[Dungeon Defenders II] Mastery VI - Gates of Dragonfall (5 Stars) @Hellwolf36
[Dungeon Defenders II] Mastery VI - Gates of Dragonfall (5 Stars)  @Hellwolf36
Uploaded January 2018 | Updated September 2026, 1 minute ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Gates of Dragonfall

Mastery VI is the same as Mastery IV with enemies of the past (Geodes, Shield Goblins, Snooki), but you will be harassed by Dark Assassins halfway into Wave 3 through 5, but only 2 to 4. You will also have to put up with one of the more annoying Elite units to date: The Hex Thrower.

Hex Throwers are basically Javelin Throwers with 2x the Range, HP and numbers than their standard counterparts. On impact, the javelin leaves behind a Cursed field that saps the strength of any defenses caught in it. A group of these can be catastrophic on Blockades and even your heroes when trying to dispatch them.

The first map gives you a taste of what they are capable at max range, so you will need to prepare your defenses accordingly. Overall, this map's only threat is not dying.

5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot have any Hero Deaths
- The Crystal Cart must stay above 90% health at all times
- You cannot build any Aura type defenses
- Do all the above in 1 run

PLAN
=====
To combat Hex Throwers, you got 2 options. You can either play it defensively by setting up a Reflect Beam in front of your Blockades to deflect the Javelins. Or you setup offense in the vicinity where they throw their spears and slaughter them quickly. If you do the latter, try to set it up so you can waste as many smaller enemies as you can.

The Earthshatter with Deadly Strikes can be incredibly effective, especially if you have the Toss Up shard (100% chance to knock up enemies) and there is an anti-air defense standing by. With the above criteria, it's one of the few defenses that can reach a Hex Thrower at maximum range.

If you have any Stun or Slow abilities, use them as an opener when attacking Hex Throwers directly and don't stand in their line of fire. They can pick you off while you are fighting off Snooki or bosses and all it takes to fail the 5 star is one death.

On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. A Skyguard Tower in range will be very helpful.

Alongside Hex Throwers, you must keep Kobolds, Witherbeasts and Snooki from doing excessive damage to your defenses as they will also be threats. If you are assaulting Hex Throwers directly, try to pull a few of these enemies into the crossfire to save time. Just be careful of Kobolds exploding in your face, especially the Tier 3 variants.

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.

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.

Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.

CHARACTERS
============
Yojimbo - Squire (Hero DPS, Spike Blockade)
Cinnamon - Series EV2 (AP DPS, Reflect Beam)
Mishera - Adept (AP DPS, Earthshatter Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Kasuti - Mystic (AP DPS, Serpent's Coil)
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[Dungeon Defenders II] Mastery VI - Gates of Dragonfall (5 Stars)

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