Beastmaster (Warcraft III)
- For lore, see beastmaster.
|Hit points||650 (1300*)|
|Hit point regeneration||Always|
|Hit point regeneration rate||1.35 (2.66*) HP/sec.|
|Mana Regeneration rate||0.76 (1.57*) Mana/sec.|
|Normal attack:||29 (55*)|
|Cooldown||1.92 (1.69*) sec.|
|Movement Speed||Fast (320)|
A warrior Hero, able to call forth the creatures of the forest to serve him. These lone wandering forest dwellers come from all backgrounds and cultures, seeking the essence of combat through the mimicry of wild beasts. Attacks land units.
Mag Bearmaul, Tagar Bearclaw, Gorsh Talonfang, Maxx Rocmane, Gaz Boartusk, Mok Rocksnout, Gish Eagle Eye.
The Beastmaster is the master of Summonable units. The Beastmaster can have multiple summonables of each type at once. The Beastmaster is cool because he can have a Bear, Quilbeast, and Hawk at the same time (making him the Beastmaster!). The Beastmaster's ultimate ability summons a stampede of exploding lizards!
All of his summonables require a lot of mana to cast, so it’s important to choose the creature that suits your race and army well. Early on, the Bear seems like the best unit. He has a lot of hit points and good damage. However, if you look in the long run, all three of them are powerful in their own way. The Bear gains a lot of hit points at higher levels and deals pretty good damage, plus he can move around well with Blink. Take Bear if you want an early edge in units, for example if you are playing Night Elf and need an extra tank unit on your front line. The Quilbeast is a damage maven; it deals the best damage at level three because of his growth and because of Frenzy. Take Quilbeast if you find yourself up against air units or against other units weak to piercing. The Hawk may seem weak at first (sort of a poor version of Priestess of the Moon’s Scout), but eventually you can use its fast speed and good damage to hassle or finish off enemy units. Select Hawk if you are good enough to be able to manage him and micromanage him while managing other things. His speed is 350, which is faster than all Heroes except Heroes with boots or with speed auras. Use this speed to finish off nearly dead units. At 35 damage per second, the Spirit Hawk has just enough punch to finish off a fleeing hero or force the hero to waste a town portal scroll or potion. His ultimate, Stampede, deals a large and mostly mindless amount of damage. Its area is like a very wide version of Tauren Chieftain’s Shockwave.
The Beastmaster is most useful in smaller games such as 1 vs. 1 and 2 vs. 2 where his Summonables can contribute more.
To play the Beastmaster effectively you need to invest more in getting Mana back. This can take the form of Mana Potions and/or Clarity potions at player-built shops. There are other methods for regaining Mana in the game that you can also use.
Spells and abilities
- Summons a powerful bear to attack your enemies.
- Summons an angry Quilbeast to attack your enemies.
Quilbeasts have a ranged attack so you can use them against air units or other enemy units that are weak to piercing attacks. The most important thing to remember about the Summon Quilbeast spell is that its Cooldown is only 20 seconds and the Quilbeasts last for 70 seconds. Most players underestimate high level Quilbeasts, so you will be able to summon three or even four of them in a row and deal huge damage without the opponent making an effort to stop you. Quilbeast groups deal massive damage to air, Huntresses, casters or even normal melee units thanks to their splash damage.
- Summons a proud hawk to spy on your enemies.
The hawk has Truesight and can get Invisibility at level 3. The hawk is especially useful for scouting the enemy. Level 2 and 3 hawks are also very good for finishing off units and heroes as well as distracting other players by attacking their peons.
- Calls down hordes of rampaging thunder lizards to explode upon the Beastmaster's enemies.
- Each exploding lizard does 60 damage.
|Duration||Cooldown||Mana Cost||Area of Effect||Effect|
|30 sec.||180||150||100||Exploding beasts deal 60 damage in a 27.5 radius.|
This ability certainly turns heads. Don't anger the Thunder Lizards!
This spell must be maintained to get the full effect. If the Beastmaster moves, the spell will cancel and will not do its full damage. Force the Beastmaster to move from his location. This will stop the Stampede.
|Patch 1.18 (03/02/2005)|
|Patch 1.15 (05/11/2004)|
|Patch 1.14 (01/07/2004)|
|Patch 1.13 (12/17/2003)|
- Patch 1.10 (2003-07-03): The Beastmaster now has a smaller collision size: 32 down from 48. This means that he takes up less space on the ground.
- Patch 1.07 (2003-07-01): Added.