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Guide to Brewmaster 6.81 - The Ultimate Kegger Build Dota 2
Introdution The Ultimate Kegger Build Dota 2
Hello one and everyone! Safecyn here, bringing you my first ever guide to... anyone! Why'd I choose Brewmaster? Well, frankly, because, as I'm writing this, no guides have been written since 2013 and... a LOT has changed since then. I can only assume the Dotafire community is mostly teetotalers. As an overweight drunk, I feel it's my duty and responsibility to give the guy his much needed re-introduction.
But Safecyn, why should we listen to you? Are you any good at the game?
Um... well...
SAFECYN?
Ok fine, I'll admit it, I'm not good at this game. But I'm of the opinion that no one's actually good at Dota: there are just people that suck less than most. Like Dendi! And EE! And... all the pros really, heck, that's why they're pros...
This was a guide Brewmaster?
Oh, right!
And do remember, this guide is just suggestions based on my own experiences and understanding of the game, and shouldn't be followed to the letter (especially because, if you just look at the pictures, you'll end up buying two pairs of boots. Don't do that. Please? Ok, cool.) Being able to adapt to your specific game is what separates the pros from us rank amateurs. Feedback is appreciated, as long as it's constructive!
Pros and Cons Brewmaster
Pros
- Tanky with above average strength gain and built in evasion.
- Good base damage for an easier time last hitting.
- Versatile; can be built to match the situation.
- Flashy, showy ultimate with myriad uses.
-
Drunken Haze shuts down right-clickers hard. -
Thunder Clap is an amazing slow, and stacks with
Drunken Haze. - Scales decently well with items.
- Possibly the most interesting
Aghanim's Scepter upgrade in game. - Fun to listen to, and fun to play!
Cons
- Mana-starved in the early to mid game.
Primal Split requires good micro to be used to its fullest.- Can become a sitting duck if silenced before getting his ult off.
Thunder Clap casting range is small.- Requires a
Blink Dagger to initiate.
Monkey King Bar counters him. Hard.
Abilities Skills of Brewmaster
Thunder Clap
This is your bread and butter nuke, dealing good damage (even at level one!) as well as laying down that almighty slow. Just how almighty? Well, at level 1, the slow from this skill is already better than
By who?
Me...
That's what I thought.
The catch, of course, is that the range is small, and centered around
Early game, you can use this skill to harass: try and use it when your opponent approaches the creep wave to last hit, and ideally grab one or two last hits yourself. Get in a few auto-attacks while they're slowed, then back off, unless you think you can get the kill. And even then, you may still want to back off, because a lot of first bloods come from people attempting to secure kills that they're sure they have, and then getting pummeled by a tower. I've seen things, man.
That's kinda morbid.
Ain't it? Anyways, during the mid to late game, the relatively low cooldown on this skill coupled with your hopefully bolstered mana supply will make both farming and pushing a breeze. Press Q to kill creeps, it's that simple.
Drunken Haze
This is where you yell 'oh wait', ri...
OH WAIT.
Predictable.
Shush. Anyways, this skill, man. It's good. Real good. A 14% slow might not seem like a lot, especially compared to the almighty thunderclap, but it's a 14% slow that lasts a whopping 8 seconds. EIGHT! When ganking and chasing most heroes, that's more than enough time to catch up and kill them, and if it isn't? Well, the cooldown is also 8 seconds, so you can spam this on an enemy indefinitely provided you have adequate regen.
The miss chance ain't nothing to sneeze at, either. See how it's 45% at level 1? That's already more evasion than a
The slow and miss chance is adequate for most purposes, even at level 1, which is why we take an early point in this and then skill it last. When would you prioritize this over drunken brawler? Well, if you're playing a very heavy gank game, or the enemy team has hard to catch heroes like
There's also been a pretty nice buff to this skill in the Guide to Brewmaster 6.81 - The Ultimate Kegger Build, which gives it a small AOE of 200. This adds to its punch as an initiation ability, as you can potentially blink in, Thunder Clap, and then Drunken Haze a good portion of the enemy team all at once! Please note, though, that if your fingers aren't sufficiently fast, you'll probably get stun-locked right after you use Clap. Just... speaking from experience, over here.
Drunken Brawler
Let me get one thing out of the way, since I know this is the question that's probably on your mind. Even though Dotafire's database says that this skill doesn't stack with evasion... it does. As of 6.79, ALL evasion stacks diminishingly, meaning that one source is checked, and if that source doesn't proc another source is checked independently of the first chance. Basically, 25% + 25% doesn't equal 50%, it equals 43.75% because it's (25% + (.25*75)%).
Does that mean you should get evasion on Brewmaster now? That's a question for a different section. Right now, we're focusing on skills, and boy is this a good one. A few levels with this let you hit like a truck and avoid damage like you're
At which point, this skill is reduced to a sub-par critical strike ability. So, y'know. Make sure your opponents don't get too much farm, and you're fine!
