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Endless dungeon tips
Endless dungeon tips








endless dungeon tips

The hero can scurry over to that unpowered room right after entering the new room.Ģ) neurostun and tear gas should be in basically any room where you want monsters to dieģ) Operating has been the key to every dominating victory I've had. You can also use this trick if you have a quick enough hero and there's an unpowered room on either side of the original room relative to the unopened room. This means any time you are about to open a new door, you can always power off the one you're currently in and use that to power a different room (as long as you run back to the original room immediately). Of course the new room can have enemies waiting, but the random spawns with the exclamation marks cannot occur. An extension of that: if you're in a dark room and you're opening a new door, then you immediately run back to the original room after entering the new room, enemies cannot randomly spawn in either of those rooms. It’s very good, if dependent on a merchant.ġ) a handy trick that I learned on my own while playing: enemies cannot spawn in a room with a hero, even if it's dark. Operating a shop that has a merchant in it gives you dust every door. Set your non-operating heroes in darkened rooms if you don’t want mobs to spawn. Prioritize lighting up dead ends so you don’t have to commit to defending them with turrets or heroes. Build lots of science machines so you can refresh their abilities in a pinch.

endless dungeon tips

Some heroes are very strong and can singlehandedly carry a run: Chef Nanor and Skroig spring to mind with their powerful abilities. You’ll need a lot of science for it, but that shouldn’t be a problem. The KIP cannon is fantastic late game when mobs have a lot of health. 2 and 3 shouldn’t be that big of an issue except for the ogre or two that may spawn there, so try not to waste DUs over-protecting that area.Juggling heroes between rooms over and over makes them effectively invincible and can distract mobs in rooms with turrets and such.īy this I mean click on one room so that they run toward the next room and then immediately click back on the previous room once they are in the door.Watch 1 constantly, ogres and mages will bring the punishment and warriors will keep players at bay.Harpoons should work here, but it’s safer to put fireballs on the marks we put on the map and back them up with a lightning tower since electric auras can’t be placed that close to the crystal. Thankfully they come from the East, West and South in predictable fashion diving straight at the lower crystals. Provided the defenses at 1 hold, the last bit of sadness comes from profuse wyvern attacks. A Huntress is almost necessary for this level, especially since they can go invisible and take out the mages, of which there will be many. Have at least one person here all the time and watch out for warriors. Ensnare, electric, proximity, gas, inferno, all are really useful here, especially ensnare auras and gas traps. Back this choke point up with a lightning tower and fireball tower combo for sure, but the best will be traps AND auras. It’s tempting to put a slice n dice up there, and it’ll work, but someone with high casting speed will have to babysit it. This choke point will be subject to a few ogres, mages, and will be a constant source of warrior-woes. Using enrage would work as well as it’ll get enemies to stop moving. Combine it with auras rather than traps since the lane is so wide, ensnare and electric should be enough here. Belive it or not, this is going to be a very lethal setup. At 2, however, there are two sides to watch, so build at the choke point with any sort of blockades and two bowlers. Later a gas trap can be added to make the bowler even more awesome. If ideal, setup there with a blockade and a bowler. While similar, 2 and 3 have one big difference in that 3 can be defended one set of steps lower due to having only one direction of traffic. 2 and 3 can use magic blockades, and in fact it might be a better idea for DU conservation. Unfortunately for Apprentices out there we can’t mess around with magic blockades at 1, they won’t hold, so go with bouncers up there at the very top of the stairs.

endless dungeon tips endless dungeon tips

Managing DUs will be tough, but rest assured they should go to anti-air and 1 above all else. No matter how many players there are, 1 takes precedence over all other choke points. The precarious location is part of what makes it so difficult, but luckily 2 and 3 can be managed well with a hero each so the other player(s) can focus on 1. This level’s tough, 1 will require constant attention and a lot of DUs will be spent on anti-air, but awesome hero cohesion and teamwork will save the day here. Another level with just three choke points, huzzah! Oh, but wait, it’s a lot harder.










Endless dungeon tips