Demon Assassin Build - "The Viable" - UPDATED

by DiceAreEvil

I replaced the old Assassin's Speed/Passive build.  It was fun, but getting kills is more fun.  The build plays pretty much the same way, only with spine attack.  The is key in finding those 1 v 1s to drop in on unexpectedly and finish the job.  All of the protips still apply.  You're not gonna have endless mana and you're not gonna be an unkillable tank.  You're not gonna be the fastest DG (possibly) until higher levels  But you will have burst damage, and a crazy swap GG move.  Use it wisely.

 

Level 1: Spine Attack I

Level 2: Demon Speed I

Level 3: Warp Strike I

Level 4: Spine Attack II

Level 5: Shadow Swap I

Level 6: Warp Strike II

Level 7: Spine Attack III

Level 8: Warp Strike III

Level 9: Save

Level 10: Spine Attack IV + Shadow Swap II

Level 11: Warp Strike IV

Level 12: Demon Speed II

Level 13: Demon Speed III

Level 14: Save

Level 15: Shadow Swap III + Deadly Warp

Level 16-20: Elusiveness to Assassin's Speed and a point wherever

 

Starting items: Scaled Helm + Scalemail

Favor Item:  Blood of the Fallen.

Alternatives:  Essence of Magic (only need Vlemish, replace plenor with an hp/armor item- like Duelist Cuirass, get banded and scalemail off the break)

Staff of Renewal

 

Item Order:

Banded Armor

Vlemish Faceguard

Unbreakable boots

Nimoth Chestguard (Sell Scalemail)

Plenor Battlecrown (Sell Scaled Helm)

Hauberk of Life (Sell Banded)

Narmoth's Ring (Sell Hauberk)

 

After Giants unelss you're raking in kills:

Hungarlings Crown (Sell Vlemish)

Groffling Warplate (Sell Nimoth)

 

Consumables:

Teleport Scrolls

Sigil

Flag Lock

 

 

At the start you've got Blood, some armor, and a bit of mana regen.  A nice mix, but you should still be careful.  Scare DGs off or soften them with a few ranged spine attacks.  Then Warp strike in and push with some auto attack.  Experience will tell you when you have the upper hand and can be the aggressor.   As always Unbreakable Boots are amazing so try to get those soon.  After then initial shop, you should always have a port on you, and once DGs start to hit level 6-7 you should always have a sigil as well.

When you play DA you want to crunch numbers really quick.  Mainly, how much mana you have left, how much damage a warp/spine attack would do, and how much HP your opponent has so you can determine the best way to kill.  Sometimes casting warp strike and spine immediately scare the prey off.  It may be best when you have the upperhand to Warp strike in, do some auto attack, then when they try to flee, hit them with spine attack.  Or, if you have the mana, a brutal Swap/Warp/Spine combo.

Also, the DA (much like erebus with bat swarm) excels at 2 v 1 ganking by Warp striking in,  Naturally, after you warp strike in for a 2 v 1, you should expect them to retreat, and so be ready to pull off a quick shadow swap followed by an instant warp strike.  Then try to auto-attack/warp strike them down until low enough to finish with a spine attack.  It is ideal to have superior speed as you will often need to cover some ground to start auto-attacking after a warp strike.  I prefer to at least put 1 point into Demon Speed early to assist with this.  Later on, build up speed even more after Warp Strike and Spine attack are maxed.

 

 

Things to keep in mind:

-Farm the squishiest DG.  I know this is gonna sound obvi, but be aware of how much HP the DGs on the field have.  Demigods like Reg and TB are pretty obvious choices, but depending on the player, sometimes they're not the squishiest.  I've seen terrible beast players with 3k hp while reg has 4.5k+.   I know it's evil, but if you're in a PUG situation it never hurts to peep the stats of everyone beforehand and secretly decide that you're going to make the worst player's life miserable.  That's how you play like the pros!  If you farm a horrible teammate enough you can overpower the stronger ones.  Key for DA victory.

-Remember that Shadow Swap can be an escape/saving move.  If an ally is getting dangerously close to dying, move to where you want the opponent to be, and then shadow swap him out thus saving your ally.

-Likewise, if you're getting flanked from multiple angles, Shadow Swap with the enemy who is in the best position to make an escape.  You often need to think fast as shadow swap is useless when they are both on top of you.

