Badge Dojo
Fire 4-1
▲ Enemy side
10 battles · 56 teams
The top fire level brings the T3s in and leaves gaps on purpose. fire-4-1 and fire-4-2 open with Hellhound and Charflutter leading lane 1, and from fire-4-3 to fire-4-6 the board leaves lane 2 completely empty, so enemies coming down the middle drift toward whichever side is closer. fire-4-7 empties lane 1 instead and makes lane 3 the heavy side. By fire-4-10 Hellhound is in the very first row with Kitjitsu behind it, and Charflutter itself stands at the front of lane 2. Swap lists here are long, especially on fire-4-2, so there's room to play with what you own.
Kitjitsu, Azurion and Charflutter are the trio that keeps reappearing, with Pyrohound, Pyroprawn, Hellhound and Flarevix around them. Charflutter's huge ring heals and pumps attack, and Hellhound's flames leave enemies Weak, which helps whatever stands beside it. Kitjitsu still wants burning targets, so Azurion or Pyroprawn nearby keeps it healing. Pyroclobster, the T3 of the Shrimpyro line, hits harder against burning enemies, which makes it a natural back-row choice. One thing the swaps reveal: trading Kitjitsu for Flarevix gives more raw damage but removes healing, so Charflutter's placement matters even more if you do it.
Azurion
Charflutter
Kitjitsu
Hellhound
Pyrohound7 teams
Badge Dojo
Fire 4-1
▲ Enemy side
Badge Dojo
Fire 4-1
▲ Enemy side
Badge Dojo
Fire 4-1
▲ Enemy side
Badge Dojo
Fire 4-1
▲ Enemy side
Badge Dojo
Fire 4-1
▲ Enemy side
Badge Dojo
Fire 4-1
▲ Enemy side
Badge Dojo
Fire 4-1
▲ Enemy side
Chapter 4 brings in third forms, and this first board leaves row 1 empty across every lane. Lane 1 contains Hellhound in row 2 and Charflutter in row 3. The middle has Kitjitsu in row 3 and Azurion in row 4, and lane 3 has only Flametail, alone in row 4.
The setup is deep rather than wide. Hellhound is the third form of the Pyropup line, and it calls up fierce flames that hit a wide area hard and leave enemies weakened. Weakened enemies hit back less, which is a large part of why it can hold the left without a second tank. Charflutter directly behind it creates a large ring of fire that burns enemies, heals allies inside it and raises their attack.
The middle and right are where enemies get further. Kitjitsu starts in row 3, next to Charflutter, so the ring can reach it, and it heals itself when it strikes burning enemies, which Azurion behind it supplies. Flametail in lane 3 has nothing ahead of it at all, so its fireworks shells need to clear that lane before anything reaches row 4.
That makes lane 3 the side to watch. The 4-2 page covers the third-form pair in more depth and the alternatives that rebalance the board.
7 teams
Badge Dojo
Fire 4-2
▲ Enemy side
Badge Dojo
Fire 4-2
▲ Enemy side
Badge Dojo
Fire 4-2
▲ Enemy side
Badge Dojo
Fire 4-2
▲ Enemy side
Badge Dojo
Fire 4-2
▲ Enemy side
Badge Dojo
Fire 4-2
▲ Enemy side
Badge Dojo
Fire 4-2
▲ Enemy side
Same grid as 4-1. This page is about the left pair, Hellhound in row 2 and Charflutter in row 3 of lane 1, and what to do if you are missing either.
The two third forms make lane 1 nearly self-sufficient. Hellhound weakens what it hits, so the enemies it holds deal less damage, and Charflutter's large ring of fire keeps it healed while raising its attack. Charflutter also reaches Kitjitsu beside it in row 3 of the middle.
If you only have Pyrohound, an alternative uses it in place of Hellhound in row 2 of lane 1, with Azurion behind it and lane 3 filled by Kitjitsu, Pyroprawn and Flarevix instead. Flarevix is the third form of Sparkit and shoots an intense fireball that bursts open where it lands. Another alternative moves Charflutter to row 3 of lane 3 with Kitjitsu ahead of it and Pyroclobster behind, while Pyrohound and Azurion take the middle. Pyroclobster is the third form of Shrimpyro, punches fast, can set enemies on fire and hits burning enemies harder.
