Ultimate 3vs3 Combo (on Cataract)

Pure Theorycraft

Oak+Beast+Regulus combo has one hell of a killer move at level 10:

Pentinence followed by Surge and Snipe+Wrath and Spit+Ooze+Grasp.

How-to:


Oak and UB team up at the health flag, Regulus goes to mana flag. UB and Oak play aggressively and use Pentinence and Spit as often as possible.
Regulus plays very defensively at his side and Snipes to other side when possible. There should always be at least one player at a lane so that no experience gets wasted. UB recaps middle flag whenever possible.

If there are 2 enemy Demigods at most at the health flag, pick the one with least health or the possible counter (Healer or Shielder) or the slowest. If he gets into Spit range tell Regulus to get into Snipe range (in between the 2 front towers on your side, a very safe place) and use Pentinence+Spit+Snipe simultaneously. The cast times will ensure the right order of impact. Oak then instantly casts Surge of Faith and Regulus casts his Heaven's Wrath. Pentinence and Snipe-Maim will slow the victim (-26%) so that the Beast (6.3*1.15 = 7.24 speed) can catch up with him even if he flees. Beast turns on Ooze while following him and Grasps as soon as in range. Oak also keeps following and autoattacks, perhaps using Pentinence a second time or using Shield if UB or him get low health. If somehow the enemy should escape beyond the towers there will be a chance of a 2nd Snipe by Regulus which should definitely seal the deal. A weaker variant of this killer move can already be tried from level5 upwards.

The important factors:

  1. slowing an enemy who thinks he's at a safe distance
  2. getting close quickly
  3. stunning him
  4. dealing insane burst damage


Spell Damage:

  • 800+(450+990+250+150)*1.16 = 2934 damage before grasp (Pentinence and Surge and Snipe and Wrath and Spit instant damage) and
  • (2*150+2*140+500)*1.16 = 1253 damage during the 2 second stun grasp (2 seconds of Spit and Ooze and Grasp) and
  • 5*150*1.16 = 870 damage after the grasp (5 seconds of Spit with Pentinence) and
  • 3*150 = 450 damage after the grasp (3 seconds of Spit without Pentinence).


Thus, with Pentinence4, Surge2, Snipe4, Wrath, Spit4, Ooze4 and Grasp2 this amounts to
2934+1253+870+450=5507 spell damage alone if properly timed. Additional Oak autoattack during Grasp and Oak+Beast autoattack after Grasp should be able to kill every Demigod at level 10.
To put this into perspective: A realistic health-stacking Rook (BotF+Banded+Unbreakable+Nimoth+Hauberk+Vlemish) has 6150 health at level 10.

Costs:

    * Oak: 750+675= 1425 mana.
    * Regulus: 750 mana.
    * Beast: 950+1100=2050 mana but gains 2 *(-50)+500 = +400 health.

Builds and Items:

Oak:

  1. Shield1
  2. Pentinence1
  3. Save
  4. Shield2+Pentinence2
  5. Surge of Faith1
  6. Save
  7. Shield3+Pentinence3
  8. Save
  9. Save
  10. Shield4+Pentinence4+Surge of Faith2
  1. BotF+Scalemail+Banded
  2. Priests
  3. Unbreakable
  4. Vlemish
  5. Plenor
  6. Nimoth (-Scalemail)
  • 7620 gold


Beast:

  1. Spit1
  2. Ooze1
  3. Save
  4. Spit2+Ooze2
  5. Grasp1
  6. Save
  7. Spit3+Ooze3
  8. Save
  9. Save
  10. Spit4+Ooze4+Grasp2
  1. BotF+Scalemail+Banded
  2. Unbreakable
  3. Vlemish
  4. Plenor
  5. Nimoth (-Scalemail)
  • 6720 gold


Regulus:

  1. Snipe1
  2. Maim1
  3. Scope1
  4. Snipe2
  5. Maim2
  6. Mines1
  7. Snipe3
  8. Maim3
  9. Mines2
  10. Snipe4
  1. Wrath+Banded+Scaled
  2. Unbreakable
  3. Citadel Currency1
  4. Vlemish
  5. Boots of Speed
  • 7150 gold


Counters:

  • Sedna or Oak can counter by casting Heal or Shield (Orb of Defiance is still too expensive for level 10)
  • Rook can counter by using Boulder Roll and escaping
  • Erebus can Bat-Swarm away or Mass Charm and escape

 

Why it could work:

If you look at the playstyle of excellent premades on Cataract you will see that it's almost always 2 DGs at the important health flag and only 1 DG at the mana flag. This assumption is quite important for this combo.

