
Hoof Stomp
After a brief windup, Centaur Warrunner slams the ground, stunning and damaging nearby enemy units. During the delay, he is disarmed but can move.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANI initiate and give the whole team a way in or out with Stampede.
Centaur Warrunner is a master of both inflicting and absorbing damage. Leading the charge into battle, he stomps to stun his enemies, and instantly counters their every attack. His stampede speeds his allies in both fight and flight, quickening the pace of the carnage.
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.

Help maintain close contact and pass through groups of units.

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

Provides team protection against substantial magical damage.

Adds armor and pressure in an area, helping limit the enemy’s health restoration.

Unlocks or upgrades Work Horse. 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.

After a brief windup, Centaur Warrunner slams the ground, stunning and damaging nearby enemy units. During the delay, he is disarmed but can move.

Centaur strikes a mighty blow at melee range, damaging both himself and a small area around the target. Deals extra damage based on your strength. Centaur cannot die from Double Edge.
Centaur strikes a mighty blow at melee range, damaging both himself and a small area around the target. Deals extra damage based on your strength. Centaur cannot die from Double Edge.
The ability slows its victims and temporarily grants the caster Strength for each enemy hero hit. Gaining a new stack refreshes the duration of the others. Maximum stacks: 5.

Centaur counters all attacks, dealing damage back to the attacker. Returns a fixed amount plus a percentage of your strength. Deals half damage to towers.

The hero leads his allies in a furious charge. They move through units at maximum speed, trampling all enemies in their path, slowing them and dealing damage based on the caster’s Strength.
Centaur leads all allies into a vicious charge causing them to move through units at max speed and slow any enemy units they trample. Trampled enemies take damage based on Centaur Warrunner's strength. Each enemy can be trampled once.
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.

Creates a cart behind the hero, grants the current-level effect of Stampede and allows Hitch a Ride to be cast on an ally.
Creates a cart behind the hero, grants the current-level effect of Stampede and allows Hitch a Ride to be cast on an ally.

The hero gains movement speed equal to 40% of his Strength.
Centaur Warrunner gains 40% of his strength as bonus movement speed. This Movement speed bonus does not stack with bonuses from boots.
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.