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4 Votes

Doctor Doom's Druid Guide for Douchebags 7.27d

September 15, 2020 by DoctorDRUID
Comments: 9    |    Views: 9748    |   


Doctor Doom's Druid Guide for Douchebags 7.27d

DotA2 Hero: Lone Druid




Hero Skills

Summon Spirit Bear

1 3 5 7

Spirit Link

2 4 6 8

Savage Roar

11 13 14 16

True Form

9 12 18

Talents

10 15

Hero Talents

+1000 True Form Health
25
-0.1 Spirit Bear Base Attack Time
0 Entangle cooldown
20
-32s True Form Cooldown
+8 Spirit Bear Armor
15
-10s Savage Roar Cooldown
+25 Spirit Bear Movement Speed
10
+200 Health

Introduction

"You wanna know what's better than one tank? Two tanks." - Me, just now



Aight grab a glass of water this is a long *** guide to Lone Druid otherwise known as the best and greatest hero in DotA 2. That's lesson one of Lone Druid school, hydrate or diedrate.

Who is Lone Druid? His actual name is Sylla, so that's how I'll refer to him in this guide. I won't just call him LD or Lone Druid because that refers to the whole hero, and the whole hero includes the Spirit Bear.

The Bear is the hero, make no mistake. He may technically be defined a "creep hero" by Valve's spaghetti code but he has all the pushing power, kill potential, and presence of a hero. He can use items, and even let you farm, fight and push after Sylla dies. At the moment of writing this, Lone Druid has a 54% winrate, so he's a strong hero, but don't let his complexity rating in the game confuse you. Lone Druid is easy to learn, but his incredible versatility and potential means that his skill ceiling is very high. If he's good enough for MATUMBAMAN and qojqva, he's good enough for you.

One thing you have to keep in mind, and what makes Lone Druid so great, is that you the player are the limiting factor. Even with the nerfs in 7.27b, I still consider Lone Druid to be one of the best cores in the game, if not the best. No other hero has such incredible damage output combined with so much durability, but it takes real skill and strategy to take advantage of it. If you let yourself get kited around in fights, or forget to cast Savage Roar (I once forgot to cast Roar and it cost me a kill that would have gotten me a Rampage), or mess up your management of your units, you won't be able to make the most of what this hero has to offer. No one is perfect, however, and even if you make a few mistakes in your games, you can still outstrip the farming, pushing, and fighting capabilities of just about every other hero. You also need to be efficient in your build decisions. I have seen many players in my games since the patch pick LD and lose because they were still using old builds like Radiance rush or not maxing out Spirit Link early. Since a novice LD player can no longer skate by on his raw stats alone, more informed decisions are necessary.

I choose to play Lone Druid as a mid hero, so that is how this guide is oriented with regards to item/skill builds. You can play him in other lanes and in other roles, but his need for quick gold and experience plus his solo kill potential means he is best suited to the mid lane. It also gives you the head start you need to snowball, since you can pick up your early items in mid and start making rotations to kill people in the sidelanes around the 10-11 minute mark.

Sadly, Lone Druid is not a popular hero. He hasn't gotten any new cosmetics since 2018, and he only has one immortal that came out in 2013. He consistently has a low pick rate, and very few pro players regularly use him. Keep in mind, a hero's pick rate has nothing to do with how good the hero is, since some of the most popular heroes are objectively not very strong at all. What it does mean is that the hero is hard to learn. You can find a dozen guides to Anti-Mage that contain info relevant to the most recent patch and are based off the most successful builds in professional games. Lone Druid guides are few and far between, and often contain outdated info, even though his last rework was patch 7.23 which came out in November of 2019. There isn't a good general consensus as to how he is to be played. According to Dotabuff people still play him in the sidelanes or even as a jungler. I still see people going Radiance first item. Some people think he should be a hard farmer, others like me think he should be a fighting core. He functions so differently than every other hero, and is so rarely seen, that I expect a good percentage of players have never played a Lone Druid game, and never will. As I will explain later, this can actually give you an advantage. I started this guide to help myself learn the hero, but as I have come to love him I want to make this a resource that the community can use to see an evolving and effective strategy.

I also have an in-game version of this guide, if you'd like to have access to my build during matches. Link to the Steam page.

In this guide I will teach you the ways of the Bear Clan, how to use the Bear effectively, how to manage him and Sylla, and what you should be thinking about during every moment of the game. Yes, that means this guide is very long. Right now it is about 20k words. This is partially because Lone Druid is a strategically complex and deep hero, and partly because this is my personal guide to Dota, as I detail my thoughts on macro strategy and analyzing the state of the game. Lone Druid is the hero that got me to start thinking critically about Dota, I learned about the meta game through him, and I analyze the game primarily through the lens of how it affects LD. You don't need to memorize the whole guide, experienced players will already know most of the big-picture concepts I explain here. I would not be satisfied with this guide if I knew there was information I had left out that was relevant to LD.

DISCLAIMER: I am not a pro player, I am not a streamer, I am not an expert. I just like LD. A lot. I initially made this guide for myself as a way of codifying and reflecting on my strategies, but I figured other people might like to see it. These are all my opinions, and many aspects of my strategy have room for improvement. I am constantly in the process of researching and evaluating new strategies and item builds, and I will keep this guide updated as I find new ways to secure victory.

Chapter 0: Hero Changes 7.27b

I started writing this guide in 7.27, so that's where my strategies started to form. The hero received some changes in 7.27b and may be changed in the future. Here are the 7.27b changes, and how I interpret them. As of 7.27d the hero has not received any more direct changes, but I will update this section if and when LD receives changes again.



Strength gain reduced from 2.7 to 2.5: This adds up as you gain levels. With no items, his max HP at level 30 is now 2200 (200 from the talent) where it was 2380 (again, 200 from the talent) so overall about a 9% nerf to his max health. Health regen at level 30 was 9.88, is now 9.3. Almost inconsequential, since Heart of Tarrasque is a core item on Sylla for me. You get most of your HP and regen from True Form and Spirit Link anyways.



Savage Roar is no longer duplicate cast if the other unit is disabled: If the Bear has Mask of Madness active, you can still cast Savage Roar from Sylla but it will not eminate from the Bear because it is silenced. Unfortunate, I found it to be an interesting mechanic. This means you have to be more careful when using Mask of Madness if you anticipate needing to cast Savage Roar soon. I suggest this be re-added as a Level 25 talent or be part of the Aghanim's Scepter upgrade, because it is very useful in some games.



Summon Spirit Bear damage per level is now base damage rather than bonus damage: I like this change a lot. The Bear can now make full use of Double Damage runes, as well as the % damage increase from the new Vladmir's Offering and Titan Sliver. Previously, those effects only amplified the Bear's base damage which was 20. Now the Bear gains a significant increase in damage output from them. This also means the Bear can benefit from the bonus damage granted by Empower.



Summon Spirit Bear backlash damage increased from 10% Max Health to 20%: Fair enough. Previously killing the Bear did very little to Sylla, now it is much more threatening. Still not a huge amount of damage, and easy to regain if the ability is not on cooldown. Should help incentivize killing/preserving the Bear in combat.



Summon Spirit Bear Entangling Claws no longer has a special duration for creeps: Used to have a much longer duration when used on creeps, now it is the same against all units. Not super impactful, the Bear usually kills creeps in a few hits anyways so it was rare to see the full duration on a creep.



True Form armor bonus reduced from 10/15/20 to 8/10/12: Probably one of the biggest nerfs, after the Savage Roar change, but not as impactful as it might appear. Due to the diminishing returns of armor in Dota 2, this isn't a tremendous nerf to Sylla's effective HP in true form. Increases the value of items like Assault Cuirass and Shiva's Guard, which were already good items for Lone Druid.



Level 25 Talent reduced from -0.15 Spirit Bear Attack Time to -0.1: This talent has been nerfed several times, I personally don't care much for it at all since the additional True Form health is more valuable. By level 25 the Bear should already have ridiculous attack speed from items like your Moon Shard so a bit of extra attack speed isn't too noticeable.



Overall, the hero was nerfed slightly. According to Dotabuff, his winrate fell from around 55% to 50%, but in my matches since the patch I haven't noticed any decline in my win rate. I expect his win rate in the upper brackets will start to climb again once people start using modern builds. This means LD is no longer an easy hero to win with for inexperienced players. If you are using outdated builds or do not understand the philosophy of using the Bear, the hero is still strong but will not carry you. However, if you are able to take full advantage of the hero and use an efficient item build, the hero is a reliable way to win games that would otherwise be much harder. In terms of his statistics, LD has everything I look for in a hero. He has a low pick rate, but is successful in high skill games. This means many players will not be very familiar with LD and subsequently will not have great strategies to counter him, and it means there is good potential in the hero if played well.

Chapter 1: Settings

Lone Druid's strength comes from the fact that he is two units, Sylla and the Bear. Like Meepo this grants him the capacity to have twice the presence in fights and push/farm multiple locations simultaneously. However, properly managing these two units takes skill and practice, but we can take a few shortcuts through proper settings in the game.

In the Hotkeys menu of DotA, there is a Unit Actions category with two important keybinds. Select Hero and Select All Controlled Units. I bind these to keys 1 and 3 respectively but you may choose any easily accessed keys you wish. Select Hero will select only Sylla, and Select All Controlled Units will select Sylla and the Bear (as well as any other units you control like illusions of Sylla). The third keybind to take note of is in the Advanced Hotkeys menyu under Unit Actions there. It is Select All Other Units, which will select only the Bear.

The next set of keybinds to look at is back on the main Hotkeys page, under Control Groups. Next Unit and Previous unit let you switch between Sylla and the Bear very quickly. I bind these to my mouse wheel.

Proper control of both Sylla and the Bear is key. With these keybinds, you can switch from one to the other quickly. The Next/Previous Unit controls are especially important. If you have only one unit selected, they will let you select the other one. If you have both Sylla and the Bear selected, they will let you choose which one you are focused on. This is critical, because both Sylla and the Bear have items and abilities you will need to activate during combat.

The last order of business in the settings is on the Options tab. Make sure you have Auto Select Summoned Units enabled. This means that whenever you summon the Bear (you may have to summon it during a fight if it has just died) you don't need to waste precious time selecting the Bear.

With all these settings to your liking, it will be much easier to play Lone Druid right away. The reason I encourage setting up these keybinds, instead of just having both units selected at all times, is that you can get a lot more out of the hero with some clever micro. Often, there are fights where the enemy is outputting a bit more damage than I can handle, so I have the Bear target an enemy while Sylla walks away to a safe distance, letting him heal off the lifesteal and also kill enemies, without being in too much danger. Another place to make great use of micro is in lane, where you can have one unit harassing the enemy, while the other focuses on last hitting since the enemy is distracted. Yes, you can fight and lane with both units following the same commands, but Lone Druid has the potential to do more.

Chapter 2: Summon Spirit Bear

Summon Spirit Bear: This may be one of the most powerful skills in the game, and it is central to Lone Druid's kit. The first ability you get should be this one. In the early game, you will be building up your Bear more than Sylla because of its incredible stats, mobility, and capacity for immobilizing foes later on. The bear can hold and use items, including neutral items. It has a number of abilities including two insane passives.

Early on, the Bear has an odd mix of good and bad stats. It has 1100 health, 300 mana, 97 attack speed, 20 damage, 340 speed, 3 armor, and 32% magic resist. While the Bear can use items, it cannot benefit from attributes (Strength, Agility, and Intelligence) which reduces the power of many items on the Bear. Each time Sylla levels up, the Bear gains 5 damage, and 75 max health. Notably, though the Bear's max health increases quickly in the early game, its current health will not. By the time you hit level 8, if you have not healed or re-summoned the Bear, it will have a fairly low health percentage even though its current health is still quite high.

You need this Bear to function. It represents all your damage output and probably the majority of your net worth. You may be tempted to sacrifice this Bear for a push or in a fight, but most of the time that will be a mistake. If Summon Spirit Bear is on cooldown while the Bear is dead, you're basically just not a hero. You're a dude with boots.

The Bear has 3 abilities, two of which are passives, but it gains Savage Roar later on when you skill it. If the Bear dies, Sylla suffers damage equal to 20% of his max health as backlash. If enemies kill the Bear, it gives a large bounty of 300 XP and 300 gold.

