Dota Auto Chess Gods Guide
Artist: Valve
Author:
MrNiceGuy
Date: 04/2019
Tags:
text
Auto Chess

Gods Overview:

God’s are the newest and most unique synergy in the game. Although they can be very fun to play and can feel extremely overpowered if you make them work, they are actually relatively hard to build and it’s easy to lose games before your lineup “comes online” because of the Species restrictions and because it requires a specific Legendary unit (Zeus) to reach its full potential.

Gods Strategy Summary:

The goal is to build around the (1) God bonus in the early-mid game with Mars and to finish your lineup with the second God (Zeus) in the late game. The (1) bonus gives 50% cooldown reduction, the second – 50% more (diminishing returns make it an effective 75% CDR with both Gods).

The catch is that you CANNOT use any other SPECIES synergies. E.g. Warriors/Mages/Mechs/Assassins work with Gods, but Orcs/Trolls/Humans/Goblins don’t! This means you need to be extra careful when you’re building your lineup compared to all other strats.

PROS

  • AoE damage spells are extremely powerful with the CDR

  • AoE control spells are extremely powerful with the CDR

  • Summoning spells are also pretty good

CONS

  • Hard to build because of the Species synergy restriction

  • Some specific units are way more valuable with Gods than others, and if you’re unlucky with the shop rolls you might get a sub-optimal lineup

  • A low CD is nice, but you still need mana to cast your spells

Mars Icon

Mars: 1 Gold, God, Warrior
The early-game God is also a Warrior, which makes the (3) Warriors bonus the easiest one to go for in the early-mid game. The unit itself is very tanky, but you need the God bonus active so that Mars deals decent DPS. The reason for this is that he doesn’t attack – he just uses his AoE nuke on cooldown, and you need the CDR to help him use it more often. Place him at the frontline – he is a great tank because of Bulwark.

Zeus Portrait

Zeus:  5 Gold, God, Mage

Zeus unlocks the (2) Gods synergy, which understandably makes him key for the strat. Besides that he has unique (and a bit counter-intuitive) interactions:

  • He casts his spell on all enemy units with a 50% chance to hit them. This means if you are lucky he can hit the whole enemy team and deal insane AoE DPS. If you are unlucky, he can hit only one unit (the minimum amount) and be very underwhelming for a legendary.
  • He deals a fixed amount of damage + a percentage of the unit’s current HP. This means the earlier he casts the spell, the more damage it deals.
  • He deals percentage damage to the enemy courier as well if you’ve won the battle and Zeus is alive.

All of this makes him a “win harder” unit. If you are already winning battles, Zeus will punish the enemy players fast. If you are struggling, however, a bad roll on Thundergod’s Wrath could lose you rounds and cost you lots of HP.


Synergistic Heroes:

Early & Mid Game:

Razor

Razor: 3 Gold, Elemental, Mage
Razor is arguably the best damage-dealer in a Gods lineup. He generates mana fast, which means he can use the lower cooldown very well. Try to upgrade him to three stars. Even if you don’t succeed, you can use 2 two-star Razors with great effect. Make sure you don’t have another Elemental because the (2) Elements bonus will disable the Gods bonus.

Necro
Necro: 4 Gold, Undead, Warlock

Necrophos is also amazing in a God’s lineup. He will constantly spam his AoE heal/nuke, which will damage enemies, but more importantly – it will provide a lot of sustain for your lineup. Surround your Necro with tanks and damage-dealers and he can carry you through the mid game.

Crystal Maiden
Crystal Maiden: 2 Gold, Human, Mage

Crystal Maiden: cooldown reduction is great, but you need mana to utilize it. Moreover, with CM + Razor you need just one more mage to unlock the (3) Mages bonus.

Venomancer
Venomancer: 3 Gold, Beast, Warlock

Venomancer with some mana regen or attack damage items (to help him gain mana) is also great in Gods lineups because he will spam his Wards very fast. This will not only increase his DPS, but it will also let you deal a lot of damage to the players you beat in rounds.

Queen of pain
Queen of Pain: 2 Gold, Demon, Assassin

With Gods her Scream has an insanely low CD (3sec/1.5sec). The great thing is that she fills her mana with her previous scream, so she basically uses it on CD every time. The downside is that you need another Demon, otherwise you’ll disable the Gods synergy.

