Ok, for the moment, this guide will ony cover passive items (aka Gear Items), and doesn't cover items that maybe useful for minion heavy builds (minion oak/erebus/¿queen?). Also, it won't cover yet late game useful items, that will probably be added later.
So, here we go. First off, here's the list of reasonably priced items every DG basic kit should revolve around:
- Banded Armor (550g, 400HP/+5Hps), can be replaced/complemented later by Hauberk of Life (1750g, 600 HP/+10Hps) (a really good idea in specific cases).
- Scalemail (400g, 600 armor), should be replaced later by Nimoth Chestplate (1500g, 750 armor/500 HP).
- Scaled Helm (550g, 600MP/4+Mps), complemented with/replaced by Vlemish Faceguard (1750g, 1050MP/+15Mps) and Plenor Battlecrown (1500g, 1575MP/+70%Mps).
- Unbreakables Boots (1500g, 600HP/+5Hps/800MP), pretty much a must-have-never-replace item under any-all circumstances.
- Monks idol (900g, good damage dealers and friendly healers) for Generals, should be replaced later by Bishops (2700) almost in all cases.
Then we have a few special items that should only be used under certain circumstances:
- Boots of speed (1000g, +10% movement speed) (good item for reg, Fire/Blade Hybrid TB),
- Nature's reckoning (1500g, almost must-buy for Sedna and DA, good 600 mana pool increase and gives much needed 250 AoE damage that procs. a lot more than it should, hedgie would never explain what's the bug with it),
- Siege gunners idol(1050g, enough damage and HP to hurt enemy DGs and survive most DGs AoE skills, Siege Demolishers are a good upgrade if u have the spare money later, will get nullified once giants enter the field though). Almost essential for sedna/queen to improve their damage output, really good for Occ. if you spec KoMinotaurs, a good addition to Ereb/Oak damage output, they also help soaking up enemy AoE damage (i.e. chain of lighing, nature's proc).
- Minotaurs idol, only good for minion builds AND (the dirt-cheap 350g ones) must-buy for Occ. with KoM. for a nice Hp boost puttting them behind the crystal. Remember to send em back there again after you use a TP, they TP with you.
- Wand of Speed (temporary +15% movement speed increase, sometimes useful for reg, TB to a lesser extent, generally not worth it for other DGs since it occupies a much needed consumable slot).
- Bloodstone Ring (1750g, +400HP/+3% life steal, on the too-expensive side, very rarely useful for 5-HP items builds i.e. BotS UB).
Beyond these "cheap" gear items (unless i missed something), there's NOTHING worth buying until REALLY late game, with these exceptions:
- Orb of Defiance for Rook, UB. Occ and other DGs if you find yourself being the main target often, and already have your basic set and the spare money. Gives a nice Armor and HP boost without occupying a gear slot. Be very careful with its use though, more often than not you will find yourself turning to stone just to give the whole enemy team time to catch up, close in and unleash all his damage on you as you "unfreeze". Almost never activate Orb in enemy territory/flags; generally, the closer to your base you activate it, the better, higher chances for a friendly teammate/priest to come and shield/heal/gadget you as you "unfreeze".
- Narmoths Ring for UB, cos of his high AutoAttack damage and speed, some TB builds with high AA damage (blade Ice/Hybrid or Maxed Fire Aura Fire based TB). Generally not worth getting (until really late game) for other DGs unless you got several early kills.
That's it. Groffling, Hungarlings, anything else (except JourneyMans Treads, that will hopefully be covered later) is just not worth it (in the best case) until-after you have your giants in the field. Even then, they are very questionable items for their cost (hungarlings is 500g short of what giants cost, mind you).
On top of that, if you buy any of those items "early" in a close, balanced game, it most probably mean:
- You didn't have to buy curr1 nor FS, and/or
- You're not providing your teammates the great help an upgrade to bishops give if you're a general, or
- You didn't buy curr2 (3k gold) at War Rank 5-6, that greatly helps the whole team in close and long games, or
- You're not saving for reinforcements upgrades (catapults, giants), which means you won't have money to buy em when you need them (as soon as you reach Warrank 8-10), which means you might have to sell that really expensive item and lose a lot of gold (>1000g) in the process.
That's it for now, I might or might not edit-expand this guide, we'll see. Comments-critiques-addititions are welcome, flaming is not.