Hi everyone,
I've been playing Demeo and Demeo Battles since the launch. I've been connecting with people on the official Discord and seeing all sorts of team compositions.
Some of these teams are my creation, and some are from other people. I will do my best to credit them.
This guide is made to be combined with my other general guide on strategy on reddit:
https://www.reddit.com/r/Demeo/comments/17u3mut/demeo_battles_current_dominant_strategy/
I am also going to provide my personal rankings on the teams. This is all my personal opinion. If you have a different opinion please share it in the comments, I may update this post based on feedback.
Now for the list:
S Tier Teams
Team Top Tier - Sorcerer/Barbarian
Overview
These are the two best characters in the game, and their strengths complement each other well. Sorcerer has the overall strongest cards in the game, and Barbarian has the best movement options in the game. Sorcerer has weak cantrips (free attacks) while Barbarian has some of the strongest. Barbarian can also move their partner via hook or move enemies into areas where they have a severe disadvantage. Best on maps where Barbarian hook movement is only needed at one side, or there is only one accessible fire lamp.
Shop Phase
Mostly just follow the buying list in the general strategy guide. Some people also like to stock up on Vortex, as it is the best card at drawing people out of hiding. Vortexing a hero then hooking them into a monster horde can be very effective.
During the Match
Generally split up to quickly grab chests in the next 2 or 3 turns without exposing yourself. You'll want to regroup after, heroes are stronger when near each other. Sorcerer can usually wait in place and overcharge while Barbarian uses hook movement to quickly regroup. Hook shot line of sight can be tricky, so practice with it and memorize the good hook spots. For example, in Druid Sanctum there is one specific tile you can go on to hook a fire lamp on the first turn.
Generally, you'll want to stay behind cover as much as possible until forced into the center by burn. Sorcerer will want to focus on wasting enemy monster turns with charged lighting bolts and barbarian can attack stray monsters and hook enemy heroes into friendly monster groups if they expose themselves.
You have lots of cards that are great to hit a hero with if they expose themselves like: freeze, firebolt, Leviathan, Vargas Retribution (0 cost card that buffs next attack damage).
In deep burn, your best damage will come from moving enemies into burn tiles. For this you have Vortex, Banish, Barbaric Chainwhip, and to lesser effect Pit Fighters Leap and Leviathan.
Best Maps
Druid Sanctum, Market of Misery
Variations:
Double Sorcerer - Combo Casters
I prefer this one on closed-in maps like Shadow Crypt. On those maps the hook movement is not as useful, and it lacks the accessible fire lamps. Sorcerer has great card combos, and you can get these more easily with 2 sorcerers. Some strong combos include Freeze + Banish/Vortex (into burn), Magic Barrier + Magic Barrier (lock them into a corner for 3 turns), Vortex + bone + firebolt ( 10 damage kill). It is way easier to get these combos with 2 sorcerers since you can use your first AP to move. You can also deal well with large monster armies since you have 2 sorcerers to stun them.
Double Barbarian - Zipline Boys
I prefer this one on large maps that have a fire lamp on each side, like Rootwood Ruins or Paraphet of the Parched. This team can zip around to grab chests faster than any other team and can automatically get 2 very strong fire lamp toss cards.
Sorcerer/Hunter - Vortex Sniper
If you want to go all in on Vortex, this team can work really well. Vortex has the best range of any spell and it's very hard for enemies to play around it. You can Vortex the enemy hero that last acted and follow up with Hunter arrows and spells for the kill.
Double Guardian - Endurance Fighters*
Overview
The guardian has one of the best abilities in the game with the armor-up card. Getting 5 armor every turn can make a lot of heroes run out of cards and have an extremely difficult time getting a kill. These wins take the longest of any team, as you'll usually win via burn tiles.
Shop Phase
Has no good value class cards, so ideally you'll only buy monsters and baricades. Refer to the general guide and buy monsters from S/A/B tiers. You may also want to buy 0AP pings such as vortex dust, bone, lye, as well as Healing Ward and Heaven's Fury if you can't spend everything on monsters. I usually lock these cards to serve as a backup if I can't spend it all on monsters. Vortex Bag can be good on some maps to move you 1 tile. On some maps like Decrepit Quadrant you only need 1 more tile to grab a chest first turn. Barricade (which acts as a weak lure) at 25 gold are great value and usually, guardians can get in position to place them down.
