3/21/2023 0 Comments The dark tower kingdom rush![]() ![]() From there I made lots of mage towers, since they are better against dune raiders. This stage has lots of enemies with low health, so I went with a double barracks double artillery build in the back. Most strategies rely on concentrating gold spending on at least one focal area. Usually a mixture is best.Ī focal area is an area where mobs can take concentrated damage output, especially if it blocks multiple paths. However artillery can complement single-target damage towers by getting rid of low health mobs quickly so that the single-target damage towers can then eliminate the tough high health enemies. Likewise you might lose to a mob of fliers. If you invest too much on artillery then tougher enemies will clobber your infantry for long periods of time until you’re overwhelmed. Some limitations of artillery are poor single-target damage output for the price, and lack of anti-air. ![]() The idea of artillery is always going to be to have enemies clump up to fight your infantry and hero so that they take as much splash damage from the artillery as possible. Sometimes one lane consists more of one kind of resistance than the other, and some enemies might have irrelevant resistances since a DWAARP will kill them anyway. You want mage towers for physical resistant enemies, and archer towers for magic resistant enemies. From there I build mage towers, since they are better against dune raiders. I like to use the one in the back with an artillery unit in the middle. This stage isn’t that difficult, so there are many ways to complete it.
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