Keep in mind that playing Lone Druid is a lot like playing other melee hypercarry heroes like Troll Warlord, Phantom Assassin, or Ursa except that you use the Bear to do it. Make sure your team understands this as well. If you have allies with targeted buffs like Bloodlust, Empower, or Frost Shield, ask them if they know to cast those spells on the Bear, since it is the unit that will be doing the damage. Sometimes well-meaning allies who don't know much about Lone Druid will cast those spells on Sylla, which usually isn't very effective.

The Bear becomes disarmed if it is more than 1100 units away from Sylla. You can see this in demo mode, the Bear will turn slightly grey, use different animations, and a broken sword icon will appear above it. These visual indicators are only visible to your team. Mess around in demo mode to get a sense of how far this is, and see how much time it takes the Bear to be separated with different mobility items. If you know how to use the console, you can use the command "dota_range_display 1100" to create a green ring around Sylla that shows this boundary exactly.

Leveling up Summon Spirit Bear improves the Bear's Base Attack Time (BAT) which means it will attack faster as you increase the level of the ability. What it also means is that the Bear gets more value out of items that increase its attack speed. At level 4 of Summon Spirit Bear, the Bear recieves about 1.18 times the value from attack speed items as normal, so a Moon Shard that is supposed to give 140 attack speed actually gives 167. This multiplier increases to 1.25 with the level 25 talent so a Moon Shard would then give 176 attack speed. Of course, due to the attack speed formula Dota uses there are diminishing returns on attack speed, so the difference in the number of attacks over a period of time isn't very much. It also means the Bear gets about 71 attack speed from max level Spirit Link instead of 60. This is one of the reasons it is better to invest in the Bear's attack speed with items like Monkey King Bar, rather than in damage per attack with items like Daedalus.



Return: The Bear's first ability is Return. Return is a channeled teleport spell with a 3 second channel time. It teleports the Bear to Sylla from anywhere. This is a strong utility ability that is especially useful throughout the game. It is a means of freely sending the Bear to heal at the fountain, or having it collect runes away from Sylla.

In lane, keeping your Bear alive is essential. Good players will know to target the Bear with harassment, so it may reach low health. There are a few ways to deal with this. You can re-summon the Bear, heal it with items, or send it to the fountain. Summoning the Bear as a heal isn't optimal since that puts the ability on cooldown and makes you vulnerable; if an enemy kills the Bear soon after, you will be useless. Healing the Bear with items is also not ideal, since it has such high max health. The best option is almost always to have the Bear use a TP scroll to go to the fountain, heal, and then use Return to reappear in lane with Sylla. This is why it is important to buy a TP scroll on the Bear at the start of the game. You should also remember to buy the Bear an additional TP scroll or two while it is at the fountain. Do note that if you have a TP scroll delivered by courier, you must micro the courier to give it to the Bear, since there is no way to transfer a scroll to the Bear.

While the Bear is at the fountain, you can't do as much in lane. You're more vulnerable to harassment, and your last hitting power is reduced. It is fine to just sit under tower if you are worried about the enemy mid, but I encourage making the most of your time. Maybe time the teleport so while the Bear is away, you can stack one of the nearby creep camps to get more farm, or at least try to get some denies so the enemy doesn't have a completely free lane for that time. Luckily fountain healing is fairly quick.

The other use to this ability is allowing you to be in two places at once via the Bear. Normally I avoid splitting my units because this leaves them defenseless, but with Return you can quickly bring back the Bear after it does what you sent it to do, and go back to playing normally. This means you can have the Bear go grab a sneaky Bounty rune at the start of the game while also blocking creeps with Sylla, and then use Return to bring the Bear back to lane. It also lets you cover both power rune spawn points. Effectively using Return is one aspect of Lone Druid I am working on myself, since it seems key to playing better in the early game.

You can also use Return as a free heal for the Bear later in the game. The Bear is good at tanking tower hits while pushing but it can take some time to restore its health via lifesteal. Use the Bear's teleport scroll to send it to the fountain, then have it Return to Sylla. For added efficiency, you can have Sylla teleport towards your next objective at the same time, that way the Bear will Return at that location and you can more quickly work on the next priority.

When having the Bear teleport to base, always make sure to buy a TP scroll for it, so you can keep doing this throughout the game as necessary. With this strategy, plus the need for scrolls on Sylla to move around the map, don't be surprised if you need to buy numerous scrolls over the course of the game. This cost should be offset by the increased efficiency you get from using the fountain to heal. You can also use the Bear as a faster courier this way. Whenever it goes to the fountain, it can pick up any items you have bought. You can ask allies to drop their cache items in the fountain for the Bear to pick up and deliver.



Demolish: Demolish is the Bear's first passive ability. It grants the bear 33% magic resistance, as well as 10/20/30/40% bonus damage against Buildings which scales with the level of Summon Spirit Bear. This ability is very strong and supports both your offense and your defense.

Bonus damage against buildings is very potent for pushing towers and destroying enemy Barracks. The bonus damage from this ability is so much that you can often destroy the enemy Tier 1 Mid tower the moment you are left to your own devices. If the enemy Mid leaves the lane to gank or dies with a sufficient respawn timer, you can push the creep wave and reduce the tower's health very quickly. Later in the game this will be useful in pushing the enemy high ground, allowing you to knock down Tier 3 towers and Barracks while the enemy team is dead or distracted.

Free magic resistance is very valuable. Due to the Bear's kill potential, it will be a prime target for nukes and initiations in team fights. Ignoring one third of the damage from all nukes lets your bear power through and win the fight after absorbing enemy spells. With 33% magic resistance, the Bear is almost as magic resistant as a normal hero with a Cloak. At level 30 the Bear will have 4175 max health, which means it has 6325 effective HP against magic damage with no items. This means Lone Druid is naturally effective against nukers, and the Bear is very good at tanking Techies mines.

Sylla gains this ability when he activates True Form. This means that in addition to having bonus health and armor, his ult also grants magic resistance. With no items, he will have 49% magic resistance in True Form. The bonus building damage is cool as well, though Sylla doesn't hit very hard even in the late game.



Entagnling Claws: Entangling Claws is simply devastating in every stage of the game. On every attack the Bear makes, it has a 20% chance to proc. This ability is a Root, not a stun, meaning enemies can still attack, turn, and cast spells. They cannot move or cast spells like Blink that would move them, and it can both cancel and prevent the use of teleport scrolls. Entangling Claws has a duration of 0.75/1.5/2.25/3 seconds, and deals 60 damage per second to the affected unit.

In the early game, EC lets you harass the enemy mid very well. Harassment is when a hero decides to attack the enemy hero a few times with physical damage or spells, hoping to force them out of the lane. When a player decides to harass, they have a limit of how much health they are willing to lose before they will retreat to their tower and heal. Entangling Claws is powerful because it can force the enemy to take more damage than they would have liked, or potentially to die. With 4 points in Summon Spirit Bear, Entangling Claws lasts 3 seconds and deals 60 damage per second, meaning the enemy will take 180 damage while also unable to move. With this, when the enemy comes to harass Sylla or the Bear, you can have the Bear attack them, and have a decent chance of getting an EC proc. This then gives you enough time to get several additional hits in. If you get an EC proc when the enemy is low, that could easily turn into a kill.

Later in the game, when you have built attack speed for your bear and gotten the level 20 talent that reduces the EC cooldown to 0, EC will ensure that your target is rooted as long as your bear is hitting them, netting you easy kills on anyone out of position. This is especially devastating to heroes like Anti-Mage, Ember Spirit, Dark Seer, etc that rely on being able to escape from fights quickly.

This ability is a good setup for secondary disables. Secondary disables are disabling spells that are very powerful, but hard to land reliably. These are spells like Sacred Arrow, Ice Path, or Kinetic Field, which have some travel time or a delay after casting that can make hitting moving targets difficult. With Entangling Claws, any target your Bear is hitting is an easy target for these spells. A well timed secondary disable can turn a lucky root proc into a secured kill. Similarly, this works with AOE abilities like Nethertoxin, Sand Storm, or Midnight Pulse, where you can attack an enemy inside the spell area to ensure they cannot leave.

Entangling Claws does not pierce spell immunity, and enemies can prevent themselves from being rooted or end the root duration early by using items like Black King Bar. While this is annoying, it can be a good way to force them to waste their BKB duration by presenting the threat of death if they do not. Then, once you know their BKB is on cooldown, you can engage on them with other members of your team to kill them while they are vulnerable.

Sylla gains this ability in True Form. In the early game, before you get the talent for 0 Entangle Cooldown, this is your best shot at getting a chain-root on an enemy. By having both Sylla and the Bear target the same enemy you give yourself a decent shot at getting a longer duration root on the same hero. You can also have Sylla target a tanky or mobile enemy while you focus on controlling the Bear as it takes out priority targets. Sylla won't do much damage, but the occasional root on the enemy helps disrupt their plans.

Other Functionality

As a creep-hero, the Bear has most of the capability of a hero with some limitations. Here are some things it can and cannot do.

Can

Use items
Pick up and teleport neutral items
Destroy wards
Use runes
Buy items
Cast Spells

Cannot

Capture outposts
Benefit from some buffs
Be hit by some spells
Break Smoke invisibility
Use attributes
Use illusions

Being a creep-hero also means that many spells interact differently with the Bear, with some of those interactions being positive and some being negative. Here are some spells that treat the Bear differently than other heroes, according to whether that fact helps or hinders you. Visit the wiki for details on these spells. I also recommend testing out these interactions yourself in demo mode to gain a better understanding.

Helpful

Hindrance

Chapter 3: Spirit Link

Spirit Link: Lone Druid's second ability is Spirit Link, which works in tandem with your Bear. Spirit Link grants Sylla and the Bear 15/30/45/60 attack speed, as well as shared lifesteal. Once you get Spirit Link, Sylla will be healed for 20/35/50/65% of the damage that the Bear deals to enemies.

The increased attack speed is needed because it allows you to get procs of EC on enemies more quickly. 60 free attack speed may sound like a lot, and it is, but like the rest of the stats for the Bear it is balanced around its lack of attributes. Other heroes would be able to increase their attack speed just by leveling up and gaining agility, but if you don't level up Spirit Link then the Bear will continue to attack very slowly.

The shared lifesteal can be utilized to great effect. Once you have built damage and attack speed items on the Bear, as long as the Bear is hitting an enemy then Sylla will be nearly impossible to kill. 65% lifesteal is frankly ridiculous, but that is balanced against the fact that Sylla is otherwise quite frail outside of True Form. This is one thing people often point to when calling LD overpowered, how hard it is to kill Sylla because of the lifesteal. The obvious solution is to target the Bear first so Sylla has no more lifesteal. I have won many, many fights because people stubbornly tried to kill Sylla while the Bear was eating their team alive. Some people never learn.

Use Spirit Link to keep Sylla alive when Legion Commander casts Duel on him, or to turn Sylla into a pseudo-tank to kill jungle creeps in the early game. If you are Roshing, have Sylla enter the Rosh pit first to be targeted by Roshan, then have the Bear start attacking him. The lifesteal should be more than enough to keep Sylla alive.

You'll be maxxing out Summon Spirit Bear and Spirit Link first, even prioritizing them over your ultimate at level 6, because these two abilities are so key to your performance.

Chapter 4: Savage Roar

Savage Roar: Savage Roar is a disable, that applies the Fear effect to all enemies around Sylla and the Bear. This has both offensive and defensive functionality, and can make a massive difference in fights.

Savage Roar can be cast from either Sylla or the Bear. When cast, it causes all enemy Heroes and units (not jungle or lane creeps) within a 375 range of Sylla and the Bear to have Fear applied to them for 1.2/1.6/2/2.4 seconds, and their movement speed increased by 20% for the duration. Fear means that affected units will be forced to move towards their fountain, which prevents them from attacking, casting spells, or using items. It can be easy to forget this ability. Most of the time you will be focused on choosing your next target, activating your Phase Boots and Mask of Madness, and trying to keep both your units alive. This ability is a powerful disable that can mean the difference between just winning a fight, or wiping the entire enemy team in some cases.

When Savage Roar is cast, both of your units emanate the effect, but only the unit you cast it from suffers the mana cost. The cooldown of the ability is shared between Sylla and the Bear. If one unit is disabled such as by a Stun or Silence, it will not emanate the effect if Savage Roar is cast from the other unit, so be careful with the active on Mask of Madness. Additionally, if one of your units is invisible you can cast Savage Roar from the other one and it will not break their invisibility or show the roar visual effect to the other team, letting you initiate with a roar if the Bear is invisible.

