Dota 2 Beastmaster Guide – Builds, Items and Strategy

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Dota 2 Beastmaster Guide – Builds, Items and Strategy

Beastmaster is a melee strength hero, who specializes in initiation and ganking. Unlike most melee heroes, he has the tools required to dominate and control mid.

With only a single point in Call of the Wild, he’ll always know where the rune is. Through his ability to control the runes, Beastmaster has an easy time ganking consistently and constantly.

If you enjoy dictatng the flow of the game, then look no further than Beastmaster.

Stats:

  • Damage: 56-60
  • Strength: 23 + 2.2 per level
  • Agility: 18 + 1.6 per level
  • Intelligence: 16 +1.9 per level
  • Armor: 4.52
  • Move Speed: 310
  • Range: Melee
  • Base Attack Speed: 1.7

Beastmaster has fairly average stat gain for a strength hero. His base damage and move speed are above average, though. This works out perfectly for a few reasons. For one, his high base damage allows him to have an easier time last hitting and denying.

Which is crucial to controlling mid lane. While his above average armor allows him to shrug off auto attacks, especially if you have a Stout Shield.

His above average move speed, in conjunction with the move speed slow on his boar, gives him an edge in dashing for runes. His passive ability, Inner Beast, drastically increases his attack speed, making up for his mediocre agility.

Using a bottle, in conjunction with his unparalleled rune control, gives him a surplus of mana, making his low intelligence a non issue.

Browse through the guideSkills, Recommended Skills, Recommended Items ‘Builds’ and Strategy Tips. For more help on Dota 2, read our Bountyhunter, Lich and Chaos Knight Guide.

Beastmaster Skills

Wild Axes

  • Targets: Enemy Units
  • Damage: 90/120/150/180 per axe, two axes total.
  • Range: 1300
  • AoE: 125
  • Cooldown: 13
  • Mana: 120

As you can see, Wild Axes arc in a boomerang fashion, covering a lot of AoE. 50% of the damage is physical, the other half is magical.

Wild Axes

Each axe can only damage the same target, once. If you hit the same target with both axes, it deals 180/240/300/360 damage. Wild Axes destroys trees, so you can use it to make surprise entrances!

Call of the Wild

  • Effect: Summons a Scout Hawk/Scout Hawk and Lesser Boar/Greater Hawk and Lesser Boar/Greater Hawk and Greater Boar
  • Hawk Duration: 60/70/80/80
  • Boar duration: 0/70/80/90
  • Cooldown: 40
  • Mana: 25

Lesser Boar deals 26 damage per attack, and inflicts a debuff that reduces  attack and move speed by 20%. Greater Boar deals 46 damage, while reducing attack and move speed by 35%. This single ability has more depth and skill required, than any other in the game.

At any given moment, you’ll be scouting all around the map with your hawk, trying to avoid getting it killed, or spotted. While simultaneously getting into position to gank a side lane with Beastmaster, as you get in last hits on creeps in the middle lane, with your boar.

Don’t be discouraged with poor performance with this skill when you first start using it. Practice truly

Inner Beast

  • Targets: Self and allied units.
  • Effect: 18%/26%/32%/40% increased attack speed aura.
  • AoE: 1000

There’s really not much to say about Inner Beast. It’s an amazing aura that really comes into its own once you have Necronomicon.

Primal Roar

  • Targets: Enemy units
  • Effects Primary Target: 2/3/4 second stun
  • Effects Secondary Target: 3/3.5/4 second 50% move speed slow
  • Damage to Primary: 200/250/300
  • Damage to Secondary: 100/200/300
  • AoE: 225
  • Casting Range: 600
  • Cooldown: 80/75/70
  • Mana: 150/175/200

Primal Roar is a bit confusing, because it does magical damage, yet the stun goes through magic immunity. Which is great, because the damage isn’t exactly the strong suit of the ultimate, anyways.

Being able to initiate on, and lock down magic immune targets with such a powerful stun is a priceless attribute to any team.

