This link echoes my thoughts almost exactly..
Please take it seriously and abandon the original position that faces the revite Vlad. In my original scheme below, this means positions 1,2,3,8, just like I was advocating.
Please follow the guide above, and only refer to the rest of this page for general ideas.
Stuff I wrote originally
Lava2 is hard, even for our best players. This is my attempt to provide
some suggestions. I am no expert by any means, and being f2p, my choices
are a bit limited. That being said, I am occasionally successful, so
hopefully my suggestions will help!
Lava 2 is like Insane Dungeons
For a moment, consider the challenges of insane dungeons. The heroes hit
super hard. They often one-hit our evolved heroes. How do you win? Using
Aries Frenzy, pd, and Cupid, you must magnify your damage multiplier. You
also must get pd to proc no less than 3 times. With Aries Frenzy acting as
the 4th proc, that gets you to the 200ms breakpoint, allowing you to beat
the insane dungeon because of your very fast heroes and massive damage
multiplier. If you think about it, you start out by destroying almost nothing,
but once multiple pd procs occur, you quickly start destroying the base.
The best way to buy time to achieve 3 pd procs is to use
Guardian Angel and snowstorm. Spells are great,
but we don't have them in lava2, but can we apply the same theory?
I believe we can beat lava2 using similar techniques. The strategy goes like
- Survive for at least 5 seconds (hardest part)
- Develop massive damage and attack speed multipliers
- Cruise through the base
- Defeat the center bosses and demon with the help of smart debuffs
High Level Theory Explained
Survive for at least 5 seconds
First of all, bear in mind that we are going to have a massive damage multiplier. You do not need fancy damage-oriented crests. Wargod crests are simply
not necessary. What you do need is revive, lots of it. For every hero that
you can give revive, do it! Even your best heroes are likely to be killed
at least once. Your artifacts should reflect the same strategy. Put blitz
scroll on a hero to avoid stuns. Put dodge on 2 heroes to avoid being one-hit.
Put victor's emblem on the other
2 heroes. If you don't have blitz, use more victor's emblem. Victor's emblem
can cumulatively create a massive debuff. It's more important than you
might realize. You will use heroes that increase your survival rate mainly
through defensive buffs. If you can achieve a 40% group damage reduction from
2 separate sources, that results in an overall 64% damage reduction. Add
victor's emblem and your damage reduction is even more. Get this right
and you will survive.
If most of your heroes are still alive after 5 seconds, congratulations. The
next phase of the battle can commence, and I'm pretty sure we're going to win.
Develop massive damage and attack speed multipliers
Every team, hopefully with no exceptions, should have pd and Cupid,
with your best revite
on Cupid. Ideally, at least
1 Cupid should have 5/5 revite. Revite on pd, although useful, is not
critical, due to having 4 Cupids. In the first 2 seconds, I expect at least
1 Cupid to proc. By the 3rd second, likely the rest of the Cupids will proc.
Immediately afterward, every single hero, including every pd will proc. Some
5/5 revite pds might even proc twice in this interval.
Assuming an average attack damage multiplier of 45% for each pd and cupid, that's an attack damage multiplier of (1.45)8 = 19.54x damage. Realistically,
some pds are going to proc twice within this period, and I also know most of
us have 9/10 celebrate, so the attack damage multiplier is going to be greater than 20. As you can see, the attack buff from wargod crests is insignificant
compared to the buff created by 4 Cupids and pds working together. To put
this in perspective, if 8/10 Ghoulem procs, producing a 5x multiplier on damage
and you add the pd/Cupid buffs, that's a 100x multiplier. If you have Ghoulem,
you do not need Vlad (or even Minotaur) to clear the base.
Cruise Through the Base
With the massive damage multiplier in place and your heroes still alive, as long as you are not stunned, you will defeat the base quickly. Ghoulem is the
ideal mass damage hero because he is immune to stun, which means you will
have predictable results.
Defeat the bosses and demon with smart debuffs
Victor's emblem plays a big role here. It replaces the need for conventional
debuffers. With approximately 10 heroes equipped with victor's emblem, I'm
going to expect at least 5 debuffs active at any time. If we clear the bosses
and reduce them down to just the demon, the demon will only do (0.8)5 = 32.7% of his normal damage when debuffed by 5 active victor's emblems.