-Use warp strike to cover ground faster.  Use it to cap flags faster by targeting grunts on top of the flag.  Use it to retreat by targeting enemy creeps or towers behind you when you've pushed too far.

-Try to maximize the range of shadow swaps (without missing the swap of course).  This takes a little practice so you don't miss the swap, but run backwards or to your allies slightly right before a swap.  This gives your allies more time to get into a better position while renewing cooldowns for a second round of beatdown.

-Don't Shadow Swap for no reason.  I feel kind of stupid having to mention this, but I've seen so many bad DAs run up to me and open with a Shadow Swap.  Why?  I have no idea.  They just wasted mana and a cooldown on a good spell.  If you're going to Shadow Swap, make sure it serves a purpose like prolonging a retreat or pulling Demigods into mines or your allies or behind towers.

-Be quick with Shadow Swaps to counter things such as Robust Healing Pots and Portals.

 

 

R.I.P.  old build.

Credits to this Build:

Shred_Demon (who uses a very similar build)

Naur (ditto)

Anyone else who's sucked it up and played DA enough

 

13,478 views 37 replies
Reply #1 Top

I pretty much agree here. I play this build and I like it. As you said any melee char needs that 6-7k hp by level 10. What I find DA weak at is AA. I mean his AA is nothing compared to an Ooze UB or the kind of damage Oak can generate at level 10 (I hope they will buff his AA at some point). thats why I think if you play DA, u really need the level advantage over your opponents. Most games finish a couple of level before 15, but if you can get there when everybody is lvl 13-14, you really have an edge over your enemies.

This is a solid, but you have to play it smart and out level your enemies to really shine with DA. use your speed from the your passive to cap the exp flag in cata between creeps. minimize your tips back to base. I would also suggest to play SOLO the mana lane in cata with support from an ally monk to level up faster.

about the items, I try to make room for assassin's footguard for the %doge (really good with elusiveness) + %attack speed.

Reply #2 Top

Tightened the build up slightly to get speed and swap at level 5 and added the assassin boots.  I will try the boots, although I'm quite fond of the hp/sec regen on hauberk and wraps.

Reply #3 Top

25% dodge = +33% health... that's really good, and 40% dodge is badass.

Reply #4 Top

Quoting ntropy, reply 3
25% dodge = +33% health... that's really good, and 40% dodge is badass.

 

Yeah, that's good.  Also deceiving to the opponent.  I just want to make sure you realize the footguards are 10% right?  Not 25%.  40% would only be possible with that insane 12000g cloak.

Reply #6 Top

Generally I like the build.  Thanks for throwing it together and I dig how you've organized it.  1 thought, though, regarding your starting items.  Why scaled helm instead of scalemail?  I'd think the extra damage mitigation would be of > value than additional mana for warp strike.  A little extra staying power is nice.  Thoughts?

Reply #7 Top

Quoting pacov, reply 6
Generally I like the build.  Thanks for throwing it together and I dig how you've organized it.  1 thought, though, regarding your starting items.  Why scaled helm instead of scalemail?  I'd think the extra damage mitigation would be of > value than additional mana for warp strike.  A little extra staying power is nice.  Thoughts?

Getting scalemail first vs something like an Erebus is probably a good idea.  I spend a lot of time in the first few levels running back and forth between the flags and killing grunts near towers.  I don't attempt to hold flags vs other demis for too long.  I prefer to be the guy running back and forth.  The extra mana from the scaled helm helps me warp back to grunts on flags and cap them faster for xp and bonuses.  Plus it helps to get back to the flag faster as he's slow at killing grunts and the extra time saved allows him to kill more.

So basically, I use Warp I a decent amount.  Maybe moreso for movement than staying power in those early levels where your towers aren't really threatened anyway.  Plus its more fun to use mana :)  But yeah, go ahead and get scalemail if you prefer, that's not a bad choice by any means.  Also, these item choices are mainly for Cataract.

Reply #8 Top

Also to keep in mind regarding his Auto Attack, yes it's weaker than an Ooze beast or Oak, but it's also unavoidable following a warp strike.  You can sort of dance to avoid a beast's AA, but not the DA.  If he wants to AA you, he will.  Which is why he works so well in 2 v 1 situations.

If it comes to a 3 v 3 to the death, DA is not ideal unless you've got something like Rook tower farm on your side, or your own towers backing them up.  Then try to pick off the DG on the team you feel is weakest or least likely to escape, and shadow swap them into a position your team can gank.

