this is a guide, in two sections, on the two most prominent and effective playstyles for Unclean Beast. this is obviously just the way I play these builds, but its not so different from the mainstream. minor variations are to be expected but for the most part what I will discuss in this guide is very close to the concensus of good players.
Build 1: Spit and Run Beast
strengths:
- extremely strong early game
- great harrassing abilities
- good building destroying ability
- very fast
weaknesses:
- less durable than other builds of beast
- below average creep farming for most of the game
- requires good mana regen to reach peak efficiency
- effectiveness trails off during endgame, will have to develop a secondary strategy after level 10
Skill Order:
1- Venom Spit 1
2 - Inner Beast 1
3 - Diseased Claws 1
4 - Venom Spit 2
5 - Post Mortem
6 - Foul Grasp 1
*** first major item checkpoint, mana costs of Foul Grasp and Venom get high, will need a Vlemish Faceguard by now ***
7 - Venom Spit 3
8 - Inner Beast 2
9 - Inner Beast 3
10 - Venom Spit 3
*** second major item checkpoint, going to start developing Ooze now, going to need a good health item first ***
11 - Ooze 1
12 - Ooze 2
13 - Ooze 3
14 - Ooze 4
15 - Putrid Flow
16 - Acclimation
17-20 - doesn't matter much, finish Diseased Claws, get Stats, finish Foul Grasp, whatever
Item Buy Order:
out of the gates (will need the health and mana regen for lane staying power, swift anklet for hit and run ability)
- Favor Item: Swift Anklet
- buy Banded Armor
- buy Scaled Helm
first trip back (around level 6, priority now is getting enough speed and mana to severely harass enemies and towers with rank 3 Spit, which you'll get at level 7)
- buy Boots of Speed or Wand of Speed (either works, whatever you like)
- sell Banded Armor
- sell Scaled Helm
- buy Unbreakable Boots
- buy Vlemish Faceguard
second trip back (around level 10 or 11)
- buy Narmoth's Ring (its the best, nothing else will do at this level)
- buy Slayer's Wraps (optional, if you can afford it)
third trip back (whenever, preparing for end-game)
- strong damage gear or saving for an artifact is likely at this point. buy Slayer's Wraps if you haven't yet. buy a Mageslayer if you have enough gold for it. if you're really doing well you might even think about saving for Ashkandor, but thats ambitious.
playstyle notes:
- you are a dedicated harrasser. you do not engage full health demigods ever. if you see someone at full health you Spit on them then get out. you'll come back 10-15 seconds later and see if you can get them with another spit or even finish them off.
- you're a great ambusher and ganker. sneaking up on fights in progress and opening with a Spit+Grasp will net you alot of kills. your fast move speed will really help with this. consider using Teleport scrolls as well. ganking is one of your top priorities.
- your creep farming is mediocre at best, you'll gain alot of your experience/gold with Demigod kills and flag caps. therefore, don't spend time in a lane waiting for creeps. if you're alone in a lane, lock the flag, spit on the tower, then go somewhere else and start hunting for your next victim.
- taking out towers is the best thing you can do with your time if there are no demigods around to harass. this build will give a generous mana supply so you should be able to spit on towers ALOT.
- at level 11 you begin developing your endgame strategy, which is that you switch to Ooze. switch is wrong, you'll still use Spit quite alot but you'll ALSO use Ooze. you need this to break up those big endgame creep clusters. its also your best defense against endgame demigods. early in the game Ooze's health cost is bad, but late game you'll have enough health to support it very easily and you'll prevent way more damage with its attack speed debuff then you'll take from the Ooze itself.
- this build is tremendously good when supported by Sedna or Queen of Thorns. they can heal or shield you while you chase down weakened Demigods, improving your lethality by a large amount. Queen is especially good since she doesn't even have to be near you while you chase (Bramble Shield stays on) and she'll easily drop towers and creeps+minions to clear the path for you.
specific DG strategies:
- Sedna's Heal Rank 3 will remove spit, she can cast this spell beginning at level 7. if you see a level 7+ Sedna, don't spit on her right away. wait until AFTER she casts a heal so you'll get the full duration from your spit.
