[Dungeon Defenders II] Mastery IV - Dragonfall Sewers (5 Stars) @Hellwolf36
[Dungeon Defenders II] Mastery IV - Dragonfall Sewers (5 Stars)  @Hellwolf36
Uploaded January 2018 | Updated September 2026, 1 hour ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Dragonfall Sewers

Compared to Siphon Site D, there is a lot more breathing room with your planning as you now have 2 Anti-Barrier defense types disabled. Overall, the map isn't difficult.

5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- Both Pressure Valves and Pumps must stay above 90% health at all times
- You cannot build any Node-type Defenses
- You cannot build any Aura-type Defenses
- Do all the above in 1 run

PLAN
=====
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpent's Coil, Sand Viper, Ramster, Obelisk) mixed in with raps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.

Although Snooki are Slowproof, they aren't Stunproof or Freezeproof. Various Stun shards and skills can pacify them long enough for you or other defenses to dispatch them. The Mystic's Call to Madness and petrifying other enemies can cause them to hack at each other.

The Earthshatter, Weapon Manufacturer, Serpent's Coil and Angry Nimbus can be positioned in the South to handle two lanes at once. Consider this for DU Splitting.

You will need to pay extra attention to the Northern Air Lanes as these units tend to slip through while your Defenses are guarding the ground and sometimes fly through Geode barriers. Anti-Air Defenses will be paramount.

If a Defense is in the Red zone, immediately get involved, repair or upgrade it and repel any attackers. If you have a Construction shard, this helps immensely.

Because the Air Lanes fly through Ground ones. A helpful option to consider is to use Geyser Traps and Viper's Fangs or heroes with knock up abilities to launch enemies into the air, so your Anti-Air can target ground units. This is especially helpful if you snag Snooki or Kobolds. Frostbite Towers can also be helpful in slowing down non-Snooki. Oil Geysers and Blockades can be rigged to Stun by chance with a Shard as well.

On Wave 3, one of the lanes will have 20 Kobolds rushing alongside them. On Wave 4, one of the lanes will have 3 Witherbeasts travel alongside other units. Wave 5 will have a large amount of Snooki, a Witherbeast and possibly Gnash the Flame Lance (a boss Snooki who can ignite defenses on hit). Your hero(es) must slay Snooki, Kobolds, Witherbeasts and Geodes as top priority by any means necessary. Crowd Control will be essential to slow down and contain Snooki and their assistance.


HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
The Angry Nimbus or Proton Beams would work well with this.

Vicious Strikes - Anything that benefits from the increased range. Your Angry Nimbus with this can attack early and the ones in the South can cross lanes if placed correctly.

Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.

Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.

CHARACTERS
============
Apophis - Mystic (Hero DPS, Viper's Fangs, Serpent's Coil, Snaking Sands)
Etanaru - Monk (AP DPS, Skyguard Tower)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Jenocres - Abyss Lord (AP DPS, Ramsters, Skeletal Orc)
Shilf - Huntress (AP DPS, Blaze Balloon, Geyser Trap)
Mishera - Adept (AP DPS, Earthshatter Tower)
Kasuti - Mystic (AP DPS, Sand Viper)
Tsumiko Kuri - Initiate (AP DPS)
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[Dungeon Defenders II] Mastery IV - Dragonfall Sewers (5 Stars)

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