Cataract is on of the best Snipe maps (low cooldown, save positions near lanes where you still get experience, quickly reachable maximum range damage bonus positions) and therefore I do not think Regulus would be a very weak point. He's also got the tower to retreat and the Scope skill lets him play very safely. His sole role is to somehow hold the own lane and give support to the other lane.

I just wanted to show what is possible up to level 10 where almost all skills reach their maximum power.

Oak and UB can also play very defensively when facing 3 DGs at their lane: Pentinence and Spit have quite a range and their damage alone (800+(150+7*150)*1.16+3*150=2642 damage every 10 seconds) can make Demigods retreat when there's no healer around (which is of course not the case in most premades). Their 2 mana helmets each let them spam this skill combo quite often. Meanwhile on the other lane Regulus can easily kill the towers with his Scope upgrade.

Worst Case:

Even if UB or Oak should die after the kill (with Oak's Shield one of them would most probably surive), you'd still have the gold advantage from the kill because the dead enemy Demigod does not get any money for the assist.

Criticism:

  • One could argue that Grasp level 2 is not really worth its mana increase (stun duration stays 2 seconds) and that Surge is not worth the damage and speed boost.
  • Wrath on Regulus is not worth the extra 290 (250*1.16) damage.

Not criticism:

  • "Regulus can not hold his lane against 2 Demigods" -> Of course he can not! But do not forget that the lane on the other side would also would be lost very quickly to Oak+UB.
  • "I'll play against you and your handpicked two others playing that combo with my premade any day of the week." -> This is Theorycraft, not a competition.
  • "News Flash: Don't get caught in a 3v1.  That is all." -> Please re-read my post as you did not understand it.

 

What do you think?

Is the Rook+Erebus+UB mass stun combo better?

Can it beat the imba Uproot-QoT+Yeti-Sedna+Frost-Nova-TB combo?

8,872 views 49 replies
Reply #1 Top

This combo is nice if the ennemy cant counter you. But i think the best think for reg is to use mines in 3 vs 3 battle. Mines lvl 4 do like 450 damages each mines ( 450*3=1350). Dont think snipe can do the same thing. One of the best damage u can do in blow is when rook do is slam at lvl 4. BUT u need QOT to do spike and oak to do peni. Armor reduced 2x +  slam could be nice ^^

Btw all those combo need to be test and in a fair 3 vs 3 game dont think u have time to do all this combo.

Reply #2 Top

Well, of course are three Demigods on 1 lane stronger than just two Demigods. But by doing this you forfeit your second lane and all the experience and gold there, most probably also the front tower, gold flag and portal.

Regulus with Mines is by far better if played without this special combo, no doubt about that. Moreover one could argue that Grasp level 2 is not really worth its mana increase (stun duration stays 2 seconds) and that Surge is not worth the damage and speed boost. But I wanted to create a somewhat "realistic" combo that not only deals insane burst damage but is also quite hard to counter because of slowing, interrupts and stun.

One of the best damage u can do in blow is when rook do is slam at lvl 4. BUT u need QOT to do spike and oak to do peni. Armor reduced 2x + slam could be nice
End of quote

QoT Spikes reduces armor which does not increase Slam damage. Pentinence does not decrease armor but it does increase Slam damage, but getting the very slow Rook in Slam range is kinda impossible if the enemy retreats early, even with Pentinence. Anyways, the maximum damage of that would be 800+(625+300+1700+990+250)*1.16 = 5283 spell damage with Pentinence4, Snipe4, Wrath, Spikes4, Boulder2 and Slam4.

Side note: QoTs who max out Spikes already at level 10 are very easy targets for the enemy. You'd either have very weak Shields or weak Mulch.

Reply #3 Top

Regulus:

1. Snipe1
2. Maim1
3. Scope1
4. Snipe2
5. Maim2
6. Scope2
7. Snipe3
8. Maim3
9. Scope3
10. Snipe4
End of quote

I don't agree with this build because it will make regulus an easy target in his lane (since he is alone). I would rather have reg use something like:

1. Snipe1
2. Mines1
3. Save
4. Snipe2 and Mines2
5. MotB
6. Save
7. Snipe3 & Mines3
8. Save
9. Save
10. Snipe4 & Mines4 & MotB2

Mines + MotB is what reg needs so be able to stay in his lane. and he can snipe when teamates call for it. Otherwise I think this is a pretty solid strategy if done right. It can kill almost any DG in a matters of seconds without much trouble.

