[PREFACE]----------------------------------------------------------------------------------------------------------------------------------
Why am I writing this? I want better competition as I keep seeing players make the exact same mistakes each and every game, getting their ass handed to them in the process.
Please be aware that this is a work in progress, I will try to elliminate typos and misinformation as much as possible.
This guide assumes all players are moderately skilled.
This guide also assumes you can type quickly, if you can't, start practicing.
This guide assumes teams are 3v3 or greater.
This guide assumes standard game settings (conquest).
Shorthand Names of Demigods:
rook = Rook
ub/beast = Unclean Beast
reg = Regulus
tb/mage = Torch Bearer
sed/kitty = Sedna
qot/queen = Queen of Thorns
ereb/vamp = Erebres
oak = Oak
Various Terminology:
cap: Capture Lock
lock: Capture Lock
lane: path that reinforcements take
inc: incomming, usually refering to an enemy demigod approaching your position
early game: levels 1 to 5
mid game: levels 5 to 10
end game: levels 10 to 15
post game: levels 15 to 20+ (artifacts)
creeps: reinforcements
3v1: 3 allies versus 1 idiot (enemy) demigod
1v3: 1 idiot (ally) against 3 enemy demigods
general: Oak, Sedna, Queen of Thorns, Erebres
assasin: Regulus, Unclean Beast, Rook, Torch Bearer
scaling: how a demigod increases in power, wether by items and or levels
trapping: tricking a demigod into a situation where he will probably die
gank(ing): finishing off a weak demigod, similiar to trapping
cd: cooldown
oom: out of mana
lom: low on mana, possibly one or two ability usages left
snare: anything that can halt or slow a demigod down
slow: reduction of movement speed
interrupt: an ability that can cancel another ability and resets its cooldown
stun: an ability that can cancel another ability and "freeze" a target in place.
silence: an ability that can cancel another ability and prevent further abilities from being used, but does NOT reset cooldowns
[COMMUNICATION]----------------------------------------------------------------------------------------------------------------------------
In order to effectively work as a team you must be willing to notify your allies of changes on the battlefield constantly.
It is also beneficial to zoom out so you can see both your lane and the next lane over to warn against incomming demigods.
The follow are ways of notifying allies of various things.
A)Let your allies know when an enemy demigod is weakened or near death so they can attempt to finish them or catch them as they run to their base.
ub is at low health
sed is weak
queen low
rook weak
B)Let your allies know when you are out or nearly out of mana so they do not attempt anything heroicly stupid.
It is not neccessary to state your name since it appears next to you when you type
no mana
1 shield left
2 heals left
C)If you are being chased and see an ally nearby ask them to help get rid of your pursuer by using slows, stuns, or simply auto attacing them.
Note if an enemy regulus is chasing someone, save any stuns or interrupts till he attempts to snipe, then stun him to prevent an ally death.
get beast off of me
slow reg
D)Notify allies of enemey demigod movement, sometimes you may see them while the others did not since they may have been preoccupied.
Most common positions are left/center/right, this presumes your citadel is south/bottom, while the enemies citadel is north/top.
If an enemy demigod is fleeing it generally means they are
returning to base
heading to a Sedna for a heal
heading to a Queen or Thorns for a shield
heading to an Oak for a shield
waiting for another demigod to assist them in the fog of war
Examples:
2 left (two demigods are on the left flag or lane)
ub/sed mid (unclean beast and sedna are at the center flag)
weak rook left (a rook at low health and possibly slowed and may be trying to escape)
reg inc ub (an enemey regulus is comming to your position unclean beast)
E)Notify your allies which direction you are thinking about heading, sometimes they may need your assistance elsewhere.
Make sure to notify them *before* you are about to head in that direction so they have time to think and react.
Examples:
going left
going to you reg
F)If you notice a non-endangered ally nearby, and are fighting a demigod, ask them to help, sometimes they may not notice or think you need help.
Likewise if you see an ally engaging a demigod, by all means assist them!
Never risk fighting alone if possible unless you have a very clear advantage.
sed help left
ub help mid
[COUNTERS]---------------------------------------------------------------------------------------------------------------------------------
This section details how to defeat each and every viable build (that I can remember off the top of my head).
Note that not *ALL* builds are *EQUALLY* strong against *ALL* other builds, or put another way, some builds *COUNTER* other builds.
Again let me reiterate this assumes competent players on normal game settings.
Many builds are also not effective in 1v1 scenarios, but scale incredibly well in larger encounters.
Torch Bearer and Queen of Thorns for example peform much better the more players present in a match.
When selecting your demigod, sometimes it is beneficial to take a demigod based on how he can counter another. For example taking a Sedna
to silence an Erebres, etc.
General Counters:
A)Double or Chain Stun: Having one demigod stun another demigod, and once that stun has worn off, have the second demigod stun him.
