Table of Contents:
*Hero Description
*Abilities
*Skill Build
*Item Build
*Special Strategies
*How to Play
*Credits
*Last Word




The Tauren Chieftain is a strong physical damage dealer who can disable and destroy many heroes at once with his spells. Most of the Chieftain's abilities revolve around the guardian spirit which aids him in battle. Using Ancestral Spirit, Cairne can temporarily separate the guardian spirit from himself. While the spirit is separate, it causes damage to enemies it strikes and mimics the Chieftain's movement and Echo Stomp ability. If the Chieftain uses his Echo Stomp ability while his guardian spirit is separated, both the Chieftain and the spirit will use a full strength Echo Stomp, doubling the power of the skill and allowing the Chieftain to use it on far away enemies. When the spirit and Cairne rejoin, he gains a boost to his physical damage and move speed, the strength of which depends on how many enemies the spirit collided with. This makes him a very dangerous physical attacker, especially combined with his offensive aura, Natural Order. This ability reduces the base armor and magic resistance of all nearby units, giving the Chieftain's attacks and spells a significant boost to their damage. His final ability is called Earth Splitter, a powerful area of effect spell which can cause severe damage and disable many enemies at once. Since it takes a few seconds to have any effect and is easy to dodge on its own, it's best to combo this ability with either Echo Stomp or allied disabling spells. However, if multiple enemy heroes are hit by this ability, it generally spells their doom.


Description:



Since 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.


Strength - 24 + 2.3
Agility - 14 + 1.5
Intelligence - 23 + 1.6


Attack Range is 128 (melee)
Movement Speed is 310


Starting Stats:
-Health: 606
-Mana: 299
-Damage: 47 - 57
-Armor: 3


About stats: He have ok str gain, low agi gain, good starting int and low int gain. This means he is made to be tank, supporter. All in all someone who is depends of team, like you can't without team neither they can without you.Even if you are melee your spirit magic gives you great lane control powers and your MS is above normal and it gets even better when you use your spirit spell.


Role in Team: TC's role in team is battle starter, tank, DPS but not ganking. Usually TC will max have unstoppable spree no more. He should start battle while dealing a lot of DMG to other team than tank DMG and DPS with DMG he got from his 2nd spell. Usually in battle he will get 1 or 2 kills rare 3 kills and due to taking DMG he might die but you should not be afraid to die as long as it is for team.


Pros:
-Great battle starter
-If his ulti lands on 3/5 people in team battle, battle is won.
-5 sec sleep spell
-High DPS
-Long casting range on spirit
-Spirit can use 1st skill
-In melee range reduces natural spell resistance and armor by 80%
-If it is 3v5 battle team with 3 still have chances to win
-High MS
-High starting int


Cons:
-Low int gain
-Low agi gain
-Without allys he is not such a danger
-Hard to aim spells
-Low Attack Speed
-Not such a great attack animation
-Will get nerfed in next version. (got nerfed )




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 unites for 2 seconds
Level 2 - Knocks out unites for 3 seconds
Level 3 - Knocks out unites for 4 seconds
Level 4 - Knocks out unites for 5 seconds

Cooldown: 15
Manacost: 100/115/130/145


Comment: This skill allows you to use your ulti without worrying too much if it will land or not...5 sec AoE SLEEP (not stun but sleep, means any DMG will awake them) should be good enough to pull off nice ulti but you must tell your team not ot attack when you slepp them. Spirit deals magical 80 DMG and real one deal 80 physical DMG. You can cast this spell from 1000 range as your spirit will cast it too if you trow it at other place on map.


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 10 attack damage and 5% speed per hero.
Level 3 - Deals 200 damage. Gives 9 attack damage and 1% speed per creep, and 10 attack damage and 5% speed per hero.
Level 4 - Deals 240 damage. Gives 12 attack damage and 1% speed per creep, and 10 attack damage and 5% speed per hero.

Cooldown: 19
Manacost: 110/110/110/110


Comment: This skill gives you lane control, makes you huge DPS, can be used to kill far away low hp hero, can be used to sleep for 5 sec from far away and all that for 110 mana with cooldown lower than Elune's Arrow. This spirit moves like TC in mirror.


Natural Order

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%
Level 2 - 40%
Level 3 - 60%
Level 4 - 80%

Cooldown: Passive
Manacost: N/A


Comment: This skill have melee range of 250. Spirit has it too and with you there deso is not needed. This skill got nerfed but is still powerful.


Earth Splliter

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.

Cooldown: 100
Manacost: 175


Comment:This skill might look hard to pull off but with proper using of your spells and little help from allies it is not. Great skill for team battle and if it hit 3 enemies or more you have won the battle because slow and 35% hp loss is powerful. It takes 2 sec to get rdy as it travels with 900ms for 2400 range and 3 sec after that to work but with 5 sec stun it should not be too hard but sometimes you might need allies help to pull it off. It have ok cooldown (nerfed) but still usually is rdy for every team fight.




Skill build 1:

Use this skill build if in lane you have only melee enemies or when you have one melee and one ranged enemy.

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 - Echo Stomp
Level 10 - Natural Order
Level 11 - Earth Splitter
Level 12 - Natural Order
Level 13 - Natural Order
Level 14 - Natural Order
Level 15 - Stats
Level 16 - Earth Splitter
Level 17 - 25 - Stats


Reason: Spirit is maxed first as it is skill that gives you lane control early game and you need it after that Stomp is lvled and Ulti is taken at lvl 6 because it is just too good to skip and might give you some kills and after these spells every lvl possible take Natural Order.




