Beastmaster
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Karroch, the Beastmaster, is a versatile melee strength hero most commonly played as an offlaner and ganker who brings a good amount of utility to his team in any situation. His Wild Axes allows him to lane and farm quite effectively throughout the game, even when pressured. He is able to summon a hawk and boar to aid him, each providing a good amount of utility to his team. Hawks provide free flying vision around the map, scouting his enemies while his Boars can harass and slow his enemies to a crawl while aiding him in combat. His Inner Beast aura makes his team a force to be reckoned with, providing a hefty boost to attack speed to himself, his summons, and all nearby allies. Finally, his ultimate, Primal Roar, is the longest lasting single-target reliable stun in the game and also penetrates spell immunity (being only counterable by Linken's Sphere), providing a strong initiation for his team to claim a kill. With these skills, he can push enemy towers quickly and safely, take down undefended targets with the help of Necronomicon summons, lock down a single target, and also kite enemies in teamfights. With careful observation of the battlefield, Beastmaster takes down enemies one by one and paves the way to victory.
Contents
Bio[edit]
Over the coming months, the boy Karroch sneaked food and medicinal draughts to the wounded creature, but only managed to slow its deterioration. Wordlessly, the beast spoke to the boy, and over time their bond strengthened until the boy found he could hold up his end of a conversation. He could, in fact, speak now to all the creatures of the King's menagerie. On the night the beast died, a rage came over the boy. He incited the animals of the court to rebel and threw open their cages to set them amok on the palace grounds. The Last King was mauled in the mayhem. In the chaos, one regal stag bowed to the boy who had freed him; and with Beastmaster astride him, leapt the high walls of the estate, and escaped. Now a man, Karroch the Beastmaster has not lost his ability to converse with wild creatures. He has grown into a warrior at one with nature's savagery.
Abilities[edit]

Notes:
- The axes either travel at a speed of 1200 or reach the target point in one second, whichever is faster. The same applies upon returning.
- Upon returning, their speed periodically adapts based on their distance to Beastmaster and the remaining travel time.
- This means the axes fly a maximum of up to two seconds, up to one second towards the point and up to one second back.
- Both axes spread up to 450 distance away from each other, before moving back together while traveling towards the targeted point.
- Their minimum travel distance is 450 as well, so when targeting a point closer than 450 range, they still intersect 450 range away.
- The axes fly in arcs, so that the axe coming from Beastmaster's left hand travels back towards his right hand, and vice versa.
- They destroy trees within 175 radius around them, while providing 350 radius flying vision as they travel. This vision does not last.
- The axes first apply the debuff, then the damage. This means they effectively amplify their own damage as well.
- Uses one debuff on hit targets for all stacks. The debuff has a number on it, showing the amount of stacks.
- Since the axes work separate, one of the axes always benefits from 2 stacks of the debuff, if both hit.
- Successive hits on the same unit fully refresh the whole stack's duration.
- The damage amplification only works for Beastmaster and all his units. Allies do not benefit from it.
- A unit can only get hit once by each axe, so the maximum possible damage per axe is 42.4/75.6/110/145.6 (74.2/108/143/179.2 or
77/112/148.2/185.6) (before reductions).
- Does not affect Couriers.
Boar | ||||||||||||||||||||||||||||||||||||||||||||
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Summon | ||||||||||||||||||||||||||||||||||||||||||||
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No Target
Notes:
- Leveling this ability automatically levels Call of the Wild Hawk as well.
- In Ability Draft, Call of the Wild Boar is a stand-alone ability, and does not come with Call of the Wild Hawk.
- Does not destroy a previous summon if this ability is used again before the previous Boar expires.
- The boar spawns at a random location within a 100 radius around to Beastmaster.
Hawk | ||||||||||||||||||||||||||||||||||
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Summon | ||||||||||||||||||||||||||||||||||
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No Target

Notes:
- Leveling this ability automatically levels Call of the Wild Boar as well.
- In Ability Draft, Call of the Wild Hawk is unavailable. Call of the Wild Boar is a stand-alone ability.
- Does not destroy a previous summon if this ability is used again before the previous Hawk expires.
- The hawk spawns at a random location within a 300 radius around to Beastmaster. It spawns invisible, without any fade time.