This ability has fabulous utility, in that it makes the enemy heroes effectively helpless. It can disrupt channeled spells and teleports. If one of your units is targeted by a channeled disable spell, such as Shackles or Fiend's Grip, you can cast Savage Roar from the other unit, potentially causing the enemy hero to be affected by Fear which breaks their channeling of the spell. Make sure the non-disabled unit is close enough to hit the enemy with the effect, as it will not emanate from the disabled unit. If you anticipate needing to use Savage Roar to save on of your units or an ally with Savage Roar, be careful with using Mask of Madness so your Bear isn't silenced at the wrong moment.

You can use Savage Roar after Entangling Claws procs, turning it into what amounts to a stun. Enemies rooted by Entangling Claws cannot move, and will be unable to do anything else because of the Fear. Use this combo if you are worried about enemies casting powerful spells or attacking you while they are rooted.

You can also use this spell during fights if you find that you are being surrounded by enemies, giving you time to breathe and refocus your efforts on specific heroes. This is guaranteed to throw the enemy team off by forcing them out of position and disrupting any spells or maneuvers they were attempting. If you are beset upon by illusion heroes, use this to make them back off while you either retreat or switch targets and let another member of your team handle them.

Use Savage Roar to force enemies to move. Break Meld, use it to force Sand King and Monkey King out of their Sand Storm or Wukong's Command. Use it when an allied Bloodseeker casts Rupture on a target to force them to take damage. You can also use it to force enemies to remain inside your team's AOE abilities, with proper positioning, or force an enemy to stare into your ally Medusa's ult.

Keep in mind that enemies will always flee towards their own fountain, not necessarily away from you. It also increases their movement speed, so using it on an enemy who is already fleeing may not be ideal. By the mid game, the Bear will have 445 movement speed with Phase Boots (or 470 if you chose the talent to increase its speed) and 534 (or 550) when you activate the Phase Boots. That is more than enough speed to catch and probably root the target before they can really escape, while they are also unable to cast spells or use items.

Also, casting Savage Roar momentarily interrupts the action of the unit you cast it from. In most cases, this means it is best to cast it from Sylla (unless he is disabled) so that you can recover the mana cost more quickly and to avoid stopping the Bear while it is chasing or attacking someone.

Savage Roar is also good for wasting the enemy's time. When heroes like Broodmother or Troll Warlord activate powerful ultimate abilities and try to engage you, Savage Roar forces them to turn around and waste 2.4 seconds walking away, and more time walking back (since they are faster when the fear is applied) so you really have about 6 seconds to either flee or reposition as a team to kill them. It also uses up the duration of those abilities, so once they turn around again they will be missing the ability they were hoping would secure a kill.

Savage Roar does not pierce spell immunity however, so try not to waste it on enemies using BKB.

Chapter 5: True Form

True Form: Lone Druid's ultimate, True Form, is an incredibly powerful defensive ability, but it has offensive potential as well. True Form grants Sylla 8/10/12 bonus armor, 500/1000/1500 bonus health, and the Bear's passive abilities which are Demolish and Entangling Claws.

True Form is best used before a fight. It has a 1.93 second transform time (which cannot be interrupted by stuns and other disables to my knowledge) and a 40 second duration. By using this before a fight, you ensure that Sylla has the survivability to re-summon the bear if it dies and to increase your ability to disable enemy heroes with Entangling Claws. If you wait until the fight starts to activate this, you risk being bursted and potentially killed before the transformation finishes. Trust your instincts. If you feel like a fight is imminent, activate this. If the enemy team tries to back off, then force a fight or take an objective while this is active. There will be some downtime while this is on cooldown but you can use that to push lanes or farm your side of the map. If you activate it when not needed, then your only consequence is that it goes on cooldown. If you don't activate it when needed, you will likely die, so it is better to be safe than sorry.

The level 25 talent increases the bonus health of True Form by 1000, meaning it can grant him up to 2500 bonus health.

Since Sylla has the Demolish ability in True Form, he not only gains 40% bonus damage against buildings but also 33% bonus magic resistance. Combined with his high health and armor in this form, he becomes extremely difficult to kill. Activating True Form doesn't just increase his total health, it increases his effective health by also raising his damage resistances. Effective health is the actual amount of damage required to kill you, since the damage you take is reduced. This means that Sylla in True Form becomes one of the most durable units in the game, heavily resistant to both physical and magical damage.

True Form has a 100 second cooldown, meaning it has 40% uptime with its 40 second duration. With the Level 20 talent (which you probably won't get until level 30 because the 0 second cooldown on Entangling Claws is still better) it becomes a 68 second cooldown, meaning it has 58% uptime. In the late game when enemies have lots of damage to throw your way, you want to use this before every fight if possible. Use its long duration to push towers after winning the fight.

True Form persists through death, making Sylla a good candidate to hold the Aegis of the Immortal. If you somehow die in True Form, you'll be revived with it still active, now with full health and the same incredible durability. If you die while holding the Aegis, the Bear will not be killed. The Bear cannot pick up the Aegis, but can pick up and use the Cheese.

Chapter 6: Talents

Lone Druid has a strong set of talents that allow you to adjust your playstyle, based on how the game is going.

+1000 True Form Health

You gain 2500 health from True Form, this is a huge increase to your Effective HP. No matter the enemy lineup, more health makes you harder to kill. I usually choose this, because it helps in fighting other late game carries. You can exceed 6k max health in long games with this and a few items.

Level 25

-0.1 Bear Attack Time

With other items like MKB, AC, and Moon Shard, your Bear already has a lot of attack speed so the benefits of this talent won't feel as impactful due to diminishing returns. If you are winning hard and just want to kill the enemy base faster, choose this talent.

0 Entangle Cooldown

Simply busted. With a Moon Shard or other increases to your Bear's attack speed, you can keep someone rooted as long as you are attacking them. Makes it almost impossible for enemies to escape without items like BKB.

Level 20

-32 True Form Cooldown

Increases your True Form uptime to 58%. I rarely get this, since the Entangling Claws buff is better, but it makes it easier to take frequent fights or live through situations you otherwise wouldn't.

+8 Bear Armor

The Bear needs armor, so free stats like this are always welcome. Your Bear is the frontline of your hero, so even though you will primarily build it to deal damage, it does need to stay alive. This more than doubles the armor of the Bear.

Level 15

-10 Savage Roar Cooldown

Rarely do I need to spam Savage Roar often enough to make this talent worthwhile. Situationally, you can pick this up against a lot of channeled spells or if Savage Roar synergizes well with your team.

+25 Bear Movement Speed

If you are worried about being kited or not always being able to get on top of enemies, take this talent. Combines well with Phase Boots, which offer a % based increase when activated.

Level 10

+200 Health

If you are worried about being killed outside true form, or being ganked frequently, take this talent. More needed now that Lone Druid has a reduced Strength gain.

Chapter 7: Items

Lone Druid's itemization is fairly unique. Since he is two units, you need to equip them both with items which requires spending wisely. I build up the Bear primarily in the early to mid game, with a few value items on Sylla, until I have my core items at which point I itemize based on how the game is going. Typically the Bear gets damage items, while Sylla eventually gets items that make him more durable or provide utility.

While itemizing for two units can be a challenge, it also provides some unique advantages. You can carry plenty of small value items or consumables, and in the late game you can have significantly more impact than other carries with your 12 slots.

One thing to remember is that the Bear has no attributes, which means that many items don't provide it with their full benefits. Items that could otherwise be very strong on the Bear, such as Diffusal Blade or Eye of Skadi are almost useless on the Bear because so much of their value is tied up in the attribute bonuses. You'll notice that my preferred items for the Bear all provide raw stats such as damage, attack speed and armor, rather than attributes. This is to ensure that the Bear gets the most value out of each purchase.

Starting Items

Quelling Blade: This Quelling Blade goes on your Bear, to help in last hitting and denying creeps. At level 1, the Bear only hits for 20 damage, but Quelling Blade increases it to 35 against creeps. This is also useful against Nature's Prophet or for cutting down the enemy Mango Tree.
Blight Stone: Blight Stone reduces the enemy armor by 2 for 8 seconds. In the early game where most units have fairly low armor, this translates into roughly a 10% increase in damage for both Sylla and the Bear. This means you will deal more damage when harassing the enemy and last hitting creeps. Later on, this builds into a Desolator for the Bear. Have the Bear carry this, since it is usually the first unit to hit an enemy when you attack them.
Observer Ward: Plant the observer ward so you have at least some vision of the enemy side of the river. Being able to see up the ramp has a number of advantages, such as seeing when the enemy is preparing to attack or cast a spell, and for keeping vision of them when chasing them towards their tower.
Town Portal Scroll: Once you summon the Bear in the fountain, select it and buy the Town Portal Scroll. It is vital to have it go into the Bear's TP scroll slot, since you cannot move it between units. If the Bear is brought to low health in the laning stage, use this to send it back to the fountain, and then use its Return ability to bring it back. Often, it isn't a bad idea to have the Bear purchase another TP scroll while it is there, and possibly pick up any other items you have bought. Teleporting is faster than using a courier.
Shared Tango: To use gold as efficiently as possible, it is best to avoid buying Tangos, or any regen, yourself. After a few levels, you will have lifesteal to keep up your health, but if you take damage before then you can use a shared Tango to heal. You can use these on the Bear, but they don't restore a large portion of its health.

Early Game
Mask of Madness: This is one of the most core items on Lone Druid, and buying it is your number one priority in the laning stage. Getting the 900 gold for Morbid Mask is so essential that you don't want to spend money on regen or stat items first. Once you have Morbid Mask on the Bear, you can start hitting the creep camps around the mid lane, increasing your farm. This is also the most efficient way of healing your Bear, and Mask of Madness becomes an essential killing and farming item with its attack speed increase.
Phase Boots: Speed, damage, and armor for the Bear. The second thing you need to buy in the laning stage. This lets you chase the enemy mid around better, as well as tank more damage on the Bear.
Boots of Speed: Phase Boots make the Bear so fast, Sylla can't always keep up with his base movement speed, even though it is 325. Getting boots on him is enough to alleviate this problem for the most part.
Wind Lace: I put this on Sylla to give him a little extra movespeed. It isn't critical, but for a very small price it drastically reduces the risk of Sylla falling too far behind when chasing someone. Since your ability to move around the map is limited by Sylla, this is a value purchase. Later on you can build this into Drum of Endurance or a Solar Crest, but my games rarely go that long.
Buckler: I pick this up, along with Sylla's boots and a Wind Lace, as I leave the laning stage and prepare to rotate to the sidelanes. Inexpensive, and provides a value +2 armor to you and nearby allies, including the Bear. This isn't likely to make a huge impact, but it helps in surviving early fights and pushing towers. Later on, this builds into the Bear's AC, which provides even more armor. If the enemy has a lot of physical damage to worry about, you can buy a second Buckler on Sylla after you finish the AC, for an armor aura of 7.