Reply #9 Top

I always had major trouble with killing waves with the DA. I find there is no way around "Nature's Wreckoning" if your team mates can't completly deal with the creeps by themselves. It probably even outclasses Slayer Wraps in 1v1 until very late in game if you consider the price.

Reply #10 Top

Quoting ntropy, reply 9
I always had major trouble with killing waves with the DA. I find there is no way around "Nature's Wreckoning" if your team mates can't completly deal with the creeps by themselves. It probably even outclasses Slayer Wraps in 1v1 until very late in game if you consider the price.

I've tried Reckoning on other builds but felt too squish with it.  I will try it on this one, though.  Perhaps replacing banded armor or scalemail with it before Narmoth's.  I will see how well it aids my creepability.  Even with reckoning, DAs ability to handle waves of grunts is still pretty pathetic at best.  I definitely recommend teaming with an aoe capable DG.

I will add it to the guide for now.  Let me know if you think it's in a good spot.

Reply #11 Top

This is THE best demon assassin build.  Am I right?  ;)

Reply #12 Top

Haven't tested this one very much but I think adding spine attack would gain me personnaly more since then you have an enourmous damage output.

Reply #13 Top

i don't know if its me but i seem to level really slowly with this build . me + 4 nightmare AI vs 5 nightmare AI. the AIs hit lv 20 earlier than i do . is there something wrong somewhere ? i find the damage output of this build really low .

 

i was think of getting SoR and being able to spam spine attack and warp strike as it would drastically improve your overall dps .

a good offence is a good defence . your maximum spike is what ? 1.4k + a few hits ? what if they have higher move speed than you ? you wouldn't even be able to catch them . this is where the long range spine attack comes in. being an assassin, i feel that it's better than you kill with spike attacks than to pressure . generals on the other hand cannot deal as much DPS and therefore they pressure . i'm not saying generals can't spike . yes they sure can .

Reply #14 Top

Quoting STYJ, reply 13
i don't know if its me but i seem to level really slowly with this build . me + 4 nightmare AI vs 5 nightmare AI. the AIs hit lv 20 earlier than i do . is there something wrong somewhere ? i find the damage output of this build really low .

 

i was think of getting SoR and being able to spam spine attack and warp strike as it would drastically improve your overall dps .

a good offence is a good defence . your maximum spike is what ? 1.4k + a few hits ? what if they have higher move speed than you ? you wouldn't even be able to catch them . this is where the long range spine attack comes in. being an assassin, i feel that it's better than you kill with spike attacks than to pressure . generals on the other hand cannot deal as much DPS and therefore they pressure . i'm not saying generals can't spike . yes they sure can .

Ok, this build is not designed for farming Nightmare cpu.  The cpu is stupid, so probably the build with the highest dps will be able to farm them the fastest.  This is not that build.  This build is for playing online.

This build is about making coordinated warp strikes (2 v 1 situations in your favor) followed by shadow swaps to punish other DGs enough to push them out of the lane.  Sometimes you'll get kills.  Most of the time you'll get map control, and a severely wounded opponent.  That is also good.  Auto-attack and speed is your friend.  You get a lot of hp and speed and dodge so you can hold a lane like a real man.

Also I'd like to mention that the 'build' isn't everything.  You have to play the build the way it was meant.  I will try to get some good replays added soon.

Reply #15 Top

Just want to say, as a good DA player, I think this build is rubbish O:)  

Reply #16 Top

Quoting shred_demon, reply 15
Just want to say, as a good DA player, I think this build is rubbish  

Care to say why?  If you're stomping n00bs and comps you might as well go a spine/warp build.  Against GOOD players I feel like those builds require too much mana and go squish.  HP stacking is always win, and this build has just enough tools to get the job done.

I think you're playing it wrong.  Reps coming soon, k?

Reply #17 Top

Fair enough dude.  But with 4 games on statsI think you might have spent more time on the post than in DG :P.  Maybe not, maybe the build does work in some cases.  

Here's my thoughts:

Your build does insufficient damage and will just flounder around trying to get flags unable to get kills and DA can't hold  a position very well regardless what you try to do with him (orb of veiled storms helps though).

You are getting swap at level 5; well done.

