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

Being unable to build Auras can be a bit of an issue on this one as they are a cheap deterrent for most of your enemies. However, if you have strong Nodes and Traps, you should be able to use those well enough to keep anything from being destroyed easily.

5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build any Auras
- You cannot build any Anti-Air Defenses (Hailtstorm and Skyguard Towers)
- You cannot let a Defense get Sold or Destroyed
- Do all the above in 1 run

PLAN
=====
To help with DU splitting, it might be wise to let the two Window Gate Controls fall and setup a last stand at the Throne. You will need to add some extra defenses able to target air for the incoming air lanes. Do not build any Towers beyond the Blockade as you open them up for Kobolt divebombs.

Using Nodes, and Traps will help you kill off most opposition before it reaches your Blockades. Weapon Manufacturers do a good job containing enemies in a small area and can possibly stunlock Kobolts if you have the Shocking Revelation servo. Long range defenses also help immensely. The Earthshatter, Volcano, Weapon Manufacturer, Obelisk and Dryad defenses can be setup to handle multiple lanes if placed correctly.

Once the first few enemies spawns have been done, the level moves in a clockwise fashion. Make sure you slay most of the dangerous opposition before moving onto the next lane.

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.

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 - Any tower you feel will benefit from this.

Automation - Your main blockade.

CHARACTERS
============
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer)
Shilf (Huntress) - AP DPS (Geyser Trap)
Kasuti (Mystic) - AP DPS (Obelisk)
Agent Tanya (Gunwitch) - AP DPS
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[Dungeon Defenders II] Mastery VII - The Throne Room (5 Stars)

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