
Timbersaw
Rizzrack could still hear the screams in his mind. He worked, frantically turning wrenches, twisting screws, building and carving and forging. Sleep eluded him; he only built. Months had passed since he had shut himself in his uncle's workshop, and his deliverance was nearly complete. He rubbed his back as his eyes drifted shut, and saw a blanket of flowers floating on the placid waves of Augury Bay before exploding into a cloud of pollen that silenced lives as it seized the lungs. He woke with a choking start. For hours the rhythmic sound of a whetstone filled the shop as he sharpened a set of massive blades, his mind filled with images of strangling vines garroting neighbors, enwrapping homes. The flooding of Augury Bay had been nothing compared to the violent horrors the waters left to take root beyond the city walls. <br><br>But the saw-suit would make him strong and safe he thought, allowing himself this sliver of hope before the full might of his fear crashed into his fading mind. Branches and bark and blood. When the city fell, Rizzrack fled trees that walked, and fought, and killed. Trees had shattered the gates and swarmed into the city. Trees had crushed and thrashed and stomped the last that Augury Bay could muster in defense, and stalked the few fleeing refugees. In addled silence Rizzrack unspooled the thick chain from the suit's arm, his hands quaking as he inspected each link and ran a trembling finger along the claw attached at its end. The saw-suit was ready. <br><br>With his hand trembling he sparked the bladed machine to life. Terror drove him, terror of what awaited him and of what he would have to face to have any hope of calming his mind. As the saw-suit shuddered to life he knew he must face this fear, and he knew he wouldn't like it one bit.
Base STR
23 +3.6
Base AGI
16 +1.6
Base INT
23 +2.7
Move Speed
280
Attack Range
150
Base Armor
0
Attack DMG
23–27
Projectile
900
Innate Abilities

Exposure Therapy
Whenever Timbersaw destroys a tree, he gains mana.
MANA RESTORE:
4
Abilities

Whirling Death
Cooldown
7.5 / 7 / 6.5 / 6s
Mana
100
Timbersaw whirls extremely sharp edges, damaging enemies and destroying trees around him in an area. If an enemy hero is affected, it loses some of its primary attribute for a short duration. Whirling Death will deal bonus damage per tree destroyed.
RADIUS:
325
DAMAGE:
60 / 120 / 180 / 240
TREE BONUS DAMAGE:
9 / 16 / 23 / 30
STAT LOSS:
13%
STAT LOSS (UNIVERSAL):
5%
STAT LOSS DURATION:
11 / 12 / 13 / 14
In the case that Rizzrack gets surrounded by the vines and plants of his nightmares, he has an immediate chainsaw defense.

Timber Chain
Cooldown
4s
Mana
60 / 70 / 80 / 90
Timbersaw fires a chain that embeds itself in the first tree it hits, pulling him towards it. Any enemy in the path takes damage.
RADIUS:
225
SPEED:
2200 / 2400 / 2600 / 2800
DAMAGE:
45 / 105 / 165 / 225
You never know when you might need to escape from malevolent saplings.

Reactive Armor
Each time Timbersaw is attacked, he gains increased health regen and armor. Hero attacks are counted as 4x the amount.
BONUS ARMOR:
0.4 / 0.5 / 0.6 / 0.7
BONUS HP REGEN:
0.4 / 0.5 / 0.6 / 0.7
MAX STACKS:
10 / 20 / 30 / 40
STACK DURATION:
10 / 12 / 14 / 16
- Break disables the gaining of new stacks.
- Break does not disable the bonuses from existing stacks.
The saw-suit is equipped to react to the slightest touch with fortified defenses.

Chakram
Cooldown
8s
Mana
90 / 120 / 150
Fires Timbersaw's main saw blade at the target location where it will spin in place, dealing damage in an area around it. Enemies caught in the saw blade will move more slowly for every 5% of health missing. The blade deals damage and cuts down trees in its path when fired and retracted. While active the ability costs mana, and Timbersaw loses the ability to attack.
RADIUS:
200
PASS DAMAGE:
75 / 150 / 225
DAMAGE PER SECOND:
50 / 75 / 100
SLOW:
5%
MANA COST PER SECOND:
10 / 15 / 20
- The Chakram will return if Timbersaw runs out of mana or moves over 2000 distance away.
The ultimate in anti-flora weaponry.
Talents

Aghanim's Scepter

Reactive Armor
Reactive Armor can now be activated to get max stacks and 0 damage barrier. Grants Timbersaw 0 + 0 barrier amount per second for each enemy hero within 0 radius of Timbersaw up to a maximum of 0. After 0 seconds, Timbersaw deals damage to every hero within 0 radius equal to 0 + his remaining barrier amount and loses all of his barrier.

