[Dungeon Defenders II] Mastery IV - Ramparts Siege (5 Stars) @Hellwolf36
[Dungeon Defenders II] Mastery IV - Ramparts Siege (5 Stars)  @Hellwolf36
Uploaded January 2018 | Updated September 2026, 41 minutes ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Ramparts Siege

This map is a borderline-hurtle. The only real nuisance is that you must be swift in not only defending yourself, but you must also be swift in construction.

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 repair any Defenses
- Do all the above in 1 run

PLAN
=====
Because of the Timed Build Phase, you will have to resort to a Last Stand and protect the Door Locks at all costs. Your first 4 heroes must not only be able to setup as much defenses as possible, but they must be combat capable. Before the First Wave begins, you must have at least a Blockade and 1-2 offensive towers protecting each lane. You will need to double down on the Northeast entrance as this will suffer a Triple lane.

The Abyss Lord has the added bonus of setting up defenses instantly. Consider using Skeletal Orcs, Colossus and Ramsters for this one. If you aren't swift like I am, then I recommend you build his defenses last and during the First Wave before the first Snooki get your Defenses.

Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpent's Coil, Sand Viper, Ramsters) mixed in with auras, nodes and traps can handle most to all opposition. You will need some extra elbow grease for the Snooki.

Once you get past the initial attacks, the enemies spawn in a pre-set pattern. Before you move onto the next dogpile, slay all the difficult enemies (Snooki, Kobolds, Witherbeasts) or at least put it to a point that your Defenses can handle the opposition without your aid.

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.

If a Defense is in the Red zone, sell and replace it. Once you get your defenses you needed setup, keep your Blockade Builders on the Card if you must do this on the fly. The last thing you want is to get a message that your Blockade was destroyed and a legion of Snooki rush your Gate Locks.

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.

Vicious Strikes - Anything that benefits from the increased range. In my scenario, either the Auras or the Ramster will benefit best from 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 - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes. The Skeletal Orc would be effective with this.

CHARACTERS
============
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Apophis - Mystic (Hero DPS, Viper's Fangs, Serpent's Coil)
Cinnamon - Series EV2 (AP DPS, Proton Beam)
Etanaru - Monk (AP DPS, Lightning Strikes Aura, Flame Aura, Skyguard Tower)
Mishera - Adept (AP DPS, Flamethrower Tower, Earthshatter Tower)
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[Dungeon Defenders II] Mastery IV - Ramparts Siege (5 Stars)

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