Hendi
09:57 Barbarian Assault Record (Duo Heal)
updated
wave 1-10 playlist: youtube.com/playlist?list=PLJJ_kuIbO9DhP60zgIEfcT-uGTe8aGXtM
ty capeshit for letting me borrow the alt!
very simple def method that works for all perms afaik.
if sw-w/ws-w eggs will drop at 33 -- place the 4n food, then 1n, then se of trap, and stand on the 1n food until 33. you could do this every time but timing is a little tighter on other perms, whereas sw-s gives you an extra 6s.
if you want to recover double westies you need to use the method capeshit posted, and that i used in some clips in the last vid.
credit to tassos for the "zombie hand opening", big fan of it.
youtube.com/channel/UCzSnfg_6Y1C-QhAn3-SorBg
credit to capeshit for the double westie recovery.
youtube.com/watch?v=YWreG-KxnfA
heal pov: youtu.be/MB0vdnecwwc
2nd pov: youtu.be/Fc7iJ4e-w-s
the method is not 100% foolproof, but very close. for example sw(ws)-e will result in a crash. sometimes it'll still work out, sometimes not. you can technically recover it similarly to sw(ws)-w but it's a little awkward.
00:15 careful not to bump that east runner or else it'll stop 1 tile north of ne trap food and crash next cycle.
00:50 double westie recovery. the only reason i dont do it every time is because you cant do it if you lose ticks os calling.
02:07 moving to cannon after 36 lets you multi at 51 and shoot an egg in case the wave doesn't end at 57-59. probably worth doing eventhough i don't in the other clips.
04:04 sw(ws)-w recovery (messes with spread but best option i've come up it)
the 2nd method is more practical, and i've found a use for it on w6 with 33 39 spawn that i'll post later.
ty chompy chad, reducer, solar, and scorch for helping me get clips :)
timestamps
00:00 last runner west
00:46 last runner south
01:30 last runner east
01:57 double westie
comment on this method vs. no log:
(tl;dr: if you dont make mistakes nolog is still better because of spreads).
this is significantly easier, and the main downside is that spreads will likely be a bit worse since you have to get a log. the thing that breaks this method is if the 36 south runner is blocked for 1t or more. i think i have a fix for it that ill upload later if it works. you also dont need to learn any permutations afaik.
how:
- drop 4 at trap at start
- drop at least 1 food at the highlighted ms
- delay below the healer if 18 agroes you, and run to logs at around 21s
- run diagonally after logs to lure the 24 to trap
- call at 30 and fix trap
- fake multi at 36 two tiles north-east
- fake multi at 48 two tiles south-west at trap and drop 4-5 food depending on how many runners died 1st call. remember to block the runners for at least 1 tick.
- click the cannon when you see the runners chomp at around 56s
while you could technically do this regardless of ww, i don't recommend it because there's a decent chance of phasing your healer if they try to block 18s - although usually that doesn't matter in leeches with the current meta.
you can adjust it slightly for no log in speeds, but it's easier to just use the method in this clip: youtube.com/watch?v=fBnO0A3-PE0
you could also use the speed method and drop the ms at ~39s
the more elaborate lures 3rd call aren't that useful but pretty fun to do.
00:00 basic set up
01:00 relure 54 with block
02:00 red x
02:37 relure late reserve by keeping the runners south for an extra cycle
note: i still think nolog is better overall, but 3rd call splits and 48s relure is better with this one.
thanks to elbo, sedation, skifree, and thordain for the clips - check out their channels here
elbo
youtube.com/channel/UCe9Pmr4p8LrkeN9cMoxrYBA/featured
seda
youtube.com/channel/UCp63k_jCtrPT9fAKtprvQfQ/featured
skifree
youtube.com/channel/UCh0cFmaiWv_pd82roAxxYlw/featured
thordain
youtube.com/channel/UCudrLexsw1fs2S6z7KolzNQ/featured
the 2nd clip shows an example where that's not the case and it's significantly harder, partly because the hammer has a much smaller hitbox and requires more clicks.
shoutout to henke for inspiring this vid in a gif from 2 years ago lol
sub to him here youtube.com/user/henlin03
ty to scorch for the idea used in the 5th clip!
sub to him here youtube.com/channel/UCbN96YFJ7ydYXxXJBBkM-5w
the 1st method is mainly a showoff but illustrates the some of the concepts nicely
the 2nd and 3rd method are most useful, although admittedly they're all extremely niche
delaying at trail is optional but it keeps you further out of the agro range at 18s which helps the attacker (credit to Halleluhwah for the idea).
using henkes ms means you can go one tile further south when reluring and still render the runners, but besides that any ms works.
how:
- kill at least 2 runners, fix trap and ensure it's at (2).
- fake multi at 42 at 4nw.
- if the last runner walks south or east, drop a food 2n3e and make sure there's at least 5 food north of trap.
- if the last runner walks west, drop a food 1n3e and drop at least 4 food west of trap.
- when using henkes ms you can run two tiles south of the most common safety tile. the tile you can render at is marked in the vid, you can start running south at around 56s, or when you see the runners walk toward trap.
- make sure to stand on the most northern line at the horn of glory until you see all the runners die.
the method is a combination of auk's relure and the speed no log
the main reason to use this method is to improve spreads during the 1st and 2nd call. w10 is notorious for bad spreads due to older methods relying on rng. while this one looks complicated, it's very simple once you learn it. there's no need to memorize permutations or contingencies for example (except double westie, which is virtually the same as in older methods).
it offers the same flexibility in terms of reluring as auk's method, which no log methods typically don't.
how:
12-18:
drop 1 food nw of trap
drop 1 at trail
drop 3-4 at ms
18.6: drop 1 2w1s of runner spawn. i look at the healer to get the timing right. once it walks 1 tile you can drop the food.
