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Stage teams 6-10

2 teams · Why are there several results for one stage?

e.g. 12-40

Teams hand-picked from the community and test-run before posting · Images: Clash of Critters Wiki

Notes on stage 6-10

6-10 lines everyone up in neat columns at the back of the board, each lane with its own front, middle and rear. That symmetry means no lane can lean on its neighbour, so each one has to hold by itself.

As for lane 2, it's the full Water lane. Swaystroll charges behind its ice shield at the front, Capypapa heals from the middle, and Frostpaw's ice block slows and shatters from behind. The longer Capypapa keeps Swaystroll's shield up, the bigger the crystal burst when it finally breaks.

The unit to guard is Cheerlet in lane 1. On top of healing and boosting attack and defence, it makes the area invincible the first time a nearby ally falls into danger. Sitting between Sackling and Tindercub, that safety net covers exactly the moment Tindercub would otherwise have to back off and meditate.

Lane 4 grinds enemies down over time with Manteeny's constant strikes, Cactobud's Sting stacks and Ignisnap's burn. Lane 5 opens with Cobbledon's splitting beams, while Turtuff spins its shell and shields allies ahead of Zapooch. At the back of lane 3, Cluckeroo covers Pearpair and Frugatoad, splitting its seeds between damage and healing.