Sylla Items
Heart of Tarrasque: This is usually the first big item I get on Sylla, with the purpose of making him tanky enough to survive being focused by the enemy while the Bear kills people. It provides 1200 HP, which is quite substantial, as well as passive regen. With a 5400 gold cost it gives 1 HP for every 4.5 gold spent, the most cost effective HP granting item beyond base components. The regen isn't very valuable since most of your sustain comes from lifesteal. In True Form you can almost reach a 6k HP health pool with this item, or exceed that with some other items, and outside of True Form it makes you tanky enough to survive transforming if you get jumped. Sylla's primary job is staying alive, and this item is essential for that. I am experimenting with delaying this purchase, in lieu of building a smaller utility item like Sange, Meteor Hammer, Blade Mail, etc. depending on the game. In most games where I finish Heart it is already a won game since MKB and AC are usually enough to secure an early victory. With that in mind I am considering building some other items on Sylla before this.
Boots of Travel: Depending on the game, I may choose to upgrade Sylla's boots to Boots of Travel, for the increased movement speed and map presence. The Bear can follow Sylla wherever he teleports with Return, and Sylla will be able to keep up with the Bear when chasing people. This is not an essential item, and I don't end up buying it in most games, but if you have the money it is important to keep this item in mind as an option. You cannot select the Bear as a teleport destination unless you have Boots of Travel 2.
Vladmir's Offering: Having lifesteal on the Bear is critical. Its job is simply to attack people, and there is no reason why doing so shouldn't also heal it. Your Bear will often be in the middle of the enemy team, taking damage from spells and attacks, so survivability is key. The mana regen isn't very valuable to you, but the rest of the aura is. Since 7.27b, the damage increase the Bear gains every level is now base damage. This means the Bear can fully benefit from the 18% bonus damage, whereas before it would only gain 4 damage from this effect. The lifesteal percentage is less than the 20% provided by Mask of Madness, but the increased damage makes up for this. I buy this item if I need to replace the Mask of Madness with another item, to ensure the Bear still has lifesteal. Sylla is also a great aura carrier for the team since he is so durable.
Solar Crest: The second item to help replace Mask of Madness. Solar Crest lets you apply a buff to the Bear that gives it bonus armor and attack speed. Combined with the lifesteal aura from Vladmir's Offering, they create a pseudo-MoM effect, but without the armor reduction or the silence debuff. If the game is going long and you can afford it, these two items are an upgrade over MoM. Solar Crest can also be cast on enemies to reduce their armor and attack speed, so if you have another physical carry attacking an enemy you might get more damage that way. If the Bear is dead, this item allows Sylla to be slightly less useless since he can use this to buff the other cores. The stats and move speed are also welcome. Overall I think this is an amazing item and if the game goes long enough that you buy all the other core items I recommend this.
Shiva's Guard: Another defensive item, this is what I get in the late game against high physical damage carries. 15 armor on top of True Form and any neutral items or auras you have means your effective HP against physical damage is extremely high. More than that, the aura and active ability on this item are good compliments to your playstyle. The aura reduces enemy attack speed by 45, and reduces their healing/regen/lifesteal by 25%, meaning you can trade better against lifesteal and regen heroes like Wrath King or Huskar that are otherwise very hard to bring down in the late game. The damage and movement speed from the active ability allow you to keep enemies in place during fights, so your Bear is harder to kite. The Intelligence bonus is less valuable, but can allow you to carry a Witless Shako and still have mana to activate all your abilities.
Pipe of Insight: This is what I buy against magic damage lineups. Your Bear has 33% magic resistance from Demolish and Sylla has 49% magic resistance in True Form. With this item, your Bear will have 39% magic resistance while affected by the aura and you will have 68% magic resistance while holding it in True Form. With the huge health pool of both your units, this makes you extremely resistant to nukes and magical burst damage. It also provides an active ability to shield your team from AOE spells.
Aghanim's Scepter: There is some debate among Lone Druid players as to the value of this item. On Lone Druid, it allows the Bear to stay alive if Sylla dies and to attack no matter how far away from him it is. This may seem very useful, but I find the money is usually better spent on items that prevent you from dying in the first place. The only times you would see the effects of this item are if Sylla dies, which you want to avoid anyways, or if your units are separated, which you want to avid since Sylla is almost useless on his own. Often, if the enemy is able to kill you quickly, they will kill the Bear even faster. Sometimes I will get this in long games or pick up the blessing version from a Roshan kill, but I rarely spend the money on it. If you have a farmed Alchemist on your team who is buying scepter buffs, it is probably better to ask them for a Moon Shard buff on the Bear, depending on how the game is going.

Situational Items
Drum of Endurance: If you find yourself needing to chase enemies around a lot, pick up a Wind Lace on Sylla to help him keep up with the Bear. Later, you can upgrade the Wind Lace to Drums. This item provides decent stats, and can be activated to provide attack speed and movement speed to nearby allies. This stacks with the attack speed bonus from Mask of Madness, so you can use it to increase your burst damage or help the Bear while Mask of Madness is on cooldown. Obviously this benefits all nearby allies, so you can use it to accelerate tower pushes or help your other cores in fights. If you run out of charges, you can replace the Drums with another item on Sylla, or re-purchase the 600 gold recipe to restore the charges. The stats provided by this item were nerfed in the 7.27d patch but I still think the active and the move speed provided are enough to justify it in many situations.
Heaven's Halberd : One of the most broken items of this patch, and luckily Lone Druid can make good use of it. Build it on Sylla for 400 max HP, 20% evasion, 20% status resistance, 30% heal amp, and the ability to disarm enemy carries. Sylla will take fewer hits, and recover more quickly from disables. The heal amp increases the lifesteal from Spirit Link to a whopping 84%, which is absolutely absurd. It is already nearly impossible to kill Sylla in True Form while the Bear is hitting something, this pushes your regen close to that of a Satanic. The disarm is a way of mitigating the damage output of the enemy, leaving carries defenseless. With some testing, I believe this could be a core item if I figure out how to fit it into the build order. This item had its cost increased in 7.27d, but it still provides a lot of benefit.
Meteor Hammer: I am currently in the process of experimenting with Meteor Hammer. Given the Bear's innate ability to immobilize people, the stun from this item is guaranteed to hit if you start channeling it right after the Bear roots someone. Before you hit level 20 and get the 0 Entangle Cooldown talent, this can be useful for ensuring a double-root on a target by stunning them while you wait for Entangling Claws to come off cooldown again. It also provides good stats and regen, and allows you to efficiently farm stacked camps. It can damage buildings, increasing your siege speed. I am still unsure as to whether this item provides you much benefit for the cost, and if it is worth delaying more core items like Moon Shard that also help you kill things faster.
Force Staff: The potential of this item only occurred to me recently but I haven't done enough testing yet to confirm its usefulness or lack thereof. Essentially, this could be used as a positioning tool for you and your Bear. If you are chasing someone and the Bear gets too far away to be able to attack, Sylla can Force himself forward, making himself close enough for the Bear to hit the enemy. If you are going on someone but the Bear is affected by strong slows, Force the Bear forward so it is in range of the enemy. If an enemy is attacking from range or from a different elevation, Force them forward so they are vulnerable. If Sylla is surrounded by enemies and cannot move away, Force him out of the crowd. Useful for all the typical Force Staff things too like saving allies or pushing enemies into an AOE spell. The biggest limitation of taking it on Sylla is the short cast range, so it may be difficult to use this on enemies. I will do my best to test how it fits into the build order and whether it actually proves useful. In the best case scenario, I would consider picking this up against enemies like Drow Ranger who are hard to approach due to abilities like Frost Arrows.
Shadow Amulet : I have only begun to experiment with this, but I believe it has fantastic potential. If enemies are focusing Sylla, you can pick this item up for a mere 1000 gold, and use it to hide yourself in fights while you use the Bear to kill people. This forces the enemy to either buy detection or focus the Bear. Another interesting use is a synergy with True Form. If you activate Shadow Amulet on Sylla, and then immediately cast True Form, you will be invisible by the end of the transformation period, thus gaining added tankiness while invisible to withstand AOE damage in fights. When cast on yourself, there is no cooldown, but more importantly the invisibility lasts as long as you stand still. Since Sylla doesn't need to do anything for you to output damage, this works just fine. It can function like a pseudo-Ags scepter, allowing the Bear to fight without putting Sylla in much danger, provided he is nearby. This is also a good way to avoid spells like Focus Fire, since you can simply turn invisible and allow the Bear to deal with the enemy. This may also buy you enough time to survive silences, if you are ambushed outside of True Form. You can build it into Silver Edge for the Bear later on, if you no longer need the survivability on Sylla and you need to apply Break to enemies.
Smoke of Deceit : Again, 12 slots means you should carry stuff. This is something you should pretty much always have on Sylla. Use it to set up ganks, enter Rosh without being detected, increase your movement speed if you need to make movements across the map, and get around the enemy team to take out their backline. Lone Druid excels at deleting squishy targets like supports or ranged carries quickly, but can struggle with gap close if he has to break through the frontline. Using Smoke, you can quickly flank the enemy to pick off the squishy enemies at the start of the fight. Very cheap, refreshes every 7 minutes, and you don't have to give up any inventory space to carry it.
Aeon Disk : In some games, enemies will try to get pickoffs on you by killing you when True Form isn't active. This can be hard to deal with if they are initiating with silences or other disables that prevent you from transforming. Aeon Disk is the answer here. It dispels you and gives you a period of invulnerability if your health falls below 70%, freeing you from the disables and allowing you to activate True Form safely. Also, during the invulnerability period, your Bear still seems to be able to damage people. Only pick this item up if you are not able to function on the map due to the enemy team. Usually, it is better to have wards and stick with your team so you can invest this money in more damage items. Other items like Linken's Sphere and Lotus Orb can fill similar roles, if enemy spells are making your job difficult.
Blade Mail : You are the target of a lot of damage in fights, so picking up Blade Mail can help punish the enemy for attacking you. The passive doesn't do much in the late game, but you can activate it when enemies target you with nukes or if you have to trade with the enemy carry.
Refresher Orb : With Refresher Orb, you can give your Bear 3 lives, and stay in True Form for 80 consecutive seconds. For games with long fights, this can be a good investment, and works sort of like an Aegis of the Immortal for your Bear.
Rod of Atos : If you are against fast or slippery heroes and your team has no catch, you may consider investing in a Rod of Atos. It has very long range, and will Root an enemy long enough for your Bear to catch up and start attacking them.
Orchid Malevolence : If heroes are using spells to kite you or escape your roots, it may be best just to silence them. Very few heroes can withstand being hit by the Bear for 5 seconds, but in case they do they will take extra damage at the end. If you are winning hard and just want more kills for some reason, upgrade it to Bloodthorn and melt any hero.

Neutral Items

Lone Druid can carry two active neutral items, one on the Bear and one on Sylla. Here are some that work well and the reasons why. If an item is not described here, it is probably because it is best used by another hero. I won't include tier 5 items here since they are fairly self explanatory, and usually Lone Druid games end before that point anyways.



Poor Man's Shield: An excellent tier 1 neutral item. The bonus agility means it is a bit better on Sylla but you should have this on whichever one of your units has no neutral item yet. Far better than nothing, but inferior to most tier 2 neutrals.

Iron Talon: The attack speed and armor is needed on the Bear. The Chop active is also useful for speeding up farming if you find it early.

Ironwood Tree: A simple stat item, no harm in carrying this.

Royal Jelly: I put this here just to mention that you should never take this as Lone Druid. You have no need for regen. You barely use mana and all your health regen comes from Spirit Link. This is far better on a mana-heavy support or another core. If one of your teammates finds this, you may have to explicitly ask them to give it to someone else instead of automatically giving to you because you are the mid.

Ocean Heart: The stats are better on Sylla, but if needed you can put it on the Bear and have it stand in the river to regen.

Broom Handle: Damage and armor for the Bear, as well as melee attack range. Good for chasing and early game harassment to keep the Bear farther away from danger.

Trusty Shovel: Carry this on Sylla, use it while farming to slightly increase your income. You have little need for the flasks, but the occasional gold or TP scroll is useful to have. The Bear can pick up any flasks or TP scrolls discovered with the shovel.



Ring of Aquila: A good aura item for Sylla, it provides him with stats to support his survivability and provides armor to the Bear while it is nearby.

Pupil's Gift: Basically just 260 health for Sylla.

Imp Claw: Extra damage for the Bear, very useful especially if you get it early. Being able to take more health off the enemy mid during harassment is always a good thing.

Philosopher's Stone: One of the best items on Lone Druid. Have Sylla hold it, since his damage will quickly be overshadowed by the Bear. Since Lone Druid has to build items for two units, the extra gold from this item is invaluable.

Dragon Scale: Additional armor and regen on the Bear improves its durability. The bonus damage means that the Bear can hit an enemy once and deal 54 additional damage over 3 seconds.

Vambrace: Put this on Strength and give it to Sylla, he'll get 200 HP and 10% magic resistance which is pretty good if you are against a magic damage lineup. The Agility and Intelligence settings are pretty worthless for you. It's obviously not very useful on the Bear since it's main selling point is attributes.

Clumsy Net: A good item for Sylla, provides stats and lets you catch enemies more easily. In the early game when the Bear doesn't have much attack speed, it can be challenging to trap fleeing enemies if you don't get a lucky proc of Entangling Claws. This works like a mini Rod of Atos to immobilize enemies while your Bear catches up to them. The self ensnare isn't much of a downside at all, since only the Bear needs to actually get up close to the enemy.



Craggy Coat: This often goes unused since people don't like the attack speed debuff, but it works just fine on Sylla. The Bear is your damage output anyways, so giving Sylla 12 armor at almost no cost is a great trade. This is especially valuable if the enemy team is mostly physical damage and you find your ultimate just isn't quite enough.

