Maxsteel32 Maxsteel32

Maxsteel's Ganktacular Demon Assasin Build

Maxsteel's Ganktacular Demon Assasin Build

Made some updates to my build. Added some new uses for the powers swap and warp. Updated some replays to better ones including the elusive piggy back of the warp strike while and enemy teleports. I got the kill :w00t: been trying to do that for weeks now.

 Ok so I have been playing DA in the majority of my games for some time now. This is my build im sure some people do well with other builds, but I have found this one to work best for me. Its super fun to play. You will have a respectable 4000-5000+ health for most the game but you are not going to be out there auto attacking and holding a lane all day. 2 things to remember when reading and playing this build. They can't kill you if they can't catch you, and the Gank is greater than the Tank.

1. Spine

2. Warp Strike

3. Save

4. Spine/Warp Strike

5. Swap

6. Save

7. Spine/Warp Strike

8. Save

9. Save

10. Swap/Spine/Warp Strike

11-13. Demon Speed I-III

14. Save

15. Swap III/Warp Strike IV

16-19. Precision Striking I-IV

20. Free

 

I don't get warp area. The only thing i have ever found it to be good for is going against a Rook's hammer slam cause you take no damage and thats the only power slow enough to pull it off 99% of the time (sometimes you come out of the warps early because there are not enough enemies and then you get hit 8C ). The thing is Rook uses the roll then slam and in that case warp area is worthless. No you don't lvl with it faster and yes you might get some more money from it, like 50 gold for the whole game... Not worth it.


Favor Item

 

Swift Anklet

 

Starting Items

Scaled Helm

Banded Armor

 

Gear

1. Unbreakable Boots

2. Nature's Reckoning 

3. Nimoth

4. Vlemish (sell Scaled Helm)

5. Wand of Speed

6. Plenor Battlecrown (sell Nature's Reckoning at lvl 10)

7. Journeyman’s Treads (sell Banded)

 

Consumables

 

Totem (early game)

Teleport 2+

Gadget (only early to mid game should have been dropped by lvl 10)

Caps Lock

Sigil (when gadget is no longer effective)

 

When teleporting try to port to a flag/building behind whatever tower that you want to defend so you can swap the enemy behind that tower and give it more time to do the damage.

 

Artifacts (if it gets here)

Girdle of Giants

Cloak of ElfinKind

Bulwark

Ashkandor

Death Bringer

All Fathers

 

I like the Girdle first cause of the area effect it gives (health and damage are nice too). If you are buying artifacts chances are there are at least cats on the field and the area effect from girdle on your auto attack will allow you to eat grunts like candy as opposed to the beat down DA usually gets from grunts. 

 

Cloak is an interesting pick. Sometimes I get it sometimes not but the extra speed makes you a huge pain in the ass. With journeyman’s, anklet and wand you can constantly put pressure on all portals and make the other team with their stacked damage and health chase you all day with no success. (just don’t get stunned J) If you are going to go speed might as well get all fathers before Ashkandor. (Who ever gets this far in pvp?)

 

Abilities

 

Warp Strike

This is a great power insta cast with a short cool down and at lvl 15 it is one of if not THE alpha strike in the game.

Don’t forget that you can use this to not only run people down but you can use it to get away. Try to keep a tower or grunts in the path that you want to return by. Warp strike will allow you to put that much needed distance on your pursuers. If you are crazy with your timing you can also follow a teleport with warp strike. Basically it works because there is time while traveling in the attack much like a teleport. So if you time it so you are in motion without landing the blow when they port out you will follow them until the attack lands. (I have a replay later)

 

Spine Attack

Pretty straight forward it does allot of damage with short cast. Even with its longer cool down for most of the game this will be your bread and butter attack. At lvl’s 1, 4, and 7 the spine attack is one of the most powerful attacks in the game, and 1150 at lvl 10 is not something to sneeze at either.

 

Swap

Ok Swap is why DA is a total badass.

When someone is taking pot shots at your towers, give them a closer look.

