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Axe;
Arcane Tower;
Heavy Armor;
Architect Council;
Loan;
Power Tower
Get the 2 gold mines at the first wave; summon Ghosts to get the 2 shrines (left, then base) at the 1st and 2nd waves. Base upgrade: Royal Training + Holy Curse. Research 3x ranged dmg + 3x player faster atk (I completed before wave 12).
I picked fire archers, berserker + pikes, and got all barracks to Lvl2. Golem and healer make a good combination. Other resources should be put into more towers. With the help of temple lvl3 to overload the towers, it'll do it.
Also, the enemy mobile castle won't target your castle directly with arrows (it will with bombs still) if there is anybody between the two. So if you're getting close to the end, redirect your archers to stand on the clifftop between them. The archers will get killed, but respawn faster than it can kill them off and they'll finish it off for you.
Hope this strat works for you too
(Forgot to mention, healing heroes are a must on this one.)
i followed what you did except used blood staff and no architech
bonus range damage research is king with those
I had:
- Battle Axe
- Arcane Towers
- Architect's Council
- War Horse
- Power Tower
- Timber Scaffolding
I mostly optimized for towers, but I simply couldn't win with towers alone. I got the win with a massive unit purchase in the last round. Leading up to it, I took Assassin's Training and Royal Training (I think... I can't remember now) from base. I upgraded ranged damage, melee resistance, ranged resistance (maybe I'll try again with 3x ranged damage...). I upgraded my hero's damage output, attack speed, and health. I didn't buy any units until the last couple rounds. I went with 2 healers; I think I picked them up in the second last round, but I think they didn't help that much. In the last round, I bought 2 fully upgraded crossbowmen, and a single level of knights (probably didn't help that much but what else to do with 4 gold in the last round...).
For boss round, I had the crossbowmen and healers posted up on the ledge above the boss's path, and knights somewhere in that valley. Around when the boss approaches the last tower spot in that little valley, I reposition the crossbowmen and healers just above where the boss stops moving, on the same ground level (they're not up on the plateau the base is on). I also reposition the knights to the boss's final spot.
I had a couple of fortified towers around base to sop up some of the boss's mortar fire. IME, the boss won't mortar the base until any towers it can mortar are gone. And as long as you have your hero or some other units near the boss, the boss's archers won't attack base either.
With this combination of upgrades and units, I can sit on the boss, even if I'm out of healer range, and my healthbar doesn't budge until he starts spawning units. The healers keep basically all of my ranged units up for the whole fight.
I had an insanely strong fire archer attempt but it was totally impossible.
I maxed out berserkers, fire archers and tanked the boss with axe boy and heal towers (+sniper towers in the back) for like 3-4 minutes straight and it wasn´t even close.
My only guess is that the boss has insane fire resistent?
Luckily you canot know because you canot see bosses in upcoming waves and therefore just lose the challenge by bad luck