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.
- The axes either travel at a speed of 1200 or reach the target point in 1 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 2 seconds, up to 1 second towards the point and up to 1 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 they come in contact with, 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 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.
- Applies generic incoming damage amplification on the targets. Stacks additively with other sources of generic incoming damage manipulation.
- The amplification affects all damage that is not flagged as HP removal the targets take from 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 ( ) before reductions.
- Does not affect .
- Leveling this ability automatically levels as well.
- Does not destroy previous summons if this ability is used again before the previous expires.
- The boar spawns at a random location within a 100 radius around Beastmaster.
- Leveling this ability automatically levels as well.
- Does not destroy a previous summon if this ability is used again before the previous expires.
- The hawk spawns at a random location within a 300 radius around 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 its duration, but it resumes as soon as the taunt expires. The hawk completely ignores fear.
- Hawks do not block neutral creep camps.
- Acquiring does not retroactively grant the ability to already summoned Hawks.
, this ability can be directly targeted on an enemy unit.
- When unit-targeted, the hawk flies towards that unit's location upon cast, as if ground-targeted. It does not alter its path if the target moves.
- If at any time while traveling the target comes within cast range of Dive Bomb, the Hawk casts it on them.
- If the target gets out of range before the cast finishes, it gets canceled and the hawk resumes traveling to the cast location.
- However, the hawk may attempt to cast Dive Bomb again if the target comes within range again.
- Once the hawk reaches the cast location and becomes stationary, it no longer attempts to cast Dive Bomb on the original target.
- Only enemy units are shoved aside from the path of Primal Roar.
is not affected by the knockback.
- Affected units are fully disabled during the knockback.
- Can be cast on to stun them, but it cannot damage them. Couriers are also affected by the knockback as secondary targets.
- 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 knockback and slow 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.
- This ability level scales together with
- 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.
- Requires to be unlocked.
- The modifier is placed on the Hawk as soon as it begins casting, and lasts until the dive ends.
- Once the cast begins, the player cannot manually cancel it anymore, since casting Dive Bomb is the only order that can be given to the Hawk.
- 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 .
|+250 Health Beastmaster Controlled||20||+35Damage|
|+2.5%Damage Amp Per Stack||15||+30 Movement Speed|
|+1.75 Mana Regen||10||+30 Damage|
- Reduced cooldown reduction from 15 to 7.
- Reduced base attack damage from 35-39 to 33-37.
- Rescaled cooldown from 90/80/70 to 100/80/60.
- Level 10 left talent changed: +20 movement speed ➜ +1.75 mana regen.
- Level 15 left talent changed: +250 to Beastmaster and controlled units [ ] ➜ +2.5% damage amplification per stack.
- Level 15 right talent changed: +3 mana regen ➜ +30 movement speed.
- Level 20 left talent changed: -30s cooldown ➜ +250 to Beastmaster and controlled units [ ].
- Level 25 left talent changed: +4% damage amplification per stack ➜ -30s cooldown.
- Level 15 left talent: +350 to Beastmaster and controlled units reduced to +250. [ ]
- 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 Tango for more heal.
- heals Beastmaster to keep him in lane.
- provides burst health and mana, useful to sustain Beastmaster.
- offers additional movement speed to get Beastmaster in cast range of his abilities.
- 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.
- allows you to use Primal Roar two times in quick succession. It will also allow you to summon an extra boar and hawk.
- spell immunity and strength, so he can contribute with Wild Axes and Inner Beast which improve overall damage output during fights. increases survivability of Beastmaster with
- 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.
- provides the ability to control a creep that comes with its own abilities and auras, and benefits from Inner Beast and other auras.
- 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.
- status resistance, and evasion. disarms enemy heroes. It also gives some extra health,
- is another strong aura item for your team and helps with pushing. It counters team with strong magical damage lineup.
- increases the viability of Wild Axes, and enables it to be used much more often in fights as it has no cooldown.
- 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.
|Roles:||Initiator Disabler Durable Nuker|
|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.|
- 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.
- 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.