Lone Druid

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[e][h]Lone Druid
Radiant Hero
Attributes
Strength
17 +2.1
Agility
24 +2.7
Intelligence
13 +1.4
Damage
22 - 26
Armor
3.36
Movespeed
325
Stats
Base Stats
Sight Range:
1800 / 800
Attack Range:
550
Missile Speed:
900
Attack Duration:
0.33 + 0.53
Cast Duration:
0.5 + 1.17
Base Attack Time:
1.7
Magic Resistance:
25%
Turn Rate:
0.5
Level Changes
Level:
1
15
25
Hit Points:
473
1,024
1,803
Mana:
169
416
858
Armor:
3
8
15
Damage:
45-50
83-87
130-134
LessMost Played asMore
1
2
3
4
5

Sylla, the Lone Druid[edit]

Recommended Roles
Hero roles Carry Hero roles Durable Hero roles Pusher Hero roles Jungler

Long before the first words of the first histories there rose the druidic Bear Clan. Wise and just they were, and focused in their ways to seek an understanding of the natural order. The arch forces of nature saw this, and so sought the most learned among them. Wise old Sylla, clan justiciar and seer, stepped forward for his kin, and to him was given the Seed with these words: 'When all of the world has dimmed, when civilization has left these lands, when the world is slain and wracked by the endless deserts at the end of ages, plant the Seed.' As he grasped his trust, Sylla felt his years recede and his vitality returned. Vast knowledge burst into his mind. He found himself able to project his very will into reality and, with some concentration, alter his own physical form as well. Yet subtle whispers and cruel ears brought word of the Seed and its power to other peoples, and a terrible war crashed upon the Bear Clan. As his ancestral home burned, Sylla took his burden and fled to the wild places. Ages passed, and time and myth forgot the Bear Clan, forgot Sylla and the Seed, forgot wondrous civilizations that rose and fell in Bear Clan's wake. For millennia Sylla has waited, waited for word from his deities, waited for peace to come to the ever warring realms, waited in exile and in secret for the end of all things and for the conclusion of his sacred commitment, preparing himself always to face and destroy whatever would dare threaten his purpose.

Abilities[edit]

Summon Spirit Bear
Ability: No Target
Affects: Self / Spirit Bear
Summons a powerful Spirit Bear companion that can equip items. When the Spirit Bear moves too far from Lone Druid, it cannot attack. If the Spirit Bear dies, the Lone Druid suffers composite damage as backlash. As the bear increases in levels, it can learn the abilities Return, Entangling Claws, and Demolish. Spirit Bear does not benefit from attributes.
QB
75
180 / 160 / 140 / 120
Leash Range:

Backlash Damage:

 1100
 None
 10% of Max HP
 Sylla's lifelong companion is symbiotic with his spirit and heart, coming to aid him in any time of need.
  • With Aghanim's Scepter, the Spirit Bear can attack at any range from Lone Druid, and no longer dies when Lone Druid dies.
  • Spirit Bear cannot be Returned if it has taken damage from a hero within the last 3 seconds.
  • Backlash damage is dealt as Pure damage, with the unit that killed the Spirit Bear as the source.
  • If the Spirit Bear is denied, Lone Druid will not take backlash damage.
Rabid
Ability: No Target
Affects: Self / Spirit Bear
Increases the attack and movement speed of Lone Druid and the Spirit Bear.
WR
50
30
Bonus Movement Speed:
Bonus Attack Speed:
Duration:
 5% / 10% / 15% / 20%
 10 / 20 / 30 / 40
 10
 Bears are not commonly seen as being agile creatures, but can actually move rather quickly, especially  when enraged.
Synergy
Ability: Passive
Affects: Self / Spirit Bear
Increases the Lone Druid's synergy with his Spirit Bear and himself, upgrading attributes and abilities.
EY
Bear Bonus Damage:
Bear Bonus Movespeed:
Bonus Rabid Duration:
True Form Bonus HP:
 10 / 20 / 30 / 40
 10 / 20 / 30 / 40
 10 / 20 / 30 / 40
 100 / 200 / 300 / 400
 Sylla studies and masters the arts of the lost Bear Clan, enhancing his attunement with the wild.
  • Illusions created while Lone Druid is in True Form will receive the increased health.
True Form
Ability: No Target
Affects: Self
Lone Druid learns to morph himself into a raging bear, losing his ranged advantage and some base movement speed, but gaining melee power as well as the Battle Cry ability. He can morph freely between druid and bear form. Upgradeable by Aghanim's Scepter.
RF
25
Base Attack Time:
Bonus Armor:
Bonus HP:
Base Movement Speed:
Transformation Time:
Attack Range:
Scepter Ability:
 1.5
 4 / 6 / 8
 250 / 400 / 600
 280
 2
 128
 Removes Spirit Bear
 leash range and no longer
 dies when Lone Druid dies

 The mighty bear is the king of the forest, possessing the throne through raw power.
  • Illusions created while Lone Druid is in True Form will receive all the bonuses except for the armor bonus.
  • Can disjoint projectiles when activated.
Druid Form
Ability: No Target
Affects: Self
Return to Druid form.
RF
25
Transformation Time:
 2
  • Can disjoint projectiles when activated.
Battle Cry
Ability: No Target
Affects: Self / Spirit Bear
Adds damage and armor to the Lone Druid and his Spirit Bear.
FC
50
60
Bonus Damage:
Bonus Armor:
Duration:
Radius:
 60 / 90 / 120
 6 / 12 / 18
 6
 1000
 When Syllabear cries in the forest, the reverberations are felt for a great distance.

