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Venturing Into A Three Chokepoint Base On Diamond Mines (videogame)

VENTURING INTO ONE OF DIAMOND MINE'S TRIPLE CHOKEPOINT BASES

I am looking at a game I played 2026-09-23 17-13-12.mp4 and reviewing how this earnest attempt at a three opening base on Diamond Mines played out. This game I played in the diamond position with its 3-way outlet that granted one opening of single space, one opening of four spaces, and a third opening of two spaces. The 3-way plot played better than I anticipated although this particular attempt wiped around the 20 minute mark match time.

I have had in mind a fortress style base and haven't taken a great shot at playing one yet. This large 3 way plot on Diamond Mines may be a candidate for deploying a fortress style base.

A Fortress base, to my mind, and after reviewing many replays, is when a player builds up heavily leaning into placing tons of DPS Towers and really filling their base with DPS Towers. The Moonwells and high-tier rare buildings are not as present as in a tech'd out meta base with six or more Damage Auras and four Limit Break Necrotic Towers with plenty of Moonwells etc. Fortress style is playable by noobs and skilled players to varying degrees of success.

[insert screen shot of Cute Defense Map Diamond Mines base plot extending from one of the Diamond Shaped plots of map space into a large area with a grand total of three separate chokepoints - going counter-clockwise, a northern chokepoint with a single grid entrance, a western chokepoint measuring four grids wide, and a southern chokepoint measuring two grids wide.]

Caption for image: Now what is an excellent base design for this common spawn on Diamond Mines?

Fortress Style focuses on DPS Towers. Other approaches to base building focus on healing towers, and other builds focus on units, heroes, et al. Now here's what I discovered after reviewing this Diamond Mines base.

Single one of three chokepoints is a single grid wide, there is less total damage that must be healed per second because fewer cutelings, bosses, et al. are going to be attacking that single grid chokepoint wall.

A one grid wide chokepoint requires less dedicated healing compared to a wall facing down two grids of cuteling attacks.

Among those things passing through my mind it became apparent there is a great opportunity to move gold mining to the western part of the base, below the western chokepoint of four grids width. There is plenty of room for Town Hall and numerous gold mines and that south-western position is optimal in that there's never a requirement for Blinking in order to get to and from constructing gold mines.

I am talking about the Diamond-shape position's outer 3-way choke point map roll.

The position pairs well with a bold placement of six Speed Auras in the lower-part of the base, below its "belt" of world spawn hedge walls. Just above the southern two-grid choke point.

It would require too many words to explain in detail, just take a look and see below that underneath the horizontal line of world spawn hedge walls there is an excellent place to fit six Speed Auras and retain the ability to path units and of course our Builder through the base.

And so really I am selling a six Speed Aura build-up and a well-positioned gold mining operation in the unexpected south-west-west placement for this triple chokepoint Diamond Mines base.

From those six Speed Auras and a healthy gold income we're going to want to build up our base. Look at that giant Diamond shaped area of our subject base.

From the top of my head, that has to be a great spot for Blacksmiths, Lumbermills, Workshops, and Gold Farms. Two or more Gold Towers or other dedicated meteoling defense has room to work in diamond shape's western wall and entrance where our builder will be running to-and-fro through all early through late-mid game.

Now so far what we have is a plan: South-western gold mining operation, six Speed Auras placed perfectly below the horizontal hedge wall, and a large diamond/tear drop shaped plot of land with Fountains of Life along the horizontal world hedge passing through the base's plot.

Our builder and other units or heroes move at six Speed Auras times seven-point-five-percent speed faster for +55% movement and attack speed.

Speed Auras have a large radius of effect and it is possible to build up long-range towers for a Fortress Base that takes advantage of this plan's six Speed Auras.

Since this 3-way chokepoint base is shaped the way it is, these six Speed Auras below the horizontal world hedge are the maximum-effect Speed Auras we can have.

