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

Another Molten Citadel with a timed Build Phase, but this time the restriction with what you can build is limited to No Towers. Luckily, the map's design works extremely well in your favor, which you need to exploit with your defense choices. If you setup well, you will win this with virtually no difficulty.

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

PLAN
=====
Because of the lack of towers and timed Build Phases, you should bring a strong Dryad and use her to setup at least 1 trap alongside the World Tree in each lane within the first 30 seconds. The tree should be placed at the apex of the second set of stairs. When the wave begins, quickly setup a Reflect Beam in front of the tree to deflect the incoming projectiles from Drakin, Javelin and Hex Throwers.

Because of the design of the map and the enemies that attack you, enemies get congested very easily at the base of the stairs. This sets up an enfilade that you can exploit with Auras, Blaze Balloons, and other assorted traps. If you plan of using Blaze Balloons, watch for Geodes as they can deflect the Phoenix shard.

I would also recommend you build at least a 3 node Proton Beam going down the stairs, armed with Frosty Beams. This will slow down anything that isn't a Snooki and has the capacity to freeze entire groups if necessary.

Pay attention to your radar. When a large group is incoming, immediately get involved. If a Snooki makes it to the World Tree and starts attacking, start repairs and repel it as they are going to be the worst threats to this strategy. Once dealt with, alleviate the dogpile and/or go after the Hex Throwers. Once the more dangerous enemies are gone, move on to the next group.

For Air, you will more likely need to either hold them off yourself or you will have to devote some DU to place Auras or Dryad Traps in their area to kill them. The Angry Nimbus has a chance to go after them if it has nothing to target.

If you have any Stun or Slow abilities, use them as an opener when attacking Hex Thrower and especially Kobolds or the dogpile at the steps directly. A Tier 3 Kobold can deal up to 100k damage to a fully specced Squire, Snooki can knock you around and Hex Throwers can spell your doom while you fight the other 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, stand on a Proton Beam with Frosty Nodes to freeze them off of you or step on a Geyser Trap to launch them off you. Stay near the World Tree to fight the damage with your own healing.

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.

Luckily 2 of the boss lanes are in the same area. Making your stand on the steps leading up would be a wise course of action as you can do major damage while keeping your World Tree repair bill down. If Slekleon spawns, try to kill it before it reaches the Tree. Ogres and Siege Rollers are prone to getting stuck in the dogpiles, which should also be taken advantage of.

HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any defense that you feel will benefit from increased damage..

Vicious Strikes - The Flame Aura gets more coverage with this as it can cover the entire bridge. You can also give this to the World Tree to extend the reach of the healing aura or even any of the Dryad defenses to allow them to cover more area.

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 - World Tree if you use this strategy.

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 - The only defense that can use this are Blockades. In my case, the World Tree. A Proton Beam node next to this will affect the entire network.

CHARACTERS
============
Lenneth - Dryad (Hero DPS, Moss Hornet Nest, Angry Nimbus, World Tree)
Cinnamon - Series EV2 (AP DPS, Reflect Beam, Proton Beam)
Tsumiko Kuri - Initiate (AP DPS, Flame Aura)
Yojimbo - Squire (Hero DPS)
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[Dungeon Defenders II] Mastery VI - Molten Citadel (5 Stars)

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