Bradwarden The Centaur Warchief – DotA Hero Items Build, Skills Build, Guide and Strategy. If you want the hero that give farmed up carries headaches, it got to be the Centaur Warchief. Bradwarden is renowned for his tanking power, and with the recent buff/nerf in 6.67c, his passive return skill can deal reasonable amount of dmg to paper-hp agi-carries late game as well. Aside from the Centaur’s ability to tank, he also provides a great disable and a great nuke, giving Centaur the ability to gank early game, and initiate team fights with blink dagger. So guys want to know more about Bradwarden The Centaur Warchief Item Build Guide and Strategy? Let’s check post below!
Gifted with a tremendous body and an ever-growing fortitude, Bradwarden’s courage is only matched by the size of his heart. Prophesied as a savior by the oracles of his tribe, Bradwarden is the living token of the allegiance of the centaurs to the Sentinel. He swings his axe with massive force, sometimes even hurting himself when doing so. The ground trembles every time he slams his hoof and his reflexes are impossible to surpass; allowing him to retaliate just after being attacked. Bradwarden is decided to fulfill his destiny, and he knows that the upcoming battle will become his ultimate challenge.
Bradwarden The Centaur Warchief Advanced Statistics
Attack Animation: 0.3 / 0.3
Damage: 55 – 57
Casting Animation: 0.5 / 0.51
Base Attack Time: 1.7
Missile Speed: Instant
Attack Range: 128 (melee)
Sight Range: 1800 / 800
Bradwarden The Centaur Warchief Abilities Build
1. Hoof Stomp (Hotkey: F)
Slams the ground, stunning and damaging nearby enemy land units.
Mana cost: 85/100/115/130
Stun Duration: 1.25/1.75/2.25/2.75
2. Double Edge (Hotkey: D)
The Centaur summons a tremendous amount of inner strength and releases a very powerful attack. It can only be done at melee range, and it damages both the Warchief and the enemy unit.
Mana cost: 0
Cast range: 150
3. Return (Hotkey: R)
The Centaur Warchief immediately counters every attack against him with a swift strike.
The return dmg dealt is physical:
1.10 + 26% Str
2.10 + 34% Str
3.10 + 42% Str
4.10 + 50% Str
4. Great Fortitude (Hotkey: G)
The Centaur Warchief’s mammoth body is capable of absorbing great amounts of punishment.
-This skill not only increases the hp, also the dmg output of Centaur, via physical attacks and the passive ability – Return.
Bradwarden The Centaur Warchief Skills Build
1. Hoof Stomp
2. Double Edge
3. Hoof Stomp
4. Double Edge
5. Hoof Stomp
6. Great Fortitude
7. Hoof Stomp
8. Double Edge
9. Double Edge
The skills that are named first are the recommended skills, while the skills listed after the dashes are interesting alternatives.
Hoof Stomp is skilled first as it is a very solid skill for first blood. Hoof Stomp is maxed out first for the dmg increase and the stun duration increase. Centaur should have no problem with mana, since Hoof Stomp ’s mana cost is low, and it’s the only mana consuming skill. Double Edge is maxed along with Hoof Stomp as it is a great nuke, even at the cost of Centaur’s own Hp.
Return is maxed out last to increase the Centaur’s late game dmg output, as by then, Centaur should have more than 100+ Str. At last, Great Fortitude is obviously taken whenever possible. Taking Stats are not recommended, as the skills of Centaur are more effective.
Bradwarden The Centaur Warchief Items Build
(Assuming that the starting gold is 603)
Depending on ur enemy’s team, 2 starting build and core builds are available.
The first is the HoD build.
The second is the Vanguard build.
One should use the HoD build when the enemy team has some decent nuke dmg, however the main reason for HoD is to decrease the hp lost from Double Edge. Since it also decreases the dmg from the enemy nukes, the more nukes the enemy have, the more effective and cost-efficient HoD will be.
One should use the Vanguard build when the enemy team has minimal nukes. Vanguard is an awesome item on Centaur as his Return (asumming u skilled 1 point of it) still fully works with dmg block. As u know, dmg block is amazing early game, thus there is no point in purchasing Vanguard as a second core item. However, because it does not decrease the dmg dealt by Double Edge, the 300+ hp bonus can be easily sapped away by enemy nukes and your own Double Edge. If the enemy has almost no nukes whatsoever, a Vanguard will be more cost-efficient to tanking rather than HoD. HoD CAN still be gotten after Vanguard since decreasing the dmg dealt by Double Edge is very useful. However, with a Vanguard, and a minimal nuking team, u can go for heart after the Vanguard as that will increase ur tankiness by a lot. A Vanguard should never be gotten after HoD as the dmg block becomes weaker and weaker as the game goes on.
Most likely, the enemy team will have decent nuke dmg, thus the HoD build is used more cost-efficiently than the Vanguard build.
