One of the things I love about Demigod is that there are so many ways to use each Demigod, and a lot of technique to using each ability. Why do I bring this up? In this build, we are going to skip Snipe completely, or at least put it off until late-game. I know that sounds crazy, but even though it's a great finisher, and it can turn the tide of a battle going on far away, it's not a great ability if the fight is happening anywhere near you. It's a good power, and I've seen great Snipe Regulus builds do just as well, but for those who prefer to kill someone before they even know what hit them while maintaining high DPS, try this out and you might not want to take Snipe ever again.
Equipment
This is an ability spam build, so it is extremely mana-heavy. You can either get a favor item that helps this out, or you can get health to alleviate Reg's main weakness (you still have to run a lot either way). I personally use Blood of the Fallen. For standard equipment, prioritize +mana and +weapon damage. Avoid +Attack Speed % until late game since you will be using Angelic Fury, and you will drain your much-needed mana pool too quickly. At the start I don't even get any potions, I just buy damage gloves and a sacred helm.
Leveling Plan (Levels 1-6).
Level 1. Get Angelic Fury. It will level you up FAST and give you a nice +25 weapon damage per level (each level after does not increase mana cost). For items, I initially don't buy any potions or teleport scrolls, I buy a Sacred Helm and Gauntlets of Brutality. Combined with Angelic Fury, that's +50 weapon damage before the game has even started. Ideally, you want to leave AF on 24/7 (don't get the final level). You should be mowing creeps down like nobody's business, and other Demigods will be flabbergasted at how fast you're killing them with nothing but DPS.
Level 2. Get Sniper Scope. You'll need all the range you can get as Regulus, but of all your abilities, this takes the least priority from here on out. You only need this first one now since his range is so pathetically short to start. The level 1 scope upgrade, firstly, allows you to shoot towers in safety, and second, allows you to shoot enemy Demigods who think they're safe when they retreat right next to their towers. You would not believe how many stand in front of their towers instead of behind them, which is logically within your safe firing distance.
Prioritize killing reinforcements at this early stage, capping flags as necessary. If you see an opportunity to kill an enemy DG, take it, but take care not to overextend yourself, as Regulus is squishy as hell. Your goal is to level up quickly, because this build is a relatively late-bloomer, although it's good enough in the lower levels that you don't feel like you're sacrificing anything. Hell, the DPS alone is more than enough to get easy DG kills at level 1.
Level 3. Get Mines I. This is more of an investment than a power pick. Mines I is quite poor.
Level 4. Get Mines II. Now we're getting somewhere. Mines II costs just a small bit more mana than level 1, but sets two mines, and both do more damage than level 1 mines. This makes setting traps a lot easier, and it's the first level of Mines you can realistically use as Grenades.
Level 5. Get Mark of the Betrayer. I know I called this the Mine-Grenade strat, but MotB is the crown jewel that makes the whole thing work. It does HUGE damage, has a near-instant cast time, and has a massive slow attached to it. It costs loads of mana, though, and has a long cooldown. Combine this with Mine Grenade tactics and you can take a Demigod from full to almost-dead in no time flat. Use this ability first thing anytime you see an enemy Demigod in range. It's especially devastating against Generals.
Level 6 and Beyond: For as long as this strat works, prioritize upgrading your powers like this: MotB > Angelic Fury > Mines > Sniper Scope/Maim/Snipe (whichever one you choose depends on the situation and your preference, but pick one and only one). You want Angelic Fury more than Mines because even though mines are REALLY good burst damage, each Angelic Fury level is a free +25 weapon damage, without costing extra mana per shot, which does LOADS for your DPS, mana efficiency, army-killing potential, and leveling speed. Your goal now should be to kill reinforcements and blow up their buildings, killing DGs as opportunities arise, and if this requires you to spend money on new reinforcement types (Priests, Angels, Catapultasaurii, Giants), do so. They are a great investment. Priests not only do good damage, they will even heal you if you're nearby, so they can save you in a pinch. Catapults are devastating attackers with a lot of range, and Giants just rock (HAWHAWHAW I MADE A FUNNY).
From here on out, it's pretty self-explanatory. This build is EXTREMELY MANA-HEAVY, particularly if you want to fight Demigods, so you'll probably be spending a lot of gold on mana potions. I usually don't carry health potions except for rare occasions, because your burst damage will be so high that you can survive completely off of health dropped by dead DGs. If you want to be extra-safe, though, don't forget that the Artifact shop sells better combat potions than the base shop.