Primal Roar pushes all enemy units that are between you, and your primary target, aside. Creating a pathway to your main target, for you and your allies. Aghanim’s Scepter upgrades Primal Roar, giving it 900 cast range, and 45 second cooldown at every level.

Beastmaster Recommended Skills

  1. Call of the Wild
  2. Wild Axes
  3. Call of the Wild
  4. Wild Axes
  5. Wild Axes
  6. Primal Roar
  7. Wild Axes (maxed)
  8. Call of the Wild
  9. Call of the Wild (maxed)
  10. Inner Beast
  11. Primal Roar
  12. Inner Beast
  13. Inner Beast
  14. Inner Beast (maxed)
  15. Stats
  16. Primal Roar (maxed)

Beastmaster Recommended Items ‘Builds’

Necronomicon Build

  • Starting:  Stout Shield, 3x Iron Branches, 2x Tango
  • Laning: Bottle, Boots
  • Core: Necronomicon, Phase Boots
  • Situational: Necronomicon 2, Necronomicon 3, Drum of Endurance, Assault Cuirass, Vladimir’s Offering, Black King Bar, Portal Key, Magic Wand, Heart of Tarrasque

This is, in my opinion, the quintessential Beastmaster build. Every item enhances your role, and or addresses a weakness. Beastmaster is one of the best users for my favorite item in the game, Necronomicon.

With Wild Axes and crazy rune control,  Beastmaster is able to build Necronomicon very quickly. His ultimate, gives the minions summoned from Necronomicon, a lot of time to deal damage. While his passive gives them a huge DPS boost and allows them to burn mana faster. Thus, dealing even more damage.

The Necronomicon Archer minion  has a move speed aura, which in conjunction with Greater Boar’s 35% move speed slow, makes it extremely difficult to escape the onslaught of Beastmaster, his minions, and his allies.

Aside from the move speed aura, the Archer also has a targeted nuke that burns mana and deals damage based off of the mana burned.

His ultimate gives the minions summoned from Necronomicon a lot of time to deal damage.While his passive gives them a huge DPS boost and allows the Warrior to burn mana faster–thus dealing even more damage.

Making it hilarious against Anti-Mage’s that blink  into combat, thinkingt they’d be able to blink out, only to find themselves completely drained of mana.

The Necronomicon Warrior also explodes, dealing massive damage, to whoever kills it. As a result, people will often not spam AoE spells around Beastmaster, in fear of killing the Warrior.

Which, as a front line fighter, gives him some much needed pseudo-survivability. As if that wasn’t enough,  a Necronomicon Warrior upgraded to level three,  has True Sight, enabling him to detect pesky invisible heroes.

Necronomicon also improves his strength and intelligence. Which, as  I outlined earlier, are weaknesses in his stat gain. This item is simply too good. Abuse it.

Now to address movement, Phase Boots are absolutely essential, once you have a Necronomicon and in some circumstances, before it.

They can really boost your above average move speed, to the point where you can get in range to initiate a fight, with Primal Roar. Or last hit that running hero with Wild Axes. Although, their real benefit, is to allow him to continue chasing without bumping into all of his minions.

Later in the game you’ll want to be buying items based on the situation. Generally, if your team is competent and doing well, you’ll want to be the beefy aura wielder. So getting items like Drum of Endurance, which increases your survivability, and gives you a move speed and attack speed aura, is a great choice.

Assault Cuirass is a really expensive massive damage boost for your team in the form of three auras. The first aura increases attack speed, the second improves armor, and the third decreases the armor of enemies and towers. With it, you and your minions start to wreck towers.

It doesn’t hurt to bring a few friends with you, though. Just in case.  The rest of the situational items are for their obvious counters and uses.

Counter Ganking Build

  • Starting: Stout Shield, 3x Iron Branches, 2x Tango
  • Laning: Bottle, Boots
  • Core: Boots of Travel
  • Situational: Aghanim’s Scepter, Basher, Abyssal Blade, Black King Bar, Magic Wand

This build is drastically different than the Necronomicon build, and is focused on counter ganking. The core premise of this build is to abuse the fact that you can cast Boots of Travel on your Hawk, giving you absurd map control.

