The Dota Underlords metagame is constantly changing, so below is an updated list of the best synergy builds in the game. The so-called comps are the most optimized formations capable of exploring the maximum potential of each hero, forming combos between skills, synergies and items.
As positioning also influences a lot in compositions, we also brought some suggestions on the best way to use each hero. Check out!
Composition 1: Wizards and Trolls
This composition combines the incredible defensive properties of the new synergy of Warlocks with the offensive power of Trolls. The goal is for as much healing as possible from the Warlocks while the Trolls attack nonstop from the start.
Heroes that form the composition
- Witches: Healer (2), Shadow Terror (3), Necrophians (4), Disruptor (4), Alchemist (4) and Enigma (5)
- Trolls: Bat (1), Shadow Shaman (1), Healer (2), and Troll Commander (4)
- 10th hero: Guardian of the Arc (3) or a seventh Warlock
Alliances involved
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Witches: Whenever Warlocks cast an ability, they bond to the lowest health ally for 3 seconds. When one of the linked heroes deals damage, both units are healed for 50%(2), 100%(4) and 150%(6) of the damage dealt.
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Trolls: (2) All Trolls gain +35 attack speed; (4) All Trolls gain +65 attack speed and other allies gain +30.
- If Arc Guardian is the 10th hero,
shamans: (3) Enchanted, silenced, or stunned enemies regenerate -200% mana.
Global Items to Look for
- Siphon Soul-sucking: Units 1 house away from Warlocks heal for 25% of all damage done by abilities and items.
- Coordinated Attack: Troll units provide +25 attack speed to allies XNUMX house away.
Composition Strategy
- The goal of this build is to provide as much healing as possible to all units through Warlock synergy and, if possible, the Soulsucking Siphon. For Warlock synergy to come into play, Warlocks must use their abilities. So whenever you can give priority to mana or cooldown items like martyr's brooch, Aggressor's Brooch, Arcane Boots e Octarine Essence and equip them to the Wizards.
- Obviously, don't wait for Enigma to speed up Warlock synergy. Use Warlock or Venomancer until it becomes available.
- Keep Warlocks on the front lines, especially tough ones like Necrophs, Disruptor, and Alchemist. Although Enigma is also tough, his ult is too precious and you need to make sure he uses it during the round, so leave him a bit behind.
- By keeping Warlocks ahead, you'll ensure they utilize their abilities quickly and initiate synergy healing bonds. In this composition, it is crucial that no unit dies without having received healing.
- Try to equip the Necrophos with your best defense items. While all champions contribute to this composition, Necrophos' ability is one of the most important as it deals damage and healing. Thus, when activating synergy, linked heroes will receive double healing: the one from the skill (100/175/250) and from the synergy (50%/100%/150% of the damage dealt).
- Enigma and Shadow Terror will be the main AoE damage dealers.
- Disruptor and Alchemist will be in charge of debuffs (blindness and armor decrease respectively)
- The 3 main units that must be protected are, in this order:
- Commander Troll: Has the second highest DPS in the game and has no ult (passive only). Thus, there is no other option but to make it as protected as possible.
- Healer: is the wildcard of the composition as it is part of the two Alliances. Its area crowd control is too precious, so the hero is also a priority to carry cooldown or mana items.
- shadow shaman: Also participates in two Alliances if Shamans is formed. Your CC is also extremely important and forms a very useful combo with the Healer's.
Training suggestion
- All Trolls are one house away from Wizards. This means that all heroes on the board will benefit from the Soulsucking Siphon and Coordinated Assault global items;
- Stronger, ultar-priority units are on the front lines;
- Well-protected crowd controls (Healer and Shadow Shaman);
- Heroes with enough area damage at a distance to affect multiple opponents (Enigma, Bat, Shadow Terror, Alchemist, and Disruptor);
- Arch Guardian (or seventh Warlock) in position to protect Trolls from would-be Assassins;
- Main DPS (Troll Commander) as protected as possible.
Composition 2: Hunters and Warriors
Hunters are among the best synergies in the game. When put into practice at max level (6 Hunters), the units' DPS becomes insane. The main role of the Warriors in this build is to protect the Hunters. In addition, the build is marked by its adaptability.
Heroes that form the composition
- hunters: Drow Ranger (1), Wind Ranger (3), Sniper (3), Mirana (4), Medusa (4) and Tidehunter (5).
