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Foreword
Hello again. This would be my third guide about a hero that I play a lot. Actually, I've played this hero many more times than the other two and have had a better success rate using this guy than any of the others. This guide is for everyone, though you can expect that I will be stating some things that may imply on me expecting that you have experience with this hero and know how to micro properly. Do enjoy.



Table Of Contents
I. Hero Introduction
II. Hero Story
III. Hero Stats
IV. Pros and Cons
V. Skill Build Justification
VI. Item Build and Game Phases Justification
VII. Allies and Enemies
VIII. Replays
IX. Closing Remarks





Hero Introduction
The Brewmaster uses the ancient art of drunken fighting to bash his enemies to a bloody pulp while surviving even the most deadly attacks with ease. Thunder Clap deals a lot of damage to nearby enemies while slowing them significantly, giving the Brewmaster time to bash their skulls in with his drunken brawling skills. If an enemy seems too dangerous the Brewmaster douses them with Drunken Haze, which causes the majority of the target's physical attacks to miss their mark. Heroes who rely on physical attacks will find the Brewmaster nearly impossible to damage when he uses Drunken Haze and Drunken Brawler. In addition, even if the Brewmaster does seem to be in danger, he can split into three powerful elemental aspects with Primal Split. Each individual elemental panda is a dangerous fighter with their own unique abilities. The Brewmaster is a difficult enemy to defeat, and should be engaged only with overwhelming force.



Hero Story
Mangix originates from a deeply hidden and secret society located on the obscure island of Pandaria. He lived a sheltered life in his home within the Stonetalon Mountains, but even the far, golden reaches of Pandaria were affected by the dark hand of the Scourge. The elders heard the cries of the innocent, and saw the blood of the slain, and so, they agreed to send one elite warrior, hoping to turn the tides of battle and restore the Great Balance. What they did not know was that the local barkeep had trained for this very moment his entire life.




Hero Stats

23+ 2.916+ 1.9514+ 1.25
* Affiliation: Sentinel
* Attack Animation: 0.35 / 0.65
* Damage: 52 - 59
* Casting Animation: 0.4 / 0.5
* Armor: 3.24
* Base Attack Time: 1.7
* Movespeed: 300
* Missile Speed: Instant
* Attack Range: 128 (Melee)
* Sight Range: 1800 / 800

Mangix has a high base damage to begin with, which makes last hitting quite easy. His attack animation is quite fast compared to other melee heroes and he has a good cast animation as well. He has average MS and enough armor to compensate for the laning phase harasses, a high starting STR and STR gain which makes him beefier compared to other STR heroes. Though he has good points, his lack of INT and AGI make his early and late game potential quite horrid, thus making him a good mid game carry who can semi- carry late game.

Pros (+) and Cons (-)

(+)
- Good starting base damage
- High starting STR and STR gain
- The best anti- DPS hero
- Great survivability
- Good cast animation
- Can dodge most projectiles with Split
- 3 heroes in 1
- Panda's are immune to almost any spell


(-)
- Low starting INT and INT gain
- Low starting AGI and AGI gain
- Loses potential at VERY late game
- Easily countered by MKB


His pros outweigh his cons by a lot, but his cons focus more on his late game which can only mean two things for you: either finish it early on, or adapt your build to last that long.

Skill Build Justification


Thunder Clap


Thunder Clap is your main nuke. Though it costs a lot of mana early on, it is well compensated by what it gives. A great slow on both speed attributes as well as decent damage. The scaling from levels 3-4 is quite weird though (since it only increases by 50 damage). It's not wise to spam early on since you lack mana thanks to your poor INT. Only use to ensure a kill or be sure to get the whole creep wave with it as well as hitting the hero at the same time (which usually means once in every 8-10 waves ).


Drunken Haze

Drunken Haze is what makes DPS heroes completely useless. This will LITERALLY save your ass and will allow you to go head on with hard core carries such as TW, FV, or PA for a whole 8 seconds, EVEN when your down to 100 HP. It's THAT helpful. Of course it's easily nullified by MKB. The slow it gives stacks with Thunder Clap, ensuring a long beating from your beer keg.