Did the opposition bite off more than they can chew? Don’t let them run away.

Put them on mines if you can.

Swap is your interrupt.

Trying to teleport away? Swap them; the timer is faster than the tele. (if you wait too long you will end up where they were headed, maybe you will want a sigil if you are going to be doing this yes?)

Early game you want to try to maximize the time your victim spends next to a tower.

Later on save your swap to keep people from trying to tele/run away.

Swap people to pull them off your teammates if they are killing them.

Swap if you have gotten too deep and the enemy is trying to trap you.

On some maps you can swap around corners and even over gaps and then warp strike back to put them in a world of hurt.

Strictly speaking this move did change the game don’t waste it.

Oak Shields and ports just count to 2 (patiently) and cast. the key is to time it so that your cast time his happening while he is actually in the act of teleporting.

If you see someone porting accross the map for the gank on your teammate you have 2 options interrupt it or time it right (just like an oak port swap) run the table on them making it a gank for your team.

Use this same type of swap to get an easy portal ninja. If someone is almost dead they most likely will port back to the crystal.

One thing I should say about using swap as a port piggy back is that the demigod will face where they are going to port. If they are facing somewhere you want to go then hey make the other team fund your ride.


 

 

General Tactics

 

Early game just try to protect your towers grab flags and level as quickly as possible because you really want swap.

You have a vested interest in the towers as they give you more kills, thanks to swap, so make sure you buy the tower upgrades at the cit, health and damage 1, early.

Patiently waiting at your towers if you are alone in a lane and can’t hold it someone will usually get close enough for you to swap them in, and at least give you the chance to scare them enough to leave the lane in if not kill them. (TB, REG always trying to kite the towers even beast)

Mid game you want to open with a swap either into your teammates or as deep as possible into your towers.

The later the game gets you have to be a little more careful with your swap cause as other dg get more powerful they can run away more easily and swap is your only interrupt to stop them.

You are not going to be the awesome lane holder a rook, ub, ereb, ect... are. So with that in mind play to your strengths (speed and damage burst)

Be patient, DA is like a hunter, soon enough a weakling in the herd will show up. The key is to be fast enough to swoop in before they know what’s going on and then not let them get away.

For the most part it’s straight forward GANK. Look for opportunities to get the drop on your enemy. :ninja: You will be faster than most if not all other dg on the map so try to hide in the fog as much as possible when closing in on an enemy. (Don’t port to somewhere they will see, you can run them down if they don't get that big head start from seeing your port)

 

 

Some Individual DG Tactics

 

Ereb

He will bat away from a fight/gank, try to anticipate when this will happen, usually he will run a step to maximize his bat or mist then bat. Coming out of mist is easy to catch you just have to wait, but if they break to run know bat is happening now SWAP.

 

Oculus

He will try to blast off to run. Same deal as bat just easier to catch.

 

Oak

When encountering Oak spine first. If you warp in first they know the spine is coming and will get the shield up causing you to waist your more powerful move. If he doesn’t shield then warp in and start swinging.

Oak is my favorite to kill late game. He thinks he is invincible with a debuff shield and teleport. DA is the only one that can stop him. When you see the shield go up wait for the tele.... count to 2 then swap, they will port out and then your swap will bring them back from anywhere. Now helpless in a place he obviously wanted to leave8(| your friends or towers can kill him or you can just run him down/teleport back and finish the job.  (only do this if you are going to be able to live running from their crystal, that’s probably where you are going, BRING A SIGIL and/or teleport).. If you pull it off killing an oak this way is the best move in the game imo. :rofl:



Beast

Ooze hurts so try to keep him at a distance as long as possible. Swap or Spine depending on your surrounding don't warp in first unless you are getting the kill right now with your burst or he is running and you need to close the distance to set up the swap. It’s a good idea to also bring friends to this fight.

 

Sedna

I hate fighting sedna probably more than any other dg. :annoyed: You have to try to out tank her, not gonna happen, cause unless she has already been hit hard she will laughed off a burst of damage with a heal. With sedna, as other big tanks, you need to play the role of support to your teammates. Help with the damage and don't let them run from the fight when they start losing bad.

