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4 Votes

Centaur Warrunner: Run your enemies into the ground (v6.76c)

November 26, 2012 by cheeserinoo
Comments: 10    |    Views: 64762    |   


General Build (see laning for details)

DotA2 Hero: Centaur Warrunner




Hero Skills

Hoof Stomp

1 8 9 10

Double Edge

3 4 5 7

Retaliate

2 12 13 14

Stampede

6 11 16

Talents

15 17 18


Centaur Warrunner: Run your enemies into the ground (v6.76c)

cheeserinoo
November 26, 2012


Introduction


Centaur Warrunner is truly a beast when it comes to outright trampling your enemies to death. His two stuns and nukes will almost always guarantee a kill against anyone you run into. With the highest strength gain in the game, he has the ability to stick around in team fights and deal massive nukes every few seconds. To top this all off, his ultimate gives him the ability to initiate fights or escape ganks everywhere on the map. When in doubt, pick CW; he complements any team. Don't be surprised if this hero gets hit with the nerfstick.

Pros / Cons

+The highest strength gain (+3.8)
+Spammable nuke
+Only slightly item-dependent
+Can clear creeps quickly
+Great ganker
+Escape Mechanism/Initiation
+Two Stuns
+Simple item build
+Eats towers for breakfast
+Counters squishy DPSers
+Causes enemies to run in terror
+Man-horse (Horse-man?)


-Low intelligence gain
-Slightly item-dependent
-Can be eaten alive by Lifestealer or Ursa
-Small mana pool


As you can see, Centaur's cons are nearly nonexistent. One thing to keep in mind is that he can be slowed down if he cannot farm a Heart of Tarrasque in the mid-game. I have never had this problem though, so you should be fine.

Items

0:00
I always start off with a Ring of Regen, a Ring of Protection, and an Iron Branch. However, if you want to play it safer you can skip the Ring of Regen and buy some Tangos or Healing Salves. You'll turn the rings into Tranquil Boots as soon as possible (usually 2:00 mark if you got the rings to begin with) which will give you a total regen rate of +4hp/sec. If you can get the farm, buy a Ring of Health, but if not, then finish off a Headdress. (If you feel like the enemy team is casting lots of spells, you can get a Magic Wand, but I find it usually puts me behind in farm.)

10:00
A few minutes into the game you should have a Hood of Defiance; this will help you spam your Double Edge without taking noticeable damage. Here there are two options: either finish off a Pipe of Insight if they have more magic damage or buy a Chainmail if they have more physical damage. Either way, try to get both before moving on.

20:00-30:00
Here is where thing start to diverge a little. There are three main items to go for: Heart of Tarrasque, Armlet of Mordiggian, and Blade Mail. If you can achieve the farm, by all means rush a Heart of Tarrasque. It'll give you amazing regen, HP, and strength. If not, you can either go with Blade Mail (which stacks with your passive) if you are taking a lot of damage or with Armlet of Mordiggian for the amazing active which gives +25 strength. Activating the Armlet of Mordiggian during your ultimate will provide a quick burst of additional damage. If you have a Heart of Tarrasque, just keep the Armlet of Mordiggian on all the time.

40:00
If you haven't gotten a Heart of Tarrasque by now, work towards it. It is truly core on Centaur since it allows him to take towers solo. If you are still having trouble (which you shouldn't), you can also build some Boots of Travel to transition into the late-game.

Your end game inventory will hopefully look like this:
Boots of Travel, Heart of Tarrasque, Armlet of Mordiggian, Blade Mail, Pipe of Insight, and any other luxury/situational item.

Your sixth item can be pretty darn flexible, but here are some notables:
GOOD:
Aegis of the Immortals/ Cheese- Always good.
Bloodstone- Even more regen as well as mana and HP. The respawn shortening charges are invaluable in very late game.
Radiance- Not one of my favorites, but very good AoE DPS for such a tanky hero.
Eye of Skadi- Great stats and cool slow.
Heaven's Halberd- Notable for the strength and evasion it gives. The evasion works with his passive Return since it activates at the start of an attack. The active disarm is great as well. Highly recommend for countering DPSers.
Heart of Tarrasque- Second heart just to show off.


