5. Wrap up
1a. A Hybrid?
Well, of course! The Tauren Chieftan's skills along with primary stat (str) allow for fluid usage of melee dps and caster attacks.
1b. But his spells look really neat...
There is no arguing that. However, his spells have a 20 second-or-so cooldown. This means that you really only get 1 shot at taking the guy out and risking him running away. Furthermore once your mana is tapped you'll be left with a par melee attack that just simply won't do.
1c. How about melee with some lifesteal...
Nope! You will end up not having the mana to keep an enemy from escaping, or using them to help rend their hp down to managable levels.
1d. What if I tank?
And lose all that monster damage? A tank would be a suitable roll for him due to his spells, but his real strength is in using it offensively.
1e. How do I make my very own TC Hybrid?
2a. Your kit!
The first thing we'll do is outline the build you will be using. There are 3 core items that must be had, with one of them being a variable.
2b. The Core.
As stated, there are 3 core items which are completely nessecary to the structure of a Hybrid TC. The first being Battle Fury due to it's nice regen, nice attack damage, and nice cleave (using spirit to help farm becomes unnessecary, allowing you to save him for a precious moment that may arrise). This item is a great keystone for your melee damage, and allows you to pump enough damage to truely be a threat with it due to your ability to remove armor resistance.
The second Core item is Phase Boots because let's face it, TC needs to lose some serious body mass and he ain't gonna do it any time soon. Phase boots come into play often during the lifetime of your Chieftan as both an offensive item, and defensive item. Using it defensively is done in an obvious matter, if you are getting chased by a bunch of angry heroes you turn it on and walk through those bothersome creeps. Offensively follows the same concept, but only you are running at your enemy, and you had done a spirit-stun-ulti in advance (ill talk about this later).
The third core item can vary, but all follows the same rule. Intelligence, intelligence, intelligence! A few good items to expect to fill this slot are either Dagon, Guinsoo, Shivas, and Orchid Malevolence. All of these items fit the bill in their own neat way: Dagon (my preference) has that omni stat bonus for more damage, more mana, and a powerful nuke to use on an injured opponent, Guinsoo which gives that stat bonus as well the sheep ability to hold em down for your CDs and pummeling, Shivas because of the large aoe freeze to catch enemies and keep your mana happy, and Orchid malevolence because, well, extra damage done to you when you have no armor as is can be a very bad thing for yourself especially when he HITS FASTER.
2c. The Do's and Dont's
Along with the core items, some items complement TC very well while others are just a large money sink. Some great items to help TC keep healthy could be a bracer (just 1) and a HoT, though I strongly suggest getting HoT as the last item of your build. Other items do quite the opposite by either costing too much or providing too little of use. A common example is Dagger. Often called for by many players, its use is easily overridden by your ranged stun and maiming ultimate. There is absolutely no reason to teleport to your enemy when he is standing still for 5 whole seconds.
Heart of Tarrasque. Adding a little tankability never hurt.
Eul's Scepter of Divinity. Useful intel and mana regen. Cyclone enemies to prep you or your cool downs catch up.
Refresher. Nothing says OMGWTF like 70% of your health missing.
Black King Bar. Useful against enemies like clockwork, or those who would get monkey king bar. The ministuns can be a real pain in the ass.
Khadgar's Pipe of Insight. Allows you to run amuck against caster types, and gives your teammates a little support as well.
If you didnt get this as core, it would be still be a great item to have handy. The nuke often covers those last bits of enemies health right before they get away.
Assault Cuirass. Unessecary, the attack speed is not worth it either.
Power Treads. You will end up not making par in speed, running away could be trickier.
Kelen's Dagger. Also unessecary. You do not need to teleport in order to stun your enemies.
You can't have a properly functioning TC without any skills, or a nice map to the usage of the skills so here I will touch on the spells and strategic usage of them.
3b. The Lineup
� An incapacitation. This ability is defensive in nature but can be used offensively to prep you or your team for a gank or team attack. I say "Incapacitation" because if any hero damages the victim before the duration is over it removes the stun.