Greater Faerie Fire: A good amount of damage for the Bear, and a heal in a pinch.

Spider Legs: If you are struggling to get to the back line of fights, Spider Legs can help the Bear breach high ground or flank the enemy team. Be careful that you don't let the Bear get too far from Sylla, or it will be disarmed and become easy prey.

Paladin Sword: Either unit can hold this to increase their lifesteal. Usually you want to give this to another core so they don't have to invest in lifesteal, but you can make use of it.

Orb of Destruction: Good on Sylla if you have Sylla targeting the same enemy as the Bear. It slows them and reduces armor so the Bear can lay on more attacks which will all deal extra damage. If you do not have a neutral item on the Bear, have it carry this item so the slow is stronger. The armor reduction from different items stack. If you have a Desolator, a Blight Stone and an Orb of Destruction you can reduce a target's armor by 12, or 17 if you have an Assault Cuirass.

Titan Sliver: After 7.27b, this became a great item on the Bear, since it can now fully utilize all the benefits. It offers magic and status resistance to help your Bear stay alive and shake off disables, and a 20% increase to base attack damage. Base attack damage for the Bear is 15 plus five times your level (so 20 at level 1). The Bear gets more out of this item the later you go in the game. With this your Bear will have 43% magic resistance, or 49% if Sylla carries a Pipe of Insight.

Mind Breaker: Good on Sylla much like the Orb of Destruction, keeps enemies from fighting back with their abilities. If you are fighting an escape hero, this can keep them from running away until you can get a proc of Entangling Claws.



Witless Shako: Fabulous extra health for the Bear. It doesn't need much mana, but be warned that it will reduce the Bear's mana pool to less than 0. This means you will not be able to cast Savage Roar from the Bear, or use the active functions of Mask of Madness and Mjollnir. You can choose to replace them with items that don't use mana, or use Witless Shako on Sylla since he has a larger mana pool and can buy things like Shiva's Guard to make up for it.

Spell Prism: Not a great item on Lone Druid, this is probably better on your teammates that rely on their abilities to fight. But if no one else wants it, you can combine this with an Octarine Core you can reduce the cooldown of Summon Spirit Bear to 72 seconds and give True Form 100% uptime. Not a great investment, but it can be funny.

Prince's Knife: Like Mind Breaker, this lets Sylla get a short disable from range which can give the Bear time to root the enemy.

Illusionist's Cape: Your Bear actually benefits from the 10% damage increase. Also provides Sylla with 280 health and 2.3 armor. You can use the illusion during fights to give yourself some cover against single target spells and attacks.

Havoc Hammer: With a relatively high Strength gain and Heart of Tarrasque, Sylla can make good use of this item. It grants him 360 health, and the damage is substantial.

The Leveller: Attack speed is a top priority for the Bear. Lets you get extra procs of all your items and Entangling Claws. This also grants you bonus damage against buildings, which stacks with Demolish, so your Bear will basically be able to delete towers from the map.

Minotaur Horn: 400 extra health on Sylla, like a mini Heart of Tarrasque. The spell immunity can help you endure the worst of the enemy's arsenal. If you get ambushed, activate it right before you activate your ultimate to protect yourself during the transformation.

Chapter 8: Offensive Items

Lone Druid is unique in that he separates offense and defense into two units. On Sylla, you will mostly be building tanky items to increase his survivability, and on the Bear you will mostly build offensive items that may make it seem like a glass cannon. This division of combat priority is one of the principle strengths of Lone Druid. You build damage on the Bear so it can take down enemies quickly, and durability on Sylla so he can stay alive to resummon the Bear if needed.

If needed, you can change your itemization to adapt to the enemy lineup. Here are a few item choices you may wish to consider. For most games I build Monkey King Bar> Assault Cuirass> Moon Shard> Desolator after finishing my Mask of Madness and boots, but other options are available if you are having trouble against certain heroes.

Monkey King Bar : This is generally considered the "default" damage item. Monkey King Bar is even more effective if you are facing naturally evasive heroes such as Phantom Assassin or if the enemy team is buying items like Butterfly or Heaven's Halberd, as well as allowing you to take down high-armor targets with the magic damage. It also offers a staggering increase in damage output. MKB provides an average of 75 bonus magical damage on each attack (100 damage, on a 75% proc chance) which means it scales incredibly well with your other items that give more attack speed. One of the best features of MKB is the buildup process. MKB is built out of Blitz Knuckles, a Javelin, a Demon Edge and a 550 gold recipe, and I usually build it in that order. Each item increases your Bear's DPS, so farming the next item becomes even easier. It is expensive, but it is such a massive increase to your damage that I almost never pass it up. Furthermore, it increases your attack speed, so you will have more chances to proc effects like Entangling Claws, and more bursts of lifesteal per second so nukes will have a harder time killing you. This is probably one of the most core items on Lone Druid, since it synergizes so well with his kit and gives the full value of the item to the Bear, as none of the value comes in the form of attributes.
Assault Cuirass : The Bear needs armor, and this provides the Bear with 15 (for a total of 33 with Phase Boots and the talent) as well as 5 armor to allies like Sylla and reduces the armor of nearby enemies by 5. Also grants the Bear 60 attack speed, and 30 to nearby allies. This is perfect. This is the last bit of defense the Bear really needs, and the aura will help keep your squishy team members alive while you obliterate the enemy team. I usually get this after MKB, because this is the part of the midgame where the enemy team is starting to notice that the Bear is a problem. Having this item makes you and your Bear harder to kill and makes killing easier, so you can keep doing your job in spite of increased attention.
Orb of Venom : This is a fairly common item on the Bear, and many players choose to take it as a starting item. Personally, I prefer having a Blight Stone in the laning stage to help with last hitting, but the slow from this item is noteworthy. Against fast enemies, or mobile cores, this is good for chasing since you won't always get a root proc on the first hit. I usually buy this situationally after the laning stage, and equip it on the Bear while I give the Blight Stone to Sylla. I don't recommend buying it before you finish your MoM/Phase, because getting those as early as possible is critical.

Moon Shard : Raw attack speed, very cost effective. With this, and the talent for 0 Entangle Cooldown, you can keep enemies rooted as long as your Bear is attacking them. Also gives you more hits which means more chances to proc MKB, and a higher rate of healing on Sylla from the lifesteal. If you get rich, or you have a generous Alchemist on your team, having the passive Moon Shard buff on the Bear is nice too. Having a Moon Shard essentially means you punish the enemy more for every mistake they make. If they are out of position, the Bear kills them faster. If they lose a fight or leave an opening, the Bear destroys buildings faster. This is ideal for a late game item where you need to make the most of every weakness the enemy presents.
Desolator : The follow up to your other DPS items on the bear, this is percentage based damage that improves as your Bear gets stronger. Good against high armor targets like Dragon Knight and helps in late game pushes against the buildings on the enemy highground. The damage increase is phenomenal and of course it increases the damage your allies do to the same target. You will want to build some attack speed and conventional damage first, then this item will be easy to farm. When you upgrade the Bear's Blight Stone to this, also buy a new Blight Stone for Sylla, which you can upgrade later into a Solar Crest. The armor reduction from Blight Stone and Desolator stacks, so you can reduce enemy armor by 8 if Sylla and the Bear are hitting the same target. Usually this isn't necessary early on, because MKB and Demolish are enough to kill enemies and buildings, but against farmed cores or high ground buildings this can make a big difference.
Skull Basher : A good choice in almost any game, it further disables enemies and lets you interrupt channeled spells if Savage Roar is on cooldown. You can upgrade this to Abyssal Blade which helps close the gap on fast enemies, and gives you ample time to root them before the stun is over. You will probably have to give up your Mask of Madness to have room for this on the Bear, so I rarely get it until the late game, since I get Desolator and Moon Shard before this. Some people like to get it early for increased lockdown but I find that is rarely necessary. Most of the time the bash will overlap with the root duration so you don't get as many free hits as you would expect, and you can already have a pseudo-stun by combining Entangling Claws with Savage Roar. Also, this item provides 10 Strength which is useless on the Bear, so some of the value is lost.
Mjollnir : This can be a good item if the game is more difficult or you are facing heroes that use illusions or summoned units. Use the active effect of Mjollnir in fights to punish enemies for attacking the Bear or Sylla. Very expensive, not usually my first choice. If you are buying it for the active, it can be good on Sylla since the Bear needs its slots for better DPS items. This is probably your best bet for dealing with armies of summoned units or illusions but Lone Druid already struggles against them, so this is unlikely to turn the game around. This was a more common item when Lone Druid was played as a farm-oriented hero.
Silver Edge : Against heroes like Bristleback that have powerful passive abilities, Silver Edge can give you enough time to initiate and kill them while the Break effect lasts. This item doesn't grant as much damage so you will want another offensive item to pair it with. You can also use Silver Edge to get the bear to the back of fights to quickly dispatch enemy supports. If you have the Bear invisible, you can cast Savage Roar from Sylla and it will apply Fear to enemies around the Bear without removing its invisibility or showing the effect from Savage Roar to give away its position. This is a fantastic initiation since you can disable the enemy with the roar, then have the Bear attack them while they are disabled, ensuring they cannot immediately escape or retaliate. Additionally, since it does not remove invisibility, the Bear's attack after the roar will deal the bonus damage and apply Break from Silver Edge. With the new changes to Silver Edge, it grants more raw damage and attack speed for the Bear to take advantage of, as well as the Echo Strike passive to help get more procs of Entangling Claws. This also combines well with Skull Basher and Abyssal Blade, since you have a good chance of getting a Bash from the Echo Strike.
Radiance : Good if the enemy team has more defense than offense. If they aren't able to deal with your Bear, the passive damage from Radiance can wear them down. The miss chance also helps your whole team survive physical attacks. This used to be a common item on Lone Druid, but you shouldn't buy it first anymore, and in most games you shouldn't buy it at all I think. It helps farm in the early levels, but the damage of the aura becomes less valuable against creeps over time because you will be killing the creeps faster and faster with your normal attacks so you won't be there long enough for Radiance to tick. Also, this item has terrible buildup. It is just the 3800 gold Sacred Relic and a recipe, and provides no benefits besides damage until you have completed the entire 5150 gold item. Sometimes Sylla can hold this, if you are very rich and have already 6-slotted the Bear.
Deadalus : The Bear is better oriented towards increasing attack speed rather than increasing attack damage. It gains no damage increases from attributes, and has no abilities that naturally give it high damage. For that reason I prefer to use items like MKB for cost effective DPS increases because scaling attack speed is easier than scaling damage and that produces the highest DPS. However, in some situations you may find that scaling damage is the better way to go and for that I suggest Daedalus. This is in rare situations where you have some method of giving the Bear very high damage or heavily reducing the armor of enemies. Upgrading Underlord's Atrophy Aura with Aghanim's Scepter is one example of increasing the damage of the Bear. As I said this is not ideal for most games, especially since it doesn't work with the magic damage from MKB.

Chapter 9: Applying Yourself

I enjoy Lone Druid because he is valuable and strong at every stage of the game. In this chapter I will explain his role and how to fulfill it as the game goes on.

Draft Phase

Like every hero, Lone Druid has heroes that he synergizes well and poorly with. If you are playing with a team, and have good coordination, you can improve your odds of winning by picking heroes that compliment Lone Druid.

The easiest way to achieve draft synergy is to have teammates with buffs they can apply directly to the Bear.

These are all spells that give the Bear a buff to its kill potential or survivability for some time. When an ally casts one of these spells on the Bear, it gives you a very high chance of getting a kill, and only takes a little bit of coordination. Even spells like Bloodrage that may seem somewhat detrimental are offset by the Bear's lifesteal. Communicate with your team to use these spells in ganks or team fights, just like they would use them on any other carry. You can also use heroes like Io, Chen, Oracle, or Winter Wyvern that have saving spells or more passive buffs like Tether. The Bear can benefit from most auras like Arcane Aura, Lunar Blessing, Vampiric Aura, and Inner Beast as well as
most auras provided by controlled creeps.

You can also combine Lone Druid with heroes that use AOE damage spells, since Entangling Claws can force enemies to stay in the area longer than they would otherwise.

