For the neutral centaur creeps, see Centaur Camp.
|Reflects damage back to his attackers.|
|Some write to express their being, others paint or sing. But for the centaurs of Druud, there is no higher art than the art of killing. And in that, none was more accomplished than Bradwarden. With skills acquired in the arena, the Warrunner punishes his opponents and instantly Retaliates their every attack, disregarding harm to himself as he metes out a fearsome Double Edge. Ever in search of a worthy opponent, Bradwarden rouses his allies to charge down enemies in a wild Stampede, quickening the pace of the carnage. Once battle is joined, the Centaur Warrunner Stomps and tramples surrounding foes, stunning them just long enough for his battleaxe to sink in.|
|Roles:||Durable Initiator Disabler Nuker Escape|
- Hoof Stomp first applies the debuff, then the damage.
- Double Edge deals magical damage to the targets and to the caster.
- The damage radius is centered around the target, not around Centaur.
- Double Edge first damages the enemies within the area (at a random order), and then the caster.
- The self-inflicted damage is never lethal, so it cannot be used to deny oneself.
- With strength bonus is only gained when hitting heroes and clones, excluding illusions and creep-heroes.
- Each hit enemy hero increases its stack count and refreshes the duration of the entire stack.
- Increases the total amount of strength (base and bonus) by with each amount of stacks.
- Double Edge first applies the strength stacks before starting to damage any enemy within its area.
- This means the strength bonus increases Double Edge's damage against all units within the area.
- On each enemy, Double Edge first applies the slow debuff, then the damage.
- Effectively increases Centaur Warrunner's health by 20, health regeneration by 0.1 and 1 main attack damage per point of strength.
- Upon updating the strength values, Centaur Warrunner's current health stays the same.
- These increased stats are removed upon the buff expiring or upon death. He does not keep the current health percentage either.
- This health increase does not count as a heal, so it is unaffected by amplifications.
- Therefore, the health increase is not considered by 's percentage health kill threshold and 's delayed health amplification.
- Retaliate only triggers when a unit lands an attack, regardless of distance. This means it cannot trigger on missed attacks.
- The Retaliate damage is always dealt right before the attacker's damage is dealt to its target.
- Does not trigger on instant attacks that cannot proc attack modifier (e.g. before learning the talent and ).
- Does not trigger on the attacks from wards and .
- Fully works against buildings and allied units, resulting in a deny if the damage kills the ally.
- Retaliate is an aura by default, but it affects Centaur Warrunner only, until the talent is learned. The buff is not visible on self.
- Upon learning the talent, the aura starts affecting heroes, clones and creep-heroes. Illusions and other units are not affected.
- Retaliate damage is based on the strength of the target that attacked, not on Centaur Warrunner's.
- Affects invulnerable allies, but not hidden allies.
- The aura's buff lingers for 0.5 seconds.
- Interrupts Centaur Warrunner's channeling abilities upon cast.
- Checks Centaur Warrunner's current strength whenever trampling an enemy, so it adapts immediately.
- However, the strength as damage multiplier is set on cast and does not adapt upon leveling up the ability.
- Stampede first applies the damage, then the debuff.
- The damage is sourced to each buffed ally, meaning certain on-damage effects (e.g. ) react to the buffed ally rather than to Centaur Warrunner.
- The sound effect is global and can be heard by enemies even through the Fog of War.
- With unobstructed movement that allows allies to move over impassable terrain and causes them to destroy trees around them for the duration.
, Stampede provides
- Does not destroy trees around allies who have the from , meaning allies sitting on trees do not get their trees destroyed by themselves.
- It also applies generic incoming damage reduction on the allies. Stacks additively with other sources of generic incoming damage manipulation.
- The reduction affects all damage the allies take that is not flagged as HP removal.
- It also causes the debuff to leash enemies, preventing them from casting certain mobility abilities.
|+40%Strength Damage||15||+15 Strength|
|+20 Movement Speed||10||+5 Health Regen|
Main Article: Centaur Warrunner/Changelogs
- Reduced strength gain from 4.6 to 4.
- Increased base armor from 0 to 1.
- Increased damage from 100/150/200/250 to 120/180/240/300.
- Now leashes enemies for the debuff duration.
- Reduced incoming damage reduction from 40% on each level to 20%/25%/30%.
- now applies the strength bonus before dealing damage, instead of after.
- Increased damage radius from 190 to 220.
- Level 20 left talent: -20s cooldown increased to -25s.
- increases your survivability in lane with health regeneration.
- also restores health.
- gives cheap attributes and builds into Magic Wand; alternatively, it can be used with Tango for more healing.
- provides health regeneration and compensates for Centaur's low mana pool during laning stage.
- can increase your survivability in lane, and can be later turned into a .
- gives big movement speed boost and health regeneration, which help to recover from the Double Edge self-damage.
- grants a little attribute and especially strength boost, thus compensating for the Double Edge health cost.
- gives attributes and more burst health and mana restoration.
- is essential to initiating with Hoof Stomp. It is a necessary item if your team has no other heroes that can initiate well.
- grants health regeneration and magic resistance to reduce the self-inflicted Double Edge damage.
- grants extra survivability from the bonus health and regeneration, and the strength also increases damage done by attacks, Double Edge, and Stampede. The massive health regeneration also allows for the near-constant use of Double Edge without needing to heal.
- helps to sustain a lot of magical damage in team fights (particularly, to protect teammates from magical nukes) as well as to reduce the Double Edge health cost.
- are an alternative boot choice for better initiation and tankiness during early game.
- allows Centaur's team, being under the effect of Stampede, to go through impassable terrain when ganking or escaping from ganks. Besides, Stampede damage reduction is a great benefit if the team is vulnerable to high burst damage; it helps to set up a better team fight and survive through it.
- is a good purchase if dealing with a lot of physical attack damage. It can be naturally upgraded to for more team survivability or to for additional reliable disabling.
- provides Centaur's team with extra armor and attack speed as well as allows dealing more Retaliate damage to enemies (particularly, to towers).
- 's damage reflect stacks with Retaliate, making Centaur an even less appetizing target. However, enemies will probably already be focusing on your teammates in fights rather than you.
- disarm enemies, which can be useful in the late game when Centaur's damage falls off. grants strength, and also the ability to
- may be necessary to guarantee initiations on disable-heavy teams.
- grants mana and armor, while the active can purge crippling debuffs and decimate enemies that carelessly target Centaur.
- provides armor, mana regeneration, and lifesteal to complement Retaliate. Typically played as an offlaner and appreciated for his tankiness, Centaur is a decent aura bearer.
- In DotA, Bradwarden's hero title was Centaur Warchief.
- Bradwarden is the name of a centaur in the first DemonWars Saga trilogy by R.A. Salvatore.
- 's animation originally consisted of Centaur Warrunner slamming the ground with the shaft of his axe. This was later changed after community requests that the animation reflects the ability name.