My team was regulus and erubus. Erubus went mist (no stun) and bite/batswarm but erubus stun and TB stun don't go well together. Regulus went snipe mines and heavens wrath favor. Neither of them were bad, but they weren't the best team I've ever had. We were doing good on WarRank till about 4, and the minion army started over taking us hard. I started back capping there flags and equalized out the warscore, but eventually they stabalized, prevented me from caping the back flags, and then started getting ours. I was level 17, there highest level player was 12 I think.
I had 7 k HP or something similar, near infinite mana, took anklets as favor and wand of speed + teleports and caps. Full ice build. At the end of the game I had 37000 gold, the opposing team had 17000 - 23000 a piece. They got to giants before us, we never got to giants. I know there is a correlation between having the creep waves piling up on your side of the field and then giants starting to pour in, to you loosing. This is the point though, the damage stoped scalling. There was no more gear to purchase at the normal store, and we couldn't knock out the opposing team on the artifact shop. The more we stood in 1 place and fought, the more our flags got stole, and the less offensive we were able to be.
I'm not claiming to be the best player out there, but I'm decent at this game. I really believe we need damage increasing gear. I can increase minion damage, get gloves that crit, gloves that cause slow. I can even get movement gear and some activatable abilities through items, but apparently I can't increase my magic damage. Pretty elite game design, this should have been considered and implemented long ago during the planning phase, not be out on the market like this.