Hey All,
This is my first post, so be gentle. I thought I would hash out my new regulus build/strategy on these boards, and would like some feedback. I'm by no means a great Regulus player, in fact, I play mainly Erebus/Oak, but have gotten bored of them lately and as there are already several great build guides on them, I thought i'll write a build guide on Regulus that I haven't really seen much of. I've played this regulus build with several pick-up groups and have had good success with this build leading my team to some pretty cool wins.
So this Regulus build is all about support and running away. For those bravehearts out there, play something else, like Beast/Oak/Erebus/Sedna. This is all about harrassment/skirmishing/and support. You will be running away a lot because frankly, you just can't go 1v1 heads up any DG without some trickeration. So without further ado, here is the build:
1. Snipe 1 (will get you some gold early, either with kill or assist, or at least help a teammate control a lane by giving some support snipe)
2. Sniper's Scope 1 (very important to get out of tower range, now you can take down towers, and harrass opponents better without getting into too much trouble)
3. Mines 1 (very weak, so didn't get early)
4. Mines 2 (now we're talking, this will be your best way to level and now you can potentially take down certain DG's 1v1)
5. Snipe 2 (could switch with maim 1, you probably won't be sniping that much, and you shouldn't be sniping that much)
6. Maim 1 (with your speed, you can now chase down anyone, and you can help your friends escape, although you have mines/mark for that as well)
7. Mines 3 (you can probably hold your own against most DG's now, but still, don't melee vs beast/sedna/oak)
8. Mark of the Betrayer 1 (some people say take this earlier, but I don't think you have enough mana to use mark/snipe/mines that early without always be low on mana, by lvl 8 you should have 2 mana hats)
9. Snipe 3
10. Mines 4
11. Mark of the Betrayer 2
12. Snipe 4
13. Sniper's Scope 2
14. Sniper's Scope 3
15. Mark 3
16-20... who knows... you're still playing??
Flavor Items: Swift Anklet. You can't escape easily, you need speed, this is your meal ticket. Other options: HW's: more gold/faster leveling since you can get on most assists now and maybe get a lucky kill, I would probably only get his for Ziggurat. Blood of the Fallen: Maybe for Prison?
Items: Your first items should be scaled helm and banded armor. If you don't want to wait, get scaled helm and a combat potion. Additional items should be (in this order, more or less): Unbreakable Boots, Vlemish Faceguard, Plenor BattleCrown, Boots of Speed (replacing scaled helm), mid range armor (replacing banded armor, anything that costs like 1500-3500? depending on how much kills/gold you got).
This order of item getting should get you enough mana to last through numerous battles. But that doesn't mean you shouldn't be conserving mana anyways. I find the difference between a good player and a okay player is basically how he manages his mana/and if he knows when to run and when to fight.
Strategy: So your basic strategy is going to be laying mine traps, harrassing DG's, and giving support snipes to other battles. Try to always save enough mana for one more snipe, because that could mean a big difference in your kill count. You never want to be in the situation to be able to get a kill snipe and no have enough mana. You will, for the most part, be running away a lot, but you aren't RUNNING AWAY, you are really disengaging. Once you are clear (no one is attacking you), you should get back into the fray. Your speed will help you here. You should also always carry at least one combat potion always to prevent that snipe/spit that could kill you. You don't have a lot of HP, so you might need to run back to base quite a bit, but that doesn't take you out of battle. The good thing is you have incredible range with snipe, so you can always lend some help. If you're playing 3v3, you should be the 3rd person getting the flags while your 2 teammates are battling it out/taking down towers, this way you get flags and you give snipe support. Of course this is always situational, don't be afraid to get into the fray. Your mines will hurt people and people should be afraid of them. Don't snipe point blank, unless you have high lvl snipe and you can get a kill in. Since you will be getting more gold than most of your teammates, and you don't really need items that badly, you should be getting citadel upgrades a lot. Most of your damage will be coming from your skills, not your auto attack. In fact, your auto-attack will be completely inept, and you are basically using it in between mine cooldowns.