You are hp stacking a DA; going to go against the grain a bit here and tell you my thoughts on that.  I think that's roughly on the same level as trying to make a rook fast :P

I will post my build at some point.  I already have a lot of replays collected of me winning as DA against good players.

regards

shred_demon

Reply #18 Top

Those stats aren't entirely accurate.  I played a number of games recently that haven't been updated yet in that menu, and a good number of my DA wins were ended with some type of disc hack.  Also I've been playing DA since before his official release with the mod.  I've tested a variety of builds with him.  I do like the Essence of Magic build and I don't use this one exclusively but that build is significantly weaker early game and I feel like a lot of momentum comes from that.  And you have to be very very careful vs erebus and beast with that build.

Also- on the 'speed rook' the DA is a bit of a paradox in himself.  He's a melee caster.  Yeah he has burst but how is he supposed to have sustained damage without trading blows?

This build tries to solve the problems of a DA that everyone complains about.

-he's squishy

-he's slow

-he needs too much mana

 

Squishy?  Well now he's got Blood, only 1 helm, and 15-25% dodge depending on item choices.  He CAN tank.

Slow?  Well Demon Speed will solve that without wasting a valuable item slot, plus it paves the way to Assassin's Speed which is quite powerful at 15.

Mana?  Now you only have to worry about 2 spells.  Warp Strike, and Swap.

Yes, this build is lower (burst) dps than a warp/spine build.  But you have Shadow Swap, and an ally who is a beast going to town on him after you swap the dg in his claws.  Is that not DPS?  So you kill the DG in 5 seconds instead of 4.  Oh noes.  With the extra hp and dodge and speed you can run deeper into towers to compensate for lack of spine attack.

I should probably mention this build is designed for the most popular game settings - 3 v 3 cataract.  I have not tested it enough in 4v4 or more.

I'd also just like to say that high level DG is not as much about getting kills as much as it's about capping flags, pushing other DGs off, and not dying.  This build drastically reduces the number of times you're gonna say "Ah crap... I'm about to get owned." because you're a high hp bully with speed and a sigi up your sleeve at all times.  You run around with low hp it's like you've got a bullseye on your forehead.

Also it sounds like you've tried this build 0 times so I can assure you I've played it more than that.  I consider myself a pretty good player, and I wouldn't post a build with my name on it if I thought it was a piece of crap.  I've got a serious Demigod reputation at stake here.

 

Reply #19 Top

Yeah this is fine and all.  But HP stacking a DA... I feel you'd be as well playing as Sedna :P At least then you could heal your allies...

You're not getting any damage items so your auto attack will be rubbish.

You won't do much damage to demigods in group fights. 

You're unlikely to get many solo opportunistic (right place at the right time) kills.

You won't do much damage to towers.  That or cause you're spending so much time hacking away at them with a weak AA you will easily get ganked...

You won't be able to hold a lane (DA can't hold a lane regardless what you do to him against most demis).  I mean you might be able to stand in a lane for a while with all that HP you've got.  But what good will that do :S?  Stay there till you need to go back to heal again?  Waste of time IMO.

The Build is expensive so if you are following this build to the letter you will have a lack of citadel upgrades.

Your role is solely limited to:

a) not dying

b) running for flags

c) doing swaps (and this will only be useful assuming you have competent teammates which, so often is not the case)

Also, this plan assumes a giants victory.  There is no  plan here for what happens if the game goes to artifacts.  I have a viable rich game build for DA (Ananais saw it in action the other day ^^).

IMO DAs most powerful aspect is that I can get a kill with him as early sometimes as 45 seconds into a match.  This build misses out on that.

Maybe it's just a very different way of play to how my mind works when I play DA.  I'll look forward to seeing a few people trying this out.  It'll be interesting to play against good players using this build.

Maybe in a 3v3 assuming you have strong players that know how to react to swaps well (a lot of players don't anticipate it) it will work well. 

But then again, I get swap at level 5 too...If you warp strike immediately back to the targets location, spine, run and leave your ally to finish the job, where is the value in all that hp?  Why not just carry a couple of potions? 

So i'm not sure if winning with this build really proves the build is good.  It will prove you as a player are great at flag control and are great at setting up swaps (and this I believe may be true dude :)) and will prove that your teammates are great at anticipating and reacting well to your swaps (you're probably playing with friends...).  But that doesn't prove to me that any of the item choices or the bulk of the skill order is the reason you that you may have won...

I think part of the way of playing DA well is using mana wisely.  Don't do pointless spines, warps and swaps.  These moves are to kill and shouldn't be used until there is an opportunity to kill.