SITUATIONAL GOOD:
Linken's Sphere- Optional if they have targeted spells. Some stats. Not as good on Centaur as a
Black King Bar- Magic Immunity can be awesome. Pretty much always a good item. The added strength doesn't hurt either.
Blink Dagger- Some would say this is core on Cent, but I disagree since he has a built in initiation skill. You can get this item any time, I just don't care for it on Cent.
Ethereal Blade- This is a great item since Centaur has such huge Strength. It also allows your nukes to do much more damage. Not the best, but I wouldn't nag you for buying it.
Vanguard- Doesn't transition into late-game well, but it's always an option, especially if you are falling behind.
Battle Fury- More AoE, damage, and regen.
MOST CASTER ITEMS- Centaur doesn't need the mana or intelligence that much from these items, but they could be gotten for their actives.


BAD:
Assault Cuirass- Makes you that much more tankier against physical damage dealers. HOWEVER, if you followed the item build then you will end up with about 20 armor in the late-game and the +15 armor that this gives you will not help at all. Only get this if you didn't get Armlet of Mordiggian and Blade Mail (which you should).
Shiva's Guard- Like the Assault Cuirass, the armor won't do much. The intelligence is okay if you need it and the AoE slow isn't bad either. The main problem with this is that it slows attack speed which is counterproductive to your passive Return.
Manta Style- Makes illusions, gives stats. Not much for a Centaur.
ANY DAMAGE ITEMS- Not for Centaur. He isn't a carry. Or rather, he shouldn't be your carry. If he is your only carry or you just want to do it for teh lulz, go ahead. His strength gives him enough damage already though, so try for more attack speed.

Skills

Hoof Stomp

Centaur slams the ground, stunning and dealing magical damage to enemies in a 315 radius.
Stun Duration: 2/2.25/2.5/2.75
Damage: 100/150/200/250
Cooldown: 13 seconds
Mana Cost: 85/100/115/130

A very simple stun and nuke. The stun duration doesn't scale very well, so unless you feel you can handle the mana cost for the increased damage, don't level this up. Even at level 16 Centaur will only have about 500 mana, so be prudent with your use.

Double Edge

Centaur strikes a mighty blow at melee range, dealing magical damage both to Centaur and the target. Centaur cannot die from Double Edge. Double Edge deals its damage in a 190 AoE around the target. Double Edge deals a ministun to the targeted unit, stopping channeling abilities and items.
Range: 150
Radius: 190
Damage: 175/250/325/400
Cooldown: 8 seconds
Mana Cost: 0!!!

This is your bread. With a Hood of Defiance, the damage taken from Double Edge is negligible. With 0 mana cost and an 8 second cooldown, you'll have no trouble clearing out creeps and heroes alike.

Return

Centaur passively and immediately counters every attack, physically damaging the attacker based on a percentage of Centaur's strength. This ability damages anything that attacks Centaur, including towers. Return causes damage when the enemy begins an attack, not when their attack hits.
Base Damage: 16/18/20/22
Bonus Damage as Percent of Centaur Warrunner's Strength: 26%/34%/42%/50%

This skill is severely underrated. It is useful in every stage of the game. Taking an early point in this skill will make harassers think twice before even targeting you. And if they think twice after they've targeted you (as is common with slow attack animations), it's already too late. With the items and natural strength gain that Centaur gets, the return damage adds up to quite a lot. Assuming you have a Heart of Tarrasque and Armlet of Mordiggian at level 25, the return damage will be over 100!

Stampede

Grants you and all allied heroes on the map max movement speed and zero unit collision for a short duration. Any enemy units you or your allies come into collision will take magical damage and get stunned. Enemies can only be affected by stampede impact once.
Duration: 3.75
Damage: 1x/2x/3x times your strength
Stun Duration: 1.25 seconds
Stampede Collision AoE: 105
Cooldown: 120/90/60 seconds
Mana Cost: 80

This is your butter. Another reason why you should stack strength is this skill. Although used more for ganks and escapes early on, this skill will end up dealing a lot of damage to the enemy team and will be super annoying with a 60 second cooldown. Don't be afraid to use this early and often in teamfights. Always make sure you have at least 80 mana.

