Build : The Ultimate Kegger
DotA2 Hero: Brewmaster
OFFENSE
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Damage
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52-59
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DEFENSE
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Armor
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3.24
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OTHER
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Movement Speed
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300
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ATTRIBUTES
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Strength
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95.5
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Agility
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70.75
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Intelligence
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45.25
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BASIC
STATS
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Health
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2278
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Mana
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832
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Purchase Order
FIRST ROUND
FAST BOTTLE (IF MID)
HEARTY BREW (CORE)
DARK AND FULLBODIED (EXTENSIONS)
HOPS
Hero Skills
THUNDER CLAP
1
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3
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5
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7
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DRUNKEN HAZE
2
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12
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13
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14
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DRUNKEN BRAWLER
4
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8
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9
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10
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PRIMAL SPLIT
6
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11
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16
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STATS
15
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17
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18
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19
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20
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21
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22
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23
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24
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25
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Introduction
Oh, right! Brewmaster! This guy's awesome, you'll love playing him. His voice
acting is great, his lines are funny, AND he has a decently high skill cap
thanks to his ultimate, so you won't get tired of playing him! He's also a very
flexible hero, able to be a tank, an initiator, a ganker, a semi-carry... even
a hard carry depending on how you build him. So yeah, definitely give him a
try.
Pros / Cons
Pros
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Cons
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Skills
Thunder Clap
Slams the ground, dealing damage and slowing the movement speed and attack rate
of nearby enemy land units.
Radius:
400Radius:
Attack Speed Slow:
25 / 35 / 45 / 55
Movement Speed Slow:
25 / 35 / 45 / 55%
Damage:
100 / 175 / 250 / 300
Duration:
4.25 seconds on Heroes (8 on creeps)
A slam of Mangix' mighty keg starts the festivities.
Mana Cost:
90 / 105 / 130 / 150 Cooldown Time: 12
Notes:
This is your bread and butter nuke, dealing good damage (even at level one!) as well as laying down that almighty slow. Just how almighty? Well, at level 1, the slow from this skill is already better than Sange's maim, and better than Viper's level 2 Poison Attack. At level 2, this skill already slows opponents more than anything Lich can throw out. At level 4, it's almost equivalent to a Rod of Atos, except that it can hit an entire team, and it ALSO slows attack speed to a level equivalent to stealing someone's Hyperstone, which is oft overlooked.
By who?
Me...
That's what I thought.
The catch, of course, is that the range is small, and centered around Brewmaster, which is why movement speed and positioning items are core on Mangix. It's also not terribly cheap, mana-wise, and you'll find yourself running low if you spam this too often early on. Another, lesser known catch that cropped up circa the 6.79 patch is that the slow is now purge-able, so Diffusal Blade carriers can get out of it pretty easily. If they survive you being up in their face, that is.
Early game, you can use this skill to harass: try and use it when your opponent approaches the creep wave to last hit, and ideally grab one or two last hits yourself. Get in a few auto-attacks while they're slowed, then back off, unless you think you can get the kill. And even then, you may still want to back off, because a lot of first bloods come from people attempting to secure kills that they're sure they have, and then getting pummeled by a tower. I've seen things, man. Bloodseeker in the jungle on bottom lane. Spirit Breaker charging past a tier 2 mid. All of it, gone, like first blood in rain.
That's kinda morbid.
Ain't it? Anyways, during the mid to late game, the relatively low cooldown on this skill coupled with your hopefully bolstered mana supply will make both farming and pushing a breeze. Press Q to kill creeps, it's that simple.
Drunken Haze
Drenches an enemy unit in alcohol, causing all units in a 200 AoE of the
initial target movement speeds to be reduced, and causing their attacks to have
a chance to miss.
Range:
850Range:
Radius:
10
Duration:
8 seconds on Heroes (12 on creeps)Movement Speed Slow:
14% / 18% / 22% / 26%
Miss Chance:
45% / 55% / 65% / 75%
The Order of the Oyo's solution to all problems - another round!
Mana Cost:
50 Cooldown Time: 8
Notes:
So, you know how I was saying how one of Thunder Clap's biggest drawbacks is the small radius? It sure would be nice if Brewmaster had a skill that helped him get in range to use that spell, wouldn't it? Yeah. Yeah, it probably would.
This is where you yell 'oh wait', ri...
OH WAIT.
Predictable.
Shush. Anyways, this skill, man. It's good. Real good. A 14% slow might not seem like a lot, especially compared to the almighty thunderclap, but it's a 14% slow that lasts a whopping 8 seconds. EIGHT! When ganking and chasing most heroes, that's more than enough time to catch up and kill them, and if it isn't? Well, the cooldown is also 8 seconds, so you can spam this on an enemy indefinitely provided you have adequate regen.
