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1. Get fitting images for strategy section
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3. Finish sections VII, VIII, IX, X, XI, XII, XIII, XIV, XV
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Tauren Chieftain
Cairne Bloodhoof


A Warning
Before you begin reading the guide itself, I would like to warn you that due to my low age and English not being my main language, my knowledge of it is quite limited. Therefore, you probably will find a lot grammar mistakes further in this page. I'd like to ask the luxury of not being criticized too much for them (although I'll be grateful and will hapilly fix any mistakes that you, Dear Reader, will point out to me).


Table of Contents

(You can navigate to each section by clicking name of chapter and back by clicking link you will find at the end of each section.)

I. Introduction
II. Pros & Cons
III. Hero Overview
IV. Abilities
V. Skill Order
VI. Item Build
VII. How to Play
VIII. Worst Enemies & Best Friends
IX. Conclusion
X. Replays
XI. FAQ
XII. Credits
XIII. Changelog

I. Introduction

Everyone decided that Tauren Chieftain is a very powerful hero the moment he was introduced, back in 6.60. After a couple nerfs he still managed to stay in the first-pick/first-ban heroes list. Even though at first I have been a little bit skeptic, but after trying him out, I immediately fell in love with Cairne Bloodhoof (Usually I’m against zoophilic acts, but this time I’ve decided to make an exception).
The reason why TC is so powerful is his deadly skills, which, if used properly, can tip team battle’s balance in your favor. Furthermore, combination of Ancestral Spirit and Echo Stomp can easily set up battle’s ground for heroes like Crixalis, Enigma, Tide, Eearthshaker and so on, allowing them to not buy Dagger and spend that gold elsewhere. But more about that later in this guide.



II. Pros & Cons
[+] His skills synergize excellently with each other.
[+] He is powerful early game, deadly middle game, feared late game
[+] Excellent ganker, supporter and lane partner.
[+] Ultimate does percentage based damage and does not lose its potential late game, especially when facing a lot of high HP heroes.
[+] His skills can tip the balance of ANY team battle.

[-] Quite fragile.
[-] Skills can be hard to master for beginners.
[-] Item dependant.
[-] Too low stats gain for mixed Caster, Tank, DPS hero.
[-] Got hit with Nerfstick two times in a row without even slightest buff.


III. Hero Overview

Description
S ince ancient times it has been prophesized by the Tauren elders that a Chieftain will come, strong as the mightiest warriors and wise as the eldest shamans. After many years of wandering the sacred lands, seeking wisdom from his forefathers, Cairne Bloodhoof has proven himself as the long awaited hero. Cairne carries with him the spirit of his mightiest ancestor, and now the ground shakes with the combined strength of the Chieftain and his guardian spirit. No physical nor magical barrier can reduce the power of his enchanted halberd, the weapon used by his guardian in ancient times. Such is the power of this axe that it can split the very earth itself. Seeking revenge for the ravaging of his homeland, Cairne will soon bring his wrath upon the Scourge.

General Information
  • Affiliation: Sentinel
  • Attack Animation: 0.35 / 0.97
  • Casting Animation: 0.4 / 0.8
  • Base Attack Time: 1.7
  • Movespeed: 310
  • Missile Speed: Instant
  • Attack Range: 128 (melee)
  • Sight Range: 1800/800

Stats Information
  • Strength – 24 + 2.3 (79 at level 25)
  • Agility – 14 + 1.5 (50 at level 25)
  • Intelligence – 23 + 1.6 (61 at level 25)

Level 1/25 Information
  • Health: 606/1651
  • Mana: 299/793
  • Damage: 47-57/102-112
  • Armor: 3/8

My Comment

Tauren Chieftain has pretty fast attack speed and animation, you shouldn’t have any problems last hitting and denying (that’s right, denying. Even though last hits are more important, you shouldn’t miss a chance to deny creep or two while waiting for last hit opportunity).

His move speed is above average. Considering move speed boost from Ancestral Spirit and whatever bonus you get from boots (especially Phase Boots, but more about footwear choices in Item Build section) TC can outrun almost every hero without too many problems.

As for stats… Starting Strength is high and it’s gain, even though it was nerfed by 0.5 point, is still good, but not enough for pure tanking role. Agility is a bit too low for hero with DPS potential like TC, but that can be fixed with items yet again. Intelligence is pathetic for a hero that has more or less spamable spells.
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Overall, TC is a rogue hero with potential to become Ganker, Supporter, Damage Dealer, Tank or even a combination of all noted above, with the right items and strategy. However, he will never match anyone who is made for one sole purpose.


IV. Abilities

Echo Stomp

Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconscious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is separated from you, it will still perform its part of the spell. 1.4 second cast time.


Level 1:
Knocks out units for 2 seconds
Level 2: Knocks out units for 3 seconds
Level 3: Knocks out units for 4 seconds
Level 4: Knocks out units for 5 seconds

Comment: This is the main reason why TC is hated so much. If you manage to catch more than one hero (ideally - whole team) - they're dead. You have time to cast your ultimate, get in front/middle of enemies, let teammates cast their AOE skills (Enigma, Crixalis, Leshrac, etc...) and basically wipe out whole team of foes.
Useful Information: Enemies in 500 area around TC will be damaged by 80 physical damage, while enemies in 500 area around TC spirit will be damaged by 80 magical damage. If enemy is in both areas range - he'll be hit for 80 physical and magical damage.
Towers and creeps DO NOT wake up enemies from their slumber, this is useful to have in mind, when careless foe wanders close to creeps or tower (especially when trying to get First Blood).