- Warriors: Pudge (2), Kunkka (4) e Condenador (4).
- 10th hero: any Elusive, Gyrocopter or Slark unit (see explanation below)
Alliances involved
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hunters: Hunters have a 20% (3) or 35% (6) chance to deal 2 attacks quickly in a row.
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Warriors: Warriors gain +10 (3), +15 (6) or +25 (9) armor.
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Sem Coracao: Enemies receive -5 (2), -10 (4), or -20 (6) armor.
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scaled: Allies gain +30% (2) or 50% (4) magic resistance.
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Devils: All Demons gain +50% pure damage. Only active when there is a demon type on the board.
- If the 10th hero is an Elusive unit,
Elusivos: All Elusives gain +20% (3), +45% (6), or +75% (9) dodge.
- If the 10th hero is the Gyrocopter,
deadly: (2) All Lethal units focus their attacks on the enemy with the lowest health.
Global items to search
- Hunter's Focus: Hunters deal +10% damage for each other Hunter attacking the same target.
- Irrefreável: Warriors survive for an additional 2 seconds after taking a fatal blow.
- Elusive Targets: Elusive units are invisible for the first 3 seconds of a battle.
composition strategy
- The main objective of the build is to use the Warriors to protect the Hunters for as long as possible. That's why the Warriors chosen for the build are the best tanks in the class.
- The biggest disadvantage of this composition is its cost. Almost all units involved cost 3 gold or more. It's important that you don't spend too much trying to level up units that won't be part of the build. Save money for when tier 4 heroes start appearing.
- Pudge and Drow Ranger are the "pillars" of this composition. In the early game, build the synergy of Warriors and Hunters around them, using any other champions, as the two alone form one of the easiest and most useful synergies in the game (Heartless level 1) and are still part of the final build of this composition
- Many players consider that the 6 Hunters synergy is unnecessary as it only gives 15% more bonus than the 3 synergy. However, the 6 Hunters is not only for DPS, but also to give versatility to this composition. Check out:
- If you trade Kunkka or Condemner (Pudge is very valuable) for Slardar, you can already synergize 2 Scaled before the Tidehunter appears. In this situation, your best option for 10th hero is Slark to complete the 4 Scaled Synergy. This composition counters mage builds very well.
- If the 10th hero is an Elusive unit, the synergy of 3 Elusives will be formed. Although the dodge bonus is not that high, it already makes a big difference in the outcome of the rounds. Also, if you can get the Elusive Targets global item (one of the best in the game), the more units benefited by it, the better.
- If your 10th hero is the Gyrocopter, it will form the Deadliest synergy, one of the rarest in the game.
Training suggestion
- Most centralized Drow Ranger possible to buff everyone with her passive;
- All the strongest ults on the frontline: Tidehunter, Kunkka and Medusa.
- Despite Medusa being fragile, it's crucial that she uses her ability while most of the team is still alive. It doesn't do any good to CC everyone and not deal damage.
- Condemner protecting Mirana from possible Assassins.
Composition 3: Knights and Trolls
This composition aims to mix the best of both worlds. Knights have a lot of defense and little attack. Trolls have a lot of offense and little defense. Luckily, both classes have global items capable of buffing nearby allies with exactly those attributes.
Heroes that form the composition
- Knights: Batfighter (1), Chaos Knight (2), Luna (2), Abaddon (3), Omnitemplar (3) and Dragon Knight (4).
- Trolls: Bat (1), Shadow Shaman (1), Healer (2) and Troll Commander (4).
- 10th hero: Necrofos.
Alliances involved
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Knights: (2) Knights suffer -15% physical and magical damage and -15% if they are next to another Knight; (4) Knights suffer -20% physical and magical damage and -20% if they are next to another Knight; (6) Knights suffer -30% physical and magical damage and -25% if they are next to another Knight.
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Trolls: (2) All Trolls gain +35 attack speed; (4) All Trolls gain +65 attack speed and other allies gain +30.
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Witches: Whenever Warlocks cast an ability, they bond to the lowest health ally for 3 seconds. When one of the linked heroes deals damage, both units are healed for 50%(2), 100%(4) and 150%(6) of the damage dealt.
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processes: All humans gain a 20% (2), 44% (4), or 66% (6) chance to silence the target for 4 seconds when attacking.
