Dota 2/Bradwarden the Centaur Warrunner

Centaur Warrunner is a melee strength hero who can be played as a carry, a ganker or an initiator. His high strength gain makes him one of the most durable heroes in the game, letting him tank barrages of attacks. His Hoof Stomp is a basic stun that can hit all around him, which helps him pin down enemies, which is quite useful because Centaur doesn't have much chasing power. His Double Edge takes advantage of his high health, letting him sacrifice some of his own to take a huge chunk out of his enemies'. It is both spammable and requires no mana, so ignoring Centaur Warruner will result in him causing a lot of damage to the other team. If he isn't already tanky enough, his Return makes it even harder to kill him, since every attack on him will be dealt back at the source, making it difficult to win against Centaur in a battle. His Stampede is a deadly initiation attack, enabling his teammates to charge into his enemies for lots of damage and stun, wreaking havoc among enemy ranks. Centaur Warrunner is a great starting hero, but he can still be useful in any skill level.

Hoof Stomp
Hoof Stomp makes you stomp the ground, doing damage and stunning all nearby enemies. It is a simple AoE spell similar Ursa's Earthshock or Brewmaster's Thunder Clap, but it can stun. The stun does help you lock down enemy heroes for a brief moment to attack them.
 * Ability: No Target
 * Damage Type: Magical
 * Radius: 315
 * Stun Duration: 2 / 2.25 / 2.5 / 2.75
 * Stomp Damage: 100 / 150 / 200 / 250
 * Mana Cost: 85 / 100 / 115 / 130
 * Cooldown: 13

Double Edge
Double Edge makes you do a powerful strike that damages both you and enemies in a small area around the target, including the target itself. You cannot suicide from the Double Edge damage. It deals way more damage than most other spells, costs no mana and is quite spammable, but its one drawback is the self-damage, though because of your natural durability, it is rarely enough to matter.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Damage Type: Magical
 * Damage: 175 / 250 / 325 / 400
 * Mana Cost: 0
 * Cooldown: 8

Return
Return makes you counter every attack, dealing back damage based on your strength. You still take full damage from the source. It makes you more tanky, as it is much more difficult to take you down when your adversaries are taking additional damage from Return.
 * Ability: Passive
 * Damage Type: Physical
 * Damage: 16 / 18 / 20 / 22
 * Strength Bonus Damage: 26% / 34% / 42% / 50%

Stampede
Stampede gives you and every allied hero maximum movement speed and the ability to move through units. Any enemy you or your teammates pass through will be stunned and take damage based on your strength, though one unit can't be affected by more than 1 Stampede from different sources. It is a great way to initiate a teamfight, since your team can just run into enemies to cause a lot of damage, giving your team a good advantage in battle.
 * Ability: No Target
 * Damage Type: Magical
 * Charge Duration: 3.75
 * Strength Multiplier Damage: 1 / 2 / 3
 * Stun Duration: 1.25
 * Mana Cost: 80
 * Cooldown: 120 / 90 / 60