The Guide to Lord Erebus
The Insatiable One
Change Log
Added Table of Contents.Added Night Walker Build (Includes Build order explanation, Item Build, and Item Build order explanation).Added Character Lore Changed Ability Order to just BuildChanged Life Drain Erebus Build to Health Siphon Erebus Build
Table of Contents
1. Introduction2. Lord Erebus Lore3. Base Status4. Abilities5. Health Siphon Erebus Build 5a. Health Siphon Erebus Item Build 6. Night Walker Erebus Build 6a. Night Walker Erebus Item Build7. Idol Information8. Miscellaneous Information
1. Introduction
Welcome all, This guide is about Lord Erebus the vampire lord. This guide is subject to change as updates are released, and number crunching is done. In also plan to add images as and color to the guide to keep it from being just a wall of text guide.
2. Lord Erebus Lore
Among his fellow Night Walkers, Erebus was called "the Insatiable One." To his servants, he was known as "Erebus the Decadent." His victims called him "Monster," which, though accurate, seemed to him to lack a certain flair. To Lord Erebus, there was something unseemly about forgetting the delicious poetry in things, and he dealt with all matters -- eating, partying, torture (often, the three were the same) -- with an experimental, even artistic, joie de vivre.
The Night Walkers drank blood and moved only in darkness. Erebus was different from the start, and for this he was celebrated: he could move in daylight, he could move about without touching the ground, and he could kill from a distance. All these powers came at a price, however. He was from the beginning possessed by a deep and unappeasable hunger. His mother offered the infant Erebus her jugular, as was customary among Night Walkers, but he nursed beyond her capacity to give, killing her only minutes after his birth. For a time, he was held in a separate cave from the others and fed whole cattle. It was only after he had ranged beyond the buried labyrinth of the Night Walkers and seen the machines of humans that he devised a means of controlling, if not curbing, his appetites.
Lord Erebus built for himself a special suit, its interior lined with syringes, like an iron maiden. These fed his veins continuously, and the suit could be recharged with new blood through valves in its shoulders. Freed from his never-ending preoccupation with eating, the teen-aged Erebus looked on the savage, instinct-driven creature that he had been and was filled with embarrassment. After he had established himself as the uncontested Lord of the Night Walkers, he vowed to refine himself, to learn to appreciate subtleties, to become, as much as it was possible for a blood-drinking creature of the night to be, cultured.
3. Base StatusHealth: 1650Mana: 780Armor: 220 (8.1%)Weapon Damage: 152 - 168Range: MeleeMovement Speed: 6.3Attack Time: 1.49
4. Abilities BiteLord Erebus bites a target, draining health. For 3 seconds after the bite, the target's armor is reduced and movement speed is decreased. 8 yard range, 0.0 second cast, 7 second cool down.Mana - 300/420/500/595 Level 1 - 300 Damage/300 Heal, 250 armor reduce, 15% movement speed reduce.Level 2 - 500 Damage/500 Heal, 400 armor reduce, 20% movement speed reduce.Level 3 - 700 Damage/700 Heal, 600 armor reduce, 25% movement speed reduce.Level 4 - 900 Damage/900 Heal, 800 armor reduce, 30% movement speed reduce.MistLord Erebus transforms into mist draining life per second from his foes while they are in the mist and transferring it into his allies. While the mist is active Lord Erebus loses mana per second and cannot move, capture flags, be healed, or use abilities. Entering mist removes all negative Effects.InstantLevel 1 - 50 life per second, 125 mana per second. Level 2 - 75 life per second, 125 mana per second.Level 3 - 100 life per second, 125 mana per second.Level 4 - 125 life per second, 125 mana per second. Bloody HazeInstant (Passive)Lord Erebus becomes naturally more insubstantial. Evasion increased by 10%. While Lord Erebus is in mist form, he and his nearby allies receive +500 maximum health and an additional +30 health per second. Mass CharmStuns enemies around Lord Erebus.1.0 second cast, 20 second cool down Mana - 450/600/750/900Level 1 - Stuns enemies for 3 seconds. Demigods are stunned for 1 second.Level 2 - Stuns enemies for 5 seconds. Demigods are stunned for 1.5 seconds.Level 3 - Stuns enemies for 7 seconds. Demigods