Strategy vs. other DG's:
Beast: Your nemesis. His grasp can prevent your hasty escape, and he usually will have too much health to scare him/take him down with 1 or even 2 mine groups (6 mines). You should be mainly harrassing him, and if hes a spit beast, thats even worst because he can harrass you! And since you have low HP in general, a few spits can take you down/scare you off. Remember, your snipes can scare people off, and that is a decent strategy. It takes them out of battle of a few seconds while they run to heal up. Try to avoid the Beast 1v1.
Oak: Your other nemesis. He can't hit as hard as Beast, but petinence can slow you down (prob not enough for you not to escape), and he can speed himself up (which might be enough to chase you down if you don't mark him). You can usually mark him/mine him to avoid being chased. The reason why hes your other nemesis is because he can usually have a lot of armor and a lot of HP, and if hes smart, at least lvl 1 shield. Shield will mess up your snipes, and your mines. Since you are mainly a burst dmg DG you will get annoyed that you can't chase him down and snipe him like most other DG's. I wouldn't say avoid the Oak 1v1, but don't do it in open field (stay near towers, teammates).
Sedna: Mark her, mine her, kill her. Usually if they have high HP, i will attack another lower HP DG in a battle because most Sedna players just aren't that great healers. They will throw a heal or two, but will heal themselves more alertly than any of their teammates. She usually have good enough speed to threaten to chase you, so always run as soon as you see her 1v1, unless you have mines set up. Your mark will help you escape, and she will surely try to pounce, or heal.
Erebus: Erebus, like other generals can be a hassel because they have minions. They can usually clear your mines (if they're smart) with their minions, and Erebus is usually supberb at this because they have tons of nightcrawlers. They can also batswarm over your mines, which is annoying. They can bite you which will slow you down, and be careful of the spike dmg a swarm/bite can do. make sure you mark him to avoid being slower than him to be chased down. Otherwise, you are his pain in the butt as well. You can clear his minions, and most Erebus will have tons of minions, with your mines. This will leave him vulnerable and alone, and that will shut down a good chunk of his dmg. Don't be too afraid of Erebus, just be careful of the gank, as he will get you faster than you think. Hes a great ganker, believe me, I know.
TB: Easy pickings. Tb's are more susceptible to mine traps because of their low HP's. They cast spells often, so mark will hurt them. And you can always chase them down, even ice TB's, which will eventually led to a snipe kill. They also have very little escape ability like you, and their freeze usually will be not within range of you (as you shouldn't be too close because of sniper scope anyways). Chase these guys for kills. But they can also spike dmg you easily, keep combat potion handy.
Rook: Easy pickings. Rook is your best friend. He's slow, uses towers, and generally will be a target of many of your friends. You can mine him mark him easily and snipe him. Your sniper's scope will keep you out of range of his towers, and you should do a lot of early harrassment. Obviously he's tough if he stays behind his tower farm as you will just waste time mining/attacking his towers. But hes not too bad. Watch his boulder roll cuz that can get you stuck while running away from his friends (don't worry if hes chasing you 1v1).
Queen: Easy pickings. While they have bubbles, they usually also have low HP. Mark her, mine her, and she won't know what to do. She'll be slow, and you can usually take her out easily. Also like most general DG's, you will annoy her with your mines killing her priest.
Regulus: Angel wing Reg will hit you harder, so you have to do some trickeration. If he has wings and mine, then don't go 1v1. You'll have lead in with a far away snipe, then run in to lay some mines behind you, and get him chasing you. He won't need to use skills much so a mark might not do you any good. But in general you will probably have more gold them him and kills so you should have better stuff. Mine/Snipe reg will be like any other DG, mark him, mine him, and harass him. You should always know how much your snipes will do from certain ranges, and you should know how much his snipes will do as well (by level as well). Have combat potion ready just in case you have close calls, that will save you a lot.
I'm up to debating any build order, as I am not really set on the one I have. I just know you should get mines first (except for lvl 1) whenever possible, and get sniper's scope and maim at least to lvl 1, and mark 1 & 2 when you have the mana (ie, you have many mana hats).
