Obviously there are a lot of questions about defense strategies. I’m not going to go into /extreme/ detail, but I do want to list out the various pros and cons between different combinations of things. For example, Short-ranged towers vs. Long-ranged towers, and Monsters vs. Units vs. Mixed. Let’s start with the simplest combinations, and then end with the conclusion on what the best strategy is.
///Short-Ranged Towers + Units\\
- Pros: While stuck at blockages, the opposing hero could take massive damage from these havoc-wreaking towers.
- Cons: Short-ranged towers, such as Snake and Gargoyle towers, can easily be avoided by sticking to one side of the lane or the other. Because of this, you have to separate lanes in order to ensure that the towers hit. However, having separated lanes, means that your ranged units are no longer at an advantage. The opposing hero can run through, activating spell after spell to kill off your units, while the enemy’s ranged units, such as cannons, then slice through your towers unopposed. This basically gives enemy units a free pass, ensuring that your base is sliced through quickly. And not only are enemy /units/ a problem, but having towers so close together can often allow many of them to be hit by a SB spell at once.
///Short-Ranged Towers + Monsters\\
++ Pros: The same pro as before. Enemy Heroes take massive damage at blockages. However, now, the hero /also/ has to deal with monsters! Very rarely can monsters be killed in one spell, and if they get past the hero, they can often wreak havoc on enemy units. This means that the hero will have to dance around trying to kill the monster, getting drenched in damage as he does. Assuming you have a continuous line of towers, of course.
- Cons: Aside from the hero not being able to punch through your defensive waves with spells, all cons remain the same.
///Short-Ranged Towers + Mix\\
++ Pros: The hero still takes massive damage at blockages (duh). However, the next pro is a bit different. The hero will have to dance around monsters, yes, but not for quite as long. However, if you introduce units of different speeds (example: Paladins + Werewolf) then it creates a sort of constant stream of units that the enemy hero will find hard to kill with spells. Rather, they may have to wait in order to regain a spell, or simply let a wave slip past. Depending on which of your units get past (for example: Arblasters getting past while enemy ogres are dealing with Snake Towers), this can be detrimental to the enemy.
- Cons: The cons remain the same. Towers placed so close together can make it easy for one spell to hit them all. Towers are easy for ranged units to cut through. Etc.
///Long-Ranged Towers + Units\\
+++ Pros: Long-ranged towers and long-ranged units are a double-whammy against the enemy. With long-ranged towers, obviously you can justify putting two paths adjacent to one another. This gives a major advantage to ranged units. This powerhouse of ranged towers + ranged units will make quick work of enemy units until they themselves are taken care of.
- Cons: As soon as the hero gets into the 2nd lane, it’s pretty much done. The more of that lane he takes, the less lethal it becomes. And, unfortunately, you cannot put blockages in the 2nd lane, because the hero would use spells to destroy them from the 1st lane. So it’s actually harmful, in this case, to put blockages on the 2nd lane. Not to mention, many ranged units can be taken out by a simple Swordrain. This is why it’s often best to use Frosters for the bulk of your unitry in this situation.
///Long-Ranged Towers + Monsters\\
++ Pros: As stated, long-ranged towers allow you to fold your path, allowing them to attack for longer. Also, the monsters will often keep the enemy hero preoccupied, making it take longer to reach the 2nd land.
- Cons: Unfortunately, there are no monsters who are both ranged and who can slow down the hero. Rather, your monsters might actually get slaughtered by enemy ranged units. Your ogre, for example, might take a barrage from a horde of Arblasters before it ever reaches the enemy hero.
///Long-Ranged Towers + Mixed\\
++++ Pros: In this scenario, you can get the best of both worlds. If you put your monsters out in your front waves and your ranged units in the back, your monsters can be stalling the enemy hero while your ranged units, as well as your ranged towers, are wreaking havoc on enemy units.
- Cons: Your ranged units can still be hit with a Swordrain spell.
So those are the basics for each scenario. But now you may be asking, "So Ovo, what’s the best strategy overall? Well, as cliche as it is to say, the best strategy is:
///Mixed + Mixed\\
Now, when I say this, I don’t mean that you should be random. Here’s what you should do. Place short-ranged towers on one side, and long-ranged towers on the other. Then have waves consisting of monsters, but with 2-3 units mixed in as well, at least in the first waves.
+++++ Pros: In trying to avoid the short-ranged towers, the hero will fall prey to the long-ranged towers and units. There will be no safehaven. The monsters, then, will not only stall the hero, but in forcing the hero to dance around, will cause the hero to frequently be poisoned. Imagine being both poisoned and caught on fire at the same time. Double-whammy. So, what are the units there for, then? The units are there to act as spell drainers. By having 2-3 units, whether 2 Paladins or 3 knights, you’re forcing the enemy to have to waste a spell to kill them, while not allowing that spell to be as effective as, say, a Hellfire in a horde of Frosters. With their spells drained on the units, they’ll be hopelessly hindered at the blockages, standing there while taking damage from all sides. Your ranged units then, as before, assist the long-ranged towers in snuffing out enemy units.
Cons: Morale waste. In using units as spell fodder, you are using a bit more morale than if you had pure waves.
And as a tip to all strategies: If you’re going to use waves consisting of both monsters and units, choose units with resistances to the monster’s weakness. For example, pair archers with Ogres so that Swordrain, the preferred spell against ogres, won’t kill the archers. The player will have to use both a Swordrain and something else. With Mummies, use Pyromancers. A hellfire spell won’t be enough, nor will a Swordrain. And of course, with Werewolves, use Frosters. A blizzard will only significantly damage the Werewolves, and a hellfire will only significantly damage the Fosters.
I hope this guide was helpful.