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Badge Dojo Fire stage 2

10 battles · 40 teams

Fire level 2 grows the roster to T2 without making the board any wider. Everything still happens in lanes 1 to 3, and fire-2-3 squeezes the whole team into lanes 1 and 2. The stages come in short runs of two or three on a shared grid, and each run puts its weight somewhere different: lane 2 around Firecoil, Kitjitsu and Ignisnap at the start, then lane 2 again with Ashlarva, Embertail and Scorchwing, then lane 3 as the deep one on fire-2-7. fire-2-5 is a good test of trust, with Kitjitsu and Pyrohound each holding an edge alone and nothing behind them.

Kitjitsu and Pyrohound are the two fronts this level is built on. Pyrohound simply holds with its big fire pillar, while Kitjitsu is pickier: it dashes and heals when it strikes burning enemies, so it's at its best next to something that sets fires, like Ignisnap or Pyroprawn. Where nothing burns, as on the Scorchwing run, it has to fall back on meditating. Scorchwing fires a burst and then rests, which is why Embertail's mines sit beside it to cover the pause. Levels on Kitjitsu pay off across the whole level, and keeping a burn source in its reach is the easy thing to forget.

At a glance

Most used Tatari
  • Pyrohound
  • Kitjitsu
  • Firecoil
  • Flametail
  • Azurion
Element

e.g. 3-5

Battle 2-1

3 teams

Notes on Dojo Fire 2-1

Chapter 2 runs on evolved units, and the first three stages share one grid that leaves lane 3 empty. Lane 1 carries Pyrohound in row 1 and Pyroprawn in row 4. The middle lane is the deep one: Firecoil in row 1, Kitjitsu in row 2 and Ignisnap in row 4.

The middle column is built around one interaction. Kitjitsu, the evolved form of Tindercub, lands chi strikes on groups and lunges forward to heal itself whenever it hits an enemy that is already burning. Meanwhile, Ignisnap at the back of the same lane shoots fireballs that set enemies on fire, so every wave that reaches the front arrives already burning, and Kitjitsu keeps feeding off it. When it does get into danger, it can still back off and meditate to recover.

Firecoil up front completes the lane. Its ring of fire damages what stands against it, heals allies in range and raises their attack, which helps Kitjitsu right behind it and Pyrohound beside it in row 1.

That is the plan for this stage: Firecoil holds, Ignisnap lights enemies up, and Kitjitsu lives off the burn. The 2-2 page looks at the left lane, and 2-3 at the empty right side and the alternatives.

Open the Fire 2-1 page →

Battle 2-2

3 teams

Notes on Dojo Fire 2-2

The grid is the same as 2-1, so this page looks at lane 1: Pyrohound in row 1 and Pyroprawn three rows back in row 4.

Pyrohound is the evolved form of Pyropup and calls up a strong pillar of fire that burns a whole area. It is the blocker on the left, and it has no healing of its own. What keeps it going is Firecoil standing right beside it in row 1 of the middle lane, whose ring heals and raises the attack of allies in range. As long as Firecoil is alive, Pyrohound can hold.

Pyroprawn is the evolved form of Shrimpyro and throws rapid punches that sometimes set enemies on fire. From row 4 it has a long, empty stretch ahead of it, so it is safe while Pyrohound stands and exposed as soon as Pyrohound falls. Its occasional burns also help Kitjitsu if those enemies drift into the middle.

The weak spot, then, is the chain between Firecoil and Pyrohound. If Firecoil goes down, the left side loses its healing and collapses soon after.

An alternative puts Azurion in lane 1 instead, in row 3 behind Pyrohound and Firecoil, with Flametail replacing Ignisnap in the middle. Azurion is the third form of the Blueflick line, and its burns can be made stronger.

Open the Fire 2-2 page →

Battle 2-3

3 teams

Notes on Dojo Fire 2-3

This is the last stage on the 2-1 grid, and the right side is completely empty. Enemies that would have come down lane 3 drift into the middle, where Firecoil is the first thing they meet. That makes Firecoil the unit you cannot afford to lose: it is both the front of the busiest lane and the only healer on the board.

On difficulty, Lineup 1 is all second forms, so it asks for a reasonably developed team rather than any rare unit.

The alternatives change the board more than a simple swap. One fills the empty lane instead: Pyrohound moves to row 1 of lane 3, Kitjitsu stands in row 1 of lane 1, Ashlarva replaces Firecoil in the middle, and Embertail and Scorchwing stack behind it. In that alternative, Scorchwing fires a rapid string of fireballs and then rests, and Embertail's mines cover the gap while it recharges. Another alternative keeps lane 3 empty but stacks lane 1 three deep with Pyrohound, Firecoil and Azurion, leaving Kitjitsu and Flametail in the middle.

