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Tauren Chieftain ( Major WIP any comments appreciated )

October 19, 2012 by Black_Dynamite
Comments: 11    |    Views: 20006    |   

Build 1

Build 1: Basic Build for Cairne

DotA2 Hero: Elder Titan

Offense

Damage 47-57

Defense

Armor 2.96

Other

Movement Speed 315

Attributes

Strength 81.5
Agility 51.5
Intelligence 63

Basic Stats

Health 2031
Mana 1053

Purchase Order

Starting off Pick up stout shield if you expect physical harass

For Mid or solo offlane go Phase.

Core Choose between blink or force if no one else goes for Mek go for it

Oh shit wizards are getting out of hand.

Not fond of blink or force?

For some reason im going middle oh christ

By the end of the game if you helped a ton and got adequate farm ( BoT or Phase ) and Blink or Force

Situation

Oh Shit boys its carry time



Hero Skills

Echo Stomp

4 12 13 14

Ancestral Spirit

1 3 5 7

Natural Order

2 8 9 10

Earth Splitter

6 11 16

Stats

15 17 18 19 20 21 22 23 24 25


Tauren Chieftain ( Major WIP any comments appreciated )

Black_Dynamite
October 19, 2012


Introduction

1.1 Introduction

The Tauren Chieftain was introduced in the 6.60 patch. A strength-based hero, the Tauren Chieftain is extremely versatile, for it can harass, chase, initiate, and gank. I believe the Tauren Chieftain is similar to the Earthshaker as both of them are Strength nukers. This guide hopes to teach players to utilize this hero to its maximum potential and own with the Tauren Chieftain.

Disclaimer: This is my very first guide so please spare the flak :) Please provide constructive criticism and opinion so that I can improve and write better guides.

Background and Stats

1.2 Background

Nice Spiffy Story

Well may you ask, "How did this world take its form?" Why of all the worlds in creation, has this one its strange properties, its diverse and motley collection of creatures, cultures and lore? "The answer," One whispers, "lies with the Titans."
These original progenitors were there near the Beginning--if not actual witnesses to the creation, then born with it still echoing in their ears. Stamped with the earliest energies of the universe, they wished nothing more than to continue as creators themselves. Thus they bent to the task of shaping matter to their will: hammering and heating, bending and blasting. And when matter proved less challenging than they liked, they turned their tools upon themselves, reshaping their minds and reforging their spirits until they had become beings of great endurance. Reality itself became the ultimate object of their smithing. Yet, along the way, they sometimes erred. In cases of great ambition, mistakes are unavoidable.

The one we know as the Elder Titan was a great innovator, one who studied at the forge of creation. In honing his skills, he shattered something that could never be repaired, only thrown aside. He fell into his own broken world, a shattered soul himself. There he dwelt among the jagged shards and fissured planes, along with other lost fragments that had sifted down through the cracks in the early universe. And this is why the world we know resembles an isle of castaways, survivors of a wreck now long forgotten. Forgotten, that is, by all but the One who blames himself. He spends his time forever seeking a way to accomplish the repairs, that he might rejoin the parts of his broken soul, that we and the world alike might all be mended. This is the One we know as Elder Titan.
Stats

Strength: 24 + 2.3
Agility: 14 + 1.5
Intelligence: 23 + 1.6

Attack Range: 128 (melee)
Movement Speed: 310
Armor: 3
Attack Animation: 0.35 / 0.97
Casting Animation: 0.4 / 0.8
Base Attack Time: 1.7
Missile Speed: Instant
Sight Range: 1800 / 800

Skill Overview

1.3 Skills

Echo Stomp [T]



Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconcious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is seperated from you, it will still perform its part of the spell. 1.4 second cast time.

Level 1 - Knocks out units for 2 seconds.
Level 2 - Knocks out units for 3 seconds.
Level 3 - Knocks out units for 4 seconds.
Level 4 - Knocks out units for 5 seconds.

Cooldown: 15
Manacost: 100/115/130/145
AoE: 500 units

Comments: Great skill for stunning, and it gets better as the levels increase! What's more imba is that the stun is AOE! What more can I say... However, if an unconscious enemy were to be hit, he would awake. After using this skill, get your allies into position to capitalize on the opportunity. Use this skill immediately after placing Ancestral Spirit so that there will be 2 stuns.