I always practice new builds taking on 1v 4 or 5 nightmare DG's in prison single player. Try that out if you don't wanna try this out on a Multiplayer game.
Let me give you a hypothetical situation. Batman (erebus) has just pushed down your lane, and decides he wants to cap your portal flag, by batswarming past the towers. What ability does this build have of pushing him off of it? Keep in mind, games are won or lost depending on your answer. If you don't engage at close range, he caps the flag, and maybe locks it, while you plink away at him. If you do engage in melee, you don't maybe have the health and defenses to survive against him.
How about this, you and an ally, say Unclean Beast or Sedna are trying to 2v2 against another pair. Now that you have a teammate, what additional help can you be to fight against both opponents, or defend your ally if he needs to retreat? Many early game combats come down to how well a character works in 2v2, not 1v1. Sniping someone accross the map is definitely nice, but when push comes to shove, how do you support an ally, or get in a position to be supported?
Mark of the Betrayer is often a superior ability at level 5, because:
Spam your snipe and Mines less, and just save up for some burst damage when you need to 'win'. Mines + Mark can very quickly destroy a group of minions, and leave the left over general with little to protect him, and little ability to run.
My suggestions are play as if you have no mana regeneration, and there is no health crystal to get it back. You get to cast mines once, maybe twice, and perhaps snipe. Save them for when they do the most damage. Buy a mana potion or two throughout the game, and only use them to get kills you couldn't get otherwise, and then focus on either HP or Damage gear, so that you can be a good ally. Running from a fight is not a strategy, it is a way to cause your teammates to die.
Depending on your ability to run makes a difficult domination game as well.
Regulus shouldn't run from battles per se, but rather disengage more frequently. You probably can't push a lane, but you can prevent a tower from being taken down. Regulus has probably the weakest pushing ability, this build is purely support, and you'll probably still get the most kills/gold because you'll be in on most of the assist/kill shots.
Theres few domination games, but I disagree, the faster you run, the faster you get flags. This build goes well with dmg class teammates like Beast (ooze especially).
No way Batman makes that move at lvl 5. Capping portals that early is useless, and a good way to get yourself killed. By the time they try to cap portals in cataract at least, you should be lvl 8 and have mark 1, and mines 3, which should be good enough to defend a flag 1 v1.
I'm also not advocating spaming snipe, as I rarely do that, because that's a mana drain. I would however, advocate getting snipe and getting lvl 4 snipe for support class Regulus. It shouldn't be your priorty, Mines should be. Mark 2 maybe at lvl 10 if you forgo snipe 3, which if actually not a bad idea.
I've had a lot of success spamming snipe. (obviously not at a general that has monks to heal him and doesnt plan on taking damage for a bit.. but.. every time my team engages an enemy, ill snipe them regardless of whether it will kill or not. It helps your team to get lane control and force the enemy to flee). I'll save mines until I plan on killing someone. In some cases, I'll set up a trap I know will be used for a kill or at least a good escape route (near the portals). I know this thread is your build.. but.. here is what I've had a lotttt of success with:
1. Snipe I
2. Scope I
3. Angelic Fury for creep farming or tower rook or 2 demigods.. w/e.. I don't always have it on
4. Snipe II
5. Mines I (don't use it)
6. Mines II (don't use it unless the situation realllllly calls for it)
7. Mines III (maybe they won't think you have mines since you haven't used I and II.. can be a nice surprise.. and always good dps anywaY)
8. Snipe III
9. Save
10. Snipe IV / Mines IV
11. --> W/e you want really.. motb , maim, w/e. Depends on the situation
I start off with wrath, banded armor, and wait 50g or w/e for scaled helm for more sniping power. First trips back include vlemish and unbreakables. I usually put a lot of money into the citadel with my reg, especially if I'm getting kills / assists. But, if we already have xp 1 and 2, cur 1, and fs1, I'll get nimoths armor and / or slayer's wraps, maaaaaaybe a 2nd helm if I seem to be constantly engaging the enemy with a good chance to drop mines all the time (I'd say I get a 2nd helm as reg <10% of games). Then I'll save for creep upgrades.