Ancestral spirit can be tough to learn and use, but the rewards can be astronomical. The spell places a spirit at your target which moves in a very odd way as your TC moves. This can be described as so: If you place it directly east of you, and you move east, it moves west, if you move west, it moves east; if you move north, it goes north, and vise versa. Also, if you summon it south of you, you move north, it goes south, if you go south, it moves north, if you go east, it goes east and vise versa. Due to its 1600 cast range, this can also be used to catch a fleeing enemy with 200 health or less.
Now this aura is both his most useful and controversial spell. At its max level it removes enemies armor and magic resist within a 250 radius of either YOU or your SPIRIT. This aura allows your ultimate and stun to do full damage, whilst also giving you the option of fighting them with good ol' fashioned auto-attack. This aura is also great for team fights, as it allows the maximum potential of your teams aoe's and dps.
This ultimate has a very large casting range, a very large area of effect, and does 35% of their max hp. The only drawback is its casting time which allows for any player worth his salt to simply walk away from it before it hurts. It's best use is directly after a stun, or during a large team battle in which the fighting is too thick to notice the cracky stones underneath your feet. It is important to meet with your enemy before the ultimate activates, as to maximize the damage done to them.
3c. Skill build
Although you may find your own way, this is how I reccomend selecting his skills through the levels.
7. Ultimate <>
17. Stats and so on.
4a. Common Strategy.
Now that you know what you are getting it would be nice if you knew how to use it all. Look no further as I am now going to cover common strategies used against the common enemy.
4b. The first 5 minutes.
The game starts, blue guy types -ap, you have your TC. What Next? First off, do not take middle lane as it is too far away from a Ring of Health which is the very first item you will be buying. Second, get your spirit as your first skill. As the first waves clash, do your best to snag kills without recieving damage. A really easy way to do this is simply droping your spirit on a hurting creep and getting the kill, maneuver it into enemy heroes for bragging rights. As soon as you get 875 gold buy your ring from the Goblin shop, and as soon as you recieve another 225 gold buy a quelling blade as this will make farming rediculously easier. Focus on getting Bfury and Pboots asap.
4c. The Mid Game Brawl.
Yay you survived the tense moments of the first 20 minutes of the game! Now that it is in full motion at this time you will serve well as a ganking catalyst for your team. Opening on an enemy can prove to be very easy, and doing so properly can greatly increase the success of your well planned or on-the-fly gank. This all can be done in a 1-2-3 method. 1. Place spirit on top of or in path of enemy. 2. Use stun immediately, or conveniently to stun opponents. 3. Ultimate. If your team is smart enough to not attack during the stun duration, then the ultimate will surely land. A great way to optimize the damage the enemy recieves from the ultimate, is to use Phase boots and run towards the enemy before it does damage to secure the full 35% of the enemies HP. Afterwards you may beat up or run as nessecary.
4d. The late game Frenzy.
Assuming you have a 1/1 KD, You will at this time have either recieved your level 1 dagon or desired item and DEFINTELY have your battle fury. With the battlefury at this time, you are now a desirable dps, with a raw 200 damage attack with 35% cleave and zero resistance to it. Along with this, your spells will still be a great pain in the butt and your ultimate takes on a new glow of cool as it scales with the tank. All of these things make you an amazing 1v1 attacker to be used to catch people pushing a lonely lane or lycan making his moves on rosh. Your ability to assist group pushes is also great, as you can stun an enemy that is far away from the group to make him unable to assist, or the entire group itself as to allow a focus firing on that poor victim.
4e. Other PROTIPS.
Whack the cyberdemon until it dies. Okay, seriously. The spirit makes for a great harassing tool, or an assist function as it too caries the aura that removes armor. If you see a fight going on, and your hp is too low to help, simply stand a safe distance and drop your spirit right in the middle. The resistance loss for the enemies will be felt immediately by both sides. With one side doing a great deal more damage, and one dying a great deal quicker. Alternatively, if you are getting ganked yourself you can place the spirit near you and stomp to do an aoe stun that carries over a large radius as to make an escape possible.
5a. Wrap up.
If you have read this entire Tauren Chieftain guide, first off I would like to thank you for spending the time to read it. I do apreciate feedback weather it is constructive criticism or praise and I more often than not read people's opinions and suggestions on the things I write, so feel free to PM me some ideas or your 2 cents.