Ancestral Spirit [C]



The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While seperate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck. As of 6.75 however, the spirit is fully controllable when released. Use this to hit hard to reach places when possible when you release your Spirit

Level 1 - 120 Damage. 3 Attack Damage per creep, 1% speed per creep, 10 Attack Damage per hero, 5% speed per hero.
Level 2 - 160 Damage. 6 Attack Damage per creep, 1% speed per creep, 20 Attack Damage per hero, 5% speed per hero.
Level 3 - 200 Damage. 9 Attack Damage per creep, 1% speed per creep, 30 Attack Damage per hero, 5% speed per hero.
Level 4 - 240 Damage. 12 Attack Damage per creep, 1% speed per creep, 40 Attack Damage per hero, 5% speed per hero.

Duration: 8 seconds
Cooldown: 19
Manacost: 110
Casting Range: 1000 units

Comments: This versatile skill can harass, help in chasing, increase damage and farm effectively. This skill, when used before Echo Stomp, makes a great combo. This skill is also great for killing low HP heroes which are escaping.

Natural Order (Passive)



The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to it's most basic level. Removes base Magic and Physical resistance.

Level 1 20%
Level 2 - 40%
Level 3 - 60%
Level 4 - 80%

Comments: Cuts through defense like knife through butter! This ability is also given to the Ancestral Spirit.

Earth Splitter [E]



Using his mighty axe, the Tauren Chieftain rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds. Deals 35% of a unit's maximum HP.

Level 1 - 30% Maim for 3 seconds duration.
Level 2 - 40% Maim for 4 seconds.
Level 3 - 50% Maim for 5 seconds.

Cooldown: 100
Manacost: 175
AoE: 325 units (width) / 2400 units (distance)

Comments: Earth Splitter works almost the same as Earthshaker's Fissure: dealing damage in a line. The Tauren Chieftain's ultimate serves to slow and damage the opponent. The fact that it deals 355 of a unit's maximum HP makes it a skill to fear for Axe, Centaur Warchief, and all tankers alike.

Laning/Ganking

1.7 Strategy

Early Game

Get your starting items, and head to either to top or bottom lane. This is because the side shop containing the Energy Booster is accessible. I suggest you lane with a stunner or disabler in order to get early kills and the first blood. The general idea of your early game is to farm for your items, and harass, harass, and harass. Move around the map for ganks if necessary.

Mid Game

The mid game timeframe is focused on ganking and pushing. You play the role of the initiator. Initiate the gank with your Ancestral Spirit, immediately followed by an Echo Stomp. When the enemy is running away, follow up with your Earth Splitter. The "stun" done by Echo Stomp is good enough for your allies to position themselves and work on the enemy when they awaken. Be careful of Mana Burners and Disablers as they completely render you useless.

Late Game

Here is where everything can change. If your team keeps with the status quo, ganking and pushing effectively, you would have no problems winning them game. Focus on getting the disabling items, like Guinsoo or Euls. Shiva's Guard is nice if you are controlling the whole game well, and want some extra kills.

Guide Discussion
1 2 >>
Quote | PM | +Rep by Black_Dynamite » October 19, 2012 7:13am | Report
Anyone wanna give some feedback :P. It would be extremely appreciated

Black_Dynamite


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Posts: 4
Quote | PM | +Rep by Hades4u » October 19, 2012 7:19am | Report
You should build him tankier in my opinion, since he isn't released yet, you won't get too much feedback, since he may get changes when he's in the game.

Hades4u
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Quote | PM | +Rep by Sp12 » October 19, 2012 8:02am | Report
IMO you should grab an early natural order. It's more likely to score you an early kill than more levels of echo stomp, which aren't that good in lane as the target wakes upon taking damage.

Sp12


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Quote | PM | +Rep by cesa » April 25, 2013 7:43pm | Report
the only problem is the item build

cesa


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Quote | PM | +Rep by MoosetheMonkey » April 25, 2013 8:24pm | Report
Spice it up bro. Way too wall-of-texty. Throw in some pictures, some hyperlinks, some flavor. Otherwise, it's too boring, and even if it's the greatest guide in history, no one will read it.

