The Forums Are Now Closed!

The content will remain as a historical reference, thank you.

Demolition Man (Rook)

A support building destructive build for everyone's favorite castle.

By on May 12, 2009 12:51:11 PM from Demigod Forums Demigod Forums

Mixairian

Join Date 04/2009
+6

“I’m none of those things; I just do my job and things get-”

“Demolished?”

 

Rook – Demolition Man Build

 

TOC

                    I.                        Introduction

                  II.                        Build

                III.                        Favor Item

                IV.                        Expenditures

                  V.                        Income

                VI.                        Play style

              VII.                        Remember

            VIII.                        Closing/Thanks

 

1. Introduction

 

I’ve been using Rook since the release of Demigod and have attempted a number of different techniques that I’ve read from the forums and put together on my own. Many players tend to use Rook as a Demigod killer because he fits into the Assassin category. Whereas this is a viable option, I find the Rook to be a more efficient in the support role.

 

One 3 out of 4 of the game play styles, it is beneficial to push further into the enemies base. Not only can flags provide you increased income and benefits, but it also weakens your opponent. The goal for the Demolition Man build is to design a Rook who can efficiently, and early on take down an opponent’s  Towers and get to their flags or into their base.

 

2. Build

1.                   Power of the Tower

2.                   Archer Tower

3.                   Structural Transfer

4.                   Power of the Tower

5.                   Tower Of Light

6.                   Structural Transfer

7.                   Power of the Tower

8.                   Trebuchet

9.                   Structural Transfer

10.               Power of the Tower

11.               Structural Transfer

12.               God Strength

13.               God Strength

14.               -Save-

15.               Poisoned Arrows, Energizer

16.               God Strength

 

I’ve allotted points up to level 16. Most of the games that I have played tend to end considerably earlier if you’ve a sufficient partner and play with this build smart enough. The few games that I did  get that high of a level, I pumped the points into stats, though some folks can make a fair argument for Boulder Roll.

 

3. Favor ItemAmulet of Teleportation

 

4. Expenditures

Whenever I start I purchase Scaled Helm and Scalemail. As soon as the funds become available, upgrade to Vlemish Faceguard. Once you purchase the second helm, you’ll notice how in most events you’ll rarely run out of mana.

You may want to invest in a scroll of teleportation or two (primarily because they have a faster cool down than your amulet.) You will also need a few Capture Locks.

From here, your money expenditure can be quite flexible. You can invest in Armor increasing items, upgrades for you base, or do what I do: completely forget you have money (not on purpose) until Light/Dark Giants become available. I recommend choosing based on how the game you’re in is going.

After doing some more testing on larger games (4v4), I’ve come to the conclusion that speed enhancing items are not worth the cost. Focusing on your Rook’s armor will yield you better survivability and effectiveness in the field. Depending the map, flags, and opponents, you may even get to skip the Vlemish Faceguard as well.

Armor of Vengeance is a good investment against melee heavy opponents and if you got the money to spare, the Bulwark of Ages is beautiful.

 

5. Income

Your income will be based off of creeping, flag capping, and building destruction.

 

6. Play Style

Much like Qvar's Ninja Rook build, the Demolition Man requires its share of mobility. The main reason you get the Amulet of Teleportation is that it provides you a number of benefits. On large maps, you get to capping flags right away and possibly creeping before your allies/enemies do. In the event you do get damaged enough or low mana enough that you’re forced to return to heal, it doesn’t make such a retreat as detrimental to your progress.

I generally begin by teleporting to one of towers closest to whatever flag I want. Most games you can cap the flag before anyone shows up. Plant a tower next to the flag and go to cap another. By the time the creeps start arriving, you’ll get most of the credit for the damage your towers do and you should have two flags at this point. I generally leave one tower at each flag before returning to the creep lane.

If you’re by yourself in the creep lane, you’ve got two options. You can sit around farming creeps, or you can kill the creeps in your lane and teleport to another section on the map that has creeps available and kill them as well. What this does is increases the amount of gold/XP that you generate per wave. In many matches where my ally had excelled at killing enemy Demigods, I found myself a higher level because of this method early on.

