[Dungeon Defenders II] Mastery IV - Forest Crossroads (5 Stars) @Hellwolf36
[Dungeon Defenders II] Mastery IV - Forest Crossroads (5 Stars)  @Hellwolf36
Uploaded January 2018 | Updated September 2026, 31 minutes ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Forest Crossroads

I consider this another hurdle due to the affixes in play. You must be swift on your planning, combat and you must make sure that everything you build stays in one piece on this map. I consider this map one of the most glorious and intense rounds in Mastery IV.

5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You must complete all Build Phases within 30 seconds or less
- You cannot upgrade any Defenses
- You cannot have any Defenses get destroyed
- Do all the above in 1 run

PLAN
=====
Because of the strict time limit and the lack of upgrades, your best hope is to use Maws of the Earth Drake and Colossus for their large HP pools. The Abyss Lord's defenses are helpful as they are setup instantly, so build these near the end of the time limit or during the Combat Phase. The Boost Aura is extremely helpful as Boosted Blockade and Boosted Aura can help their survivability. Shielding Guard is also recommended on these walls. If you plan on doing 30-40 DU walls, make sure they are supported by Slowing defenses.

Your first 4 heroes should be able to setup most of what you need, but you should be ready to switch them when the Wave ends and all 4 should be combat ready if necessary.

Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpent's Coil, Sand Viper, Ramster, Obelisk) mixed in with auras, nodes and traps 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.

When building your Defenses, make sure that Snooki, Kobolds, Air and especially Javelin Throwers cannot harm these towers. All it takes to fail the 5 Stars is not only any one of your walls falling, but even your frail defenses as well. If you are insecure about the durability of your Towers, stick to Auras, Traps and Nodes instead.

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. I recommend taking a DPS hero with Crowd Control abilities for this one.

If a Defense is in the Red zone, immediately get involved, repair or upgrade it and repel any attackers. I recommend that your main DPSer and/or main builders should have a Construction shard. If you got time in between Build Phases, fill in any Defenses so you can save time for the Build Phases.

Be vary wary of the double lane to the Upper West. Snooki are prone to running along the cliff and dropping behind your defensive line to take swipes at the Core or worse: Go after a Defense and destroy it. This tends to happen if larger enemies like Orcs or bosses block the path.

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.

Siege Rollers are going to be a problem in this one. Not only do they cause massive displacement on the West side (leading to Snooki hopping walls), but they can shred walls once they make contact. I had a failed 5 star where I had to face 3 at once on W5 and it wasn't pretty to lose to it.


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.

Vicious Strikes - Anything that benefits from the increased range. Your Auras or Barrier piercing defenses would best serve this.

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 - This is best served on the Maw of the Earth Drake as it can fight back should Shielding Guard trigger, even if it does ~45k.

CHARACTERS
============
Ngamahu - Lavamancer (AP DPS, Fissure of Embermount, Maw of the Earth Drake)
Jenocres - Abyss Lord (AP DPS, Colossus, Ramster)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura)
Etanaru - Monk (AP DPS, Lightning Strikes Aura, Skyguard Tower)
Yojimbo - Squire (Hero DPS)
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[Dungeon Defenders II] Mastery IV - Forest Crossroads (5 Stars)

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