Ancestral Spirit

The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While separate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck.

Level 1: Deals 120 damage. Gives 3 attack damage and 1% speed per creep, and 10 attack damage and 5% speed per hero.
Level 2: Deals 160 damage. Gives 6 attack damage and 1% speed per creep, and 20 attack damage and 5% speed per hero.
Level 3: Deals 200 damage. Gives 9 attack damage and 1% speed per creep, and 30 attack damage and 5% speed per hero.
Level 4: Deals 240 damage. Gives 12 attack damage and 1% speed per creep, and 40 attack damage and 5% speed per hero.

Comment: Awesome skill, this is probably the main thing that makes Tauren Chieftain who he is. You can farm damage and move speed very quickly with it and combined with Natural Order's armor reduction the damage you deal will be giant. Also, very few enemies can outrun Tauren with this MS boost.
Useful Information:

Natural Order (Passive)

The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance.

Level 1: 20% reduction
Level 2: 40% reduction
Level 3: 60% reduction
Level 4: 80% reduction

Comment:
Useful Information:

Earth Splitter (Ultimate)

Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds. Deals 35% of a unit's maximum HP.

Level 1: Deals 35% of targets maximum hp, and slows 30% for 3 seconds.
Level 2: Deals 35% of targets maximum hp, and slows 40% for 4 seconds.
Level 3: Deals 35% of targets maximum hp, and slows 50% for 5 seconds.

Comment:
Useful Information:



V. Skill Order

Level 1 - Ancestral Spirit
Level 2 - Echo Stomp
Level 3 - Ancestral Spirit
Level 4 - Echo Stomp
Level 5 - Ancestral Spirit
Level 6 - Earth Splitter
Level 7 - Ancestral Spirit
Level 8 - Echo Stomp
Level 9 - Ancestral Spirit
Level 10 - Echo Stomp
Level 11 - Earth Splitter
Level 12 - Natural Order/Stats
Level 13 - Natural Order/Stats
Level 14 - Natural Order/Stats
Level 15 - Natural Order/Stats
Level 16 - Earth Splitter
Level 17 - Stats/Natural Order
Level 18 - Stats/Natural Order
Level 19 - Stats/Natural Order
Level 20 - Stats/Natural Order
Level 21-25 - Stats


Skill Build Justification
Ancestral Spirit and Echo Stomp are too useful to pass early on. As with the most ultimates - you will want Earth Splitter as soon as possible. Natural order can be exchanged with Stats, if you feel too squishy, but generally you will want Natural Order, as it helps you finish off running heroes more easily and generally deal more damage in battles.



VI. Item Build
Starting Items:


Core Items:




Optional Items:
or
or
or

Item Build Justification

Ring of Basilius fixes low TC armor (just don't forget to turn aura to "Hero-Only" form, unless your goal is to push as much as possible, but that isn't recomended in early game), mana regeneration is greater than from Sobi Mask (TCs low int isn't high enough for Sobi Masks to be worth their price, and RoB gives more regen both to you and lane partner anyway). Tangos are self-explanatory, to help you stay in lane. You should also beg, insult, threaten or do anything else that would make them buy a chicken, as it is a must for Tauren (especially if he goes mid).

Solo mid build differs a bit. Firstly, you buy a bottle for rune control (or chicken and a couple of Clarity and Salves potions and get a bottle as soon as possible). You might want to consider purchasing Quelling Blade to help you with last hittings, although it isn't necessary.

Next item should be Phase Boots, as they synergise perfectly with Tauren's Ancestral Spirit's MS and Damage boost. There is nothing more annoying that having 200 damage only to see how enemy escapes while you try to move around creeps or simply doesn't have high enough MS. They also add armor (which is needed untill you get AC) and a small damage bonus. While treads are more useful for DPS route, they won't help much if enemy can simply escape from you. Travels are good option late game, sometimes I sell phase boots and purchase travels when total map control and multi-lane pushing determines winner.

After that, you should head straight for Energy Booster and Arcane Ring recipe. The reason why we got RoB at start, was the mana regeneration it provided untill this moment and possibility to disassemble it and use Ring of Protection in Arcane's recipe.

Then you should buy a couple bracers (they can be gotten before arcane, if you're dying too much or just feeling too squishy).

After that you have to choose next item: either Heart of Tarasque or Assault Cuirass. Most of the times I build AC, as it adds much needed Attack Speed and armor. Also, armor reduction, after your Natural Order's -80% really means a lot. You should buy HoT only when facing lots of nukers or someone else finished AC (two ACs on team isn't a good idea (nor is three or more)).

Satanic and Vladi are gotten late game ONLY for increased survivability. Even late, late, late game they aren't really worth their price, only in one out of twenty games you will find yourself in such position that requires you to get a lifesteal.

Magic Wand might be purchased when you're facing a lot of nukers, but generally bottle or nothing at all is better.



VII. How To Play


VIII. Worst Enemies & Best Friends


X. Conclusion


XI. Replays


XII. FAQ


XIII. Credits


XV. Changelog





Cairne Bloodhoof the Tauren Chieftain
Author: DerSteppenwolf
Map Vers.: 6.62b

Guide to The Tauren Chieftain

Guide to The Tauren Chieftain

Date Posted: 09/03/09
Last Comment:04/07/2010
Total Votes: 0
Current Rating: 0.00
Views: 44790



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