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Sem Coracao: Enemies receive -5 (2), -10 (4), or -20 (6) armor.
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Devils: All Demons gain +50% pure damage. Only active when there is a demon type on the board.
Global items to search
- Age of Cavalry: Other units receive +10% damage reduction for each Knight 1 house away.
- Coordinated Attack: Troll units provide +25 attack speed to allies XNUMX house away.
composition strategy
- There is no mystery in this composition. The objective is to use the Knights to protect the Trolls.
- Keep in mind that this is one of the most late game strategies possible. You will lose many (many) rounds in a row, but no problem. You will need the consecutive defeat bonus to run the build.
- Buy all Trolls and Knights that appear, always.
- Unlike composition 2, this one isn't versatile and you need to focus a lot on the participating heroes.
- When you already have more than 50 gold, only invest in levelups up to level 10! That's right, spend your surplus gold (above 50) just to level up and buy Warriors and Trolls that appear.
- Once you're at level 10, it's time to spend all your gold on rerolls to level up your units.
- Necrophos is the best hero to complete the build as he is responsible for closing the synergy of Warlocks and Heartless. He's the reason you have to wait until level 10 to start rerolling as he's essential to start the team's healing effects.
Training suggestion
- Front line formed by Knights;
- Necrophs at the front to accelerate healing bonds;
- A Knight at each end of the Trolls' lines to protect them from Assassins. Bat and Luna were chosen because they attack from afar.
- Well-protected Healer and Shadow Shaman (they have the best CCs in the composition);
- All units involved gain proximity buffs from Knight and Troll synergies, as well as Global Age of Cavalry and Coordinated Attack global items. Also, if you choose to pick up the item Soul Sucking Siphon, all units will also benefit from this exact formation.
Composition 4 - Mages and Knights
This composition works similarly to composition 3, but bets more on attack than defense. Additionally, it is focused on magic damage and human synergy silence debuffs.
Heroes that form the composition
- Magi: Crystal Maiden (2), Puck (2), Lina (3), Razor (3), Guardian of Light (4) and Lich (5).
- Knights: Chaos Knight (2), Abaddon (3), Omnitemplar (3) and Dragon Knight (4).
Alliances involved
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Magi: Enemies lose -40% (3) or -100% (6) magic resistance.
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Knights: (2) Knights suffer -15% physical and magical damage and -15% if they are next to another Knight; (4) Knights suffer -20% physical and magical damage and -20% if they are next to another Knight; (6) Knights suffer -30% physical and magical damage and -25% if they are next to another Knight.
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processes: All humans gain a 20% (2), 44% (4), or 66% (6) chance to silence the target for 4 seconds when attacking.
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dragons: All Dragons unlock an additional draconian ability.
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Sem Coracao: Enemies receive -5 (2), -10 (4), or -20 (6) armor.
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Devils: All Demons gain +50% pure damage. Only active when there is a demon type on the board.
Global items to search
- Final Appeal: Mage Units reset cooldown and recover full mana when below 30% health.
- Age of Cavalry: Other units receive +10% damage reduction for each Knight 1 house away.
- Tense Muscles: Human units count as Heartless when counting alliances.
composition strategy
- Protect the Mages using the Knights;
- Stay alert: the Global item Tense Muscles will make you invest in Heartless synergy instead of Humans. Thus, you will lose silence in order for your Knights to deal more physical damage due to the decrease in opponents' armor. The option is valid, but this build's main source of damage will still be Mages, so silence might be a better option to keep them alive;
- When 6 Mages synergy is ready, Guardian of Light, Razor, and Lich will deal insane AoE damage;
- Dragon Synergy will allow you to utilize Puck's Phase Shift and Dragon Knight's Ancestral Dragon Form, two extremely useful abilities;
- Your Knights will do a little more damage with Heartless synergy.
- The Final Resource will provide a last burst of damage when your units are close to death. Imagine Lina, Guardian of Light, Razor, Lich, and Puck ulting at the same time...
Training suggestion
- Front line formed by Knights;
- Puck exposed as he can redirect attackers to Abaddon or Chaos Knight using Phase Shift.
- Protected mages in an optimized position to deal splash damage. The Guardian of Light's range is much greater, so he's in the corner.
- Lich almost on the front line to speed up his ult.
- Abaddon protecting mages from would-be Assassins.
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