Ads 468x60px

Thursday, January 7, 2010

Guide Beastmaster

A wandering vagrant of the Mok’nathal, the fabled half orc-half ogres of legend, Rexxar and his mighty blades have joined the cause of the Sentinel to better protect the natural world around him. A friend of beasts, Rexxar flails and tears at his enemies with unsettling savagery even going as far as hurling his axes in the manner of boomerangs at his enemies to better his chances at victory. Truly a warrior of the living planet that thrives around him, the Beastmaster is an ally to be counted on when he is needed the most.

Wild Axes

Manacost: 120 at all levels.
Cooldown: 13 seconds.

Rexxar hurls his two axes outward, which then intersect and return to him. Each axe can only damage a unit once.

Call of the Wild

Manacost: 25 at all levels
Cooldown: 40 seconds

Rexxar calls upon wild beasts to aid him. The duration, strength and number of beasts increases per level. Previous summons are removed upon casting.

Level 1 - Summons a Scout Hawk.
Level 2 - Summons a Scout Hawk and a Quilbeast.
Level 3 - Summons a Greater Hawk and a Quilbeast.
Level 4 - Summons a Greater Hawk and a Greater Quilbeast.

Inner Beast

Passive Skill

Releases the inner beast inside nearby allies, passively increasing their attack speed.

Level 1 - +18% Attack Speed
Level 2 - +26% Attack Speed
Level 3 - +32% Attack Speed
Level 4 - +40% Attack Speed

Primal Roar

Manacost: 150/175/200
Cooldown: 80/75/70

The Beastmaster looses a deafening roar which deals damage and stuns its target. Enemy units near the roar wave take minor damage and have their movement speed and attack rate reduced. Due to the force of the roar, all units between the Beastmaster and his prey are shoved aside, creating an open path.

A step-by-step guide

Level 01: Call of the Wild
Level 02: Wild Axes
Level 03: Wild Axes
Level 04: Call of the WIld
Level 05: Wild Axes
Level 06: Primal Roar
Level 07: Wild Axes [Maxed]
Level 08: Call of the Wild
Level 09: Call of the Wild [Maxed]
Level 10: Inner Beast/Attributes
Level 11: Primal Roar
Level 12: Inner Beast
Level 13: Inner Beast
Level 14: Inner Beast
Level 15: Attributes/Inner Beast
Level 16: Primal Roar [Maxed]
Level 17 ~ 25: Attribute Points

Skill Build Explanation

Call of the Wild is taken first because the scout is needed for constant rune checks. Wild Axes maxed first to increase damage output in ganks. Call of the Wild then maxed for it’s slow. Inner Beasst taken next for the IAS provided. Primal Roar taken wherever possible for ganking purposes.

Items Overview

Starting Items

Grab two sets of Tangoes, a Ring of Protection and Circlet at the start. Tangoes are primarily for healing during the laning stage. Ring of Protection to be made in to a Ring of Basilius to fix the mana problem and a Circlet to make the basic stat item, a Bracer.

Level 6

Rush a Bottle as it is a core ganking items. Storing runes is extremely valuable when ganking, especially Haste, Double Damage and Invisibility. After this build up an Urn of Shadows for more mana regen plus the Strength provided is equal to that of a Bracer.
Level 11

Get Necronomicon ASAP. 9% movespeed bonus plus a slow from your pig will certainly make a successful gank. Mana burn and break also useful against blinkers or those with TP scrolls.

Level 16

Next up are Boots of Travel. The mobility give is needed for what you will primarily be doing later on, pushing. The movespeed provided plus Necrosummons’ movespeed aura means you’ll be chasing a lot.

Level 25

Once you make it to this stage, make a Vlad’s IF AND ONLY IF your team carry doesn’t have the space or your team has more than three melee heroes.

Late Game

Vlad’s give your team more survivability and damage. Shiva’s provides a huge boost to armor and mana plus gives you a nuke.

Alternative Items

Anything to help you get close to your opponent, therefore not wasting stun time. In the case of Dagger, you can blink into his face and Roar.

Get a Sange only if your whole team has no disable/stun o.O The slow together with your pig should bring anyone down.

Lots of beefy enemy heroes? Corrupt them.

You MAY build an AC if there is no other AC carrier on your team. It provides more IAS, a huge 15 armor to yourself, and 5 to your allies. It also helps if your carry relies on physical damage as it reduces enemy armour.

Having a hard time with spells? Hood should solve the problem.

Rejected Items

BM’s role is not to farm his ass off, but to gank. Battle Fury is for farming purposes and should not be gotten on Rexxar.

This item on Rexxar has one word written all over it, pubbers. Rexxar doesn’t need the damage OR the movespeed, he has Necronomicon for that. Plus it doesn’t give any mana, something that Rexxar really needs.

Wild Axes

Wild Axes is best used when:

- Harassing if your lane opponent throws shit in your general direction.
- You are chasing a low HP hero through trees.
- After Primal Roar to dish out damage.
- Pushing.

