Brewmaster/Guide

Offlane
In the offlane, Brewmaster should try to stay alive with defensive items and attempt to dirsupt enemy farm with Drunken Haze. It also provides him with kind of an escape by slowing aggressors and making them miss attacks. Also, Brewmaster can last hit with Drunken Brawler's guaranteed critical damage when possible. Later in the game, Brewmaster should initiate with and controls as many enemies as he can with Primal Split. He can buy defensive items to ensure a good Primal Split and aura items to help allies during fights.

Mid
Brewmaster dominates the middle lane due to his tankiness and great abilities. With, he controls runes and has sustain to farm with Thunder Clap. He should use Drunken Haze frequently to deny much of the enemy farm. Later on, he will also initiate with Blink Dagger and Primal Split. Unlike offlane Brewmaster, he has a choice between purchasing to further increase utilities of Primal Split, or damage items to transition into a carry with the help of Drunken Brawler, which gives critical chance. Either way, Brewmaster continues to threaten teamfights by removing and disabling many heroes at once, as well as dishing out tons of damage if control and itemize appropriately.

General

 * Brewmaster is usually played solo in the offlane, 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 enemy heroes, 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 Primal Split 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.
 * Brewmaster can choose to purchase and damage items to take advantage of Drunken Brawler if he wants to contribute during teamfights when Primal Split is on cooldown.
 * Brewmaster dominates the laning stage with his strong abilities. That is, Drunken Haze applies miss chance so enemies cannot last hit nor attack Brewmaster reliably. The slow component of Drunken Haze further allows Brewmaster to engage with his guaranteed critical damage from Drunken Brawler, which also provides evasion to protect against retaliation. When going for the kill, Brewmaster can use Thunder Clap for magical damage and movement speed slow, giving him plenty of time to throws out many attacks.
 * Brewmaster commonly initiate with, then use Thunder Clap and Drunken Haze, then attack once for guaranteed critical damage, followed by Primal Split. Obviously, against enemies with disables, Brewmaster would need to cut down on the intermediate attack and abilities to go straight into Primal Split.


 * 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 high damage.
 * Blink next to an enemy and use Thunder Clap as an initiation ability, as it will slow their movement speed.
 * 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 at level 1 provides chance of missing, which can be a powerful harassment to enemy hero while laning. The short cooldown and low mana cost allow Brewmaster to constantly use Drunken Haze throughout the laning phase, forcing enemy heroes to miss last hits if they do not expend mana for abilities with damage.
 * Drunken Haze is a deceptively powerful debuff spell. Costing only mana, it is capable of slowing and blinding an opponent for  seconds. With a cooldown of  seconds at maximum level, Brewmaster is able to inhibit an opponent's movement and attack almost indefinitely.
 * Drunken Haze is a useful spell to negate the protective barrier of a carrier.
 * Drunken Haze and Thunder Clap combine to slow the enemies for a long duration, so use them to chase after enemy heroes.


 * In the laning stage, Drunken Brawler's guaranteed critical damage can help Brewmaster secure difficult last hits; meanwhile, evasion can keep him in lane by avoiding a few physical attacks.
 * Drunken Brawler's icon status shows whether you have guaranteed critical damage or evasion.
 * Drunken Brawler's ability icon changes color when a critical attack is ready. Use this knowledge to deal burst damage after initiating with Thunder Clap.
 * The guaranteed critical and evasion triggers are separate from each other.


 * Splits Brewmaster into three units:, , and.
 * 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.
 * By default, 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. Naturally, Brewmaster usually build aura items to help his teammates during Primal Split as he cannot use active items. Some examples of common aura items for Bremaster include, , , , and.
 * A special mention goes to, which considerably increases Earth's damage output, while putting Brewmaster at little risk so long as he manages to use his ultimate ability. However, Brewmaster usually wants to fight well before he has gathered these expensive items.
 * Brewmaster will need defensive items like to activate Primal Split if enemies possess many disabling abilities and items against its long cast point.
 * Save enough mana for Primal Split as Brewmaster has low mana pool.
 * With talent that decreases its cooldown, the down time of Primal Split becomes minimal.
 * So, Brewmaster should try to run Storm and Fire down the lanes as often as he can to find farm and push at the same time, while Earth stays safe somewhere else.