While creeping in multiple areas, this may also be a solid method to cap more flags. Remember, you get XP and gold for capping flags as well as destroying buildings.

If you are in a lane with an opponent, you plant your towers down and hide behind them. You can engage your opponent but I’d only recommend it if the battle is in your favor. Because the levels are so low, your tower provides you an advantage in early confrontations. I’ve scored a few kills early game from half healthed Assassin Demigods who were dealing with creeps, my tower and my Rook.

Once you hit level 3, this is where things can get fun. Depending the map you’re on, the rules are very different. On Conquest/Dominate, this is where you will wait at a flag, help your creeps clear the area out and before they run forward, plant a Tower next to the enemies Tower. Run out of range and then come back in range as your creeps join in. This is where you pound away at the enemy tower. If you’re 3/4ths health or less, use Structural Transfer. Whenever appropriate, drop another Tower nearby.

If done right (or you’re lucky), the enemy Towers will focus on your Towers while you and the creeps widdle down the enemy Tower. This early in the game it won’t be a fast procedure. You’ll likely deal with a few waves of creeps which your Tower, Archer shoulder, and creeps will deal with. Remember, if you run low on mana/health, or an enemy with higher health comes along, discretion is the better part of valor… Run.

I generally recommend running behind one of your bases natural towers and creating a second one next to it. I avoid going to heal as much as possible. The main reason is, the longer you are in the field, the more XP/Money you earn. Remember, your Amulet of Teleportation can get you out of some bad messes.

One Fortress mode, depending the map you can usually find one enemy fortress parallel to your own (especially on Cataract.) Even before level 3, you can play a tower in front of yours, wait and then plant another in front of the enemy Fortress. If you’re left alone, you can widdle the Fortress down using towers. If an enemy arrives, you can retreat behind your fortress and they will take damage from your fortress and a Tower. I had one unfortunate 1 versus 2 game where I was able to take down the enemies Fortress within’ the first 3-4 minutes. The key strength was the unexpectedness of it. Remember, buildings garner XP and money. Once you’ve gotten one Fortress down, you can proceed to normal creep/push methods.

The strength to this build requires that you make a lot of progress early game. You push hard and fast and you teleport to where there are openings. I will generally push along the main path of the mob waves until I’ve a few levels, and then if available, I will push along side routes to get extra flags and such.

This is your primary technique, pushing into unguarded areas little by little. On a game with poor opponents, you can push very far on one side without raising alarm. With more skilled opponents, I’d recommend teleporting away to an unguarded area. Always keep away of what’s going on in the map. If you see that your ally has killed an enemy Demigod and is making a push, you may consider teleporting in to assist. But always remember, your job is to take down those buildings at a steady pace.

On Cataract, for example, one can push towards the enemies spawn points. Now, depending on how far the game has progressed, and how well one is doing, you choose how to spend your money. If you’ve creeped smartly and destroyed a lot of buildings, you’ll find yourself with a very High Warscore and a good share of money. A favored technique is taking the enemy before the summoning portal, taking the summoning portal, and then dropping a Flag Lock. Teleport back to your base and drop all your money to upgrade from Priests to Light Giants. Some would argue to run past the towers and just get the portal. It’s a viable idea but you don’t want to risk your troops spawning from there, getting distracted with towers.

Using the above technique, I have turned the tides of many losing games and finished up winning games more smoothly. One game of Dominate, my ally and I were able to destroy the enemy Citadel using towers and mobs before we had enough points. Speaking of Dominate, on that style of gameplay, the use of a single tower near a flag is meant as a teleport beacon in case an enemy Demigod comes strolling along.

Keep in mind, depending the map, opponents, and allies, many of these written techniques will alter. Any build is simply a guideline. When I play, my focus is to take down those buildings fast and be where I’m not expected. I don’ try to be a rock star with Demigod kills or an unbeatable slaughter house. The Rook has too many short comings to make that a viable option. But with my outline, if you play effectively enough, you’ll find yourself at the end of any match with the higher number of Favor points (upgrades, troops, assists, buildings, etc.)

