[Dungeon Defenders II] Mastery VI - Temple of the Necrotic (5 Stars) @Hellwolf36
[Dungeon Defenders II] Mastery VI - Temple of the Necrotic (5 Stars)  @Hellwolf36
Uploaded February 2018 | Updated September 2026, 39 minutes ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Temple of the Necrotic

The affixes on this map are much like the previous one, The Dead Road. However, you trade ensuring the survival of your defenses to lack of upgrading, giving you a bit of breathing room. However, you will still need to play smart with your hero to avoid dying.

Although I won, I considered this one of my more messy victories, considering my abysmal performance on Wave 4.

5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot have any Hero Deaths
- You cannot upgrade any Defenses
- You must maintain at least 10 different types of Defenses during all Combat Phases
- Do all the above in 1 run

PLAN
=====
Diversify your Blockades and Anti-Air Defenses and you should cover most of your Diversity Quota. Once you accomplish this, you can then build multiple defenses of that type. The Skeleton lanes don't have any Geodes or Shield Goblins, so you can consume some Diversity quota with projectile defenses. Just note the eastern gate is where bosses will travel.

Because of the long roads, even in the forest area, you will need to play a defensive countermeasure against Hex Throwers. Setup a Reflect Beam in front of the wall or in an approximate area where the Javelins will fly to deflect them. You can still setup extra defenses near where they attack to kill them off faster.

The Earthshatter and Angry Nimbus have the range to reach Hex Throwers at maximum distance if specced properly (the Shatter or the World Tree have Deadly/Vicious Strikes). They can also be angled in a way that they can affect more than 1 lane. The Obelisk also has map wide capabilities and can double as a Flamethrower with a Max Appeasement Mystic.

To make DU splitting more efficient, I would recommend setting up your Blockade and defensive line to behind the Holy Idol and let it get destroyed. Slapping down slow effects and auras inside this structure is recommended. I would suggest trying to protect the Soul Stone on the East Side to prevent the back lane from opening. Should it fall, you will need to consume some DU to wall the section off and put down at least 2 defenses to repel them.

If you have any Stun or Slow abilities, use them as an opener when attacking Hex Thrower 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.

For obvious reasons, watch your footing, especially when traversing between the West and East sections. One drop into a pit and you cost yourself the 5 Star. This is especially concerning if you are lagging.

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 - Place this on a Defense that is near other defenses, preferably in high

CHARACTERS
============
Apophis - Mystic (Viper's Fangs, Serpent's Coil)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Marcion - Squire (Cannonball Tower)
Cinnamon - Series EV2 (AP DPS, Proton Beam, Reflect Beam)
Etanaru - Monk (Flame Aura, Lightning Strikes Aura)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Kasuti - Mystic (AP DPS, Obelisk, Serpent's Coil, Sand Viper)
Mishera - Adept (AP DPS, Flamethrower Tower, Earthshatter Tower)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura)
[Dungeon Defenders II] Mastery VI - Temple of the Necrotic (5 Stars)[Dungeon Defenders II[ Mastery II - Buried Bastille (5 Star)[Dungeon Defenders II] Mastery II - Ramparts Siege (5 Stars, No Cores Lost)[Doom II] Japanese Community Project (JPCP) - MAP25: Cakravartins Miscalculation (UV-Max)[Dungeon Defenders II] Mastery IV - The Ramparts (5 Stars)[Dungeon Defenders II] Mastery VI - Gates of Dragonfall (5 Stars)[Dungeon Defenders II] Mastery I - The Dead Road (5 Stars)[Doom II] Japanese Community Project (JPCP) - MAP26: Embodiment of Maliciousness (UV-Max)[Dungeon Defenders II] Mastery V - Greystone Plaza (5 Stars)[Dungeon Defenders II] Mastery I - Liferoot Forest (5 Stars, No Cores Lost)[Dungeon Defenders II] Mastery VII - Buried Bastille (5 Stars)[Dungeon Defenders II] Mastery IV - Forgotten Ruins (5 Stars)
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[Dungeon Defenders II] Mastery VI - Temple of the Necrotic (5 Stars)

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