Primal Beast/Guide

Laning
is primarily played as an offlaner since he is fairly tanky during the laning phase and possesses powerful AOE bursts, allowing him to survive without much loss. It is recommended for to pair up with a support that can set him up for kills, since the Beast excels at dominating his foes.

Make sure in the laning stage you are buying small items. Primal Beast is all about owning the early game and getting kills, buying items that achieve that is a very good idea.

For confident players, playing mid is also a decent alternative way to play the hero to reach his power spike faster than he normally would in his offlane stage. However, mid lane has very little room for solo kill potential and supporting teleports can come in very easily when you over-extend, which is very common with Primal Beast.

Playing Primal Beast as a support is definitely viable with the newly added which breaks targets hit and deals decent damage around him upon activating Uproar. The specifics of this item will be explained later in more detail.

Tips & Tactics

 * Since Primal Beast has two low cooldown AoE damaging spells that can clear creep waves, he's an excellent choice for shoving waves into your opponent and forcing reactions while also having an escape.
 * Being tanky is very important for Primal Beast, getting two Bracer's is a great way to out trade your opponents and begin your dominance.
 * is a devistating combination with Trample and Uproar, making you potentially do thousands of damage to targets in an area.
 * Because Trample scales with his own base damage, it scales very well and can do absurd amounts of damage in the late game. He also has a very good chain stun, especially with the level 25 talent.
 * Primal Beast has very high base damage. You should be trying to deny every creep, but this is true for every offlaner.

Play Style
There are two main ways of playing Primal Beast.

The most common way is to play with Trample and buy items that allow it to do massive amounts of damage. In this case it would involve and using Onslaught to close the gap on opponents.

The second way to play Primal Beast is to initiate with your ultimate for your team without having to use Onslaught (so it can be followed up for chase or escape if it goes sour). With this method you would buy a and  so very few can disrupt your combo.

General

 * Level 1 you will always want Uproar. The damage trample does is very minimal and a simple slow or stun will make it very difficult to use.
 * Being aggressive is very important with Primal Beast. His damage potential is unmatched by other heroes in the laning stage and he has a reliable escape.
 * Primal Beast is one of the few offlaners who can actively help your support bully the opponent, or even just pick up kills. Always keep an eye on your support, if they are fighting to the death, make sure you help since you have a lot to offer.
 * Primal Beast is not a very big threat without his spells, makes sure you use them to their fullest and try not to waste them or force fights without them.

Aghanim Scepter
Primal Beast's was introduced in the 7.32 patch and adds another component to his Uproar ability. Upon activating, Primal Beast will release lines around him depending on how many Uproar stacks were present upon activation. Each line does 75 damage and it is not possible to hit all lines onto one singular enemy hero. An enemy hero hit will also be applied with Break, preventing passive abilities from working. Does no damage if lines don't hit and doesn't apply a break. This upgrade will damage creeps but not apply the break mechanic. The answer to your question is yes, the break can apply to a target multiple times and to multiple heroes. This can make for quite a chaotic teamfight if the right situation is met.
 * 1 Stack = 2 lines
 * 2 Stacks = 4 lines
 * 3 Stacks = 6 lines
 * 4 Stacks = 8 lines
 * 5 Stacks = 10 lines


 * Spells such as and  can be activated during the entirety of  without interrupting it. Items can be used during the charge itself but will prematurely stop the distance ramp-up portion of  and start the charge immediately.
 * Stuns will only stop if it stuns him before he charges forward, roots will stop him in his tracks during the charge as well as prevent him from starting it, and silences will only prevent him from prematurely ending his distance ramp-up.
 * can be used to push teammates out of harms way as well as separating them from enemies that may be attacking them. The knock-back can also bump allies and enemies alike up and down cliffs.
 * can be redirected and steered at all points of the ability as well as stopped mid-charge via hold/stop commands.
 * Can be heard in the fog of war, very similar to.
 * If interupted once began, it will go onto cooldown and use the mana cost.


 * The more movement speed he has, the more frequent each instance of damage is, the inverse is also true, movement speed slows cripple the speed at which each stomp comes out.
 * The more damage he has, the stronger each individual instance of damage is, the inverse is also true, attack damage reductions cripple the damage of each stomp.
 * is has strong synergy with items., , , , and various other items work with to deal more damage via bursts of speed or deal damage in situations where he might not be able to.
 * Haste movement speed makes his an extremely deadly ability making each instance of damage come out exceedingly fast and allowing him to ignore any slow debuffs.


