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Onslaught

3,427 bytes added, 15:16, 13 September 2019
Added more lane mutators (almost done!)
=== Headstrong ===
Instead of being immune to [[Slow|slows,]] Headstrong enemies are immune to [[Stun|stuns.]] You will want to use [[Frostbite Tower|Frostbite Towers,]] [[Proton Beam|Proton Beams,]] or [[Boost Aura|Boost Auras]] with a [[Shards|Boosted Grasp shard]] to help control these monsters. Air lanes usually don't benefit from being headstrong, as most flyers move very slowly. However, should you encounter a headstrong [[Dark Assassin|assassin,]] taking them off of you can be extremely difficult. Without the ability to stun, your only options are to either kill the assassin quickly with high DPS, or wait out the bind. If you have a [[Barbarian]] in your deck, Turtle Stance can prevent assassins from binding you in the first place. If you're unlucky enough to end up with a headstrong [[Berserker Orc]] or [[Frost Enemy]] on a high-level floor, it essentially becomes impossible to control the lane, because the enemies will be too strong for any blockades to handle. You can try to distract these enemies with a melee hero, but at a high level, they can easily kill you with a single blow. If you aren't confident that you can defend against headstrong beserkers or frost mobs, your best option is to intentionally lose and re-roll the level. === Pain Aura ===Enemies will emit a pain aura that constantly damages nearby heroes. It is best to not actively defend in this lane unless necessary, and let your defenses handle the job, as these auras cannot damage any of your defenses. === Maximum Effort ===Enemies start with more health, but lose resistance every time they are hit with a different defense. In these lanes, it's best to use a variety of defenses than to stick to a single type. For example, spamming [[Flame Aura|Flame Auras]] will only count as 1 type of defense, so it won't be very effective. === Bullet Sponge ===This gives monsters a shield that reflects any projectiles that hit it, essentially giving all monsters in that lane the same properties that [[Geodes]] have. However, unlike Geodes, these shields can break with enough punishment, so don't completely avoid projectile-based towers if you have to use one. An [[StunEarthshatter Tower]] is great for long-range targeting and ignoring the shield at the same time. If you need to use another defense, a piercer [[Mods|stunnedservo]] allows projectiles to penetrate through shields at the cost of less damage. === Detonator ===Enemies in this lane explode upon death. Blockades, and short-range towers like the [[Flamethrower Tower]] are not recommended, as this mutator can cause such defenses to take massive damage. Traps, auras, and nodes don't take damage from these explosions, but be wary about using them if [[Cyborks]] are spawning from this lane. === Toxi-kaze ===Any [[Kobolds]] that are killed (doesn't matter if they successfully kamikaze their target) release a patch of red mushrooms that damage any heroes standing on them. Be cautious about using melee heroes to defend in this lane. === Cursi-kaze ===Instead of releasing mushrooms that damage heroes, cursi-kaze causes [[Kobolds]]to curse nearby defenses. Cursed defenses have their attack damage and range reduced. Cursi-kaze can affect any defense, including traps, auras, and nodes. Therefore, long-range towers are the best way to deal with them. Cursi-kaze is capable of stacking, should multiple kobolds be defeated at the same time. This can result in nonexistent damage and range, effectively rendering your defenses useless. Be careful!
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