Progression Builds (Reliable Clears)

The 6+2 Progression Template

Most successful progression teams follow this role distribution:

CountRole GroupResponsibility
1Main CarrySingle-target DPS. Receives 60% of your gold.
1Crowd ControlAoE Slow/Stun. Keeps enemies in range of the Carry.
1AoE ClearHandles swarms so the Carry isn't distracted.
2-3Support/BuffsAmplify the Carry or weaken enemies (Armor reduction).
2Flex / UtilityThe most important slots. Swap these for Counters.

Build 1: Balanced Progression Core

Goal: Clear new routes reliably using standard roles.

Required Roles
  • Physical Carry (High single-target)
  • AoE Mage/Cannon (Splash damage)
  • Slower (Ice/Glue/Web effect)
  • Buffer (Attack speed/Damage up)
Flex Slots

Swap 1-2 utility slots for:

  • Revealer (if invis waves appear)
  • Shield Breaker (if tanky shields appear)
Placement Note: Place your Slower at the start of the kill zone, and your Carry where it covers the Slower's area for maximum time-on-target.
Common Mistakes: Over-leveling supports instead of the Carry; Placing AoE too far from the choke.

Build 2: Choke-Point Control

Goal: Turn tight turns/merges into a kill zone.

Required Roles
  • Heavy Stunner (Micro-stuns)
  • AoE DoT (Damage over Time field)
  • Executor (Bonus damage to low HP)
Flex Slots

Swap 1-2 utility slots for:

  • Slow stacking (if stuns are resisted)
  • Armor reduction (for late game)
Placement Note: Identify the sharpest corner on the route (the "U-turn"). Stack everything there.
Common Mistakes: Spreading units out along the whole track; Ignoring flying units that cut corners.

Build 3: Wide-Lane Coverage

Goal: Routes with split lanes or long coverage needs.

Required Roles
  • Sniper (Long range single-target)
  • Global/Wide AoE (Map-wide effects)
  • Multi-shot carry (Hits 3+ targets)
Flex Slots

Swap 1-2 utility slots for:

  • Lane holders (cheap units for leaks)
  • Speed buffs (for Sniper attack speed)
Placement Note: Center of the map is usually best for Snipers. Ensure they can hit both lane paths.
Common Mistakes: Putting short-range units on a wide map; Ignoring one lane entirely.

Quick Upgrade Rules

  • Rule of Thumb: One Level 50 unit usually beats ten Level 10 units.
  • Carry First: Always funnel gold into your Main Carry until they hit a power spike/evolution.
  • Supports Second: Only upgrade supports if the upgrade adds a new effect (e.g., "Slows more" or "Stuns longer"). Damage upgrades on supports are wasted gold.

FAQ