you then clear creep waves with lvl 1 slam
Slamming a creep wave costs way too much mana to be useful. A couple hundred mana to kill the creep wave 0.3 seconds faster
<disclaimer>I'm not saying slam builds are bad</disclaimer>
You really should never take hammer slam I until level 3, ever. You get almost nothing out of it, whereas power of the tower lets you kill creeps and enemies without getting in the middle of it all and taking damage.
Regardless of your build, the only acceptable start for rook is
- Power of the Tower I
- Archer Tower
- Hammer Slam
Then, you have a choice. Do you want to go for more hammer or more towers?
If you choose Hammer Slam II, you will be weak for a few levels, but then your strength will skyrocket
If you choose Power of the Tower II, you will be quite strong and capable of holding 2v1 for about 45 seconds or until a teammate arrives to help you out.
Level 5 should *always* be boulder roll. Tower of light is acceptable as well but boulder roll will be more helpful in team fights and let you lure enemies into your towers for a stun + heavy damage
Level 6 should always be tower of light, it's too much dps to pass up.
Level 7 is hammer slam III or Tower III
Level 8 should be trebuchet
Level 9 should be saved
level 10 should be hammer IV or tower IV, AND boulder roll II
Whichever build you choose after lvl 11, keep on going for the core skills, never get structural transfer or stats
I get their tower down, get my farm set up, and then I stall out. Just don't know what I'm supposed to do after that..
Rook does go through a rather awkward adolescence where he has taken down towers but is too weak to push forward. By level 7, however, he should be able to set up 7 towers in a line to push toward the gold flag. If you're not in the lane with the gold flag, do the same but put up a tower so that the enemy towers target it instead of you, then work the towers down until they fake a tele or try to come in behind you. If they come from behind, boulder roll them inside your tower farm then slam them. It can be a weak slam, but it will make them back off or waste an interrupt that will let you tele out if things get rough.