 * Earth is the tanky and disabling unit as it has high health and spell immunity, as well as a stun.
 * 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. So, watch the Primal Split's duration to plan for positioning of Earth toward the end.
 * At only 5 seconds cooldown, Hurl Boulder provides a stun to lock down enemies.
 * Through Demolish, attacks from Earth deal extra damage to buildings, which is great for pushing. Coordinate with your team by asking them to buff Earth's attack speed or keeping it alive during pushes.
 * With, Earth can also use Thunder Clap, dealing significant damage if Brewmaster also used Thunder Clap prior to splitting.


 * Storm is the disabling and nuking unit.
 * Cyclone lasts seconds (comparing to   seconds) to give your team an advantage by removing a key enemy hero from fight.
 * Unlike, Cyclone does not deal damage at the end of the disable, allowing enemies to use to escape.
 * Dispel removes many of the buffs on the enemies and debuffs on allies.
 * It will also dispel Cyclone, releasing the disabled enemy hero. Use it after your team has finished dealing with other enemies.
 * Use Dispel to apply massive area damage to enemy summons, particularly useful against, , , and the likes.
 * Dispel also deals damage to illusions, clearing them quicly.
 * Take advantage of Wind Walk's fade time to sneak an extra attack in, as it applies extra damage without breaking invisibility, similar to.
 * Basically, after casting Wind Walk, attack quickly during the fade time for extra damage, then Storm will keep invisibility with bonus damage still.
 * The invisibility and movement speed bonus of Wind Walk provide great escape if enemies somehow manage to kill Fire and Earth.
 * With, Storm can use Drunken Haze. Keep the debuff on enemy carries if you can.


 * 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 most fragile of all three units, therefore should be controlled carefully if you want it alive to keep dealing damage.
 * Naturally, enemies will attempt to kill Fire first to easily cut off a chunk of damage from you so do not just rush in with Fire.
 * You can use Fire to block retreating enemies since it has fast movement speed and can continue to burn them with Permanent Immolation.
 * With, Fire inherits Drunken Brawler from Brewmaster, boosting its defense with evasion as well as offense with critical damage.

Items
Starting items:
 * helps Brewmaster stay in lane by sustaining his health.
 * restores large amount of health early on.
 * protects against lane harassment.
 * gives cheap attributes and can upgrade to later.

Early game:
 * give movement speed.
 * provides burst health and mana, can upgrade to later.
 * sustains Brewmaster with strength and health regeneration; the active grants mana to him on demand.

Mid game:
 * aid his movement speed, and 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 healing.
 * allows Brewmaster to initiate, as well as improves his low mobility.
 * increases survivability with strength and spell immunity so Brewmaster can actually attack enemies and slow them down prior to activating Primal Split.

Late game:
 * will heal you during primal split. Given the -65 second cool down timer for primal split talent leaf, you have to survive only for 15 seconds and primal split to live forever.
 * gives huge boost to health and mana. It also gives Primal Split spirits one of each of Brewmaster's abilities.
 * gives him even more damage and aura that works even during Primal Split duration.
 * makes Brewmaster even tankier with armor, allowing him to survive longer engagements and getting off Primal Split without needing to retreat. The aura also remains on each unit during Primal Split, boosting attack speed and armor to teammates as well; take note that the armor reduction half of the aura remains on the elemental units even though the aura icon does not appear on the enemy UI.
 * gives him an additional movement speed slow aside from Thunder Clap, as well as more armor for survivability; take note that the aura remains on the elemental units even though the aura icon does not appear on the enemy UI.

Situational items:
 * helps mid Brewmaster manage runes, as well as restore health and mana.
 * allows Brewmaster to quickly accumulate gold and level, working toward perfecting Primal Split.
 * can restore mana to Brewmaster and his allies, a great item choice for Brewmaster who prefers to use abilities rather than physical attacks.
 * is a good midgame item that grants you a decent amount of health and gives you a nice boost in movement speed.
 * gives him a small boost in regeneration and armor, as well as lifesteal upon every attack, which works well together with his critical damage, helping out his survivability; the aura remains active during Primal Split.
 * gives some strength and evasion, along with the ability to disarm enemy attackers.
 * increases his survivability with status resistance, dispel, and damage resistance, almost guaranteeing Primal Split going off.
 * boosts attributes, damage output, and mana regeneration. Echo Strike allows Brewmaster more chance to land critical damage, as well as slows down target's movement speed.
 * provides mana, armor, and regeneration to sustain Brewmaster during fights. Echo Shell dispels debuffs from him so he can use Primal Split.
 * grants some attributes and regeneration, as well as blocking one key single target disable that hinders the activation of Primal Split.
 * allows Brewmaster to jump in and initiate from across the map.

Brewmaster/Руководство