance of success. Do not use Stomp right away, wait until the duration of the first stun/slow wear off. Don’t waste the duration.

 

After using stomp, if the stun effect is going out, prepare to block his movements. This will allow your partner to attack him, if he’s ranged.

 

If their HP falls to a low state, use Edge to finish them.

 

If you’re being chased by a ranged slower, juke them, until they come in range of your stun, or use terrain/fog advantage. If you’re about to die, use Edge to suicide. Use it on heroes or nearby creeps if necessary.

 

If you bought bottle, always look for the runes. If you found suitable runes, go gang your lanes or other lanes.

 

Farm until you can afford a bottle, a dagger, and boots. Or until you can get Radiance, if you wish to rush it. Or perhaps BoS and Vanguard.

 

 

 

 

Jungler

Centaur is a good jungler, stand alone if played well. But creep pulling is also viable. For level 1, fight the weak camps first, or creep pull heavy camps. Once you reached level 5, jungling is easy. At level 11, creeping ancients is also possible.

 

Creep pulling is also advised, 1 camp at a time. This speeds up jungling a bit, very useful.

 

Use your courier to buy you consumables, and bottle. Once you have bottle, upgrade to Crow if you wish. With crow, you can refill bottle easily, non-stop. If not, search for runes to refill bottle.

 

Occasionally, come out from jungling at level 2 or above to assist nearby lanes in killing. If you found runes like Haste or Invis, you should gang someone. If you found DD or illusion, use them to creeps neutrals. If you found regen, leave it there unless you need it or if you got bottle.

 

Jungle until you can afford some core items, or dagger-boots, or radiance, or until you got Stomp maxed.

 

 

http://forums.dota-allstars.com/index.php?showtopic=161875

Here's the link of jungling heroes made by a very good writer in DoTA-Allstars.com, ironfist0. All credits are his. It's not directly about Centaur but should give you an idea on how to jungle.

Here's a video made by a guy on Youtube about Centaur creep pulling. Notice his items. All credits are his.

 




Expected Items

Empty BottleBoots of SpeedKelenBracerBracer

 

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Comments

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358 By Scary Ryan 2011-06-14

Bracer x2
Phase boots
Dagger
blade mail
heart

357 By _AK4// 2011-05-17

@Silentzero: i cant understand ur language lol

356 By silentzero 2010-12-23

funneh TB troller ez funneh

355 By lolopo 2010-12-23

hey!!! need update please!!!

354 By LeoMaru_22 2010-09-19

great guide ! XD

353 By Jamespatrik 2010-06-30

at risk of sounding stupid getting strength stacks late game has worked pretty well for me, great heaklth boosts + wwatching them kill themselves on return thanks to the 6.67 change of making it a percentage of your strength rather than just a certain amount of damage.

352 By jimbobm123 2010-06-22

@ 346 - same exact build as me, stout and ROH for early game laning, then I go: - BOTs if I always seem to be late to team clshes
- Blink dagger if i have an aggressive team that likes to chase
- HOT if im gettin focus fired and I keep dying
- Hood of defiance for nukers, lina, zeus lich etc.
- Radiance if im dominating early and i notice that i have 3000 gold....
- Bmail if they have a farmed carry
- Shivas if we have a tank already and we need more support

351 By Ephemeral96 2010-05-19

Tnxz i read its nice 4 people Who is new...........

350 By silentzero 2010-05-19

library guides

read ghost's guide to DotA

349 By overpower darknezz 2010-05-19

the one who is strong late game and carry your team to victory
most are agi
dt troll harbinger pl

348 By Ephemeral96 2010-05-19

@347 Im New So What Are Carries?

347 By overpower darknezz 2010-05-19

this half-horse can't kill roshan .
just give it up to the carries

346 By Herowine 2010-05-19

My general build with this guy is
- Vanguard( get ring and stout first and complete it afterwards)
- Phase (for chasing and early game placement of stun)[situational item ofc]
- Get radiance if you are doing well, if not, complete vanguard, get blink and start working on heart or blademail [situational again]

345 By silentzero 2010-05-19

not a horse farmer actually :P

344 By Ephemeral96 2010-05-19

Ok Tnx 4 Teaching Me........BTW The 6th Slot Is EMpty.......Oh Ill Just Kill ROshan..

343 By overpower darknezz 2010-05-19

radiance is good on him .
as he can stay for long .
no fury for centa,he need str not regen.
and he is a tank not a pig farmer

342 By silentzero 2010-05-19

ah yes, radiance, good item

viable

341 By Ephemeral96 2010-05-19

Oh ok......w8 wat about Radiance? its really Good on this guy.....I Got a double kill when That was my Build...

340 By silentzero 2010-05-19

Talisman of Evasion
Hood of Defiance

339 By Ephemeral96 2010-05-19

Oh So I SHoudn't Get Fury on him........Anyway Im New to this.....
Pls Just Add Something 2 My Build:
EoS
BoT
AC
HoT