The miss chance ain't nothing to sneeze at, either. See how it's 45% at level 1? That's already more evasion than a Butterfly. I know, I know, it's not a fair comparison because one is a miss chance and one is evasion and butterfly gives a lot more stats and is always active and doesn't have a mana cost, yadda yadda, it's for emphasis, damn it!
The slow and miss chance is adequate for most purposes, even at level 1, which is why we take an early point in this and then skill it last. When would you prioritize this over drunken brawler? Well, if you're playing a very heavy gank game, or the enemy team has hard to catch heroes like Death Prophet, Razor, and Spirit Breaker (dem passive move speed buffs, man), it might be worth it for the extra slow, even if the scaling isn't the best. More likely, you're going to want to level this early if an enemy right clicker is starting to get out of control: Lifestealer isn't that scary all of a sudden when he's missing over half of his attacks.
There's also been a pretty nice buff to this skill in the 6.79 patch, which gives it a small AOE of 200. This adds to its punch as an initiation ability, as you can potentially blink in, Thunder Clap, and then Drunken Haze a good portion of the enemy team all at once! Please note, though, that if your fingers aren't sufficiently fast, you'll probably get stun-locked right after you use Clap. Just... speaking from experience, over here.
Drunken Brawler
Gives a chance to avoid attacks and to deal double damage as critical.
Dodge Chance:
10 / 15 / 20 / 25%Dodge Chance:
Critical Chance:
10 / 15 / 20 / 25%
When Mangix won his title as the Brewmaster of the Order of Oyo, he also claimed his place in the mastery of inebriation.
Notes:
Let me get one thing out of the way, since I know this is the question that's probably on your mind. Even though Dotafire's database says that this skill doesn't stack with evasion... it does. As of 6.79, ALL evasion stacks diminishingly, meaning that one source is checked, and if that source doesn't proc another source is checked independently of the first chance. Basically, 25% + 25% doesn't equal 50%, it equals 43.75% because it's (25% + (.25*75)%).
Does that mean you should get evasion on Brewmaster now? That's a question for a different section. Right now, we're focusing on skills, and boy is this a good one. A few levels with this let you hit like a truck and avoid damage like you're Faceless Void. 25% evasion is a huge survivability asset, especially considering that it stacks with the blind chance from Drunken Haze (again, diminishingly). This skill can get so annoying to play against that enemy carries will have no choice but to buy a Monkey King Bar.
At which point, this skill is reduced to a sub-par critical strike ability. So, y'know. Make sure your opponents don't get too much farm, and you're fine!
UPDATE: As of the 6.81 patch, this skill just got a whole lot more interesting! The following mechanic was added:
- If you have not attacked for 10 seconds, your next attack will always activate a Drunken Brawler critical hit
- If you have not been attacked for 10 seconds, Drunken Brawler will cause you to evade the next attack
Guaranteed crits? Virtual immunity to being brutally murdered by Nyx Assassin's Vendetta Now this is what I'm talking about. Thanks for the love, Icefrog!
Primal Split
Duration:
15 / 17 / 19
SCEPTER UPGRADE:
Aghanim's Primal Split grants Thunderclap to Earth, Drunken Haze to Storm, and Drunken Brawler to Fire.The skills granted are at the same level as Brewmaster's skills. Cooldowns are independent of the original Brewmaster.
It isn't clear whether Mangix is consciously aware of his potent bond with nature, as it often occurs in the midst of a drunken stupor.
- Dodges projectiles while transforming
- All auras that Brewmaster possesses are active on Earth, if he's dead, Storm, and if he's dead, Fire.
- When the duration ends, Brewmaster will take the place in order depending on who is alive, Earth, then Storm then Fire.
- All spirits possess abilities.
Mana Cost:
125 / 150 / 175 Cooldown Time: 140 / 120 / 100
Notes:
THIS SKILL. This skill has gotten some major buffs over the last two patches, the main ones being the new Aghanim's upgrade and the insane cooldown cuts: 140 used to be the level THREE cooldown on this skill, now it's level 1.
How you use this skill is by and large how people will judge whether you're a good Brewmaster or not. You can use it to dodge projectile stuns, survive ganks... oh, and it also gives Brewmaster a stun, a purge, a cyclone, a Shadow Blade, and a Radiance.
You're over-exaggerating.
