Asides from properly timing your towers’ abilities and rolling for high damage towers, players playing with Broken Items can improve their damage on the first and second peasants by micromanaging the Broken Item into several different towers.
For example, if a player finds both a Blademaster and a Dragonhawk Rider, that player can easily earn 5k gold on the first peasant by first placing their broken item on Dragonhawk Rider, letting it cast, them move the Broken Item to Blademaster and then let it also cast.
Experienced players will also know which of their tower will have time for two full casts of their abilities during a peasant round. Combining this knowledge with the fact that activating one of the Warriors skin (Life,Shadow,Spirit) refreshes the cooldown of the Shackle ability, you can ensure that towers like Archmage, Blademaster or Dragonhawk Rider land all of their damage twice, strongly increasing the amount of damage dealt by these towers.
Rushing a tier 3 tower early is not always the play, especially if players roll with the Blood Key. Without their synergy activated, most tier 3 towers will deal average damage on second peasant. Moreover, tier 3 towers will often run out of mana if not managed properly, making them barely useful after a few rounds.
Even if in the end it mostly comes down to luck and evert few games, it can pay out in a big way, players using Blood Key with the idea of looking for a specific tier 3 tower add a lot of variance in their play (which often results in having weak early game and blaming the game for salty players).
For that reason, it can be more advised to roll using Ghost Key, with the idea of lvling up two tier 2 towers of the played race. As a result, players should on average have two tier 2 towers of the race they are playing whose sum of level should be equal to 6.
For some builds, like Maiev, Priestess of the Moon, Kil’jaeden or Gul'dan, relying on the damage of tier 2 towers is a good way to increase early peasant damage, especially if you complete the Rebirth quest. For any race, players can earn at least 30k gold on the third gold round without any tier 3 towers even in Impossible or Nightmare lobbies,
That being said, with the recent introduction of the Goblin Wisp, rolling with Blood Key is less risky and it is easier to quickly roll a useful tier 3 tower.
If you have dealt high damage on the first peasant and earned yourself an extra 10 Monster Souls, it might be very worth while, depending on the build you play, to unlock the Hero Altar before wave 10. For some builds, like Crypt Lord + Death Knight or Grom Hellscream, this can be the optimal strategy to maximize the gold earned on second peasant.
However, even If you play on lower difficulties like Extreme or Impossible, killing the Revenant of the Depths requires players to have at least one source of slow or stun from your towers, otherwise you will mostly likely leak your revenant. Timing your abilities is also crucial here.
Here is a list of combos to look out for early if you plan to rush the Hero Altar:
Necromancer + Skeleton Mage + Banshee
Destroyer + Dreadlord
Shadow Hunter
Far Seer
Blademaster
Dragon Rider + Dragonhawk Rider
Archmage + Paladin + Priest
Malfurion + Druid of the Talon
Keeper of the Grove + Druid of the Claw + Faerie Dragon.
Royal Naga Guard + Naga Sea Witch + Naga Siren
Tinker + Naga Sea Witch
Tower positioning plays a big role in getting optimal damage outputs against peasants and Valkyr.
Disclaimer: not all tips below apply for fastest boss kills, but some are worth considering. The tips in this section only aim to provide players better insight when developing their own play style and builds. Many variations of tower placement could be provided.
TOP ROW
A common mistake for players to make is to have towers placed in the left most slots of the top row with slow or stun effects There is only really one build that can afford such placement and it consists of having Dreadlord – Kil’jaeden in your top row. Slowing/Stunning Peasant or Valkyr at the entrance often means it won’t get in range of most your armor debuffs and, more importantly, not all towers will be able to reach it.
Therefore, players need to be mindful when placing the following towers in the top row: Demon Hunter (with Illidan), Kael (with Jaina), Crypt Lord, Death Knight, Pandaren Brewmaster, Admiral Proudmore, Uther, Medivh (with Archmage or Malfurion), Tauren Chieftain, Raider, Naga Sea Witch (with Tinker). Keeper of the Grove, Jaina, Necromancer (with Skeleton Mage), Gryphon Rider (with Dragonhawk Rider). Not properly controlling the abilities of these towers can result in a 2 -3 seconds damage output loss.