UPDATE: As of the 6.81 patch, this skill just got a whole lot more interesting! The following mechanic was added:
- If you have not attacked for 10 seconds, your next attack will always activate a Drunken Brawler critical hit
- If you have not been attacked for 10 seconds, Drunken Brawler will cause you to evade the next attack
Guaranteed crits? Virtual immunity to being brutally murdered by Nyx Assassin's Vendetta? Now this is what I'm talking about. Thanks for the love, Icefrog!
Primal Split
THIS SKILL. This skill has gotten some major buffs over the last two patches, the main ones being the new Aghanim's upgrade and the insane cooldown cuts: 140 used to be the level THREE cooldown on this skill, now it's level 1.
How you use this skill is by and large how people will judge whether you're a good Brewmaster or not. You can use it to dodge projectile stuns, survive ganks... oh, and it also gives Brewmaster a stun, a purge, a cyclone, a
You're over-exaggerating.
Only a little! Yeah, the bonus damage from invisibility isn't as high and the burn damage isn't quite as powerful, but still! It's good. Using this skill to its full potential requires you to know the ins and outs of each individual spirit, something that is no small task, believe me. I'll try and wrap my tiny mind around it and give you the best info I can, so bear with me, ladies and gents.
That was a pun, wasn't it?
Not admitting to anything. Before we dive into each individual spirit, though, there's a few things to keep in mind when using this ability. The first one being that your spirits have fixed strengths. They get marginally stronger with each level of your ult, but don't get any sort of bonuses from the stats of your items. They DO however, benefit from auras, which is why pretty much every aura item is a viable choice on Brewmaster.
Another thing to keep in mind is that each spirit has a bounty of EXP and gold that's separate from Brewmaster himself, meaning that a poorly used ult can end up giving the enemy team a lot more than if you'd simply allowed yourself to die. Sacrificing one or even two of the spirits for Mangix' life is, of course, the best course of action in pretty much every situation, but you NEED to make sure at least one survives. Take into account the composition of the enemy team, possible escape routes, and your own comfort with playing the hero before deciding to press that R button is all I'm saying. Oh, and do it all within the few seconds you have before you're completely burst down and destroyed.
Care to give us an example?
Um... what? Dude, I told you I was bad at this game. First section. Don't go asking me for high-level advice like that, you knew what you were getting into when you started this guide. Guide to Brewmaster 6.81 - The Ultimate Kegger Build.
... Can we just move on to the spirits now?
I thought you'd never ask.
Earth, Wind, and Fire
Earth
The Earth Spirit is the tankiest of the three, by a large margin. At max level, it has more than 1000 HP more than its two siblings, a good deal more armor, and on top of all that, it's magic immune! It even has a stun that has a really nice range to it: longer than
He's slow. He's slow, and he's the default aura carrier, meaning that if your other spirits outpace him (which is a very real possibility), they no longer get the benefits of all the nice aura items you built. He's slow, and he's the one Brewmaster automatically jumps back into when the duration of the ult is over, meaning that if you're in full retreat, the enemy is going to be right on top of you when you come back.
But if he's so slow, the enemy will just kill him first, right?
Well... I mean, I'm not gonna lie. Probably. But that's actually bad play on their part, as by himself the Earth Spirit isn't a terrible threat. His damage is piercing, so it only does half to heroes, his stun does a measly 100 damage that can't be increased and gets reduced by magic resistance, and as for pulverize... I mean, just look at pulverize. Sure, it's a nice skill to get tacked on for free, but is that extra 40 damage a threat? It may be universal, but... no. Not really.
Keep that in mind when playing AGAINST Brew: if you've got the enemy team on the ropes, and he pops his ult to escape, just follow the Earth Spirit, and only kill him if you can guarantee kills on the other two. When that low-health Brewmaster pops back into him and your entire team is surrounding him, you can almost HEAR the player on the other side let out a surprised little squeak.
Getting the all powerful ult stick adds one more thing to Earth's bag of tricks:
Storm
The Storm Spirit is cursed to be the middle child of the three. He's the second one selected when tabbing through, the second one to carry the auras and re-spawn Brewmaster if Earth dies, is the second fastest, the second most armored and just, in general, looks kinda pathetic when compared to the other two. His base attack time is also noticeably worse than the other two spirits, though he makes up for that a little with his range.But where he shines, and what makes him by far the most difficult spirit to use, is his spells. All three of them are active abilities, and all of them are good. Cyclone is the one most people learn about first: free Eul's, right? Well, keep in mind you can't Cyclone yourself, so double-tapping does nothing. Also, unlike Eul's, this cyclone doesn't dispel anything.