Only a little! Yeah, the bonus damage from invisibility isn't as high and the burn damage isn't quite as powerful, but still! It's good. Using this skill to its full potential requires you to know the ins and outs of each individual spirit, something that is no small task, believe me. I'll try and wrap my tiny mind around it and give you the best info I can, so bear with me, ladies and gents.
That was a pun, wasn't it?
Not admitting to anything. Before we dive into each individual spirit, though, there's a few things to keep in mind when using this ability. The first one being that your spirits have fixed strengths. They get marginally stronger with each level of your ult, but don't get any sort of bonuses from the stats of your items. They DO however, benefit from auras, which is why pretty much every aura item is a viable choice on Brewmaster.
Another thing to keep in mind is that each spirit has a bounty of EXP and gold that's separate from Brewmaster himself, meaning that a poorly used ult can end up giving the enemy team a lot more than if you'd simply allowed yourself to die. Sacrificing one or even two of the spirits for Mangix' life is, of course, the best course of action in pretty much every situation, but you NEED to make sure at least one survives. Take into account the composition of the enemy team, possible escape routes, and your own comfort with playing the hero before deciding to press that R button is all I'm saying. Oh, and do it all within the few seconds you have before you're completely burst down and destroyed.
Care to give us an example?
Um... what? Dude, I told you I was bad at this game. First section. Don't go asking me for high-level advice like that, you knew what you were getting into when you started this guide.
... Can we just move on to the spirits now?
I thought you'd never ask.
Earth, Wind, and Fire
Earth Spirit
(Cousin of Riggy McRigrigged)
Hit Points:
1500 / 2250 / 3000Hit Points:
Mana:
400 / 500 / 600
Damage:
37-43 / 75-84 / 159-171 (Piercing damage)
Armor:
5 (Heavy Armor)
Movement Speed:
325
Sight Range:
1800/800 (Day/Night)
Base Attack Time:
1.35
Bounty:
11-15/11-15/31-35
Experience:
196/242/242
Skills
Hurl Boulder [Q]
Range:
800
Duration:
2
Damage:
100 (Magical)
Mana Cost:
100 Cooldown: 7
Spell Immunity
Immune to spells.
Pulverize
Radius:
150 / 250
Damage:
20 / 40 (Universal)
Chance:
20%
Notes:
The Earth Spirit is the tankiest of the three, by a large margin. At max level, it has more than 1000 HP more than its two siblings, a good deal more armor, and on top of all that, it's magic immune! It even has a stun that has a really nice range to it: longer than Sven's Storm Hammer, for one. What's not to love?
He's slow. He's slow, and he's the default aura carrier, meaning that if your other spirits outpace him (which is a very real possibility), they no longer get the benefits of all the nice aura items you built. He's slow, and he's the one Brewmaster automatically jumps back into when the duration of the ult is over, meaning that if you're in full retreat, the enemy is going to be right on top of you when you come back.
But if he's so slow, the enemy will just kill him first, right?
Well... I mean, I'm not gonna lie. Probably. But that's actually bad play on their part, as by himself the Earth Spirit isn't a terrible threat. His damage is piercing, so it only does half to heroes, his stun does a measly 100 damage that can't be increased and gets reduced by magic resistance, and as for pulverize... I mean, just look at pulverize. Sure, it's a nice skill to get tacked on for free, but is that extra 40 damage a threat? It may be universal, but... no. Not really.
Keep that in mind when playing AGAINST Brew: if you've got the enemy team on the ropes, and he pops his ult to escape, just follow the Earth Spirit, and only kill him if you can guarantee kills on the other two. When that low-health Brewmaster pops back into him and your entire team is surrounding him, you can almost HEAR the player on the other side let out a surprised little squeak.
Aghanim's Upgrade: Thunder Clap [D]
Getting the all powerful ult stick adds one more thing to Earth's bag of
tricks: Thunder Clap. This
means that, as an ideal initation, you can blink in, Thunder Clap, use Primal
Split, and immediately Thunder Clap again, as Brewmaster and Earth Spirit don't
share cooldowns (Earth Spirit is automatically selected when you hit your ult,
so there's no need to hit Tab). Just remember that this skill gets mapped to D
during your ult, so it's QRD not QRQ. I've mucked that up enough times, believe
me. Anyways, onto the next guy!
Storm Spirit
(Cousin of Zip-a-Dee-Doo-Dah)
Duration:
15/17/19
Hit Points:
1000 / 1500 / 1900
Mana:
500 / 750 / 750
Damage:
37-43 / 75-84 / 159-171 (Piercing damage)
Armor:
2 (Heavy Armor)
Movement Speed:
350
Sight Range:
1800/800 (Day/Night)
Missile Speed:
1200
Base Attack Time:
1.5
Bounty:
11-15/11-15/31-35
Experience:
196/242/242
Skills
Dispel Magic [Q]
Damages summoned units in a small radius and purges most buffs or debuffs.
