Rigwarl. Who is he? He isn't a pig, probably not a snorting one. He isn't a hero very famously used during competitive games, widely because of his attributes. But what matters most is his style of play. He can't stun. But he can do things probably more or less you'd think of it. But if you do see him there, don't be surprised. The metagame changes rapidly these days.
It was then 6.67 since he was last nerfed as a hero, and it wasn't very much. His Warpath's maximum stacks was increased from 4 to 5, which means more attack and movement speed, what you'd get from a tanking hero. And after that, you'd see a much better change in his hero icon and model; making him a much ferocious pig - and quite cool as one too. That would be during 6.69.
But that isn't it. You may think, yes, he is boring. But he can bring back several surprises in a game. Usually during early games and late games. His contribution would be lethal if accessed properly, and don't blame him; he's just a darn powerful pig.
If you hate heroes that can't prove an impact at an instant, rather than doing it slowly... well, then don't play Rigwarl. He's a cool hero to be played. And he's not just a hero like Lycan, a one-click-die hero. He can't disable very well, but he has many properties. Through this weaknesses, there will be strengths in them. See right through him, now.
Before we take a peak at his current model (Above, though you've already seen it), let's take a moment and reminisce his older model, which is quite awesome as well, which makes his hero as a pig work well:
A big difference, eh? Well, the newer one looks very cool, while the older one is just as cool. I wouldn't discuss about that since his hero icon represents what he really is. Now, let's take a look at the obnoxious piggy - a quillboar actually.
The quillboars were never interested in the affairs and wars of other races, but one knew that the Scourge would eventually descend on their lands if left unchecked. Entering the ranks of the Sentinel for the sole reason of the preservation of his tribe, Rigwarl brings primal instincts to the never ending battle. Each time he releases a flurry of quills or a glob of slime, he works himself into a frenzy that increases his effectiveness drastically, and should he be in danger, his bristle back would shield him from further harm. A perfect demonstration of the abilities that even lesser beings can unleash.
His Attributes: I don't know what to say about his stats, actually. Yes, it can be quite deproving when his stats are just a tad too low, or too little. His strength is lower... and actually lower than that of a tank, revealing his less tankish figure. You'd wonder how'd he fit in there, eh'? The stat gain there isn't less improving in anyway.
Agility isn't his best sport. I mean, look at the stat gain here. A mere 1.8 doesn't really help much, does it? Especially when Rigwarl has a lower armor than he already has right now.
Intelligence! Wow. His base intelligence was lower than I just thought it'd be. Through it, 2.8 intelligence stat gain there is very high, especially when his base intelligence is lower than average Strength heroes. But we've got alot more to say about that, don't we? Yes we do.
I wanted to jump straight into the skill builds and the main core of the guide - that's probably what you all are waiting for, isn't it? But I still have some little tips to say about Rigwarl before continuing from here.
As a differentiate of any other strength hereos, Rigwarl is somewhat like Raigor Stonehoof, the Earthshaker. They need mana early. Not exactly mana-wise, but actually the cost of mana.
Taking alook back at Rigwarl's attributes, the stats for Rigwarl's intelligence isn't very highly notable. Yes, the 2.8 stat gain could mean something, but like Raigor, if Rigwarl doesn't prove a feat during early games, and learn to contain the mana-use for the right situations, he can lose out pretty easily.
If you thought Rigwarl was easy to play, try playing Raigor. They both mean the same thing early game: Play safe, defensively and accurately. You don't go smashing your Fissures everywhere, don't you? You don't use his ultimate to counterpush; that's not what he's meant for. And so is Rigwarl. Perhaps to learn him well, you need to have the depth of the basics of DotA, like denying, pushing well, and playing at a defensive rate. This comes as a cost, since Rigwarl is a melee hero.
But he is something to consider. He can be powerful late-game and kickasses around. But without knowing his capabilities, there isn't much you can do - yet. Now, let's get on with the guide, shall we?
Covers a target in snot, causing it to have reduced armor and movement speed. Casts on the same target are cumulative.
To see all of the skills and their information, click here.
Viscious Nasal Goo: Rigwarl's only disable skill. It becomes powerful and powerful and powerful with every hit landed, and the target? It becomes slower... and slower... and slower... and eventually, his armor becomes lesser... and lesser... and lesser... and there you go.
This is a powerful skill most Rigwarl users never seem to see clearly enough. Well, it isn't just for killing, chasing or just instilling the pain to your opponent's groin, but it also helps to remove pain from your ally's groin.
