First, some numbers, for perspective:
- Average base DPS of a DemiGod (not counting gear or skills) is: 104@L1, 137@L5, 184@L10, 296@L20.
- A single "Spirit" minion does DPS of: 13@tier1, 21@tier4.
- Ward 1 w/ 3 spirits totals 39 DPS, Ward 2 w/5 totals 78, Ward 3 w/7 totals 127, Ward 4 w/10 totals 208.
- Idol DPS is 11/15/21 @tier1, 30/41/43 @tier4.
- Six tier1 Idol minions totals 96 DPS, six tier4 Idol minions totals 228 DPS.
- The aggregate DPS for a creep wave is: 63 for (5)soldiers, 93 if (2)archers, 168 if (3)priests, 238 if (2)angels, 286 if (2)cats, 486 if (2)giants.
From the above, we observe that while minions individually have negligible damage, collectively they out-damage DemiGods by a wide margin. And while there are gear and skills which boost DemiGod damage, there are also gear and skills which boost minion damage.
So, this build focuses primarily on minion damage, and skills and gear which will boost that damage. My experience with this build is ~20 multi-player games, as well as playing through a "Hard" single-player tournament (I did not just make up a plan and post it without really trying it). My feeling is that this build is average-to-weak in the early game, but very strong mid-game, and an unstoppable powerhouse endgame. I am aware that not everyone will share my priorities and opinions expressed in this post, but that is OK, I respect all opinions (even those who disagree ) because diversity is a wonderful thing.
- A very strong endgame.
- A surplus of "sustained" damage, which be used to wear down any target quickly.
- An abundance of gold, due to killing enemy DemiGods by the truckload (starting in the middle-game).
- An average (at best) early game.
- A lack of "burst" damage, which makes killing enemy DemiGods a matter of careful attention, or they run/teleport and get away on you.
- A relatively frail defense, which can only be mitigated by very careful attention to your DemiGod positioning at all times.
1 - Raise Dead Ward I - +39 DPS for 3 spirits [not counting items] = nice boost to DPS.
2 - Soul Power I - gives me a +40 damage boost (@ 3 spirits), which is *huge* at lower levels (+80 @ 9 spirits later).
3 - Divine Justice I - that 10% healing/manna for your whole team adds up after while, especially if you cream the creeps.
4 - Penitence I - The 7% slow and +7% damage (of my minions too) really helps to kill enemy DemiGods. Cast Penitence at start of fight for the +7% damage, and it typically recycles *just* in time for you to use it as they try to flee (7% slow and interrupts their TP scroll).
5 - Raise Dead Ward II - +78 DPS for 5 spirits [not counting items] = nice boost to DPS.
6 - Surge of Faith I - 300 damage AE + 10% haste for your minions = badly mauled enemy DemiGod.
7 - Morale I - better minions do more damage.
8 - Last Stand I - The single best power *ever*, because if I die then +30% haste means I can usually kill whoever killed me. Even if I never die, simply having this skill allows me to "push the edge" just a bit harder.
9 - Raise Dead Ward III - +127 DPS for 7 spirits [not counting Morale and items], plus Soul Power I goes to +60 damage @ 6 spirits.
10 - Divine Justice II - 15% healing/manna for everyone is even better.
11 - Raise Dead Ward IV - +208 DPS for 10 spirits [not counting Morale and items], plus Soul Power I goes to +80 damage @ 9 spirits.
12 - Morale II - better minions do more damage.
13 - Divine Justice III - 20% healing/manna for everyone is even better.
14 - Morale III - better minions do more damage.
15 - Raise Dead Ward V - +234 DPS for 10 spirits [not counting Morale and items].
16 - Surge of Faith II - 450 damage AE + 15% haste for your minions = enemy DemiGod crying for his mama.
17 - Morale IV - better minions do more damage.
18 - Surge of Faith III - 600 damage AE + 15% haste for your minions = enemy DemiGod not having time to cry.
19 - Morale V - better minions do more damage.
20 - Morale VI - better minions do more damage.
- 6 levels of "Morale" increases your 10 spirits from 234 to 453 DPS dps (not counting gear). Yeah, that IS a big improvement. Heck, that is big damage all by itself!
