Dungeon Defenders

Dungeon Defenders

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The Wheel of Fortuna
By •C
An in-depth look at the raw power of the Wheel O' Fortuna, and when to use its abilities.
   
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Introduction
Welcome to the Wheel o' Fortuna, the most broken skill in Dungeon Defenders. Chances are that if you need a guide on Wheel o' Fortuna to look up what combinations to do, you're also using the wrong combinations.

Here is the combinations guide by Kantisa. This guide is not here to obsolete it, it is here to suppliment it with technical information. I'll walk you through the Wheel's combinations, and also talk about the strategy of using them - when and why - and explain to you what points into the Wheel do and what they affect.

Thanks to Asas and Bryndomonium for collecting this information, gunnerq69 for alerting me to some of it, and the rest of DDRnG for kicking my butt 'til I made this guide.

About the Wheel
First of all, the Wheel combinations that affect enemies do not affect bosses. So you're wasiting your time trying to do a kill% in Boss Rush.

Second, the combinations that utilize different icons do not have to be in any particular order. For example, you can get kill% doing:




All of them are valid, not just what I show in the guide.
3 Potions - Heal All


3 Potions or Heal All is self-explanatory, and it is more often known as Wheel Healing or 3pots. It hits the entire player team with a percentage of healing, which includes all towers and minions in play. This combination is a staple in a good Jester's playbook. See the reference table below to see exactly how much healing you get at what number of points you have in your Wheel.

Strategy
The main reason to do 3pots is is because of Strength Drain Auras. Strength Drains lose health rapidly, and most setups use them in conjunction with a Buff Beam. If you're a weird person like me, you also use Proximity and Etherial Spike Traps on Buffs. These things die quickly, and 3pots heals them back to safe levels so you don't have to worry about your entire setup come crashing down.

You should always be doing a Wheel Heal at the start of or near the end of a combat wave. You could do them in the middle of a wave, but it's a bit redundant, especially given that setups with higher tower health stats can survive without being healed in the middle of a wave. The exception is later waves of survival and defiitely on maps like Karathiki, Winter Wonderland, or Tinkerer's Lab, where it is almost imperative to be doing 3pots to keep your towers alive, if for the sheer onslaught of mobs you'll be taking on.
3 Swords - Damage All Enemies


Now this is a pretty badass combination. 3 Swords is the combination that lets skilled players effectively speedrun maps. It's self-explanatory, but we'll talk about it a bit anyway. 3swords is percent-damage based on your Wheel o' Fortuna's stat. See the reference table below to see exactly how much damage you get at what number of points you have in your Wheel.

If you have a pair of Jesters all doing 3swords, then it's also important to know that sometimes, some select enemies who have been hit by both 3swords will sometimes be spared and left with 1 health. So functionally, at the cap, 3swords is actually dealing 49.99% damage, not 50%.

Strategy
If you're not healing, buffing, or debuffing, and it's not the end of the wave to clear out the last of trash enemies on the map, this is what you need to be doing. At its highest, it will hit for a flat 50% of every enemy's health. This is extraordinarily useful for Crystalline Dimension and Survival runs. Although, 3swords might actually suffer on maps where the builds are actually very close to mob spawns.

It's interesting to note, hitting Ogres with this combination actually aggros them. If Ogres can get to you, then they will break off whatever they're attacking at the time to attack you instead. This is because Ogres are programmed to path to and attack whatever's dealing them the most damage. If you just hit with a 50% 3swords, well, that's the most damage they're going to feel at all.

2 Goblins, 1 Crystal - Debuff Enemies


The debuff is a pretty handy utility combination. It hits every enemy on the map with two effects - One, every enemy deals reduced damage by roughly 50%. Two, every enemy takes increased damaged by 42.33% from both players and towers. This is arguably the most powerful Wheel combination outright.

The debuff is strangely inconsistent. Enemies will be debuffed, but, without rhyme or reason, some will miraculously be back to normal in 20 seconds, and others will be permanently debuffed until they die.

Strategy
There's not really any reason to do this combination over 3swords, but it is helpful regardless. If you chose this over 3swords, you'd follow the same rules as it. It's probably helpful to do this with lower tower stats and Ogre rushes. You're a Jester right? Depending on how you're playing, you've got some of the best DPS out there. Get busy.
3 Crystals - Buff Players


Player buff is self explanatory for the most part. It hits all players in the game with a percent-based damage boost that lasts for 18 seconds. The Wheel's stat does not affect duration. Buff players does not stack with the boost from a Propeller Cat- instead, the higher boost takes precedence, and that's usually the Cat.

Strategy
Well, in the face of the aforementioned Propeller Cat quirk and also knowing that the Debuff Enemies is just better, the only time to really use the buff is at the very start of a combat wave. You see, the debuff only affects enemies that are on the map, and the buff stays in effect for 45 seconds. So, some kind of damage increase on your part is better than no damage boost at all.

Logically, you do your buff on yourselves on your first Wheel at the start of the combat wave- if you're not doing 3pots at the start- and then every Wheel afterward is your debuff or 3swords until the end of the wave.
1 Crystal, 2 Swords - Kill Percent of Enemies


This is Kill% and it is probably the most overrated combination talked about on the Wheel of Fortuna. Kill% does not scale with your Wheel o' Fortuna's stat. Instead, it kills a percent of enemies present on the map, based on a set, pre-programmed amount whose result is dithered just a bit. It's exact numbers are presently unknown.