are stunned for 2 seconds.Level 4 - Stuns enemies for 9 seconds. Demigods are stunned for 3 seconds.MuddleInstant (Passive) Mass charm leaves lingering effects on Demigods. Any Demigod affected by Mass Charm has their cooldowns increased by 100% for 7 seconds.Bat SwarmLord Erebus transforms into a swarm of bats, teleporting him to a new location and dealing damage to everything in his path.0.1 second cast, 15 second cool down.Mana - 750/925/1275 Level 1 - 300 damage, 20 yard range.Level 2 - 450 damage, 30 yard range.Level 3 - 600 damage, 30 yard range. Poisoned Blood Lord Erebus's vampiric blood gains the ability to heal and poison others. Health per second. On death, Lord Erebus drops a poisoned potion, dealing damage to whoever consumes it.InstantLevel 1 - +15 health per second, 750 damage.Level 2 - +20 health per second, 1500 damage. Vampiric Aura Lord Erebus gains a Life Steal Aura.Improved Conversion Aura Lord Erebus has a chance to convert infantry into Night Walkers when they die. His Night Walkers have extra health.InstantLevel 1 - 50% chance to convert, +100 health.Level 2 - 65% chance to convert, +250 health.Level 3 - 80% chance to convert, +400 health. Conven InstantLord Erebus's control over his coven increases, allowing him to control more Night walkers. Increases their damage. Level 1 - Increases amount up to 6, damage increased by 6.Level 2 - Increases amount up to 8, damage increased by 12.Level 3 - Increases amount up to 10, damage increased by 18.Army of NightInstant Lord Erebus leads his Night Walkers as a blood thirsty pack. Their attack speed is increased by 5% and their attacks drain life. Morale Increases Lord Erebus's minions health, health per second, attack speed, armor and weapon damage.InstantLevel 1 - 4+50 minion health, +0.5 minion health per second, +2% minion attack speed, +50 minion armor, and +4 minion weapon damage. Comment: Each level of morale increases all listed status by the same amount each level. 5. Health Siphon Erebus Build
Level 1 - BiteLevel 2 - Mass CharmLevel 3 - CovenLevel 4 - BiteLevel 5- Bat SwarmLevel 6 - Poisoned BloodLevel 7 - BiteLevel 8 - Mass CharmLevel 9 - Mass CharmLevel 10 - Bite (max)Level 11 - Mass Charm Level 12 - Bat SwarmLevel 13 - Poisoned BloodLevel 14 - SaveLevel 15 - Bat Swarm and Muddle. (max for Bat Swarm and Mass Charm/Muddle row)Level 16 - Vampiric AuraLevel 17 - Improved Conversion AuraLevel 18 - Improved Conversion AuraLevel 19 - Improved Conversion AuraLevel 20 - Army of Night
Build Explanation
You learn bite as your first ability because my opinion is that bite is a essential ability for Lord Erebus. It functions as your damaging and healing ability and can be the difference between finishing off a Demigod or being finished off by one. At max level it deals 900 damage to the target, while you recover 900 health and as a additional bonus it reduces the targets movement speed and armor. This is the reason why we upgrade it the moment we have the opportunity to each time. You learn Mass Charm at level two to provide a extra form of survivability early game since you allow yourself to remain in your lane for a longer period of time increasing the amount of experience and gold you gain. You'll also be able to stun abilities such as Rook's hammer that can result in a death of you, or a team mate, or force you to recover at base. None of those are a good choice. As the match progresses and you upgrade your Mass Charm further it will function as a form of defense as well as a form of offense since the stun increases by two seconds. When you obtain muddle Mass Charm becomes essential in my opinion since you can interrupt a Demigod's entire chain.Bat Swarm serves as your entering ability for most engagements as well as a escape from them while scoring in some gold and experience points from 'creep' deaths. Poisoned Blood increases your survivability by providing a extra +20 health per second at it's second level. On the third upgrade you obtain Vampiric aura which will increase your survivability further as well as your team mate's survivability. We place only one point into coven to increase the number and damage of your Night Walkers since you're a general after all. Three points into Improved Conversion Aura to increase your Night Walkers health and chance of spawning them. These three points will open up Army of Night to increase your Night Walkers attack speed.
5a. Health Siphon Erebus Item Build
Starting Items
Scroll of Teleporting x 1Combat Health Potion x 1Scale Mail x 1
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Early to Middle Game Progression Scaled HelmGladiator GlovesVlemish FaceguardHeart of Life
End Game Progression Doomspite GripsPlatemail of the CrusaderParasite EggMage Slayer
Idol Selection
Minotaur BerserkerMinotaur Royal GuardClericSiege Gunner
Idol Explanation: I lean for a Minotaur Berserker first since I use Lord Erebus and I feel that a melee Idol works well with a melee Demigod to be in range of possible auras and abilities. I skip the Minotaur Captain and purchase the Royal Guard next since it's only a few hundred gold more than the Captain. I purchase a Cleric next for additional heals and last a Gunner for extra damage and a harassing utility. As the match progress I upgrade based on how well I'm doing and how the match is progressing near endgame I buy the last upgrade of all three idols.
Item Build ExplanationThe Scroll of Teleporting x1, Combat Health Potion x 1, and Scale Mail are my usual starting items. I find that the Scroll of Teleporting is rather important early game to reduce the amount of time you spend away from the engagement losing out on experience points and gold that will cause a problem as the game progresses. The Combat Health Potion is used for an emergency that your bite will fix. The scale mail is for added early game survivability since Lord Erebus isn't exactly a moving castle (Rook). Scaled Helm is next on the list for early game mana increase and the start of your mana fixture since both assassins and generals have a issue with mana control early game. Gladiator Gloves are next to increase your minion damage to farm slightly quicker with them. The +5% attack speed will assist you with Vampiric aura one you learn it and will be useful until you can replace it with Doomspite Grips late game. Vlemish Faceguard is the second fixture to your mana pool and mana regen problem as a general and a small boost to your team mate in case your dual laning. Heart of Life is last and will basically fix most health and mana problems as long as you don't receive damage, but you can Mass Charm and Bat swarm out of the danger zone and move into the fog of war and use your Heart of Life to recover without having to travel to the health crystal. Late game is Doomspite Grips, Platemail of the Crusader, Hngarlings Crown, and a Parasite egg. You'll have some decent survivability with the plate, the crown and egg will keep your mana on constant regen. The Grips allow for a quicker attack speed to increase the use of the Vampiric aura. If desired you can possibly drop the crown or egg for another damage and attack speed item such as the mage slayer or drop both for a mage slayer and second armor or damage item to increase your survivability or damage further. I would suggest a second damage item since you have Platemail of the crusader increasing your damage or attack speed will increase the use of Vampiric even further. Mixed with Bite, Poisoned Blood, Heart of Life, you can survive for a while. Remember though is my just the order that works well for my own Lord Erebus. If something else works well for you, use it.
6. Night Walker Erebus BuildLevel 1 - BiteLevel 2 - MistLevel 3 - Improved Conversion AuraLevel 4 - CovenLevel 5 - Bite Level 6 - Improved Conversion AuraLevel 7 - CovenLevel 8 - Improved Conversion AuraLevel 9 - CovenLevel 10 - MistLevel 11 - MistLevel 12 - MoraleLevel 13 - Poisoned BloodLevel 14 - Poisoned BloodLevel 15 - Vampiric AuraLevel 16 - MistLevel 17 - Bloody HazeLevel 18 - Army of NightLevel 19 - MoraleLevel 20 - Morale
This build is focused on your minions doing the damage and finishing blows over Lord Erebus himself.
Bite is learned first as the Life Siphon Erebus build because as I mentioned because it's the basic ability for Lord Erebus. This will keep you away from the health crystals for a longer period of time saving yourself from missing out on experience and gold early game when it's crucial. Normally I tend to stay away from mist as shown in the Health Siphon Erebus build, but in this build it's focused around supporting your minions in order for them to deal the finishing blow rather than yourself. You could skip Mist at level two and aim for morale and learn Mist at level 10 to 12 in case your not doing well. Since a 125 mana per second drain will cause large problems if you can't farm efficiently to buy items to fix the mana problem early game. We learn Improved Conversion Aura and Coven early to increase the efficency of your Night Walkers early game by increasing the number of them that you can spawn, increasing their health, increasing their damage as well. This will open up Army of Night at level 15 as well to increase their attack speed. Poisoned Blood are learned to open up Vampiric Aura to offer your minions health per hit, and with their damage and attack speed increased it will increase their survivability. Morale is learned to increase your minions even further I learn only three levels of it since leaving out the last upgrade won't cause major problems, but if you feel you want to learn all of them you can drop one level of bite and keep it at level 1 since you'll be using it for primarily the armor and speed reduction to aid your minions. Bloody haze is learned to increase your evasion while using mist for extra survivability in case they try to run past your minions and try to take out the leader (Though is this something that we want since you'll have bloody haze and focus on armor items if you take a glance at the Item build for this setup.) The +500 maximum health, and +50 health per second will aid greatly towards your allies.
6a. Night Walker Erebus Item Build
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Early to Middle Game Progression
Scaled HelmPlate VisorGladiator GlovesHauberk of LifeHeart of Life
End Game Progression
Gloves of Fell-DarkurIronwalkersDesperate BootsPlatemail of Crusader Hungarling's crown
Same choice as the Life Siphon Lord Erebus Build.
Item Build ExplanationThis build is focused on your minions more than Lord Erebus, but we do supply him with items that increase his health, armor, health per second, and some other things while increasing his minions. We start off with the same starting items as the Health Siphon Lord Erebus build. We buy Scaled Helm and Plate Visor next to increase our mana and mana per second which is something I'm fond of doing early game so I don't waste as much gold on mana restoring potions or running back and forth to the health crystal to recharge. As I say many times early game experience and gold is crucial and I try to stay in the front lines as much as possible during that time.
Next is Gladiator gloves to increase your damage as well as your minions. Next is Hauberk of Life to increase your health per second and armor as well as your minions health, and health per second. (See we aim for items that benefit both sides.) Before dipping into end game equipment we purchase a Heart of Life because I find it useful on just about all build that you can imagine with Lord Erebus. Once we reach end game we start purchasing the expensive items a mixture of items that benefit Lord Erebus and his minions. The first item is Gloves of Fell Darkur a nice minion boosting item, Ironwalkers, and Desperate boots aid Lord Erebus in surviving to aid his minions increasing his dodge and armor. Hunglarling's crown aids to counter the 125 mana per second drain from mist, and Platemail of Crusader aids both you and your minion in armor, health, and health per second. After these items it's your choice on the next item that should be purchase next based on how well you are currently doing in the match. Though I would suggest to aim for a artifact at this point that will increase your minions further or increase your survivability.
7. Idol InformationAn Idol is a unique item that can be bought at the shop inside the base and they can only be used by generals. You can purchase up to three idols one melee, one range, and one magic. In order to purchase a different idol you must sell the previous one. Otherwise it will tell you that the slot is currently full. Example: You bought the Minotaur Berserker idol. You want to purchase a Minotaur Captain. You must right click the Minotaur Berserker idol that's equipped to sell it before you can purchase a Minotaur Captain. Melee Idols Minotaur Berserker - 350 gold. 200 Mana, 30 second cool down.Use: Summons 2 Minotaur Berserker Minotaur Captain - 850 gold.250 mana, 30 second cool down.Use: Summons 2 Minotaur CaptainMinotaur Royal Guard - 1350 gold.300 mana, 30 second cool down.Use: Summons 2 Minotaur Royal GuardMinotaur King - 1850 gold.350 mana, 30 second cool down.Use: Summons 2 Minotaur King Range IdolsSiege Archer - 550 gold200 mana, 30 second cool down.Use: Summons 2 Siege ArchersSiege Gunner - 1050 gold250 mana, 30 second cool down.Use: Summons 2 Siege GunnersSiege Cannoneer - 1550 gold300 mana, 30 second cool down.Use: Summons 2 Siege CannoneerSiege Demolisher - 2050 gold350 mana, 30 second cool down.Use: Summons 2 Siege Demolisher Magic IdolsMonk - 900 gold200 mana, 30 second cool down.Use: Summons 2 Monks.Cleric - 1500 gold250 mana, 30 second cool down.Use: Summons 2 Clerics.High Priest - 2100 gold300 mana, 30 second cool down.Use: Summons 2 High Priests.Bishop - 2700 gold350 mana, 30 second cool down.Use: Summons 2 Bishops.
8. Miscellaneous Information
Guide to the no so General Oak written by Jajusha Location: http://forums.demigodthegame.com/346645
Just a quick note to everyone using mist:
erebus is strong enough to take down any demigod.. All mist does is drain your mana and the other demigods will just not walk in it. Now to those of you using it to take down waves of enemies... ESPECIALLY in early game, the waves can be killed by autoattack in no time. Just hit lvl 5 and grab bat swarm and then you can kill the upgraded units easily too. I personally find no help in mist, even if your about to die bat swarm is the best means of escape.
You're right about that TheUnholyones, but you're wrong about the use of bat swarm. The good way to use it is to rush in the battle with it or kill escaping DG, not to flee. Mist is good so you can wait for cooldowns to come back, that's all.
Great guide, as i've only played Erebus the past few days, i came up with about the same tactic you describe here. Very nice
Though i also tend to stack the helmets, so in mid game you can have about 5000 - 6000 mana, and if played well, it almost doesn't dry out.
Also i start with the health minions, just for some more health.
I've tried a heavy minion build with Erebus, heaps of minion items and all of the abilities - they seem pretty useless at high levels though, and barely put a dint into DG's like UB with a few artifacts.
Am I doing something wrong or are they really that weak in late game. They even seemed to have trouble with Giants.
No you're quite right Sheezwack, at high level, a general type become quite useless, mainly because minion don't do any damage... And there are only 2 or 3 items to up their damage but not enough to deal at hight level against heavily stuffed DG. So in my opinion, the general type is useful in the early game but after, you become quite useless for your team
Yeah... so the only point in using minions would be if you could respec later in the game
Anyone who doesnt have at least one point into mist is pretty newbish, I don't usually go higher then that. I've used it to absorb lots of sniper and hammer slams. I've also used it while chasing an enemy into 4+ towers with batswarm and after killing him I wait in mist and bat out when its back up. Such a useful tool.
Since this is the class that gives my Reg the most trouble, how do you counter a bat swarm teleport, mass charm stun and a bite combo? The bites slow prevents me from getting away and the Erebus heals through most of the damage he takes.
Actually Regulus is the weakest DG against Erebus I think cause he dies so quickly
Don't know if Regulus have a stun but if it has use it and run away, it's pointless to fight Erebus with his bite + 2 healer + his stun and mist lol.
The best way to deal with Erebus in my opinion is to make him lose all his mana, i guess there is an item to drain mana so it would be the best item against Erebus.
Yeah you really need stun characters against him, other characters will have trouble. Anything you can do with items to stun or take his mana away will bring him down I guess
You need to level before you can take him 1 v 1, so farm some flags and some grunts and invest in a speed item or two, and health. Build for Mines and Slow kiting. You can get some MoB too but you don't need it. Stack your mines and sit on them. If he is cocky he will batport to you for the stun and the bite - he lands on your mines, instant heavy damage, he runs, and you follow pew pew kill at your leisure.
If he goes mist then you get to throw some more mines down. Unless he has minions and the presence of mind to blow them up he'll get hit with them when he comes out. A point or two in Snipe for when he batports out (if he isn't dead or ooM yet) is always good, but like MoB it's just icing - the cake is in your mines and kiting build
If he's smart you'll train him to stay away - giving you map control. If he's dumb then you can keep killing him.
Hope this helps
Yes that is the best way to use bat swarm. I said that in my guide, but i was just making this point about mist. But you have to realize that if you sit there in mist your giving your opponents that amount of time also. And everything depends on the situation so none of this is the right thing to do all the time anyways.
i have played MANY games with TheUnholyones and i have never seen him to use mist once, thats not to say it wont work in some situations...just that its not really needed to be an effective Erebus.
Nvm then.
I take one level of mist just to cancel UB's spit and to use in response to Rook's hammer raising. A friend I play with gets pretty pissed when he plays Rook vs me and I always go intangible a split second before the hammer hits, then pop back out bite, bat, dead.
I havent play Erebus alot but what i`ve tried is i made my Erebus dodge build - LvL 15 you get 45% dodge- yes you loose somewhat of dps but it works quiet well vs ANY autoattack based characters when you just ignore virtually 45% of they dmg( + armor items mitigate even more) - + mist can be used as aoe to kill creeps as well, not when you deal with 1 wave but when you facing 3-4 waves in same time - mist just owns them.
PS dont forget that vs abilitybased DGs it just wont work.
I havent seen anyone posting dodge Erebus build on forums, so maybe it just not viable vs high skillplayers.
I like this guide. I started playing Erebus based on some of the points listed in this guide, and used it as a basis for my own guide. +1
Great guide, thanks !
Could you plz upgrade those dmgs of the skills after they nerfed the Lord Erebus, otherwise this is the best quide i have read so thank you
you cant get army of the night with the health siphon build maybe show what else to get? or change up the last four if army of the night is that big of a deal
Hey I got a quick question about your Health Siphon Build I was looking over it and was wondering how did you get Army of Night? I see you got only one point into Coven unlike Imp. Conversion Aura you got three points into. But yeah I was just wondering how you got Army of Night?
I wanted to give my two cents on the Erebus mist advocates. When I first played Erebus, I went max Mist as I enjoyed many of its benefits, but I learned very quickly that an effective Erebus build does not need Mist. I will break it down based on advantages and the alternative skills which can provide said advantage.
Key Mist Advantages / Alternatives:
Advantage 1: Ability to kill large swarms of mobs
- Disadvantage: Simply put, as others have said prior in this post, if you are using mist early game to kill mobs you are not being effective. First, you are wasting mana. Yes, it takes some time to kill the mobs with auto attack, but mana saved is mana used later in a fight. If you feel like you are in a situation where the opposing team is keeping you from a flag, you can always back off behind your towers and get partial XP from the spawn from relative safety. Late game, the mana impact is less of an issue, but at this point you would have rather had the points into other early game skills that provide greater benefit.
- Alternative: Other than mist, bat swarm is key. Most spawns of minions approach each other in a tight group or a line. If they form a group, simply swarm past them, if they form a line, position yourself so you swarm through as much of the line as possible. Yes, you can get yourself in a pickle if you aren't careful but any conservative player can do this if you make sure a DG ambush isn't waiting for you at the end of your swarm.
Advantage 2: Ability to engage in a fight and then mist if health is low. Buys time for the bat swarm cooldown if necessary.
- Disadvantage: Early game, you only have a few seconds before mist will eat through your mana. Mid-game, you earn some additional time, but again you will be in a race against time to either get rescued by your team or have your swarm timer cool down. Late game you can hold this for nearly an eternity with the right mana stack, but other than being an annoyance any good DG player will simply step out of the mist and focus on other priorties / wait for you to unmist. Also, the mana stack needed to hold mist late game would be better spent on other items for either health (staying power) or damage (ambush power).
- Alternative 1: I again lean on bat swarm. Someone earlier in the thread mentioned that bat swarm should be used to engage an enemy. I have a different opinion as I am a very conservative player. You can easily size up a player by checking their level in the scores during the game and watching them fight to see their abilities/damage. If you are up against an enemy DG where you are not absolutely confident you will win, you have very little to gain by swarming in. Yes, you do extra damage when you swarm in, but it only takes an additional couple auto attacks to make up for this. If you are left to a situation where you need to escape after 5-6 seconds, you will sorely regret using bat swarm early. If you play like this, you will hardly ever be in a situation where you need to use mist. You will just teleport out if you see the battle turn sour.
- Alternative 2: Only get level 1 Mist. Mist uses the same amount of mana at all levels, so if you really need this ability (especially to counter a regulas snipe), then just get one level and leave it be.
Advantage 3: Damage to enemy demigods
- Disadvantage: Simply put, any smart player will simply walk out of your mist. At high levels, the damage is hardly more than the health regen. Points are better put in other skills.
- Alternatives: Any other skill.
All that being said, Mist can still be helpful with a single point. It does allow the advantage of going invuln in time to get off a bat swarm in a really bad situation. That would be about as far as I would take the ability though and probably only lean on it if I absolutely had to.
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