Reply #4 Top

Snipe and Mines and MotB would be kinda hard on Regulus' mana. To win the fight on the much more important health flag he'd have to Snipe as often as possible, turning the 2vs2 on the opposite lane into a (2+1)vs2 situation. This would also urge the enemy team to have at most one Demigod at Regulus' (unimportant) mana flag lane. Regulus with Scope can easily deal with one Demigod there if he plays devensively and stays near the tower. In fact, he should not even try to take the mana flag at all but be quickly ready for a Snipe a bit more back on the lane!

The Maim skill is quite nice because it also affects the Sniped Demigod and thus allows the Beast to get into Grasp range much faster.

It's all about burst damage: An average enemy Demigod could be down from full health within four seconds (4500+ damage), a damaged Demigod won't even Survive the Snipe at second two (2000+ damage).

Reply #5 Top

Cosmoe. Like any 3 on 1 is deadly. Oak/Erebus + any other for example. Pestilence+Bite is absolutly deadly if the generals also have minions. The amount of damage you take is huge. And you can add Surge to that aswell. Personally I believe Oak/Erebus is the killer, because their debuffs stack so well.

If the QoT gets fixed, I believe QoT/Erebus/Oak could become even more deadly with spikes. Also they are all generals, which in my opinion are superior because they have priests (which are huge with health stacking).

I have also found that Regulus is a problem in EXPERT games. He just can't deal with 2 or more health stackers unless he is in a very specified team, such as ROOK(tower, slam), SEDNA(heal wind), REG (MINES, SNIPE, RENEWAL) team ganking, for example, which is very strong mid game.

Reply #6 Top

i dont think this is a good strategy and combo. in fact i find it very easy to counter. you can stomb with that palyers that dont adjust to it. it isn't the worst combo, no way. but not even close to best. change reg with erebus, or sedna or oak with sedna, or reg and oak for sedna and ereb.,or for ereb and rook. all this are far better and counter your supposed strat easaly.

espacially later on it will get harder and harder due to the slower scaling of snipe.

 

surly, depending on opponents you may hold the hp-flag for quite a long time but the opponents can easaly control the other two for most time.

 

edit: sorry. it is of course a good combo, but that's all. too many ways to counter this quite easy.

Reply #7 Top

The Maim skill is quite nice because it also affects the Sniped Demigod and thus allows the Beast to get into Grasp range much faster.
End of quote

didnt know that main is trigered by snipe!

Reply #8 Top

Personally I believe Oak/Erebus is the killer, because their debuffs stack so well.
End of quote

Yeah, with minion damage they'd also be quite dangerous, perhaps even dealing more damage. But I really find the 2 second stun of the Beast extremely dangerous! No chance to teleport or drink a potion.

 

change reg with erebus, or sedna or oak with sedna, or reg and oak for sedna and ereb.,or for ereb and rook. all this are far better and counter your supposed strat easaly.
End of quote

I kinda do not understand your sentence. As I said before, by using another Demigod instead of Regulus you would forfeit one lane. Not very wise imho.

too many ways to counter this quite easy.
End of quote

Which would be?

 

Btw, I really like these "Theorycraft" discussions. I admit that I've never played this combo, but I've seen Oak+UB combo (Pentinence+Spit) and it does insane damage, it just takes a little longer.

Reply #9 Top

well, i apology cosmoe, but it is difficult to explain in whole how to counter. basically what you want to do does not work. the main point to counter is to not allow you snipe kills. play definsivey enough for that. it is possible and because reg cant hold a flag against any dg early on, the other dominate easaly at least 2 flags.

 

secondly some of the combos above allow double or tripple chain stun so if they coordinate right they kick your ub and oak out of the lane faster than reg can get to a snipe. what i basically want to say is that your sugested reg is one of the main weak-points. the second is the oak.

yes i know their advantages at some stages of the game. but as you are talking about best strategy for 3vs3 on cataract i assume also very good players playing together. take rook, ereb and ub - triple stun insta death. its still counterable but it is better than what you suggested.

having a sedna helps the other team to push 2vs2 ignoring the reg that is occupied not getting killed by the third dg. of course, a well played sedna with right skilling and itemization and an ub or ereb aside her. and really, if ub an OOZE ub not wasting any slots for mana items!

