After a brief windup, Centaur Warrunner slams the ground, stunning and damaging nearby enemy units. During the delay, he is disarmed but can move.
Centaur strikes a mighty blow at melee range, damaging both himself and a small area around the target. Deals extra damage based on your strength. Centaur cannot die from Double Edge.
Centaur counters all attacks, dealing damage back to the attacker. Returns a fixed amount plus a percentage of your strength. Deals half damage to towers.
Centaur hitches a cart behind him. While active, Centaur gains the benefit of Stampede for the current level of Stampede, and can cast Hitch a Ride on a target ally.
Centaur tosses an ally into a cart hitched behind him. While in the cart, the ally is invulnerable and can still cast and attack normally, but cannot move independently or be targeted by opponents. Increases the attack range of melee heroes by 200.
Centaur leads all allies into a vicious charge causing them to move through units at max speed and slow any enemy units they trample. Trampled enemies take damage based on Centaur Warrunner's strength. Each enemy can be trampled once.
Centaur Warrunner gains 30% of his strength as bonus movement speed. This Movement speed bonus does not stack with bonuses from boots.
We're collecting match data for Dota 2. Build recommendations for Centaur Warrunner will appear here once we have enough data to provide accurate win rates.
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