Timbersaw
Timber: 2 Gold, Goblin, Mech

Timber is very tanky and his AoE nuke can be used on CD because he gains mana rapidly from taking damage. This makes him not only a tank but also a damage dealer with Gods. You can use another Mech to give him the (2) Mechs bonus, but make sure you don’t have (3) Goblins.

Tinker
Tinker: 1 Gold, Goblin, Mech

Great to combine with Timber for the Mech bonus. If you have Void Stone on him, this will allow him to cast his high-damage missiles fast and often. Can later swap him (or Timber) for Techies.

Juggernaut
Jugg: 2 Gold, Orc, Warrior

The CDR means he can be spinning almost permanently. Moreover, Bladefury deals magic damage, which means he benefits for the (3) Mages bonus if you go for it. He’s an Orc, though, which means you might need to sell him if you want to go for Disruptor.

Witch Doctor

Witch Doctor: 2 Gold, Troll, Warlock
Witch Doctor gives decent control with his spell with the CDR, but make sure you don’t have another Troll. This means you don't want WD if you're going for (6) Warriors + Gods.


Late Game:

Disruptor Portrait

Disruptor: 4 Gold, Orc, Shaman
Disruptor is extremely good in the late game – the double CDR from Mars and Zeus means that Static Storm has no downtime (if he has the mana). However, you need to remove any previous Orcs you were using (Axe, Jugg, Beast).

Medusa

Medusa: 4 Gold, Naga, Hunter
With the two Gods, Stone Gaze has 5-sec CD and 3-sec duration, which needless to say is insane. The downside is that you cannot use both Medusa + Tide. Give her mana generation items – Stone Gaze doesn’t deal damage directly, which means it doesn’t generate mana by itself, and if she doesn’t have the mana she wouldn’t utilize the low CD. She is great with Maiden because of this reason, or alternatively frontline her with tank items.

Tidehunter Portrait

Tide: 5 Gold, Naga, Hunter
If he is tanky enough, with the double CDR he can cast multiple Ravages in a fight. Make sure you don’t have (2) Nagas.

Kunkka

Kunkka: 4 Gold, Human, Warrior
Great with the CDR, but the downside is that he is a Human. Crystal Maiden is also a Human, which makes this a hard decision.

Enigma Portrait
Enigma: 5 Gold, Elemental, Warlock

If you have a strong-enough frontline, Enigma can cast his ult twice in a fight. That said, it means you need to sell Razor (if you have him) because they are both Elementals.

Making Gods Work:

Tribes:

The first important part is to make sure you don’t have an active Species bonus. Keep an eye out for:

  • 1 Demon. If you have two, the bonus gets disabled
  • 1 Ogre or 1 Dwarf
  • 2 Humans, Undead, Beasts, Orcs, Trolls, Nagas, Elementals
  • 3 Elves, Goblins, Dragons

Again, you can use all Class synergies as normal, but bear in mind it’s quite hard to build a high Class bonus because of the above restrictions – e.g. building (6) Mages without having (2) Humans or (1) Ogre is impossible, which means you can reach (3) Mages max.

On the other hand, building (6) Warriors is possible, but you have to be careful about 2 Orcs (Axe or Jugg or Disruptor), Humans (Kunkka or CM), Elements (Tiny or Razor), Beast, and if you’re using Doom you need another Demon (QoP or SF).

Early & Mid Game:

(3) Warriors (Mars, Jugg, Tusk/Tiny, etc.) or (2) Mech (Timber, Tinker/Clock) are your usual openers. Bounty is also great (could throw multiple Shuriken’s), but make sure you don’t have (3) Goblins.

Two Demons from early on can also work – Chaos Knight and Queen of Pain/Shadow Fiend all benefit from the CD reduction. Make sure you have two, however, because a single Demon will disable the Gods bonus.

Druids are also decent because of the quick upgrades. Furion with mana items could cast multiple Treants. Make sure you don’t have two beasts.

The units you are usually searching for in the mid game are Razor, Necro, and CM. You can add Puck to get to the (3) Mages bonus. That said, it’s possible to go for other options.

