
[Progress Paused] Due to the new college year (in Ukraine the new year starts in September), I'm terribly busy with registration and legalities; as such, I will not be working on the guide for atleast a month. However, I promise that the guide WILL be completed before 2011 with enhancements to strategy (related to the latest map). Please feel free to add comments on the current draft and I will revise them thoroughly whenever I can snatch some free time. Peace~

Table of Contents
__________________________₪ Foreword and Disclaimer
__________________________₪ Introduction
__________________________₪ Hero Summary
__________________________₪ Strengths and Weaknesses
__________________________₪ Roles
__________________________₪ Skill Build
__________________________₪ Item Build
__________________________₪ Strategy
__________________________₪ Hero Relationships
__________________________₪ Replays
__________________________₪ Q & A Section
__________________________₪ Credits
__________________________₪ Changelog
Foreword and Disclaimer
This guide is directed mainly but NOT exclusively to those who wish to observe, appreciate, and experience Cairne's abilities as a 'hybrid hero'; a hero which can take on a number of roles. I will admit that the majority of my experience comes from pub-play, however, I have always strived to get the best out of every game; and enjoyed tough competition. I have ringed for the occasional inhouse and have read a plethora of guides. Summarizing, this guide should give you sufficient guidelines and strategic information needed to play a pub-level game and (depending on whether i can get further assistance from other members of the forum who participate/have participated in competetive-play of some sort) perhaps higher level play.
Introduction
Supp fellow dota lovers and friends. I've enjoyed and appreciated the quality of gameplay and level of fun dota has brought to the table in the recent years; especially the metagame contributions through luxurious and well thought-out guides that have enhanced the caliber of the competition and encouraged thinking 'outside the box'. This is my way of giving back to the community and fulfilling my somewhat long outstanding desire to create a guide.
Hero Summary
Strengths and Weaknesses
Pros:
[+] High base int and decent int gain for an str hero
[+] Ancestral spirit provides colossal burst damage
[+] Stomp and spirit allow for an extremely reliable long ranged 'stun'
[+] Ultimate provides an excellent initiator and aoe disable
[+] All his skills synergize and scale well as the game progresses
Cons:
[-] Relatively low str gain
[-] Low base agi and agi gain
[-] No reliable escape mechanism
Notable Characteristics:
₰ Relatively low str gain as compared to other str heroes
₰ All 3 of TC's active abilities provide an in-the-moment opportunity for attack
₰
Roles
Ganker
Cairne's active abilities and good base int enable him to deal significant damage from an early point in the game. The only requirement needed to fulfill this role is regen. A bottle, clarities, and if you're really smooth, soul ring should be great. In most games, this is the best and most logical role to start Cairne off with. His spells have decent cd and doesnt require much early-mid game survival items (with no items at level 6, TC has 815hp).
Initiator/Battle Caller
TC has game-breaking aoe skills which can be compared to heroes such as the 'magical' Kunkka, Earthshaker and Tide. Despite the uninevitable chance of missing due to his stomp's cast time and ult's delay, if pulled off correctly, his skills can spell defeat for enemies; If you hit all 5 heroes with Spirit (Level 4) you deal 1200 total damage, Stomp (level 4) allows 5 seconds for your team to fall into place and Earth Splitter deals 35% of targets' hp in damage while slowing by 50% for 5 (Level 4) heavenly seconds. Thats ALOT of leeway to start a battle off with don't you think? He maintains this role actively the entire game without worry because his ult remains effective due to it's % based damage.
Semi-carry
I'm aware this particular part of the guide will most likely receive harsh criticism. Nonetheless, I wish to throw this on the table as my opinion, and WILL keep an open mind about this. As such, please try to keep comments out of the "you and your carry TC guide suck" area and regulate decent suggestions supported with facts and alternatives.
