[Dungeon Defenders II] Mastery VI - Little Horn Valley (5 Stars) @Hellwolf36
[Dungeon Defenders II] Mastery VI - Little Horn Valley (5 Stars)  @Hellwolf36
Uploaded August 2018 | Updated September 2026, 1 hour ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Little Horn Valley

This map can be incredibly rough as you cannot build Blockades and both you and the cores must stay in one piece. You must have a combination of strong offense and defense if you are to survive this map.

5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build any Blockades
- You cannot have any Hero Deaths
- Both Gate Locks and Barricades must stay above 90% health at all times
- You complete all the above in the same run

PLAN
=====
Without Blockades, the only hope you have of impeding attackers is to use Obelisks, Volcanos and Frostbite Towers with Totems to wall off enemies and/or have strong Auras, Traps and Nodes to kill enemies before they even get to the sub objectives. Reflect Beams can be used to deflect Hex Thrower attackers from the sub objectives or your psuedo-walls.

In some places, the Weapon Manufacturer, Flame Aura and Lightning Strikes Aura can be placed to handle multiple lanes to help with DU Splitting. You can also place Fissures of Embermounts with the Embermount Flames Servo at the spawners to burn up enemies over time. The Obelisk and Volcano can also handle multiple lanes nicely if you decide to use them for offensive purposes.

Make sure you bring your best hero that can dish punishment and take it just as well. If you must, use a Last Stand Chip on your weapon. Be careful when engaging Cannon Ogres and use any means to keep your health up. Serpent's Coils, Healing Fountains and Arcane Bubbles with Sanctuary help immensely.

If you have any Stun or Slow abilities, use them as an opener when attacking Hex Throwers and especially Kobolds directly. A Tier 3 Kobold can deal up to 100k damage to a fully specced Squire and Hex Throwers can spell your doom while you fight dogpiles, Snookis, bosses and other tough enemies.

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. As stated above, be aware of what you are attacking, especially if it is Kobolds.

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.

Destructive Pylon - Give this to 1 of the towers in your Diversity Quota and try to incorporate it with your other defenses.

CHARACTERS
============
Cinnamon (Series EV2, AP DPS) - Weapon Manufacturer
Lezard Valeth (Apprentice, AP DPS) - Frostbite Tower
Shilf (Huntress, AP DPS) - Poison Dart Tower
Tsumiko Kuri (Initiate, AP DPS) - Lightning Strikes Aura, Skyguard Tower
Mishera (Adept, AP DPS) - Hailstorm Tower
Kasuti (Mystic, AP DPS) - Obelisk
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[Dungeon Defenders II] Mastery VI - Little Horn Valley (5 Stars)

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