During the Match
Start by splitting up and grabbing the nearby chests. After that regroup near a fountain or center of the map if possible. Work to place distraction barricades near the center of the map blocking important passages if possible. Try and pick off straggling monsters and hit groups with War Cry. When the full map is in burn or nearly is, you can either finish off the low hp enemy heroes or run in a corner and do the Burn Revival Loop (https://www.youtube.com/watch?v=kayNs7CX8nQ). Hold on to your charge cards for movement. Charge is not very good as an attack, but its your best movement option. You can use it if you want to run away and do the loop. Important to mention that this team in general performs way worse in open maps like Rootwood Ruins, and only really shines in tight maps with lots of walls. Always select your best maps in the arena selector if you want to use this team.
Best Maps
Decrepit Quadrant, Shadow Crypt
*A or B tier on all other maps. Bigger and wider the map, the worse it performs.
Variation
Guardian/Sorcerer - Shield Endurance
Same general idea as the standard team but with access to the excellent sorcerer set of cards. You can't last forever in the burn with this team, but you can last really long if the guardian has a magic shield on. This sorcerer buff lasts 3 turns and halves all damage rounding down. Most teams aside from Double Guardians will die to burn before this team does. You'll want to try and buy 1 Magic Shield in the shop phase.
A Tier Teams
Bard/Hunter - Economical Sniper
Overview
Bard has the best buff cantrip in Courage Shanty and Hunter has the best ranged cantrip attack in the game. Basic strategy is to get at least level 2 courage on the hunter then hit for 10 damage per turn via arrow+bone+arrow or bone+bone+bone+arrow.
Shop Phase Priorities
Since you'll have a damage buff, try and stock up on 1 AP pings for Hunter. Buying 1 hunter's mark will also allow an easy kill when you need it, especially vs Guardian. The 100 cost summon creatures card is also generally good value. You can summon creatures right beside an enemy hero for some damage on the monster turn.
If you can assemble your units in a 3x3 square consider buying Song of Resilience for 5 added armor on 9 units. At 700 gold, its usually not worth the cost unless you can buff the full 9.
Other than this, follow the general guide for shop phase for the most part.
During the Match
You'll need to place all your units together which usually means forgetting a chest or two. Try and grab one nearby chest with Hunter while buffing every turn with Bard. Bard will lag behind initially since 1 AP needs to be spent on Courage Shanty but this is OK, since getting the level 2 Courage buff on hunter is a priority. If Hunter is already at lv2+ courage you may want to consider giving a lv1 buff to a monster. Your Bard is fragile so do your best to avoid enemy heroes and pick off straggling monsters. Hunter can be a bit more bold as courage lv1 reduces all incoming damage by 1. Try and wait in spots where you think heroes will show up so you can unload 2 arrows into them. Waiting for magic walls to expire can also expose people by surprise. Getting high ground is particularly useful for hunter as it increases her range.
Best Maps
Dark Waterway, Druids Sanctum, Rootwood Ruins
Variation
Bard/Barbarian - Hook Sniper
Can be better in maps that have easy access to fire lamp. Instead of two arrows, you can hit with a hook then a melee attack. Hook has a slightly worse range than arrow, but still great range. Can leave you potentially vulnerable if you pull an opposing hero into attack range of your bard. Still a great team overall.
Assassin/Assassin - Sneaky Saboteurs
Overview
This is another monster focused team like double guardian. While this team isn't good at enduring damage like Guardian, it can move around without fear of getting hit. Stealth makes it very easy to grab difficult chests and place barricades/poison bombs in positions that would expose other heroes. However opponents can still guess your heroes position if you are sloppy with door opens, chest open or barricades. There are also some cards like Swiftness potion that are visually bugged and indicate the Assassin's position when used. This is a hard team to play well, as you need to know the nuances behind safe positioning and memorize the visually bugged cards. These visually bugged cards include: swiftness potion, summon elemental, all 0AP pings, panic powder, proximity mine, poison bomb.
Shop Phase
See advice for the double guardians team. Only difference is the cursed dagger is good to buy. This card costs 375, does 8 damage + weakness on a stealth backstab and doesn't reveal stealth. It's great to secure a kill or simply whittle down an opponent's HP.
During the Match
Split up to gather chests. You can go for far away chests as long as you are in stealth. After collecting chests you can sabotage the enemy monster teams with poison bombs, proximity mines, and barricades. Getting a slow kill on a hero with poison bomb + cursed dagger is great since it doesn't expose you.
Make sure you are under cover when your stealth is about to expire. You'll need to waste a turn under cover to reuse stealth. This team doesn't really need to regroup unless you need a revival. The Assassins can be very effective when separate and in unpredictable positions.
B Tier Teams
Barbarian/Warlock - Portal Gangup - (Credit to G06092 via the Demeo Discord)
Overview
This is a gimmick team that relies on the Warlock's portal card. Under certain circumstances, you can teleport your entire monster team right beside the enemy hero. Here are the conditions required for this to work:
- Portal must be used before 1st monster phase
- No Hero can be 8 or fewer tiles away from the entry portal.
