by wgknestrick » Fri May 10, 2019 3:13 pm
If you just use it alone, then not at all. It is more like the graveyard than anything, and I first thought it was WTF weak....until I discovered how to use it.
It is a force multiplier, especially with burning gems, and elite harassers. It is the cornerstone in my optimal tower list and a little OP IMO. If you don't have burning gem, or zeps, then I wouldn't invest in it.
Burning gem
Elite harassers
Zeppelin
Bone Flingers
Rotten Forest
RF slows enemies and is basically more of a barracks than artillery, but certainly a hybrid of each. Since the range of most towers sucks in KRV, I use it as a boxing "ring" where I move all the position-able towers towards/into. Best on maps that have more forward choke points by the entrances. (Levels 12, 13, 15, 16), but pretty universal with this strategy
RF is where you want to take the fight to the enemy, ie choke point, and you shouldn't have more than 1 per exit or entrance IMO. I usually have them on corner spots, with a Zep placed just on the entry of the RotForrest. Zep's tar barrels stack with the slow of the forest. Burning gem is placed to get full coverage of the slow forest, and harassers are moved forward into the back edge of the forest.
It turns a spot on the map into an impassible quagmire of death able to deal with any unit combo.
This has slowed mobs softened up by zeps, burning gem for tough enemies, elite harassers shooting the entire time and for flyers. Spamming Bone flingers with late cash are at the exit spots sending bone warriors into the forest battlegrounds.
Forrest upgrades:
Treants: #1 helps keep harassers shooting instead of blocking.
Fog: gives everything in fog 10% more health/ie dodge (treants, harassers, skeleton warriors, Zep bomber guy, hero). Weak on it's own, but you are exploiting this by having many more units inside it's protective area.
Thorns: stops enemies, and again they are getting hammered by Zep, burning gem, and harassers all the time. Helps bridge the gap between treant respawns