Whether you attack enemies to keep them in these spells, or cast them where the Bear roots an enemy, the idea is to have the enemy be damaged by both the spell and the Bear for as long as possible. A lot of these spells do surprising amounts of damage that you rarely see because people try to leave them immediately. Lone Druid prevents them from doing this, and allows you to get the most out of these spells.

Another way to synergize around Entangling Claws is to pick heroes with "secondary disables" like Ice Path or Sacred Arrow. These are skill shot spells that don't always land, but are often extremely effective if they do. The idea of a secondary disable is that you use it on an enemy that has been hit with a short disable like a bash or root in this case, and use the guaranteed hit to extend the time they are disabled for. This allows you to turn a lucky root into a secured kill. Much like how Entangling Claws can set up for easy skillshots, it can also set up for easy ganks. If you have heroes on your team with global presence like Io, Nature's Prophet, Spirit Breaker, Spectre, Underlord, or Tinker you can initiate on a lone enemy and alert your teammates, so that they have enough time to join the pickoff while the enemy is rooted.

You can also build around another ability of Lone Druid, his Savage Roar. Since it forces enemies to walk towards their fountain, it can combine well with spells that are more effective against moving targets. When an allied Bloodseeker casts Rupture on an enemy, you can force them to walk if they would prefer to stand still. You can make enemies walk into the walls of Arena of Blood or snap Dream Coil. In some situations, Savage Roar can protect your allies as well. Use it to prevent enemies from stopping Supernova or out of melee range of a Witch Doctor or Crystal Maiden using their ultimate.

One thing to avoid is picking heroes who naturally clash with Lone Druid in the way that they fight. This could mean heroes like Pugna who want to cast Decrepify on targets, which makes it impossible for the Bear to attack them. It could also mean heroes like Phantom Lancer who surround the enemy with so many units that the Bear cannot get in melee range. While these heroes can work together and win as a team, they need coordination in order to not get in each others way.

Another thing to avoid is heroes with kits that don't fully synergize with the Bear. Since it is a creep-hero, not all buffs work on it. Some spells that would work great, like Tag Team, Moonlight Shadow, Ion Shell, Ghostship, or Hand of God provide no benefit to the Bear due to its designation.

Consider arranging your draft to play with heroes whose overall play style compliments yours. Lone Druid does best when he can hit his early item timings in the midlane, and then come pick up easy kills on the sidelaners, which turns into easy tower pushes. Heroes like Magnus, Bane, or Shadow Shaman who can help secure pickoffs are great. Also, in the course of running around and killing people, Lone Druid creates a lot of space for his team. Heroes who want to farm in the early to mid game like Anti-Mage or Spectre can work well with Lone Druid because he gives them secure farm, and can make up for their absence in fights while they hit creeps.

If you are playing Lone Druid as a mid, you will probably pick last during the draft to avoid being counter picked. This also gives you the opportunity to pick him if you see heroes that he is effective against. Lone Druid has a number of favorable matchups, for different reasons. He is good at killing mobility heroes like Anti-Mage or the Spirit Brothers because Entangling Claws removes their escape options. Some heroes have spells that simply do not affect the Bear like Wall of Replica, Thundergod's Wrath, Mystic Flare, Haunt, Jingu Mastery, or Death Ward and thus are handicapped against you. Some heroes are simply easy for Lone Druid to lane against or kill like Sniper, Viper, Zeus, or Meepo. He also fares well against heroes that rely on silences or disables that don't prevent him from attacking, since Lone Druid has very few spells he needs to cast and doesn't really care if he or the Bear is silenced or out of mana, provided he is already in True Form.

Early Game

I play Lone Druid as a mid hero almost exclusively. I've seen some people try him as a safelaner or offlaner, but it never seems optimal. Lone Druid has so much kill potential that farming instead of fighting feels like a waste, and the offlane is usually better left to heroes with more utility. To me, Lone Druid seems best suited to getting an early lead in the midlane, then rotating to help get easy kills and take tier 1 towers, which turns into a huge advantage for his team. Don't get me wrong, LD does absolutely need items. The difference between LD and other greedy cores is that LD is significantly stronger in the midgame, while traditional greedy heroes will still be in the jungle. Instead of farming for 30 minutes and then trying to 1v5, Lone Druid can get double or triple kills early on and start to snowball. If your team refuses to play aggressively, or you've fallen behind and are trying to catch up, or are just waiting for you or your teammates to finish off a big item, then farming is a valid move. Mostly you want to leave the farm to your safelane carry, and focus on making space. In previous patches, Lone Druid was played as a farmer with Radiance builds and a jungle playstyle, but I don't feel like that's the most efficient use of his potential anymore.

For the first few levels, Lone Druid is actually fairly weak. Your Bear doesn't deal much damage, you don't have sustainability yet, and you don't have any active or passive abilities that give you much of an edge in lane. Most midlane heroes have abilities that help them secure CS or mitigate harassment. For you, your only real tool is the autoattack damage from Sylla and the Bear, so how do you handle the early levels?

Lone Druid does not last hit and deny well in the early levels. Combined, Sylla and the Bear hit for 60 damage, not counting Quelling Blade or the damage reduction from armor. However, that damage comes from two attacks combined, so it is not uncommon to lose a last hit or deny to a creep or enemy hero because their attack came between the two of yours, the same way Weaver can miss last hits with Geminate Attack because the creep died before the second attack landed. If the enemy mid has the ability to consistently CS better than you, focus on harassing them away from the creep wave, using your Bear's large HP pool to tank hero and creep damage, to give yourself space to get last hits safely.

Harassment is where Lone Druid really starts to shine. Before I go into that, I should explain the difference between Harassment and Trading. Harassment is dealing damage to the enemy laner so they have to back off and give you some time to farm freely. Trading is when you and the enemy laner attack each other several times, and is won by having more regen capacity (through items or abilities) so that you can return to the wave faster than they can. Here, the Bear's Entangling Claws ability and your Spirit Link start to make a huge difference. When harassing, your Bear will likely draw aggro from the lane creeps, but it has a large HP pool (and you can heal it later with lifesteal or a TP) so losing health on the Bear isn't a huge issue. If the enemy laner comes to the wave, you can target them with the Bear. If the Bear gets a proc of Entangling Claws off, you can land several free hits on them as well as dealing bonus damage from the root itself. If the enemy chooses to attack you, you can regain health quickly via Spirit Link and micro Sylla away so that he gains high ground evasion. In some cases, you can have one of your units harassing the enemy while the other gets last hits, for maximum efficiency.

If you lose CS to the enemy laner, fear not. All you need is a handful of last hits and some passive gold to afford your Morbid Mask. Once you get this, you can start hitting jungle creeps without your Bear losing a meaningful amount of health. The creep camps nearby mid were recently changed to small camps, so they have a higher number of weaker creeps compared to previous patches. These creeps are easy to kill and you can find Neutral Items faster since there are more creeps to potentially drop them. With proper positioning, you can have Sylla stand in EXP range of both the lane creeps and jungle creeps, letting you gain a level advantage over the enemy. In most cases, you will want to shove the lane with the Bear and then switch to farming the jungle camps, moving back and forth as necessary. The last thing you want to do in the laning stage is find yourself standing around, because the creep wave is under the enemy tower, so use the jungle to fill every spare moment.

Make good use of runes. The Bear cannot have illusions of itself, and you aren't reliant on spells so an Arcane Rune won't do much for you, but the others are useful. Due to changes in 7.27b, the Bear can now make good use of Double Damage runes, where it couldn't before. Picking up a DD rune is a very powerful boost to your damage output, and can facilitate a kill on the enemy mid or a strong rotation to kill people in the sidelanes. Sylla has almost no use for Regeneration runes since Spirit Link heals him so much, but the Bear has slower health recovery so it can save you from having to teleport or re-summon the Bear. Haste and Invisibility runes are hard to use, since only one of your units can use them at a time and you want to keep your units close together. You should take or deny them, just to make sure the enemy can't use them.

Within the first five minutes of the match, you should be able to identify whether or not the enemy mid knows how your hero works. As I mentioned in the introduction, most players have never played Lone Druid, and the hero is so novel in his mechanics that people often misunderstand him. If the enemy targets Sylla with harassment, the game is almost a sure victory. With few exceptions, most heroes do not have the damage output and survivability to kill Sylla in lane, due to the lifesteal from Spirit Link. If they do not punish the Bear for approaching the wave, and instead try to hit Sylla, that should be enough to tell you that they don't know the Bear is the real hero, and they don't know how strong your sustain is. If you are in the lower brackets, this will apply to almost every match you play. This means that if one of you goes for a kill attempt on the other, they will try to target Sylla with damage, which you will immediately recover from, while the Bear kills them. Punish your enemy for not knowing this hero.

Unless the matchup is very one sided, your laning phase ends when you get a Mask of Madness and Phase Boots on the Bear, as well as brown boots on Sylla. With these items, you have the movement and attack speed to run at people and kill them. By this point, your Summon Spirit Bear ability should be maxxed out, meaning your Bear has more than 2500 max HP. That is more than enough health to tank Tier 1 tower hits. Wait for the enemy to come to the creep wave, start hitting them with the Bear, and activate Mask of Madness immediately after getting an Entangling Claws proc. This will take off most of their HP, and once the root ends they will most likely try to run back towards their fountain. Activate the Phase Boots on the Bear to chase them. Your Bear will probably take some tower hits but it has a lot of HP and lifesteal to recover easily. Usually you can kill the enemy in a few more hits or get a lucky root proc again, to deal enough damage to kill them. With them dead, your next move is to take the tier 1 tower. Kill the enemy creep wave, and start hitting the tower with the Bear. Do not activate the Mask of Madness again yet. Unless your sidelanes have been pushing hard, the enemy probably has a Glyph of Fortification ready, so you don't want to waste the active from Mask of Madness on a Glyphed tower. If you were fast, the respawn timer of the enemy will probably be fairly low, so they will be TP'ing back to lane around this time. You can probably kill them or zone them away again, since the only resources you need to expend for solo kills are the actives on Mask of Madness and Phase Boots, whereas other heroes often have to rely on their ultimate abilities for kills. In large fights, you will want to use True Form for durability, but the uptime is so good that it is rarely an issue.

Draw out Glyph of Fortification once the enemy is gone, then use Mask of Madness after it ends, you should be able to kill the tower fairly quickly with the Bear's Demolish passive. Next, and this is critical, you have to make them use the Glyph again. When a Tier 1 tower falls, that team's Glyph gets refreshed. Once the tower falls, keep pushing the creep wave up to the Tier 2. Try to hit it enough that they Fortify again. In some cases, the enemy team won't send anyone threatening mid at this stage, so you can keep hitting the tower. I have had games where the enemy (stupidly) let me take their tier 1 and tier 2 mid towers in quick succession. That's an unlikely result, but your goal is to get them to use Glyph at the very least. This is important, because it makes your midgame easier.

One final tip to winning mid is to utilize Creep Aggro (CA). CA is drawing the attention of the enemy creeps, and then leading them towards your side of the map, which makes it more difficult for the enemy to get last hits and denies. If you issue an attack order on an enemy (right click them) while within a 500 range of an enemy creep, the creep will aggro to you and try to attack you. This is useful for dragging the creep wave out of AOE abilities like Shrapnel or Nethertoxin, or for bringing creeps up to your side of the river so the enemy has to deal with the elevation change. CA is an important mechanic to understand for winning any lane, not just mid, and you should always use it to bring the creep wave to a more advantageous position. Lone Druid has a small amount of difficulty using CA effectively due to his Bear being a Creep Hero. When you issue an attack order on an enemy hero with the Bear while it is within 500 range of enemy creeps, the creeps will not aggro to the Bear until it hits the enemy hero, whereas with Sylla they will aggro the moment you issue the order provided they are close enough. This means that drawing CA reliably can be difficult without some careful micro, but it is nothing major. Simply knowing about CA and employing it occasionally is a massive step up over not using it at all, but you should use it as often as possible once you understand it.

Mid Game

Once you have forced Glyph out by hitting their Tier 2 mid tower, you can start rotating. If your safe lane is having a rough time, go there, but otherwise you should go help your offlane (which hurts the enemy safelaner). You should have at least a few more levels than the enemy side lane heroes, so it shouldn't be too hard to kill or at least zone them with the help of your team. In most cases I can get a double kill by rotating to the offlane, killing the enemy Pos 1 and Pos 5. Sometimes there will be an escape hero, so you can't always kill them, but that is fine. Your goal is to take their Tier 1 tower (now defensless without the Glyph) and push up to the Tier 2 to force out the refreshed Glyph, just like you did in the midlane. During this time, the enemy mid should still be occupied trying to push the creep wave, so you can rotate back there to fight them if possible. Once you have stabilized mid again, rotate to the other lane and repeat the process there.

