Cenarius by colormage1

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Cenarius

By: colormage1
Last Updated: May 9, 2016
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Cenarius

Heart of the Land

Combat Trait

1
Horn of Cenarius
You start off with Horn of Cenarius. Its holder gets for +35 maximum health per level and +.5 health regeneration per level.

The holder of Horn of Cenarius can give it to an adjacent Hero (a 4 second channeling process) and Cenarius can always activate this ability to get the Horn of Cenarius back if the holder is alive (a 2 second channeling process). Horn of Cenarius can only be switched between Heroes once every minute.

Primary Abilities

1
Tree Guard
Summon a Treant with 300 (+25 health per level) that does 20 (+5 per level) damage that follows and protects target unit. Lasts 15 seconds.

Mana cost: 45
Cooldown: 12 seconds
2
Thorn Armor
Shield target ally, absorbing 50 (+50 per level) damage for 5 seconds.

While an ally has any shield from Thorn Armor on them, they deal 20 (+5 per level) damage to nearby enemies.


Mana cost: 75
Cooldown: 11 seconds
3
Healing Touch
Heal target ally for 100 (+50 per level) over three seconds.

Mana cost: 40
Cool down: 9 seconds

Heroic Abilities

1
Nature's Vortex
Immediately casts Tree Guard, Thorn Armor, and Healing Touch on target ally. This does not cause those abilities to have a cooldown.

Mana cost: 40
Cooldown: 40 seconds
2
Ring of Life
Target ally gains a Ring Of Life for 15 seconds.

The Ring of Life grants: 10 (+5 per level) health regeneration per second, 1 (+.5 per level) mana regeneration per second, and -20% damage reduction.

Mana cost: 70
Cooldown: 100 seconds

Special Mount

1
You're a Centaur
You have increased Movement Speed.

Talents

Level 1

Concentration: Reduce the cooldown of all your primary abilities by 3 seconds.
Better Horn: Horn of Cenarius grants +.25 mana regeneration per level.
Quick Healing: Healing Touch heals instantly and grants more healing. (+40 per level)


Level 4

Faster, Now!: Increases your Movement Speed.
Hardwood: Treants have an additional 50 health per level.
Thornier Armor: Thorn Armor deals an additional 5 damage per level to nearby enemies.


Level 7

Glowing Horn: Horn of Cenarius grants increased vision and can see cloaked enemies.
From Beyond: Horn of Cenarius causes its holder to respawn instantly. This has a 200 second cooldown.
Empower: Treants heal the ally they're guarding for 25% of damage dealt.


Level 13

Inspiring Horn: Horn of Cenarius grants increased Movement Speed.
Poison Armor: If an enemy gets damaged by Thorn Armor, they become poisoned and take +5 damage per level for 3 seconds.
Spreading the Heals: Healing Touch heals you for 25% of if cast on another Hero.


Level 16

Thick Hide: Reduce all stuns, roots, silences, and stuns you recieve to a maxmium of .5 seconds.
Honored Horn: Your spells cost 0 mana when they target the holder of Horn of Cenarius.
I Call to You: Activated Ability - After channeling one second, Cenarius teleports to the holder of the Horn of Cenarius. Can only be used if another Hero has the Horn of Cenarius. 40 second cool down.
Double the Treants: Summon Treants costs twice a much but summons an additional Treant.


Level 20

Nature's Tornado: Casts Tree Guard, Thorn Armor, and Healing Touch an additional time on targeted Hero.
Ring of Life for Life: The Ring of Life lasts until targeted Hero dies or is cast on a new Hero.
Cornucopia: Horn of Cenarius benefits you whether you're holding it or not.
Trample: Activated Ability - Triples your movement speed for 5 seconds. Deals +50 damage per level to nearby enemies and stuns enemy Heroes for 1 second. They can only be stunned once per Trample. 35 second cool down.

DESIGN

Cenarius is designed to be a support that really wants to be in a "Battlecruiser" comp - where you want to really make one character, like Illidan, become an unstoppable and unbeatable force.

If the holder of Horn of Cenarius dies, his team is in trouble because most of his power comes from the Horn, so when that Hero dies, it's like losing 1.5 Heroes.

Cenarius's shield is much more powerful than his straight up healing - and because of that, he cannot sustain really long team 5v5 teamfights since the shield won't last forever, his healing isn't strong, and he'll run out of mana quicker than most supports; this is specifically true before he gets to level 10, where his ultimates greatly increase his capacity for healing.

His team should focus on letting the holder of the Horn gang up on stranded enemies - the Horn will make a strong 1v1 fighter out of any character... except maybe Abathur. But a Symbioted and Horned character is one unkillable fighting machine.

Cenarius is very mobile but outside of being quick, he has no escapes. He can't teleport, slide, or jump anywhere. If he becomes trapped, he can be in trouble.

He is also a strong solo laner. His abilities all can target minions, so he can Tree Guard one to summon a Treant that will destroy opposing waves or Healing Touch a catapult to make it survive longer and deal more damage. And if he holder of the Horn is another lane, it's like Cenarius is there the entire time healing them.

Cenarius is a melee hero with pretty high health for a support Hero, has a fairly low mana pool, high cool downs, and one of the lowest damaging autoattacks in the game. You have to be less careful about his positioning and more careful of what you're doing with him - you need to be frugal with when and who you target your spells with and be very aware of who has your Horn. Cenarius requires a lot of planning and teamwork to get the most out of him.

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