[Dungeon Defenders II] Mastery VII - Nimbus Reach (5 Stars) @Hellwolf36
[Dungeon Defenders II] Mastery VII - Nimbus Reach (5 Stars)  @Hellwolf36
Uploaded September 2018 | Updated September 2026, 1 hour ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Nimbus Reach

One of the more annoying maps due to it's size and tower restriction. You will need to work around this and play carefully in order to win this.

5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build any Auras
- You cannot build any Anti-Air Defenses (Skyguards and Hailstorms)
- You cannot have any Hero Deaths
- Do all the above in 1 run

PLAN
=====
Due to the lack of AA and Auras, your best bet to stop air units is to use either Weapon Manufacturers or you have to setup your Towers in a way that they can shoot both ground and air forces. Make sure your hero is capable of attacking air if necessary.

It is best to do this map with a hero that has high health and when your connection is stable. All it takes to fail is jump into a pit or get blown to bits, especially if you are trying to face off against Kobolds or a Cannon Ogre. Carry a Last Stand Chip weapon if necessary. World Trees and Serpent Coils help immensely.

Using Nodes and Traps will help you kill off most opposition before it reaches your Blockades. Dryad Defenses, Weapon Manufacturers, Obelisk and Volcanos can help you ease DU Splitting with their Range if placed properly to handle multiple lanes.

Keep tabs on the Radar, Kobolts are easy to spot (orange air unit) and should be downed as soon as possible to avoid shut down of your other defenses. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line. Skyguard and Hailstorm Towers can be deployed effectively to shoot down Kobolts, but having Tenacity on them helps immensely.

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. On Wave 4 and 5, Hex Throwers will be added to the mix and must be slain as to avoid getting your defenses Cursed.

Aside from Kobolts, you will have to be vigilant against Hex Throwers, Snooki and Kobolds as they can still do considerable damage to your defenses. Witherbeasts can also pose a problem if you got a meat wall in front of your defenses. These things can also be a problem when a Cannon Ogre or a boss spawns alongside them.

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 Earthshatters for maximum effectiveness.

Automation - The Blockade you will be using for all the lanes.

CHARACTERS
============
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Cinnamon (EV2) - AP DPS (Weapon Manufacturer)
Kasuti (Mystic) - AP DPS (Obelisk, Serpent Coil)
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[Dungeon Defenders II] Mastery VII - Nimbus Reach (5 Stars)

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