 

7. Remember

*     -What is this build designed for?

This build is to construct the Rook in a manner that efficiently and quickly take down enemy structures and pushes deeply into the enemy base.

*     -What it is not?

This build does not make Rook a Demigod killer or unstoppable force.

*     -Your key strength will be on mobility, destruction of buildings and creeps. Your secondary weapons (Archers, Orb, Trebuchets) will provide a considerably higher boost of damage to when you try to take down towers and provide you sufficient protection against creeps

*     -If you run low on health, Structural Transfer one of your own made Towers.

*     -If you and an enemy Demigod fight over a flag a lot, Flag Lock it, and teleport to somewhere else less noisy. In some cases a Flag Lock causes a weak Demigod to leave the area and allow you to push on.

*     -Teleport Scrolls have a faster cool-down than your amulet. Use them!

*     -Don’t be afraid to move around the map a lot.

*     -If you’re pushing with an ally, the Rook makes a great target. Plant a lot of towers and Transfer to get your health back up. I’ve had an ally destroy both Demigods while they were distracted with taking down the big castle.

*     -Setting traps for enemy Demigods… This one is fun. Study your enemies run patterns, learn how they retreat. Plant 4-5 towers in their retreat path. Teleport to an area in front of them and force them to run towards that path. More than once I’ve tricked an enemy who was attacking my bases towers to run away at low health into a path of my pre-constructed towers (really effective on Crucible.)

 

8. Closing/Thanks

Qcvar - for his inspirational Ninja Rook guide. It was the foundation for many of the techniques I used here.

Lambdaman - for teaching me the value of the Amulet of Teleportation.

Arrodo -  for creating, editing, and hopefully maintaining the wiki page for this guide. He has also been instrumental for providing the links and many of the format and syntax edits that have been made. I will also be adding an abbreviated cliff notes version of the play style for those who cannot handle a wall of text at his behest.

 

Don’t know if I’ve missed anything but I’m sure I’ll update this as I go along. If anyone else has any recommendations or commentary, I’m all ears.

Locked Post 17 Replies +2
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
May 12, 2009 3:50:12 PM from Demigod Forums Demigod Forums

Thank you for posting. I learnt something new from your guide.

Reason for Karma (Optional)
Successfully updated karma reason!
May 12, 2009 4:22:17 PM from Demigod Forums Demigod Forums

Also might want to mention that not only to TP scrolls have a faster cooldown, they also have a /seperate/ cooldown, meaning you can teleport home or to assist an ally, and instantly teleport back to your tower farm.

Reason for Karma (Optional)
Successfully updated karma reason!
May 12, 2009 4:32:06 PM from Demigod Forums Demigod Forums

Quoting Kalil Chernov,
Also might want to mention that not only to TP scrolls have a faster cooldown, they also have a /seperate/ cooldown, meaning you can teleport home or to assist an ally, and instantly teleport back to your tower farm.

Unless they changed it in the new version that statement is wrong.

When you use the amulet you get a 45 second cooldown and your scroll gets a 30 second cooldown at the same time.

 

Oh, and good guide, btw.

I never tried to go for early buildings with rook before ... grabbed flags, killed creeps, let crippled demigods get away .... the usual.

Do you mind if I post your guide into the guide section of the demigod wiki ?

Reason for Karma (Optional)
Successfully updated karma reason!
May 12, 2009 5:02:16 PM from Demigod Forums Demigod Forums

Quoting Aroddo,

Quoting Kalil Chernov, reply 2Also might want to mention that not only to TP scrolls have a faster cooldown, they also have a /seperate/ cooldown, meaning you can teleport home or to assist an ally, and instantly teleport back to your tower farm.

Unless they changed it in the new version that statement is wrong.

When you use the amulet you get a 45 second cooldown and your scroll gets a 30 second cooldown at the same time.
Hmm, I was playing basically this very build last night, and the cooldowns were not shared.  Ah, aparently I'm behind an upgrade already.  I'll test that further, then.