I shall just call it Goo, then. Goo is specifically a skill threat early game. The only skill in your tab which can snag an early kill if used properly. And this takes two to do it in order. Whoever gets the kill: doesn't matter.
If you started with Goo, then your ally will probably kill him since they can't escape with each significant slow which makes them more vulnerable with the dropping in their armor. It makes them less able to fightback. I wouldn't say that all credits should go to you, but without your ally, who's gonna' kill?
Yes, you could do it yourself. But to do this you need the help from Quill Spray, and understanding of the current situation. You don't go spamming Goo at your enemy and rush in with no more mana to spare. It isn't like that.
Playing Rigwarl means you need to get a grip of the game; know that your mana is limited. You need it everytime you kill or escape, or help your in-need allies. If you plan your kill, make sure you have leftover mana to cover up your expenses. Without mana, Rigwarl is going to have a very tough game early.
Sprays enemy units with quills dealing damage in a 625 AoE. Deals 30 extra damage for every time the unit was struck by a quill in the last 10 seconds.
To see all of the skills and their information, click here.
Quill Spray: For me, myself, I think this skill is pretty darn wicked. Why? With each hit, or actually, each click, it makes Quill's damage even powerful, adding direct damage and stacking damage simultaneously.
Yes, combine this with Goo, and you get yourself a kill. I wouldn't say how to kill now, since we're discussing the skills. Quill is usually used for killing, pushing and counterpushing alike. That's what Rigwarl's good at anyways.
Killing? Yes. The direct damage and stacking damage means it gets so damn powerful with each click. Though it stacks for a few times, this skill is also included in Bristleback, meaning with each damage hit at your back, you release a Quill Spray, but we're not sure - or just me, if it stacks as well.
Being in a pushing lane, Rigwarl can spread damage widely with Quill Spray, and this is easy. But warning again, don't do it early game. This is where you play defensively - killing when you can, helping while you can do what you can do. If you start pushing early game, your gas of mana pool can runout even quickly.
This goes the same for counterpushing. Don't go counterpushing and spam those Quills like you're having a fun time at the beach. No! Damn. If you counterpush on the same lane, your mana will just deplete right in front of your eyes, the same way when you push.
Killing with Quill Spray means you spam this skill - at a cost. Because you need to balance your costs between Goo and Quill. If not, you'll be only dealing damage at the other half, and unable to stop the already gone and running enemy hero. Vice-versa to Goo. Again, learn to plan ahead with your skills.
Bristleback - (Passive)
____________________
Rigwarl covers his back in spines, causing him to take reduced damage. Automatically releases a quill spray whenever his rear receives 250 damage.
To see all of the skills and their information, click here.
Bristleback: Rigwarl's only passive skill - also his signature skill as well. It releases a Quill Spray everytime he receives 250 damage to his rear, also somewhere near the back of his back.
Don't think this is fun, but Bristleback, being Rigwarl's signature skill, cannot be joked. It's usually used during your escapades. It gives out a Quill Spray, meaning your opponents get harmed to it, and making your escape easier since your opponent will start hitting your rear all the time when you turn your back on him.
Many underestimate this skill, simply put because he only releases a spray when he's hit at the back, and not anywhere else. Yes, it is useless for sometime, but it does give your opponents something to consider - especially when your enemy heroes are fragile heroes.
If they take damage from Quill Spray by hitting your back, then take this chance. Release your own instant Quill Sprays. They stack? I don't know, maybe I need some cofirmation on this, but it is great to have 2 Quills coming out when 1 isn't enough. It deals more damage, and fragile heroes easily feel the pain on them.
Don't think too low of it, but don't think too highly as well. We'll need one level of it early game - simply put we need some defence. But what it gives isn't defence; it is a start to counter-attacking with your instant Quill Sprays to your enemies. That's the start position and signal.
If you're not sure where's the back and rear, here it is:
-The picture isn't mine; I'm not credited to it in anyway-
Warpath - (Passive)
____________________
Everytime Rigwarl casts a spell, he works himself into a fury. Movement and Attack speeds increase on repeated spell casts.
To see all of the skills and their information, click here.
Warpath: Warpath is your ultimate. Warpath is awesome. And Warpath is the most unique skill in Rigwarl's skill tab. Having cast a spell, any spell, means Rigwarl activates Warpath; granting him movement, damage and attackspeed increasments.
