Home Dota Hero Guide Premium Hero Strategy Guide Marn Thunderhorn the Tauren Chieftain
 

Marn Thunderhorn the Tauren Chieftain

Warcraft Dota Premium Hero Strategy Guide - Premium Hero Strategy Guide

IPB Image

Marn Thunderhorn
the Tauren Chieftain


IPB Image




Stats:

Str: 24 + 2.5 
Agi: 13 + 1.3
Int: 17 + 1.5

Base MS: 300.
Base Armor: 3.
Base AS: 1.7.






Story: Early, a beautiful morning, Marn Thunderhorn, the mighty Chieftain of the Stonehoof Tribe, was woken up from sleep by one of his most loyal warriors, Raigor Stonehoof. Raigor, who had traveled for several days and nights from the Sentinel base near the World Tree to find his proud chieftain, told him about the horrible war between the Sentinel and the Scourge and he begged Marn to aid the Sentinel in battle against their ruthless enemies. Marn Thunderhorn took a deep breath and blowed his great Warhorn. Several miles away, near the Frozen Throne, Balanar the Night Stalker heard something he believed to be thunder. "Hmm...strange...the sky is perfectly clear," Balanar whispered to himself. "Now they will know I am coming for them," the old chieftain told Raigor, with a gleam of triumph in his eyes... 




Skill overview

IPB ImageIPB ImageIPB ImageIPB Image


Challenge (Active): Marn Thunderhorn challenges an enemy hero to a duel, and thanks to ancient, tauren magic, the loser of the duel (the hero which is damaged most by the other hero) will receive heavy damage.

Curse of the Coward (Active): Marn Thunderhorn inflicts an enemy with a powerful curse which will stun the enemy in 5 seconds. The duration of the stun is based on the distance traveled by the enemy in the next 5 seconds.

Spirit Link (Active): Marn Thunderhorn establishes a Spirit Link between himself and a target hero. Marn can instantly teleport to that hero whenever he wants for the whole duration of the Spirit Link.

Ancestral Spirits (Active): Marn Thunderhorn summons several Ancestral Spirits, which will channel a protective barrier around a chosen target which blocks a certain percent of all incoming damage. The effectivity of the barrier is weakened as the Ancestral Spirits are destroyed by the enemy. The Spirits last for a set amount of time.





Challenge

IPB Image
- Single target (enemy hero).
- Manacost: 50, 75, 100, 125.
- Cooldown: 25.
- Casting range: 500.


Marn Thunderhorn challenges an enemy hero to a duel, and at the same time he inflicts himself and his chosen opponent with an ancient curse. The curse will damage either Marn or his opponent in 10 seconds, depending on which of the two heroes who have dealt the most damage to their adversary during the last 10 seconds. The damage is based on the difference between the damage dealt and the damage received by the victorious hero. If the two heroes deals the exact same damage to each other during the duration of the duel, then none of the heroes will receive damage from the curse.

Lvl 1 The loser of the duel, either Marn or his chosen opponent, is damaged by 0,5*(damage dealt - damage received by the victorious hero).

Lvl 2 The loser of the duel, either Marn or his chosen opponent, is damaged by 1,0*(damage dealt - damage received by the victorious hero).

Lvl 3 The loser of the duel, either Marn or his chosen opponent, is damaged by 1,5*(damage dealt - damage received by the victorious hero).

Lvl 4 The loser of the duel, either Marn or his chosen opponent, is damaged by 2,0*(damage dealt - damage received by the victorious hero).

This skill may be somewhat hard to understand, so here's an indept explanation: 

Marn challenges an enemy hero to a duel, and the hero which is the able to damage the other hero the most during the following 10 seconds will win the duel. The loser of the duel will receive damage based on the difference between damage dealt and damage received by the victorious hero.

Example (lvl 4): If the victorious hero was able to deal 800 damage to the other hero, while he himself received 500 dmg from this very hero during the last 10 seconds, then the loser of the duel will receive (800 - 500)*2 = 600 dmg when the duel is over.






Curse of the Coward

IPB Image
- Single Target Stun.
- Manacost: 75, 95, 115, 135.
- Cooldown: 25.
- Casting range: 700.


The Tauren Chieftain places a powerful curse upon an enemy. A brave enemy will not suffer from this curse, but an enemy who attempts to flee from battle is severly punished. The cursed enemy will be stunned in 5 seconds based on the distance traveled the last 5 seconds.


Lvl 1 In 5 seconds the enemy will be stunned for 0,2*(every 100 units traveled during the next 5 seconds) seconds.

Lvl 1 In 5 seconds the enemy will be stunned for 0,3*(every 100 units traveled during the next 5 seconds) seconds.

