Map: Buccaneer Bay

Challenge: Pirate Invasion

Author: Necrophyliac

DU: 0/120 MU: 0/120

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Details:
Required Hero Stats
Hero HP Damage Range Rate
Apprentice 2850 4725 2450 2825
Huntress 2900 5500 2100 2750
Monk 2525 5820 3150 2000
Ev 3600 4845 2500 2780
Summoner 4000 5500 2125 2700

Build Status: Public

Difficulty: Any

Game Mode: Campaign

AFK Able: No

Mana Used: 0

Mana to Upgrade: 0



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Description:

Hint 1: Stack Lightning towers. Look up a guide if you're unsure as to how you do it. There is no buff beam for the towers; you'll have your familiars boosting them instead. (Hint 3)

Hint 2: Archer Walls are on buff beams and meant to stop ogres; mages/spiders are far enough away to avoid interruption from ogre swings while still close enough to support the archer walls. You are free to use the extra minion units on whatever you desire.

Hint 3: Run 3 other controllers: 2 summoners with App/Hunt/Monk guardians along with an Imp and 1 tower booster monk; you will play as a jester with a genie and managun. Make sure your summoners have adequate armor with resistances/hero health.

Hint 4: Upgrade everything except for the darkness trap. It exists to nullify ogres elemental affinity before they reach the strength drain aura and allow lightning towers to grab their attention from the crystal.

Playthrough: At the start upgrade the outside crystals to max then go to the inside and upgrade; everything should be upgraded by wave 5. Have your Summoners with guardians boost your lightning towers and have your Monk's tower boost activated when possible using your Jester to feed him mana. As your Jester, use your wheel to roll Heal to restore outside defenses and Kill% to alleviate pressure from ogres. This build starts to bend around waves 12 - 13 when ogres hit 200m hp. The East Crystal might rarely be targetted by ogres who fail to agro to lightning towers; if the darkness trap doesn't work then remove it and use an EV wall by the crystal to prevent ogres from hitting it.

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21 January 2018

The furthest I've got with this was wave 13. There are two things that can cause you to lose with this build. (1) Mages can get webbed from behind or the Dark Elves can hop over and hit them. (2) Your LTs don't aggro. You need 2-3 Jesters using Damage All to pull the aggro. I'm testing a slightly different setup with a third set of Archers and Mages on the top right. This way you can't lose due aggro, but you can still lose if the mages get targeted.