Ack, lunch over.  Got to get back to work now i suppose... :/

Have a good one dude :)

Reply #20 Top

Per ntropy's suggestion I actually added Nature's Reckoning to the item lineup.  It helps with dps and killing grunts.  So I do get damage items now.

After a swap and shadow strike I don't leave my ally to finish the job.  I auto-attack/warp strike finish it with him.  I pretty much just substitute spine attack for more aggressive auto attacking and repeated warp strikes.

I agree the DA is about using mana wisely.  This sort of makes it a bit easier by restricting what you can use mana on and focusing on Warp Strikes, which aren't bad at all and have a pretty low cooldown.  I think there is decent dps in constant warp striking.  You can get away with using warp more because you don't need mana for spine, and the added suvivability makes it less risky to do so.

Spine Attack is a good opener/finisher.  I do use a spine build vs. teams with support like Sed or Queen you may need spine to help finish the job.  Also if you have your own support, assuming they're not terrible, it's probably recommended to go spine/warp build for added dps.  In that case I still prefer pretty much the same items and Essence of Magic favor.  But I've also tried this hp build vs a queen and/or sed with success.

High HP is intimidating when holding a flag. If you can hold a lane and kill grunts, you're winning, assuming it doesn't take 2-3 of you to hold a lane vs 1 dg.

Then again, maybe this build is terrible, and I am just a really good player.  HP stacking and sigils have proven to be overpowered and this build sort of abuses that as well.  That's why I'm curious to see how other players fair with it.  I may fine tune it in the future to include spine attack, probably switching out elusiveness.  That triple level 15 combo is pretty fun, though.  And 15% dodge is definitely noticeable when you have all that hp.

Reply #21 Top

Then again, maybe this build is terrible, and I am just a really good player.

Hehe - we need a section in the strat forum for lousy builds for good players :)

Reply #22 Top

Quoting STYJ, reply 13
i don't know if its me but i seem to level really slowly with this build . me + 4 nightmare AI vs 5 nightmare AI. the AIs hit lv 20 earlier than i do . is there something wrong somewhere ? i find the damage output of this build really low .

Nightmare CPUs get twice the experience that you do for the same actions.  Hard CPUs get 1.5 times as much.  So it is normal for them to hit level 20 while you are level 12-14 or so.

Reply #23 Top

"High HP is intimidating when holding a flag. If you can hold a lane and kill grunts, you're winning."

This about sums up what I think here:

The only circumstance a DA will be able to out HP stack and scare away a good player using oak/sedna/rook/UB/ere is a game that you have already won 10 minutes ago :/.

If the game is neck on neck with good players and no team has significantly more gold than the other, I don't think a somewhat "hp stacked" low damage DA would stand up.  

I've experimented with the entire DA skill tree and different item combinations.  I'm really not convinced dude :P.  But as I said, I'd need to face good players using this strategy.  Mind you I've already minced quite a few hp stacked DAs.  Maybe they just weren't good? ^_^'    

 

An earlier comment was about trading blows and how DA can do that without sustained damage.  Imo that comes down to the time value of DA's attacks.  Damage now is worth more than damage later; like in economics, returns now are worth more than returns later because of the time value of them.  

This is why I think a high amount of damage in a short space of time is more valuable than a drawn out AA.  For example, using AA, assuming you are successful in getting the kill, might take 8 seconds; in this case you don't have that long, you have 3.  Even if you had the hp to survive you would have to retreat before you could kill.

DA can do a lot of damage in 1 seconds before you're opponent has thought about what skill to use against you.  You don't want to be in engaged combat long.  You want to do enough damage to scare them and make them retreat, chase them, then do the damage again.  Then you can add a swap for luck ^^.  A lot of this comes down to surprise I think.  Not overpowering enemies like UB/ere.  He's an assassin; this means you pick on the wounded, the retreating, and the unaware.  

 

Reply #24 Top

Thank you for one of the more well formed discussions concerning the viability of a particular DG build.  The summary of arguments for and against this build seem well thought out and laced with a fair degree of critical thinking.  It's very refreshing :)  I am anxious to try this set-up out as I feel I am overly dependent upon Spine Attack, and have generally disfavored Warp Strike. 

Reply #25 Top

I've only used DA twice now.  I went with the spike throw ability instead of elusiveness, but I used a mostly similar build.