 

 

EDIT: Yep, they changed it.  Fastest stealth nerf ever.  I posted about it last night, they fixxed it this morning.  I'm impressed.

Reason for Karma (Optional)
Successfully updated karma reason!
May 12, 2009 5:57:58 PM from Demigod Forums Demigod Forums

Excellent guide.  Really practical, and I didn't think about the tower/building destruction aspect before.  This is a much more feasible way to play, since skilled players can avoid traps or adapt, but the towers and buildings will always be there.  You don't have to depend on the other team's demigods making mistakes.  The towers don't move, and when you go back to take down another tower it'll always be there.

Reason for Karma (Optional)
Successfully updated karma reason!
May 12, 2009 7:02:48 PM from Demigod Forums Demigod Forums

This build is basicly what I use usually, although I sometimes get Rock Roll instead of God Strength but my build depends on what im fighting.

 

 

Reason for Karma (Optional)
Successfully updated karma reason!
May 12, 2009 7:50:34 PM from Demigod Forums Demigod Forums

I used to play this way... and while it is somewhat effective at pushing the game towards the end, it has a lot less actual value to the team.  Roll/Slam allows you to contribute to more combats, and makes enemies take you significantly more seriously.  Boulder Roll also lets you help out teammates who are in trouble.  a couple seconds of stun can get them out of hot water.  It is the *only* ranged stun currently in the game, and therefore very worth it.

Reason for Karma (Optional)
Successfully updated karma reason!
May 12, 2009 9:51:31 PM from Demigod Forums Demigod Forums

Quoting Aroddo,

Unless they changed it in the new version that statement is wrong.
When you use the amulet you get a 45 second cooldown and your scroll gets a 30 second cooldown at the same time.

Oh, and good guide, btw.

I never tried to go for early buildings with rook before ... grabbed flags, killed creeps, let crippled demigods get away .... the usual.

Do you mind if I post your guide into the guide section of the demigod wiki ?
 

By all means, feel free to use it. Just give me credit and link it here. I'll be happy. Yes the scrolls/amulet share a cool down timer but the scroll one wears off faster. The implication was that it lets you get someone 15 seconds faster.

Quoting Qcvar,
Excellent guide.  Really practical, and I didn't think about the tower/building destruction aspect before.  This is a much more feasible way to play, since skilled players can avoid traps or adapt, but the towers and buildings will always be there.  You don't have to depend on the other team's demigods making mistakes.  The towers don't move, and when you go back to take down another tower it'll always be there.
 

Precisely, you'll always know where your target is and if you push hard enough, and cap enough flags, you prevent your opponents Warscore from spawning more obstructions.

Quoting Zechnophobe,
I used to play this way... and while it is somewhat effective at pushing the game towards the end, it has a lot less actual value to the team.  Roll/Slam allows you to contribute to more combats, and makes enemies take you significantly more seriously.  Boulder Roll also lets you help out teammates who are in trouble.  a couple seconds of stun can get them out of hot water.  It is the *only* ranged stun currently in the game, and therefore very worth it.

On the contrary. With the exception of Slaughter, the goal is to push into a base.  The towers do an amazing job as an offensive/defensive tool and when working in groups (4v4 or higher), the Rook becomes the target. You're there to soak up damage, heal with drain, and use towers to mitigate damage against mobs and soaking against them as well. I just came from a game where the Rook opponent had a near identical build. There was a point where all four heroes were at one junction. I was in a stun lock for nearly 30 seconds by a combined efforts of the enemy team. I had good armor and my team mates heals kept me alive.

The towers, on my opponents end is what dragged out the scenario. Without them, we'd of rolled through the intersection. As I said, too many people place too much emphasis on direct damage and direct hero kills. Towers, both shoulders, and trebuchet work nicely to chip an enemy down while you're focused on them or something else.

 

 

 

Request: If someone could draw a cutesy picture of a Rook eating a tower or building, I'd appreciate it.

