| Hero | HP | Damage | Range | Rate |
|---|---|---|---|---|
| Squire | 0 | 8000 | 4000 | 3700 |
| Apprentice | 0 | 8400 | 4000 | 4300 |
| Huntress | 0 | 7500 | 4000 | 3500 |
| Monk | 0 | 3200 | 8500 | 3000 |
| Ev | 4500 | 8500 | 0 | 0 |
| Summoner | 6800 | 0 | 0 | 0 |
Build Status: Public
Difficulty: Ascension
Game Mode: Survival
Hardcore: No
Ruthless: Yes
Mix Mode: No
AFK Able: No
Mana Used: 0
Mana to Upgrade: 0
More Builds from Zirax
This Build is just an edit of Mushroomcake28's Build (https://dundefplanner.com/map.php?load=1307) , same waves but if you add a monk boost instead of another summoner you can clear it aslong as the reflect beam at Hint 4 is replaced whenever its broken. Now the explanation, i found out where the snotballs were normally flying in from (Hint 4) and they would kill either all or some summoners and the buff beam which results in a loss, also this might be afkable on the early waves with just djinnlet + imp but i run Genie + Eye summoner for extra dmg + flash heals (up to wave 27). Also Probably wondering why the healing aura, its sort of like insurance but you should be able to swap it for anything worth 5 DU that can contribute to killing the Ogres/cyclops as with the reflect beam placement you dont get hit with globs like at all.
Summoners 2x Speed + Destruction Pollys for each tower stack (Lightning Towers and mortar turrets)
1 Expansive Polly for Monk auras + Eye of Destruction
1 DPS Summoner Genie + Eye Of Destruction for flash heal + damage