Late Game:

You need Zeus to unlock the full potential of the lineup. Since Zeus is a legendary (5-cost) unit, you need to reach lvl9/10 sooner rather than later. This suggests you need a decent economy, which means success in the mid-game is very important – Gods is not a good “comeback” strategy. If you see that you are not in a good position to do this, you can think about scrapping Mars and building a more traditional lineup in the mid game that can come online faster.

In the very late game get Medusa/Tide + Disruptor to secure enough control.

Example Lineups:

Early-Mid Game:
Warriors + Mages
Warriors + Mech + Necro
Mars Icon
1
Tusk
2
Juggernaut
3
Razor
4
Puck Portrait
5
Crystal Maiden
6
Heroes: Mars, Tusk, Jugg, Razor, Puck, Crystal Maiden
Synergies: (3) Warriors, (3) Mages, (1) God

You go for a Warrior opening and try to get to (3) Mages immediately after that. The drawback is that the lineup is not that durable (although the Mars + (3) Warriors do a decent job). The advantage is that it deals great nuke damage – the nukes from Razor come often and this should secure the mid-game rounds.

Mars Icon
1
Tiny
2
Juggernaut
3
Timbersaw
4
Tinker
5
Necro
6
Heroes: Mars, Tiny, Timber, Jugg, Tinker, Necro
Synergies: (3) Warriors, (2) Mech, (1) God

The disadvantage of this lineup is that you don’t have the (3) Mages bonus and CM in the mid game. Of course, you can still get them in the late game. Zeus is a Mage, so Razor + Zeus + CM will provide you with the bonus. 

The advantage is that you have a very durable lineup in the mid game. Necro’s spam + the Mech/Warriors are very hard to bring down, which buys everybody time to use their skills multiple times.

Late Game:
Gods + Mages
Gods + Warriors
Mars Icon
1
Tusk
2
Razor
3
Crystal Maiden
4
Puck Portrait
5
Doom
6
Shadow Fiend Portrait
7
Disruptor Portrait
8
Zeus Portrait
9
Tidehunter Portrait
10
Units: Mars, Tusk, Razor, CM, Puck, Doom, SF, Disruptor, Zeus, Tide
Synergies: (3) Warriors, (3) Mages, (2) Gods

In the late game, after (3) Mages + (3) Warriors, you don’t go for additional synergies, rather you focus on getting Zeus + other high impact units.

Tide/Medusa + Disruptor are the most important ones for control in the late game. If you go for Disruptor, you need to sell Jugg.

Doom + SF are also a great combo because SF benefits a lot from the Mages bonus, while Doom keeps the Warriors synergy active and benefits a lot from the Gods bonus.

Mars Icon
1
Tusk
2
Juggernaut
3
Necro
4
Queen of pain
5
Doom
6
Kunkka
7
Troll Warlord
8
Zeus Portrait
9
Enigma Portrait
10
Heroes: Mars, Tusk, Jugg, Necro, QoP, Doom, Kunkka, Troll, Zeus, Enigma
Synergies: (6) Warriors, (2) Gods

In the late-game, you can go for (6) Warriors (not having CM means you can use Kunkka) + 2 Demons (Doom + 1).

In this example, in the backline you go for Enigma – you don’t have Razor, and with the very durable frontline of (6) Warriors and the CDR Enigma will be an amazing damage dealer (give him mana items if possible).

If you think you need more control, however, you can go for Tide/Medusa/Disruptor. The insanely low CD QoP will deal plenty of damage if you give her enough time.

If you have Shadow Fiend instead of Queen of Pain, you’ll also have the (3) Warlocks bonus, but in this example, the tankiness of the (6) Warriors + Necro’s heal spam should be enough sustain. The choice, of course, depends most on what you’re getting from the shop.

Thanks for reading! I hope you found this guide useful and enjoyable. If you did, you can check out our other Dota Auto Chess content in our blog or in this Auto Chess guide collection.


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Authors:

Kyril "MrNiceGuy" Kotashev
Author

Esports and gaming enthusiast since forever and founder of Dotahaven.

Has been playing Dota since 2005 (5.84). An Ancient player in Dota 2.