- Erebus' Mist will remove all debuffs. it will also pin him in mist form for a few seconds and he'll have a 5 second cooldown on Mist after he comes out of it again. when he mists just walk through him and get into his retreat path. you'll want to start clawing him once he comes out. if he has alot of mana he might stay in Mist for awhile so just leave, he's hard to harass so you can find a better target.
- Oak's Shield can cancel Spit. this is fine. you should still harass Oak if you can because Shield has a long cooldown so getting him to blow it at a bad time is your advantage. beware of him using it in Combat though to cancel your opening spit and outrace you in damage.
- every other DG is quite susceptible to Spit so harass away. even if they run you can easily push them out of strategic locations with enough spit harassing and thus hold flags and drop towers.
Build 2: Godzilla Monster Ooze Beast
special thanks: this build was inspired by Thranduil's Ooze build. i have modified it and made it my own, but his guide was the inspiration. it can be found here: http://forums.demigodthegame.com/352763
- very durable due to item choices
- great at clearing out minions and creeps due to Ooze
- very strong lategame
- above average creep farming
- uses almost zero mana
weaknesses
- very health dependent, inherently extra sensitive to holding Health Flag and Regen Flag on maps that have these flags
- no ranged ability whatever. can be kited by ranged harassers that know what they're doing.
- terrible at destroying buildings
- slightly awkward early game, build takes off at level 7+
1 - Ooze 1
2 - Diseased Claws 1
3 - Inner Beast 1
4 - Ooze 2
5 - Foul Grasp 1
6 - Post Mortem (not so important in its own right, but slightly useful, and you'll be getting Plague later so you need it anyway)
7 - Ooze 3
*** equipment checkpoint, will need hefty health pool at this point, aim for health around 5k or more by now ***
8 - Diseased Claws 2
9 - Inner Beast 2
10 - Ooze 4
11 - Plague 1
*** equipment checkpoint, should have as close to 6.5k health as possible at this point, can clear 7.5k with a health flag ***
12 - Diseased Claws 3
13 - Inner Beast 3
14 - Foul Grasp 2
15 - Acclimation
16 - Plague 2
17-20 - doesn't matter. probably just stats, or Bestial Wrath maybe
item buy order:
out of the gates
- Favor Item: Blood of the Fallen
- Banded Armor
- Scalemail
first trip back (around level 4 or 5)
- buy Unbreakable boots. thats all you're getting now, high priority item since the health is great but you'll need the extra mana to be able to Foul Grasp a couple of times in a row. save the rest of your money, you'll be back again pretty soon
second trip back (around level 7)
- sell Scalemail
- buy Nimoth Chestguard
- buy Hauberk of Life (if you can afford it)
- alternate choice to Hauberk of life is Wyrmskin Handguards. the proc can be devasatingingly effective in keeping people in melee range of you, which is very high priority at this level since your Inner Beast and Diseased Claws are only at rank 1 right now.
third trip back (around level 10 or 11)
- buy Narmoth's Ring (accept no substitutes, this is a core item for this build, sell your Hauberk of Life or Banded Armor to get it if you have to)
fourth trip back (preparing for end-game)
- you're out of good options for affordable health stacking at this point and probably used up all you equipment slots anyway
- you can go down one of two paths at this point
i) save for Girdle of Giants, you'll sell your Banded Armor to make a slot for it, this will give you ridiculous health stacking (you'll probably be above 8k health) but only help your offense a little bit
ii) save for a strong offensive artifact, a Mageslayer is a good choice since the stacked life leech will produce very high survivability. Ashkandor is king if you can afford it. or you can go for Bracelet of Rage and keep all your passive slot artifacts in place
- you are a dedicated tank. you've got gigantic health and a very strong passive damage effect from Ooze. you'll surely win any head to head confrontation if someone is stupid enough to stand and fight you. the greatest challenge is keeping them in melee range. at later levels this is less of a problem as your Diseased Claws and Inner Beast takes care of that. but up until about level 13 it can be problematic.
- you're not as fast as some other builds of Unclean Beast but still a little above average in speed (even without Boots or Wand). keep this in mind, your pursuit and escape abilities are not top of the line. if you start a fight plan to win it. you dont harass, you eat their face.
