With the ever-changing metagame there have been dual lane combos that have stuck with me as so dirty during the laning phase that they make you wonder what you did in a past life to deserve such a lane.
These are lane combos with strong killing potential before level 6 or so strong harassment you might as well be dead.
Now I’m not saying if you pick these combos you have sure win lane.
Because in this game there are no sure win lane combos, but when it comes to public games especially for new players, these combos are quite strong.
5. Bane and Mirana
Banes skill named nightmare puts a target to sleep for up to 7 second and 4 seconds at level 1.
With a 4 second window to line up a good arrow by mirana this can provide great set ups into kill even starting at level 1 against a target with low health pool and no escape, for example silencer.
4. Sand King and Lina
One stunner in your lane is good and two is even better.
Normally Lina has difficulty landing her stun on a target that is being cautious and aware.
However when combined with Sand kings burrowstrike stun, which is easily landed stun due to its speed and ability to be target casted.
It allows Lina to land her 1.6 second stun easily and follow it up with her high damage nuke dragon slave.
3. Crystal Maiden and Juggernaut
Crystal nova has a 700 range with a 400 Aoe slow that last 3 seconds at level 1. This allows juggernaut to catch an hero with his blade fury that would have otherwise been able to outrun him
Blade fury does 80 damage for 5 seconds at level 1 and crystal nova does 100 damage at level 1.
This is 500 damage if a hero is caught out of position and when auto attacks are included can easily go into the 700+ damage range.
The combo only gets stronger as their level increases with crystal maiden now able to also get her frost bite hero ability.
An ability that roots a player in place and when combined with the frost nova slow, makes it difficult for any heroes without a escape ability to survive.
2.Keeper of the light and Phantom Lancer
Combine Phantom Lancers nuke with infinite mana and you have a rage inducing lane. Phantom lancers spirit lance starting from level 1 is capable of doing 100 damage and has a 10% movement slow with an illusion doing extra damage to boot.
The damage may not seem impressive but when combine with the fact that this nuke is targeted so it can not miss and has short cool down of 7 seconds, its easy to push a hero out of lane to heal quickly.
If the hero does not heal or they run the risk of another nuke which comes in the form of illuminate, a channeling nuke with a wide radius allowing Keeper of the light to snipe a low health hero.
If the hero does leave to heal, they run the risk of an early tower loss to the pushing power of Keeper of the light.
1.Tiny and Centaur
I’ve heard of this combo but never saw it in action until recently and this combo is extremely deadly by giving Centaur a “blink” dagger early.
Tiny is able to toss centaur 1300 units and guarantee a follow-up stun by centaur. Which in turn can set up an avalanche stun by Tiny and a double edge by Centaur.
Allowing both centaur and tiny to get off their massive damage combos with ease and ensuring early kills. Those early kills will give them a level advantage in lane, making it even easier to secure kills.
Which will continue to snowball into the mid game causing a problem for your entire team.