Range:
500Area:
200
Damage to summons:
200
Mana Cost:
75 Cooldown: 8
Cyclone [W]
Encloses a unit in a tornado, removing it from the battlefield.
Range:
600Duration:
6 on heroes, 20 on creeps
Mana Cost:
150 Cooldown: 8
Wind Walk [E]
Duration:
20
Bonus damage:
100
Bonus movement speed:
50%
Mana Cost:
75 Cooldown: 7
Notes:
The Storm Spirit is cursed to be the middle child of the three. He's the second one selected when tabbing through, the second one to carry the auras and re-spawn Brewmaster if Earth dies, is the second fastest, the second most armored and just, in general, looks kinda pathetic when compared to the other two. His base attack time is also noticeably worse than the other two spirits, though he makes up for that a little with his range.
But where he shines, and what makes him by far the most difficult spirit to use, is his spells. All three of them are active abilities, and all of them are good. Cyclone is the one most people learn about first: free Eul's, right? Well, keep in mind you can't Cyclone yourself, so double-tapping does nothing. Also, unlike Eul's, this cyclone doesn't dispel anything.
Luckily, you have Dispel Magic which, you guessed it, DISPELS things. Did a crucial teammate just get stunned? Dispel Magic. Did the enemy carry just get hit with Bloodlust? Dispel Magic. Did Warlock just summon four golems at once? Dispel Magic and... you know, it does some damage anyway. An important thing to note is that since Thunder Clap can now be purged, Dispel Magic will remove it, so... don't do that. Being able to use this skill effectively is what separates a good Brewmaster from an average one, so keep it in mind.
Storm's last skill, Wind Walk, is basically a Shadow Blade with less bonus damage and a boatload more bonus speed. No unit-walking, though. As you can imagine, you typically want to use this skill the same way you would a shadow blade: to make an escape, to catch up to a fleeing enemy, or to dodge an incoming stun, as the Storm Spirit isn't immune to magic. All in all, he's the caster of the group, and mastering him is to tackle a large step on the way to ultimate Brewmastery.
Aghanim's Upgrade: Drunken Haze [D]
The almighty ult stick gives the Storm Spirit one more button to press, but
it's worth it. Why? For all the reasons I listed in the previous section,
that's why, Drunken Haze is an all around baller skill. Just remember: Dispel
Magic THEN Haze, not the other way around. Oh, and don't Haze the guy that
you're going to Cyclone anyway. And remember that it's D instead of W, or
you'll end up Cycloning the guy you meant to haze! And...
Yeah. Practice is probably the best advice I can give here. Not messing up the order of your skills while trying to not die AND trying to use the skills of two other spirits is way too complicated. Lucky for us amateurs, though, we don't technically have to worry about that. Bring out the last spirit!
Fire Spirit
(Should really be named Ember Spirit. Get on that Valve.)Duration:
15/17/19
Hit Points:
1200 / 1200 / 1200
Damage:
72-82 / 115-130 / 144-164 (Hero damage)
Armor:
0
Movement Speed:
522
Sight Range:
1800/800 (Day/Night)
Base Attack Time:
1.35
Bounty:
11-15/11-15/31-35
Experience:
196/242/242
Skills
Permanent Immolation
Damage per second:
15/30/45 (Magical) Area: 220
Notes:
And Lo, Icefrog, in his infinite wisdom, decreed that having 6 active skills split between two units was sufficient, and was difficult enough for the minds of mortals to comprehend. Therefore, he bequeathed upon us the Fire Spirit, a unit who was useful simply by staying alive and right clicking enemies.
The catch of course, being that he has no armor and the lowest health of all three spirits. Though his damage is noticeably lower than those of his siblings, it's calculated as HERO damage, which does 100% damage regardless of armor, magic resistance, and denial. This actually makes his DPS the highest of all three spirits, especially with his passive, and a prime target for the enemy to take out. Good thing he runs at max move speed, eh? Provided someone tells him to move...
Aghanim's Upgrade: Drunken Brawler
The synergy here is actually somewhat amazing: the DPS spirit with no active abilites gets another passive that increases his DPS. Not only that, but evasion. Evasion! For a squishy guy like Fire Spirit, evasion is a godsend.
And there you have it! A hopefully complete look at each and every spirit that comes out of Primal Split. Hope you learned something! I know I did.
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