Quickly test tower tweaks directly in this build view. Changes are not saved.
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Build Status: Public
Difficulty: Ruthless
Game Mode: Pure Strategy
AFK Able: Yes
Mana Used: 0
Mana to Upgrade: 0
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Equip app builder stuff on your builder huntress and respec into tower damage. Do the same to your monk for extra credit.
Place 4 Summoners at the Mushroom Spore:
- Monk/Monk
- Huntress/Huntress
- Imp + Healer
- App/App
- Builder huntress is probably better, but I wanted to be lazy and not build reflect beams.
Only 12 damage "towers" are used as that is how many that can be buffed by the double monk and double huntress combo. 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. Physical beams are a cheap way to attract ogres as well.
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.