If Lineup 1 keeps failing, the usual cause is Firecoil going down under the weight of two lanes. Levels on Firecoil fix more losses here than levels on any damage unit. The next stage starts a new grid built around the base form of Firecoil.

Open the Fire 2-3 page →

Battle 2-4

2 teams

Notes on Dojo Fire 2-4

Stages 2-4 to 2-6 share a grid that puts a blocker at the front of every lane. Kitjitsu holds row 1 of lane 1, Pyrohound holds row 1 of lane 3, and the middle lane stacks Ashlarva in row 1, Embertail in row 2 and Scorchwing in row 3.

The middle column has a rhythm to manage. Scorchwing, the evolved form of Sparkrow, fires a rapid string of fireballs and then rests for a while. Those rests are gaps in the lane's damage, and Embertail right in front of it covers them: its pinecone mines, including the extra ones laid at the start, keep going off while Scorchwing recharges. Ashlarva at the head of the lane keeps both of them alive with its ring of fire.

What this board lacks is a reliable burn. Nothing here sets enemies on fire, so Kitjitsu on the left cannot heal off burning targets the way it did on 2-1. It has to rely on backing off and meditating when it gets into danger.

The front row is otherwise solid: three units across row 1, with the healer in the middle where its ring can reach both sides. The next two pages look at the edges and at Ashlarva itself.

Open the Fire 2-4 page →

Battle 2-5

2 teams

Notes on Dojo Fire 2-5

Same grid as 2-4, and this page is about the edges. Kitjitsu holds row 1 of lane 1 and Pyrohound holds row 1 of lane 3, each with nothing behind it in its lane.

They survive in different ways. Kitjitsu can look after itself: when it gets into danger it backs off and meditates to recover, and its chi strikes hit whole groups. Pyrohound cannot. Its pillar of fire burns a wide area, but it has no healing skill, so every point of health it loses has to come back from Ashlarva's ring in the middle lane.

That makes lane 3 the edge more likely to fall. If Ashlarva's ring stops reaching Pyrohound, or Ashlarva itself goes down, the right side has nothing left. Enemies then walk down an empty lane with only the middle column's damage to stop them.

Two fixes work with Lineup 1. Level Pyrohound so it holds longer on its own, or level Ashlarva so the ring keeps going through the heavier waves.

The alternative layout swaps the edges out entirely: Pyrohound moves to row 1 of lane 1 with Firecoil and Azurion stacked behind it, and Kitjitsu moves into the middle with Flametail behind it, leaving lane 3 empty instead.

Open the Fire 2-5 page →

Battle 2-6

2 teams

Notes on Dojo Fire 2-6

The last stage on this grid comes down to the unit at its centre. Ashlarva stands in row 1 of the middle lane, and it is still a base form in a chapter where everything around it has evolved.

Ashlarva is the healer for the whole front row. Its ring of fire damages enemies near it and heals allies in range, and from the middle of row 1 it reaches Kitjitsu on the left and Pyrohound on the right, as well as Embertail and Scorchwing behind it. Every lane on the board depends on it in some way.

That is also its weakness. As a base form, Ashlarva is fragile, and it stands where enemies hit first. When it falls, the edges lose their sustain almost at once, Pyrohound especially, and the middle column loses its front.

So the clearest upgrade for this run is Ashlarva itself. Levelling it, or raising it to its evolved form if you can, does more for these stages than raising any damage unit. The alternative layout already uses Firecoil instead, placed in row 2 of lane 1 behind Pyrohound.

If your Ashlarva is underpowered and you cannot evolve it yet, keep the damage units levelled so waves die before they reach the front. The next stage drops the healer altogether.

Open the Fire 2-6 page →

Battle 2-7

8 teams

Notes on Dojo Fire 2-7

This board has no healer at all. Lane 1 contains Kitjitsu in row 1 and Ignisnap in row 3, lane 2 is empty, and lane 3 stacks Pyrohound in row 1, Pyroprawn in row 2 and Flametail in row 3.

The left pair is the one to understand. Ignisnap's fireballs set enemies on fire, and Kitjitsu heals itself whenever its strikes land on a burning target. With both in the same lane, Kitjitsu gets a steady supply of burning enemies and becomes self-sustaining, which is exactly what a board without healing needs.

The right side has no such loop. Pyrohound's fire pillar holds the front, Pyroprawn's punches sometimes burn, and Flametail's fireworks explode on landing, but none of them heals. Lane 3 is pure damage and has to win before Pyrohound wears down.

