
Thunder Clap
Slams the ground, dealing damage and slowing the movement speed and attack rate of nearby enemy units.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANI split the fight with Primal Split, take an important target out of it and create space for my team.
A fearsome fighter in any situation, Brewmaster can turn the tide of battle by splitting into three elemental spirits, each with their own unique abilities. When not divided, he brings drunken chaos to his foes with slowing claps and powerful swings of his staff.
My recommendation is a starting point. We choose another position together with the team and for its needs.
My resource is the team's space: I hold the lane and build for initiation or team protection.
This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.
Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

Provide mana for laning and regular ability use.

Adds inexpensive healing or damage after participating in a kill and opens the build path to Vessel.

Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

Unlocks or upgrades Primal Split. The exact effects are shown below in the abilities section.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.
Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Slams the ground, dealing damage and slowing the movement speed and attack rate of nearby enemy units.

The hero rolls a barrel at his enemies, damaging those it hits and splashing them with fiery brew, which spills out at the destination.
The hero rolls a barrel at his enemies, damaging those it hits and splashing them with fiery brew, which spills out at the destination. Drenched enemies move more slowly. Taking magic or pure damage ignites them, dealing damage over time and extending the brew’s duration by 3 sec.

The hero can switch between stances of the elements he controls.
The hero can switch between stances of the elements he controls. Using any ability makes him tipsy for 5 sec., increasing the stance bonuses by 150%. If he is already tipsy, the effect is extended by 2 sec. When it ends, the hero gets a hangover that prevents him from becoming tipsy for the next 9 sec. Earth stance increases magic resistance and armor. Storm stance increases evasion and movement speed. Fire stance grants a chance to critically strike and increases attack speed.

The hero splits into three durable elemental warriors. If at least one survives until the ability ends, the hero returns to his original form. Each warrior has the corresponding Drunken Brawler stance.
The hero splits into three durable elemental warriors. If at least one survives until the ability ends, the hero returns to his original form. Each warrior has the corresponding Drunken Brawler stance.
Primal Split gains 1 max and current level, improving the Brewlings and their abilities. Allows Primal Split to be cancelled early, and causes the Brewlings to be Brewed Up when Primal Split begins.
These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

When the hero’s health falls below 50%, his status resistance increases and his movement speed alternates between faster and slower every 1 sec.
When the hero’s health falls below 50%, his status resistance increases and his movement speed alternates between faster and slower every 1 sec. The strength of these effects starts at zero and gradually increases as health falls, reaching its maximum at 20% health.
The hero gives an ally or himself a strong drink that grants the maximum effect of this ability for 5 sec. and regeneration equal to 3% of maximum health per second.
These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.
Items, slang and real episodes help connect abilities with what happens in a match.