Map: Buccaneer Bay

Polly Farm (Wave 23, 24)(Read Description)

Author: Existence

DU: 0/120 MU: 0/120

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Details:

Build Status: Public

Difficulty: Ascension

Game Mode: Survival

Hardcore: No

Ruthless: Yes

Mix Mode: No

AFK Able: No

Time Per Run: <7:00

Mana Used: 0

Mana to Upgrade: 0



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Description:

Disclaimer: 

This is not the fastest Polly farm build, and is designed to be played with just a tower boost and upgrader at higher stat ranges, or with initiate boost and tower boost with lower stats. With this in mind, the runs still average under 7 minutes, if you insta-g and get a fast build phase. 

 

Requirements to run:

1. Tower booster. (x1).

2. Builder Apprentice.

3. Builder Monk.

4. Builder EV.

5. Upgrader Jester.

 

You can absolutely run Initiate, but the ensnare auras will cover all the spawns, effectively, and drastically slow down the runs. Due to the extra DU you will end up with at the end of the build, and the strategies that aren't employed in my regular runs, but can be employed, the stats to run this are not unfathomably high. 7k should suffice. 

 

Building:

1. Using your Monk, build 1 ensnare and 1 strength drain aura at each of the designated locations. 

2. Swapping to EV, place 1, 6 DU buff beam. Depending on your aura size, you may boost all auras with just a 4 DU buff beam.

3. Place 1 ethereal spike trap on the buff beam. The function of this is to kill the spiders that spawn close.

4. Swapping to Apprentice, place on the buff beam, 1 DST pointing in each direction, as notated by the arrows on the map, totalling 6 DSTs on the map. (Marker 2).

5. Subsequently, fill out the rest of the DU with LTs. (Marker 2).

 

There will be 5-7 DU remaining, depending on how big your buff beam is. If you have lower stats, you may want to use this to build walls at the entrances to the room in which the stack is built. 

 

In-wave:

1. Your tboost should sustain itself for most of the duration of the wave. 

2. Upgrade using a Jester.

3. Intersperse rolling damage all into your upgrading. 

4. Towards the end of wave 23, Djinn and Wyverns will get stuck out by the shore to the west of the map. They can be aggro'd to you simply by standing near the western crystal, bringing them into range of your stack. In my experience, no enemies get stuck on wave 24. 

 

Thanks to Tbolt for some inspiration.