Note that due to Tauren Chieftain’s limited aura range (for melee summons), it can be optimal to place it in the top. However, make sure to have its ability disabled.
Towers very much worth putting in the top row are Marine, Archimonde (if played with summoner towers or Lich), Faerie Dragon, Dreadlord, Sorceress and Grunt, players generally want to make sure those towers’ buffs are up before your main carries use their abilities.
SECOND ROW
For a lot of builds, this is the prime position to have your carry towers, especially for melee towers (towers whoseattacks don’t fire projectiles). If you have not stunned the boss at the entrance accidentally, towers in the second row usually start attacking/casting when the boss gets very close to the top row. If the player’s towers are placed and controlled properly, the boss will be in range of almost all of your most important debuffs.
THIRD ROW
The third row is also a good position for melee towers like Grom Hellscream (witht enough range upgrades) or Guldan, and other caster/summoner towers like Priestess of the Moon, Illidan, Pitlord, Lich.
Experienced players need to keep in mind the casting range of the towers they put in this row.
Also keep in mind which tower/summons you want to be affected by your auras.
BACK ROW
While seemingly not that useful for damage output, players can still make good of the back row for a few towers whose casting range reaches in front of the top row.
Towers like Lich, Destroyer, Dragonhawk Rider, Jaina, Naga Siren can have their ability manually cast in the back row, even if their range is not enough. At max range, Lava spawn will be able to reach in front of the front row too.
The back row is also a good spot to put aura towers like Tauren Chieftain (if no need for melee summons), Keeper of the Grove, Naga Royal Guard, Blademaster, Windrunner.
Towers in the back row are also a good candidate to hold stun items.
TOP CORNER
The top corner is also another good place to put some aura towers, towers with stun/slowing effects, or towers providing buffs/debuffs like Dragonhawk Rider, Beastmaster, Dreadlord, Jaina, Banshee, Necromancer (when player Admiral Proudmore).
BOTTOM CORNER
Asides from the top left spot that can be used for some auras like Windrunner, the botton corner is usually reserved for lvl 1 towers used to activate synergies.
ADDITIONAL NOTES
Positioning a tower left or right of a specific row does make a difference in general. A good example of this is Priestess of the Moon (with Keeper of the Grove and Dryad synergy): Placed on the left spot of the third row, it will not reach two extra towers of the bottom corner. Players wanting to optimize their damage should think of these tiny details, as they often do make a difference.
Have fun experimenting different tower placements to find out which suit your playstyle best.
Even the most experienced players do not stray way that much for playing a monorace builds and invest all their racial points into a specific race. While this makes sense when players can share towers easily, for some builds it can be extremely worth it (and fun) to mix and match different races.
For example, suppose a player intends to play Gul'dan and obtains one prior to unlocking their Hero Altar. It can be extremely worth it to take the risk of unlocking either the Human Altar for a free Kael or the Undead altar for a free Archimonde. The player can then hold on to any racial points and attempt to roll for Gul'dan with their initial race bonus, or rely on on their teamates to provide the two extra Gul'dan required to reach lvl 5 (assuming both tower improvements are used on it).
The player can then farm extra racial points by farming extra Monster Souls with the ship, allowing to reach 40% or even 60% in a race they initially had 0% extra chance.
The idea of hybrid builds unlocks many powerful builds, some of which can achieve max damage on Valkyr.
When playing Raid, it is important to keep in mind that you don’t care about solo late game damage anymore. Therefore, once a player maxed the levels of both towers that they intend to bring to the Raid, they should focus on either helping other players complete their core towers (if possible), farming scrolls, or farming/sharing items for fuses.
For example, if a player has already maxed their Mountain King and they also have a maxed Kael spending wood and gold to level up a Windrunner or to add a Panda + Paladin combo is kind of a waste (unless that player is carrying another player).
For the same reason, there is an argument to be made for several builds that it can be much more worth it to farm additional stats/items on 1 tier 3 tower rather than trying to level 2 tier 3 tower.