Generally you use any burst abilities you have during said stuns. Usually results in a demigods immediate death.
Rook:
A)Tower Rook: (Key Abilities: Power of the Tower, Boulder Roll, Hammer Slam, Shoulder Upgrades)
Early game he will be very hard to kill for anybody. Do your best to stall him with ranged attacks, but do not directly engage him.
Attack his allies if the opportunity presents itself since the rook is significantly weaker without his towers.
Mid game, rook becomes suseptable to double stun kills provided you and your ally have ~40% damage mitigation from armor as well as 4000hp+.
Do not approach him from the same angle or position or he will most likely boulder roll you followed by hammer slam or running away.
A Frost Torchbearer can generally ruin a Tower Rooks ability to keep his towers up via aoe and freeze.
A regulus (with range upgrade) and a Unclean Beast with Spit can stall a tower rooks advance.
If you engage him save your instant interrupts if you know he has Structural Transfer, use it to prevent him from healing.
Please remember allies can teleport TO HIS TOWERS, so be weary.
B)Hammer Slam Rook: (Key Abilities: Boulder Roll, Hammer Slam, Gods Strength, Shoulder Upgrades)
If you have an instant stun, keep it handy when he tries to boulder stun then slam you. Mid Game this may be impossible.
At level 10 his stun will last long enough for him to hammer slam you.
Just stand "under" or "inside" him and he will have to move in order to hammer slam.
Do not approach him from the same angle lest he boulder roll and hammer slam the lot of you.
Unclean Beast:
UB in general is VERY suseptable to trapping.
A)Spit Based:
He will attempt to weaken you with spit (several times if possible) before engaging you.
If you are a general, buy priest MINIONS (not reinforcements) early. They will prevent you from being worn down by spit.
Obtain health regen items early to help offset the damage.
If you are an Oak, your pentance ability has slightly more range than spit. As he approaches you hit him with it,
and it will mostly likely interrupt the spit.
Carry a single 750 health potion to use if you are about to die while running away. Do not use it if it won't save you.
B)Ooze Based:
This beast is incredibly dangerous in melee, you get a 10/20/30/40% attack speed reduction if you melee him.
Switch places with a ranged demigod to harass him and stick by a tower if possible.
C)Hybrid:
This beast gets both spit and ooze simultaneously. He is very dangerous to engage, but has is generally very slow and prone to trapping.
Use his slow speed to trap him.
D)End Game UB
UB scales incredibly well in general, do not try to 1v1 him in melee range or you will probably die.
Chainstunning and ranged attacks are the safest way to deal with him since he has no escape abilities.
Note that if he gets the final rank of Bestial Wrath he is immune to slows, so be weary.
Regulus:
You must watch regulus to see which abilities he takes.
If he snipes, make sure to always carry a potion with you and use it ONLY if you are running to prevent a snipe death.
If he uses mines, they will most likely be placed near corners and flags, or right ontop of you during combat.
If you have an instant interrupt (pentance, pounce) use it to interrupt his mine ability.
Use minions (if available) to "sweep" for mines around flags and corners.
If you see him about to toss mines, look at which direction he is facing.
If its towards you, run behind him and keep attacking.
If its away from you, take note of them as well as his level, at lv10 the mines have a slow effect, so beware of running over them while he retreats.
If he marks you, beware of using it, since he may attempt to flee (or chase you down).
Sedna and Oak can clense it via max rank of heal or shield.
If he retreats and you can't finish him off, set the mark off when you are safe so you do not get killed while the slow is in effect.
If he took Angelic Fury (wings) and mines, be careful of upgrading troops early since he can clear them out very quickly.
Sedna
Early game sedna is very powerful and will generally outlast any demigod, be careful when dealing with her.
Sedna is very ability dependant, and thus is very suseptable to stuns and interrupts.
Get used to when a given Sedna will attempt to heal and prestun her.
Do not attempt to use long cast time abilities until after a pounce or they will most likely be interrupted.
Sedna can be very fast, so if you need to retreat do it very early.
A Frost Torchbearer is generally the easiest way to ruin a Sedna's ability to do anything at all.
Due to the High Priest typo and her healing wind secret effect, Sedna has become INCREDIBLY difficult to kill. Good luck.
Queen of Thorns
This demigod is very durable early game, avoid 1v1 situations with her when possible.
Like Sedna, Queen of Thorns is very ability dependant, thus stuns and interrupts can tear her apart.
Beware of her spikes, they will reduce your armor increasing the damage you take significantly.
Bweare of her other spikes, they allow her to slow you from a long distance, making it very hard to escape easily.
Once again a Frost TB can really give her a hard time via slows and interrupt.
Erebres
A)Minion-Based (you'll see lots of rolly pollies/nightwalkers)
Typically this type of Erebres will have very powerful minions, he will usually attempt to tear down towers early or hassas you from afar.