- buildings are your worst enemy. you have zero tools do deal with them other than your regular claw attacks. you can tank tower hits easily enough but you wont be a very good lane pusher. you are on the other hand a very good creep killer. go look for cross-roads where multiple creep waves gather, you can Ooze them all down at the same time. doesn't matter if you're being shot at by multiple towers you can take the heat.
- don't forget to TURN OFF THE DAMN OOZE when you're not hitting anything with it. you'll have naturally very high health regen because of your item choices so you can get back up to full health pretty rapidly if your Ooze is off. also, don't forget to turn it back on when you go into combat.
- this build is tremendously good when supported by Regulus (ranged slows and burst damage, top of the line at killing runners) or Erebus (great pursuit ability and the Bite debuffs are extremely helpful to you).
- the biggest threat you'll face is a Tank build of Oak. minion builds are not a problem, they're less durable and the spirits die in the Ooze pretty quickly. its the Assassin Type build using a Tank Item build that will be problematic. he's one of the only DGs in the game that can stand toe to toe with you.
- melee emphasized builds of Rook can similarly be a challenge, but you can get a big edge with Plate of the Crusader. his shoulder arrow hits each have a chance to trigger it.
- you'll make a victim out of anything squishy. its possible with this build to have 2 to 3 times as much health as, for example, Torchbearer. you can kill him twice over by the time he'll kill you.
- You can easily embarass Sedna. her minions will be melted by your Ooze. you have no abilities to speak of that she can Silence or Interrupt. the only real damage she'll be able to do to you is with Pounce and you have more than enough HP to survive her Pounces. she might be able to escape if she chooses, she can be hard to pursue. time your Foul Grasp accordingly.
I personally like Blood of the Fallen as the favor item, the HP bonus is huge. I personally like going with more HP as more insurance, I don't like having to rely on my running away ability from the start. Plus, going toe to toe with other demigods initially is a breeze because of that spec (spit), and when you get DG all spat on, if they run you could get in a second spit and take a tower hit and live to see the gold for the kill instead of having to retreat yourself. With Blood of the Fallen UB goes from harasser to DG destroyer for the first few levels. By level 20, if I have played it properly, I have 6.5kish health plus some and around 6k mana, and definitely kill any demigod.
This is actually a quality guide, I personally don't like the second build but its legit, the first venom spit build is where its at. I actually saw a very similar guide to yours, and my own interpretation of that guide with my own changes is very close to your spec as well. The only thing that is really out of the guide which I make sure to buy is Heart of Life, it has certainly saved me the run back as well as in some cases the death. It is a great thing to fall back on if you are over ambitious at a time, or something goes wrong.
thanks for the comments Mike.
Blood of the Fallen is a fine alternative choice for the Spit build. picking it makes it somewhat more important to buy a Boots (or Wand) of Speed sometime in the early game though. i would feel very uncomfortable not having any kind of enhanced speed though. with the extra health you can win alot of fights but you still can't win every fight so being able to escape is just vital.
Heart of Life is of course extremely powerful. I didn't include it in my guide because its not really a core part of either build. you can always get it and use it and benefit from it, but that just goes without saying. any DG can. its not like you have some sort of special plan that requires HoL, its just a portable Crystal so I consider it optional. its never going to be a bad choice but i've found thats its possible to get by without it so i didn't include it in the builds.
sorry the guide is bad, take a good look one more time. A reason for my opinion isnt needed.
Woohoo, /b/tards and their logic are fun!
The cesspool of the internet is overflowing. =/
Transitive, this is a great guide. I'm a new player and I've been looking for a good, easy to grasp build to start with to start wetting my feet and your first build suits me perfectly.
I usually start off with something similar to the first build myself, then adjust as needed to enemy capabilities.
A couple of things I usually do differently:
- Skip spending skillpoint at lvl3. Opens up a 2-skill choice of IB/PM/FG at level 5, I normally find the extra runspeed early on more useful than speed reduction, and have a choice between PM/FG based on how the game has played. The "free" point at 9 I usually spend on Diseased Claws.
Another neat trick at 5 against good players is PM/FG, when they see you exploding minions at lvl5, they'll usually assume you don't have FG, and they might become overconfident in their retreat ability when engaging.
