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All Finally's Apprentice Guide By RighteousRage Version:3.0

Original Guide by: RighteousRage

Adopted and Refined by: ForeverMaster

The Apprentice V3.0

So you're having trouble deciding on what to name your Apprentice? Can't figure out if its a boy or girl? Then you've come to the right place. Here is a simple guide to teach you the basics of the class. (He's a boy FYI)

Builds


How should I build my Apprentice? The Apprentice by far has the most powerful towers in the game; they do impressive damage and is one of 2 characters (in version 2.0) that can build physical towers. Much like the Squire, there are three typical builds:

Tower Build - All points into tower stats, damage first.

Pros:

  • Impressive tower damage.
  • All towers are ranged except the barricade.

Cons:

  • -Leaves the apprentice with low health.
  • -Monsters can be resistant to the towers elements.


DPS Build - All points into character stats (Hero Damage first)

Pros:

  • Weapons are ranged.
  • High level weapons do high damage and can have multiple projectiles.

Cons:

  • Towers will not do as much damage.
  • Lack of a good barrier makes soloing harder.


Hybrid Build - Mix of the two, most common, not recommended.

Pros:

  • Good for public team games.
  • Able to use both their weapon and towers efficiently.

Cons:

  • Not specialized.
  • Towers will lack maximum damage if they are needed.
  • Hero will lack maximum damage if he is needed.

Towers Breakdown


The Apprentice can summon powerful, but fragile, arcane towers.

Magic Missile TowerMagic Missile Tower

(Cost: 3 Defense Units, 40 Mana)

The Magic Missile Tower is the very first tower available to the Apprentice and has a low cost to summon. It shoots non-elemental missiles at a relatively fast rate. The Apprentice is able to build many of these towers all over the map covering many points. These make for good early towers or support for higher level towers as monsters do not have elemental resistance to them. A balanced tower defense should include a few Magic Missiles covering the map. They can be used as support for other towers as it doesn't have any element affiliation. They also make great filler towers when placed at key points or near the crystal.

Magic BlockadeMagic Blockade

(Cost: 1 Defense Units 20 Mana)

The Magic Blockade is a barrier that removes elemental affinities from enemies that attack, exposing them to all attacks. It is a great tower to fill out a map when you want to conserve Defense Units due to being only 1DU. Although, this tower is quite basic in that it is something mobs will walk into and attack. That is pretty much the extent of it. Good for solo Apprentice runs, the Magic Blockade is bested by Squire towers which have more HP and do much more than block paths.

Fireball TowerFireball Tower (Fire Tower)

(Cost: 5 Defense Units 80 Mana)

The Fireball Tower is the second tower the Apprentice has access to. This tower does high splash damage at a slower rate than Magic Missiles. Many of the monsters have fire resistance, so other towers are needed or ways to remove their affinity. Fireballs face competition with Harpoon Turrets, since both of them can hit enemies in packs.


Lightning TowerLightning Tower

(Cost: 7 Defense Units 120 Mana)

The Lightning Tower (or LT) is by far most unique tower in the Apprentice's arsenal. This is the only non-minion tower with 360 degree coverage. It channels an electric current that links between enemies to damage them three (3) times/second. This attack extends far beyond the base attack range. With high stats and touching on a Buff Beam, the LT can hit enemies anywhere on smaller maps. It is also very reliable at aggroing ogres away from Eternia Crystals which is a crucial mechanic to take advantage of on harder maps.

Deadly Striker TowerDeadly Striker Tower

(Cost: 8 Defense Units 150 Mana)

The Deadly Striker (or DST) is an expensive sniper tower. It fires high-damage wall-piercing bolts at a very slow rate. It has the longest range in the game. This tower excels at taking out flying monsters (wyverns, djinns and goblin copters); it prioritizes these foes over ground enemies.

Apprentice Skills


Overcharge (8 Mana/Second, cost increases overtime, #-Second cooldown)

This skill increases the Apprentice's Casting Rate drastically. It allows him to summon/upgrade/repair towers, activate Mana Bomb, or heal himself very quickly. Useful when monsters break through barricades and the crystal is in danger or when the player needs to heal in a pinch.

Mana Bomb (200 Mana, 45-Second cooldown)

The Apprentice unleashes a devastating explosion to damage all surrounding enemies, even those behind walls. This skill requires a short casting period which will be interrupted if he gets hit. Hero Damage does NOT affect the damage dealt by Mana Bomb, only the stat of the skill itself. Mana Bomb is best used around huge groups of enemies or to clear out foes around defenses in need of repairs.

Apprentice Weapons


The Apprentice can equip Staffs and Clubs. Clubs are a bit rare to find with decent stats so most players will use staffs. One thing to watch for is how many additional projectiles the weapon has. More projectiles means more damage and more monsters hit per attack. In the later levels it is necessary to have +3 or more projectiles if the player intends to use their attacks effectively.

Costumes

A few of the Apprentice's costumes lowers his movement speed to increase health. The Super Legendary Mage (Grand Magus) is the best choice for hero DPS, as it comes with an increase to his damage and more than doubles his HP. Normal Legendary Mage is the second best option for its lesser, but still large, health boost. All of his other costumes are preferred for tower builders.

Solo Strategies


The Apprentice is fairly easy to solo with early-game. The easy way to plow through most levels with him is to simply place one Magic Blockade at each choke point where enemies will have to destroy it before moving on. Behind the barrier, place a Magic Missile Tower. This stops the enemies and allows the tower to go to work. A Fireball Tower can do massive AOE damage while enemies are stacked up.

Properly placed barriers can help bring serious destruction. Another plus to the towers is the range, not just reach out but they can be placed on a higher level and fire down upon enemies giving them extra protection. These two simple tricks can make any long fight easier.

Adept (Female Counterpart)

150px-Adept

The Adept is a squishy agile mage. She is the second fastest hero in the game, moving and casting only a little slower than the Jester. These traits make her the better choice for building towers than the Apprentice. Despite her rock-bottom HP, she can still be a viable combatant.

Abilities

Instant Upgrade

For an up-charged mana cost, the Adept can upgrade any defense instantly. It is a useful option early on when her Casting Rate is low.

Purity Bomb (200 Mana, 35-Second cooldown)

Versus Mana Bomb, Purity Bomb sacrifices damage for a bigger blast radius and a ten-second shorter cooldown. The explosion does more damage to specifically Dark Elf Mages and skeletons than other monster types. The damage loss is not very noticeable; it still OHKOs most enemies.

In general, Purity Bomb is better at killing lesser-health foes over a large radius, whereas Mana Bomb is better against bosses and packs of high-health enemies, like djinns and ogres.

Multiplayer Strategies



When playing as part of a team, it can be easy to forget that you share defense units with your team. Focus on upgrading towers instead of massing them which takes up defense units that could be more useful elsewhere.

Lightning and fireball towers paired together will help slow down your enemies and hit more enemies per attack. Pairing the two towers will also help combat damage type resistances, as will setting up magic blockades.

Don't forget to run out in front of the towers to collect mana. Just be quick, and don't let the squires and monks steal all your mana!


~Fin

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