- The hawk cannot be controlled at all. Once cast, it automatically flies towards the targeted area and stays there.
- Its flight towards the target area cannot be interrupted by anything.
- If the hawk gets its movement disabled (e.g. stunned, rooted, etc), it resumes moving to the location as soon as it can move again.
- Taunts and hypnotize cause the hawk to stop for their duration, but it resumes as soon as the taunt expires. The hawk completely ignores fear.
- With Aghanim's Shard, the hawk can be controlled normally, and the player can stop the initial flight with any order.
- However, with Aghanim's Shard, taunt, hypnosis and fear may now interrupt the initial flight as well.
- Acquiring Aghanim's Shard does not update already existing Hawks on the map.
- Hawks do not block neutral creep camps.
Aura
Allies

Notes:
- Only enemy units are shoved aside from the path of the roar. Roshan is not affected by the knockback.
- Knocks units aside at a speed of 450, up to 450 range away, resulting in a knockback duration of 1 second.
- Units hit by the knockback destroy trees within 100 radius and are made to face towards the direction they are getting pushed.
- The knockback and slow have a dynamic range, based on the distance between Beastmaster and the primary target.
- For every 2 distance between Beastmaster and the target upon cast, the knockback range increases by 1.
- For example, when the target is 600 range away, the knockback hits units up to 300 range behind the target and behind Beastmaster.
- The width of the knockback area is fixed at 300, so the affected area is always stadium-shaped.
- Considering the dynamic range, the slow/knockback can hit units up to 900 range away.
- When an enemy is perfectly aligned with Beastmaster and his Primal Roar target, it does not get knocked aside.
- However, the slow and damage are still applied, and the target is still disabled for the knockback duration.
- On the primary target, the roar first applies the debuff, then the damage.
- On secondary targets, the roar first applies the damage, then the debuff.
- The movement speed bonus only affects Beastmaster and his units. Other nearby allies are not buffed.
Aura
Self
Notes:
- Affects all units under Beastmaster's control, including himself.
- The aura increases maximum health capacity, and keeps the current health percentage.
- The aura affects invulnerable or hidden units.
- The aura is bestowed even while Beastmaster is dead.
Boar[edit]
Passive
Enemies
Notes:
- This ability level scales together with Call of the Wild Boar's level.
- However, the level of already summoned boars does not adapt.
- The attacks first apply their damage, then the debuff.
- Successive attacks do not stack the slow, they refresh the duration.
Hawk[edit]
Target Unit
Enemies / Self

Notes:
- Requires Aghanim's Shard to be unlocked.
- Despite the description, Dive Bomb uses a cast time, and not channel time.
- The reveal modifier is placed on the Hawk as soon as it begins casting, and lasts until the dive ends.
- The hawk dives in an arc for to 0.4 seconds, so the speed varies based on the distance.
- The speed does not instantly adapt if the distance changes, but rather accelerates or decelerates at a very slow rate.
- Uses forced movement to move the Hawk. This means, it can be interrupted by applying other sources of forced movement on it.
- The dive cannot be interrupted by anything else. It fully ignores all disables.
- The Hawk first applies the damage, then the stun, and then dies.
- The Hawk's death cannot be prevented in any way.
- Can be cast on Couriers.
Talents[edit]
Hero Talents | ||
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+4% Wild Axes Damage Amp Per Stack | 25 | +30 Inner Beast Attack Speed |
-35s Primal Roar Cooldown | 20 | +30 Boar Damage |
+300 Health Beastmaster Controlled | 15 | +3 Mana Regen |
+20 Movement Speed | 10 | +30 Damage |
- The level 15 health talent is provided by an aura.
- This attack damage talent is added as raw attack damage, so it does not benefit illusions, and is not affected by most percentage-based damage increasing or reducing effects.
Recent Changes[edit]
- Aghanim's Scepter upgrade:
- Reduced Wild Axes damage per axe bonus from 40 to 30.
- Increased turn rate from 0.5 to 0.6.
- Increased armor from -1 to 0.
- Reduced Wild Axes mana cost from 80 to 65.
- Increased Primal Roar movement speed buff duration from 3 on each level to 3/3.5/4.
- Aghanim's Scepter upgrade:
- Now also increases Wild Axes damage per axe by 40.
