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Gyrocopter/Techies ($5): I’m going to write about both of these together since they are similar, though techies completes the 6-goblin synergy while gyro does not. Doom’s ability is so strong that you should not feel like you need to choose between doom and a different demon, just run both if it seems reasonable. It’s both overstatted and has an extremely powerful ability, making it one of the best frontliners in the game.
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It’s worth noting that Timbersaw and Beastmaster are far better than every other $2 unit, and should be highly prioritized in the early game.ĭoom ($4): A vital part of any warrior team, doom is an excellent standalone unit as well. On a comparative basis, kunkka is not as strong in the midgame since crowd control is less important than raw stats, but you need a very good reason not to buy kunkka when it’s offered.īeastmaster ($2): The best $2 unit on a stats/damage basis and an absolute early game monster, though its lack of useful tribals means you’re probably going to sell him sometime in the mid to late game. It has great stats and tribals, but more importantly, has the ability to crowd control, which is the key to winning late game engagements. Kunkka ($4): Kunkka is one of those units that almost every army wants to just throw in. Timbersaw’s usefulness, unlike the other two, is reasonable even in the mid to late game. Timbersaw ($2): Great unit with goblin and mech tribals to boot, timbersaw/clockwerk/tinker is the strongest early game strategy. Solid choice even with no synergy, and if you get it earlyish you should strongly consider making room for the warlock synergy even if you weren’t planning on it. Some people think TB is only good as part of the AM/demon package - this is more of a specialized discussion beyond the scope of this post, but I’ll just say that TB/AM/demon is a little overrated in my view (but is definitely quite strong), and TB can be strong without AM.Įnigma ($5): Really strong damage/heal AOE ability, it’s just the strongest warlock by far. TB is a bait most of the time, but in the right composition (tanky without enough DPS) it can be amazing. Terrorblade ($3): No other unit has as large a difference between its 1* and 2* forms, as a 1* terrorblade is almost always useless (it just dies either before it transforms or shortly afterwards) and a 2* terrorblade is usually a DPS carry worth building around. You should basically never pass up tidehunter if it’s offered, it’s that strong. Combine with another naga for magic resist if necessary, or just sit him in your frontline and watch him stun over half your opponent’s army. Tidehunter ($5): Tidehunter has the best CC ability in the game, and in the very lategame, that makes him the best unit in the game. I often try to get a 2* TA even if it seems to make no sense since it’s useful against certain compositions and is a solid unit to mix in if you’ve got nothing better going on. Its ability to stay alive makes it a great item hog. Templar Assassin ($4): TA is an absolute monster and the backbone of any assassin team, though it’s strong on its own as well. Its AOE is more useful the later the game becomes. If you’re going for mage, you’re going to want 2x 2* razor eventually.Īlchemist ($4): Useful as an endgame warlock (3-of SF/necrophos/alchemist/enigma) and occasionally as a goblin, alchemist is just a very solid unit as long as you’re getting some tribal value out of it. I usually buy razor when offered just to see if I get lucky and can collect 3. Razor ($3): I think razor at 1* is a bit overrated, as its tribals are on the weak side and it just doesn’t do enough, but a 2* razor is a very strong DPS nuke that benefits almost any mid-late army.
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Side note, highrolling LD early in a full-druid composition is usually a free win. Underestimate LD at your own peril-it’s really that good. The fact that it’s so easy to 2* is just icing on the cake, and getting a 2* LD is usually your signal to start building your endgame, since it’s such a strong tank/stabilizer. Lone Druid ($4): The strongest standalone unit in the game and best tank, lone druid is a vital part of transitioning off your early game tanks towards your endgame. Any tanky core can benefit from putting an SF in back to dish out damage, and given that the strongest openers are all relatively tanky, SF is both very strong and very flexible in the mid to late game. Shadow Fiend ($3): The DPS king, most compositions can just throw SF in and call it a day.
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