Just know until lvl 15+ you most likely will not be able to put down enough damage to take her 1v1, unless you can somehow pull her deep into some towers.

 

Regulus

The only thing to worry about is his mines. If he is not moving Reg is probably standing on mines, spine attack and try to get him to move don’t swap or warp till you know you can either take the hit and kill him, or there are no mines. If you see him laying down mines warp in to pass the mines, very few if any Reg actually put the mines where they are immediately standing so warp striking in while you see him placing is probably the safer bet.

Really just try to get him away from his mines and don't follow him into them thats all.

 

I hope this helps and I hope to see some awesome DA play out there in the future. GL HF

 

Replays


Oak Swap

Anklet vs EoM

All Fathers

Phoenix

Kills (17)

Warp Striking the Tele!

 

9,664 views 37 replies
Reply #26 Top

splash damage is a little harder to test but I noticed the same exact amount of damaged whether it was the DG being hit directly or the grunts being hit and the demigod taking splash damage from being close by. Not once did I see anything that would show a division of the damage by 10, in fact not once did I see the damage of the upgraded towers go below the damage of the towers without upgrades.

Reply #27 Top

Unupgraded towers have a splash damage value of 1 (lua/units/ug/b/ugbdefence02/). 

Damage = 300,            

DamageFriendly = false,            

DamageRadius = 2,          

 

Since DamageRadius is defined, it deals splash damage (the attribute is DamageSplash) is default set to one. If you look at other splash abilities (like Angelic Fury), you can see they are defeind at 70%. 

Building 1 has the following buff:

Affects = {                

DamageBonus = { Mult = .1 },                

DamageRadius = { Add = 1 },                

DamageSplash = { Mult = -.9 },            

},

 

In English, this means that it multiplies the current damage bonus by 110%. It adds 1 to the current Damage Radius. It also multiplies the current DamageSplash modifier by 10%. 

 

What this means is: 

Unupgraded towers do 300 damage to everything in a damage radius of 2. This is great against minions and creeps, because they tend to run at the tower closely bunched and they are killed quickly (I'm sure you've seen this happen a great many times). 

Upgraded does do 330 damage to their primary target. However, they only do 33 damage to a everything else in a damage radius of 3. Notice that a damage radius of 3 is still very small.

 

What this means is that by purchasing tower upgrades for against creeps and minions (the thing you are typically buying these upgrades for), you are really hurting yourself because it does not damage creeps as quickly since it can really only take one out at a time instead of the entire horde. 

If you are purchasing this with the intention of harming demigods well... then I guess that makes sense. Though they will probably laugh at you and it's countered very easily just by walking in with a creep wave since it takes so much longer for the tower to kill creeps. 

However, looking through the buff code again... it is very possible that the building strength upgrades your Archer and Fort towers, giving them a splash damage as well (they don't have one to begin with). That may make it work to get against minion builds that have already destroyed your normal structures (eg they are working on your archer towers and forts now having destroyed your towers of light already). 

Reply #28 Top

Ok so i tried checking out the grunt damage. How I did it was by using Occ and killing the on coming wave so the grunts could go to the tower untouched. Grunts and priests with full armor verses the normal light tower would get killed in about 10 attacks per wave. With the upgrade I noticed the average dropped to around 9 attacks, and with 25% it was around 6-7 attacks regularly. There were some outliers with higher level towers taking 9-10 attacks if the wave got dispersed well around it but there was never a time when the non upgraded towers were taking care of a wave faster than an upgraded tower was able to. I have the replay if you want to see it. Pretty boring though. I did not check if the arrow towers have splash damage that seems pretty hard to test unless you had multiple demigod's, grunts die to fast against them or in the case of giants they kill them to fast.