I have to compliment this very much. It is a very cool spell, given a thought. Just think: When you cast both Goo and Quill Spray, your Warpath stays longer, and thus, with this, having Warpath makes your killing much more effiecient because while Goo slows them down, Warpath gives you more speed to chase your slowed enemies.
And it gives attackspeed as well. Given Rigwarl's low agility and agility gain... that part of the skill is pretty much useless and wasted. It doesn't compliment Rigwarl at all. Yes, it may be given an easier job, but other will say, "Take it". Well, they give you what you want, so you just "take it".
Another good point I have to note is that Warpath activates on Bristleback's Quill Spray effect, making a good counter-attacking skill. So when enemy heroes blasts off your rear and back, you can counter when Warpath activates and execute your moves accordingly.
But sadly, Warpath does not activate to the items, such as the likes of Guinoo's or anything else. But Rigwarl won't need that, does he? We'll see that in just a while. First, let's take a look at the skill builds. We're done here!
The Bristleback: In the Bristleback, this skill build focuses solely on the skill Bristleback; that's what the skill build's name fits in anyway.
Goo is taken early at level 1 for escaping purposes. It's main job is to nab a kill, if possible early, or to save harm from your partner - your ally. Quill Spray is maxed next since it is your main damage dealing source, harassing and killing source as well.
After that, if possible, we take Warpath at 6. It's not the 'take -level 6 ultimate- whenever we can', because you can switch it around for Bristleback as well. Next, finish it up with the rest of Goo, and Warpath.
After taking that, just fill it up with Stats, since that's what you have left.
Gooing Rigwarl: Basically, you skip Bristleback until the late levels in this one. I usually have different builds based on the current situation. Take this if you want a risk... but usually, I don't recommend this. No can do to this.
Early Points: Early points means you take the early stats at 4, and then go for Bristleback at 6 instead of Warpath. We take it at 10, that means. After that, it follows the same like The Bristleback, just that little change in it.
For me, I'd usually go with The Bristleback. Some mana generators will go with Gooing Rigwarl, while others simply go the easy Early Points, the points could be useful early game. I'm only disagreeing with the second one, but it doesn't always seem bad - just try each one out, see which one suits the game - or the situation, and go for it.
If you want to know about Rigwarl, his roles and areas of improvement, click here (A lot of texts; care!):
Before going straight into the items, first, let's discuss Rigwarl's roles and his areas for improvement, since these items will make him better at what he's good at, and not putting aside useless things.
Rigwarl is a carry, a tanker, a pusher (not early) and a ganking hero. What he does best would be to tank and push. Ganking would be place below these. Rigwarl is often the one your enemies think, "Damn! That darn pig again! Now we've got a problem on our hands!". Yes, make them think that way.
Rigwarl, as a tanker, is a hard role to fulfill unless you have high attributes for Strength, and a great stat gain. But then again, Rigwarl is only having an average for it, not very high. Thus, having the more tankish items fulfills Rigwarl's first role. Also, Rigwarl is a carry, and tank carries are hardly even seen.
Pusher? Yes. With Quill Spray, he can do lots of pushing damage. But what he needs for consolation, and what he lacks is the special care for his mana needs. Many only decide to spam Quill Spray without knowing how many mana they've lost when they go into a teamfight - with half-mana left. That's half a battle lost already. And being a pusher, it means you are half a job, or a complete farmer.
A ganker? More likely placed beneath. He can be ruthless, and aggressive when he has mana to fulfill this part of his role. He can burn his opponents, or rather spike them to death with Quill Spray, dealing loads of damage, stacking and stacking and stacking. They'll die from that alright.
What he needs improvement from is actually his low stats. He needs to improve these to go into mid and late game as a all-round hero, nothing to lack. But to do this, we need attribute items. Also, his movespeed is also below average. He can't go chasing like that as well. Now, let's focus on the items!
A Longer Read!
Starting Items / Going into Early Game:
Pick any off these to start with. But no matter what, keep this in mind, have at least 2 Criclets or a few GG Branches. Rigwarl needs these early stats no matter what. They are the stat boost he needs to be able to capitalise and have no mana problems earlier on. But the rest is up to you. Maybe you wanna' get some Clarities or extra Tangoes to keep yourself in the lane. Up to you.