By this point, assuming things haven't gone horribly wrong, you should have at least a few kills and assists, and the enemy team should have no Tier 1 towers and no Glyph. If you got a majority of the kills, you should have some serious progress towards your MKB. MKB is a huge damage spike for your Bear, and its buildup is fantastic. The Blitz Knuckles component improves the attack speed of your Bear, helping you farm creeps faster. Your next objective on the map will be to push tier 2 towers, but by this point you will probably need to win a teamfight or get several high value pickoffs to do that. MKB is the damage to help you accomplish this. Spend some time farming, remember to prioritize lane creeps over jungle creeps since they give more gold and exp. You can farm ancient camps by this point too. You may want to ask your team to stack some camps for you during the laning stage, to accelerate your farming. Some people play Lone Druid as a hard farming hero, but I prefer to leave farming as a last resort. If there are kills available on the map you should go for those, and leave the farming to your safelaner. That said, if there is downtime or you just need a bit more gold to hit an item timing, then farming is fine. Your main objective is to snowball and stay ahead of the enemy for the entire game, which means kills are an optimal source of gold and xp since they also slow the enemy down. If you have succeeded in taking tier 1 towers, you should be able to farm the enemy side of the map, as well as get aggressive wards there. The worst thing you can do is play on your side of the map and let the enemy retake their territory, because that makes fights and pushes much harder.

Once you have MKB, and assuming nobody on the enemy team is a hard counter to you or has been stupily fed, you should be able to kill almost anyone. Pickoffs are preferable over riskier teamfights, so try to roam around between the lanes to kill people who show up.

If a teamfight happens, activate True Form before you enter the fray for safety, and let your Bear go ham. The targets you should prioritize in fights will vary from game to game, but with your high damage and durability you should be able to take out the most dangerous member of the enemy team, whoever that happens to be. That may mean going for supports with disables first, or heroes that keep their team alive. Due to your durability, you should be more concerned with the enemy utility. As lone Druid, it is often easier to 1v2 the enemy cores than to fight an enemy support and an enemy core together. Remember to activate Savage Roar to shake off melee attackers or cancel channeled spells like a Witch Doctor or Crystal Maiden ultimate. If someone tries to TP away from you, you can use it to cancel their teleport and secure a kill. If Savage Roar is on cooldown, you can still cancel a teleport with Entangling Claws but it is less reliable.

Once you win a teamfight, or pick off several members of their team, go for the tier 2 towers. You can solo kill towers about as fast as the rest of your team combined, usually, so divide up your team and push the lanes accordingly. You may have to remind your supports, or anyone on your team with wave-clearing abilities, to keep the lanes pushed. If all the creep waves are close to your towers, you will have to waste time killing creeps after fights to remove the Backdoor Protection. If the waves are pushed, you can take objectives the moment the opportunity presents itself.

Late Game

The late game is when you're trying to push the enemy highground (or defend your own, if things have gotten bad) and by this point you should have a pretty high net worth. Your Bear should have items like MKB and Assault Cuirass, and Sylla might have one or two of his items like a Heart of Tarrasque or Pipe of Insight.

You are a decent Roshan killer. By this point your Bear should have high enough stats to tank and kill him, giving you access to the Aegis.

You are a good candidate to carry the Aegis of the Immortal, if the enemy team is focusing you first. Though you are tanky and have regen from the Bear, damage/disable heavy lineups can still kill you. With Aegis, your True Form will persist through death, and your Bear won't die even if you don't have Aghanim's Scepter. This gives you a chance to absorb the enemy's spells in the first life, and kill them all in the second. Also, since dying with Aegis doesn't kill your Bear, you can keep hitting people even during the respawn time.

If you are being left for last, give the Aegis to someone else on your team. It is not a bad strategy to give the Aegis to a support who makes a big impact with their spells, especially if they are squishy. Ultimately the Aegis should go to whoever is dying first in fights or gets picked off, so they can have a chance to make an impact.

Unless the enemy team has very strong defensive spells like Frost Shield, Bloodlust, or Techies mines, pushing high ground isn't too difficult for you. With True Form on and enough items, you can usually just walk up the ramp and start killing people behind their Tier 3 towers, giving your team the chance to come in after you or focus the tower. If the enemy defense is particularly strong, have your team pressure one lane, drawing the attention of the enemy, while you push up another lane. The enemy has to either diver their attention to deal with you or let you take that tier 3 tower, after which you can walk up to the enemy backline and start mauling them to death.

At every stage of the game, remember to coordinate with your team. Your pushing power gives you the option to split push very effectively. Your Entangling Claws can keep enemies in place for secondary disables or AOE spells. Your Savage Roar can save allies from attackers or force enemies to move out of position. You and your Bear are a team within a team.

Chapter 10: Pros and Cons

Lone Druid is a strong hero, but like every hero he has weaknesses and shortcomings.

PROS:

Matchups: Lone Druid's primary strength, and what makes him a spammable hero, is that he has very few bad matchups. As a mid, this is especially valuable because it allows him to win the lane reliably. Many annoying mid heroes like Sniper, Viper, or Zeus are easy matchups for Lone Druid, even when other heroes would find themselves zoned out of lane and underfarmed. This is why I started playing Lone Druid, because I was sick of the popular mid heroes and it was the perfect hero to let me beat them all.

Low Pick Rate: Lone Druid has never been a popular hero, and most likely never will be. While it does make me sad because he gets relatively little in terms of cosmetics, it actually provides a strategic advantage. Most players have only played a small number of games against Lone Druid, and rarely understand him well enough to counter him effectively. Everyone knows how to play against common heroes like Pudge or Sniper, but very few people I run into have enough knowledge of Lone Druid to kill me. Often, I can tell as soon as the laning stage whether the enemy is going to kill me at all this game. If they waste time hitting me, only for me to regain the health immediately through Spirit Link, I know they will ignore the Bear in every fight as it kills them. However, this also means your allies might not play around you properly. Make sure your supports know that buffs should go on the Bear in fights, since it is the damage output.

Carrying Capacity: Even if Lone Druid gets nerfed to oblivion someday, he will still have the utility of being able to carry 12 items and 2 neutral items. That means he can carry wards, dust, aura items, consumables, and item components better than any other hero. This also means you have the storage space to pick up highly situational items for your team, depending on the game. You almost never have to worry about dropping items to pick up neutrals, you always have a space for the Aegis or Cheese, you can carry the Gem of True Sight, or have healing items for your teammates.

Offense: Lone Druid has a ridiculous damage output, with the proper items. The Bear can comfortably exceed 2k DPS with all his items. Very few heroes can withstand that kind of damage, combined with the reduced mobility.

Defense: Both the Bear, as well as Sylla in True Form, are very tanky units. With high health, armor, and magic resistance, you will be very hard to kill. Combined with the health restoration from Spirit Link, you will have a large, ever refilling health pool. Enemies will often waste effort trying to kill Sylla, while the Bear goes to work on them. Most heroes are weak to either physical or magical damage. Heroes like Anti-Mage or Juggernaut have the capacity to mitigate magic damage, while heroes like Terrorblade or Timbersaw have high armor to tank physical damage. Lone Druid is one of very few heroes that can shake off both powerful nukes and strong attacks.

Cheap Kills: Some heroes, like Juggernaut or Death Prophet, rely on expensive, long cooldown ultimate abilities like Omnislash or Exorcism to secure kills. While Lone Druid does have an expensive, long cooldown ultimate, he rarely needs to use it outside of teamfights or defensive situations. In order to secure a kill, Lone Druid usually just needs to activate Phase Boots and Mask of Madness to root an enemy and kill them. Over the course of the game, this makes a huge difference because other than potentially losing your Bear and having the ability on cooldown, Lone Druid has almost no downtime. Heroes like Spectre won't want to fight immediately after using Haunt, but Lone Druid can. Because of this, you are able to benefit more from any advantage you gain.

Sustainability: On top of the aforementioned tankiness, Sylla is also healed for 65% of the damage dealt by the Bear. With the amount of damage and attack speed the Bear ends up with, that can feel like having a Satanic on constantly. Most of the time, as long as the Bear is hitting an enemy Lone Druid will be nearly impossible to kill. This also gives him the ability to stay in the lane when other heroes would have to return to the fountain or buy regen, because he can regain health just by having the Bear hit creeps or heroes. Where other heroes would need to spend time recovering health, mana, and ability cooldowns after a kill, Lone Druid can immediately look for his next target or start getting objectives like towers. Even if a fight is very close and you go down to low health, Sylla's health can be restored by killing a single creep wave, though the Bear's health will take slightly longer to recover.

Lockdown: Entangling Claws may be one of the most surprisingly dangerous passive abilities. A 20% chance to proc a 3 second root that deals a total of 180 magic damage over the duration. This keeps escape heroes from running away, and invisibility heroes from disappearing. It allows Lone Druid to secure early kills in the laning stage. It allows you to cancel teleports. It can help you last-hit creeps, or secure Sylla's escape if he gets ambushed. With the level 20 talent to remove the cooldown, and the attack speed from items like Moon Shard, you can keep an enemy rooted as long as you are attacking them. In True Form, Sylla has this ability as well, though he won't have the same great attack speed.

Pushing: With the damage increase against buildings from Demolish, the Bear can kill towers as fast as the rest of your team combined. Early on, this lets you bring down the tier 1 mid tower the moment the enemy mid steps out of lane. In the late game, you can kill all 3 enemy tier 3 towers and all 6 barracks extremely quickly. One good fight near the enemy base can turn into a secured game by getting mega creeps.

Farming: Lone Druid can start farming neutral creeps with only a Morbid Mask to prevent health loss, and after that his farm accelerates. Even without items to damage multiple creeps at once like Maelstrom or Radiance, the Bear's damage and attack speed makes short work of anything except maybe ancient creep stacks. Unlike heroes such as Anti-Mage, Spectre, Wraith King, or Ursa that need a Radiance or Battle Fury to start farming, Lone Druid has the ability to farm any creeps on the map from about minute 10. Still, it is better to leave farm to your Safelaner and make as much money as you can from kills, which also creates space for them. Mostly, this farming capacity lets you get an edge over the enemy mid, since you can alternate between shoving the lane and killing the nearby camps.

Speed: For some reason, at level 4 Summon Spirit Bear, the Bear has a base movement speed of 400. It can gain 25 more from the level 10 talent. Combined with Phase Boots, the Bear can easily reach maximum movement speed (550) and be the fastest unit on the map, unless the enemy has abilities like Surge to exceed the move speed limit. Very rarely will enemy heroes be able to run away from your Bear. In fact, there is usually a danger of the Bear being so fast that it gets too far from Sylla to attack. If this becomes an issue, you can pick up a Wind Lace on Sylla and turn it into a Drum of Endurance or Solar Crest as well as upgrade his boots to Boots of Travel.

Disables: On top of Entangling Claws, Savage Roar is a fantastic disable. You can sometimes apply Fear to the entire enemy team for 2.4 seconds. That disrupts channeled abilities, prevents attacking or casting spells, and forces the enemy to move towards their fountain. A good roar can completely change a team fight. Combined with the immobilizing properties of Entangling Claws, you can effectively stun a unit since they can't move while under the effects of the Fear. If you use Savage Roar right at the end of the root duration, it lets you keep them from casting mobility spells for over 5 seconds. Additionally, this time is enough for Entangling Claws to come off cooldown, so you could potentially keep an enemy disabled for 8.4 seconds, by chaining root into fear into another root.