In addition, ghoulem's damage reduction is equivalent to further debuffing
of the bosses' damage. If all of us use Ghoulem, the cumulative damage
reduction we achieve is ridiculous. The demon will end up hitting us as
ineffectively as Marauder! Add in a Santa to reduce demon's attack speed,
and we might have just added a useful, but possibly unnecessary, extra debuff.
1. Pumpkin Duke
9/10 celebrate is highly recommended. We can get by on 8/10 celebrate, but
the perfect proc is 4 pds with 9/10 celebrate, which instantly makes all
1000ms heroes hit the 200ms breakpoint. Very shortly after, pds will proc
again and everybody else (even 1500ms heroes) will hit the 200ms breakpoint.
I would hesitate to play lava2 with only 3 pds.
Berserk is not required for this game mode. The critical talent is revive,
and if you can also add revite, great. As for artifacts, I suggest blitz
scroll, which gives you the best chance to avoid getting stunned. If blitz
is not available, then use the dodge artifact.
I want all 4 players to use Cupid. As discussed earlier, this helps with
the massive attack buff. It also helps ensure that everybody's heroes will
proc quickly, even if 1 or 2 Cupids get stunned or killed instantly.
For your artifact, I recommend victor's emblem. Cupid is ranged, so dodging
is less beneficial since your melee heroes will more likely be targeted.
In a perfect world, all 4 players would use Ghoulem. If you do not have
Ghoulem, survival will be difficult. Ghoulem matters because he does
everything. He is immune to stuns, bestows a massive (and predictable)
damage reduction buff, heals the group like no other,
and also has a huge area of effect like Vlad. If
you consider the attack damage multiplier that I am expecting, the
presence of Ghoulem makes Vlad merely optional.
Ghoulem makes the whole team stronger.
Even though my double evolved Ghoulem has 300,000 hitpoints, I still put
revive crests on him. Make sure Ghoulem has revive. Use victor's emblem.
Conventionally, you think of Treantaur as great because he adds an extra revive. Yes, this is a huge bonus. Possibly equally huge, however, is the defensive
buff that he bestows. A high revite Treantaur is a welcome site. I do not
know if his defensive buff goes to random heroes or if it goes to nearby
heroes. Regardless, he's going to improve the survivability of our team
immensely. If you have Treantaur, absolutely use him. Remember that
survival in the first 5 seconds is what matters more than anything else, and
Treantaur could be the difference maker. In a perfect world, we would
have 4 Treantaurs. Unfortunately for me, I do not have Treantaur.
As for talents, you absolutely want revive, but revite is highly desirable.
5/5 revite provides instant damage reduction to help the team. Please
give him victor's emblem.
5. Hero of Your Choice
Assuming you have all of the first 4 heroes, this is the only chance for you
to be creative in my scheme. In all cases, I recommmend revive and
victor's emblem, but you can consider dodge or blitz artifacts as well.
Here are my recommended options:
- Atlanticore with high revite could easily be the solution you
are looking for to survive the first 5 seconds. If you position him just
right, he will attract the enemy heroes and you will survive. Think of AC
with high revite as the equivalent of casting Guardian Angel. He could
very possibly be more important than minotaur. In fact, if we get good enough
to actually carry weaker players in lava2, the one requirement for a weaker
player would be a high revite AC.
- Minotaur is a great team player. He stuns
all the enemies, which improves our survivability. He also damages all of the
buildings, making them easier to sweep.
- Moltanica / Arctica provides a great debuff, which improves your
- Death Knight helps the team avoid being stunned. If you die early
because you were stunned, consider Death Knight, even if that means not using
your 10/10 double evolved minotaur! Consider dodge or blitz so that death knight can proc before being stunned.
- Santa Boom provides a powerful debuff. He's also good at remotely
destroying the untouched bases when we are attacking the center bosses.
- Warlock also protects players from being stunned, but he
protects fewer than Death Knight and you can't predict who will be protected.
He also provides a useful debuff when we
hit the center bosses.
- Orksbane is immune to stuns and the base layouts are favorable
to his proc. If you are unlucky and do not have Ghoulem, consider him.