Reply #29 Top

Hedgie looked at the code and knows for sure - I haven't checked, but I don't buy that upgrade ever and frown when someone on the team does.  If what he says is correct (I believe it is), then it certainly hurts quite a bit.  I really hope this is on the list of "free updates" that GPG will provide at some time. 

My build is actually pretty similar to yours, but there are some changes.  The main difference is that I go full HP stack.  I get BOTF, banded armor and scale mail at start.  I have no intention of even trying to kill someone unless they do something foolish prior to level 5 or have quite a bit less health than me.  I simply try to get in a lane (mana side preferred) and level.  Then, just go back and forth capping the xp flag as long as possible, avoiding confrontation unless I get the impression I have a kill coming.  As soon as I get enough dough (and if it seems logical), I head back to base and pick up plenor and a tp to increase my mana and enable me to gank.  I don't try to gank (again, unless its an obvious kill) until I hit level 5 and have my swap.  The real beauty of playing very passive until 5 is that you will like have an easy kill op around then (again, odds are there is a 2v2 on the HP flag and I've just been playing low key).  Keeping an eye on the map and the total damage you can inflict around level 5 or 6, I will port in, causing the 2v2 to become a 3v2, target the dg with the least chance of escape and unload.  Then, back to shop for unbreakable and a port or whatever is needed, and then move on back to recapping mid, mana, whatever.  What my build lacks in speed, warp strike makes up for.

Regarding warp area - I think it is a useful skill depending on who you are fighting.   Its extremely useful against a fire tb for avoiding fireballs and Hammerslam (like you mentioned) or to use like a quick mist followed by a warp strike to escape. 

Anyway - as da requires quite a bit of mana, knowing when to use your abilities is extremely important.  So often do I see players pulling swaps early when there is no point or no one is trying to escape, etc.  Even that quick swap then warp strike to get close is often pulled at silly times.  The real trick is saving swap until it interrupts or can cause the most damage (mines, team there, etc). 

And ALWAYS - be willing to cancel your TP if you believe the gank op is just too far out of reach.  Nothing is worse than a da that ports in for a kill and the enemy is long gone. 

Reply #30 Top

I still swear by EoM on DA

Banded, Unbreakable, Nature's Rec, Nimoth, Duelist's

Play spammy with Spine Strike... you regen spine 1 in 40 seconds with the +mana on EoM + natural level 1 regen (you are at +10 mana regen at level 1) and EoM cool down is 45. There is no better way to put spines in someone's face constantly early game, and alleviate DA's weaknesses with your build since you can skip a mana helm.

The only real weakness is Orb of Defiance, as they can read the EoM burst. Kinda sucks, but when they do this once, blow EoM to jig them with orb of defiance, and then sink the burst into them afterwords which is kinda costly since you are skipping a helm.

Teseer has noticed something pretty incredible if you can micro well. (and you should strive for it) With demon speed and DA's fast initial attack animation, you can also step in, AA, and step back, avoiding the enemy's AA.

Reply #31 Top

Works almost 100% of the time if creeps are involved. They'll swing with them around, you time your swings while theirs is still mid animation.

It's a lot harder without em there, but if you can just get it 5 times real quick you earned about 600 dmg :)

Reply #32 Top

Pacov I totally agree with you people waist Swap more than any other power in the game imo. So powerful if use correctly, and such a waist if not. I have even seen people help the enemy escape by swapping because they are all excited in a fight and are just spamming their powers. I could see getting WA instead of lvl 7 warp cause it is another 100 damage net on your burst, but now you need another 700 manna on a character that already needs allot of manna and you would have to give up some speed to still make it to the lvl 15 warp which is a must. Does WA really totally avoid a fireball or does the ball go really slow, cause you can get a fireball to chase you super slowly if you warp strike while its in mid flight. Its much harder but warp strike can totally negate hamerslam if you time it just right.

 

A good way to try to get around Orb of Defiance is to open your attack with spine then warp just like when opening against an oak. This way of attacking gives less time for someone to activate a power before you get your burst off. If someone is being quick on the draw regularly just start a spine and cancel. The sound will go and hopefully get them to waist their shield.