Finishing Early Game:
Get off the seats, and plant those seeds. You're going into mid game, where teamfights are packed and fully absorbed. And yes, you need to yield results from it, and not just sit there and farm like Troll Warlord. At this point, you need to be able to finish up your items, and start to gank. Don't gank alone. Understand the situation, and make sure you have good profits, and not bad ones. If possible, and you have made sure that the enemy has no one to help them, then go for it. I'll discuss killing methods later, since this is just item needs.
The Bracers are right where you picked off from the 2 Circlets. If you've got GG Branches, fix them into Magic Wand. Those extra mana never kills anybody, does it? You'll be ganking alot into mid game, and that wand, unlike Harry Potter's, is gonna' help you out until you reach late game. Boots needs no explanation; every hero needs it.
Starting Mid Game:
OR
-Not very much needed. Take one if you REALLY need it-
Yes, though many would disagree, during mid games, that is the time to kill those fragile heroes off. Pick them and trash them in like you would your trash. Good gold never hurts anyone as well.
Vanguard or Hood? That is purely up to the game. You think that Rigwarl's hp is too dry, too less for a tankish hero even with Bracers? Then go for Vanguard. The damage block on Vanguard can be embraced with Bristleback - but take note, they are neutral to each other, actually. But, maybe it's good benefits? While you take damage from behind, you release Quill Sprays. But the reduced damage from Vanguard makes those damages hurt less. The regen could be good.
Are there too much intelligence heroes on the other team? Pick Hood then. The 30% resistance can prove to be a mettle when those spells fly towards you. They'll be ready to pick you out, since you are one of the famous heroes, one that hardly ever has any last words. Through that, the 8 hp regen is alot. Anybody and everybody could benefit from that. And who knows? Maybe you could upgrade it into Khadgar's Pipe - but that should be for later.
But for safety precautions and reasons, remember on focusing solely on Radiance. Farming too much for these 2 items can make you consider on thinking that Radiance can be put to get during late game, which means the game is pretty much not in your favour until you get Radiance to pressure on pushing and counterpushing.
Finishing Mid Game - Going into Late Game
>
Yes. You should get those started working on. Either start flying into an awesome packed race to get Relic > Radiance or go with Travels. Either way, they are boosts to Rigwarl. If you think there isn't enough damage, and you feel Radiance can be better, go for it. If you think you can't capitalise on chasing, then Travel is a better option. You're going to have to get this before late game, since that is when you get luxuries. The best would be to get Radiance first, then prioritise on Travel. If you get this 2 before entering late game - even better.
Late Game - Luxuries
As you can see - Rigwarl doesn't need alot of items. Thus, making sure he farms it well and grabs gold opportunities at the right moment. He isn't actually item dependant. That's why again, he has fewer luxuries.
Heart, Assault and Pipe all give Rigwarl the ability to survive at a far greater length. Heart provides great Strength stats, buffing Rigwarl's hp by a greater margin. Assault gives Rigwarl needed armor, since his agility is lower than thought. Pipe would be upgraded from Hood, if you've taken the road down. One more wouldn't hurt when you've got money to spend, isn't it?
Whether if you picked Rigwarl or randomed him, you'll still be buying the same starting items - just that if you randomed him, you'll get more cashback, a bit better and you'll get to buy a bit more attributes or heals.
Firstly... laning. His priority? Well, obviously, Rigwarl can solo mid... but then again, it will be hard when you're facing tough shots like Nevermore? Maybe even Tinker. So, yeah. Even when you think of yourself as a straight shot tanker, he isn't there yet. There steps to take.
Top or bot, Sentinel or Scourge - doesn't matter. Rigwarl doesn't really have a choice for shorter or longer lanes. But what he does needs is some helpful and advisable ally on the same lane. That mends the fence.
Why an ally? Because of the fact Bristleback can't work alone? No. But because having an ally makes dual lane heroes much more easier to work with. Say you work with Keeper of the Light, Ezalor. That's awesome. Bristleback can now stop worrying about mana problems earlier on, since Ezalor will do that part. But if not, then that's not much of a problem.
Playing Bristleback means early game, you have to use him to his full potential - FULL potential. So you need to do everything in a shot, like a loaded gun.
Harassing: This is easy if your ally has some quick disables. So basically, you harass with Quill Spray. Remember - the stacking damage is very good earlier on, especially when your opponents are weak at their point. But another thing to remember is to keep those mana checked. You don't wanna' go spamming Quills and run out of mana to escape with Goo yourself. No Bristleback heroes would want that to happen.