Drunken Brawler

This skill combined with Drunken Haze gives you 100% chance to avoid ANY physical attack. Ever wanted to see the bright red "Miss" text on top of a TW's head during Battle Trance while it attacks you? Now you can, and he'll hate you for it! This also gives you a nice critical strike which makes you a good candidate for a carry if there's no one else on the team.


Primal Split

Your famous ultimate. You should be proud of it too. This is what truly defines your title as the anti DPS. This is your free Manta Style which is WAY better. Use it to either initiate, or act as a last stand when you're about to die. Due to the recent changes, the Earth Panda now carries ALL aura's that Mangix has, which includes AC and Radiance, making you a much bigger threat than you ever were.

*Note: The Panda's are considered as ancients (y'know, the strong neutrals near the secret shops) which makes them immune to most spells, aside from their innate spell immunity and resistant skin. You're the only hero who is immune to Black Hole. Now how cool is that?


Click here for more info on the skills



Level
1- Thunder Clap
2- Stats
3- Thunder Clap
4- Stats
5- Thunder Clap
6- Primal Split
7- Thunder Clap
8- Drunken Brawler/ Stats
9- Drunken Brawler/ Stats
10- Drunken Brawler/ Stats
11- Primal Split
12- Drunken Brawler/ Stats
13- Drunken Haze/ Drunken Brawler
14- Drunken Haze/ Drunken Brawler
15- Drunken Haze/ Drunken Brawler
16- Primal Split
17-20- Drunken Haze/ Stats
21-25- Stats

We max out Thunder Clap first since it is our main source of disable, as well as a good nuke early on. The AOE is big enough to hit anyone once within melee range despite them walking away during your cast animation. Stats are taken next to solve your problems with mana. Take Primal Split whenever. Now the debate comes in whether to choose Drunken Brawler or Stats from Levels 7-10. I suggest getting Stats.






Personally I take Stats up to Level 10. Why? I rely on Primal Split for killing until it is still effective. Primal Split late game is weak, and rarely will land you a kill. Thus, I take advantage of its usefulness early on. Getting Stats assures me of more regeneration for both HP and MP during Primal Split, thus I can return with more HP and MP for another Thunder Clap if I shall find the need to use it.



Item Build and Game Phases Justification
Game Start:





This builds up straight to your core. Tangoes for regeneration, Clarity for mana purposes (allowing you to use Thunder Clap a few more times), and the GG branches to be upgraded to a Magic Wand later on. Complete the RoB in the side shop ASAP.




During early game, when starting with the Standard core, be sure to build that RoB from the side shops ASAP. An early aura for your Panda's to tank is very helpful and RoB gives you that.

Goals:

Your goal during early game is fairly simple; build your core, and survive (which shouldn't be much of a problem to you). By the end of early game, you should have these items:




Seems fairly easy isn't it? Well, it is. This is your core build and it's very cheap. All can be easily built at the side shops (except for the Wand which I suggest you go home at least once just to build it).






When going for the Situational build on the other hand, your core will no longer rely on Primal Split, but rather your ability to nullify all DPS against you. Primal Split in this case will only be used to survive, and nothing more, since your Panda's have no tanking power, or damage from any aura, since you have none.




Since you're grabbing Phase instead, you will have no problem chasing heroes down, . In which case, you can skip dagger until later, just be sure to get it. Panda can sacrifice that little HP for another Clap or Split, depending on the situation. Magic Wand as always for what good it gives you.



Time to sidetrack a little from the table of contents and teach you a little about Primal Split and how to micro properly.