Laning / Jungling

Centaur is such a good hero, he can go to any lane (and later on jungle). His skill build will vary on which lane he goes to. However, in all three lanes you will get one point in each of your skills by level 3. Unless you are going for a fast First Blood, you should always put your first point in Return. If you think the enemy will go for a fast First Blood, get a point in Hoof Stomp. In all situations, DON'T PUT YOUR POINT IN A SKILL AT THE FOUNTAIN, WAIT TO GET TO YOUR LANE TO DECIDE. Also, always get your Stampede whenever possible.

Suicide Lane (Radiant Top/Dire Bot)
This is obviously the toughest since Cent is melee and doesn't have an early escape. However, his passive Return and his AoE nuke Double Edge give him the ability to handle ranged and melee alike. I will assume that the enemy carry and a support are going against you and a partner. Your skill build will vary depending on their attack type. If you are going against melee/melee, max Double Edge first. This will allow you to use Double Edge on a creep, effectively getting a last hit and harassing the two enemy heroes. If you are going against ranged/ranged, max Return first. This will keep their harassing punished. If you are going against melee/ranged, evenly distribute your points between Return and Double Edge. If you feel like the ranged is really harassing, max Return. If you think the melee is getting too many last hits, max Double Edge. Play safe until you have Tranquil Boots and a Hood of Defiance, then kill someone or go jungle.

Middle Lane
Not the best lane for Centaur, but it'll do. If you are going against a ranged, max Return; if melee, max Double Edge. You probably won't be able to control the Runes, but you can try by pushing the lanes with Hoof Stomp or Double Edge. To get a kill mid, just wait for their HP to drop, get the high ground on them, rush in (preferably with Stampede, auto-attack), Hoof Stomp, auto-attack, Double Edge, auto-attack. Hopefully that is enough to kill them, but they really need to be about 500hp or below. It's not the easiest to do unless you are maybe level 7. Don't chase.

Safe Lane (Radiant Bot/Dire Top)
This is the best lane for Centaur since he can get so many kills for his carry or whoever his partner is. The idea here is to be aggressive. Max Hoof Stomp and Double Edge. Try to wrap around the trees to get some kills. Stack the camps for better jungling later on. Don't be a wimp, but also don't be stupid.


JUNGLING:
Although it is possible to jungle Cent from level 1, he is more effective at clearing out camps once he has some levels. The formula is pretty simple: Stack one camp, clear out the other with Double Edge. Once you feel like it is stacked enough, walk in and Hoof Stomp and Double Edge until it is cleared. Rinse and Repeat. You can usually clear out an entire Jungle in one cycle if you don't want to stack.

If you want to level 1 jungle, get a Stout Shield, Ring of Protection, and two Healing Salves. Put a level into Return and kill the small camp. Stack the closest camp. Put levels into Return and Double Edge. When you feel you are ready, clear the stacked camp with Double Edge. Rinse and Repeat.

Bronies/Horse Haters

Like I have said before, Centaur can complement any team composition, but there are some heroes in particular that Cent LOVES to team up with. Especially those who can pull off wombo combos or chain stuns.

Total Synergy:
Magnus
http://www.youtube.com/watch?v=fzfcEIbYn3w
Witch Doctor
Warlock
Jakiro
Leshrac
Dark Seer
Ancient Apparition
Disruptor
Invoker

Wombo Combo:
Naga Siren with her Song of the Siren.
Crystal Maiden with her Frostbite and Freezing Field.
Puck with its Dream Coil.
Lich with his Chain Frost.
Enigma with its Malefice and Black Hole.

Secondary?:
Axe
Earthshaker
Sven
Tiny
Sand King
Kunkka
Tidehunter
Alchemist
Treant Protector
Gyrocopter


COUNTERS:
Anyone that loves to chew on raw horse hide are...
Zeus- His passive Static Field eats away percentages of Cent's HP when Zues casts spells.
Necrolyte- His passive Heartstopper Aura takes away a percentage per second when you are near. His ultimate will also punish you for having low HP.
Lifestealer- Feeds off of your huge HP. Can tear you to shreds. Pick LS to counter Cent.
Ursa- Also can tear you to shreds.

Summary

If you want to win pick Centaur. Stunner, Nuker, Tank, Carry, Ganker, Initiator. Everything anyone could or has ever asked for ever. So go play him before this happens.

Please leave feedback no matter how critical, this is my first guide.

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