Dota Underlords Tier List presents the comparative strength of various alliances. Considering how often Valve is updating the game with a new patch every week creating a massive number of changes, it is clear that Dota Underlords Tier List will endure often changes and constant reworks.
If you are interested in a Dota Underlord strategy or guide, check out this page, we are creating roughly one build per week.
The current state of things is represented in the picture below:
Dota Underlords Alliances
Assassin: An extremely offense-oriented, has great potential, but low probability of actualization. Assassins rely on critical hit and critical damage. This makes their scaling extremely strong. Whereas 3-assassins are not too strong, 6 members are already powerful, and 9 assassins are overpowered, especially if paired up with something like Leviathan. In this sense Assassins are great. It is the type of board that will ruin one type of strategy, but then completely fail against others.
Blood-Bound: 2 set combo, with the possibility to extend its effect to heroes equipped with Big-Time contract. The bad thing is the fact it gains strength when its members are killed, while other members live to gain the benefit of an attack damage buff. The bigest issue here is how difficult it is to balance defense and offense. This poses extreme pressure on having the rest of the team in a good spot.
Brawny: increases the toughness of its members by increasing their health. A 2-Brawny can be an excellent addition to the builds that need some defensive strength. Particularly potent is Beastmaster, that can rack up some kills if bought early on. However, Juggernaut is a weak link and probably the main reason why 4-Brawny is not good enough, at least at this stage of the game.
Deadeye: built with only two heroes, Deadeye can focus its attacks on the enemy with the lowest amount of health. In theory, Deadeye is excellent at finishing off the wounded targets. However, in practice, some of its damage gets wasted, especially Sniper’s ability “Assassinate” which deals an enormous amount of damage but after the two second wait time. This means it is almost guaranteed most of that damage will go to waste.
Demon: As a 1-set, Demon can fit into almost any composition, thou it has a few drawbacks. For once, there should be only one type of demon on your side of the board. And second, the enemy can nullify your Demon bonus with their Demon Hunter bonus.
The good thing about Demons is that almost every Dota Underlords Strategy have one of these inside its roster.
Demon Hunters: This is a 2-set whose main job is to counter Demons. This is done by gaining True Damage based on the number of Demon units on the board. An additional bonus about Demon Hunters is the fact there is a low demand for this team, so with a little luck, it should be fairly easy to complete 3-star units. Also, Anti-Mage’s Mana Break can be extremely useful against certain enemy heroes (for example not allowing Shadow Fiend to release the spell).
Dragon: 2-set that when completed provide its members with additional abilities. It is an alliance that can fit well with Knights, Mages, and Assassins. The focal point is Dragon Knight, a hero strong in both Offense and Defense. The positive thing is this is a 2-man, while the negative side of Dragon alliance is the fact Dragon Knight is Tier 4 units, which makes it somewhat difficult to complete early enough.
Druid: As 2-4 set, Druids can cover the gap in almost any build. It is an easy way to quickly complete one 3-star unit. This is particularly strong in the early game, where having 3-star summoned units can make or break the game. The good thing is its relevance in all early-mid games. However, once we are at super late game, for example with 6-mage, 9-assassins or 6 hunters… the value of Druids drops significantly because they can’t compete with the insane amount of damage produced by others.
Elusive: At first glance, this 3-6-9 set combo seems overpowered, but only at first glance. 20-45% Evasion is not nearly as powerful as, say 10-15 Armor from Warrior alliance. Also, completing 9 Elusive units is not as great as let's say 9-Assassins. 9-Elusive lacks severely in the damage department. What about the fact it gives Evasion to “All allies”? Well, that “Allies” = one additional hero. One. And that only after you upgrade to level 10. Elusive is severely underperforming in this form. It is fine if 3-6 sets if a byproduct of some other build, but don’t go out of your way to finish these sets, not worth it.
Heartless: a 2-4-6 set team that reduces the armor of the entire enemy team. Knowing the value of armor we can extrapolate how important this alliance is. If you have the opportunity to squeeze in at least 2-set, do it, it is worthwhile. Also, it is worth noting, for the full 6-set, you need at least one human and an item: “Fall from Grace” which transform Humans into the Heartless (because there are only 5 Heartless units). This means you can have any number of combinations so long as you remember it is the total amount that counts.
Human: 2-4-6 set that provides a chance to silence the target. This is good against mage/warlock comps, but it takes a certain amount of luck. First it needs to attack a particular target, and second, there is a chance to silence that target. This means that Humans are somewhat unreliable and should not be the focal point of your strategy, however, it is a good thing to have 2-set for example with Assassin composition (due to Bloodseeker attack speed, there is a good chance enemy will not cast). Important Note: If you take Fall from Grace item (turning Humans into Heartless), not that you lose Human set bonus.
Hunter: 3-6 set combination consist of ranged, normal attack based, heroes (well, mostly, we do have Lycan and Beastmaster). It is a particularly dangerous alliance with high and consistent damage. It pairs up well with Warriors/Elusive/Brawny/Savage and Heartless. It is also a reliable, good at every stage of the game from early to the late.
