Dwarven Treasury Tactics 2600+ by: SaltedFish (NA4)

This guide is credited to SaltedFish from server NA4
=Introduction=
Do you need more gold? Have you ever experienced the pain of no gold to advance units?  Don’t worry, today I will introduce a tactic for Dwarven Treasury – Sandro with Death Ripple Spell Mark
As everyone knows, Devil is the core unit for the Treasury - his burning can kill dwarves easy and quick. However, this tactic doesn’t rely on Devil, even other units.
=Types of Dwarves=
First of all, I will introduce different kinds of dwarves. There are three kinds of dwarf: normal dwarf, dwarf lord (big dwarf), and dwarf spellcaster (head with blue light).
From those kinds of dwarves, the dwarf lord is not counting as total kills. I believe some people who observe carefully have discovered that the first wave is always 108, and after the second wave, the total kills are between 216-252. What causes this to happen? Dwarf Lord! One dwarf lord equals to 9 normal dwarves, and because the dwarf lords refresh randomly, the total kills vary.
The refresh time for every wave is 4 seconds, so theoretically, if you are lucky enough, with no dwarf lord appear, you can get 108+9*4 = 144 dwarves for one wave, and a total of 21 waves you will get 108(first wave) + 144*20 = 2988 dwarves. However, that’s impossible, so we can expect that around 2 dwarf lords will appear per wave. That's 108 + 9*2 = 126 for one wave, and total kills 108 + 126*20 = 2628. This apparently exceeds 2600.
=Requirements=
Alright, let’s go to the topic, and see some requirements first.
Required Mastery: Earth Magic (if you also have Expert Mysticism, that's only better)
Required Spell Mark: Death Ripple (Lv. 3+)
Required Unit: Sprite (with Level 11+ Inspiration skill)
Recommended Units: Devil, Bone Dragon, Angel, and other Necropolis units (Vampire, Black Knight etc.)
Required Buffs: Initial Mana, Mana Regen
=Casting your spells=
As we know, the initial CD of Darkest Hours is 5s, if we just wait until it’s ready and cast then, we will lose one wave and it becomes difficult to reach 2600. Thus, the core of this tactic is using Earth Arrow to kill the dwarf spellcasters.
The initial CD of Earth Arrow is 3s, so if you could kill dwarf spellcasters and reduce Darkest Hours’ CD to 0, you can then cast it immediately at 1:26; and congrats, you will have one more wave than others. If you couldn’t cast the ultimate at 1:26, then just quit and restart.
Be patient! Be patient! Be patient!
At this point, some people will ask why we need to mark Death Ripple. It would seem Darkest Hours is enough, after all. 
Well, some dwarf spellcasters were already killed by your first Earth Arrow, so the remaining dwarf spellcasters will not support your Darkest Hourss refresh immediately. You can use Death Ripple to fill in the gap. See the pic below, after I cleared the first wave, Darkest Hours is still in CD.
After that, in the remaining waves, make sure that as every wave comes, your Darkest Hours or Death Ripple are ready! Remember, it's 4s for a wave, so if you couldn’t cast the spell immediately then just restart.
And just be patient!  Good luck, have fun!
(Please note that the above guide only represent the standpoint of the player and does not represent an official standpoint)
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