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← All Dojo battlesSee all of stage Fire 1

Badge Dojo · Fire 1-4

1 teams

Element

e.g. 3-5

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

Notes on Dojo Fire 1-4

The grid has not changed since 1-3, so this page is about the front pair in lane 3: Ashlarva in row 1 and Tindercub right behind it in row 2.

They split the job cleanly. Ashlarva is the sustain, a base-form healer whose ring of fire damages enemies around it and heals allies close by. Tindercub is the damage, hitting groups with chi attacks and dashing forward when it sees an opening. When Tindercub gets into danger, it pulls back and meditates to heal itself, so one bad wave rarely kills it.

The catch is that Ashlarva is the one taking the first hits. It has no protective skill beyond its ring, and as a base form it is fragile. If enemies stack against it, the ring keeps healing Tindercub while Ashlarva itself goes down.

That is why levels on Ashlarva matter more than levels on Tindercub here. A tougher Ashlarva holds the front longer, which keeps Tindercub inside the healing and keeps the mines behind them doing their work.

Ashlarva's evolved forms, Firecoil and later Charflutter, are healers that show up on almost every later Fire Dojo board, so it is worth raising early.