Inventors: a 2-4 set team that makes its members explode upon death. This means the value of this alliance increases upon the death of its members. It is somewhat strong against Assassin strategies, but otherwise, it is an awkward, unreliable and weak alliance.
Knight: 2-4-6 set alliance is one of the most versatile and resilient alliances. It fits into almost any combination and it increases the toughness by a substantial margin. It fits well in Dragons, Trolls and Heartless strategies. Basically, Knights play a major defense role in any composition. Because of all of this and its reliability, we place Knights at the Top of Dota Underlords Tier List.
Mage: 3-6 set team that straight up increase the damage of its members. Weak early, and to some extent mid-game, Mages really shine trough in the end – game. An incredible amount of burst damage coming from Keeper of Light and Lina, coupled with the consistency of Razor and mana-recharge from Crystal Maiden, all of it fits well but it needs time to come online. So the potential is there, but the problem is (too often) there won’t be enough time for Mages to show their true strength. Due to very poor early-mid game Mages cannot reach top-tier, at least not at this stage.
Primordial: 2-4 set, primordials summon small unit (Eidolon) upon Primordial Hero death. These units are not weak at all, dealing mediocre amounts of damage, but capable of soaking several attacks, which can buy enough time for the rest the team to finish off opponents. Also, this is probably the alliance with the most amount of control, which makes them very good in damage/glass-cannon builds.
Savage: 2-4-6 set team, who’s members apply stackable DoT (Damage over Time) with their normal attacks. Savages fits well with Hunters, Warriors, Druids, and Warlocks. There is a link toward assassins with Sand King, but the problem is this synergy is not optimal as others are, mainly because Assassins are burst orriented, so there is not enough Time component for “Damage over Time” to be effective. Assassins will either kill fast or die fast, while Savage become more effective as time pass-by.
Scaled: 2-4 set with potentially a very important bonus, Magic Resistance. Of course, it depends on who the enemies are, against warriors/hunters, for example, not that much, but against Mages very much so. While 2 set bonus is easy to complete and worthwhile, the 4 set bonus is kinda unattainable without breaking strong combos. Probably the best synergy is in 9-assassins + Tidehunter strategy. Additionally, it is good in warrior/hunter combinations, where we can combine Medusa and Tidehunter. The good thing is its versatility in the sense we can use Slardar until that time we get our hands on Tidehunter.
Scrappy: 2-4-6 set provides Armor and Health Regeneration to a random scrappy unit (all-scrappy units at 4 and all-units on the board when having 6-scrappy). It should be noted that 4 out of 6 scrappy units are also Inventors. So one can have 4 set Scrappy, at the same time, be a 4-set Inventor. For this to be the case one need Techies (5-cost unit), so it is reserved for a late game. The question is how effective Scrappy units are in the late game? Well, it is strong against melee builds, more specifically low damage-melee builds. The Scrappy is weak against potent long-range teams, like 6-hunters or 6-mages. Also, reliance on Techies to complete 6-scrappy means the RNG (random/luck) is involved. Trough testing and experimenting, we noticed there is a valid Scrappy build with 2-warlock and 3-assassins, which proved it can win some games. Overall, a decent alliance, fairly reliable and resilient.
Shamans: 3-set Shamans transform those who attack the member if this alliance into chickens. While not being the team to aim for, if the opportunity arises to complete Shamans, it can be good filler to Trolls, Warlocks, and Primordials.
Troll: 2-4 set bonuses provide large attack speed bonus to Trolls, and slightly less to the rest of the board. Trolls fit nicely into many combinations, particularly once that include Warlocks, Warriors, Shamans, and Knights. Trolls are a highly versatile alliance, with some utility and good offense. Trolls are weak in the defense department, but luckily all the alliances that combine well with them provide exactly that, good defense.
Warlocks: Powerful damage and healing, during the last few patches Warlocks received some reworks and nerfs, with their position on Dota Underlords Tier List becoming somewhat unstable. They are still potent, however, with the introduction of Dawn of Ristul, Warlocks became particularly weak against high-burst, and resilient teams (high damage reduction). Warlocks are also one of the best AoE teams, with Shadow Fiend, Necrophage, Alchemist and Disruptor leading the charge. Rest of the team is not to be ignored as they all have good value in certain situations. For example, Witch Doctor is great when there are 3-4 targets, and 3-star Venomancer with its summons is powerful in his own right.
Warriors: One of the best early game alliances, Warriors are packing loads of armor, and can withstand tons of physical punishment. 3-warriors are a great front wall for almost any strategy, and due to a large number of its members' Warriors can fit into almost any composition. They are versatile and reliable but are lacking in the damage department. This is why we don’t see 9-warrior set almost ever. Except for Troll Warlord, all other heroes are melee, and this is an additional reason why this alliance works well with the likes of Hunters.