Spirit Bear Abilities[edit]

Spirit Bear [h]
Attributes
Damage Type
Armor Type
Normal Damage
Normal
Heavy Armor
Heavy
Stats
Unit Type:
Ancient
Duration:
Until Killed
Hit Points:
1400 / 1800 / 2300 / 2700
HP Regen:
2 / 3 / 4 / 5
Mana:
300
Damage:
28-38
Armor:
3 / 4 / 5 / 6
Movespeed:
320 / 320 / 330 / 340
Base Attack Time:
1.75 / 1.65 / 1.55 / 1.45
Attack Range:
128
Missile Speed:
Instant
Attack Duration:
0.43 + 0.67
Cast Duration:
0.3 + 0.51
Sight Range:
1400 / 800
Gold Bounty:
300
Experience:
300
Magic Resistance:
0% / 0% / 0% / 33%
Notes:
Has a 6 slot inventory.
Is targeted by spells
as a Hero.
Return
Ability: No Target
Affects: Self
Teleports the Spirit Bear back to the Lone Druid. The Spirit Bear cannot teleport if it has taken damage from a player unit in the last 3 seconds. The Spirit Bear gains this ability at level 2.
QR
5
Cast Range:
 Global
Entangling Claws
Ability: Passive
Affects: Enemy Units
Damage: Physical
Attacks have a chance to cause roots to burst from the ground, immobilizing the attacked enemy unit, dealing damage per second. The Spirit Bear gains this ability at level 3.

5
Chance:
Damage Per Second:
Duration:
 20%
 60
 3 (9 on creeps)
Demolish
Ability: Passive
Affects: Self / Buildings
Increases the power of the Spirit Bear, causing it to deal more damage to buildings and have additional spell resistance. The Spirit Bear gains this ability at level 4.
Bonus Building Damage:
Magic Resistance:
 40%
 33%

Notes[edit]

Recommended Items[edit]

Standard Build
Lone Druid
Starting Items Early Game Core Items Situational Items
Tango Tango Iron Branch Boots of Speed Magic Stick Ring of Protection Tranquil Boots Magic Wand Assault Cuirass Abyssal Blade Mjollnir
Iron Branch Iron Branch Heart of Tarrasque Butterfly Boots of Travel
Spirit Bear
Starting Items Early Game Core Items Situational Items
Stout Shield Boots of Speed Orb of Venom Quelling Blade Phase Boots Radiance Vladmirs Offering Skull Basher Hyperstone

General Strategy[edit]

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Controlling your Units[edit]

It would be beneficial to get used to using control groups when learning this hero. Have one for just your hero, one for just the bear, and another for both the hero and the bear.

While he may feel daunting to micro, Lone Druid is basically all about right clicking things. You will just need to manage your positioning and watching your health in fights.

In general, you want to keep your hero out of fights as it is your bear that will be doing all the work, however, make sure to keep the bear in range as a bear that can't attack doesn't do much!

Lane Tricks[edit]

Lone Druid is known as a very strong 1v1 laner as he has a tanky bear that can zone enemies out while the hero gets last hits. A quick Orb of Venom and Boots of Speed on the bear help it get more auto attacks on an enemy laner.

If you are in the offlane, you can pull the creep wave under your tower to get a fast level 2. Getting early levels is key to this hero as you get kill potential once you reach Level 5.

If you are on the safelane, you can use the bear to pull creeps to help you control your lane.

Other Tips[edit]

1. When you're in melee form, keep the boots on the hero. Otherwise, he'll be slow as a snail and your bear can't hit things.

2. Don't stay in melee form all the time. Your range form walks around a lot faster. In general though, it is safer to stay in melee form. Staying in range form allows you to move quicker and go from camp to camp in the jungle while farming. In fights though, it is often better to stay in melee form.

3. Get a casual Cloak if the enemy has a lot of nuke damage. Try to get it after your farming item cause that's usually when most nukes do their worst.

4. Tranq Boots are an option on the hero. They give you armor, HP regen, and you walk really fast too if they aren't broken! The HP regen also works on the bear if you pass the boots on to him.

5. Lone Druid has two timings when he is strong compared to other heroes: the midgame, and the very late game. His midgame strength comes from the power spike in your bear as he gets Entangling Claws, Demolish, and Battle Cry; you will be able to demolish towers and terrorize supports with your first big item (for example, Radiance). Later, while other carries may struggle to find use out of their gold past the sixth slot, Lone Druid can always get better items for either himself or the bear; remember that he is an agility hero, and without factoring in the bear he still has two powerful personal buffs, high hitpoints, and a low base attack time thanks to his ultimate. Certain item combinations for himself and the bear are also deadly, such as double Basher or double Scythe of Vyse.

6. Although you have 12 item slots, the bear's lack of stat gain makes Lone Druid fall flat in the late game, with significantly less scaling on the bear itself than other carries have. If the game goes really late, you'll find that the bear is easily brought down by enemy right clicks. Try to coordinate pushes with your team to really abuse the peak of your power, and as the game gets later you may have to protect the bear as much as, if not more than, the hero.

7. Get used to passing items between the hero and bear. For example, when pushing the enemy offlane tier 2 tower, pass the farming item (Maelstrom or Radiance) to the hero, walk the bear to the secret shop, buy a Hyperstone, recall the bear, and pass the farming item back to the bear. Be careful about dropping them on the ground though, especially if the enemy team has an invis hero.

8. Try to keep the Rabid buff up constantly. And save your Battle Cry for when you're in teamfights, pushing towers, doing Roshan, or farming ancients.

Version History[edit]

See also[edit]

AdmiralBulldog

Sylar

External links[edit]

Introduction[edit]

Guides[edit]

WC3 DotA Version[edit]

References[edit]


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