- "Soul Power" is very effective at the first level, but the later levels of “Soul Power” do not add much.
- Higher levels of "Penitence" do more damage, but damage output with this build is already abundant, "more" does not add much. Although "more" would be helpful for killing and enemy DemiGod when it starts to flee.
- "Rally" is nice, but killing an enemy DemiGod already adds a ton of health and manna, and I can't be healed "more than full", thanks.
- "Last Stand" gives +30% haste for 10 seconds, another level give +50%. If I can't kill the other guy with +30% I don't deserve the kill. The only use I can think of for "Last Stand II" is to kill Fortresses while your foes can do nothing to stop you so they end up cursing at you in chat.
- "Shield" is one power which I would have liked to fit in this build, but I can't quite manage it. And if I should ever die because I do not have Shield, then Last Stand kicks in *shrug*.
- The above is a guide, not a hard rule, I don't think I have ever followed it exactly, I am always swapping the order which I skills around. Think of the above as an "average".
Favor items which "stand out":
450 - Swift Anklet - cause faster is better.
675 - Totem of War - +5% Attack speed and +15 weapon damage for me, and +5 minion damage, yum.
1375 - Ring of Divine Might - +15 weapon damage for me, and +10 minion damage, big yum!
Gear order, early Game:
$900 - Monk Idol - biggest possible increase is both ranged DPS and survival.
$250 - TP Scroll - must *always* have (at least) one TP scroll.
$550 - Siege Archer Idol - nice ranged DPS.
$350 - Minotaur Berserker Idol - more melee DPS.
$750 - Gladiator Gloves - +5% speed for me (Soul Power already boosts my damage), and +4 damage for my minions.
$1000 - Boots of Speed - +10% movement speed is VERY important, you need to be able to close quickly and flee even more quickly.
$1250 - Wand of Speed - +25% movement speed for 8 seconds is a lifesaver when you are running for your life.
$1200 - Citadel Exp +10% - Levels for your team means that you will be more able to kill enemy DemiGods.
$600 - Citadel Firepower I - AE damage for you towers means that the creeps will not plow them.
$500 - Citadel Fortification I - Regen for your towers will keep them up, a LOT longer.
$1800 - Citadel Gold +4 - It pays back in just a few minutes, then it is all profit.
Gear order, mid Game:
$1500 - Nimoth Chest Armor (optional - With the aggregate damage output of this build, it is rare that an enemy DemiGod will stand toe-to-toe with you for long enough to really hurt you. If you can't master "keep yourself back", then no amount of defensive gear will keep you alive anyway. And if you *can* master not "leading with your face", then Divine Justice will typically keep your naked self at full health).
$1750 - Vlemish Faceguard (optional - Manna can be in short supply in the early/mid game. If having to use your skills sparingly bothers you, then buy a hat).
$2700 - Bishop Idol - better heals and more ranged DPS.
$2050 - Seige Demolisher Idol - more ranged DPS.
$1850 - Minotaur High King Idol - more melee DPS.
$2400 - Citadel Exp +20% - More levels for your team, more dying for their team.
$3500 - Gloves of Fell-Darkur - +30 damage for me, but mostly because +8 damage & 5% speed for minions.
$4250 - Heart of Life - never have to run back to your heal crystal again, and you will find yourself no longer holding back on skill use.
Gear order, end Game:
$8,000 - Mage Slayer - +12% Life Stealing, +25% haste (huge), and +45 damage. Once you acquire this, the resulting enemy DemiGod killing spree almost always results in a "win".
$18,000 - Ashkandor - +12% Life Stealing, +25% haste (huge), +120 damage (huge). Better yet, 10% of 4x critical, and your base damage is already high due to Soul Power so that critical can practically one-shot an enemy DemiGod. But even better is the +15 minion damage and +15% minion haste, it is like putting a turbo on your killing machine. If you get to this, everything following is irrelevant, you have a won game.
$13,000 - Belt of the Giants - +50 damage is nice, but the 100% Cleave means you will slaughter local enemy creeps while you pound on the enemy DemiGod. This helps keeps your health/manna up due to Divine Justice. Whee.
$3,600 - Citadel Exp +30% - more levels, more enemy dying, whee.