This build requires a lot of map awareness, but a lot less micromanagement than the Necronomicon build. Since you can gank much more frequently, Aghanim’s is taken, in order to ensure that you always have your ultimate up when you cast Boots of Travel.

After that you simply reinforce your role as counter ganker and initiator, by building an Abyssal Blade, to give you an extra on demand stun.

Dota 2 Beastmaster Strategy Tips

Laning
Beastmaster is a mid only hero. He has nothing to offer side lanes. It’s a complete waste of his kit and role, to be anywhere but mid. He’s not a hard carry, nor does he have an early game disable, so he has no business being in the short lane.

He doesn’t have any escapes, nor can he solo without runes. Therefore, he can’t be placed in a long lane. Mid is the only place for him, try and stress this as much as possible to your team mates, and make sure you don’t pick him if your team already has a mid only hero.

I like to take Call of the Wild at level one, to be able to scout out potential ganks with your hawk. I also like to get a quick boar, so I generally take Call of the Wild again, at level three. The boar just changes the laning dynamic so much.

It helps you get last hits, especially when you’re getting runes, or going to gank. It also gives you more harassing presence against those pesky ranged characters.

They’ll start to think twice about harassing you with your stout shield, when they start to take creep and boar damage. The boar’s slow also makes it incredibly easy to line up Wild Axes.

Always make sure you’re scouting with the hawk, to look out for incoming ganks. If they have a jungler, you should be scouting him out constantly. Be sure to have your hawk at the nearest rune location every two minutes. That way you know where it spawns. Before the rune spawns you want to make sure that the creep line is in their tower.

That way, if the enemy tries to grab the rune, they’ll lose out on a lot of experience and gold and you won’t lose out on any. In order to do this, start to push the lane with your boar’s auto attack, while using Wild Axes to deal massive AoE damage to the creep line.

The timing will change according to where the creep line is. Sometimes you may have to throw several Wild Axes in order to push the creep line into the tower as the rune spawns. This is absolutely worth it if you have the mana for it, but try and make sure you hit the enemy hero with every cast of Wild Axes.

Ganking
Always be looking for an opportunity to gank. I realize it’s difficult trying to micro three different units, often times at completely different parts of the map. So ask your team mates to call out for ganks. Generally, they’ll be more than pleased to do so.

If not, try to glance at your mini map and look for people out of position. If they’re fairly close to your team’s towers, be sure to punish them for it by grabbing some free kills. Right before you gank, while you’re still in the fog of war, you should cast Call of the Wild.

That way you won’t waste your cast animation during your precious stun duration. Sometimes, you’ll want to clear a few trees to create a pathway to your gank.

This is fine when the situation calls for it. Although, it’s generally best to use Wild Axes while the enemy is stunned, or slowed, to ensure the cooldown and mana isn’t wasted.

Team Fights
For team fights, it’s your job to initiate and try to be a big horde of un-ignorable targets. This is both an easy, and difficult job. It’s easy in the sense that all you do is press R. It’s hard because you have to know when, and who to use your ultimate on.

Try to identify who the biggest threat on the enemy team is. Sometimes, it’s specific heroes that are generally threatening no matter what in every game, like Enigma. Other times, it’s a specific player who’s just really good, or is really farmed.

Occasionally there will simply be times where someone momentarily puts themselves out of position. You have to instantly recognize this, and calculate if it’s worth using your ultimate on them, or not.

Even though it means the team fight is now 4v5, sometimes the player, or hero, just isn’t worth such an important cooldown. Killing that 1-7 Lion with Primal Roar isn’t worth it, when their heavily farmed Anti-Mage just blinks in and starts wrecking your team mates.

Control Groups
Beastmaster uses more control groups than most heroes. Personally, I like to keep Beastmaster on 1, Boar on 2, Necronomicon on 3, Hawk on 4.  I dislike how clunky it is to have all the units in one control group, but do what’s comfortable for you.

Beastmaster is a hero that gives as much as you put in. The better you are at skillshots, micro, and map awareness, the more powerful Beastmaster becomes. He rewards you for good play by taking control over the game, in a way few others can.