HoD build – Starting items:
Centaur should always choose a side lane. Centaur is not very item dependent early game, due to his high dmg, and good attack animation, thus making him a valid candidate for chick buying. RoR should be the choice of regeneration, as our first core item is HoD, which increases the Centaurs tankishness mid-game by a lot, since the main dmg output in mid-game is nukes. It also decreases the dmg dealt by Double Edge which in turn, make u tankier. The Ironwood branch is for the cheap stat bonus, which could be sold or upgraded into a magic wand later in the game. The courier can fetch tangoes if you are facing a hard lane, but the RoR should be more than enough to keep you alive.
Vanguard build – Starting items:
An early stout shield combined with Return will achieve great results. The harsser will suffer just a tad less dmg then u r, as a lv 1 Return does about 18 physical dmg to the enemy. Usually, ranged harassers in lane have lower hp, which would make them think twice before attacking u, thus making ur life a lot easier in last-hitting. A chick is still purchased as Centaur does not require a lot of items early. A set of tangoes is purchased instead of a salve since tangoes can not be interrupted, and 3 charges is always better than 1 charge in early game. An Ironwood Branch is bought for its cheap stat bonus, and it may be sold or upgraded into a magic wand later.
A magic wand will usually be the first item to go for. The instant heal and mana regen is very useful early game. A magic wand can also acheive the same results as a bracer, however one should still build 1 bracer after u get a magic wand.
Note: If u r laning against spell spammers such as bristleback, or zeus, u need to get mage stick and turn it into a magic wand ASAP.
At least 1 bracer should be purchased as it is a cheap and effective way to tank early game, fetched by chick. The number of bracers depends on ur early game. If u had a good early game, one bracer would be enough. Vice versa, If u didn’t have a good early game, building 2 bracers would be a good choice.
Note: only build 1 bracer if u purchased a magic wand, as u need ur inventory slots, and u can’t afford to stack 2 bracers and a magic wand into ur inventory.
Boots should be gotten early with Centaur. The same logic from the bracers can be applied to boots as well. If u can rake in those last hits, perhaps facing a passive lane, then get boots after perhaps a circlet. Vice versa, if u can’t get close to the creeps to get last-hits, get the easy-to-build bracer first.
HoD should be the first item Centaur should get unless the enemy has minimal nukes. If that’s the case, Vanguard should be rushed instead of HoD, but it is still recommended to build a HoD after Vanguard. Vanguard should not be gotten on Centaur since Vanguard is only most-effective when rushed, and it loses its effectiveness if purchased after HoD, also Vanguard comes with big parts compared to HoD, thus HoD is the item of choice for tanking with Centaur in mid-game.
So, if the enemy team has decent nukes, one should get HoD, and vice versa, if the enemy team doesn’t have a lot of nukes, one should get Vanguard. Only purchase one of the two, as getting an HoD after Vanguard with a minimal nuking team delays ur core, and one should obviously should not get a vanguard after HoD as the dmg block gets weaker mid-game, and there are better items such as HoT.
A blink dagger increases the Centaur mobility by a lot, and make landing Hoof Stomp a lot easier. However, one should first tank up a bit before saving 2150 gold for an item that only gives the ability blink. Preferably, dagger is gotten after boots, bracers, and HoD/Vanguard. A vitality booster can be purchased before dagger if your team is playing defensively or u didn’t have a good early game.
A vitality booster should be gotten after HoD/Vanguard or dagger, as it increases the Centaur’s tankishness and it’s a part of HoT, which is the first luxury item for the Centaur Warchief.
A Plate Mail can also be purchased after vitality booster to increase Centaur’s tankiness further, especially if u have physical dps on the enemy team. However, if you are having an ok game, you should go for heart instead.
Lastly, Necronomicon is one of the best anti-invis items in DotA, and since Centaur is usually at the centre of the battle, he is a viable Necronomicon carrier. However, he is not the best one since the Int+ is mainly wasted. Obviously, if Centaur does choose to be the Necro carrier, it should be rushed to lv.3 ASAP, preferably after bracers and regular boots.
At first, i thought gem should never be bought, as it is expensive and it drops after u die. However, after a game of 4 invis heroes on the enemy team, i completely changed my mind about gem. Getting a gem after HoD will be the worst nightmare for a stealth enemy team. With a heart and HoD/Vanguard, a Centaur is so hard to take down, thus u can act like a movable sentry ward for ur team, and the enemy team have to choose either to attack u and suffer the dmg from return, or let u be the movable sentry ward.
Of course, Heart is on the top of the list. The main luxury of Centaur, which increases his tankiness to an amazing level, and increases the dmg output from Return greatly. This item should be gotten after HoD.
Since Centaur is always in the middle of the fight, pipe is a good choice for Centaur if the other team has a lot of aoe heroes such as Sand King.