I believe all of TC's skills combined give him the potential to fulfill this role. All his other abilities synergize perfectly with the damage and move-speed buffs that Spirit gives. Its a well known combo to slam his Spirit, Stomp, and Ult; what happens after this? To place perspective on how powerful his potential is, take a typical group of 2 heroes and 6 creeps - Spirit (Level 4) would give him 2(40) + 6(12) = a whopping 152 bonus physical attack damage (8 second duration).
What makes TC an ideal candidate to semi-carry? (carry to some degree as a side role atleast)
What skills does TC have to support his carry potential?
Support
This guide will not focus on the support potential of TC per say, but this section exists for the purposes of completion and illuminates TC's truely hybrid role in the dota metagame.
This role is entirely dependent on the lineup of your allies and enemies, and the roles which each selected. TC's long distance "stun" and slow can save allies or create setups for dual lane endeavours or mid-game clashes (sounds a little like his initiator role doesn't it? - the sources of his potential from the 2 roles are the same). His passive benefits the entire team by reducing enemy (within 250-500 aoe) armor and spell resistance. If the game calls for it, i.e. if your team is in urgent need for an extra disable or if the enemy lineup is stacked with glass cannons, I wouldnt forbid you to get a Guinsoo or Shivas to boost your team's battle power.
Skill Build
Justification
Stomp or Spirit first?
In most cases I would recommend Stomp 1st. It could save an ally or yourself from an early 1st blood or help your team get an early 1st blood by setting up your ally/you with a 2sec knockout (see FAQ section). Stomp also makes sure your enemies won't escape via TP.
In some cases, you're not aiming for a 1st blood and the opponents seem to be playing passively. In these cases Spirit get you some lane control. It gives you a decent damage/mana (120damage for 110mana) ratio for a level 1 nuke, has 1000 range, and gives you some bonus damage to last hit or harass with.
The thing is, usually you never know what could happen, so going with stomp would be a safer bet but if you feel otherwise, another alternative would be to keep the skill point until the appropriate situation arises.
Why max out Spirit before Stomp?
Spirit gives you a more powerful nuke for a cheaper cost, has more range, and gives you bonus attack damage. Also, the main purpose of Stomp is to set up your Ult. Your Ult takes 3sec to proc. while Stomp gives 2/3/4/5sec knockout duration. As such, only level 2 of Stomp is sufficient to guarantee your Ult connecting, and this is all we need early game.
No stats?
TC has a decent hp and mana pool already without items. Thus, he can make full advantage of his abilities as soon as he gets them, i.e. you don't wanna give up one of your abilities for stats on TC.
Why leave Stomp at level 2 in exchange for Natural Order?
Your need from Stomp stems from its ability to set you up with a disable to land your Ult or provide sufficient time to get in place for attack / run away. Seeing as your Ult has a 3 sec delay (for all levels), level 2 of stomp is good enough. Regarding "getting closer to attack", lets employ some mathcraft to observe movement; we're talking levels 1-12 so you (or your allies) would have BoS / Treads / Phase by now. Getting in place means we're talking about getting Stomp in via Spirit (which has 1000 cast range). Even if you use Spirit's max cast range to land a stomp, that's about 1000units away. If you got just BoS on and start moving the moment Stomp kicks in, you can move 3(310+50)=1080units before the enemy becomes conscious again - in most cases this would be good enough. In some cases where you have utilized the max possible range of the Spirit+Stomp combo (1500), you will not have enough time to get in place; this is why I've included an optional Level 3 Stomp at Level 8.
If you stick with level 2 Stomp, then you'd be better off taking up Natural Order over stats because of how well it synergizes with all your other skills (your Ult deals half its damage as physical and the other half as magical, Spirit's Stomp is magical while TC's Stomp is physical and ofcourse Spirit does magical damage) by reducing both physical AND magical resistance. Also, your allies can benefit from the aura. The extra hp, mana, damage that stats provide is negligible compared to the bonuses the you get from the aura.
Items
Starter Items