Aghanim's Shard

Flamethrower
Cooldown
20s
Mana
100
Releases a flame in the direction Timbersaw is facing. Applies a debuff that deals damage per second and slows enemy movement speed. Affects buildings for reduced damage.
DAMAGE PER SECOND:
70
DURATION:
8
WIDTH:
275
RANGE:
400
MOVE SLOW:
30%
BUILDING DAMAGE:
50%
DEBUFF LINGER TIME:
2
A single saw can only cut so much. A single spark can burn forever.
Hero Performance
Median across all public matches · OpenDotaForm
43%
Win rate in recent matches
Performance
85%
KDA ratio (kills + assists / deaths)
Laning
42%
Last hits per minute over full game
Farm
59%
Average gold per minute
Fighting
27%
Average kills + assists per match
Experience
76%
Average XP per minute
Strategy
When to Pick Timbersaw?
I hate to say this, but I have to be honest with you on the numbers first—Timbersaw took a 7% win rate hit when the current patch dropped because the facet removal stripped away bonuses that were integrated into his kit, and none of those facets were compensated back into his base abilities or talents. Escorenews specifically noted that despite a positive trend, he has not recovered to even the modest 45% he previously sat at. DM's professional offlane tier list places him in A-tier—solid, but behind the S-tier of Bristleback, Doom, Tidehunter, and Enigma. The raw numbers are honest, and I am going to be straight about them right now. With that said, Hawk Live called him "an excellent counter to many meta heroes," and that framing is exactly right. Because the question with Timbersaw is never "Is he generally strong?"—it is "Is the enemy draft full of strength heroes?" And when the answer is yes, he is one of the best counterpick offlaners in the entire game. Always has been. Always will be.
The reason is Whirling Death, and most people who have not played against a good Timbersaw do not understand how oppressive this ability is against strength heroes specifically. Whirling Death deals pure damage — bypassing all armor and magic resistance entirely — AND simultaneously reduces the target's PRIMARY ATTRIBUTE by 13 to 16% for a short duration. For an agility carry like Phantom Assassin, this means lower damage and armor. But for a STRENGTH hero—Sven, Axe, Wraith King, Tidehunter, Bristleback, Centaur Warrunner, Primal Beast—the strength reduction directly translates to HP loss. A Sven at full items with 4000 HP who takes a 15% strength reduction loses over 600 max HP instantly AND takes the pure damage on top of that. And Whirling Death stacks—the subsequent cast reduces the already-reduced strength value further, spiraling the HP loss downward with every repetition. BKB does absolutely nothing. Pure damage pierces magic immunity, and the attribute reduction pierces it as well. The only answer a strength hero has is to not be inside Whirling Death's range, which Timber Chain's mobility makes extremely difficult to guarantee. A Timber Chain through a forested area followed immediately by Whirling Death at point-blank range, a Chakram placed on the target, and another Timber Chain away—this sequence deals enormous pure damage to any hero but is truly devastating against strength heroes whose HP was already stripped by the attribute reduction.
The current patch makes this more relevant than ever because the meta's dominant offlaners — Bristleback and Tidehunter and Doom — are all either strength heroes or heroes with massive HP pools that Whirling Death's pure damage shreds regardless of armor. Reactive Armor as his innate now has an ACTIVE component that was not in previous patches: cast it to instantly receive maximum stacks AND a damage barrier that absorbs 200 base capacity plus 75 more for every enemy hero within 600 units—capped at 800 total. And when that barrier expires or is dispelled, it explodes, dealing damage to all nearby enemies equal to whatever barrier value remains. This means Timbersaw diving into the middle of four grouped heroes and activating Reactive Armor builds an enormous damage barrier from their proximity that then explodes for hundreds of area damage when they burst it. The Exposure Therapy innate restores mana every time a tree is destroyed—scaling with hero level—which is what allows the famous Timber Chain spam that defines his playstyle: chain into a tree, restore mana, chain into another tree, restore mana, never stop moving, and never run out of resources if played correctly. He is disgusting, into strength-heavy drafts where every core is a strength hero and the enemy team cannot catch a constantly tree-hopping Timbersaw applies Break or burst him before Reactive Armor reaches maximum stacks. He struggles against heavy magic or pure damage burst heroes who kill him before Reactive Armor stacks—Lina, Skywrath Mage, and Invoker's cold snap chains interrupt Timber Chain mid-pull—and against Break effects that disable Reactive Armor stacks entirely, making him dramatically squishier. Doom specifically shuts him down completely—Doom disables Reactive Armor's passive stack gain and the active strip his mobility from Timber Chain if timed correctly, and the max-HP scaling of Infernal Blade deals massive damage against Timbersaw's HP pool.