Reason for Karma (Optional)
Successfully updated karma reason!
May 13, 2009 9:38:58 AM from Demigod Forums Demigod Forums

I haven't read it all, but my build is almost the same. I leave structure transfer at level 1 and get god's strength sooner, and THEN max transfer. Other than that, it goes the same - towers and shoulder take priority. I do have a question though - why take vlemish instead of pelenor battlecrown, and why take scalemail instead of banded armor? Why take energizer, considering mana flows well at the high level you can take it at?

 

EDIT: Nice to see someone else appreciates the ammy of teleportation. It rocks!

 

Reason for Karma (Optional)
Successfully updated karma reason!
May 13, 2009 1:07:51 PM from Demigod Forums Demigod Forums

Tested your way of the Rook. Goes way better than I anticipated. It's amazing how soon I'm suddenly standing in front of a citadel that doesn't belong to me.

Anyway, I just finished transcribin your guide to the wiki.

Take a look here: http://demigod.wikia.com/wiki/Demolition_Man_Rook_(Guide) 

I corrected some spellings and changed some phrases, but otherwise it's still the original.

However, your playstyle section is a pretty long read. Could you look over it and see if we can split it in some subsections to make it more accessible ? TOC will be created automatically, so no big sweat.

By the way, if you register and opt to observe that article, you'll be notified of any changed to it or it's talk page. Quite handy.

Cheers!

Reason for Karma (Optional)
Successfully updated karma reason!
May 13, 2009 3:05:12 PM from Demigod Forums Demigod Forums

Quoting Kasapinas,
I haven't read it all, but my build is almost the same. I leave structure transfer at level 1 and get god's strength sooner, and THEN max transfer. Other than that, it goes the same - towers and shoulder take priority. I do have a question though - why take vlemish instead of pelenor battlecrown, and why take scalemail instead of banded armor? Why take energizer, considering mana flows well at the high level you can take it at?

 EDIT: Nice to see someone else appreciates the ammy of teleportation. It rocks!

The primary reason I upgrade structural transfer so quickly is there are events where I am alone as a Rook and need to max out my health before teleporting. With a high enough structural transfers, you can go from half/quarter health to full, and then activate your amulet to teleport out. Depending what your armor is, you'll be able to survive the blows while regaining health and then waiting for the cooldown to tic.

I choose the Vlemish over Pelenor based more off a theory than actual concrete mathematics. Though if the theory is true, the Vlemish is better off. The Rook doesn't strike me as a Demigod with a high Mana Regeneration rate. So for example, if the Rook gains 10 mana per second, a 70% increase would be 17 mana per second. If I'm using the Vlemish, at least early game, base 10 mana per second +11 and then+4 aura for 25 per second. Now obviously long term the Pelenor makes mroe sense but as you get later into the game, mana is less of a problem even for the Rook. One could argue in terms of teams, the +4 mana helps with whoever is nearby you.

It is because of this reason that late game I take Energizer. I can eventually sell off the face plate to help buy anything else I want.

I choose armor over health because the Rook already begins with an abundance of health. In situations where I take minor damage and then it stops, health regeneration is ideal. But most of my scenarios are, once I start taking damage, it is sustained. Thus I must drain/retreat to compensate. If the damage I am receiving is going to be sustained, I'd rather mitigate the amount I take to allow me to escape. Remember, the goal is not always to stay but allow you enough time for your Amulet to tick.

Early game, 600 armor makes a huge difference on a beast like the Rook.

I originally never of the Amulet's existence until I played a game with another player who mentioned it. We were both very chatty and we dominated a game. I saw how effective he was appearing out of no where to heal me.

Quoting Aroddo,
Tested your way of the Rook. Goes way better than I anticipated. It's amazing how soon I'm suddenly standing in front of a citadel that doesn't belong to me.

Anyway, I just finished transcribin your guide to the wiki.

Take a look here: http://demigod.wikia.com/wiki/Demolition_Man_Rook_(Guide) 

I corrected some spellings and changed some phrases, but otherwise it's still the original.