All the items above are viable starter items for TC. Generally, the right combination depends on the player's preference/play-style and opponent lineup.
No-Brainer Justification
Lane Items







When picking your early game items, be conservative and only pick items that correspond to your intended core build and role (with the exception of stout shield).
Justification
Role Item Builds
Ganker





Justification
The Suzerain
Core





Luxury



Justification
Cut-Throat Bull
Core







Luxury



Justification
Thaumaturge
Core



Luxury



Justification
Core Regen Items



Justification
Additional Items




Justification
NOTE: I am not, in any way, suggesting that you get all the items in a particular build. It's up to you to decide which role best suites your current game, and choose a combination of the items listed for the role you picked. For example, if I was going DPS TC, a standard core build could be MoM, BKB, Treads. Later I could get a Cuirass and HoT as luxary items.
Strategy
Early Game
Mid Game
Late Game
Mini-Guide to Cairne's Spells
Spirit
Stomp
Splitter
Hero Relationships
FAQ
You suggest getting stomp before spirit at level 1, how the heck am i supposed to land stomp without spirit?
--> TC has an amazing base MS (310) and in most cases no heroes will have boots. This means they will be moving at their base MS. An example situation - You are engaged with a TB (300 base MS). Both of you are at level 1 and it has reached a point where you think you can kill him with a stomp and an attack. You click Stomp and the TB has godlike reflexes and starts running. Lets use some mathcraft. He will move 300units per second. Stomp's AOE is 500 units but has a 1.4second cast time. In 1.4seconds TB can move a maximum of 1.4(300)=420units. 500>420 ∴ even if TB has godlike reflexes and moves the instant TC's cast animation begins, Stomp will still connect. Also, in the case where you are out of range to begin casting, you can use you 310 base MS to your advantage to catch up to him. In this case you need to be within 500 - 420 = 80 range to ensure a knockout.
Replays
If anyone can find or has a nice TC replay (preferably league or IH) , please PM me the link with brief details and I'll check it out. If it's good i'll add it here and you'll get a spot in my credits section
Thanks.
Credits
Jesusatan - GFX member and creator of guide title image.
Changelog
Table of Contents
__________________________₪ Foreword and Disclaimer
__________________________₪ Introduction
__________________________₪ Hero Summary
__________________________₪ Strengths and Weaknesses
__________________________₪ Roles
__________________________₪ Skill Build
__________________________₪ Item Build
__________________________₪ Strategy
__________________________₪ Hero Relationships
__________________________₪ Replays
__________________________₪ Q & A Section
__________________________₪ Credits
__________________________₪ Changelog
Foreword and Disclaimer
This guide is directed mainly but NOT exclusively to those who wish to observe, appreciate, and experience Cairne's abilities as a 'hybrid hero'; a hero which can take on a number of roles. I will admit that the majority of my experience comes from pub-play, however, I have always strived to get the best out of every game; and enjoyed tough competition. I have ringed for the occasional inhouse and have read a plethora of guides. Summarizing, this guide should give you sufficient guidelines and strategic information needed to play a pub-level game and (depending on whether i can get further assistance from other members of the forum who participate/have participated in competetive-play of some sort) perhaps higher level play.
Introduction
Supp fellow dota lovers and friends. I've enjoyed and appreciated the quality of gameplay and level of fun dota has brought to the table in the recent years; especially the metagame contributions through luxurious and well thought-out guides that have enhanced the caliber of the competition and encouraged thinking 'outside the box'. This is my way of giving back to the community and fulfilling my somewhat long outstanding desire to create a guide.
Hero Summary
Strengths and Weaknesses
Pros:
[+] High base int and decent int gain for an str hero
[+] Ancestral spirit provides colossal burst damage
[+] Stomp and spirit allow for an extremely reliable long ranged 'stun'
[+] Ultimate provides an excellent initiator and aoe disable
[+] All his skills synergize and scale well as the game progresses
Cons:
[-] Relatively low str gain
[-] Low base agi and agi gain
[-] No reliable escape mechanism
Notable Characteristics:
₰ Relatively low str gain as compared to other str heroes
₰ All 3 of TC's active abilities provide an in-the-moment opportunity for attack
₰
Roles
Ganker