Based on opponents, I sometimes also start the switch to Ooze at 7, unless you're facing specific DG combos I've had more success with Spit to 10 though.
I tend to go with BotF as favour though (unless on a map where tele is clearly better), the extra health is nice when you switch to ooze, it allows you to engage in some melee combat at low levels, can't honestly say there's been clearcut cases where they'd make the difference between a kill or not. Paying attention to opponent runspeed, and keeping an eye on the minimap, I haven't really had trouble retreating in time in the early game without them.
To me, the 2nd build is too passive until you reach a high level, spit opening gives a much wider range of opportunities early game.
Not getting spit is ok if your playing a 3v3, with oak sedna and erebus... its situational. If your playing a queen, TB, and reg.. might want to get spit...
Not a bad idea to get the 800dmg spit on every build you do.
lol. this is nothing compared to what ooze does! ooze build >> spit-build !
anyway a OP: considering your ooze build i would not prefer plaque over getting as soon as possible the foul grasp upgrades. why?
1. the 25% dmg tap on creeps you get easely anyway
2. for assists you do not need it eather, you hit other demigonds directly anyway
3. the dmg of plague is rel. low. they get immune if they survive what they allways do, for 8 seconds.
thus the benefit of foul grasp hits much harder: more dmg + more heal for yourself!
i tried it myself, nearly the same build and compared to my actuall build with full fpul grasp as early as possible instead of plague the opponents die faster and i do not have any loss in money or creep killing capabilities.
edit: @Tassadar
no. in an ooze build everypoint in spit is a lost point! it costs too much mana that you need for foul grasp. with good tactics you can allways cath even the best player in infight and with your stunning and slowing caps + items (that your opponents may have too) you can keep them most time ni fight. i currently prefere the poisn blade so they never get away.
the situations are so damn rare where spit would be usefull. and even if i had it, i would not use the mana for it because in most cases i needed it shortly after that for an foul grasp. no, really. with an ooze build spit is the worst skill to spent points in.
the only addition to ooze, foul grasp, inner beast and 1 or 2 points in slow (forgott the name) maybe exact one point in bestial wrath. the rest goes into stats. one point only because it does not cost much mana and still gives you an 25% boost for 7 sec, nice burst.
this is an ongoing controversy, particularly with Ooze builds.
the late-game development of an Ooze build is drawn between maximizing health stacking and backing it up with passive abilities from the skill tree (so as not to increase your mana requirements) or diversifying into Spit for better DG dueling capabilities (but paying the price in requiring more mana or leaning on a Heart of Life to get the mana).
i tend to think of the Ooze build as an inherently more team oriented build and so I prefer to play it without spit and simply count on team-mates to deliver burst damage and/or finish off runners.
re: Plague
i've said this before in different threads. its wrong-headed to think about Plague only in terms of its immediate in combat benefit. if all you see is the 80 or 90 damage you'll get out of Plague during a typical confrontation than it doesn't seem very good. it needs to be seen as a map affecting ability. its primary role is not winning the combat you're engaged in. its softening up enemies before you get there. its most valuable function is in beating down creep waves without you having to actually be in the lane. it greatly enhances your team's map pushing abilities without requiring any of your direct attention.
seriously guys, get out of the tunnel vision. plague is a map affecting ability. thats the reason why its worth taking.
I generally aim to get plague simply to counter HoL and from what I've seen on the forums that seems to be the primary use that others have for it too. Only problem I find is that I can never really judge when to get the skill because when Plague becomes available there are still lots of skills I need to be investing in IE; ooze/inner beast/diseased claws. No point being able to counter the HoL if I gimp myself in other departments.
