Map: Alchemical Laboratory

AFK 4p RLPS | Alchemical Laboratory [Updated 05/29/2026]

Author: Sleepy

DU 0/85 MU 0/85

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Quickly test tower tweaks directly in this build view. Changes are not saved.

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    Build Details

    Build Status: Public

    Difficulty: Ruthless

    Game Mode: Pure Strategy

    AFK Able: Yes

    Mana Used: 0

    Mana to Upgrade: 0

    Build Description

    Changelog:

    • 05/29/2026 Changes made in response to changes to Aura and Traps through patches. Removed Electric Aura. Changed traps in all stacks. Shifted trap placement of the north and south trap stacks to be on the stairs instead of in the crevice beside them. Changed position of Summoners and split the Monk/Huntress guard pets.

    Equip app builder stuff on your builder huntress and respec into tower damage.

    Character Placements:

    • Place a Monk/Huntress Summoner at Hint 2.
    • Place these Summoners at Hint 3:
      • Monk/Huntress
      • Imp + Healer (I use a Desert Goblin)
    • Place your builder Huntress at Hint 1 and stare into the wall to avoid visual overload.
      • If your Huntress is getting attacked, then either your huntress isn't against the wall enough or your stats are too low.
        • If your Huntress is dying, then try putting your huntress at Hint 5 against the wall there instead.

    The Hint 4 trap stacks need to be north/south enough so that the mobs at the door get killed after leaving spawn invincibility, but also still at a low enough elevation to be buffed by the Buff Beam when the range of the trap is Monk guard buffed.

    Only 12 "towers" affected by Monk and Huntress are used as that is how many that can be buffed by the double monk and double huntress combo. Using up the extra DU may result in worse results due to getting the wrong things buffed by the pets. So don't force yourself to use extra DU.

    An "aggro" tower is needed for the ogres so they don't "backdoor" the crystal. So in this build above, a Mushroom Pit does the job.

    If you need more safety for lower stats, you can do a mixture of the following to free up extra DU for defenses:

    • Replace the Mushroom Spore for two 2du Physical beams. These are placed angled away from the forge on the nearest railing/stairs north and south of the forge. This way when ogres run into them, they walk away from your Summoners and not towards them. Your Imp/Healer Summoner should be between the closest end points to ensure that the physical beams stay healed. Delete the Etheral trap and put an Ethereal Trap instead on both the north and south trap stacks.
    • Replace the Ethereal Spike trap with a Gas trap.
    • Replace the Darkness trap or Ethereal Spike trap with a smaller Ensnare aura on the aura stack. The smaller size you choose for the Ensnare aura will depend on your much range stats you have. Just make sure the Ensnare aura doesn't overlap with spawns after being buffed by the Monk Guardian pets.
    • Add reflect beams around your summoners.