Cairne's active abilities and good base int enable him to deal significant damage from an early point in the game. The only requirement needed to fulfill this role is regen. A bottle, clarities, and if you're really smooth, soul ring should be great. In most games, this is the best and most logical role to start Cairne off with. His spells have decent cd and doesnt require much early-mid game survival items (with no items at level 6, TC has 815hp).
Initiator/Battle Caller
TC has game-breaking aoe skills which can be compared to heroes such as the 'magical' Kunkka, Earthshaker and Tide. Despite the uninevitable chance of missing due to his stomp's cast time and ult's delay, if pulled off correctly, his skills can spell defeat for enemies; If you hit all 5 heroes with Spirit (Level 4) you deal 1200 total damage, Stomp (level 4) allows 5 seconds for your team to fall into place and Earth Splitter deals 35% of targets' hp in damage while slowing by 50% for 5 (Level 4) heavenly seconds. Thats ALOT of leeway to start a battle off with don't you think? He maintains this role actively the entire game without worry because his ult remains effective due to it's % based damage.
Semi-carry
I'm aware this particular part of the guide will most likely receive harsh criticism. Nonetheless, I wish to throw this on the table as my opinion, and WILL keep an open mind about this. As such, please try to keep comments out of the "you and your carry TC guide suck" area and regulate decent suggestions supported with facts and alternatives.
I believe all of TC's skills combined give him the potential to fulfill this role. All his other abilities synergize perfectly with the damage and move-speed buffs that Spirit gives. Its a well known combo to slam his Spirit, Stomp, and Ult; what happens after this? To place perspective on how powerful his potential is, take a typical group of 2 heroes and 6 creeps - Spirit (Level 4) would give him 2(40) + 6(12) = a whopping 152 bonus physical attack damage (8 second duration).
What makes TC an ideal candidate to semi-carry? (carry to some degree as a side role atleast)
₪ "A carry must be in range" - Stomp gives you an enormous 5 second "disable" to get as 'up close and personal' to your opponent as you desire. Also Earth Splitter gives you a further 5 second movespeed advantage to beat on them.
₪ "A carry must be able to attack" - A carry must withstand the beating he gets or become immune to disables. TC has a great HP pool to take beating early on the game, and it doesn't take a genius to realize his need (depends on opponent lineup) for a BKB from mid-late game.
What skills does TC have to support his carry potential?
₪ His spell Ancestral Spirit gives massive temporary damage
₪ His passive Natural Order significantly (up to 80%) reduces physical and magical resistance
Support
This guide will not focus on the support potential of TC per say, but this section exists for the purposes of completion and illuminates TC's truely hybrid role in the dota metagame.
This role is entirely dependent on the lineup of your allies and enemies, and the roles which each selected. TC's long distance "stun" and slow can save allies or create setups for dual lane endeavours or mid-game clashes (sounds a little like his initiator role doesn't it? - the sources of his potential from the 2 roles are the same). His passive benefits the entire team by reducing enemy (within 250-500 aoe) armor and spell resistance. If the game calls for it, i.e. if your team is in urgent need for an extra disable or if the enemy lineup is stacked with glass cannons, I wouldnt forbid you to get a Guinsoo or Shivas to boost your team's battle power.
Skill Build
Level 1 - Echo Stomp 1 / Ancestral Spirit 1
Level 2 - Ancestral Spirit 1 / Echo Stomp 1
Level 3 - Ancestral Spirit 2
Level 4 - Echo Stomp 2
Level 5 - Ancestral Spirit 3
Level 6 - Earth Splitter
Level 7 - Ancestral Spirit 4
Level 8 - Natural Order / Echo Stomp 3
Level 9 - Natural Order
Level 10 - Natural Order
Level 11 - Earth Splitter
Level 12 - Natural Order
Level 13 - Echo Stomp 3 / Natural Order
Level 14 - Echo Stomp 4
Level 15 - Stats
Level 16 - Earth Splitter
Level 17+ - Stats
Justification
Stomp or Spirit first?
In most cases I would recommend Stomp 1st. It could save an ally or yourself from an early 1st blood or help your team get an early 1st blood by setting up your ally/you with a 2sec knockout (see FAQ section). Stomp also makes sure your enemies won't escape via TP.
In some cases, you're not aiming for a 1st blood and the opponents seem to be playing passively. In these cases Spirit get you some lane control. It gives you a decent damage/mana (120damage for 110mana) ratio for a level 1 nuke, has 1000 range, and gives you some bonus damage to last hit or harass with.
The thing is, usually you never know what could happen, so going with stomp would be a safer bet but if you feel otherwise, another alternative would be to keep the skill point until the appropriate situation arises.