However, your playstyle section is a pretty long read. Could you look over it and see if we can split it in some subsections to make it more accessible ? TOC will be created automatically, so no big sweat.

By the way, if you register and opt to observe that article, you'll be notified of any changed to it or it's talk page. Quite handy.

Cheers!

I may just do that. I was debating, while writing the guide, to create a series of cliffnotes at the end. What I'll do is, I'll periodically make changes here, and let you know to change the wiki one.

 

EDIT:

 

Some information I've dug up and will add to the guide later. Rook has the second lowest (Erebus is first but he has a higher growth rate) starting armor in the game and is tie for armor growth rate (+22) with Sedna as he levels. He does have the highest base health, growth, and regen rate.

In my opinion, the goal should be to get to around 4k armor and then worry about stacking health/regen. The 4k armor will allow for maximum mitigation, especially in conjunction with the Bulwark of Ages. Now that I'm learning more of the games math, I can make sufficient item recommendations confidently.

Reason for Karma (Optional)
Successfully updated karma reason!
May 14, 2009 8:27:32 AM from Demigod Forums Demigod Forums

This answer was quite convincing, so I guess I'll try your way. The reason I get Pelenor over Vlemish however is not the actualy regeneration however, it is the max mana that counts for me. The extra 500 mana a battlecrown gives is enough to use one more skill, and considering the rook has quite a low starting amount of mana (880, though it does grow with the levels) it is a significant boost. Seeing how your math goes though, Pelenor is quite bad - a level 1 rook has a bit above 2 mana per second regen, meaning that a pelenor gives..well..1 mana per second boost.

Reason for Karma (Optional)
Successfully updated karma reason!
May 14, 2009 5:56:29 PM from Demigod Forums Demigod Forums

Quoting Kasapinas,
This answer was quite convincing, so I guess I'll try your way. The reason I get Pelenor over Vlemish however is not the actualy regeneration however, it is the max mana that counts for me. The extra 500 mana a battlecrown gives is enough to use one more skill, and considering the rook has quite a low starting amount of mana (880, though it does grow with the levels) it is a significant boost. Seeing how your math goes though, Pelenor is quite bad - a level 1 rook has a bit above 2 mana per second regen, meaning that a pelenor gives..well..1 mana per second boost.

A high base mana is fine if you use it sparingly but as a Demolition Man or even as a Towering Rook, you'll constantly be spamming Towers/Transfer. I actually have better numbers for mana regeneration listed in another topic. % is really not worth it until you get like a base of 25-30.

Reason for Karma (Optional)
Successfully updated karma reason!
May 14, 2009 7:05:04 PM from Demigod Forums Demigod Forums

did you get a look at Rook - The Towering ? 

looks just like yours, although he mentioned that bowling ball skill.

 

Reason for Karma (Optional)
Successfully updated karma reason!
May 14, 2009 10:03:58 PM from Demigod Forums Demigod Forums

Yeah I saw the strat. I made some suggestions commentary. I liked a lot of what he did for his deisgn guide. Inspired me to make more commentary on different gear and Demigod math. Boulder Roll I may incorporate into Demolition Man but I'm keeping my sights clear on the goal. Building destruction, flag snatching, holding the line. Some games I chose Trebuchet before Drain and I regretted it and vice versa. Depending the enemy skill, popping that extra point for a stun has merits and flaws.

Reason for Karma (Optional)
Successfully updated karma reason!
May 20, 2009 4:05:53 PM from Demigod Forums Demigod Forums

I'm going on vacation to Vegas for a few days. Thus I'm going to leave some notes here that I will edit into the guide later:

-stats/debate info on armor versus health regen

-states/debate info on + magic regen versus %

-cliffnotes to Demolition Man

-weaknesses (late game and other Demigods)

-strengths (fast win, citadel upgrades, items only if you can spare)

Reason for Karma (Optional)
Successfully updated karma reason!
June 10, 2009 2:06:40 PM from Demigod Forums Demigod Forums

Did you ever come back from Vegas....?

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108432  walnut2   Server Load Time: 00:00:00.0001297   Page Render Time: