Synergies in Dota Auto Chess Dota Auto Chess Guide and Tips
Last update: 01 February 2019
Synergies in Dota Auto Chess are special passive and active skills that the heroes receive if they are in one army with other heroes of the same class or race. They are incredibly important and must be taken into account when planning your army.
- Class synergies are more important than race synergies.
- Only heroes of different types are included in the synergy. If we have two Axe, they don't count as two warriors.
- Some classes are good at an early stage of the game, others in the middle and some later. Remember this and don't be afraid to change your strategy and sell parts of heroes.
Below you will find tables with all synergies. The numbers at the beginning of the description indicate the number of heroes of the class/race that is needed for synergy. Additionally, some synergies have several levels depending on the number of cones of the class/race.
Race | Synergy | Heroes |
Beast | 2/4/6 - Attack increased by 10/15/20% for all allies. | Tusk, Venomancer, Sand King, Lone Druid, Lycan |
Demon | Attack increased by 50% if the demon of only one type is on the battlefield. With two Hunter Demons, we can eliminate this anti-synergy. | Pain Queen, Chaos Knight, Shadow Fiend, Doom, Terrorblade |
Dragon | 3- All dragons start fighting with 100 mana. | Viper, Puck, Dragon Knight, |
Dwarf | Attack range increased by 300. | Sniper, Gyrocopter |
Elements | Increase the magic resistance of all allied elements by 20. | Razor, Enigma, Morphling, Tiny |
Elf | 2 - increase dodge by 20% for allied elves. | Anti-Mage, Puck, Treant Protector, Luna, Furion, Wind Ranger, Phantom Assassin, Templar Assassin |
Goblin | 3/6 - Armor and life regeneration increased by 15 for a random ally/by 15 for all goblins. | Bounty Hunter, Clockwerk, Tinker, Timbersaw, Alchemist, Techies |
Human | 2/4/6 - 20/25/30% chances of disarming the opponent for 3 seconds. | Crystal, Lycan, Omni Knight, Lina, Kunkka, Light Keeper, Dragon Knight |
Naga | 2/4 - increasing the magic resistance of all allies by 20/40. | Slardar, Slark, Medusa, Tide Hunter |
Ogre | Increase in maximum health by 10%. | Ogre Magi |
Orc | 2/4 - increase the health of all ogres by 250/350. | Ace, Beast Master, Juggernaut, Disruptor |
Troll | 2/4 - increase attack speed of allied trolls by 30/all allies by 30. | Shadow Shaman, Bar Rider, Witch Doctor, Troll |
Undead | 2/4 - reducing the armor of all enemies by 5/7. | Drow Ranger, Abaddon, Necrophos, Lich |
Class | Synergy | Heroes |
Assassin | 3/6 - All assassins have 10/20% chances for dealing x4 damage. | Sand King, Pain Queen, Viper, Phantom Assassin, Templar Assassin, Bounty Hunter, Slark, Morphling |
Demon Hunter | It counts as a demon of an opponent. Two Hunter Demons eliminate the anti-synergy of allied demons. | Anti-Mage, Terrorblade |
Druid | Easier development. | Enchantress, Lone Druid, Treant Protector, Furion |
Hunter | 3/6 - attack of allied hunters increased by 25/35% | Sniper, Wind Ranger, Medusa, Tide Hunter, Beast Master, Drow Ranger |
Knight | 2/4/6 - knight ally has 25/35/45% chances for getting a shield. | Chaos Knight, Luna, Omni Knight, Dragon Knight, Bat Rider, Abaddon |
Mage | 3/6 - decrease magic resistance of all enemies by 30/50. | Razor, Puck, Crystal, Lina, Light Keeper, Ogre Magi, Lich |
Mech | 2/4 - increase HP regeneration of allied mechs by 15/25. | Gyrocopter, Clockwork, Tinker, Timbersaw, Techies |
Shaman | Turns the enemy into a chicken at the beginning of the fight. | Disruptor, Shadow Shaman |
Warlock | 3/6 - increases health drain by 20/30%. | Venomancer, Shadow Fiend, Enigma, Alchemist, Witch Doctor, Necrophos |
Warrior | 3/6 - increases allied units' armor by 8/10. | Tusk, Doom, Lycan, Kunkka, Slardar, Axe, Juggernaut, Troll, Tiny |