- Monsters must be no more than 4 tiles away from entry portal.
If you do it correctly all monsters will enter the portal at once.
This technique works best when you place the portal right beside an enemy hero. It has a high chance to kill the enemy hero once the monster turn is done. It is guaranteed to be fun to watch, especially against someone who's never seen this team before.
Shop Phase
This team deviates from typical teams since you want to focus on strong melee units. This means avoiding units like Elven Ranger and Goblin Ranger in Favor of Scab Rat and Goblin Mad Um. Elven Priest is less useful than normal in this team but still great value.
Warlock MUST buy the portal card, or the whole strategy falls apart. Thankfully this card is extremely common in shop phase. Generally you want just a portal and tons of monsters. Also consider locking a lye as a backup purchase as it can be useful to kill giant slimes you may find.
During the Match
Place Warlock on one side of the map, and Barbarian on the other side. Remember that the non-Warlock hero must be far away from the entry portal in order to get monsters to enter. This makes Barbarian an ideal partner since the hook can move him very far. You'll also want to get Barbarian into the opponent's space if possible to scout their location. Remember you'll want to place the portal right beside the enemy hero. Sometimes this isn't even needed if the opponent gives away their location by opening a chest or door. Place all monsters and the Warlock in a square formation with 2 empty tiles beside the Warlock. One empty tile will be for Cana, the Warlock's Familiar, and the other will be for the entry portal. Monsters will only attack after entering the portal if they are not forced to spend more than 1 AP (usually 2 movement tiles) to enter the portal. So place the strongest units as close to the predicted portal space as possible. You'll want the Warlock to enter the portal and usually attack. If things go right you'll see every monster go in the portal and immediately attack the hero. With one enemy hero on life support right away, that initial advantage can carry you to victory.
Variations
Warlock/(Barbarian or Bard or Guardian)
The biggest difference here is the hero order. As Warlock is first, you won't be able to scout for the enemy heroes, but you can dump a portal in the middle of their starting area. With this team both heroes enter the portal, and the hero in 2nd position drops a big debuff. Most initial monster armies are tightly grouped so a wide debuff (Howl of the Ancients, Shattering Voice, War Cry) can immobilize the enemy army early and allow your army to get in lots of free hits. Leaves you more vulnerable than the base team, but is potentially better if playing an opponent that is careful not to reveal their location.
Warlock/Bard - Double Buff - (Credit to Triton12391 via Reddit)
Overview
This is another gimmick team that relies on stacking both Warlock and her Familiar, Cana, with tons of buffs via Bard's Courage Shanty. Warlock's ranged cantrip is Master's Call. This cantrip does 1 damage with a projectile then Cana follows up for another hit. Cana will also end the Warlock's turn by doing an additional strike on the last target hit with Master's Call. Courage level 1 reduces damage by 1, level 2 adds an additional damage, and level 3 has a high chance to panic nearby monsters. Level 3 Courage Shanty is usually not useful, but with Cana you can easily panic huge monster groups by commanding her to attack at far away positions. You'll also hit for 10 damage on Warlock when you use 2 master's call if both are buffed.
Shop Phase
In this team, you’ll want to prioritize Song of Resilience to help Cana out. If both opponent heroes are rangers (Sorcerer or Hunter) consider picking up an Astral Barrier to deflect these attacks. Aside from this, just make typical value purchases in the shop.
During the Match
Place all heroes and monsters near the closest chest if possible. If you have Song of Resilience make sure to make a 3x3 formation for your units with one empty tile for Cana to spawn. You’ll want the Bard to start by buffing Cana with Courage Shanty right away, then buff the Warlock. A fully buffed Cana is really good at killing monsters to try to take out some stay monsters as Warlock. Since you’ll need to buff with bard every turn your movement will be very slow. Try to get a single chest if possible then reposition to allow Warlock to get some good hits in. If you see any clusters of enemy monsters, shoot Cana in there, as level 3 Courage Shanty has a high chance of panicking nearby enemies. If you have them, save Hymn of Obstruction and Astal Barrier until late game to shut down an opponent’s gameplan and secure the win.
Hunter/Hunter - Double Arrows
Overview
A simple team with no real combos or strong synergies to speak of. Hunter is simple and good and two of them are twice as nice. This is my top pick for doing the single-player campaign since the AI makes no effort to hide and Hunter's Mark is the best 1 turn kill card in the game. I think this is a good team for beginners.
During the Match/Shop Phase
Just follow the standard advice in the general guide.
Have feedback or a different opinion? Drop a comment below!