Luckily, you have Dispel Magic which, you guessed it, DISPELS things. Did a crucial teammate just get hit with Frostbite? Dispel Magic. Did the enemy carry just get buffed with Bloodlust? Dispel Magic. Did
Storm's last skill, Wind Walk, is basically a
The almighty ult stick gives the Storm Spirit one more button to press, but it's worth it. Why? For all the reasons I listed in the previous section, that's why, Drunken Haze is an all around baller skill. Just remember: Dispel Magic THEN Haze, not the other way around. Oh, and don't Haze the guy that you're going to Cyclone anyway. And remember that it's D instead of W, or you'll end up Cycloning the guy you meant to haze! And...
Practice?
Yeah. Practice is probably the best advice I can give here. Not messing up the order of your skills while trying to not die AND trying to use the skills of two other spirits is way too complicated. Lucky for us amateurs, though, we don't technically have to worry about that. Bring out the last spirit!
Fire
And Lo, Icefrog, in his infinite wisdom, decreed that having 6 active skills split between two units was sufficient, and was difficult enough for the minds of mortals to comprehend. Therefore, he bequeathed upon us the Fire Spirit, a unit who was useful simply by staying alive and right clicking enemies.
The catch of course, being that he has no armor and the lowest health of all three spirits. Though his damage is noticeably lower than those of his siblings, it's calculated as HERO damage, which does 100% damage regardless of armor, magic resistance, and denial. This actually makes his DPS the highest of all three spirits, especially with his passive, and a prime target for the enemy to take out. Good thing he runs at max move speed, eh? Provided someone tells him to move...
The synergy here is actually somewhat amazing: the DPS spirit with no active abilites gets another passive that increases his DPS. Not only that, but evasion. Evasion! For a squishy guy like Fire Spirit, evasion is a godsend.
And there you have it! A hopefully complete look at each and every spirit that comes out of
But... you're the one writing it...
Abilities Items Brewmaster Guide Build
Starting Item
This starting build is for farming safe-lane (or off lane, I suppose, but that's not ideal.) The idea here is pretty simple. Get some basic regeneration, plus some stats to help with last hitting. The nice thing about Brew is that, being a Strength hero, upping his damage also pumps up his HP, thereby increasing his survivability!
Shouldn't you still have a
Well, yeah... I mean, maybe? The
It's a valid point though. If the lane looks like it's going to be difficult (lots of stuns or high burst damage), or if you just don't feel comfortable without that
The classic 'Fast Bottle' build for mid heroes. I certainly didn't invent it, and I'm not going to fix what isn't broke. Despite being melee, Brewmaster can really excel in the mid lane: a bottle lets him spam
Early Game
Let me be clear. I am not, by any means, suggesting that you get two pairs of boots on Brewmaster. But there is a choice to be made here, and it likely depends on what role you'll be filling in your game.
First though:
Otherwise, pick up those
Now it's time to work towards that
The aura is what really shines on Brewmaster, though, as it will affect his spirits after he's used
Which brings us to our final question: to blink, or not to blink?
in favor of a big ticket, late game item.
It really does depend on your game. Personally, I almost always get a Blink Dagger even when I'm playing carry Brew, but I've already admitted to being bad at the game. It's utility really is unmatched and allows for some clutch plays that can make or break a game, and so my general advice would be unless you know you don't need it, or you absolutely NEED a different item now and can't afford to put gold into it, get it, and Blink Clap Haze Ult Clap like crazy.
Caving into peer pressure, eh?
Oh, shush. This early game progression is perfectly viable too, thank you very much. Brewmaster's natural tankiness makes you survivable even without the health buff from
Bracer , and now that
Blink Dagger has no mana cost, you don't need that extra int from
Drum of Endurance to sustain your initiations.
Oh, shush. This early game progression is perfectly viable too, thank you very much. Brewmaster's natural tankiness makes you survivable even without the health buff from
Going straight for the Blink lets you be aggressive earlier on in the game, which is especially good when facing a hero that takes forever to come online like
. It's a riskier build, though, as you're delaying those extra stats and movement speed you'd otherwise get, so think twice about doing it if you're the only hero on your team with any carry potential.
| Slams the ground, dealing damage and slowing the movement speed and attack rate of nearby enemy land units. |
Mid Game
Note that the above reads
Aghanim's Scepter and (
Heart of Tarrasque or
Assault Cuirass
), not (
Aghanim's Scepter and
Heart of Tarrasque ) or
Assault Cuirass. I know, it's seventh grade math come back to haunt us. Moving on.
a viable pick-up even if the upgrade to
After this, tank up. You want to be able to survive the first wave of stuns and nukes they throw at you, as well as be able to delay your ult if the situation calls for it. Which to get, though, AC or Heart?
Well, in general, once you get past 2000 HP (or something around that mark) armor gives you more EHP than raw health, and since Brewmaster doesn't benefit from health in any special way (like say,
So let's say you start a fight as Brewmaster, eat a ton of damage, and then pop your ultimate to stay alive. After 4 seconds, since Brew is melee,
The disarm active, as well, is an oft overlooked (again, by me) ability that is astoundingly useful for shutting down hard right clickers, though the mana cost puts some strain on Brew's already shaky mana pool: unless you got
Late game extensions
Late game items are always a 'play your own way' experience: now more than ever you need to buckle down, figure out what your best shot at winning is, and farm, farm, farm for it. This section is going to be more a general case for each item rather than a progression, and since I already made a case for both AC and Heart in the last section, I'll skip those, with the final note that getting both is perfectly fine, and makes Brewmaster a tank to end all tanks.
It goes particularly well with the Heart/Radiance idea, as well, as all of a sudden you have not 19, but 38 seconds to both regen your health and dish out burn damage. 50*38 is 1900 by the way, and that's not including the damage from Fire Spirit's Permanent Immolation and, y'know, everyone's right clicks. It's an expensive as all heck build, but if you're going really, really friggin' late game you can probably afford it.
Which brings us to
It would be obscene, if it wasn't immediately countered and made completely useless by good old
Nothing's a guarantee in Dota.
That's probably the wisest thing you've said in this entire guide. Guide to Brewmaster 6.81 - The Ultimate Kegger Build.
Allies and Enemies
Allies
Crystal Maiden
Let's be honest, though, who DOESN'T love
Crystal Maiden ?
Extra mana regen so I can spam my spells? Yes, please. A disable and a
slow that let me walk right up to an enemy and smash them over the head
with
Thunder Clap? Marry me, Rylai. We'll have the most beautiful cat/panda/human children the world has ever seen.
Vengeful Spirit
Beastmaster
Magnus, Dark Seer, Puck
These heroes can force an entire team to stay in one spot, allowing Brewmaster to land a
Thunder Clap to end all Thunder Claps.
Reverse Polarity from
Magnus and
Vacuum from
Dark Seer will near guarantee that the small AOE of
Drunken Haze hits as many people as possible. Dark Seer even has
Surge, to help with your positioning! What's not to love?
Warlock
I've decided to add Warlock to this list. Why? Well, for one,
Shadow Word lets an already tanky Brewmaster be super aggressive in his lane, allowing him to easily dominate. His
Fatal Bonds synergizes nicely with both
Thunder Clap and
Primal Split: remember, that Fire Spirit comes with a
Radiance! Then there's
Chaotic Offering to either initiate for you or follow up on yours, plus your
Thunder Clap will keep enemies in place long enough for him to really get the most out of
Upheaval . Warlock is strong in general, but the combo potential here is notable.
Keeper of the Light
You'll get the full duration of your ultimate, with all three spirits running around causing as much mayhem as possible, but when your ultimate ends, you won't go to where the Earth Spirit (or whichever spirit is left alive) is, you'll appear where Keeper cast Recall, even if he's moved since then. It's an obscure, interesting mechanic that can confuse the heck out of the enemy team, and make for some guaranteed escapes in otherwise hopeless situations.
Enemies
Silencer
Huskar
Necrophos
Another hero who doesn't care about your health,
Lifestealer
Gameplay Tips for Brewmaster
Brewmaster is strong against auto-attack heroes;
Thunder Clap
slows down attack speed,
Drunken Haze causes them to miss, and
Drunken Brawler helps him dodge attacks and deal critical damage.
-
Thunder Clap is extremely strong at the early stages of the
game, acting as his area-of-effect cripple. It is generally leveled up
first.
- Against extremely strong physical harassment (such as
Sniper or
Weaver), consider going for a
Drunken Haze and
Drunken Brawler build to maximize your dodge chance.
- Many players opt for Arcane Boots if the hero is being played
in a ganking or initiator role, as it can allow you to use
Thunder Clap
and
Primal Split in succession much earlier and solve mana issues.
- Use
Primal Split sparingly, as it has an extremely long cooldown. Try to avoid using it to run away if at all possible.
- If
Brewmaster is being played more in the semi-carry role,
consider using his ultimate as a life saver to keep yourself in the
fight when you would normally die. The utility of the Brewlings works
excellently for finishing off opponents as well as initiation.
- When playing
Brewmaster , try to gain an advantage for your team
early before anybody on the enemy carry can build a
Black King Bar. Against magic immunity, both his anti-carry abilities and
Primal Split
abilities are rendered useless and must be focused on another target.
Soul Ring can solve all of
Brewmaster 's mana problems for a cheap cost while also providing some health and mana regen. Guide to Brewmaster 6.81 - The Ultimate Kegger Build for Brewmaster.
Na`Vi Dendi Brewmaster Gameplay
Guide to Brewmaster 6.81 - The Ultimate Kegger Build Source





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