Map: Tinkerer's Workshop

AFK | Tinkerer's Workshop | RL/HC/PS | Minionless

Author: Zekken

DU 0/116 MU 0/116

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    Build Details
    Required Heroes
    NameHPDamageRangeRate
    HuntressDisrupter300031777092358
    MonkOppressor3400175677691684
    Series-EVArtificer2625842050004805
    GuardianEnkindler8117232833004002
    WardenBlightweaver3200759437103138
    HermitSurveyor3655244079272280
    HermitHexweaver1575757430002673

    Build Status: Public

    Difficulty: Ruthless

    Game Mode: Pure Strategy

    AFK Able: Yes

    Time Per Run: ≈ 15 min combat

    Mana Used: 0

    Mana to Upgrade: 0

    Build Description

    This build is slow but very reliable. Overall, this map takes a while to complete, so I prioritized consistency over speed. If I'm doing a full run, I'd rather let it play out completely AFK. The clear times shown assume that I only activate Tower Boost at the start of each wave and then remain fully AFK.

    The build can be run AFK with 4-player split-screen, but there are a few important requirements.

    I use three Summoners: two equipped with Huntress and Apprentice Guardians, and one equipped with two Monk Guardians. The Monk Guardians are essential because the map is so large that, without their range boost, the towers cannot reach the Djinn that gather near the North Core.

    Since the waves are fairly long, your Tower Boost Monk will eventually lose the boost. However, even without reactivating it, the build should still clear the wave successfully while AFK. The only downside is that the wave will take a little longer to finish.

    You can safely start this build on Wave 32. The only exception is the first wave, where you'll need to stay on a builder hero to upgrade your defenses instead of using the Summoner with the Monk Guardians. As a result, some Djinn may become stuck outside your towers' range. If that happens, simply lure them into range of the Owl Nests. Other than that, the run should be smooth.

    One final note: make sure to upgrade the aura at the Southeast Core before the first wave so it doesn't expire. If you start on Wave 32, you can safely ignore it for the rest of the run. Otherwise, you'll need to repair it every 3–4 waves.