Progression Builds (Reliable Clears)
The 6+2 Progression Template
Most successful progression teams follow this role distribution:
| Count | Role Group | Responsibility |
|---|---|---|
| 1 | Main Carry | Single-target DPS. Receives 60% of your gold. |
| 1 | Crowd Control | AoE Slow/Stun. Keeps enemies in range of the Carry. |
| 1 | AoE Clear | Handles swarms so the Carry isn't distracted. |
| 2-3 | Support/Buffs | Amplify the Carry or weaken enemies (Armor reduction). |
| 2 | Flex / Utility | The 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.