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Creep Basics | Creeps | Critters | Goblins | Neutral Buildings


Heroes: Naga Sea Witch | Dark Ranger | Pandaren Brewmaster | Beastmaster | Pit Lord | Goblin Tinker | Fire Lord | Goblin Alchemist
Summonables: Dark Minion | Storm | Earth | Fire | Bear | Quilbeast | Hawk | Doom Guard | Clockwerk Goblin


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.

Cost: 425 135 5
Attack Type: Hero
Weapon Type: Normal
Armor Type: Hero
Cooldown: 2.2
Range: Melee
Primary Attribute: Strength
Strength Bonus per Level: 2.9
Agility Bonus per Level: 1.3
Intelligence Bonus per Level: 1.8
Health Regeneration: Always
Mana Regeneration: .01
Day Sight: 180
Night Sight: 80
Speed: Fast (320)
Build Time: 55
Transport Space
Usage:
1
Production Hot Key: S

Level Attack (Ground) Armor Strength Agility Intelligence Hit Points Mana
1 24-34 [29 avg] 2 22 14 15 650 225
2 26-36 [31 avg] 3 24 15 16 700 240
3 29-39 [34 avg] 3 27 16 18 775 270
4 32-42 [37 avg] 3 30 17 20 850 300
5 35-45 [40 avg] 4 33 19 22 925 330
6 38-48 [43 avg] 4 36 20 24 1000 360
7 41-51 [46 avg] 4 39 21 25 1075 375
8 44-54 [49 avg] 5 42 23 27 1150 405
9 47-57 [52 avg] 5 45 24 29 1225 435
10 50-60 [55 avg] 6 48 25 31 1300 465

Hero Names: 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.

Summon Bear
Summons a powerful bear to attack your enemies.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 N/A 45 sec. 125 N/A N/A N/A Summons Bear 1
2 N/A 40 sec. 125 N/A N/A N/A Summons Raging Bear with Bash 3
3 N/A 40 sec. 125 N/A N/A N/A Summons Spirit Bear with Bash and Blink 5

Summon Bear Information
Teleporting bears are funny.

Summon Quilbeast
Summons an angry Quilbeast to attack your enemies.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 N/A 25 sec. 75 N/A N/A N/A Summons Quilbeast 1
2 N/A 25 sec. 75 N/A N/A N/A Summons Dire Quilbeast with Frenzy 3
3 N/A 25 sec. 75 N/A N/A N/A Summons Raging Quilbeast with area effect damage and Frenzy 5

Summon Quilbeast Information
Quilbeasts aren't quite as funny as teleporting bears. 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.

Summon Hawk
Summons a proud hawk to spy on your enemies.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 N/A 70 sec. 50 N/A N/A N/A Summons Hawk 1
2 N/A 70 sec. 50 N/A N/A N/A Summons Thunder Hawk with an attack 3
3 N/A 70 sec. 50 N/A N/A N/A Summons Spirit Hawk with Invisibility 5

Summon Hawk Information
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.

Stampede (Ultimate)
Calls down hordes of rampaging thunder lizards to explode upon the Beastmaster's enemies. Each exploding lizard does 60 damage.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
N/A 30 sec. 180 sec. 150 30 100 Ground, Buildings, Enemy, Neutral Thunder Lizards go Crazy 6

Stampede Information
This ability certainly turns heads. Don't anger the Thunder Lizards!

Stampede Counters
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.

You can interrupt this spell with spells such as:

Humans: Sorceress - Polymorph (uncastable on heroes)
Humans: Dragonhawk Rider - Aerial Shackles (uncastable on ground units)
Humans: Mountain King - Storm Bolt
Humans: Mountain King - Bash (uncastable on air units)
Orcs: Raider - Ensnare
Orcs: Tauren Chieftain - War Stomp (uncastable on air units)
Orcs: Witch Doctor - Stasis Trap (uncastable on air units)
Orcs: Shadow Hunter - Hex
Night Elves: Druid of the Talon - Cyclone (uncastable on air units)
Night Elves: Keeper of the Grove - Entangling Roots (uncastable on air units)
Undead: Crypt Fiend - Web (uncastable on ground units)
Undead: Dread Lord - Sleep
Undead: Dread Lord - Inferno (uncastable on air units)
Undead: Crypt Lord - Impale (uncastable on air units)
Neutral: Dark Ranger - Silence
Neutral: Dark Ranger - Charm (uncastable on heroes)
Neutral: Goblin Tinker - Cluster Rockets
Neutral: Pit Lord - Doom (uncastable on heroes)
Neutral: Fire Lord - Soul Burn
Neutral: Fire Lord - Volcano



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