Lvl 1 In 5 seconds the enemy will be stunned for 0,4*(every 100 units traveled during the next 5 seconds) seconds.

Lvl 1 In 5 seconds the enemy will be stunned for 0,5*(every 100 units traveled during the next 5 seconds) seconds.






Spirit Link
IPB Image
- Single Target (allied or enemy hero).
- Manacost: 40, 60, 80, 100.
- Cooldown: 10, 15, 20, 25.
- Casting range: 700.


The Tauren Chieftain establishes a magical connection, a so-called spirit link, between himself and a target hero, friend or foe. Marn can use the spirit link to instantly teleport to the targeted hero, regardless of the distance between himself and the chosen target. The spirit link reveals linked enemy heroes and lasts for a set amount of time.

Lvl 1 Spirit Link lasts for 10 seconds.


Lvl 2 Spirit Link lasts for 15 seconds.


Lvl 3 Spirit Link lasts for 20 seconds.


Lvl 4 Spirit Link lasts for 25 seconds.






Ancestral Spirits

IPB Image
- Self-buff/Ally-buff.
- Manacost: 125, 175, 225.
- Cooldown: 90, 80, 70.
- Casting range: 700.


The Tauren Chieftain calls upon the spirits of his ancestors to aid himself or an allied hero in battle, and the Ancestral Spirits answer his call! Once summoned, the Ancestral Spirits will begin to channel a powerful protective barrier around the chosen target. The Ancestral Spirits have 200 HP each. They are immune to physical attacks, but they are vulnerable to magic (receives 50% extra spell damage).The protective barrier will block all incoming damage as long as all the Ancestral Spirits are alive, but if one or more of the Ancestral Spirits is destroyed, the protective barrier will become less effective. If all the Spirits are destroyed, then the barrier will cease to exist. The Ancestral Spirits last for a set amount of time.

The Ancestral Spirits will look like almost-transparent taurens and they will circle slowly around their target with 0 collision size.

Lvl 1 Summons 2 Ancestral Spirits. The Spirits last for 5 seconds.


Lvl 2 Summons 3 Ancestral Spirits. The Spirits last for 7 seconds.


Lvl 3 Summons 4 Ancestral Spirits. The Spirits last for 9 seconds.

Explanation and Example (lvl 3): The unit which the Ancestral Spirits are set to protect will not receive any damage at all as long as all of the 4 spirits are alive. If one of the 4 spirits is destroyed, then the target protected by the barrier will receive 25% of the incoming damage. If two of 4 spirits are destroyed, then the target will receive 50% of the incoming damage. If three of the 4 spirits are destroyed the target will receive 75% of the incoming damage. Get it? Good.






Synergy:

Challenge + Curse of the Coward = If you are stronger than your opponent, the opponent will try to flee (in most cases) if you Challenge him. You can prevent this by using Curse of the Cowards. The longer the enemy flees, the longer he will be stunned. The stun gives you valuable time to deal damage and win the duel. If the target decides to stay and fight you will beat him anyway, as long as you are stronger than him.

Curse of the Coward + Spirit Link = Place the Curse of the Coward upon an enemy as he flees from the battle. When the enemy eventually is stunned by the curse, you can teleport to him and finish him off.

Challenge + Spirit Link = Challenge an enemy to a duel, win the duel and if the enemy manages to flee you can easily hunt him down by teleporting to him via the Spirit Link.

Challenge + Spirit Link + Curse of the Coward = Challenge an enemy to a duel and win the duel. Then use Spirit Link. If the enemy runs, it will be stunned. Then you can teleport to him and finish him off. If the enemy stays after losing the duel he will probably die anyway.

Challenge + Ancestral Spirits = This combo will almost guarantee that you win the duel, because the enemy needs to kill all the spirits before it can begin to deal full damage to you.

CORE SYNERGY: Challenge + Ancestral Spirits + Spirit Link + Curse of the Coward = Challenge an enemy, summon Ancestral Spirits to win the duel more easily, use Spirit Link and Curse of the Coward to stun the enemy if it flees and catch up with it if the enemy is faster than you.
Trackback(0)
Comments (4)add comment

what? said:

just a question
is this official?
 
March 15, 2009
Votes: +0

syibuya said:

new hero map 6.60
wah.....the new hero so incredible type,huhu so spooky...
 
April 13, 2009
Votes: +1

tolan said:

SANA AKO UANG MAG KAroon
PLZZ send to my email
 
May 17, 2009
Votes: +0

Francesco reps uk said:

Francesco reps uk
Wow. this is great -Francesco reps uk
 
May 26, 2011
Votes: +0

Write comment

security image
Write the displayed characters


busy