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Difficulty: Nightmare
Game Mode: Pure Strategy
AFK Able: No
Mana Used: 0
Mana to Upgrade: 0
More Builds from The Dungeon Defender
Rating: C
It's ok numbers and they die easy enough. Only 4 chests per wave, which is crazy since the map is HUGE. The crystaline heroes are a total pain!
Can leave Warden in if you want, or, as I did, use 4 summoners. I think you could turbo this map (and many others) with 4 TB monks, but who has 4 TB monks??? Another good party might be 2 TB monks and 2 Summoners with guardian pets, Maybe put the summoners on North and South and the monks on East and West.
Hint 5: These are the approach lines of the Djinn at the end of waves, which is like a million. Be sure your North and Soul Cloud towers are angled just slightly in that direction respectively.
Minions did help, so I'd keep them in. Watch out on some points the enemy ogres can like path under crystal terrain that shouldn't be passible, just keep an eye on them and adjust if needed. Bascially the minions are there to make them walk around.
Crystal Core Pets are just cool, not super useful, but cool.
Thoughts: if we could work it in, I think a LT at each crystal would be great, or 2 of the 4, maybe east and west. Could replace the Hermit Mushroom towers with LTs, but makes stacking a little trickier.