Also, the item build is really vague. Generally people come to the page to get instruction or insight, rather than "here, try these items". If you're making a guide, then "guide".

That is all. :) ~MM

MoosetheMonkey


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Quote | PM | +Rep by joeytman » May 1, 2013 4:54pm | Report
Good news! He just got released in the test client for dota 2 and will be in the game tomorrow! happy stomping!

joeytman


Posts: 2
Quote | PM | +Rep by xCO2 » May 2, 2013 3:46pm | Report
What's your reasoning behind Boots of Travel, Phase Boots and Ghost Sceptre?

You already have pretty high base MS, and not much pushing power without leaving yourself out of mana, so I don't see how you'd really benefit from it unless you need it for a last minute base race.

Phase Boots give you that bonus MS for your aura, but I think that Treads suffice better as an offensive boots, it gives you that durability as well as that attack speed and damage to utilize your Ancestral Spirit when you recall it, and the recalled Spirit provides enough bonus MS to keep up with your foe.

You probably won't be a primary target in a fight, and you won't need an Ethereal Blade, not to mention you have quite good durability anyways and are actually pretty decent at escaping without an innate escape spell. So I think the Ghost Sceptre is really wasted and you'd be better off with a BKB or a Euk's Sceptre of Divinity.

Some items you should consider adding might be Scythe of Vyse, Shiva's Guard, Assault Cuirass, Rod of Atos, and a Refresher Orb.

Scythe gives you some decent stats, which Elder Titan benefits from all stats quite well, and a very nice E-Mana pool and disable.

Shiva's Guard adds to your durability and mana pool, as well as synergizes with every spell you have by allowing you to land everything and stay close to them.

Assault Cuirass will give you durability, damage, and team utility. It synergizes well with your aura too, allowing you to drop their armor down to zero, or even into the negatives.

Rod of Atos is like a mini Shiva's. It gives you durability, mana, and a very useful disable.
I'm actually REALLY surprised you didn't have a Refresher Orb, it gives you everything you need. Attack Damage, a little more E-HP, more of an E-Mana Pool, and the ability to pull off one of the strongest ultimates in the game TWICE in a team fight.

In tweaking your skill build I would get Echo Stomp at level one for first blood coordination and get one more point in it because 3 seconds really is the sweet spot of setting up early kills. Maxing Ancestral by 7 is as you've shown, really the best option, but an early point in your aura won't be effective because you won't be in melee range of heroes to utilize it much, its better off to save that until mid-late game.

I hope some of that helped, or you could rebuttal with why your way works well, maybe even change my mind on something. I won't vote for now because your guide is primarily just listing the skills, but if you happen to write more I'll come back and review it.

xCO2
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Quote | PM | +Rep by xCO2 » May 2, 2013 5:21pm | Report
Sp12 wrote:

IMO you should grab an early natural order. It's more likely to score you an early kill than more levels of echo stomp, which aren't that good in lane as the target wakes upon taking damage.


Hero Damage*

Which means you can stomp them in the middle of the lane when they have creep aggro on them and they'll take creep damage without waking.

xCO2
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Quote | PM | +Rep by SuperFizzBoy » May 4, 2013 5:09pm | Report
I don't like the early maxing of Natural Order. it should maxed last.
In that build u won't be able to perform full Spirit-Echo-Ulti Combo until level ~13.

The right build is 1 level of Echo Stomp for first blood; maxing spirit (in levels 2,3,5,7); getting ONE level of ulti at lvl 6 (you don't need to get it on lvl 11 - the scale of Earth Splitter is extremely bad gaining only one level of slow for each lvl);
at lvl 9 Echo Stomp should be maxed out; at lvl 13 Natural Orded should be maxed out.
ulti should be taken again on lvl 14 and 16.

SuperFizzBoy


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Quote | PM | +Rep by TangoNCash » May 5, 2013 9:08am | Report
I do not agree with all the positioning items (blink, force staff, and shadow blade). One of the prime benefits of your character is that you can use the Ancestral Spirit to initiate from up to 1000 range, without putting yourself at the center of a teamfight.

This is great because it frees you up to buy other utility items (like Mek and drum) instead of investing 2000+ gold in a positioning tool.

TangoNCash


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