Map: The Striking Tree

Striking Tree Survival (Rivelia's Build)

Author: Theoran

DU: 0/130 MU: 0/130

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Details:

Build Status: Public

Difficulty: Any

Game Mode: Survival

Mix Mode: No

AFK Able: No

Mana Used: 0

Mana to Upgrade: 0



More Builds from Theoran
Description:

I once said that The Striking Tree is one of the least chill armor farm maps I run. There is a lot that can happen on any given run, Darkness Traps getting sold, spiders and orcs getting stuck, and ogres from the middle span walking in circles. Plus, the chest path is pretty treacherous to take during combat. This is all still pretty much true, but for some reason, it feels less daunting using Rivelia's build. One night in discord voice chat, Rivelia mentioned farming ST and that it was minionless. Well, that intrigued me, and he showed me his build. After several runs using the build, I have to say, ST is a map I happily run now. Why? Well, the build time isn't as long and because I can upgrade almost all defenses from the mushroom without having to run all of the map to the various groups of minions to get everything upgraded. Pay special attention to the survival notes further down.

The stats I have in the video aren't hard requirements, but completing this map with less than 6k main stat heroes may be difficult. When I first started farming this map, I had a lot of difficulty with it. My stats were all in the 6k range. The thing that really helped make this map more consistent was getting my auras to 7k range. I feel that was the single biggest contributor to making the map easier to complete.

What’s Needed for Build (130/130 DU | 0/130 MU)
• Builders
 • Apprentice - 6k dmg
 • Hermit - 4k hp / 6k dmg
 • Huntress - 6 range
 • Monk - 7k range
 • Series EV - 6k dmg
• Heroes During Waves
 • Guardian Summoner with Huntress/Monk Guardians

Survival Notes
• Hint 4: If you have issues with the west crystal getting hit by sharken, place a single spider minion up there.
• Hint 1: Standing on the mushroom (as shown in the video) is a safe spot to not get hit by harbingers
• At the start of combat, move your Summoner with Huntress/Monk guardians to each of your auras to ensure they are boosted onto the buff beam
• Bring out additional Summoners during combat on waves 24 and 29
• Bring out the heroes you want for weapon drops on the final wave
 • In the video, I left summoners in to show that tower boosting wasn't required
 • I normally bring out Monks/Hermits for Turtle Shell Polearms

Video: https://youtu.be/CzCmcyhLRRM?si=dZ2DdDHQ8tvseJxJ