 * Both the slow and bonus damage synergises with 's 40% (70%) attack damage multiplier. Activating it before or during will grant a boost to damage as well as a heavy slow depending on his stacks of.
 * 's stacks last 20 seconds and its timer refreshes every time an instance of damage meets the requirements. This allows for a very lenient frame of time in which to use the spell.
 * With the lack of a cost, can be spammed in lane in order to win trades as well as out damaging the enemy's carry, allowing him to deny and last hit with complete and utter ease.
 * The staggering amount of armour he receives from this ability allows him to tower-dive or take on otherwise dangerous tasks with no fear of any substantial damage.
 * At 5 stacks of and low health, Primal Beast can often bait enemies into trying to finish him off. If their damage is primarily physical, he will likely out damage them and kill them before they can kill him, especially if he has Trample at the ready.
 * Primal Beast can use Uproar while channeling.


 * The long range of enables him cut of escapes as well as enable him and his team to jump on a key target that would otherwise be hard to reach.
 * If practiced, can be utilized with  in order to chain-stun the target. If stopped at the moment of impact, the enemy will be knocked back far enough away to follow up with the, despite it's minimum distance limit.


 * has a very low cooldown for an ultimate ability and as such, the only limitation is mana costs. If you can afford the mana, it can easily be used to bully enemies still in lane or outright kill them along with your other spells.
 * can be used defensively just as easily as it can be used offensively. Because your spells allow you to tank and disengage so well, Pulverize can be used to grab on one of the enemy's in a gank that are trying to attack your ally and keep that enemy stunned while repeatedly stunning and damaging the rest of enemies in the AOE.
 * As it's a channel, can hide a Pulverizing Primal Beast preventing any targeted stuns or silences from stopping him. However, enemies can still be saved via strong dispels or spells that hide the unit.

Items
Starting items:
 * Two sets of 's are very handy for trading for Uproar stacks early on.
 * Two are very strong, and turn into much needed 's later.
 * Two 's are great for building into an eventual.
 * A might be a great idea if you are struggling to last hit your own creeps.
 * Buying a for yourself is not unheard of to do later on if you need it.

Early game:
 * provides some attributes and to restore health and mana. works well with, because to maximize the effect of , he should accept damage first, and  can be used to restore the health lost during this.
 * Buying a or two is very common because at minute 25 it gives an additional 400 health.
 * gives a higher base move speed, increasing the effectiveness of.
 * can be activated during to increase the damage but also gives much needed survivability to physical damage and enables phased movement for a short period of time.
 * is amazing against certain heroes who can do low cooldown magical damage to you from a distance.

Mid game:
 * is important against heroes who can disrupt Primal Beast from casting his spells for maximum damage. It's also very handy if you find yourself in over your head, as a simple bkb tp might save you due to your high health.
 * or can be terrifying for your opponent and you will usually want one of these.
 * Note that can prevent Primal Beast from gaining stacks of  by reducing the damage below the necessary threshold.
 * is a very good option because it can be disassembled into two very good items on Primal Beast, and.
 * can be very chaotic if the opponents have a strong passive spell, or if you just want to do more damage in a fight.

Late game:
 * grants Primal Beast a significant amount of health, damage and regeneration. In addition to this, as with all strength, damage, and movement speed increases, this item will synergise well with Trample.
 * can be upgrade from and provides a way to both prevent right clicks and slow enemies while amplifying your spells' damage. It can also be used in a pinch to save allies if need be.

Situational items:
 * combined with bkb, making Primal Beast can initiate using without interruptions. Keep in mind you can also initiate with Onslaught.
 * active, makes Primal Beast can deal more damage to enemies during initiation. also boost Primal Beast's strength, increasing his durability, attack damage and  in the late game.
 * gives much needed mana, but is not always needed if you have a magic wand and are getting charges.
 * can prevent heavy hitting carries from damaging you or your team, allowing you to initiate and fight without being burst down. Every single stat helps Primal Beast, but is situation due to the other options being more ideal unless the enemy carry is that concerning.
 * adds physical staying power when Primal Beast's abilities are on cooldown, via additional armor and attack speed.