I never use mines on creeps.. waste of mana imo. I never use mines on towers (unless it's a rook stacking towers).. waste of mana imo.
Always carry teleport scrolls to escape early game, and then use them to gank mid game once you have mines III. Caplocks and either a wand of speed or some mana pots are my other on use slots.
It's very much a supporting build. I almost never 1v1 someone early game, ever. I can harrass them sure.. but unless they're bad.. I don't plan on killing them by myself. Mid game I might 1v1 someone.. usually not. I might stand and fight and drop mines while a teammate tele's in tho. Always watching for that snipe tho. Sniping then teleporting in to drop mines while your teammates fight is also great.
kingslet has a similar build. It's really strong for team ganking, together with sedna/rook, because mines do splash and hit all enemies. Rook does tower and stun, you mine them. Sedna heals/has healing wind. You need defensive measures though, because with 3500 life you'll get squashed.
this is a great strategy, and i typiclly use mines with flags, i make a massive mine trap, leave and wait in back of my base with snipe. Once enemy lands, they take a ton of damage, and boom! instant kill, then i tele back to my flag and set up the trap again. This time i go near a tower and get my self down to about halfway to lure greedy bastards over, then another kill! I never really use mark, i reley on killing enimies in one deadly stroke. late game i take on angelic vengecne and buff the fuck out of my mana/auto attack, giving me more killing potenital.
Ah, gotta love any strategy that invlves " ...and wait in back of my base with snipe... "
should be wait in the other lane with snipe
lol sometimes i wait back in the back of other lanes, but its funnier if the snipe comes out of nowhere. I also prefer not to be disrupted by enemy dgs comin in and crashin my kill fest. But really, you guys should try this sometime. Its awsome, it also kicks ass. They always fall for it!
Vs health stackers regulus has to little punch though mostly. I've had big problems vs health stacking oak/erebus/ub. even with burst you wont dont over 2000-3000 damge, which is half what they have got around level 10 usually.
Yeah, vs. Health stackers (usually beast and Oak) it can get dicey. You'll have to kite them if anything, which can be tough. At most you are definitely still support and need a teammate to help kill.
Most of the good team regs I've seen are playing some variation of this build. Personally: Staff of Renewal is an excellent item for a snipe Reg - Anklet is nice but you can achieve the same effect with a wand - speed is less important than simply understanding your exposure. Heaven's Wrath is really good if you know how to use it as a Snipe aid, but bad if you farm your partner's creeps Starting items: Scaled Helm, 3 Totems of Revelation (plant two of them down lanes for sniping fleeing DGs), mana pots - with this line up you don't run out of mana til you are ready to shop anyway, and you can really suppress any DG without monks or BoTF Skills: Snipe I, Scope, Mines I or Maim, Mines II, MotB, Tracking Bug, Snipe II - from here you want to level Mines and Mark - you shouldn't need more than two points in Snipe to suppress or get the kill, and it's mana saved. Maim 1 is good, don't need moreAngelic Fury is a waste of mana, imoYou are going to buy your team regen 1 and currency, because you will have the money (if you don't have the money it's because your team is losing, in which case you rolling a Reg is only going to make things worse) Your kit is going to be mostly mana helms, if you are playing against another Snipe Reg you want to supplement that with a chunk of health. Unbreakable Boots, Vlemish, Plenor, Regen and mana pots are all a good call. If you like to lure for port ganks Sigil and hp pots are a good call, as is gadget. Try to keep Totems at the top of each lane - a good team will help you do this. Locks and port scrolls are standard. Later you can invest in speed items if they fit your strategy, but if things are going well you want to save your gold for most of the major grunt upgrades. Flavor: Early game you are suppressing every DG without Monks - you snipe them as they enter battles and as they leave - if your team is any good and your opponents careless this will result in kills. Even without kills it will yield map control. Ideally you are sniping at least 2x a minute while ensuring you have enough mana