When you cast Primal Split, 3 Panda's take the place of Pandaren, all of the 3 you can control. But wait, where's is Mangix? Aha! He's still there. You just can't see him because his hero model is hidden. But if that's the case then why

Do aura's work?
Simple. Mangix is moved to the Earth Panda's position every I dunno how many milliseconds. Thus, the 3 Panda's can recieve all aura's Mangix has. There are some exceptions though, like Mekansm, which doesn't work while in Primal Split, because it's based on an Unholy Aura from Death Knight in Ladder Warcraft which doesn't work when the unit is hidden.

Don't you get charges from Urn?
I really dunno this one. This should be fixed imo.

Does Mangix die when all 3 are killed? Isn't he invulnerable?
That's true, he is invulnerable, which is why no DoT's work while he's in Primal Split and why you regenerate instead. Note Armlet when activated though, it's a direct removal of HP which is why it works even if you're invulnerable. Anyway, I dunno exactly how the did it, but killing all 3 is now considered a kill for balance purposes. You could never kill Mangix before. It was way too OP, thus they changed it. AFAIK, the killing blow is registered to the unit who did the last damage to the Panda before it died, thus giving the unit the kill. I dunno how Mangix is killed though. Sorry.

Also note that if ever the Earth Panda dies, the aura remains at where he died, in a specific AOE around it (the AOE depends on the aura). Mangix is only meant to follow the Earth Panda, so the other two are just there to disable and kill while the Earth tanks. You also gain EXP in a 1000 AOE of the Earth Panda (since Mangix is moved to it's position).


Of course if you want to know more about the mech stuff of the skill, you can always check out this forum and ask/ search for yourself.

Micro-ing The 3 Dudes And More...
This portion is mainly about one thing, micro-ing the Panda's and all the other units you plan to get. Listen up and you may just learn how it's done.

I know it's a lousy name, but where I study, every subject you take for the first time is called 101, well, my majors at least. Anyway, let's start off simple.

Remember this table

This table basically shows what Panda will come out first when you cast Split while Mangix is facing a certain direction. Memorize it if you will so that all your Splits wouldn't be disappointing, and difficult to manage.

Credits to this guide.


It's quite easy to micro actually. Just remember these things:

Earth Panda
"D" is for Hurl Boulder
Storm Panda
"W" is for Windwalk
"D" is for Dispel (more on this later)
"C" is for Cyclone

That's it. To manage the three, press tab until the Panda you want comes up. I suggest using Hurl Boulder first to stun your target. Once your target is disabled, move all three near the target. Order the Storm Panda to cast Cyclone to prevent the target's escape. Once the CD of Hurl Boulder is up, Cyclone should've ended already. Then cast Hurl Boulder again and repeat. Note that during this, the Fire Panda must be attacking the target since he is the DPS of the 3. Also note that when there are two or more heroes, cast Hurl Boulder on the one you plan to focus and Cyclone on the other to prevent him from helping your target escape.

Cyclone priority:
Healers
Blinkers
Supports
Carries

This will tell you who to Cyclone first when there are two or more heroes. Blinkers just to prevent them from blinking out. Supports are the same as healers. And carries can kill your Pandas if you don't mind them so Cyclone them IF they're not your main target.

You CANNOT Cyclone your allies. So it's best to use Cyclone on the hero that has the bigger chance to kill them.


Dispel: How It Works
Most people dunno how Dispel works, and most of the time the only effect you will get to see is the Scourge ground being cleansed. In reality, it's like a Purge, which removes negative buffs from allies and positive ones from enemies. And example of such is WW. You can Dispel an invisible hero to see him. Note that Dispel removes the WW buff, thus causing the unit to be seen UNTIL his WW has CD again (at which point he can already use it and your Split will probably be done). Here are some other skills you can Dispel:

The hero will be seen for a few seconds before it fades out again.

Completely removes invisibility, allowing you to see the hero.

As I said, it's an AOE version of Purge.

Sand King will be seen, but the Sandstorm will continue since it is not based on his being invisible, but him not moving due to it being a channeling spell. Just stun him once you see him and Sandstorm will end.