If we build three more Speed Auras below, or horizontally along the northern side of said world hedge wall, then those Speed Auras will be less maximum-effect because they won't effect most DPS Towers or units that could protect the southern two grid wide chokepoint, any other Speed Auras block our Builder's walking path.

Altogether those six Speed Auras in perfect position are optimal for a Fortress style build where in this case I would like to play a game where I jam those longer-range DPS Towers in large quantity ('Fortress Style') along the north and western areas given bonuses by Speed Auras, pack in some multishot to defend that southern choke point, and simply plan to play for Moonwells, Nightwells, and Fountains of Life as a secondary movement to boost the Fortress Build. Healing buildings, units, repair et al. would be played on the spot depending on where cutelings are spawning from in a particular match.

Now the balancing points that sell this build for me are that by rushing six Speed Auras and building some Guard Towers, Spray Towers, and other inexpensive DPS to defending those first fifteen to twenty minutes of cutelings is great because there's no pressure to roll for rares and very rares. The only pressure is build time for DPS Towers while maintaining Gold Mines at six max plus.

This build gives a great speed boost to your gold mining operators (Miners, Goblin Harvesters, and your Builder). This leans toward an eco strategy because of that copious amount of space available for gold mines and those Speed Auras boosting your miners' run speed while any ploppable DPS Tower is playable in this Fortress Build.

In all likelihood there's going to be a lower level of defenses dedicated to the southern chokepoint of two grid spaces width unless there are many spawners against it and there Fortress Build makes good.

There's room here in the southern chokepoint's zone to build-up healing . Long-range DPS Towers belong in that south-western gold mining field once the 35th or 40th minute passes. That seems to me a natural path for preparing this proposed six Speed Aura build-up to face off with Godlings.

Continuing, there are a few things of interest, particularly the diamond shaped area.

That's a big plot of ground.

One oddity about that diamond shaped area is the jagged curve that makes the tear drop shape. There's definitely a ton of ways to build that diamond shaped area up into a real powerhouse - literally a player's diamond for this particular triple chokepoint plot of worldmap on Diamond Mines.

Massive Gold Farms may be awesome and relatively speaking in regards to this strategy one of the 'easiest' ways to build this six Speed Aura start up in a realtime versus match. Gold Farms can grow grassy fields to fill-in all of that irregular space while you have room to build six or more utility buildings with unit and/or DPS Tower defenders (Blacksmiths, Lumbermills, Workshops) constructing utility buildings from bottom-up that diamond shape area.

Upon review the most natural build for this particular six Speed Aura rush is to play that Fortress strategy, with many many Guard Towers along the north and north-west of the Speed Auras, and mass Gold Farms in the Diamond while sharping every blueprint in favor of pushing for tons of Gold Mines and plenty of miners.

Goblin Harvesters are a mystery to me due to their 120g+ cost but they will run 55% faster along with your other miners and are worth building once your next miner blueprint is going to cost a similar amount of gold or more compared to a Goblin Harvester you happen to roll (they're rare, skip Goblin Harvesters if Miners are coming at 2/3rds the gold price).

Now what do we have? A base with solid DPS that is probably going to fall to Godlings. If the enemy sends really massively, it is always going to be difficult to hold three chokepoints. I rate this Speed Aura start as viable through the first forty minutes of gametime.

What are this strategy's strengths?

A first and main strength is that this strategy is going to survive most matches for at least thirty or more minutes and that if we play it really well we should have a huge economy because of the huge gold mining operation we're targeting and a lot of Gold Farms and grassy fields in that northern part of the diamond shaped plot of worldmap.

Overall this six Speed Aura approach looks like a solid eco-heavy 40-minute strategy although it is likely to wipe against heavy-duty pvp sends from an aggressive opposing team.

Now is time to change up our approach. What if we go for epic power levels of awesomeness emanating from that diamond shaped plot? Altogether I don't see a better way than maximizing that great tear drop diamond shape with gold farms, grassy fields, and utility buildings when it comes to making sense of this difficult three-chokepoint base plot.