A stronger option fills row 1 instead: Pyromaki in row 1 of lane 1, Charflutter in row 1 of the middle and Pyrohound in row 1 of lane 3, with Flarevix and Azurion at the back. Pyromaki is the fourth form of the Blowfin line, punishes close attackers, feeds allies attack-boosting sushi and adds a fire aura.
6 teams
Badge Dojo
Fire 4-3
▲ Enemy side
Badge Dojo
Fire 4-3
▲ Enemy side
Badge Dojo
Fire 4-3
▲ Enemy side
Badge Dojo
Fire 4-3
▲ Enemy side
Badge Dojo
Fire 4-3
▲ Enemy side
Badge Dojo
Fire 4-3
▲ Enemy side
Four stages share this grid, and it has no healer. In lane 1 sit Pyrohound in row 2 and Azurion in row 3, the middle lane is empty, and lane 3 stacks Kitjitsu in row 2, Pyroprawn in row 3 and Flarevix in row 4.
Without healing, the board has to win on damage and on Kitjitsu's own sustain. The design leans on burns. Azurion's fireballs leave enemies burning, Pyroprawn's punches sometimes set them on fire, and Kitjitsu heals itself whenever it strikes a burning enemy. When it gets into danger it can also back off to meditate.
Pyrohound has no such loop. Its pillar of fire burns an area, but every point of health it loses stays lost, so lane 1 holds only as long as Azurion behind it kills things quickly.
The empty middle is the other feature. Enemies from lane 2 drift toward the outer lanes, so both edges take extra pressure, and nothing on the board covers the centre directly.
Every alternative for this run adds Charflutter, the third form of Ashlarva, whose large ring of fire burns enemies while it heals allies and raises their attack. The next pages look at lane 3, the empty middle, and levels.
6 teams
Badge Dojo
Fire 4-4
▲ Enemy side
Badge Dojo
Fire 4-4
▲ Enemy side
Badge Dojo
Fire 4-4
▲ Enemy side
Badge Dojo
Fire 4-4
▲ Enemy side
Badge Dojo
Fire 4-4
▲ Enemy side
Badge Dojo
Fire 4-4
▲ Enemy side
Same grid as 4-3. This page is about lane 3, the deepest stack on the board: Kitjitsu in row 2, Pyroprawn in row 3 and Flarevix in row 4.
Each unit in that column has a clear job. Kitjitsu is the front. It hits groups with chi strikes, lunges forward and heals itself when it hits a burning enemy, and retreats to meditate when it is in danger. Pyroprawn right behind it throws rapid punches that sometimes set enemies on fire, which is how Kitjitsu gets burning targets in this lane. Meanwhile, Flarevix at the back is the third form of Sparkit and shoots an intense fireball that bursts open where it lands, so it handles the groups that pile up against Kitjitsu.
The order matters. With Pyroprawn directly behind Kitjitsu, the two are hitting the same enemies, so Pyroprawn's burns land exactly where Kitjitsu needs them.
An alternative uses Pyroclobster instead of Flarevix in row 4 and Charflutter in place of Pyroprawn in row 3. Pyroclobster is Pyroprawn's evolved form and hits burning enemies harder, and Charflutter heals the whole lane. In that version Pyrohound and Azurion move to the middle, in rows 3 and 4.
If lane 3 breaks first, level Kitjitsu before the damage units.
6 teams
Badge Dojo
Fire 4-5
▲ Enemy side
Badge Dojo
Fire 4-5
▲ Enemy side
Badge Dojo
Fire 4-5
▲ Enemy side
Badge Dojo
Fire 4-5
▲ Enemy side
Badge Dojo
Fire 4-5
▲ Enemy side
Badge Dojo
Fire 4-5
▲ Enemy side
On the 4-3 grid, the weak spot is the empty middle and the way it loads lane 1. Pyrohound in row 2 of lane 1 is the only unit that stops enemies on the left, and Azurion in row 3 behind it is the only damage there.