Wild Axes also destroys trees. Take note of this as it will mean a successful or failed gank. Use it if you need to cut through a swath of trees to get to an enemy or to escape. Shoot them across the fog of war if you think an enemy is there.

They also deal quite a bit of damage, 360 at level 4. One Primal Roar and Wild Axes will easily bring down any heroes HP to around half at the very least.

Call of the Wild

Call of the Wild is best used when:

- You areabout to gank somebody and you need something to slow him.
- You are running away and your enemies are catching up.
- Scouting for runes or enemies.

Call of the Wild gives you two summoned units for 60 seconds. One being a Quillbeast (pig) and the other a Scout Hawk.

The pig’s use is very easy to think of, slowing. Slow the enemy during a gank, slow him if he tower dives, slow him if your allies are coming. The Hawk is used for scouting out the nearby area for runes, enemies or creep camps.

Always remember to keep the pig up. The skill only costs 25 mana. When you’re ganking, recast it for the increased duration. You don’t want the pig to disappear during a gank.

Primal Roar

It provides a whopping 3 second stun to a target, more than enough time for you and your allies to beat the shit out of the guy who took the side damage and slow. By the time you're done with him. The stun should be over, just in time for you to send the next person back to his fountain.

Primal Roar shouldn’t be just thrown around. Try to aim so that all the opponent’s allies are damaged and slowed. Your team will benefit from this as the one hero stunned will be easy to kill, plus you have a headstart in killing the others.

Primal Roar also has its uses if there are two heroes who have around medium health. Aim Primal Roar so that the stronger one OR the one with stuns/disables is stunned and the other slowed. Kill the one who is stunned as the slow will keep the other one from escaping.

The best stun in DotA at level 1. Nuff said.

8. Strategy

Gameplay Walkthrough

Early Game Level 1 ~ 6
Get the Circlets, Tangoes and Ring of protection and head off to a lane. If possible, get a bot or top with an allied stunner/slower.

Farm as usual and complete Ring of Basilius in lane. If you have a team courier, have it ferry over a Bottle ASAP. If not go back and get it once you are level 6. If your opponents are orbwalkers like Viper or Clinkz, don’t hesitate to use one or two Wild Axes on them. They will lose HP quickly, especially Clinkz.

Mid Game Level 6 ~ 15
Start ganking the moment you reach level 6 and your Primal Roar has finished cooling down. Generally, gank the solo lanes first as they are probably the ones who need to farm a lot. However, if you have an ally with you, don’t hesitate to kill your lane opponents. Get Boots and Necronomicon at this stage for increased movespeed. Whenever Primal Roar is on cooldown, farm the lanes or jungle.

Gank their carry most of the time, but don’t forget to gank the others as some supporters prove deadly when farmed. An example of this would be Earthshaker. Let him farm the classic Refresher and you’re a goner.

Always try to push the creeps right up to an enemy tower before ganking. That way, when enemies see you’ve disappeared off the map, they may think you’re just waiting for the creeps to be pushed back. Make them pay for ignorance =D

Late Game Level 16 ~ 25
Team fights will begin at this stage of the game. Hopefully you have gotten all core items and ready for a huge battle. Try to stay in the middle of your team to provide your IAS aura to the whole team.

The moment a teamfight starts, Primal Roar the enemy carry, spawn the Necronomicon summons and your pig and proceed the beat the living hell out of the carry, then pick off the other heroes. You are most likely to be to most effective chaser with you pig and Necrosummons. When the teamfight ends, TP to other lanes and push. Rinse and repeat til victory.

Ganking Combos

In most cases the combo is fairly simple, Primal Roar from fog or behind trees, then throw Wild Axes, summon everything and start swinging those Axes. In some cases there may be two heroes. As said before Stun the stronger one and get rid of the weaker one before the stun runs out.

With a Dagger, you can blink into the opponent's face and Roar. Saving you time to walk up to him.


Survival for Rexxar is easy as he is a Strength hero and he has a pig which can slow chasers. However, like any other hero, stuns will kill you. So you have judge for yourself, when they will come after you or if they will leave you alone.

Now, in cases where there are two or more heroes after you, spawn the pig and Primal Roar the one with the stun (if there isn’t any just pick one.) Use your pig to slow the hero who took the side damage and slow.

Team Play

As usual, gank your butt off once you are level 6. You cannot allow anyone to farm up anything. Complete the Necrnomicon fast for the auras and Truesight which come in handy later in the game. Manaburn and break beats down those strength casters as well.

In team battles, you are the initator, Primal Roar the enemy carry, send your Axes flying, spawn Necrosummons and pig. Obviously, beat down their carry first as he is the biggest threat to your team. Then, proceed to beat the living hell out of the enemy team, which probably can’t do shit without the carry.

Notable Allies

These heroes have something in common, skills that move in a straight line and in the case of Mirana and Pudge, must have nothing between the hero and themselves. That’s where you come in, clear everyone aside and let it rip.

In most games, we know him as “that guy who can’t pull off the perfect Requiem” with you, that changes. The stun provides more than enough time for him get into position and still deal the max damage to the opponent hero.


Post a Comment