Well i have seen post about strong combo's, but havnt really seen any post connecting Dg's to maps.
So, being bored at work, i wonderd what we can put togheter:
Example (wich i find true btw)
Cataract :
Top god: Rook
The narrow lane's of Cata make him my most feared oppenent.
Top god combo: Backed up by a competent Queen they can have you tower down by the time your lvl 2.
So please post your fav Map combo's and ill add them to the post. I think this kind of information can be very usefull since the same powerfull rook, is allot less powerfull on lets say prison.
Ok, anything below this line is not written by me, its taken from replies here:
Zigurat :
Regulus on zigurat or whatever its called, because on the inside lanes he can quite comfortably sit near his tower, and shoot away at anything from considerable safey, farm mobs, shoot the enemy, shoot the enemy tower once he gets some range, effectively locking off a lane for most of the fight. i.e Camping the artifact shop can give you a huge advatage late game if the match drags on long enough.
Exile
And Erebus on exile because of batswarm. You can't trap him at a crystal, in the middle ground he can warp accross the 2 flags, he can even go halfway down the lane, warp across to the enemy base and start trashing stuff, and can be out of there before you get to him - obviously the warpstone or cloak of night gets the same effect, but you'll be sacrificing or spending tons of gold for the same effect.
Crucible
I'd add sniper-Regulus on crucible - with some speed bonus items this DG can get a compelling advantage on the map's only real chokepoint and force an enemy DG back into his base by repeatedly sniping and running away. It won't stop a determined group of DGs from bum rushing him, but is definitely a factor since the snipe is effectively unavoidable on such a small map.
Combo:
Erebus and rook on crucible.
Erebus for teleporting across the gaps to bases and rook for tower camping the only creep wave intersection
Combo
I like sedna/rook on crucible. The rook/sedna combo is unpushable off a lane once they get any towers down, and if a erebus depends on batswarming across to get the flags capped, the sedna can simply walk over and take him in a fight - a minion erebus can't bring his minions with him batswarming across, and no other erebus has a shot against sedna. Meanwhile, the other DG can't be pushing a tower rook out of his farm alone, 'specially if the sedna left him a monk/bishop. (And, of course, the sedna can always cloak of night if needed). But, of course, the main thing is no one can come close to the lane control that a sedna/tower rook can unleash.