In a 3v3 mode, team composition is just as important as other modes. All team comps should be balanced (2 physical + 1 magical or 1 physical + 2 magical), to prevent the enemy from easily counter-building your team.
However, with 5 classes, at least 2 of those classes will not be present in your composition in any given match. I will cover some basic points to consider, and will then provide my suggested team composition.
- Objective Clear: Your team should have one god that can quickly clear objectives (e.g. towers, phoenixes, Bull Demon). Often, you'll have only a temporary advantage and opportunity to push the lane, so you want to make the most of it.
- Wave Clear: Yes, this is different than objective clear. It's typically best if you have one god that can quickly clear waves from distance (this is often a mage). The more quickly and efficiently you can clear minion waves, the more time you have to attack the enemy gods, go for jungle camps, etc.
- Crowd Control: Although in any given match, you can get away with weird comps, all squishies, etc., your best bet is to have as much CC as possible. This provides you with the ability to set up kills, peel for teammates, etc.
This brings me to what I feel is the optimal team comp:
Hunter + Mage + Guardian
Why this comp?
- It covers the main points above...Objective Clear (Hunter), Wave Clear (Mage, situationally hunter), Crowd Control (Guardian). The hunter should be built with the standard ADC mindset for high objective damage. The mage is typically best with burst damage potential, though they can opt for a bruiser mage if preferred. The guardian should usually be one with offensive inclinations.
- 2 magical gods, 1 physical. Keep in mind that the map's damage sources (objectives, minions) deal physical damage. By only having 1 physical god, it forces the enemy to counter-build with magical protections (which are only helpful against gods) if they want to reduce incoming damage. This means less physical protections, so they will be less inclined to tank tower damage, for example.
An alternative setup with a different look but same concept would be Magical ADC, Offensive / Burst Assassin or Warrior, Bruiser Mage or Guardian.
Now, this can get much more in-depth, of course. Here is some additional discussion on these preferences of mine.
- Mobility (Initiation / Escape): When possible, choose gods that have some form of mobility, such as a leap, dash, or teleport. Being able to close on a retreating enemy can help you secure a kill, but even more importantly, having a method to escape a dangerous situation is key. It is almost always safer than the alternative...when in doubt, have an out.
- Mobility (Through Obstacles): Some abilities allow you to bypass obstacles, which can come in the form of either existing walls of the map or player deployables ( Odin's Ring of Spears, Ymir's Ice Wall). These are by far the most valuable forms of mobility. Keep in mind that leaps that can get you past walls (such as the wall at the middle of the map) can give you a huge element of surprise. (Thanks DV-8!)
- Aggressive Guardian: When you use my main setup, you have 2 magical gods. Having an aggressive guardian that can build with some offensive or bruiser focus can give additional advantage to the mage on your team (e.g. building Void Stone), and in a smaller 3v3 match, gives your team more damage potential to help secure kills.
- Healing: The base is relatively close compared to Conquest, so you don't need to rely on healing. That said, it never hurts to have it. Group healing from mages like Hel, Ra, and Chang'e, or guardians such as Sylvanus or Terra can help keep you in lane and pressuring the enemy. It also will often force the enemy to counter-build you with anti-heal items, and prevent them from getting other items they may have otherwise preferred.
Suggested Gods (Not An Exhaustive List)
As with god composition, certain items can provide a greater advantage in this mode over other items. These are some of the item types I feel can provide an advantage:
- Early Utility Penetration: Most gods, unless tanky, are going to build full damage, and this means they'll rely on their base protections to keep them alive. Breaking down these low base protections is extremely effective in getting your damage potential through. The tank can provide some additional pen function to at least 1 other teammate, through the use of Stone of Binding (use on a god that easily applies CC).
- Specific Aura Items: The typical solo protection aura items ( Sovereignty + Heartward Amulet) have less appeal in this mode. Unless the enemy is trolling with 3 of one damage type, you're going to be building against a max of 2 gods with these items. As such, I typically don't build these items.
Best Aura Item Examples: Gauntlet of Thebes (provides some of both protection types). Shogun's Kusari (helps for objective damage for the team) and Pythagorem's Piece (team aggression & sustain). Of course, if you need to counter build with anti-heal, Contagion and Pestilence are always options.
- Temporary Advantages via Relics: Select relics, such as Belt of Frenzy, Blink Rune, and Heavenly Wings can give you temporary advantages over the other team. Pair this with Relic Dagger (on the tank, for example), and you can really put pressure on the enemy team.