Dispel is blocked by Linkens. So naturally, a Linkens holder will not be deprived of whatever buff/ debuff the hero has. And you cannot Dispel Doom.



You can opt to use this with Thunder Clap instead to make things easier for you, or in combination with Primal Split, which is more difficult. Just remember:

Necro Warrior Ranged
"R" for Manaburn

It's just one more button to press. Shouldn't be too difficult. Just use it right away while your target is stunned.


This is best used after Clap and not together with Split. Why? You're too obvious. Obviously an illusion can't Primal Split, so what good would this do then? Cast Clap then cast Manta to confuse them who of the 3 is real. Once they figure it out, THEN you cast Split and start your counter attack. Cool eh?


Allies and Enemies

Allies

Stunners

They stun, you hit, Clap, Split, everything else basically.

Armor Reducers

Some of them have disables too. They're your best allies imo.

Disablers

Some of them have more than 1 disable which is good for you.

Healers/ Mana Batteries

Some of them have disables, and damage amplifiers. These are great to be with.

Enemies
Silencers

Most of these guys are carries, and you can take them. But when you're low on health, and you can't Split due to Silence, well, you're screwed. Doom is a natural counter to all. Only take him on when you have Vlads (Vlads is a lifesteal aura which works even if you're doomed).

Mana Burners

Magina is the biggest pain in the ass here. He blinks, has Spell Shield, Mana Break, and an ulti that compliments his Mana Break. To top it off, his a natural carry, and one who is sure to get MKB just for you. Be sure to have Slardar in your team when against him. The others, like Naga and BM are natural Diffusal and Necronomicon carriers. You can take them. Just be sure you Split in time. Dispel will do more damage to illusions, which will show you easily who the real Naga is.

AOE stunners

I specified AOE because it's hard to dodge them using Split (though it is possible, just difficult). Also, AOE stuns can screw up your Panda's so watch out. Reverse Polarity will stun all 3 anyway, despite being spell immune OR ancients.

Special Mentions

The guy has a dozen spells in his arsenal. If he can't carry his way through you, then his Tornado- EMP combo will do you in. Watch out for Ice Wall as well. It slows all your Panda's to a crawl.

There's 4 (5 with agha) of him. You only have 2 disables. You can only Drunken Haze 1, and only Clap will surely hit all. After that, he can kill you, and your Panda's if you do Split. Cyclone the real Meepo and focus on anyone alse. Just be sure to get the kill within 6 seconds or else Cyclone ends and well, your screwed.

His attacks don't have to land for him to trigger to Greater Bash, they just have to start. He's the only one who can Perma- Bash you. If his attacks don't kill you, his Bash will. Very nasty opponent one on one. Split before he gets the upper hand. Note his Greater Bash can counter your ulti so watch out.

Funny Enemies
These guys I just had to mention. It shows those heroes who you counter with pure epicness. And it's quite funny what happens in- game.

It's your favorite enemy. What's a billion IAS gonna do when you have 100% evasion. HAHA!

That's right, you're immune to his ulti. Yes you can TT him after his dead.

He uses Lifebreak, then what? You Split. Watch him cry as he loses HP and you gain a kill.

She can't do shit against you. Immolation takes away Refract, and Dispel takes away Meld. Yeah, like you can be slowed. HAH!

Replays
This coming soon.

Closing Remarks
I'd like to first of all thank Icefrog for the game.
Next, my friends in PDPH who helped me with the details in this guide.
Lastly, my school for giving me a hell of a long sembreak to get this done. HAHA!

Credits to other details are mentioned throughout the guide.

I hope this guide has thought you a thing or two about playing Panda. It may be a bit unorthodox, but it also gives a preview of how versatile a hero can be. Thanks everyone and I do hope you enjoy reading this.





Mangix the Pandaren Brewmaster
Author: dsbn
Map Vers.: 6.72f

Three Times The Charm

Triple Threat

Date Posted: 10/12/11
Last Comment:14/05/2012
Total Votes: 16
Current Rating: 8.12
Views: 48376



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