Killing: Think you can give a shot and kill the hero? You can. If your ally has disables - even better. So when you start off with spamming Quill Sprays at your opponent, keep your mana checked. You want to have enough mana to cast Goo later on. So if your ally is like Lion - plenty of disables, then this makes the work easier. Maliciously, your ally will start disabling him, and he will have around like half-hp gone, already. Partly maybe because of your Quill Sprays. If they don't, then it's okay. So if possible, spam those Quill Sprays. If he manages to escape, remember you still have an assisting skill on you, Goo. Spam Goo, and chase up to him and whack him with your lil' weapon, or shoot out Quills. Hopefully, the hero's dead and you get wealthy gold.
If you wanna' do it alone, then you need to be able to balance the skill set between Goo and Quill. So start off spamming those Quills - with mana checked regularly. I can't stress this enough. Once your opponents starts to get fed up, and their life's low, then Goo them down, make sure they don't get away. Don't worry about Quill. When you get near to him, just keep on pressing Quill and Goo everytime the cooldown is done. I forgot to tell you - the skill animation for Quill doesn't work. So the damage is instant. Awesome.
Assisting: You don't need me to tell you what to do here - assist, help and care for your ally or teammates with Goo. It's slow can prevent enemy heroes from killing your ally. It's a good skill to not help your allies with.
By the end, or nearing the end, you should get those core started built up and done. Mid game is where possibly you are much more tankier and bulkier now. You're going to have to push, farm or kill to get your Radiance. Get your Wand, Bracers and Boots and let's go, then!
Finishing Early Game:
Mid Game
Starting Mid Game:
OR
So you've got the early core done. In case you're wondering why it's so easy, then again, maybe I should repeat. Bristleback doesn't need alot of items to make use of him very well. Just that slightly needed attribute boost is more than enough. Remember, his intelligence gain is high. That's what's really notable about him.
Now here, these are core extensions. Probably in my item build I stressed them because of the fear to make Bristleback a tank - a failure. Presently, it's possibly enough. But some fail to understand that. Bristleback is a half-tank carry. Specially designed to help, kill and farm well. But still... *sigh*. I won't go against the fault that buying Vanguard or Hood is able to brace you to late game. But the fact these items are so popular is their regen. It can support Rigwarl through, but... if you need it, take either one.
Farming? Ganking? Pushing?: So which? Now is the time to enable your choice. Remember what you're working on. Vanguard? Hood? No! I meant Radiance and Travel. These are the items you're working on and for. Vanguard and Hood aren't a necessity, but if your team pr0's thinks you should have it, argue back. If you've lost... oh well. But try to take the responsibility and know what's right. Vanguard and Hood doesn't help your team. Radiance and Travel does. Well, probably Radiance is much more efficient.
Farming: If you went farming, then you'd better do it quickly. Spill those Quills and enlarge the wider piece and make sure there are certain gold, and not just farming for the hell of it. But, don't go excessive farming. If you think you've farmed enough, then that is enough. Don't stay farming for the next 20 minutes. It's already late game, and you wouldn't even have finished Radiance or Travel by then.
Ganking: This is a main possibility to have. You have Goo, you have Quill Sprays, and probably Bristleback. That's awesomely enough to kill some fragile heroes. Remember the killing order because that is your main order anyway. When ganking, you will have to participate in teamfights. That's natural for you, ganking with teammates, everything. First things first, don't initiate. Don't charge like a bull and go straight into the heart of the battle. It'll only make matters worst. Let your initiator go straight first. Then, pick out the hero who you think will possibly kill or damage your team. Take them out first. Go with Gooing them, and spamming Quill Sprays everytime the cooldown's done. Remember, Bristleback will work perfectly here, since you're aiming at one, the rest will just fire from your back or your rear. Once the hero's down, look for the next one, and continue again.
Pushing: Push with Quill Spray, like you did as a tool of harassing your opponents earlier on. The creeps won't take it. Make use of the instant damage of Quill Spray. It's great because the effect is instant, and the stacked damage doesn't mean those spikes have to land to make sure there is dammage. No, not like that. Pushing also means some form of farming - taking down towers and everything.
Whatever you do, just remember what you're working on. Is it an early Radiance to boost up power? Or Travel to make a pushing impact to the enemy team? Usually, many go with Radiance. It's just good. Travels can be kept late game. Assured... don't mix up with Vanguard or Hood. They are only good if you think you need some early armor or defence or whatever.
