Badge Dojo
Fire 1-2
▲ Enemy side
← All Dojo battlesSee all of stage Fire 1
Badge Dojo
Fire 1-2
▲ Enemy side
Badge Dojo
Fire 1-2
▲ Enemy side
Teams hand-picked from the community and test-run before posting · Images: Clash of Critters Wiki
The second stage drops back to base forms, which makes it the real starting point for a new account. Lineup 1 uses Pyropup in row 1 of the middle lane with Ignisnap in row 4, Ashlarva in row 1 of lane 3 with Tindercub right behind it, and Fumekit at the back of lane 1.
The right lane is where the stage is won. Ashlarva wraps itself in a ring of fire that hurts enemies and heals allies close to it, and Tindercub one row back hits groups with chi attacks, dashes forward when it can, and retreats to meditate and heal when it is in danger. Tindercub's dashes keep it inside Ashlarva's ring, so the pair heal each other's mistakes.
Fumekit is the risk. It stands in row 4 of lane 1 with nothing ahead of it and gives off toxic fumes that keep damaging an area and sometimes ignite. That steady damage is useful, but nothing protects Fumekit once enemies reach it.
An alternative for this stage uses evolved units instead: Firecoil in place of Ashlarva, Pyroprawn in the middle, Azurion replacing Ignisnap, Flametail behind Firecoil and Embertail in place of Fumekit. As a substitute, Embertail lays pinecone mines that blow up for light area damage, with a few extra already planted at the start.
Lineups are numbered in the order shown above, left to right, top to bottom.