Pyrohound's pillar of fire hits an area, but nothing heals it. With the middle lane empty, enemies that drift left join the wave it is already holding. Azurion's burns soften those enemies, yet if they come in faster than Azurion can kill them, Pyrohound falls and Azurion is left exposed.
Two fixes work without changing the layout much. Level Pyrohound so it lasts longer, or level Azurion, whose stronger burn shortens every fight on that side.
The alternatives show the stronger fix, which is filling the middle with a healer. One alternative puts Hellhound in row 2 of the middle with Charflutter behind it and Flametail in row 4, moves Kitjitsu to row 3 of lane 1, and places Azurion in row 4 of lane 3. Another puts Hellhound in row 2 of lane 1 instead, Charflutter in row 2 of the middle and Kitjitsu in row 2 of lane 3, with Azurion and Flametail at the back. Both versions use Hellhound, the third form of Pyrohound, whose flames leave enemies weakened.
6 teams
Badge Dojo
Fire 4-6
▲ Enemy side
Badge Dojo
Fire 4-6
▲ Enemy side
Badge Dojo
Fire 4-6
▲ Enemy side
Badge Dojo
Fire 4-6
▲ Enemy side
Badge Dojo
Fire 4-6
▲ Enemy side
Badge Dojo
Fire 4-6
▲ Enemy side
The last stage on this grid is mostly a question of levels. Lineup 1 already uses two third forms, Azurion and Flarevix, but no healer, so its success depends on how fast those two kill.
The usual order of upgrades is Azurion first, because its burns feed Kitjitsu and protect Pyrohound, then Kitjitsu, then Flarevix. Pyrohound benefits less from levels than from enemies dying sooner.
If you have more third forms, the alternatives become easier than Lineup 1. One places Charflutter in row 2 of lane 1 with Kitjitsu in row 4 behind it, Hellhound in row 2 of the middle, and Pyroprawn and Azurion in rows 3 and 4 of lane 3 instead. As a substitute healer, Charflutter's ring heals and raises attack across a wide area, which removes the board's biggest weakness.
The strongest alternative fills the front row: Pyromaki in row 1 of lane 1, Charflutter in row 1 of the middle and Pyrohound in row 1 of lane 3, with Flarevix at the back. Pyromaki is the fourth form of the Blowfin line. It punishes close attackers, cooks to heal, tosses allies attack-boosting sushi and gives the team a fire aura, so it suits a player who has pushed that line all the way.
From the next stage on, the healer is part of Lineup 1 itself.
5 teams
Badge Dojo
Fire 4-7
▲ Enemy side
Badge Dojo
Fire 4-7
▲ Enemy side
Badge Dojo
Fire 4-7
▲ Enemy side
Badge Dojo
Fire 4-7
▲ Enemy side
Badge Dojo
Fire 4-7
▲ Enemy side
Lane 1 is empty on this board, and the team sits in the other two. The middle has Pyrohound in row 3 and Azurion in row 4. Lane 3 stacks Kitjitsu in row 2, Charflutter in row 3 and Pyroclobster in row 4.
The engine is lane 3, and Pyroclobster at its back is the key unit. It is the third form of Shrimpyro. Its quick punches can set enemies on fire, and it hits burning enemies harder, so it gets stronger as the fight goes on. Kitjitsu at the front of the same lane heals itself whenever it strikes a burning enemy, so the two feed each other. Charflutter between them creates a large ring of fire that burns enemies and heals allies inside it while raising their attack, and from row 3 it reaches Kitjitsu ahead of it and Pyrohound beside it.
Pyrohound and Azurion in the middle start well back, in rows 3 and 4. Azurion's fireballs leave enemies burning, which helps both Pyroclobster and Kitjitsu when those enemies cross over.
The open left side means enemies from lane 1 push inward, so the middle takes more than its share. The 4-8 page looks at that pressure and the alternatives that use lane 1.