 

Im still not convinced that the manna with EoM for a few more spine attacks early in the game is worth your favor item. I honestly get more kills, flags, grunts, xp and gold with an anklet. If you wanted to spam spine I think SoR would be better and stack helms or play levi. You could make the argument for HW for the xp and all that but I run from battles I would normally die in and get ganked less while being able to get to more fights that i normally would not be able to even with a port. Blood is viable as with any demigod but it is definitely stronger in a 2v2 than a 3v3.

 

What teseer is talking about it totally correct when you have more speed than another demigod. You can really almost pull him back when he is mid strike causing you to attack while turning back.

 

As far as the tower damage I have not gotten it for a while cause it is frowned on and I believed it did less damage too, but honestly after testing against demigods and creep waves I did not see anything that would even come close to suggesting the damage goes down in any way. In fact it only went up every time on everything i tried. It did more damage to the DG, more damage to the individual creeps, and took noticeably less attacks to kill each wave as a whole. I don't know what the code says but the results seem to point that the tower damage upgrades do as posted.

Reply #33 Top

Does WA really totally avoid a fireball or does the ball go really slow, cause you can get a fireball to chase you super slowly if you warp strike while its in mid flight.

It totally avoids. 

I've also seen some people uses EOM very well, but it's not really conducive to my style of play with da.  I'd choose either BOTF or swift in any situation with da. 

Reply #34 Top

DA is hands down the worst character in the game.

Spine, warp strike, and warp area cost ridiculous amounts of mana that DA does not have the pool/regen to sustain. And because he is a melee character, he really can't afford to go two helms because he'll die. Swap is the only thing that makes anyone play DA. It's relatively cheap in comparison to his other abilities and it allows you to gank people.

The only way to play DA is to swap then burst someone 2v1 or 3v1. In a team fight DA is pretty useless compared to the other crappy demigods. (Queen's shield, ground spikes, and spike wave are incredibly useful in a 3v3, TB's rain of ice, circle of flame, fire nova, and ice nova are all amazing skills in big fights, Regulus' mines and mark are incredibly powerful against multiple targets)

Once giants and cats come out, DA is pretty much only useful for running at portals.

All of this leaves you to conclude you have to either tank like a crappy beast with blood, or cap flags like mad with super speed.

I think super speed DA is actually pretty entertaining, and it helps him do what he does best, (or really all he can do) gank.

DA with maxed out demon's speed and journeyman's is 100% unstoppable without getting chain stunned, so he's great for harassing portals late game.

 

Reply #35 Top

most melee characters go 2 helms. Hell, most demigods in the game work best with two helms, the major exceptions being any BotS build and UB, who only needs one, unless you have an unusual item or skill build (eg, Magnus Rod on Occulus or minion builds).

But they can also go Blood without gimping their ability usage.

Reply #36 Top

the problems with DA are true, lack of HP, lack of starting speed, lack of good area effect all while being a melee character. If one of those was tweaked a little i think people would like him more. as stands his weakness against grunts is the biggest problem since he is the worst against them. Nature's Reckoning really helps with this. Orb of Veiled Storms can be good too but its expensive early and it takes a consumable slot. If you are going for portal harass like Split said I go WoS as well and just leave the teleports. If you can get a Girdle of Giants DA turns into a totally different character. You can handle any grunt waves, precision striking makes the cleave just awesome, you have good hp, and when you are in large battles you are taking all DG down at the same time. As far as being the worst DG in the game im not sure about that. He is the worst at the very beginning of the game sure but lvl 4 is not too bad, once lvl 5 comes he is ok, 7 he is pretty good, 10 he's flat good and lvl 15 really only UB can contend there.

Reply #37 Top

DA is a beast at level 15, certainly T1, I do agree with you there. I think he just really struggles until about level 8 compared to most other demigods (unless he gets kills). It's hard to get there, though, and some demigods can deal with him better than others. 

Girdle is such an awesome artifact. It changes DAs and Sedna's endgame soooo much.