Finishing Mid Game - Going into Late Game
>
Late Game
Late Game - Luxuries
This is it. You're probably have finished on building a Radiance. You will need it to prove you are a not a pig, rather a quillboar. With Radiance done, you're team will appreciate it more than you. Well, basically because the Radiance you have proves to be a bigger help then it really is, which makes it your team and you a best weapon to push and counter push well with the burning effect. The damage maybe be good, but you're good at stacking those damages from Quill and moving faster from Warpath to stomp your enemies and spike them to death. Moving on...
Pushing and Counterpushing: This is it. No, not MJ's movie. This is where it's time to get serious with your threat: Radiance. If you've got it, that is great. If you haven't, you'll have to work extra harder to get it - you're already in late game. Without a Radiance, it is harder to push and counterpush effectively. Maximise your pushing abilities with adding Quill Spray to Radiance's burning effect. They compliment each other, resulting in sure death to creeps.
Ganking: Don't forget, Radiance is also great towards killing your enemy heroes. Why? Because with Goo, slowing down and taking hurt and pressurised from Quill Sprays and the burning effect makes them more vulnerable to dying then escaping safely from your slows. Don't be abruptly awakened by their sudden fightback. When they counter you, it means they aren't afraid of you. Rather, their doing their own job for you.
Boots of Travel: If you don't get it now... then when? Getting Travel now means a great help towards pushing and counterpushing much more effectively. In other words, Travels shorten trips between each lane to dissolve matters and react quicker to your opponent's pushing efforts. Maximise on Radiance first always seems that Travel is wweaker than Radiance. But no. Having Radiance earlier always means that a definition is cleared. While having no pushing and counterpushing problems, Travel makes it easier. So having it pushed back a little to late game is never another problem. It's just that you're pushing those problems over to the other team now.
Ending the Game: Late game is always like this. It's death or victory. Now, you've got to keep those paces worked on. Pressure your opponents. Make them known you are a threat to their lanes, their defenses. Make them harder to kill you with each tower down. And then, damn them to hell when you finish the final throne. With Radiance and Travel, ending the game shouldn't be a feat. Also, don't be afraid of the enemies. They may have gotten stronger, but you haven't gotten weaker. Remember the easy killing steps, and take them down. This time, you don't have to worry about mana problems. Their all solved here. Just remember to act with your teammates and not alone. You can still die, so act wisely with the rhythm, and not act with the force to just only to kill to win, even though you're ending the game. Dying here just doesn't make any difference, mate.
Luxuries: Gonna' make it short and sweet. Luxuries here are a step up. In fact, it's more than enough. Just take 1 will do, and then dominate the game already. You've got Assault, Heart and possibly Pipe to finish the cake, and it's more than enough.
Strategies
Viscious Nasal Goo: Goo is an important asset, and I think I've discussed alot in the strategies, and the skill part as well. I'm not stressing it, it's just that Goo can save lives, and snag kills when you're opponent leasts expects it. More on the 'Key Points' tab, 'Stick on it'. Click on it.
Quill Spray: Now, one thing I've got to say that Quill Spray is very cool. Now I'm saying it alot, because you can't miss Quill. Either it's a hit or not. The animation doesn't mean, "those spikes landed thar'! Why didn't he get the damage?". No. The animation doesn't mean anything. It's just an... animation. If the enemy is inside Quill's AoE (Area of effect), then it gets it. It's that simple.
Bristleback: Rigwarl is what makes this possible. Bristleback can do a little bit of confusment towards your opponent. It can mean, "I'm escaping! Come hit me!". Why? Basically because they can't see whether if you did skill Bristleback or not, until they finally hit your rear or back - and they pay the price for it. Especially good towards ranged units. Everytime they attack you, turn your back, and they get hit. For melee heroes, it's probably that they pay alot more, since they'll chase you down, no gaps between. But what's next is you can couter back easier than they can kill you down.
Warpath: For some players, when we think about Warpath, it means that Bristleback is on a rampage. Gathering more and more movespeed and attackspeed respectively, Warpath means that players are about to face the wrath of Rigwarl. With Goo and Warpath activated, it means there is totally no way for the opponent to escape. Yes... a margin can be capable, but against Bristleback? Not a chance. If they give you chances, well, take it then. Did I forget to say that Warpath also grants Rigwarl some great stacking damage? Rigwarl, unfortunately, cannot be able to capitalise on that well.
