Trials Progression: Squire Builder

Hero Damage
Weapon

Weapon
Hero Damage

Armor
Shield

Shield
Armor

Armor
Helmet

Helmet
Armor

Armor
Chest

Chest
Armor

Armor
Gloves

Gloves
Armor

Armor
Boots

Boots
Armor

  • Speed Boost

    8
    Increases your movement speed by 100-500.
    ALLBootsCampaign
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Cannonball

Cannonball: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Heavy Cannonball

    20
    Cannonball tower has a 5-15% chance to spawn a heavy cannonball that pierces up to 1-10 target(s) dealing 120-1150% of the Cannonball tower's damage.
    SquireRelicChaos 5
  • Stun Fire

    14
    Cannonball Tower has a 11-25% chance on hit to stun target for 1.6-3 seconds.
    SquireRelicChaos 1
Defense HealthDefense PowerDefense Critical Hit DamageDefense Speed
Spiked Blockade

Spiked Blockade: Totem
Defense HealthDefense PowerDefense Critical Hit DamageDefense Speed

  • Fortification

    16
    Increases Defense Health of the affected tower by 2-34%.
    ALLRelicCampaign
  • Sharpened Spikes

    14
    Blockade has a 2-30% chance to stun enemies hit for 1-3 seconds.
    ALLRelicChaos 6
Ballista

Ballista:

Dummy

Dummy:

< Builder: Cannonball Tower and Spike Blockade >

Spike Blockades are good at every level of Chaos Trials until you feel the need for something more specific.  They have good health scaling, width, and their DU price is standard, which is all you need for basic lane setups.  Cannonball Towers are one of the more readily available options for CC and can be a useful tower where there aren’t too many geodes.  For most Chaos Trial tiers, the Squire will be your primary blockade builder.

 

= Initial Ascension Suggestions =

With the Squire being the primary blockade builder, blockade benefits will be prioritized here, with Cannonball benefits afterwards.  The Offense section is pretty much irrelevant to a builder, but you could put Hero Health if you plan to build during combat.  In the Utility tree, you really just need the Defense Crit Chance for the Cannonball Tower.  Be careful investing points in the Cannonball Range gambit too early because you could lose a lot of damage.  You’ll want to try to stall until you get some points into Cannonball Tower Damage to balance the loss.  Movement Speed is not necessary, but it can help you speed up your building time.

  • Offense: Hero Health
  • Defense: Spike Blockade Health, Cannonball Tower Damage, Defense Speed
  • Utility: Defense Crit Chance, Movement Speed, Defense Crit Damage/Cannonball Range Gambit

 

= Placement Suggestions =

  • if you want to play it safe, build blockades as far back as you can on a lane, so you can buy yourself time and/or deal more damage across the lane (e.g. a lane full of flame auras) before minions reach your blockade
  • if you are farming or feel confident enough to spawn camp, build blockades closer to spawn points (you’ll need concentrated damage in that small area)
  • don’t place cannons too close to your blockade or they could take collateral damage from kobold explosions or boss/minion cleave
  • for C5+ it can help to have your cannons positioned in such a way that you can easily stand between cannons and the lane that it’s covering, so that assassins can be removed/killed quickly

 

= Shard Notes =

The shards listed in the build template below are what you might want by the time you reach C7.  Assuming you acquire shards chronologically, here’s some general guidelines on how you can use your shards until then.

Cannonball Tower

  • Stun Fire (C1) is acquired quite early
  • until you get a higher crit chance, Destruction (C1) will be your primary damage shard
  • Defensive Critical Strike (C2) can be a temporary crit chance fix to let you make use of crit damage shards (won’t need them once you have 20 in defense crit chance ascension)
  • Defense Rate (C4) should be used until you approach the defense speed caps, which you’ll hit when you’re closer to C7 relics (compare DPS with shard combinations as needed)
  • switch Deadly Strike and/or Stun Fire out for whichever damage shard gives you the highest DPS if you don’t need their benefits (e.g. Power TransferDestructionDefense Rate)

 

Spike Blockade

  • Fortification (Campaign) drops early on, so you pretty much have to think about your last 2 slots later
  • there’s usually not many shard options for blockade shards, so Shielding Guard (C3) can be used until you have a better shard for its slot
  • Sharpened Spikes (C6) is powerful for this blockade, but it comes pretty late in progression (consider combining with Explosive Guard (C5) for more stun chances)
  • Power Pylon (C7) is great for a damage boost if you plan to put Weapon Manufacturer or Proton Beam nodes near the Spike Blockade

 

= Optional =

Here’s some small quality of life tips for a builder:

  • Equipping a Speed Boost shard on any pair of boots will allow you to traverse the map quicker and set up defenses in a lane a little quicker without having to swap to a more mobile character
  • Activating the Sandstorm pet ability (learned by any pet with earth element attack) will allow you to dash quickly across the map without having to swap to a more mobile character
C1, C2, C3, C4, C5, C6, C7 trials
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