$4,800 - Citadel Exp +40% - more levels, more enemy dying, whee.
$15,000 - Unmaker - more minion damage, whee.
$25,000 - All Father's Ring - more minion damage, whee.
- The best source of gold is killing (or assisting to kill) enemy DemiGods. Work on that.
- Do not hesitate to detach your spirits to help your allies kill an enemy DemiGod, that is just "free gold". And your spirits move fast and will replenish on their own if killed.
- Remember to keep an eye on how much gold you have accumulated, so you know when to run back and spend it.
- Don't worry about buying every last piece of gear listed, or buying them in the exact order. The gear listed is just a guide and/or some ideas. Do what feels right for the game sitution.
Tactics, Early Game:
- Do not die. Get used to sending the minions in first, and using the minions to pursue. Only engage yourself if enemy DemiGod is well committed and you are safely distant from an enemy tower/fort.
- You will sometimes die anyway, because you are frail. Learn from it, and remember to hit the shop/citadel when you come back.
- Use your idols by your healing crystal, before you run off. Manna is in short supply in the early game.
- You excel as a creep-killer, focus on that. You are OK as a flag capturer, do what you can. You suck as a tower destroyer, stay clear. You would like to kill enemy DemiGods, but you are not that good at it, yet.
- Check the flags to see if any of them are the +20% exp flag, and if you find one head for that.
Tactics, Mid Game:
- Do not die. Get better at pulling yourself back a bit at the slightest danger, and slamming Penitence and Surge of Faith on enemy Demigods. Anyone pursuing you through your full minion swarm is going to get worn down to "easy kill" fast.
- If you have a Raise Dead Ward down in an area where things are dying, then consider sending your spirits off to attack something halfway across the board. By the time they all die, you will have replenished them. This is good for supporting ally DemiGods, tagging enemy DemiGods who are about to die for the gold, and finishing off towers or even forts which are far away.
- Creeps fuel you, seek them out. Enemy towers can be killed by first swarming them with spirits (which replenish for free), and then you and your idol minions pile on. Make sure that you keep that +20% exp flag, and keep the enemy away from your base portal flags. Once you figure out which enemy DemiGods you can kill, beat the TAR out of them, and eventually you will be able to kill them all.
- Work on controlling your minions:
M = select minions to attack or pursue
H = select DemiGod to pull back
N = select everyone to "pile on"
I = select spirits to send them on "special ops mission".
- Remember to keep a "Raise Dead Ward" down near you at all times.
Tactics, End Game:
- Do not die. Don't get overconfident. You CAN kill four enemy DemiGods in succession, but not all at once. You CAN kill enemy DemiGods at their healing crystal, but not multiples simultaneously.
- Focus your minions on a single target to have it die fast. Keep refreshing the idols and putting down "Raise Dead Ward" as you move.
- If you are having problems pushing far enough to win, upgrade your teams creeps. Giants are effective, and so are the Blacksmith damage upgrades.
- Take over enemy portal flags, the sudden imbalance of creeps in your favor is *huge*.
- Plow mercilessly to your goal, slaughtering everything in your path, especially the enemy DemiGods.
1) The "Demigod Ability FAQ", with some good skill infos:
2) The "Scarylogic" forum guides, which have some great numbers:
3) A google spreadsheet from (er, I don't know who), listing the DemiGod stats (no clue how he got them):
4) My "scratch" Demigod spreadsheet, with all sorts of comparison and calculations:
Don't take this one at face value, the "conclusions" which could be drawn from that sheet are baseless without an understanding of how the sheet was put together. For example: "OMG Oak DPS is SO much higher than Beast, that is just WRONG." .. Correct, that is wrong - because I didn't "count" skills that are "triggered", like Beasts “Venom Spit”, “Foul Grasp”, “Bestial Wrath”, “Post Mortem” / “Plague” (all of which are huge DPS boosts) - while for Oak I didn't count the "triggered" skills “Penitence”, or “Surge of Faith” (both of which do help with DPS, but are nowhere near the boosts that the Beasts "not counted" skills are).
Hope this guide is helpful!
PS: If I got anything wrong, or just missed something, please do not hesitate to speak up.