Brewmaster/Guide

General

 * Brewmaster is usually played solo in the off-lane, although he can also work as a mid hero.
 * With his numerous disables during Primal Split, and the blind from Drunken Haze, Brewmaster is effective in shutting down physical damage carries.
 * When playing Brewmaster, try to gain an advantage for your team early before anybody on the enemy team, particularly the carry, can build a, as his disables cannot penetrate spell immunity.
 * If Brewmaster is being played more in the semi-carry role, consider using his ultimate as a life saver to keep yourself in the fight when you would normally die. The utility of the summoned spirits works excellently for finishing off opponents as well as initiation.


 * Thunder Clap is extremely strong at the early stages of the game, acting as his area-of-effect soft disable. It is generally leveled up first due to its quite high damage.
 * Blink next to an enemy and use Thunder Clap as an initiation ability, as it will slow their movement.
 * Keep in mind that sometimes there will not be time to use Thunder Clap during an initiation, as the cast time will allow enemies to disable Brewmaster. In these cases, it is better to use Primal Split right away.


 * Use Drunken Haze first on enemy carries to render them blind and useless.
 * Drunken Haze is usually not important in the early game, and can be leveled last.


 * Drunken Brawler's ability icon changes color when a crit is ready. Use this knowledge to deal burst damage after initiating with Thunder Clap.


 * Splits Brewmaster into three units: Earth, Storm, and Fire.
 * When Primal Split ends, Brewmaster reappears at one of the three units' locations, in this order: Earth -> Storm -> Fire.
 * If all three units die, Brewmaster dies.
 * Use tab to quickly cycle through each unit and use their disables on as many enemies as possible.
 * Use Primal Split sparingly, as it has an extremely long cooldown. Try to avoid using it to run away if at all possible.
 * Queue right before Primal Split ends to immediately blink to safety. This is useful if Brewmaster had low health prior to using Primal Split.
 * All auras Brewmaster has are bestowed around the spirits during Primal Split in this order: Earth, if Earth is dead, Storm, if Storm is also dead, Fire. The usual ones built on Brewmaster are and/or .,  and  should also be considered.
 * A special mention goes to, which considerably increases Earth's damage output, while putting Brewmaster at little risk so long as he manages to cast his ultimate. But Brewmaster is a slow farmer and he usually wants to fight well before he's gathered these expensive items.


 * Earth
 * Earth is the tanky unit. It has high health and spell immunity.
 * Since Earth is the first on the respawn priority, it is usually the one Brewmaster reappears at when Primal Split finishes. Therefore, Earth must be kept alive above the other two units.
 * With, Earth can also use Thunder Clap, dealing significant damage if Brewmaster also used Thunder Clap prior to splitting.
 * At only five seconds cooldown, Earth's Hurl Boulder ability is excellent for chasing down enemies.


 * Storm
 * Storm is the disabling unit.
 * Using Storm's Cyclone and Drunken Haze after splitting instantly takes two enemy heroes out of the fight.
 * Storm's Cyclone lasts an extremely long 6 seconds ( lasts 2.5 seconds), and should always be used to give your team an big advantage.


 * Fire
 * Fire is the attacking unit.
 * Fire moves much faster than Earth and Storm, and can keep up with enemies to burn them with his Permanent Immolation.
 * However, Fire is also the weakest of all three units, and should not be used to engage directly unless Brewmaster's team has a clear advantage.

Items
Early Game:
 * es are useful in boosting Brewmaster's early stats, making him tankier.
 * gives him more strength, as well as additional attack damage, and can be built into a later.
 * is commonly picked up if Brewmaster is in the mid lane.

Core:
 * aids his movement, and also multiplies nicely with his critical damage. The Phase ability will help him chase enemy heroes and position his Thunder Clap better.
 * gives him bonus attributes and a good source of regeneration.
 * is a good midgame item that grants you a decent amount of health and gives you a nice boost in movement speed.
 * is critical to initiate, and improve on Brewmaster's low mobility.

Situational:
 * can be considered for more passive Brewmasters that rely on abilities rather than direct initiation.
 * gives huge boost to health and mana. It also gives Primal Split spirits one of each of Brewmaster's abilities.
 * makes Brewmaster even tankier, allowing him to survive longer engagements and getting off a Primal Split without needing to retreat. The aura also remains on each unit during his ultimate.
 * can be considered if Brewmaster's primary role is tanking.
 * is also useful for a tanking Brewmaster, as it reduces his reliance on Primal Split for survival.
 * gives him an additional slow aside for Thunder Clap, as well as more armor for tankability.
 * helps him withstand being focused down, as well as give him more attack damage. Note that Brewmaster will heal some of his health during Primal Split.
 * gives him even more damage, as well as damage enemies around him for as long as he stands.
 * gives him a small boost in regeneration and armor, as well as lifesteal upon every attack, which works well together with his crits, helping out his survivability.
 * gives some strength and even more evasion, along with the ability to disarm enemy attackers.
 * is sometimes picked up during the late game, allowing Brewmaster to jump in and initiate from across the map.