Tips & common mistakes
- Whirling Death's attribute reduction stacks — the second cast reduces the already-reduced strength value, not the original. Most pub Timbersaw players cast Whirling Death once and then wait for it to expire before casting again. The correct use against a strength hero is casting Whirling Death repeatedly during the engagement before the debuff expires to progressively spiral their strength downward, each cast dealing more effective HP loss than the previous because the base value is already reduced. Three stacked Whirling Deaths against a Sven reduce his strength to approximately 61% of the original value.
- Reactive Armor's active now gives maximum stacks AND builds a damage barrier that scales with nearby enemy heroes—most pub Timbersaw players forget the active exists and rely purely on the passive stack generation from taking hits. The correct use is activating it proactively the moment you timber chain into a fight with multiple enemies nearby, getting both instant maximum armor plus a barrier that reaches full capacity from their proximity BEFORE any hits land. Activating it reactively after you have already taken damage wastes the barrier's protective value.
- The barrier from Reactive Armor's active EXPLODES when it expires, dealing remaining capacity as area damage to all nearby enemies—most pub Timbersaw players never think about this. Against a grouped enemy team, activating Reactive Armor and soaking heavy damage that is absorbed by the barrier, then surviving long enough for the barrier to expire in the middle of them, converts their own burst into an area-pure damage explosion. Do not pop the barrier early with Timber Chain away if significant capacity remains—staying in the middle of grouped enemies and letting it blow up is free area damage.
- Exposure Therapy restores mana per tree destroyed, scaling with hero level—most pub Timbersaw players never think about this and just use Timber Chain to move around. Every single timber chain that hits a tree restores mana. Routing chains through the maximum number of trees in sequence—rather than the most direct path—generates more mana restoration per chain, allowing longer sustained ability usage. In the jungle especially, routing chains through tree-dense areas rather than open corridors dramatically extends the ability span window.
- Chakram drains mana constantly while deployed and automatically returns if Timbersaw runs out of mana or moves more than 2000 units from it—most pub Timbersaw players deploy Chakram in fights and then immediately Timber Chain away from it, causing it to return before dealing meaningful damage because they exceeded the distance limit. Deploy Chakram on the target, stay within 2000 units of it while dealing the damage, and only chain away once the target is dead or retreating through the Chakram's return path.
- Break disabled Reactive armor's stack generation entirely—most pub Timbersaw players do not account for this and dive bravely into heroes with Diffusal Blade or Silver Edge active. A Timbersaw without Reactive Armor stacks is extremely fragile—low base HP and no armor scaling mean any physical carry kills him in three right-clicks. Always check if the enemy team has reliable Break access before initiating, and build BKB in games where multiple Break sources are present.
Summary
Timbersaw took a real hit in the current patch—the numbers are honest, and the win rate is below 50% at Immortal ranks, down significantly from where he was before facets were removed. That is the truth, and I will not hide it.
But the identity is completely unchanged—against a strength-heavy draft, Whirling Death's pure damage attribute reduction stacking, Reactive Armor's new active barrier that explodes on grouped enemies, and Timber Chain's impossible-to-catch mobility through forested terrain make him one of the best specific counterpicks in the offlane. He is not a blind pick. He never really was.
Draft him into Sven, Wraith King, Centaur, Tidehunter, and Bristleback, keep the trees nearby, and watch strength heroes lose hundreds of HP to an ability that ignores every single defensive item they built.
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