Centaur Warrunner/Guide

General

 * Centaur Warrunner is usually played solo in the off-lane.
 * Centaur Warrunner can also semi-jungle if the lane is going badly.
 * While dominant in the early to mid game, Centaur Warrunner's damage scales badly into the late game, where he will be limited to initiation.


 * With a, Hoof Stomp can be used as an initiation ability.
 * When trying to land Hoof Stomp on fleeing enemies, get in front of their path if possible. Most opponents will outrun the stun during the cast time if they are already on the edge of the radius.
 * Hoof Stomp has a long cast animation, and can be cancelled by the player or by enemies.


 * Centaur cannot deny himself with Double Edge.
 * Double Edge is a extremely strong ability to kill jungle creeps with.


 * Return is an extremely powerful ability and not to be underestimated. Although its most notable effect is greatly increasing damage against enemies that try to gank Centaur in the late game, even at lower levels it can completely shut down heroes with high damage and low health.
 * To force a tower to attack you and utilize Return, issue an attack command upon an enemy hero when in range (even one in another lane). This trick also works to aggravate lane creeps in order to push.


 * Stampede can be used defensively to help allies escape a bad situation.
 * Stampede only affects enemies once for a relatively short duration, so in larger fights the skill may go totally awry. This means the initiation must be careful and planned, with a chosen initiator, as with other fights (more than not, possibly Centaur himself).

Items
Starting
 * and partially abates any harassment he receives.
 * at the start of the game lets you make in lane from the Side Shop.
 * es and increases your survivability in lane.
 * is useful to keep Centaur Warrunner in lane.

Early Items
 * can increase your survivability in lane, and can be later turned into a Magic Wand to store extra charges and save inventory space.
 * gives a nice movement speed boost.
 * give you some extra survivability, and help negate the self-damage from Double Edge.

Core Items
 * greatly helps against burst damage nukes, one of Centaur Warrunner's few defensive weaknesses. It also reduces the self-damage inflicted by Double Edge.


 * is essential to initiating with Hoof Stomp.

Situational Items
 * can be a good purchase if playing against many physical heroes. Later upgrade to a to help your team with damage block shield.
 * 's buff is sometimes useful, but mostly during games where you already have an advantage.
 * will help your team deal with enemy initiation and nukes.
 * 's damage reflect stacks with Return, making Centaur an even less appetizing target.
 * turns centaur into a full tank.
 * is useful when Centaur places himself in the middle of the fight after blinking in.
 * grants extra survivability from the health increase and health regen, and the strength also increases damage done by Return and Stampede.
 * can be a luxury item when your team is winning, as Centaur will be able to live long enough to burn down the enemy.
 * further increases your ability to initiate by being able to teleport to almost anywhere on the map, as well as having extra movement speed.
 * grants strength, and also the ability to disarm enemies, which can be useful in the late game when Centaur's damage falls off.