Scaling: Lone Druid hits a power spike at around 10 minutes when he gets MoM and his boots. At that point, he has the damage and mobility to kill most heroes. In the mid game, he can take down tanky targets and absorb damage with MKB and AC. In the late game, he can bring down towers and stand in the middle of team fights with Moon Shard and Heart of Tarrasque. Lone Druid can end the game early with fast pushes, or become a terror in the late game by farming efficiently. Lone Druid may be one of the only heroes in the game who doesn't have to worry about going late against heroes like Anti-mage or Spectre. Each item he gets makes him harder to kill by either increasing his effective HP, or by increasing his damage and thereby his lifesteal. What is a 6 slotted Anti-mage to a 12 slotted Lone Druid? You might not be able to kill each other, since Anti-mage is slippery and Lone Druid is tanky, but you can stop them from pushing better than they can stop you, most of the time. Lone Druid can make efficient use of almost 70k worth of items, with things like Moon Shard buffs and a backpack Refresher Orb. Meanwhile, most traditional carries can efficiently use about 40k gold, also with Moon Shard buffs and a backpack Refresher Orb. If needed, you can push a game past the 60 minute mark and still fight the enemy safelaner, no matter how farmed they are.

CONS:

No AOE Damage: Lone Druid has very strong single target damage, but no way of dealing with crowds of enemies besides killing them one by one. This is fine for dealing with creeps since he deals so much damage and attacks so quickly, but against illusion heroes he falters. This also makes it hard for Lone Druid to defend against pushes from zoo heroes or large creep waves, since he has no quick wave clearing spells.

No Magic Damage: Lone Druid is almost entirely physical damage, except for MKB procs and Entangling Claws. This means if the enemy is a hero like Dragon Knight or Terrorblade that absorbs physical damage easily with high armor, you may have a rough time. It also makes him weak to Disarm effects like Heaven's Halberd, because if the Bear can't attack then he can't get any healing from Spirit Link.

Very Greedy: Lone Druid scales differently than other carries. Since the Bear has no attributes but is the primary source of damage, it relies heavily on items to provide stats. Where other carries can tolerate a short pause in their income, Lone Druid is vulnerable to falling behind if he dies a few times in the early game. While the Bear can kill creeps fairly quickly, you want to spend your time fighting and pushing, not farming, since you have no AOE or wave clearing ability. Lone Druid can feel very underwhelming if he has been slowed down, since he relies on getting ahead and staying ahead.

No Long Range: While the Bear is fast, it must come within melee range of a target to deal with it, and cannot attack if it goes too far from Sylla. If an enemy is on another elevation or behind trees, LD must go the long way around in order to damage them. Lone Druid is one of very few heroes that have zero built in ways of dealing with far away heroes. Yes, Sylla is technically ranged in his druid form but his damage is usually fairly inconsequential.

No Escapes: Other heroes have invisibility or mobility spells, but LD has to rely on regular movement speed to move around. This means he is weak to things like Disruptor's Kinetic Field or Mars's Arena of Blood since he cannot enter or exit them. It also means that if LD is ambushed or is losing a fight, he has no quick methods of disengaging.

No Gap Close: Often, when explaining Lone Druid to people, I compare him to other melee hypercarries like Anti-Mage, Monkey King, or Ursa because he has the same essential M.O. of getting on top of enemy heroes and killing them quickly. However, in making this comparison, it is easy to see how Lone Druid is lacking compared to these other heroes. Every single melee agility carry in DotA 2 has some kind of mobility spell, to help them get closer to their target. Every single one. Some of those are blink spells like Phantom Strike or Blink Strike, some are move speed enhancers like Phantom Rush or Thirst, some of them have invisibility like Shadow Walk, or leap spells like Primal Spring or Earthshock. What does Lone Druid have? He has Phase Boots. Sure, the Bear is naturally quite fast, but that is it. In order to do anything to your target, you have to walk up to them. This makes Lone Druid incredibly vulnerable to kiting and any spells that reduce his mobility. Slows, stuns, roots, leashes, and barriers all have the potential to make Lone Druid go from a team-killer to a sitting duck.

No Teamfight Abilities: Other than Savage Roar which is quite short ranged, Lone Druid has no way of affecting a whole team at once. All his damage and lockdown is fairly single-target. He can do amazing things if other members of your team have AOE spells and disables, but is easily stopped if the enemy team has nothing to hinder their ability to deal with him.

No Dispel: Many heroes like Legion Commander, Slark, or Tidehunter have ways of removing debuffs from themselves. Lone Druid has no such mechanisms. Any disables with long durations can severely cripple his ability to be effective in fights.

Two Essential Units: Most heroes only have to worry about keeping themselves alive. They can walk carefully through Bramble Maze or buy things like Shadow Blade and Black King Bar to avoid danger. Lone Druid is reliant on the synergy of both units. If you allow Sylla to die, the Bear dies as well and even if you have Aghanim's Scepter the Bear will lose any auras Sylla provided. If the Bear dies, Sylla is left without any damage output. Any acts of self preservation you make have to account for the fact that you want both units to live.

Chapter 11: Fighting Lone Druid

Lone Druid is a formidable hero, and though he isn't popular in any bracket you will see him from time to time. Since you won't always be playing Lone Druid, it is important to know how to counter him with drafting, tactics, and itemization.

Winning at Draft

Here are a number of heroes that make the game difficult for Lone Druid. Some of these are offensive counters like Outworld Devourer that can deal more damage than Spirit Link can negate. Some of them are defensive counters like Juggernaut or Lifestealer that can escape from roots.

The best counters are heroes that are hard to kill, but can also easily kill Sylla or the Bear. This includes illusion heroes and Windranger. I name Windranger here because she is commonly played as a mid and hits a power spike at 6 that potentially lets her dive and kill Lone Druid. With the evasion and slow from Windrun and the damage of Focus Fire she can kill Sylla or the Bear in lane. Even after the Bear gets MKB to pierce evasion, the Bear can still be kited with the slow.

Another good counter is Ancient Apparition because his ultimate can prevent Sylla and the Bear from healing at all. It lasts for quite a long time and gives your team a window to deal damage that won't be reduced by the lifesteal.

Due to the large health pools of Sylla and the Bear, some spells and heroes are more effective against them. Lifestealer can regain a significant portion of his health pool by hitting them, making it difficult for Lone Druid to trade with him. Heroes with percentage-based damage spells like Sun Ray, Firestorm, and Spirit Siphon are great ways of reducing their health.

You can also use Winter Wyvern to force the Bear to kill Sylla or his allies. With its high DPS the Bear can quickly knock out priority targets. If you catch him outside of True Form, the Bear may be able to kill Sylla if he hasn't built any durability items yet.

Winning with Tactics

The first and most important step to effectively fighting Lone Druid is to acknowledge that the Bear is the priority target. I have lost several games because I could not convince my team to focus on the Bear, and they died while trying to kill Sylla in True Form.

In lane, if you are laning against Lone Druid, it is fruitless to target Sylla with harassment. Any chip damage you do will be restored when the Bear hits creeps. It is far more effective to harass the Bear. Doing so forces LD to either summon the Bear again or send it to the fountain. If the Bear tries to TP back to base, do your best to interrupt the teleport, if possible. Ideally, you want to keep the Summon Spirit Bear spell on cooldown. Not only does killing the Bear grant 300 experience and 300 gold, it also damages Sylla for 20% of his max HP and makes him almost useless until he can summon the Bear again. If you can do this in the early game you will significantly hinder his farming and possibly kill the hero if the Bear is dead.

Later on, the Bear represents the vast majority of Lone Druid's net worth. Without the Bear he effectively has a net worth of less than 1k gold in most games. Since Lone Druid is usually a high farm priority hero, taking him out of the game like this can create openings to take objectives. Removing the Bear from the game has just as much strategic impact as getting a regular hero kill.

Lone Druid operates best when playing from ahead. As a mid hero, he wants to rotate fairly early to the sidelanes in order to get kills and push tier 1 towers. If you are a sidelaner and Lone Druid is missing from his lane, do your best to play safe and not get caught out. If you can avoid him killing you, or even better get a kill on him yourself, you stand a much better chance in the game. Be aware that Lone Druid can dive you under tower with the Bear's high health, but as long as you don't make the mistake of targeting the hero you should be able to repel him.

If you have the opportunity to make offensive plays against Lone Druid, then you may be able to kill him by targeting the main hero. The essential step of ambushing Lone Druid is to disable him before he can activate True Form, with stuns or silences. Without his ultimate, he is fairly squishy, and you should be able to deal burst damage to kill him before the Bear can heal him a meaningful amount. If necessary, you may need to disable the Bear as well for this to work. Do note that the transformation of True Form cannot be interrupted. It is absolutely critical that you use instant disables before he sees you. If your spells have a travel time or you appear in vision before disabling him, a good LD player will activate True Form immediately (assuming it is off cooldown) and quickly become very difficult to kill. If you slip up, and you can't kill him before he gets the True Form bonuses, then you should immediately switch to targeting the Bear if it is nearby. Once it is dead the hero is easy to kill again, even with a large health pool, because he does minimal damage.

In fights, Lone Druid can do nothing if the Bear is not in melee range of its target. With no inbuilt mobility spells, the Bear is easy to kite and this is the Best way to handle Lone Druid in the mid to late game. Use slows, stuns, forced movement, or your own mobility spells to keep the Bear away from members of your team. This gives your teammates time to hit the Bear or the Hero without their damage being reduced by his lifesteal.

Ultimately, you have to see the Bear the same way you see any other melee carry. I compare it to Troll Warlord, Ursa, Wraith King, etc. because it has the same MO in fights. It wants to get on top of people and reduce their HP to 0 as quickly as possible, then move on to the next person. It isn't a regular summoned unit that you can largely ignore. Treat it with the same respect and care, and use all the same tactics you would when dealing with a traditional carry such as kiting, disarms, escape spells etc. and you should be alright.

Winning with Items
Shiva's Guard: This is one of the best items against Lone Druid. Not only does the armor make the holder more difficult to kill, but the aura effect seriously hinders him in fights. The reduced attack speed hits the Bear hard due to its low Base Attack Time, and the heal reduction means that both Sylla and the Bear will have less effective HP because their lifesteal is diminished. The active also helps in kiting the Bear. Not many heroes build this as a core item, but against Lone Druid I strongly suggest it.
Eye of Skadi: A similar idea to Shiva's Guard, this will slow the Bear's movement and attack speed making it easier to kite, and it reduces healing so they are easier to kill. This item also provides a lot of raw stats for durability. Like Shiva's Guard, this makes you a priority target for the Bear but it also makes it harder for the Bear to kill you. If you are playing a hero that builds this, you should prioritize getting it earlier instead of as a late game item.
Spirit Vessel: For killing the Bear or Sylla in True Form, Spirit Vessel provides damage as a percentage of the target's max HP. Since they can both exceed 4k Health in the late game this is a good way of dealing damage. It also reduces their healing and lifesteal.
Heaven's Halberd: The Bear is significantly less scary if it can't hit you. On top of being a very good stat item, this also lets you disarm the Bear for 3 seconds, during which time it cannot hurt or root people, nor can it heal Sylla. The evasion will be mitigated if the Bear has MKB, but the status resistance will help you avoid being permanently rooted.
Ghost Scepter: Like Heaven's Halberd the idea with this is to prevent the Bear from attacking. This is significantly riskier than HH, however, because you will become vulnerable to nukes. Best to get this if you are a hero that eventually builds an Ethereal Blade then this might be a better option. With that, you can target the Bear with the active, which both prevents it from attacking and makes it vulnerable to magic damage.
Hurricane Pike: For ranged cores, this is a great way to survive and deal damage safely. The extra range means you can position yourself on high ground or behind trees to attack in fights. The active can be used on the Bear when it goes on you to give yourself some breathing room or escape.
Manta Style: Use the active to escape being rooted, and to provide distractions for the Bear. Lone Druid is all single-target damage, so creating illusions may throw it off long enough to escape or reposition.

Chapter 12: Summary

Lone Druid is a powerful and versatile hero, without many counters, and with a high skill ceiling. He has to be played slightly differently to a normal hero, but once you have the proper mindset and strategy you will find great success.

If you are reading this guide as a player who is new to Lone Druid, please do not be intimidated by the idea of controlling two units at once. For the most part, you can play with Sylla and the Bear always close to each other, having them target the same units, so your management load is reduced. If you are an experienced player looking to improve your Lone Druid game, practice with more difficult maneuvers like farming one part of the map with Sylla and another with the Bear, or pushing two lanes at once, or even fighting in two fights simultaneuously.

Lastly, a word of warning. Lone Druid's Bear is considered a creep-hero. That means some spells treat it as a creep, and others treat it as a hero. Some buffs will not aid the bear, and some enemy spells cannot hurt it. Visit the Dota 2 wiki for a more in-depth explanation of creep heroes and a full list of all the spells that treat it strangely.

Good luck. Stay hydrated.

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