Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Another thing I've tried that worked for that wave is to build the trio of left-side towers and taking the Castle Blueprints perk. Then you just have to keep your archers as safe as you can. You might lose quite a few left-side buildings, though.
6 mutators is crazy! Best of luck, I'd be interested to hear what strategy you're working on.
Thanks, we'll see how my sanity holds up. I've managed the other two maps fairly easily with these 6 mutators but the ice map is differently an entire tier above the others. I got a few more ideas I need to try, just refreshed my memory and did a handful of attempts, finally got past wave 7 reliably by switching in crossbows over fire archers but now wave 8 just rolls through like a freight train. Feel like I need another set of flails or fire archers, just another source of AoE.
Anyways, my set-up and build path is below! Will most likely look different after trail and error today.
Weapon: Lance
Perks: Architect's Council, Elite Warriors & Castle Blueprints
- Architect's Council and Elite Warriors are mandatory I feel, Castle Blueprints is my flex perk here that I change around.
Wave 1: ~7 Gold~ Keep(3) --> Archery Range(4) (Hunters) --> Hold Hunters beside keep, release when swords get close using lance to tank for as long as possible.
Wave 2: ~4 Gold~ Barracks(4) (Flails) --> Aggro as many slimes as possible for as long as possible, troops handle it fine!
Wave 3: ~4 Gold~ Barracks(4) (Knights) --> Eat pot shots from the crossbows without dying, troops handle it fine!
Wave 4: ~2 Gold~ House(2) --> Same as Wave 2
Wave 5: ~4 Gold~ Archery Range(4) (Crossbows) - Position Knights slightly into cave, cram all other units behind the knights. Can delay the Ram by confusing it's pathing by surrounding it and using yourself.
Wave 6: ~7 Gold~ House(2) x3 --> Position ranged spacing them out so that they don't overkill targets, wasting attacks.
Wave 7: ~11 Gold~ Tower(3) x2 --> House(2) x2 --> Position your knights forward on the far side of the cave with flails slightly behind them, crossbows & hunters top of cave, slightly outside it. Ram SHOULD spawn in the top corner of the cave and confuse it's pathing while your knights/flails mostly engage the crossbows (If ♥♥♥♥ hits the fan, you'll survive but probably lose a tower).
Wave 8: ~15 Gold~ Upgrade Keep(7) (Builder's Guild) --> Wall(5) (Bottom) --> Tower(3) (Closest to other towers) --> Position troops behind wall, get ran through, lol. Also, a few spiky boys take the long way, hence why you want another tower at the top path (Not many but enough that will destroy your keep).