Build Status: Public
Game Mode: Survival
Mix Mode: Yes
AFK Able: No
Mana Used: 0
Mana to Upgrade: 0
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Build is based on Putz's build. https://dundefplanner.com/map.php?load=882
Start on wave ~18+. I usually go for wave 21 if doing mixed mode and wave 22 if not doing mixed mode.
This build is easy to setup (no need to worry about spacing out minions properly for those pesky and slippery mini-ogres if you just spam the minions together) and cracks me up. You don't have to be exact on the number of minions. Just make sure they block off the mini-ogres from getting inside and spam mages inside the alcove. You can use archers if your minion health is good enough. You can use ogres if your minion health isn't good enough. Using Ogres means less mage singers in the back (not as funny ) and also means harder difficulty in moving in and out of the alcove.
Requires Tower Stacking, but probably can get away without it with some modifications to the build. Just will get a lot more cluttered and a bit more spread out.
Not sure how low the stats can be. My app at 2k/7k/2k/4k with builder Summoner at 7k/x/x/x can run this build with only upgrading the buff beams to max, leaving everything else unupgraded. The AFK runs faster of course with upgraded towers. I've had other people use this build successfully with lower stats as shown in the build requirements, but with upgrading the towers and minions. Not sure how much lower it can go, but the main point is the ability to aggro the ogres, tank the ogres, and be able to auto repair the auras with the summoners.
Hint 1,2,3,4 shows the locations of the summoners. I'll be referring to these summoners as Summoner 1, Summoner 2, etc. All summoners should have 90% electricity resistance and as much hero hp as possible. Summoners 1 and 2 and 3 can get away with less resists on the others, but safe to have some resists in the others just in case of a random ninja (elven warrior) or some freak accident. Summoner 4 should have 90% general resist with the 90% electricity, plus ~80% or more poison resist.
- Summoner 1 (first optional): Equipped with Apprentice & Huntress Guardian. Stands on the left side of the tower stack, against the back wall.
- Summoner 2 (second optional): Equipped with Apprentice & Huntress Guardian. Stands on the right side (or inside) of the tower stack, against the back wall.
- Summoner 3 (REQUIRED): Equipped with Djinnlet & Imp. Stands right against and in front of Summoner 2, close enough to heal the auras and far enough that the Harbinger's attacks don't easily touch him/her.
- Summoner 4 (REQUIRED): Equipped with Djinlett & Imp. Minion Archer is guarding against / tanking spider webs.
Tower stack consists of 5 LTs and 5 DSTs. 3 DSTs pointing to the northwest. 2 DSTs pointing east.
Auras must be close enough that when the boost beam is leveled to max, Summoner 3's Imp is able to heal it without having Summoner 3 move. It also must be able to cover all of the walkway that the gas trap is covering. If this is not manageable, it is okay for the gas trap not be completely covered by the auras. The gas trap must be positioned, however, to intercept the Djinns wanting to go towards the central area and any minions wanting to go down either walkway.
If not AFKing, use only the two boost summoners with mixed mode off and have the one you are controlling use flash heal here and there (or repair if you don't want to be lazy). You shouldn't need to move to flash heal the central and east auras. You'll need to move a little bit to heal the northwest auras.
To do this at even lower stats, I've been told it can be done by replacing the AFK repair summoners with a Tower Boost monk instead and maybe running with 1 or 2 summoners to boost the towers. Not as effective for armor farming, but still nice to be able to complete Infested survival.