for 2 snipes on a priority target. In a perfect world you could snipe every time your cd expired, but you would need a dedicated helm feed from teammates to pull that off early Midgame you are skilled up enough that you can engage more directly - Mines and Mark are sweet - but you still want to be sniping constantly, if your opponents aren't giving you targets snipe towers. Late game you are going to be less successful without artifacts - you pretty much want to prevent late game from occurring by suppressing your opponents so successfully that the game ends at level 10 or so. Even if your opponents are walking into a prepared nest of mines and you have three more ready with full mana you can lose any 1v1 against the top 4 with this build - it's why you never 1v1. You should either fight near towers where you know your teammates will port in to support you or run, long before your opponents enter engagement range. If you are dying to a melee DG from anything other than a fantastic pincer gank then you are doing it wrong. As Zechnophobe points out, you can't directly control a map point with this build - if you are trying then you are doing it wrong. Your team needs to be doing that for you - see Posidenii's Rook popping up all over the map for an example This philosophy means that your only real counter is a Reg built similarly who has a team who can complete better than yours - no one else should be able to get close to you. In all cases as mentioned this is a powerful build for a team that completes early - if your opponents reach level 15 and aren't about to lose shortly then you have a problem. Most games should end with your team at level 10-11 and your opponents no higher than 9, because you have successfully kept them out of lane throughout play. I know a bunch of the above has already been gone through, I sorta have to write this stuff all at once and then post it later, so sorry if I'm repeating anything
Very good post, Ke5trel.
yeah nice one ke5trel, but yes hp stacking oak/ubs are a huge prob. If they do this, then i typically go for tons of mana, and stack 6 mines at a flag they want, and hack em down as mcuh as i can. Ill have my all wait in back till (or if) they retreat to get the kill. GEtting a beastly auto attack is also a good idea, so you do not have to waste ur time with abilites. You can do up 500 damage per shot, and then snipe to keep em from getting away. Maim and final mines is great for this. Theyll be moving patheticly. But some situations yes, reg will be a bad choice. And reg becomes quite weak late game vs hp stacking dgs.
Nice addition Ke5trel, I think staff of renewel is a pretty good item of a snipe/mine Reg. The only thing I don't like about wand of speed is that half second pause when you actually activate it. I would also like to add, that in addition to being a great support class, you should be taking down towers between support snipes which you can do starting level 2. This will go far in your victory.
Yeah, I recently tried out Staff of Renewal and am loving it. I've only got 53 games played, so I'm still pretty new, but I would say that I'm hitting at about 50% or so in the last few days. Here's the build I've been using:
Favor: Staff of Renewal
Skills:
1. Snipe 1
2. Scope 1
3. Mines 1
4. Snipe 2
5. Mines 2
6. Scope 2
7. Snipe 3
8. Mines 3
9. MotB 1
10. Snipe 4
11. Mines 4
12. MotB 2
13. Maim 1
14. save
15. Snipe 5 and MotB 3
16-20. Stats
Items: Scaled Helm, Vlemish Faceguard, Unbreakable Boots, (+1575 mana, +70% m/s, whatever the heck that's called, it's a hat), Hauberk of Life
Totems, Tele's and Locks x3(occasionally I bring the +2k health/675 damage items instead of locks)
If things are going well in terms of DG kills I might dump the Scaled Helm for the 2nd hat and get more health or speed with my 5th item, but usually I play a lot of Minesweeper with the creeps and save for currency and creep upgrades.
It's a relatively slow start, but once this build gets to triple mines it can be pretty solid. Add in MotB and it gets even better.
3 mana hats is too manay. If you really want mana, use the Blade of the Serpent, and get a point in angelic fury, and you'll do fine with just Unbreakables and maybe Vlemish. Secondly, Mines 3 changes your Mines burst damage from 700 to 1200... get it at level 7 without delay. It is one of the biggest skill improvements in the game, and far more valuable than a second point in sniper scope.
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