Centaur Warrunner is a very light tank and capable of generating a lot of damage. While doing so it is also capable of generating damage and holding your opponent in place while staying ahead.
Thanks to all the abilities he has, Centaur Warrunner can be a very difficult initiator to kill. But unlike Tidehunter who relies on Ravage, Centaur Warrunner has the potential for initiation that continues to work for a shorter cooldown.
sumber Metaco
Advantages
- Tanky and hard to kill throughout the game thanks to the strength gain they have
- Have a very good initiation potential
Deficiency
Which is a very small pool
Very little damage potential in the late game
Skill Set
1. Hoof Stomp
Centaur Warrunner stomps the ground, generating damage and stun to the opponent around him
- Radius: 315
- Damage: 100/150/200/250
- Stun duration: 2 / 2.25 / 2.5 / 2.75 seconds
- Cooldown: 13 seconds
- Mana cost: 115/120/125/130
- Hoof Stomp is a spell that makes Centaur have strong initiation potential. Not much to explain from this spell other than the high stun duration produced. But one thing you should notice is that unlike Slardar which is slightly faster, the Hoof Stomp animation cast is much slower.
2. Double Edge
- Centaur Warrunner launches a deadly attack that inflicts damage to his target, himself, and other opponents in a small area around the target.
- Cast distance: 150
- Radius: 190
- Damage: 175/250/325/400
- Cooldown: 5 seconds
- Double Edge is the major damage source for Centaur Warrunner throughout the game. The resulting damage is huge. Meanwhile, because you have a very large HP, the damage to you is not so obvious. Then because there is no mana cost, you can remove this spell continuously.