Most alternatives bring healing back. One places Firecoil in row 2 of lane 3 instead of Pyroprawn. Others use Blowfin in place of Kitjitsu up front, a base-form tank that hits back at close attackers and meditates to heal in between, with Firecoil behind it and Scorchwing or Embertail further back. Another alternative fields Sizzribb, whose fire breath burns groups and can detonate existing burns for extra damage.

With Lineup 1, levels on Pyrohound keep lane 3 alive longest.

Open the Fire 2-7 page →

Battle 2-8

3 teams

Notes on Dojo Fire 2-8

Pyroprawn moves out of lane 3 and into the middle, standing alone in row 2 of lane 2. The outer lanes become mirror images: Kitjitsu in row 1 and Ignisnap in row 3 on the left, Pyrohound in row 1 and Flametail in row 3 on the right.

Pyroprawn in the middle is the change that defines this stage. It has no blocker ahead of it, so it is the first thing enemies in lane 2 meet, and it is a damage unit rather than a wall. Its rapid punches can set enemies on fire, which has a side benefit: any burning enemy that drifts into lane 1 is one more target Kitjitsu can heal from.

The two edges hold very differently. Kitjitsu heals off Ignisnap's burns and can retreat to meditate. Pyrohound has no healing at all, so lane 3 is under more pressure, with Flametail's fireworks as its only support.

The alternatives give the middle a front. One moves Kitjitsu to row 2 of the middle with Pyrohound, Firecoil and Azurion stacked in lane 1 instead. Another alternative puts Kitjitsu in row 1 of lane 2, Firecoil at the head of lane 3 with Fumekit behind it, and Ignisnap in row 2 of lane 1 behind Pyrohound.

With Lineup 1, level Pyroprawn so it survives first contact, or Pyrohound so the right side holds.

Open the Fire 2-8 page →

Battle 2-9

10 teams

Notes on Dojo Fire 2-9

This is one of the stages people get stuck on in Chapter 2, and the reason shows in the grid. In lane 1 sits Kitjitsu in row 1 with Pyroprawn right behind it, lane 3 stacks Pyrohound, Scorchwing and Flametail from row 1 to row 3, and the middle is empty. There is no healer anywhere.

The difficult part is keeping lane 3 alive. Pyrohound holds the front with its fire pillar, and Scorchwing's bursts and Flametail's fireworks hit hard behind it, but nothing restores Pyrohound's health. Once it falls, two damage units are left facing the lane with nothing in front of them.

Lane 1 is steadier. Pyroprawn's punches sometimes set enemies on fire, and Kitjitsu heals itself on burning targets, so that side partly sustains itself.

The alternatives almost all add Firecoil. Its ring of fire heals allies in range and raises their attack, so the most common change is putting it into lane 1 or at the head of lane 3 instead of a damage unit. Some versions also bring in Tindercub, Azurion or Ignisnap, and one replaces Kitjitsu with Puffbelly, a tank that hits back at close attackers and tosses allies sushi that heals and raises attack, while Sizzribb takes lane 3.

The 2-10 stage keeps this grid and looks at lane 1 in more detail.

Open the Fire 2-9 page →

Battle 2-10

4 teams

Notes on Dojo Fire 2-10

Chapter 2 closes on the 2-9 grid, so this page is about lane 1: Kitjitsu in row 1 and Pyroprawn directly behind it in row 2.

The pair is a small engine. Pyroprawn is the evolved form of Shrimpyro, and its rapid punches sometimes set enemies on fire. Kitjitsu lunges forward and heals itself whenever it hits a burning enemy, and when it gets into danger it backs off to meditate. Pyroprawn does not burn on every hit, but often enough that Kitjitsu usually has a target to heal from. Standing right behind Kitjitsu, Pyroprawn also hits the same group that Kitjitsu is fighting.

That leaves the whole problem of the board in lane 3, where Pyrohound, Scorchwing and Flametail are stacked for damage with no healing.

The alternatives on this stage show other ways to cover it. One replaces Kitjitsu with Sizzribb, whose fire breath sets groups burning and can cash in existing burns for extra damage, with Firecoil in the middle and Azurion in lane 1. Another alternative uses Pyrohound in lane 1 and Ashlarva in row 2 of the middle, with Tindercub at the back.

If Lineup 1 is close but not quite winning, level Pyrohound first. Chapter 3 then builds almost every board around a healer.

Open the Fire 2-10 page →

Lineups are numbered in the order shown above, left to right, top to bottom.

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