What if we build a Sniper's Nest in the diamond shaped area? It could be done. Utility buildings would have to be placed in some forward positions. That'd be something to see, considering every other guy is putting utility buildings in the back of their base.

Too bad I have found, for myself anyway so far, over and over, that defending with only a powered-up Sniper's Nest is not enough to survive that fifty minute Godling unlock.

Alright so altogether I have described a Fortress Style Six Speed Aura Eco Heavy Build Strategy for the triple chokepoint Diamond Mines' Diamond Shape base.

ANOTHER STRATEGY

A few notes to lay the groundwork. Same triple chokepoint plot of ground.

Also when placed along the north and south side of the horizontal worldmap hedge wall, Fountains of Life will heal all three chokepoints - upto something like eight Fountains of Life can be placed so as to hit all three chokepoints when their wall buildings are set-inside of each chokepoint's opening. Eight Fountains of Life demands huge re-rolling skills and planning throughout early and mid game. Use a Skimpy Defense.

Another note is my observation that both Mana Auras and Speed Auras have a pretty large area to work with if they are placed inside of the south-western corner of the base and when placed along the horizontal worldmap hedge wall. Talking about the particular Diamond Mines map and its common three-chokepoint plot around its Diamonds.

Also, Sniper Towers placed anywhere in the base will be able to assist in the defense of all three chokepoints.... and allies with bases nearby.

Last of all for notes I want to remind you there is a great opportunity to put up-to-a-large sized Gold Mining operation in the South West area that makes it easy to run to-and-from your Builder's construction of Gold Mines. Yes, that corner below the western chokepoint is probably the best gold mining field after considering your Builder's movement.

My next proposal for an excellent build is this:

Place Mana Auras x6 and Fountains of Life in the middle area of the base, and go heavy gold mines targeting 6+ gold mines with plenty of miners at all times.

And then simply slap-down every Moonwell in a good place, and every Sniper Tower. Placing sniper towers without moving to any certain spot in the base.

Sniper Towers Anywhere(tm).

Along with this, pack the diamond shaped area with Gold Farms, Grassy Fields, and Utility Buildings. Maintain 4++ Gold Mines.

Toss in some more DPS Towers to assist if you're facing a particular threat at one of those three chokepoints, but otherwise, keep building Sniper Towers throughout on the theory that if you build enough mega-ranged DPS Sniper Towers your base will be able to survive Cake on any of your walls during the first 30 minutes.

Bazinga! you'll be very rich for a big send at the 30th minute. How much gold you have will depend on your deck of blueprints, your skill, and some luck as far as how much pressure the opposing team lays on throughout.

I can't say I expect this Sniper Towers Anywhere(tm) build to survive Elementalings, so scoring an Archmage or a confident running route and time freeze/time warp to get to a nearby teammate's base is going to be critical to this Sniper Towers Anywhere(tm) approach's match-game success when Elementalings come along.

Overall a 2.5/5 stars strat since there's no way Sniper Towers Anywhere(tm) is going to survive hordes of Elementalings. A 4/5 bananas eco strategy because I believe a high-skill player is going to be able to build a huge eco using this approach for some real great 30 minute sends.

I am going to take a look at Living Wall here. This wall and a focus on wall upgrades would do pretty well, but it is expensive and an uncommon blueprint. There is a good argument for most walls, honestly, let's skip an analysis of wall building choices in a 3-way chokepoint base.

One thing I would like to point out is that neither of the two strategies I have put forward use Damage Aura, and Defense Aura can be skipped too.

Those buildings are pretty expensive and don't give as much benefit when there are three distant chokepoints to defend using scattered DPS Towers in a wide-spanning fortress style base; skipping Damage and Defense Aura buildings is going to help us build a superior gold economy and continue powering toward PvP sends.

-Terren