Dota 2/Mangix the Brewmaster

Brewmaster, commonly called "Panda" as his race was a Panderan in DotA, is a melee strength hero who can be played as a carry or an initiator. Due to his high strength and his array of abilities, Brewmaster is one of the harder heroes to take down. His Thunder Clap is a basic but useful ability that he can use to push lanes or deal damage. Drunken Haze and Drunken Brawler both make it harder for enemies to attack Brewmaster. Drunken Haze can annoy physical damage dealers a lot, making their attacks miss. Drunken Brawler also grants you a chance to evade attacks, but it gives you a critical strike as well, letting you outdamage enemies in a close duel. His most well-known ability is his Primal Split. Using it, Brewmaster can recover from the verge of death and turn the tables on his enemies. It is also a devastating teamfight skill if used correctly. Whether he finds himself in a duel or a teamfight, Brewmaster has the abilities to take his opponents on, and make it to safety if something goes wrong.

Thunder Clap
Thunder Clap slams the ground around you, dealing damage and slowing nearby enemies. It is a decent slow as well as a good damage dealer. You will certainly find yourself using it a lot, either to push lanes or to attack enemy heroes. It's cooldown is slightly long, so you can't spam it as much as other nukes, though the slow does make it easier to take enemies down using normal attacks. You can also nullify agility carries with it, reducing their high damage output.
 * Ability: No Target
 * Damage Type: Magical
 * Radius: 400
 * Duration: 4.25
 * Damage: 100 / 175 / 250 / 300
 * Movement Slow: 25% / 35% / 45% / 55%
 * Attack Slow: 25% / 35% / 45% / 55%
 * Mana Cost: 90 / 105 / 130 / 150
 * Cooldown: 12

Drunken Haze
Druken Haze slows the target, as well as making it have a chance to miss its attacks. The miss chance is incredibly high, so it is very difficult to deal with for physical attackers, especially with a staggering 75% miss chance at level 4. The slow is weaker than Thunder Clap's slow, though you are able to target units further away, so it can help you catch up to enemies who have already gotten quite far from you.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Duration: 8
 * Slow: 14% / 18% / 22% / 26%
 * Miss Chance: 45% / 55% / 65% / 75%
 * Mana Cost: 50
 * Cooldown: 8

Drunken Brawler
Drunken Brawler gives you a chance to evade attacks or do a critical stike for bonus damage. At level 4, the evasion it grants you is equivalent to a Talisman of Evasion, though unfortunately it doesn't stack with evasion-granting items. Combined with Drunken Haze, that means an enemy only has a 3 out of 8 chance to hit you, which can make you very annoying for physical attackers. The critical strike has a good percentage chance that makes it proc quite frequently, and the damage will become very threatening once your damage becomes respectably high.
 * Ability: Passive
 * Dodge Chance: 10% / 15% / 20% / 25%
 * Crit Chance: 10% / 15% / 20% / 25%
 * Crit Damage: 200%

Primal Split
Primal Split makes you split into three specialized warriors. All warrior share a passive ability called Resistant Skin, which makes abilities that only target creeps or heroes to fail against each warrior, though abilities that can target both will still hit. All warriors have their own hp, so it is usually used to save yourself from near death. If at least one warrior is still alive by the end of the duration, you will return to your normal self. You will take the Earth Warrior's position when returning, taking Storm Warrior's position if the Earth warrior is dead and the Fire Warrior's position when all other are dead. Auras and items with AoE abilities are also held by the Earth Warrior, which transfers to the Storm Warrior when Earth dies and to the Fire Warrior when both die. Needless to say, this ability is invaluable to have during teamfights, though having to control three units at once could be tricky, so it helps to have some basic micromanagement skill.
 * Ability: No Target
 * Duration: 15 / 17 / 19
 * Mana Cost: 125 / 150 / 175
 * Cooldown: 180 / 160 / 140
 * Scepter Duration: 20 / 23 / 26
 * Scepter Cooldown: 160 / 140 / 120

Aghanim's Scepter can be bought by Brewmaster and will increase the duration, decrease the cooldown and improve the warriors created by Primal Split. The improved statistic of each warrior is writtn in brackets.

Earth Warrior
The Earth Warrior is the durable tank of the three warriors, but also deals the most damage. His spell immunity lets him survive large teamfight abilities being thrown out by the enemy. He also has a spammable 2 second stun with Hurl Boulder, which can lock down a particular hero your allies want to focus.

Storm Warrior
The Storm Warrior is the spellcaster of the three warriors, having poor physical damage and average hp. His spells are pretty potent. Dispel Magic is an effective purge that will dispel strong buffs like Alacrity or Weave on enemies while being useful for taking out illusions and other summoned units. Cyclone is a great crowd control spell that can remove a hero that your team doesn't want to deal with for a large portion of the fight. Wind Walk can also surprise enemies who lost track of the warriors, letting you do respectable amounts of physical damage.

Fire Warrior
The Fire Warrior is the offensive fighter of the three warriors. Having the highest possible move speed with great damage combined with Permanent Immolation makes the Fire Warrior a deadly foe. You can use him to chase down fleeing enemies, even just body blocking them will make them a lot worse for wear due to Permanent Immolation. The Fire Warrior is the most fragile of the warriors, so if it is the only one left, make a run for it.