Map: Glitterhelm Caverns
1-4 players, fast clears
Author: Anthem TD
Build Status: Public
Game Mode: Survival
AFK Able: No
Mana to Upgrade:
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Changes for rifted: 6 DSTs, no copter cc, only auras and darkness trap mid with 3 DU walls. Fusion DSTs, buff beams and walls.
The stats are what I used when I played through it in this video, they could probably go lower: https://youtu.be/Z4HqvJoEVqI
I was able to get consistent 14-15 minute clears with these stats. With 8k-9k main stats, I'm able to get consistent 12 minute clears when I build quickly.
EV stats are combined. Buff beams were all placed with the power EV, though you could place the beams on the outer lanes with your waller since their main function is putting armor on the walls.
Make the str drains on the outer lanes one tick smaller, this helps them stay healthy a lot longer.
Upgrades- On each of the outer lanes put 3 level ups on the buff beams and 2 each on the walls, infernos, electric auras and str drains. Max out the buff beam in the middle and dump the rest of the mana into the DSTs, inferno, electric aura and str drain. I never level the gas or darkness traps.
Hint 1 - A boost monk lives here, maintain uptime on tower boost. If solo or duo, use a striking gemstone. With 3-4 players, a speedy is better. Other players should be camping lanes so the striking won't be necessary. I usually drop an Apprentice boost, switch to my monk and then G up while standing on the inferno. You get an nice initial burst on the DSTs and if the inferno gets triggered in time, it will do a lot more damage. An Ogre will spawn from a random spawn door every wave., this is the only element of RNG that may require you to go out into a lane and do something mid wave if you're solo. That Ogre will deal extra damage to your wall but if it gets fire or lightning resistence, you can forget about him. The DSTs will kill him eventually. If that Ogre gets physical resistance, you'll need to go kill it since your DSTs won't do much too it. You can wait until the end of the wave if you want but I usually go kill it after the last wave of sirens leaves. If that Ogre is in an outer lane and that lane also gets a poison Siren, you'll most likely need to go repair the wall a bit or up it to keep it alive. I usually deal with this right away.
Hint 2 - If using a striking gemstone, you'll either need to: DPS the first to waves of copters in this lane to make sure no Ogres land, temporarily move away from the DSTs so the striking gemstone stops buffing them and they will then prioritize the copter lane, or just let an ogre or two land and kill them when they eventually aggro to a wall.
Hint 3 - You may think these darkness traps are unnecessary. I can assure you that they are the difference between having to worry about poison Sirens, and being able to completely ignore Siren RNG. If you're playing with a full group and each lane is being camped by someone, they should be able to handle it if there's a poison Siren. Feel free then to swap them out for bigger walls, an additional inferno mid, gas on the north copter lane, healing auras, or whatever else you'd like.
Hint 4 - This build was stress tested over the course of dozens of runs and a lot of trial and error went into the specific placements for all of the defenses. If you try this build and one of the outer lanes fails, either your stats are too low for this build or you placed defenses in such a way that got one of your walls got charged or your defenses were stolen by Djinn. Neither will happen if you follow the placements I've laid out for the defenses in the lanes.
Hint 5 - These aura stacks also cover the flyer lane. Placed as they are, you'll not have any issues with flyers. The traps will also help cover them.
Check the video for all the specifics, I'll add pictures of the lanes soon.