Generally he will also take mist making him unattackable. Both an Ooze UB and Frost TB can make short work of him and his minions however.
Sometimes he will take bite instead of mist this makes him more difficult to kill.
B)Assasin-Based (Key Abilities: Bite, Mass Charm, and Batswarm)
This Erebres is one of the hardest demigod to *kill* due to mist and batswarm. Generally he will be able to mist during a snipe, a fireball, out of a spit, etc.
However he is not particularly deadly, its just that you will not be able to finish him unless you trap him.
You must determine which way he will bat swarm after a fight and position a teammate accordingly.
Also never put yourself in a compromising position against this type of Erebres, he will bite/batswarm/stun you till you are dead if you try to flee.
So do not engage him unless you are certain you can drive him off.
Typically kill this individual last, since he may never die at all even if his team looses.
There are a few ways to annhilate an assasin-based Erebres. A Sedna with maxed out silence, and a Frost TB. Both can lock down his abilities preventing
him from fleeing.
Also note that currently you CAN stun an Erebres Batswarming away with foul grasp.
He will still batswarm but will be stunned for two seconds afterwards, sometimes enough to catch upto him with another demigod.
Oak
A)Minion-Based (you'll see spirits)
Same as a minion-based Erebres except he can periodically heal via his aoe. UB with Ooze and TB can counter this build very well via aoe.
B)Assasin-Based (Key Abilities: Pentance, Shield, and Surge of Faith)
His abilities make him difficult to catch if they are not on cool down.
In order to kill this type of Oak you will generally need to stunners that attempt to trap him.
Sedna with silence and a Frost TB can generally cause him great pain as well.
Before level 10 you can interrupt anything he attemps to do while shielded (teleports, potions etc).
However at level 10 his shield makes him "hit immune" for its duration so he can chug a 3 second potion and you can't do anything about it!
[EQUIPMENT]--------------------------------------------------------------------------------------------------------------------------------
There are 3 main ways to gear your demigod: health, speed, or slow stacking.
Most of the time you will wish to stack health in order to simply survive.
In larger games 4v4 and 5v5 you will want at least one demigod to have a great deal of speed or slows so he can catch fleeing demigods.
By level 1 you will want at least 2000hp.
By level 5 you will want at least 3000hp.
By level 10 you will want at least 5000hp.
Mana Items of Choice:
It is unwise to equip more than two mana helms against good players since you will run into survivability issues.
Some demigod builds are very mana depenedant and require two mana helms. All others only require one (Vlemish).
These include Sedna (all builds), Queen of Thorns (all builds), Assasin Oak, Assasin Erebres, Ability Spam Regulus, Torchbearer (all builds).
Hungerlings Crown is sometimes skipped to get Cloak of Flames early.
Scaled Helm (early game)
Vlemish Faceguard (mid game)
Plenor Battlecrown (mid game)
Hungerlings Crown (end game)
Cloak of Flames (post game)
+Armor Items of Choice:
Generally its best to only have one +armor item equipped due to better, cheaper items being available.
+Armor does not stack very well since it suffers from diminishing returns.
Also the Armor stat does not reduce ability damage or help mitigate it in anyway, you need health and health regen for that.
Godplate is usually skipped to attain Bulwark.
Nimoths Chest (mid game)
Godplate (end game)
Bulwark of Ages(post game)
+Health Items of Choice:
Due to the nature of abilities, health is superior to armor after you have about ~1000 armor.
High health regen means fewer trips to the crystal.
Banded Armor (early game)
Unbreakable Boots (mid game)
Haubruk of Life (mid game)
Nimoths Ring (end game)
Girdle of the Giants (post game)
Weapons of Choice:
Almost all +damage items are worthless except for the artifacts, many of which are also useless.
This is due to poor scaling and cost.
Note that Deathbringer fits into your activatable item slots not your equipment slots.
Note that there is a hard attack speed cap of 0.5 seconds. So watch your stacking.
Mageslayer (end game)
Ashkanador (post game)
Deathbringer (post game)
Favor Items of Choice:
Health: Blood of the Fallen
Slows: Poisoned Dagger
Healing: Blood Soaked Wand
Speed: Swift Anklet
Oh #($&#: Cloak of Night
Mobility: Amulet of Teleportation
Ability Spam: Staff of Renewl
Minions: Horn of Battle
Idols:
Priests (heal for 10% of your max hp)
High Priests (heal for upto 30% !, yes 30%, of your max hp)
Minotaurs (only useful to draw tower fire or sweep for mines)
Siege Archers, can wittle away towers over the course of the game as well as harass demigods sitting in their lane.
Sadly they tend to not be cost effective.
[CITADEL UPGRADES]-------------------------------------------------------------------------------------------------------------------------
Currency 1
Experience 1
Tower Regen 1
Tower Damage does not actually add splash damage, towers do so naturally.