18.6-24:
drop the 3 remaining food, starting with east, then south, then west lastly.
24-36: get logs and hammer. i get one each cycle in the clips, but you can grab both between 24-30 if you want.
37.6-42: drop 4 food nw and multi like normal. alternatively drop sw of trap to automk and if the last runner is south block it at the tile se of the runner. you need a safety for the automk relure to work.
48: fix the trap and drop a food when you anticipate the relure. lose 42 if necessary.
benefits:
- improves spread
- decent chance of relures
- less mobs east
- positions 24 around trap for easy rp
- very consistent and no need to memorize permutations
how:
36: drop one food 3 tiles nw; five food east of trap; two food 4 tiles north of that; stand in the lure spot
44-49: drop any food after the runners target the ne food
51: pick up the food
56-61 lure: if 54 is on you, the healer should normally block the 42/48 around this time to prepare the rp on the 42. when they do, step 1 south of the trap food and drop any food. if they don't, follow the step below
56-61 relure: if 54 is not on you, drop any food in the lure spot
69: pick up the food and stand still for the runners to die before 75
yolos:
if you know what the guess food is and its the wrong call you can pick up food at 63 and start to run south
2nd: El Prodigy
Heal: Furret
Col: Berejected
Def: Hendi
Main: Soakyy
2nd: El Prodigy
Heal: Chris
Col: Berejected
Def: Hendi
how:
2+ food at trap
use whichever ms you prefer
let a runner die
false multi at 36 by running 4 tiles NW
drop a food north at the marked tile
drop at least 4 food west of trap
most healers prefer if you pull the 42 south like shown in the vid, but if you risk stacking healers it's best to hide from them and put 42 ne.
shoutout to tassos for asking me to make it
how to:
drop 1 food at trap
drop 2 food on the north-east tile
drop 1 food north-east of that after the 1st runner starts walking to trap
the next two tiles are interchangable, but generally it's best to drop at the south tile first so the healer can block the 18s
at around 38s the runners will target the north food
- if the 6th runner walks south, drop food south-east of trap
- if the 6th runner walks west or east drop food south-west trap
also avoid 42 by only dropping 1 at trap at 38 and the rest after, or just drop fast
Main: Reducer
2nd: Soaky
Heal: El Prodigy
Col: Messiah
Def: Hendi
see youtu.be/6n3L6bjnsV0 for the correct tile
useful for speeds and funs (regardless of blue)
tip: don't drop safety and during the 2nd call keep 6 food in your inventory to set up the lure and drop the rest
Main: Chris
2nd: Reducer
Heal: Prodigy
Col: Messiah
Def: Hendi
ty to prod, oli and chris for helping me get clips!
might post a text guide that goes more in-depth but almost everything you need to know is included in the vid.
Caroles Rex collector
Chris healer
Hendi defender
A couple new methods and improved micro since last time
Team
El Prodigy attack
Caroles Rex collector
Chris healer
Hendi defender
W4: Shouldn't have wasted ticks, placed food nw and recovered west runner. Didn't matter this time since fighter died 48 and last went south
W6: Relure with 2-3-1. I prefer using this method whenever I can now because of spawns and added flexibility. Requires that healer isn't very late to block 42s, but the worst that can happen is that you won't be able to relure
W7: 1-log without ruining stack
W8: Blue egg 73.8 healer death. SImilar to W7 but I keep the runners alive for longer by placing food east and standing on a food in the eastern crevice. Multi at 57, 63, or 69 latest
W9: Nice split east side. Could've shot reds but wasn't sure how Chris would play it with the rp in the middle so stood still to play it safe
W10:I now prefer to lose 18s, get hammer and 1 log, lose 24s south of spawn, and get 1 log
Decent round but lots to improve on but uploading because a couple people were curious. Not quite pb because of my mistakes on 3/6/8.
Team:
audrey horne
Blue Whales
flunch
Hendi
henke18
Scorchbeast
Tica
Zanuil
Team:
audrey horne
flunch
Hendi
henke18
Scorchbeast
Zanuil
changes:
doesn't rely on knowing whether the yolo is good or bad.
can bring 36 south earlier if needed.
if you drop 4 food east then the last east doesn't multi.
uses henke's ms to deal with w-s crash (can also use trou's 1 north).
how:
2 food north at start.
3 food east afterwards.
move to the crevice between 24-36s.
pick up food 1 tick after you'd normally multi.
should guarantee lure in case of wrong guess.
how:
place 1w1r north of trap. wrong is rarely needed but can be helpful.
place 4 east of trap.
if bad call, move to the east crevice to lure the 36 healer. you do this by moving and dropping a food on the mk tick. you can also use the 36 spawn as a visual cue. pick up the food 2-3s into a 6s cycle (recommend at 44-45s), and stand still for at least a couple of ticks, otherwise runners will move onto the square where the food you picked up was. after that you make the decision of whether to hold 36s north or bring it further south.
if good call, multi like normal :) runners will die 1t later than normal of course, which matters with late spawns and 45s yolo.
2nd: Drop Trou
Heal: Infra Low
Col: Scorchbeast
Def: Messiah
Col: Seko
Heal: Spud
Def: Hendi
2nd: Henke18
Main healer: Spud
Collector: Caroles Rex
Defender: Hendi
Main attacker: El Prodigy
2nd: henke18
Main healer: Spud
Col: Caroles Rex
Def: Hendi
2nd: Reducer
Heal: Poison Meat
Col: Messiah
Def: Hendi
Thanks to El Prodigy, Goon, Rata, Reducer, and Scorchbeast for helping me get the clips.
Shoutout to LHC and Henke for showing me how to do reds to begin with :)
Collector: Seko
Healer: Poison Meat
Defender: Hendi