- Aghanim's Shard upgrade:
- Now also reduces Call of the Wild Hawk cooldown by 15.
- No longer allows the Hawk to be freely controlled.
- Dive Bomb
- Can now be cast on Couriers [?]
- Increased cast range from 500 to 1200.
- Increased damage from 175 to 250.
- Increased stun duration from 1 to 2.
- Talents:
- Level 10 right talent: +25 attack damage increased to +30.
- Level 15 left talent changed: +6 armor ➜ +300 health to Beastmaster and controlled units. [?].
- Level 20 left talent changed: +50 Wild Axes damage ➜ -35s Primal Roar cooldown.
- Level 25 left talent changed: +350 health to Beastmaster and controlled units. [?] ➜ +4% Wild Axes damage amplification per stack.
- Level 25 right talent: +20 Inner Beast attack speed increased to +30.
Recommended Items[edit]
Starting items:
- Tango allow you to stay longer in lane without having to return to the fountain.
- Iron Branch is a very cheap item that provides a bit of attributes; use with Tango for more heal.
- Healing Salve heals Beastmaster to keep him in lane.
Early game:
- Magic Stick provides burst health and mana, useful to sustain Beastmaster.
- Boots of Speed offers additional movement speed to get Beastmaster in cast range of his abilities.
Mid game:
- Magic Wand grants some attributes and even more burst health and mana than Magic Stick.
- Tranquil Boots gives health regeneration and large movement speed bonus, easing Beastmaster's initiation with Primal Roar.
- Blink Dagger adds mobility and allows Beastmaster to engage on slippery targets to cast Primal Roar.
Late game:
- Refresher Orb allows you to use Primal Roar two times in quick succession. It will also allow you to summon an extra boar and hawk.
- Black King Bar 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.
Situational items:
- Quelling Blade grants bonus damage against creeps so Beastmaster can last hit easier.
- Soul Ring sustains Beastmaster with strength and health regeneration, as well as providing mana to use abilities.
- Drum of Endurance 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.
- Helm of the Dominator provides the ability to control a creep that comes with its own abilities and auras, and benefits from Inner Beast and other auras.
- Vladmir's Offering 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.
- Solar Crest gives additional armor, attributes, and mana regeneration. Together with Inner Beast and summons, you can help teammates bring down Roshan earlier in the game.
- Heaven's Halberd disarms enemy heroes. It also gives some extra health, status resistance, and evasion.
- Pipe of Insight is another strong aura item for your team and helps with pushing. It counters team with strong magical damage lineup.
- Aghanim's Scepter increases the viability of Wild Axes, and enables it to be used much more often in fights as it has no cooldown.
- Assault Cuirass stacks with Inner Beast, granting aura of armor and attack speed to friendly units.
- Heart of Tarrasque makes you extremely tanky, but be wary of getting it too early as you have less utility than with other item choices.
- Boots of Travel can be bought in the late game, powerful when teleporting to the Hawk to kill a lone target or push buildings.
Gameplay[edit]
Roles: | Initiator Disabler Durable Nuker |
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Complexity: | ★★☆ |
Playstyle: | Raised in the royal menagerie of Slom, Karroch learned to converse with beasts from a young age. With this unique talent, the Beastmaster is able to summon to his side a trusty Boar and a scouting Hawk. In addition to his companions, Karroch has mastered the art of throwing Wild Axes, cutting down trees and foes before returning to his hands. The Beastmaster awakens the Inner Beast of nearby allies, increasing their attack speed. Should an enemy attempt to flee, Karroch lets loose a Primal Roar, incapacitating the target and clearing the path to its demise. |
Audio[edit]
History[edit]
Equipment[edit]
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Trivia[edit]
- Beastmaster's original name was Rexxar, a character in the Warcraft universe.
- Rexxar was the main playable character of the bonus campaign in Warcraft III: The Frozen Throne.
- Beastmaster's item the "Shrieking Razorback" design seems to be based on the Shriekers from Tremors II: Aftershocks.[1]
- Beastmaster's lines ▶️ ▶️ "Basshunter, on the hunt" are a reference to Swedish singer Basshunter, who has a song about DotA.
- ▶️ "I'll be creeping while you are sleeping" is a reference to the lyrics of said song.