- Aries is unpredictable in the beginning. You cannot count on Aries
debuffing the immediate enemies that you are facing. However, once we make it
to the center boss, Aries' proc provides a useful debuff.
- Dread Drake is unpredictable, but if you get lucky, he will
stun just the right heroes, such as a 5/5 revite AC.
- Phantom King is unpredictable, but if you get lucky, he will
reduce the energy of a 5/5 revite AC or 5/5 revite Vlad.
- Vlad appears to be redundant if you already have Ghoulem. However,
he does stun his enemies when he procs, so he improves your survivability.
Vlad's stun just might be enough to get you past a nasty 5/5 revite AC.
- Druid must be considered if you do not have Ghoulem. This is
a huge compromise. Orksbane honestly doesn't heal much. Evolved Druid provides meaningful healing, especially because he has no cooldown. He also provides an attack buff, but that aspect is irrelevant considering the pd and Cupid buffs.
Layouts and Team Positioning
I hope to have time to update this thoroughly, but for now,
I will non-graphically explain the approach. In line chat, there
is an image that marks 4 of the starting positions. Starting on the left
side, near 9:00 clock position, you have position 1. Going counter-clockwise from there,
you have positions 2, 3, and 4. The other position I want us to think about
is position 8, which is the base clockwise from position 1 (about 10:30 clock position). Traditionally, past groups attacked only positions 1-4.
Here's my analysis so far:
This is quite possibly the easiest position. The weakest player (sometimes me)
should go here. I believe this is the easiest position because I am often
successful in beating the West base from this position. If I can do it as a
102K might f2p player, this gives hope that my strategy will work for all of
our strong players.
Conceptually, position 1 fights northwest regardless of where you place your
heroes in the box. I recommend the back 2 rows so you start closer to the
player in position 2 and are less likely to immediately attract the looming
Try placing melee heroes toward the left side and ranged heroes toward the
right. We're really trying to delay confrontation with the revite AC so
we can hit it hard later after your damage multipliers are sky high.
Your placement here affects whether you attack the west base or the south base.
I have no particular expertise with this position, but in games that we've won
with me around, the heroes were placed in the left two columns. As a result,
this player mostly helped out with the West base (helping position #1 player).
I recommend placing heroes more toward the left than the right for the same
reason that I don't want the revite AC to become active too quickly.
I think you need to apply the same mentality as in position 1.
Conceptually, you are attacking northwest, so position with that in mind.
I suggest the right 2 columns as seen in position 1.
On the bright side, you only face 1 hero to start.
On the negative side, it's Vlad with 5/5 revite!
Honestly, our very best players often lose here. IF you are open-minded,
try not using this spot at all. Instead, take the next spot that is
clockwise from position #1 (which I call position #8).
What I don't know, because of lack of experience, is if the player here
can actually help the player in position 3. If so, then the best strategy
would be to place heroes toward the left side so that only some of your heroes
walk to the right toward Vlad. This is purely speculation. I really don't
I know some of you are skeptical about position 8, but hear me out. If
I can clear the west base from position 1 by myself, then position 8
is pretty good because it also attacks the west base. In other words,
choosing position 8 instead of position 4 allows our team to fight only
2 bases overall instead of 3.
This spot is hard because you face multiple enemies, but you might find it
easier than fighting Vlad in position 4.
Your best tanks should go on the left side. Cupid and PD can go in the middle
column. Avoid the right column so you don't accidentally attack the north
If we were to ever carry a 4th, weaker player, this might be the golden
position. I believe if you have a decent revite AC, it will be possible to
buy time by placing AC in the left column. If AC doesn't proc in his first
life, hopefully he will proc after he revives. And if he dies again without
proc'ing, hopefully he'll proc after Treantaur revives him!
If you have a history of
getting creamed immediately in lava2, I want you to really consider this
spot using AC. All this being said, if you follow my hero recommendations,
I think a strong player at position 8 can clear the west base just as
competently as the player in position 1. The very idea that we can fight
just the West and South Bases instead of West, South, and East has
considerable merit, in my opinion. It is unintuitive because you normally
think placing hero groups next to each other is always best. I could be
wrong, of course. Perhaps in position 4, a ghoulem proc from position 3
actually manages to help the player in position 4. I don't know.