Dungeon Defenders Squire Guide
Dungeon Defenders Squire Guide by Finally
So you think you have what it takes to be a Squire? Here is a simple guide to teach you the basics of the class.
How should I build my Squire?
This question gets ask all the time and there is no correct one. The best way to build you character is by your playing style. Here are three typical Squire builds.
Tower Build (all points in tower stats)
- Great for solo runs
- Towers almost never die and do good damage
- Physical attacks do very little
- More likely to die due to low health
Squire DPS Build (all points in character stats)
- Great for tanking and killing bosses fast
- High health means a lot less deaths
- Towers are weak both damage and health wise
- Hard to solo
Hybrid Build (Mix of the two, most common)
- Good for team games
- Able to use both their weapon and towers efficiently
- Not specialized
- Hard to solo
*See more on the Official Dungeon Defenders Wikia
Spike Blockade (aka The Cade)
-This is the best tower for barricading due to having the highest health of all the towers. The Cade also can damage monsters that get too close to it making it better then Apprentice’s barricade. This tower is most useful when the player wants to block off an area or protect a lone tower. Damage wise these towers are not very effective and in most cases other Squire towers will do a better job at killing or stopping the monsters.
Cost: 3 Tower Points 25 Mana
Bouncer Blockade (aka Bumper)
-The Bumper tower is preferred for almost all maps over the spike blockade for its special ability. This tower causes monsters that it attacks to be knocked back giving the players more time to react to the situation. Having medium damage and health, the Bumper is useful for all situations that require an area to be blocked off and damage. As the game progresses, the Bumper should become one of the most used towers in the squires arsenal.
Cost: 4 Defense Units 40 Mana
Harpoon Turret (aka Bow)
-This tower is a large bow with a wide range and medium-high damage. The attack rate is slow but the ability to shoot through monsters makes this a very good tower for hallways or open areas where mobs paths join. A good combo is to place this tower behind a Bumper so as to give it time to reload and get more monster to hit with its pass through ability.
Cost: 6 Defense Units 80 Mana
Cannon Ball Turret (aka Cannon/Bowling Ball)
This Cannon is the fastest ranged Squire tower. It also has the longest range of any Squire tower but the downside is that it has the smallest cone of attack. This makes its use very limited to small hallways or monster paths. It does medium damage but its use is limited.
Cost: 7 Defense Units 100 Mana
Slice’n’Dice Blockade (aka Spinner)
The Spinner is a personal favorite tower for soloing. It is the highest level tower the Squire has access to. The tower requires a small start time before attacking and reaching maximum damage, but it does the most damage over time of any Squire tower. If a player has extra defense units, these towers make a good update for Bumpers. The health on these towers is decent but they do require the player to repair them from time to time as Kobolds will almost always hit them if not accompanied with other towers.
Cost: 8 Defense Units 140 Mana
Circle Slice (aka that Spin move)
-This skill is hit and miss right now. In a cost vs effectiveness, the Spin move takes up too much mana to be useful in normal play. The move does 3 attacks with increased damage. This skill should only be used in 2 situations. 1) Extreme emergencies where the Crystal is being destroyed and use of the Spin will save it. 2) When all towers are placed, max level, and repaired fully. This is best used against bosses or on the PC/Console version where there are more monsters in one area.
60 Mana per use
Blood Rage (aka Rage)
-Blood Rage is a skill best used against bosses as it greatly increases the squires damage and resistances. Due to the mana cost, it is advised not to use this on normal waves. Towers/Auras/Traps should always come before using it on skills that last temporary.
20 Mana per initial, 1 or more per second
-The Squire can equip Swords, Hammers and Axes. These weapons pretty much all act the same except for their quality and stats. There is one exception to this rule and that is the Katana. This sword is rare to find and even rarer to find without being cursed. Katanas attack faster then the other normal weapons so a comparable Katana will always be the best choice.
There are 10 possible places to spend the Squires stat points on:
– Player Health
-This stat increases the Squires Health. This is a good skill to get if the player intends to play mostly solo. Otherwise a good monk will always have a health aura dropped and with weapons/armor stats, the Squire should maintain 600+hp at lvl 60. (50 max)
– Player Damage
-Placing points in Player Damage increase the physical damage of each attack done by the player. (50 max)
– Player Speed
-This stat increases the players movement speed. It is best not to put points in Player Speed due to its relatively low max. Tho at higher levels, this skill needs to be maxed and if necessary points should be placed in Player Speed. Items should cover the player speed stat well over the 20 max. (20 max)
– Player Attack Speed
-This stat increases the rate at which the player creates and repairs towers. This is a good skill to place points in if the player is doing a Tower build otherwise the points can be better placed elsewhere. Although points can be better spent else where as the squire should have all his towers place in the first few rounds and should be focusing on crowd control or bosses, not repairing. (50 max)
– Tower Health
-This stat increases the health of the Squires towers. It is one of the best stats to max due to the expectation of a Squires towers to be the hardest to kill. Most if not all Squires should max this skill to be the most effective. (50 max)
– Tower Damage
-Tower damages increases the damage of all Squire towers. This is a good skill to max if the player is going for a tower or hybrid build. (50 max)
– Tower Aoe Range
-This stat increase the range of towers aoe attacks. This is a good stat to place a few points in but Tower Health and Damage are usually more important. (50 max)
– Tower Attack Speed
-Tower Attack Speed increases the attack rate of all Squire towers. This is a good skill to max if the player is going for a tower or hybrid build as the damage output of each tower is greatly increased. (50 max)
A basic strategy is to place Bumper or Spinner towers in hallways, blocking the path of the monsters. These should be supported by ranged towers such as the Bow which is able to hit any archers attacking the front tower. A good deal of the squires time will be spent maintaining his towers and building new ones. Cannon towers have a pushback ability that can be used together with the spinners to do massive damage. Barricades can be used to stop stray arrows from hitting the Crystal but should only be placed if there are spare points. A fully leveled Spinner can devastate many monsters at once and if the player has the tower range skill upgraded, it can even hit archers! Squire solo runs will require much repairing of their towers as the damage done is a lot less then say the Apprentice’s towers. The key to soloing is keeping the Dark Elf Archers and Dark Elf Mages off of the Squire’s towers. The player should focus their attacks on only those monsters then run behind their defenses and repair.