TC doesn't need DPS items because his 2nd spell gives him enough DPS what he needs is something for mana, and something for attack speed.


Starting Items:







Reason:TC needs some stats early game so we give him 3 branches, 6 tangos and 1 mana potion should be enough for regen on lane and Stick for even more regen.


Core:





Reason:This is all Tauren Need to be powerful. Bottle + Wand should be enough for regen and Phase Boots are just magical on Tauren. Throw yur combo active Phase run into them and own everyone. Since 6.63 they are even better because of attack speed that Tauren really need. I will not give you After Core items because after this items you should get whatever your team need because Tauren doesn't really need more items. Items your team might need are something like Guinsoo, Orchid, AC, Vlad, Meka and all that kind of supportive items so ask them.




Using Echo Stomp:


So when you use Echo Stomp TC channel for 1.4 sec (this means if you are stoped (stunned) you will not cast it) and than deals DMG (80 from him (physical) and 80 from Spirit (magical)) and after that sleeping enemies for 2/3/4/5 sec which can be imba as slept enemies will not be able to defend against well placed ulti, but any DMG can awake them so it is important that allies know when you sleep to wait a little for your ulti to work. This spell can be trowed 1000 range too as spirit can cast it too and spirit throwing range 1000.


You do not need Spirit always so you can stun enemies some good slow will do the job:










Here Balanar slowed bat...i slept him and Sven (i don't wanna get stunned) after that walk to him and pwn him with normal attack.


This spell can work great with other disables too:










Here Pudge disable him and i start stomp, he tries to run away but i sleep him and we kill him.


Scourge and Sentinel creeps will NOT awake enemy even if tower attacks him and you can use that well:








I noticed tower was attacking Sven so i sent my spirit to sleep him and i noticed sleep effect doesn't break that means sleeping near tower early game can be deadly.


Using Ancestral Spirit:


This spell makes you DPS, gives you lane control and makes your Echo Stomp have range. It's casting range is 1000 which is a lot and can be used for chasing, finishing off heroes, battle starting, getting more DPS, farming and for lane control. It moves like you in the mirror so is kinda hard to control it.


Here is lane control position:








Here, on first image is shown where you should stand, you should be like mirror to ranged creep so as you can see on picture your distance to creeps and his distance to creeps are same, than create spirit on range creep and start walking to the center. This will hit all creeps.


It can be used to finish off fleeing heroes:








Here balanar used void on sven but as sven is now faster (3rd skill) i had to throw my spirit to get him.


Using Earth Splitter:


Earth Splitter is skill that do not have much uses without your other skills. You trow down earth splitter than it goes 2400 range with 900ms and after 3 sec it exploded slowing and DMGing 35% of enemies full hp and it can kill.


It can be used with other AoE disables:








Here i trow my ulti and ES stun and my ulti works, we won that fight and Axe said: WTF i was there and in sec lost all my HP i just said: lol


Way Blocking:





Blue circles are your allies, red circles are your enemies and brown circle is only way enemies can escape so that is place where you put your ulti. If they dare to cross in that time your ulti will get them and slow them so after that there is no chance of escape.


Combos:


TC have great synergy so skills and his true power can be showed in team battles here i will show you what i mean:


Spirit + Stomp + Earth splitter











Here i blink in (i still didn't know that TC doesn't need blink so imagine i did spirit), use stomp and place ulti after it. Last image shows what we have done in that battle.


Spirit + Stomp:


There is few uses of this one:


Ally saving:







Here my friend razor was being chased by Bara and i throw spirit and stun bara so razor escaped to safe place.


Enemy Chasing:









Bristle tried to run away but i throw my spirit and stun him we come to him and own him.




Early Game:


Pick top lane for Scourge and bot lane for Sentinel, you can do solo mid good too but i think on these lanes you will be better. From lvl 3 use your spirit for lane control make sure you hit nearly all creeps and heroes and use your bonus damage for last hitting. In this part of the game you are not weak like most melee heroes. You can try to gank from lvl 4+, use Spirit and than Stomp get near enemies with your lane ally and try to kill somebody. With your bonus speed from spirit and already good MS chasing should not make a lot of problems. If your enemy is low hp and goes behind tower do not try to chase him because you will die but you can still try to kill him with your 1000 range spirit. At lvl 6 you get your ulti and now pure ownage can start use your combo Spirit + Stomp + Splitter and kill both your lane enemies with help of your ally. Try to stay in lane until lvl 9 but if there is chance to gank don't miss it. And remember do not steal kills with your spirit because you are not ganker and you do not need big sprees, you are Initiator / DPS / Supporter.


Mid Game:


At this part of game you should roam with your allies and try to help them get kills, sure take some kills for yourself because you need money too. Here some team fights start so you get even more powerful. In team fights use your combo Spirit + Stomp + Splitter. If your ulti get 3 or more enemies you have won battle for sure and you might get a lot of kills even if you do not want to. Do not be afraid of death if it is for good of your team but try not to die nothing for, if you didn't use your ulti already when dying throw it, it might help your team. And remember if your death will protect your carry in that case die because your carry is most important.


Late Game:


There should be a lot of team battles so what you do will depend of your item. First you will do your combo Spirit + Stomp + Splitter and if you bought item that can be used (guinsoo, orchid..etc) use it if not (AC, vlads..etc) just go and deal some DMG. Do not use Spirit for pushes because you will need it in team fights and if it is on cooldown you will loose your bonus DMG. Not much to say here try to win all team fights and push to victory!!!




To Icefrog for making Tauren Chieftain.
PlayDota.com for hero introduction text.


That's it with the guide hope you liked it, enjoy playing Cairne!
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