the obvious ones to go for are prisoner and devourer.
they provide your team with the early advantage of bloodlust. being able to capitalize on the other teams bad positioning by bringing them to your side is a pretty big deal.
the chances of them dying with 5 people attacking them at once are pretty great.
as everyone knows, aoe stuns are OP in midwars. someone like witch slayer can shut down an entire team at the right time. behemoth is a great working combination with dev/pris, because he can block someone from returning to their side once they are hooked. devourer's passive makes him possibly the best late game tank in the game. he ends up with 5000hp, and is damn near impossible to kill. the whole time doing 100 dmg per second.
honorable mention to aoe stuns go to:
magmus (once he obtains ultimate and portal key),
hammerstorm (who becomes a beast in team fights with brute strength + his 60% splash damage passive, doing 200% dmg to one guy, and 120% to the rest),
pebbles (especially against a pretty squishy team. if he gets pk early, it's gg. he can just pick you off one by one, and eventually two by two, etc.)
underrated characters imo (keep in mind that i play the 1500 bracket)
aluna (aoe stun, global dmg spell)
rally (aoe stun, op ultimate, aoe slow)
scout (aoe silence, basically prevents your team from having to excessively fight and waste money over who has wards/revs. you win.)
another important aspect i've found is having a great balance between melee and ranged attackers.
typically i prefer 3 ranged and 2 melee, with at least three characters having stunning abilities, at least one with a hooking ability, and at least one hard carry.
if you get some which kill two birds with one stone, you are golden.
i have yet to mentally create a "perfect team", but i realize that it is hard to do because the "perfect team" is actually completely relative to the opposition. so even a team consisting of all of the "op" heroes (flint, dev, ew, prisoner, etc) could be completely shut down by the correct combination of heroes on the opposing team.
from your experiences, what are some of the best combination?
IMO one of the most effective combos is flux/sol, or KotF/sol, especially when opposing a rather squishy team with small ranged attacks. sol's charging time for ulti is three seconds, and nearing the end, flux can stand rught in the middle and pull everyone into it, OR KotF can lock everyone down for four seconds, forcing them to be in the right place at the right time. it is heavily position dependant, so it's a good idea for both people to get PK rather quickly.
what else ?