Strategy
There's two places where kill% should be used. The first is at the tail end of the combat wave, where straggling or stuck mobs and the last few Ogres are still hanging around.

The second is near a bunch of Ogres, because allegedly (that is, I haven't tested it, and I don't know who has) kill% targets and kills enemies of the type of enemy nearest to you. In other words, if you're near a spider when you fire off kill%, a bunch of spiders including the one next to you will just be killed outright.

So if it can smoke out Ogres that fast, why is it overrated? Well, if all you want to do is clear out maps really damn fast, then all you need to do is have at least two Jesters at the cap on the Wheel stat do 3swords together. 50%x2 is 100%, so you just decimate the entire map within seconds.
Misfires and Other Combinations
We'll define a Misfire as a combination you accidently got instead of what you were aiming for, either because of the game's framerate disrupting your inputs or because you got too antsy trying to get your combination. Other combinations are the ones that are just there but are kind of redundant.

I won't go into great detail about misfire combinations because most of them are just nuisances at worst and kind of useful at best.

2 Potions, 1 Mana - Slow Down Time


This one is kind of an easy misfire to make. In the pattern of the Wheel, the mana comes after the potion icon, which means that you were late on one of your hits. Thankfully, this slows down everything occurring in the game, including someone else's own Wheel. It can be a blessing in disguise for someone who's less consistent at the Wheel.

3 Goblins - Golden Enemies / 2 Crystals, 1 Goblin - Buff Enemies



These two are misfires you'd make around doing Buff Players or Debuff Enemies. You were either too late or too early on one of your Crystals or Goblins and now you've caused a minor mess that will, given Dungeon Defenders pace, be swept away in about fifteen seconds.

Golden Enemies seems to work on the same principals as kill%, minus the proximity of the player to the enemies. Buff Enemies probably works in the exact inverse of Debuff Enemies. A little bit of testing is necessary to get the exact numbers, but it is not a huge deal to get these misfires.

3 Mana - Upgrade Nearby Tower


This is misnamed, it should actually be named Upgrade Nearest Tower because it does exactly that. In the case of Auras and Traps, "nearest" is defined as being at the center of the Trap or Aura. In the case of perfect stacks, it will upgrade the one on top.

The only reason you would ever use this is if you wanted to upgrade a tower without having to use the full amount of mana for whatever upgrade level you'd upgrade to. But, you're a Jester, you have the fastest cast rate in the game, so in the time it takes you to do a Wheel, you can upgrade a tower to at least one-star.

2 Mana, 1 Goblin - Downgrade Nearest Tower / 2 Mana, 1 Sword - Players Unable To Repair



These two, I'm... actually not sure how you'd misfire into them, except for being exceptionally slow. You'd get these if you're trying to Upgrade Nearest Tower with 3 Mana (see Other Combinations) The Goblin and the Sword come after the Crystal, and if you're just slightly late on your button press, you'd normally get a "No Match!" out of hitting the Crystal instead. Players Unable To Repair only stays in effect for the remainder of the wave, but if you're a Jester, you should be doing 3pots anyway.

2 Goblins, 1 Potion - Stun Enemies


You know, I actually forgot about this combination. It flies under the radar and has literally no use except to slow things down. It hits every enemy with a five second stun, indicated by the swirling stars over their heads. Does not affect Ogres. I guess you could consider this a misfire? You'd be slow trying to go for the Crystal in your Debuff Enemies

Don't use this. Why would you?
Reference Table - Wheel Stat vs Combination
The first thing to know about the Wheel o' Fortuna's stat it caps at 3,726. Which means, every single point after that is a wasted point. You will not get anymore returns with your combinations. Below is a table listing combination results from 500 to 3,726. Wheel Effects are percent based.

3Swords
3Pots
500
32.95%
49.42%
1000
38%
57%
1500
41.33%
62%
2000
43.89%
65.83%
2500
45.99%
68.98%
3000
47.78%
71.66%
3500
49.35%
74.02%
3726
50%
75%
Closing
That reference table is only complete for 3swords and 3pots, but apparently, the Wheel's stat also affects some of the other combinations. I still have number crunching to do. Someone crack a whip at me.

But, those numbers weren't the reason I wrote the guide anwyay. I'm a strickler for metagaming things, and I decided to share some of my thoughts with the community here. There's twelve combinations on the Wheel but only three to five are ever useful in most cases. I at least hope you that you got that kill% is an overrated tool out of all of this.

Keep those Wheels smoking.
5 Comments
Divusmor 3 Sep, 2016 @ 11:23pm 
Tested kill percent a lot on tinkerer's lab just now. The majority of kills seem to be what you're closest too. I'm obliterating 18-21 ogres at a time, out of 40-50 monsters. Of course, that's assuming there's that many to kill.
Kiltedklingon 20 May, 2016 @ 7:38pm 
Thanks Middo
Tazeki 29 Apr, 2016 @ 4:34pm 
This guide is one of the most useful guides I have found so far on the Steam Workshop! Keep up the good work!
Mkjo 26 Apr, 2015 @ 11:58pm 
Useful and clear guide. Always good to have the stat tables. Thanks for making it.
ThePoet 26 Apr, 2015 @ 12:55pm 
Nice guide! I always thought kill percent targeted the enemies that had been on the map the longest? Although I must admit I have never tested this properly. It would be good to do this though, because as you said it is one of the more common wheels, whether duely or not is another question :D