5 teams
Badge Dojo
Fire 4-8
▲ Enemy side
Badge Dojo
Fire 4-8
▲ Enemy side
Badge Dojo
Fire 4-8
▲ Enemy side
Badge Dojo
Fire 4-8
▲ Enemy side
Badge Dojo
Fire 4-8
▲ Enemy side
Same grid as 4-7, so this page is about the middle lane under pressure. Pyrohound is in row 3 and Azurion in row 4, and with lane 1 empty they handle their own lane plus whatever drifts in from the left.
Starting Pyrohound in row 3 buys time, but it also means enemies reach deep before they meet anything in lane 2. Its fire pillar burns an area, and Charflutter beside it in lane 3 keeps it healed, which is the main reason it holds. If Charflutter is underlevelled, the middle is usually the first lane to break.
The alternatives mostly move the formation forward and use lane 1. One brings in Hellhound as the middle tank instead, with Charflutter behind it and Flametail in row 4, while Kitjitsu moves to row 3 of lane 1 and Azurion goes to row 4 of lane 3. Another alternative puts Charflutter in row 2 of lane 1 with Kitjitsu behind it in row 4, Hellhound in row 2 of the middle, and Pyroprawn and Azurion in lane 3. The strongest alternative fills row 1 with Pyromaki, Charflutter and Pyrohound.
With Lineup 1, level Charflutter first, then Pyrohound. The next stage stacks its third forms in the middle lane.
4 teams
Badge Dojo
Fire 4-9
▲ Enemy side
Badge Dojo
Fire 4-9
▲ Enemy side
Badge Dojo
Fire 4-9
▲ Enemy side
Badge Dojo
Fire 4-9
▲ Enemy side
This board stacks the middle. Hellhound holds row 2 of lane 2 with Charflutter behind it in row 3 and Flametail in row 4. Kitjitsu sits in row 3 of lane 1, and Azurion is alone in row 4 of lane 3.
The middle column is the strongest part. Hellhound's fierce flames hit a wide area and leave enemies weakened, so they do less damage to it, and Charflutter's large ring of fire heals it and raises its attack. Flametail's fireworks shells at the back finish off the groups Hellhound is holding.
The outer lanes are thin, and that is the difficulty. Kitjitsu starts in row 3 of lane 1, level with Charflutter so it can be inside the ring, and heals itself when it hits burning enemies, which Azurion's fireballs supply. Azurion in lane 3 has nobody ahead of it, so enemies on the right walk straight to row 4. It has to burn them down before they arrive.
If lane 3 is where you lose, an alternative layout spreads out instead: Hellhound in row 2 of lane 1, Charflutter in row 2 of the middle, Kitjitsu in row 2 of lane 3, with Azurion and Flametail at the back. Another uses Pyroprawn in row 3 of lane 1 in place of Kitjitsu and moves Kitjitsu to row 3 of lane 3, ahead of the right side.
4 teams
Badge Dojo
Fire 4-10
▲ Enemy side
Badge Dojo
Fire 4-10
▲ Enemy side
Badge Dojo
Fire 4-10
▲ Enemy side
Badge Dojo
Fire 4-10
▲ Enemy side
The Fire Dojo ends on a front-loaded board. Hellhound holds row 1 of lane 1 with Kitjitsu behind it in row 2. Charflutter holds row 1 of the middle, with Pyroprawn in row 3 and Azurion in row 4 behind it. Lane 3 is empty.
Charflutter at the front of lane 2 is the key choice. Putting a healer in row 1 is risky, but as a third form it is sturdy, and from there its large ring of fire reaches Hellhound beside it and Kitjitsu diagonally behind, as well as burning the enemies it faces. Every unit on the board benefits from the attack boost.
Hellhound weakens what it hits, which takes pressure off Charflutter next to it. Kitjitsu heals off burning enemies, and Pyroprawn and Azurion supply those burns from the middle column.
Charflutter is hard to replace here. Every alternative also uses it, so if you do not have the third form of Ashlarva yet, raising it is the main requirement for this stage. The alternatives move the team back a row instead: Hellhound in row 2 of the middle with Charflutter in row 3 of lane 1, or Hellhound in row 2 of lane 1 with Charflutter in row 2 of the middle and Kitjitsu in lane 3.
The layout has been confirmed to work, so if it fails, levels are the first thing to check.
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