 

if it is to make the strongest combo i would never put reg and oak together in it, taling about 3on3. oak shines later, too late. reg... well depends on skilling. but how you suggest it you hope that you get early easy kills. good opponents just play a bit more defensive and deny you any snipe kill. after level 3 or so they can get quite aggrassib without fearing snipe anymore. and they didn't not need to give up war rank or exp. you dont need to hold the hp flag to gain lead.

well, i don't think my answer can satisfy you. it even does not satisfy me. its too much, too mayn details to write down. but briefly, i think it is a good strategy but quite far away from the best. i would not be scared, not a bit.

 

p.s. i play reg too, quite often and allways snipe and mine based. i more or less do what you suggested (even though the skilling is abit different) and it works most of the time. but only because people allways forget to count in the snipe. except for my bad moments i usually never die due to snipe attacks. but i saw too many people just hoping "maybe he does not se me, or forgot me, or has no mana for snipe....".

 

p.p.s. anyway. play that you will have fun i bet. its not about the best combo. you rarly meet the best coutner combo. its about fun and with your strategie you will have alot of fun in most cases, for sure! i like the idea. but i don't think its on the top of the best strategies/combos.

 

edit: i hope no one feels offended. its my opnion. aynbody may disagree wiith that as i often do with what others do/build/play. sometimes i am wrong, sometimes not. there are many ways to win and finally, the palyer makes the most difference, not the dg.

Reply #10 Top

If you look at the playstyle of excellent premades on Cataract you will see that it's almost always 2 DGs at the important health flag and only 1 DG at the mana flag. This assumption is quite important for this combo.

Cataract is on of the best Snipe maps (low cooldown, save positions near lanes where you still get experience, quickly reachable maximum range damage bonus positions) and therefore I do not think Regulus would be a very weak point. He's also got the tower to retreat. My proposed builds are also only up to level 10, and not skilling Mines after that would be a very bad decision.

I just wanted to show what is possible at level 10 where almost all skills reach their maximum power.

Oak and UB can also play very defensively when facing 3 DGs at their lane: Pentinence and Spit have quite a range and their damage alone (800+(150+7*150)*1.16+3*150=2642 damage every 10 seconds) can make Demigods retreat when there's no healer around (which is of course not the case in most premades). Their 2 mana helmets each let them spam this skill combo quite often. Meanwhile on the other lane Regulus can easily kill the towers with his Scope upgrade.

 

Rook+Erebus+UB mass stun combo may be even better, yeah. Well, Erebus is always very strong. ;)

Reply #11 Top

3 Erebus is the best 3v3 combo in the game.

Reply #12 Top

That kind of reg would never be able to hold a lane. What you have to realize is that if you lose your side portal the entire enemy team will get one basic creep wave worth of exp over and over until you get it back, meaning the side with the 2v2 is going to be getting about 50% more experience than your two buddies over there. In the long run it won't work unless you get a massive lead before that point.

Reply #13 Top

personally I think oak should start with monks first.  It allows much more staying power early on compared to banded and scalemail imo.  Also, reg should be the one capping mid over, because as soon as ub leaves, you're going to lose the health flag in a 1v2 situation.

 

I don't see anyway it could stand up to the rook / era / ub stun combo tho as oak / ub can't handle the 2v3 mid game and regulus will be an easy gank if he's ever caught (aka no 3v3's possible).

Reply #14 Top

A decent Reg can hold the mana side while supporting. 

When I play reg, snipe takes priority, then mines, and then it goes to MAB (or maim is nessisary).  It is VERY mana intensive in a fight, but I take scaled helm, plenor, and velmish.  And usually Harbak and nimoths chest as my stuff. 

It is a very squishy build to be sure, but slows go a long way when your running.  Also the key it to keep pressue on that lane, not dominate it. Reg is more of a distraction so that they cant leave that side alone, but he is a able to support the far side at the same time becasue of snipe.

 

Oh and I usualy take Staff or Renewal which makes the build more mana intensive, but the key is to not overcast, and then spam away when needed. 

Reply #15 Top

News Flash: Don't get caught in a 3v1.  That is all.

Reply #16 Top

A decent Reg can hold the mana side while supporting.
End of quote
A reg with nothing but snipe and autoattack is not a decent reg.

Reply #17 Top

Frankly, the fact that you suggested Grasp level 2 really showed your entire lack of understanding of how this works.  You've got Scope 3 and Grasp 2, and Heavens Wrath.  It's not at all an advanced combo.  I'll play against you and your handpicked two others playing that combo with my premade any day of the week.

Reply #18 Top

personally I think oak should start with monks first
End of quote

Every general should always buy monk level 1 at beginning.

 

And Foul Grasp 2 is a bad choice, indeed.

