Dungeon Defenders II

Dungeon Defenders II

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Abyss lord, the ups, downs, and helpfull tips
First off, the ups.
during waves, his towers build instantly and have a fairly long placement range.
building ability power gives you crazy ammounts of dps if done right.
turrets have high overall dps,
turrets can apply both oil and drench depending on spheres.
the colossus (need i say more?)

the downs.
orc's and colossus both take incrsed damage, the magnatude of witch is shown under a stat named "DMG Vulnerability"
you cannot use direct command while repairing
turrets cost quite a bit

Helpfull tips
the dps shown on turrets isnt exactly corect, the ramster is about 1/4'th of its shown dps but hits many targets, and archers its a bit over half their shown dps per side
if takeing the oil proc sphere on your archer's direct command, remember that ramsters can ignite the oil
the orc takes normal damage instead of increased damage while under direct command
the ramster's range increases quite a bit while under direct command.

these are just some things i learnt while messing around with the abyss lord, if you have any more helpfull tips, feel free to post them below.

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Showing 1-4 of 4 comments
Cmdo.Delta Apr 6, 2016 @ 8:10am 
He is op.. lol... they'll nerf him dont you think?
How are archers useful? Ranged enemies will just kill the archers.
Colosus is strong but takes up a whooping 80 TP.

I managed to solo nm4 with ram+1 colosus + skeletal (with 3500% sphere) +frosty + purge evil + boost aura (boost aura on colossus = gg). But I have somewhat decent ilvl and full spheres on him. Flyers had to be shot down manually.
Not sure about fountain of withering, it basically makes ur walls 20% stronger. Mayeb great on a dps version.
I did use 2 of thse lords for it btw, one with tower hp + some tower damage and one with pure tower damage.
Last edited by Squirting Elephant; Apr 6, 2016 @ 8:55am
The Aoyi Apr 30, 2016 @ 7:13pm 
@Silver, I get this is a bit late (almost feel like I necro'd it) but, Archers (if you get the range sphere) have absolutely psychotic range (Like NM4 Harb Bow of the ship archers shooting Harb while he walks on the deck of his own ship psychotic). At T1 My archers do around 3 times what my Flamebursts used to do (Flamebursts used to do 21k a shot), I find that archers can add some long range to a hero that, otherwise, might be close to balanced. =P
Last edited by The Aoyi; Apr 30, 2016 @ 7:14pm
Tim Apr 30, 2016 @ 10:18pm 
Originally posted by Mecha Green:
First off, the ups.
during waves, his towers build instantly and have a fairly long placement range.
building ability power gives you crazy ammounts of dps if done right.
turrets have high overall dps,
turrets can apply both oil and drench depending on spheres.
the colossus (need i say more?)

the downs.
orc's and colossus both take incrsed damage, the magnatude of witch is shown under a stat named "DMG Vulnerability"
you cannot use direct command while repairing
turrets cost quite a bit

Helpfull tips
the dps shown on turrets isnt exactly corect, the ramster is about 1/4'th of its shown dps but hits many targets, and archers its a bit over half their shown dps per side
if takeing the oil proc sphere on your archer's direct command, remember that ramsters can ignite the oil
the orc takes normal damage instead of increased damage while under direct command
the ramster's range increases quite a bit while under direct command.

these are just some things i learnt while messing around with the abyss lord, if you have any more helpfull tips, feel free to post them below.
You can bring down the orc's DMG vulnerability to zero by using a boos aura on him, I also use the monk sphere that gives it increased health when boosted by the aura, sure it uses up more points, but so you know.
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Date Posted: Apr 6, 2016 @ 8:08am
Posts: 4