Unless there are angels flying about, creep waves won't wind up infecting each other, so you have to spread it through Demigods (and hope it still works). I can see it's uses, but by the time creeps actually fight each other, you've still only got a 100 HP advantage on the opponents creeps. It's nice, but not superb.
depends on the map. some maps have creep waves that cross over each other at certain locations. other times they'll bunch up at a battle-line somewhere so incoming creeps will catch it from plagued creeps that were already there.
its also incredibly easy for a DG to spread it to his creeps as he retreats. they'll pass by 1 or more of their own creep waves on the way back to base or when changing lanes. it gets all over the place very easily.
usually ends up being much more than a 100 hp advantage when you're considering the case of two creep waves fighting each other in the abscense of any demigods. they just don't kill each other particularly quickly. its fairly common for the plague to deal its full 300 damage in this situation. thats enough to outright kill the archers and to bring the soldiers down to 120 health.
the net effect is that your creep waves will start hitting the towers with a decent amount of health and can actually start doing some lasting damage to them. the advantage accumulates over time and space. its a very limited effect in a small amount of time and space and a very large one spread across the whole map over several minutes.
first of all, if you are there at the creeps with your demigod ooze does enough dmg. if you are not there rarly your plague will have any impact. and if so, you do not really have a benefit of it. the 2 or 3 small soldiers that get to the next enemy tower do not help much.
of course plague has an effect, even in an ooze build, but it the worst one you get for your skill points. this holds in theorie and in practice even more. try it yourself without plague (in an ooze build) and you will see you won't miss plague but love the other stuff.
btw. plague may be somewhat usefull ni the early/mid game but at this time you do not have the points for it anyway. you need them for foul grasm, ooze, inner beast and the slow.
yes, some here say the slow is useless. this is plain wrong. the point is not that you allready can keep up with your fleeing target it is, that you can beat MORE time on him before he reaches his towers, more dmg before you get dmg yourself!
you only can start putting points in plague/post mortem in end of mid or end game. and by this time it''s even more worthless.
A slow beast is a dead beast. Not using his utmost gift, extreme speed is sin. Ooze dps by itself is not gonna do much. And if you're not facing a demigod that relies on his autoattack for most of his damage (aka Oak), the 40% debuff will not do much good either.
No sane of the so called squishy demigods will stand still on an incoming beast. And if you lack extreme speed, you'll be down on 1/2 of your extreme health before you even engage. Exactly the demigod you should be countering, example TB, will keep hitting you with ranged damage and retreating until he has worn you out so much that you stand no chance.
Ooze DPS is almost exactly the same as Spit DPS, and people seem to be saying how amazing that is. Everybody relies on their AA for most of their damage. Everybody. I don't know anybody who gets more out of skills (at least lategame) besides TB and a hybrid UB. Maybe hammer slam rook as well, and maybe a specifically built "get to 3 seconds cooldown on pounce" Sedna. But not many people rely on skills more than AAs past level 10. The 40% debuff is very usful.
Wait, what is the first sentence even saying? Nobody will stand still and fight a UB? Duh, he's a melee demigod. 1/2 health? Unlikely; even a frost/fireball TB's nuke combo can deal half my health at range, and he's not going to get it all off before I reach him. And what do you know, a melee demigod can be kited by a ranged demigod. It's the same for everybody else in the game, and UB is no different besides having a 5% higher base speed.
All of these builds are situational and based on peoples opinions. I find spit to be more useful then the extra 2 points for an ooze build... unless you are against a team of 3 cleansers.
When fighting good players, its good to get level 1 spit, and mabye they will get the symbol of purity favor item. After they do that you can go full ooze and they have wasted some killing power.
I already agreed that the 40% debuf is really strong, but spit doesn't rely on you getting into someones face to deliver the damage.
Yes, not stand still as in kite. Pretty much all other demigods have some form of dealing with kiting, even spit UB has some. All I'm saying is Ooze UB has nothing of that sort... no speed = dead ooze UB. Example, when I play TB I'm never without at least double stacked speed items and Fire Aura. So yes trust me I'm gonna get out a Fireball, lay a Circle of Fire, maybe even do a Fire Nova and run away before you land 2 ticks of ooze on me. And if you turn back out of the Circle, you're gonna eat another Fireball. So yeah, trust me, you'r gonna get 3k damage on you in 7s unless you can close on me and slow me down real fast.
Denying the other team the ability to use HoL is reason enough to take plague.
bad guide, the fire TB guide would probly be better if youre trying to learn UB.
Thought I'd say it again cus im hungry for moar QQ [e digicons][/e]
My friend plays a mean Ooze Beast, its very painful. Much more troublesome than Spit.
Well I hope you're hungry for a ban because I'm reporting you for trolling.
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