Why max out Spirit before Stomp?
Spirit gives you a more powerful nuke for a cheaper cost, has more range, and gives you bonus attack damage. Also, the main purpose of Stomp is to set up your Ult. Your Ult takes 3sec to proc. while Stomp gives 2/3/4/5sec knockout duration. As such, only level 2 of Stomp is sufficient to guarantee your Ult connecting, and this is all we need early game.
No stats?
TC has a decent hp and mana pool already without items. Thus, he can make full advantage of his abilities as soon as he gets them, i.e. you don't wanna give up one of your abilities for stats on TC.
Why leave Stomp at level 2 in exchange for Natural Order?
Your need from Stomp stems from its ability to set you up with a disable to land your Ult or provide sufficient time to get in place for attack / run away. Seeing as your Ult has a 3 sec delay (for all levels), level 2 of stomp is good enough. Regarding "getting closer to attack", lets employ some mathcraft to observe movement; we're talking levels 1-12 so you (or your allies) would have BoS / Treads / Phase by now. Getting in place means we're talking about getting Stomp in via Spirit (which has 1000 cast range). Even if you use Spirit's max cast range to land a stomp, that's about 1000units away. If you got just BoS on and start moving the moment Stomp kicks in, you can move 3(310+50)=1080units before the enemy becomes conscious again - in most cases this would be good enough. In some cases where you have utilized the max possible range of the Spirit+Stomp combo (1500), you will not have enough time to get in place; this is why I've included an optional Level 3 Stomp at Level 8.
If you stick with level 2 Stomp, then you'd be better off taking up Natural Order over stats because of how well it synergizes with all your other skills (your Ult deals half its damage as physical and the other half as magical, Spirit's Stomp is magical while TC's Stomp is physical and ofcourse Spirit does magical damage) by reducing both physical AND magical resistance. Also, your allies can benefit from the aura. The extra hp, mana, damage that stats provide is negligible compared to the bonuses the you get from the aura.
Items
Starter Items
All the items above are viable starter items for TC. Generally, the right combination depends on the player's preference/play-style and opponent lineup.
No-Brainer Justification
Lane Items
When picking your early game items, be conservative and only pick items that correspond to your intended core build and role (with the exception of stout shield).
Justification
Role Item Builds
Ganker
Justification
The Suzerain
Core
Luxury
Justification
Cut-Throat Bull
Core
Luxury
Justification
Thaumaturge
Core
Luxury
Justification
Core Regen Items
Justification
Additional Items
Justification
NOTE: I am not, in any way, suggesting that you get all the items in a particular build. It's up to you to decide which role best suites your current game, and choose a combination of the items listed for the role you picked. For example, if I was going DPS TC, a standard core build could be MoM, BKB, Treads. Later I could get a Cuirass and HoT as luxary items.
Strategy
Early Game
Mid Game
Late Game
Mini-Guide to Cairne's Spells
Spirit
Stomp
Splitter
Hero Relationships
FAQ
You suggest getting stomp before spirit at level 1, how the heck am i supposed to land stomp without spirit?
--> TC has an amazing base MS (310) and in most cases no heroes will have boots. This means they will be moving at their base MS. An example situation - You are engaged with a TB (300 base MS). Both of you are at level 1 and it has reached a point where you think you can kill him with a stomp and an attack. You click Stomp and the TB has godlike reflexes and starts running. Lets use some mathcraft. He will move 300units per second. Stomp's AOE is 500 units but has a 1.4second cast time. In 1.4seconds TB can move a maximum of 1.4(300)=420units. 500>420 ∴ even if TB has godlike reflexes and moves the instant TC's cast animation begins, Stomp will still connect. Also, in the case where you are out of range to begin casting, you can use you 310 base MS to your advantage to catch up to him. In this case you need to be within 500 - 420 = 80 range to ensure a knockout.
Replays
If anyone can find or has a nice TC replay (preferably league or IH) , please PM me the link with brief details and I'll check it out. If it's good i'll add it here and you'll get a spot in my credits section
Thanks.Credits
Jesusatan - GFX member and creator of guide title image.
Changelog
Author: Mentalcheez
Map Vers.: 6.68c
Gosu Cairne
~Taking TC to the LiMiT~
Last Comment:24/08/2010
Total Votes: 0
Current Rating: 0.00
Views: 2037













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