Key Points
Tanking: You are a threat with your tanking prowess. Why? Because you are hardly even bitten from the taste of your opponent's attacks. Well, this is only true if you've gotten Hood or Vanguard. Make your opponent's target you. You're the core of your opponent's team. You're a tank, a powerful tank to mess with. Supposedly they try and take you down, so your allies will have more time to kill them before they kill you. In other words, Rigwarl absorbs all the damage, and punishes them back to the opponent. Make use of Bristleback here, it's a good self-defence kinda' thing, so your allies can focus on their skills and attacks to take down their whole team.
Carry: Many, many and many would disagree with me here. Remember the older versions? Well, for me, I myself don't, actually. I started playing Bristleback around .66, and that was when my interest to it began. You know the job of carries. Bristleback's attacks mostly comes from Quill Spray, and reducing damage and disables comes from Viscious Nasal Goo. Warpath makes chasing easier, and probably killing as well. But carrying for Bristleback? It probably can. Carries are mostly dependant on items, working for them. But, sadly, Bristleback isn't that much dependant on items.
Learn how to build a carry hero here. Guide written by Nekdolan.
Stick on it: I guessed you've all already known this. Hitting Goo multiple times result in: Permaslow. Permaslow usually means permanent slow, and Goo obviously makes work of it. Bristleback's enemies can hardly even escape from this ventures of Rigwarl, because Goo traps them and ensnares them perfectly so that they can't even run away perfectly as well. Use it well, because probably it can even slow down fast runners like Barathrum? Maybe even... Balanar? Who knows. Those permaslows could come in very handy.
Ezalor, Keeper of the Light is a great ally to Bristleback, assisting in his early mana problems over and over and over again. And not to forget, Mana Leak works well with Goo, suppressing your opponent so much he can barely move. It's probably too late to run away from the slowing duo. After both have chased away the enemies, or their dead, then it's more over to pushing.
Rylai Crestfall, Crystal Maiden! Everybody loves her. Well, her aura, at least. And this also benefits Rigwarl at the same space. The thing is, Rylai doesn't have to be Rigwarl's lane partner to share that aura - awesome, huh? Also, even if she is, you can play more aggressively now, which means more chances of nabbing early kills with her. Awesome stuff - I mean aura.
Lion, Demon Witch... Raigor Stonehoof, Earthshaker... Atropos, Bane Elemental... well, what do they have in common? Like other disablers, they are good lane partners on hand. With disables, early game, you are more or less a threat. Because while your ally disables your opponents, you get to whack them to death. If they run away, you have your Goo to stop their run. Exclusively, your disablers can help to make short work of them. Other disablers with a stun or slow, can be a great help with this little quillboar.
Enemies you don't want to mess with
Anub'arak, Nerubian Assasin is someone you don't wanna' mess with early on. Why? Of course... his Mana Burn will wreck you down. When you've got less mana early on, now you're just getting lesser... and lesser. When it comes to his attacking capabilities, he may have lost his Spike Carapace, but then again, his Vendetta is able to avoid your Gooing traps. He's not easy to deal with. Not easy at all.
Mana burners: Shzap!
Mana burners, like Anub'arak, can prove to be a threat early game. After that, with your items, it shouldn't be much of a problem when the stats are improving with each level increased. Other than that, I don't see any other heroes that can prove to kill Bristleback. Just becareful and alert. That's the gameplan, alright.
Finally! Finally, I've reached the last few parts of the guide. And this is the part where I sign off and bring in replays and everything, as well as the guide's changelog. I'm glad you endured with me till' the end. I'll add an alt-tab guide soon, at the top.
Now I'm finished, I'm rounding up everything here. Rigwarl is a hype, a tank, a pusher, everything that comprises of a strength hero. What else? His playstyle? Crazy Goo and everything makes him fun to experience and to improve your DotA gaming experience as well.
To fix him well, it's not an easy thing. Even without Bristleback, he is still Bristleback. Even without the old icon and model, he is still a raging quillboar, ready to strike, ready to stomp and kill. Don't make him angry when he turns around. It's not gonna' work. Done! Well, see ya' guys! Have fun playing Rigwarl! He's gonna' be awesome! And also... hope you've learnt something here, because all my efforts would be wasted if that was the case!
I will get replays. But it's even better when their submitted by you! PM me everything, and then, you'd get a chance for your replay to get highlighted! Show-off your awesome Goo traps and mindworks with Rigwarl.