Beastmaster/Guide

General

 * Beastmaster is usually played solo in the offlane, but also sometimes in the mid lane.
 * Some enemy setups can shut down Beastmaster in lane. If needed, ask a support to join you.
 * Micromanaging Beastmaster's summons, especially his Boar, is important to winning games.
 * Beastmaster has no escape mechanisms. Engage carefully.


 * Wild Axes has a very long range, and has decent damage to pick off fleeing enemies.
 * Wild Axes cuts down trees over a wide area to reveal juking enemies.
 * Use Wild Axes to stop an enemy from regenerating with or.
 * Use Wild Axes to stack and farm ancient creeps; this can be effective when used in the bottom offlane, as Beastmaster doesn't need to leave the lane to hit the creep camp.
 * Be careful not to undercast Wild Axes. Always target the space behind the enemy.
 * Use Wild Axes to cut down trees next to lanes, giving better vision and could save Beastmaster from ganks.
 * Wild Axes stacks to amplify damage of Beastmaster and units under his control; use it before going on the offensive.
 * Wild Axes gives up to two stacks for each cast since Beastmaster is throwing out two axes.
 * Beastmaster may prioritize Wild Axes to increase damage output and his ability to clear waves for farm and push in the early to mid game.


 * Assign control groups to Boar for easier microing.
 * In teamfights, target enemy carries with Boar to slow them down, making it easier for teammates to kite them.
 * Use Boar to stack jungle camps for your team.
 * Use Boar to block camps against the enemy team.
 * Target Boar on a pursuing enemies to slow them down.
 * With very good timing, use Boar to deny Beastmaster (or any other ally/building).
 * Boars give considerable experience when killed. In the laning phase, they will quickly give a level advantage to your opponent if they keep dying.
 * Deny Boars in lane or send them far behind the tower to prevent the opponent from gaining its experience bounty when it dies.


 * The Hawk provides a large vision advantage for his team, so always have one on the map.
 * Send a Hawk to scout ahead before a potential engagement. Even if it dies, it's well worth the sacrifice.
 * Keep in mind that the Hawk cannot see enemies under.
 * Move and place Hawks over trees. This makes them harder to detect or kill.
 * Hawks are good at scouting areas where wards are seldomly placed, like the forested edges of the map.
 * Hawks can be used as a target unit for . Strategic placement will allow teammates to teleport to it for split pushing or ganking.
 * Hawk cannot block neutral camps from spawning.


 * Inner Beast is an excellent passive for pushing. With several teammates nearby, buildings will fall quickly.
 * Inner Beast synergizes well with Boar, creeps. This ability gives Beastmaster significant pushing ability.
 * After the early game, Beastmaster should try to stay near allied carries so they benefit from Inner Beast.


 * Primal Roar has the longest unconditional stun duration in the game.
 * Primal Roar is one of few stuns that goes through spell immunity, making it ideal for stopping a carry who just activated a.
 * With, Beastmaster can jump in to initiate with Primal Roar to quickly eliminate one hero, giving your team a numerical advantage if the enemy chooses to engage.
 * Make sure teammates are around to follow up though, as Beastmaster cannot kill tougher heroes alone.
 * If initiating, try to stun the enemy carry or initiator. This ensures they don't counter-initiate.
 * Try to use Primal Roar on a target farther away in teamfights because enemies in between will take damage and slow.

Items
Starting items:
 * allow you to stay longer in lane without having to return to the fountain.


 * is a very cheap item that provides a bit of attributes; use with for more heal.


 * heals Beastmaster to keep him in lane.

Early game:
 * provides burst health and mana, useful to sustain Beastmaster.


 * offers additional movement speed to get Beastmaster in cast range of his abilities.

Mid game:
 * grants some attributes and even more burst health and mana than Magic Stick.


 * gives health regeneration and large movement speed bonus, easing Beastmaster's initiation with Primal Roar.


 * adds mobility and allows Beastmaster to engage on slippery targets to cast Primal Roar.


 * provides the ability to control a creep that comes with its own abilities and auras, and benefits from Inner Beast and other auras.

Late game:
 * allows you to use Primal Roar two times in quick succession. It will also allow you to summon an extra boar and hawk.


 * increases survivability of Beastmaster with spell immunity and strength, so he can contribute with Wild Axes and Inner Beast which improve overall damage output during fights.


 * , upgrade for the provides the ability to control a creep that comes with its own abilities and auras, and benefits from Inner Beast and other auras while also giving Beastmaster and his allies damage, lifesteal, mana regeneration and armor.

Situational items:
 * grants bonus damage against creeps so Beastmaster can last hit easier.


 * sustains Beastmaster with strength and health regeneration, as well as providing mana to use abilities.


 * provides health, gives you much needed mana, and increases your ability to get in range to use Primal Roar on enemies. It also further increases the attack speed of your Boar.


 * synergizes well with Inner Beast, since it boost your teams's damage as well as survivability. Also, Beastmaster is able to stay outside of base thanks to the lifesteal.


 * gives additional armor, attributes, and mana regeneration. Together with Inner Beast and summons, you can help teammates bring down Roshan earlier in the game.


 * disarms enemy heroes. It also gives some extra health, status resistance, and evasion.


 * allows Beastmaster to silence an enemy hero and make them more vulnerable to damage while also causing all of the attacks of Beastmaster and his boar to have true strike on the affected target, which can synergize greatly with Wild Axes, Inner Beast and Beastmaster's Boar from Call of the Wild, giving Beastmaster another handy disable in his arsenal.


 * is another strong aura item for your team and helps with pushing. It counters team with strong magical damage lineup.


 * stacks with Inner Beast, granting aura of armor and attack speed to friendly units.


 * makes you extremely tanky, but be wary of getting it too early as you have less utility than with other item choices.


 * can be bought in the late game, powerful when teleporting to the Hawk to kill a lone target or push buildings.

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