Reply #19 Top

Snipe + Heavan's Wrath = 800 damage at max range (550 + 250). 3 players = 2400 damage.  Starting health after Blood of the Fallen?  Rarely much more than that. Available at level 1. If you really want to talk bummer numbers, I'd start with that one.

(Of course, all three regs at max range isn't very likely, but you get the idea).

Reply #20 Top

I think it is an good idea to spike damage, but it still wouldn't work against many other 3 dg combos. Espcially as you mentioned, ere ub and rook combo. Because simply if reg is alone in one lane. Ub and Ere can kill reg with a much less complicated combo. Swarm+mass charm+bite+spit+grasp+ooze. And since you got ere it is much easier to get close compared to oak and ub. Oak and ub is a good combo as it is. But i don't see the point of regs 1k damage there. It is just not enough. so my first three best combos would be like this:

1-ub-rook-ereb

2-ub-ereb-oak

3-ub-ereb-qot

On cataract. Rook is weaker in certain maps, like prison, because of fort upgrade and open lanes.

Reply #21 Top

Quoting DeathWeaVer666, reply 18

personally I think oak should start with monks first
Every general should always buy monk level 1 at beginning.

 

And Foul Grasp 2 is a bad choice, indeed.
End of DeathWeaVer666's quote

 

lol, well.. i was trying to put it in a nicer way other than that :P 

and yes, Foul Grasp 2 = same stun length and 168 more hp drained at the cost of 300 more mana.  FTL.

Also, scope 3 on reg wtf?  You only want scope 2 and 3 when you're playing fortress mode so you don't take dmg while you autoattack.  I would assume you picked that because you thought it might add more distance onto snipe so snipe might deal more dmg.. but snipe is a 90 yard range regardless of scope (simple test.. start lvl 10 single player reg, snipe citadel.  Back up, get scope 3, snipe citadel.. he runs to the same spot before he can get into range).

Reply #22 Top

Quoting RAWRRRR, reply 21



Quoting DeathWeaVer666,
reply 18

personally I think oak should start with monks first
Every general should always buy monk level 1 at beginning.

 

And Foul Grasp 2 is a bad choice, indeed.


 

lol, well.. i was trying to put it in a nicer way other than that  

and yes, Foul Grasp 2 = same stun length and 168 more hp drained at the cost of 300 more mana.  FTL.

Also, scope 3 on reg wtf?  You only want scope 2 and 3 when you're playing fortress mode so you don't take dmg while you autoattack.  I would assume you picked that because you thought it might add more distance onto snipe so snipe might deal more dmg.. but snipe is a 90 yard range regardless of scope (simple test.. start lvl 10 single player reg, snipe citadel.  Back up, get scope 3, snipe citadel.. he runs to the same spot before he can get into range).
End of RAWRRRR's quote

That said is scope did add a little range to snipe... that would be pretty cool. More than the +2, I guess, I was thinking +5 or 10 per level. 5 / 15 / 25 maybe? Since the 1st one already lets you outrange towers which is pretty important.

Reply #23 Top

lol, well.. i was trying to put it in a nicer way other than that
End of quote

 

I know RAWR ^_^   but it's a fact we should really insist on. So sad to play with generals without priests; especially when they told you "I know what I'm doing, I prefer no priest"

Reply #24 Top

I've played this combo with Kira and Bier and 3 generals countered us to hell (erebus, sedna and oak). They had 6 priests and 6k life each, we had 2. No chance ;)

Reply #25 Top

a reg with snipe and mines cannot hold a flag alone til level 8-10 except he faces a bad player. no matter how good the reg player is. in the op strategy the oponents can hold easaly 2 of the 3 flags. they may lose the hp-flag... so what?

spit and penitance spamming will not do the trick. beside of this it costs many manna and is especially for the ub a major problem. the dmg from this skills alone will maybe trick your opponents in the first 5 min until they get level 2 or 3 and know what you intend. but then it is over.

the big problem with most of the theories fo nice strategies is, that people forget the others are using their brains too.

having a sedna in the opposing theam it allows you to charge you past towers early on. so there is no big hiding behind the tower. a sedna + ereb can chase you at level 3/4 up to your base portal flag . at 5 it is damn easy. and they have nearly no risk to die. batswarm, cloack, priests healing + sednas aura + heal.

and btw. a good third dg may interrupt the regs snipe ;) i have done so many times when i ws the one playing with reg at the mana flag. with me arround him he rarly got a snipe off near the mana flag.

 

as i see many seem to agree on my point of view.