So, in order to talk about hybrid Erebus build I've been using lately, I think we need to know what the non hybrid is. My general plan with Erebus by level 10 is 3 ranks in bite, 4 ranks in mass charm, 2 ranks in bat swarm, 1 point in poisoned blood. (Level 11 gets last point of bite). This is the 'assassin' build for Erebus, and I think it is a pretty good one. However, I've noticed lately that a bit of minion support makes you substantially longer of lifespan, requires less money in mana production, and really helps you push and defend.
So, this is a Bite/Minion hybrid build:
- Bite 1
- Coven 1
- Improved Conversion Aura 1
- Bite 2
- Bat Swarm 1
- Coven 2
- Bite 3
- Coven 3
- Mist Form 1
- Bat Swarm 2
The biggest thing we miss here is the Mass Charm which I love so dearly. MC is hard on mana, but good for getting ganks (Nothing quite like swarm + charm). What we gain however is gobs of survivability, and a 10 Minion army doing generally about 40 damage a hit (after armor).
Note that I do not itemize any minion based effects. I value hauberk of life slightly more than Nimoths with this build, but that is about the only major difference.
Favor item is still blood of the fallen, and I get monks right out.
A few other things to note:
- Level 1 Coven is a surprisingly good skill. It gives you double the number of potential nightwalkers, and increases their damage by 30%. Total potential minion damage goes from 60, to 156. Also, the additionail nightwalkers make it a lot easier to CHASE an opponent into towers.. because the towers will sometimes shoot the nightwalkers instead of you.
- Nightwalkers are not 'small' creatures, in that effects which knock smaller creatures in the air doesn't effect them. This means they will survive a back of level 2 mines.
- This is still a build that values mobility. You will want to swarm-bite opponents for surprise 2v1s, and then lament the loss of charm. Your minions won't keep up, but you'll still be a good help at ganking.
- Lastly: Learn to Micro those minions. Running away, but letting your minions continue to fight is very good. Minions often cannot hit a fleeing opponent, so while you are chasing someone down, so sometimes you don't want to bother getting them into danger. Just have them sit at the flag, or harrass someone else. If you are low on health, but have priests and good hps, you can still use your minions to help kill grunts around an enemy DG, or even chase a DG with weak AoE away.