General Tactics
-DO NOT DIE! You almost completely stop receiving gold income, and you give the enemy team a ton of xp and gold. If you start getting attacked by an enemy Demigod, and you're not ABSOLUTELY SURE you can kill him first, run to the safety of your towers and take potshots at him when opportunities present themselves. DO NOT CHASE PEOPLE INTO THEIR BASE UNLESS YOU HAVE LOTS OF HEALTH AND HE WILL DIE IN A MAXIMUM OF THREE HITS! Obviously, do not chase if you're too slow to shoot him on the move. Take into account the fact that most people may buy a health potion, too!
-Don't feel bad if you need to run away. Just because you retreat doesn't mean the battle is lost. Regulus thrives off hit-and-run tactics.
-Try as best you can to team up with friendly Demigods. Assists are fantastic sources of gold and exp for the whole team. I'm pretty sure it doesn't matter how many people assisted the kill, everyone that assists always gets half the gold and exp that the killer receives, while the killer does not receive less of either, so it's better if the whole team works together to bring down other Demigods. For farming reinforcements, stick to your own lane, but for Demigods, do whatever you can to help out without killstealing.
-You still want at least 2 Teleport scrolls: one to get back to fighting, then another when you need to spend your money again.
-If your war rank is 3 or more, buy the Currency upgrade. This makes a HUGE difference, and it means your whole team will be able to afford more of everything in the future. Seriously, the first level just about doubles your whole team's base income.
Mine Tactics
Few people realize how versatile mines are until they get instagibbed 5 times in a row in ways they never imagined...or you're the one doing the instagibbing.
Mine-Grenades: Simply throw mines at where you expect the enemy to be when they land. The enemy won't have time to get away before they go off, and you'll do a TON of damage. 1/2 to 3/4 their health depending on the Demigod and the level of your Mines skill. The tricky part is leading your target properly, but with practice you can reliably nail people. They don't have to hit the first time to be useful, though. Not only is the blast radius larger than the detonation radius (NPCs can set them off and hit Demigods), but sometimes your enemy just forgets about them and steps on them anyway. This is great against Generals, since it kills any minions they might have nearby.
It's a Trap! Throwing them behind an enemy DG means he has to commit to the battle. If he tries to run, he either has to go all the way around, giving you many free shots, or he trips your mines and dies anyway. Obviously, this assumes he doesn't have a teleport item. This usually isn't a great idea unless he was already hurt before you showed up, though, because even with HP items, Regulus is squishy as hell. That's what situational awareness is for.
Stay back! I've got a bomb! Throw mines at your feet so that any meleers are punished when they try to slap you. They can trigger when reinforcements try to melee you, so avoid this near creep lanes.
Screw you guys, I'm going home. Throw mines behind you before the fight starts, so if the fight turns south, you have a contingency plan: either you safely get away, or you end up killing the enemy DG as he tries to chase you down.
With a bit of planning, you can even do two of the above.
Next time yeh'll bloody ASK before you stand on MY point! If you see flags that reinforcements don't run through, set mines on the enemy side so that they'll think twice before capping it next time. Usually they won't have a chance to get away with 300 health left if you're nearby (or you teleport in with a warp scroll), and if you used Shrapnel Mines, they're trapped for sure by the 30% slow per mine. If you managed to sneak Snipe in there, you're guaranteed a kill.
The BFG9000! Oh, yes. If you get surrounded by powerful reinforcements, a General is nearby and you need to hit him and his minions all at once, or you just want to see a lot of things die RIGHT NOW, throw a few mines in the middle of the horde and watch as they all go flying off the map...hopefully damaging any Demigods nearby. Sometimes it results in a Double Kill.
lol u c wut i did thar? When an enemy DG starts teleporting in via scroll, you will be able to see the effect, and I'm sure you'll know what they look like by now. Throw mines at the spot (not too close to the building or it'll trigger them early), and right as they land, they take 3 mines to the face.
I GOTTA PRESENT FOR YA. Throw mines at towers. They trigger off the towers, and will do massive damage. Anyone who's played C&C will get the reference.
This strat has served me well in the pantheon. Most players don't even know what killed them. It almost seems overpowered when you see how fast you kill other Demigods. Don't get cocky, though. The greatest counter to this strat is your own overconfidence. Regulus can't last very long in combat, so if you start getting hit, it's probably time to start running. I hope this serves anyone who wants an unconventional build well. It's done wonders for me.
Hah, this is actually how I've been leveling Regulus myself.
It works alright... although, I still think that Regulus works better as a sniper.
In my experiences playing alongside other good Regulus players with snipe builds, this build is about the same power. In fact the Snipe and Mine-Grenade build work well alongside each other. Snipers are great assassins, but lack versatility. Grenadiers are very versatile, but lack a finishing blow against smart runners.
Still, once you max out your Mines, MotB, and AF, there's room for Snipe at the end, so it's not like you CAN'T take snipe, it's just not the focus.
I call it depth. I think I like this game.
I'm glad to hear this, since I like Regulus, but I vastly prefer AF/Sniper Scope based builds to Snipe.
I actually used to use a pure mine-motb strat until I found that I got decked by demigods that were competent, because those mines aren't that useful lategame because you can outdamage it purely dps-wise.
I have tried all kinds of strats then one day played around with mines and it is by far the best in my opinion. If you are playing against a good opponent they wont stand around and let steady damage kill them, you need to suprise them with a nicely timed burst damage move. just get a team member to focus another burst dmg move on them as you throw mines and boom you got a dead enemy. I usually have 2x the Demigod kills as anyone else in the match.
EDIT: I find it kinda weak till around lvl 4 when you can get Mines II but after that, kills come nice and easy.
Build sounds good.. i do something smiliar.. except i put pts only into range.. none into af.. and straight mines snipe and mob.. plus some stats along the way.. i find i pwn the crap outta most af's and mines are totally useful end game.. once you get the finaly mine upg you got 3 aoe prox explosives.. you can set mulitple of..and do scatter dmg..only thing thtat wipes taht faeire vamp and oaks armies off the map.. set 2 rows of mines.. intiate with snipe.. pull them with thier DOT armies.. and itll wipe them totally.. now they feeding ur xp and thier totally vunerable.. plus if ur smart u place the mines behind ur enemy.. for when they run.. and get snipe.. most hilarious thing is watching people who don't understand snipe flip out after the soe to base..
if you town portal.. and your being sniped.. it will follow you to your base
and do crazy dmg.. mines/snipe/range(fortowers)/mob sold!
I've had huge success just maxing out the winged form and maim, with the boots of speed and anklet for chase-kill-win.
On the matter of mines, they're very good midgame, when the hp is still a bit fragile on demigods, suck earlygame because you only get 1-2 mines >.>... And at max level, you can only set down 2 spells of mines, for a total and max of 6 mines. Suffice to say, it would've been better to make the max 7-9ish, then it'd be worth it to set a decent trap against demigods that now have between 4-7k hp as it nears endgame.
This tactic is nice in certain matchups, i.e. against assasin teams. But versus good mixed teams with generals. You will be overhelmed in midgame.
The way XplosiveMenace uses the mines is far better
I started doing something very similar yesterday before I had read this.
I was absolutely demolishing other demigods when I had reached about level 15 and had a good number of points in my main skills. My tactic was to lure a Demigod to me, drop mines at their feet, cast Mark of the betrayer on them, and if they try and run, snipe them. This pretty much killed them everytime for me. Although I was mostly playing against generals.
I tried something similar in a different 3v3 game where they had three Unclean Beasts, and although I was successful it was much more difficult to do what I was doing because they obliterate you when they get close. Instead I would stack mines on top of each other at places where I know they will go and lure them over it. Before they know it, they have stepped on about 6 mines and then I snipe them which either kills them or makes them run for their lives.
Mines are also great fun for obliterating the creeps. Great fun to plant them in a massive crowd and watch the corpses fly in all directions
Great tactic if you get it right. People on the receiving end might say it is overpowered, but you can counter it by keeping your distance from Regulus or gang up on him. Take him on in a one on one and you are probably going to lose, unless you are a powerful melee Demigod.
Just my 2 pennies
Nice strategy, I think I'll play Regulus as soon as the servers are up and working again, thanks to your guide
Few questions, though. How do the mines work? Is there some activation time after you throw them? I've played Regulus only a few times, and without mines, and dind't pay that much attention when I got thrown mines at my face (safe and comfy beyond QoT shield). And how often does the gold income tick? Like, how long does it take for the investment to pay itself back (excluding the income granted to teammates). Just I would like to get it into some proportions.
Those general tactics would deserve their own thread, they work pretty much for every DG. Seeing people get killed when trying to kill DGs near enemy towers is getting old.
The great thing about an AF/Mines/Scope build is that being able to attack from range means you can still DO damage without TAKING it, making the Heart of Life/Amulet of Teleportation item combo your best friend in the world on a big map (or HoL/Boots of Speed/Anklet of Speed on a smaller map.)
Still, there's something to be said about a Snipe build on a map like Mandala with a big fat health crystal in the middle...
Mines activate within a second or less of being tossed out. You can certainly use them as grenades, tossing them into a pack of General minions and blowing them to hell. They are especially effective if you lead off with MotB beforehand so when the enemy DG(s) approach, they take even more damage trying to use a skill to counter your mines. Against a General, you can basically clear all their minions with a Mark/Mine combo.
You can score even more area damage by taking Righteous Fury at the end of the AF tree, when you pop AF everyone around you takes 500 damage. Stack all three (MotB/Mines/RF) and whoever comes for you is going to be hurting badly, slowed, and then at the mercy of your AF DPS shots.
Whoa, played few games using roughly this build. There were few times I missed snipe, but mostly losing it didn't feel that bad. Mines and MotB are really good, MotB feels a bit op at times. With mines, Regulus is pretty save from any DG that's not way overgeared, can somewhat keep minions in check (the minions can usually take few mines and live), gib people.. nice stuff
The +11 mana regen/+4 mana regen aura - helmet pretty much fixes any mana problems for Regulus, unless spamming then constantly. Keeping a mana potion just in case helps. And health bots are just fun. When getting low health, run away, enemy DG chases, runs into mines and you pop a health potion. Pretty much set for a kill
Good guide. I've seen many people ignore mines until later, or not take them at all, and they're way easier to face that way. Mines help squishy Regulus survive and kill way better.
Mines are purely preferential. Just because you don't use them it doesn't mean you're easier to kill, because you can dish out dps faster without them mid-late game, and having invested points into mines, you probably won't have enough to chase down weakened enemy to kill them off, or push into an enemy base in conquest because mine dps is so low.
They have great utility and I like mines, but they unfortunately become a lot less useful very quickly.
MOTB is pure awesome though, even though the past few games I haven't invested points in it.
They are useful early and mid game though, just like snipe. They do a good amount of damage when thrown at the enemy, and a ton when you throw 6 in one place as a trap. And that damage does definitely make you harder to kill until late game. If you are worried about not being able to chase down enemy demigods, you can take away some of the points on angelic fury early on and get some passive skills first. If you only focus on late game, then the enemy team will have an easier time grabbing flags.
I think having Snipe with this build is better than Mark of the Betrayer. Without Snipe as Regulus, you really miss out on those opportunistic kills from far away.
One idea I've found a lot of success with as of late is to get Snipe as your final skills (level 17-20) when getting those longshot kills comes in handy. You can max out AF, Mines, Mark, RF, and Scope range and still get Snipe IV at 20.
It also surprises the hell out of people if you've been using mines and mark the whole time, only to whip out Snipe on them in the end game when they run from you.
Still, if you're getting to level 17-20, you should be winning comfortably by that point with a full set of armor and some artifacts and cranking out 400+ damage per shot anyway with AF up.
I've also gotten some opportunity kills with mark when people try to teleport away and explode when doing so. That feels gooooooooood.
This brings me back to beta 2 when the mine cap was 12 . . . .
On one hand I can see why they reduced it, on the other hand I miss killing full health rooks with ease(set up all 12, stand in front of them, then used the teleport cloak to get behind them right before the rook was in range to hit me).
Here is something to add:
Demolition Time! Towers and other structures trigger mines a short time after they are placed. At higher levels targeting the mines on a tower places all of them in blast range. Plus if you time it right you can catch part of a portal wave in the blast of 1 or 2 of the mines.
Forgot that one. Updated. Added another one too.
I've been trying to stick Snipe in this build early on, but it seems that I'm always sacrificing something important and can never get it past level 1 (bleh). I might have to make a totally separate build that focuses on Snipe.
Could you post a more in-depth item build? I'm pretty new to the game, and not really sure what to get besides a couple mana helms, speed boots, and damage items. Thanks!
Thanks TP, I'm loving this.
I just cleaned up a match, 13 kills, 1 death. I mixed with snipe for the wtfbbq in the back of the head as they run. Works wonders
There are many great features available to you once you register, including:
Sign in or Create Account