Assault Cuirass should be the item of choice for upgrading the Plate Mail, as the ias and armor +/- is very appealing. However, Centaur should be saving his money for buybacks after he has gotten a Heart and a Plate Mail, since he does not need any more items to function. Having a Centaur buying back will be the worst nightmare for the enemy, as taking this beast down once is already hard as hell.
Being a great pusher, a Centaur can benefit greatly from having a BoT. However, Centaur should focus on the tankiness, and a simple TP can do just fine. Only purchase BoT after finishing HoT and Plate Mail.
This item is on the top of my list, because I personally do not purchase this for Centaur for a couple of reasons:
The Centaur should be drawing the attention of the enemy, not making them switch targets. He already has a permanent blademail-like ability, and by having a HoT, Return can achieve great results. Also, the dmg+ and Int+ is mainly wasted, and it delays Centaur’s core by a considerable amount.
However, this item depends on personal preference, and I am not saying it should not be core on Centaur.
This is another item that can be upgraded from Plate Mail, and the aoe nuke is definitely nice, since Centaur will always be in the centre of battle. However, because the Int+ is largely wasted on Centaur, I do not like to purchase this item. And as I said, Centaur should be saving money for buy-back after having a HoT and a Platemail.
Phase can not measure up to the ability of the blink dagger. However, if u really think think that a phase boots will help early game, u can consider purchasing it. It does help at roaming the map, however the dmg+ is largely wasted. So it comes down to personal choice. I personally don’t make a phase boots, since it does not increase the Centaur’s tankiness.
As Return works even if disabled, Centaur should absorb all magic dmg with his high hp and magic resistance, instead of Rambo-ing through it.
All other dps items including lifesteal orbs are rejected, as Centaur have enough attack speed late game, but should be played as a tank, instead of a dps hero.
Bradwarden The Centaur Warchief Strategy
Everyone’s playstyle is unique and different, the ones that are written here are only a guideline.
Centaur should not mid, not jungle, and only be sharing a side lane with another teammate, as his Hoof Stomp can only be most effective when cooperated. Personally, I think that the Centaur can survive in the short lane, and should leave the long lane to a more vulnerable late-game carry. A Centaur should not be too aggressive during the laning phase, as his stun is hard to place, and he is still killable before his ultimate. Instead, he should focus on last-hitting with his awesome attack animation. With the RoR and the lv.1 Return skill, the Centaur should be able to stand the harassment.
It is extremely important to not waste Hoof Stomp, as its huge CD will only allow one use in a gank. One needs to be extremely careful when using Hoof Stomp, as Centaurs mediocre casting speed and the small aoe of the stun, combined together, making Hoof Stomp easily dodged. Of course, one can never miss an already disabled target, thus Centaur should only use Hoof Stomp after another ally disables the target first. Centaur can of course stun first, especially when the Centaur comes out from the forest. One should use Hoof Stomp first, as the enemy probably can not react to dodge right away.
While trying ur hardest to get those precious last-hits, you should be trying to get either:
the second RoR, bracer, or boots.
All three choices are fine, although a bracer is recommended to be purchased first. The second RoR will help greatly to using Double Edge and harassment. Boots will help land the Hoof Stomp. So it comes down to personal skill and preference.
After u get ur ultimate, mid-game begins, where nukes rule in team fights. Centaur can start roaming and ganking using his stun and Double Edge combo. However, one should try to put together an HoD or Str treads as early as possible. HoD should be the first item to go for, since Centaur does not really need the extra 25 ias from treads, and would benefit more with the magic resistance and hp regen from HoD.
Centaur Warchief should be the first one going into the team fight, trying to eat all the nukes and dmg from the other team with HoD and his massive hp. This will help ur team greatly, as ur team will be full health when they go in on the enemy.
It is ok to die with Centaur as being a tank and the first one in the team fight, he will be focus fired by the other team. Absorbing the most of the enemy’s dmg is the job of a tanker, thus Centaur can most certainly die. But it is ur job to make sure that Centaur does not go down easy in team fights, which would only make the enemy’s head hurt more.
Centaur still remains the heavy tanker for the team, going in first in team fights to absorb dmg. One should already have a heart or a blink dagger now, thus making Centaur a primary or secondary initiator for the team. Centaur’s high Str with his passive ability Return should be wrecking havoc in team fights as well. The skill Double Edge is losing more and more of its effectiveness, and should be saved to cancel a channeling spell if there are dangerous channelers such as Sand King or Bane Elemental.
As Centaur is an excellent pusher after maxing out Return, he can lead a team push, or defend against a push, and u should communicate with ur teammates to organize a push or counter-push.
This is the point where ur buy-back will be most effective. A single Centaur buy-back can determine the outcome of a team fight easily. With Centaur’s superb pushing ability, the enemy can not afford to lose one single team fight in late-game.
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