Stage
22-10
Suggested level
369
▲ Enemy side
8 stages · 80 teams
Few chapters split as cleanly as 22 does. The early half is hard: 22-30 was a wall for many, with players waiting on T3s and levels, and a clear under 400 apparently needed every T3 in the game. 22-40 is a coin-toss stage where grass enemies with shotguns tear up lane 2, and 22-50 jumps to level 459 with a shaman whose shield and an enemy sunflower's healing drag fights out. Then it turns. 22-60 is a water boss that plays as a race against the clock, and the 22-70 and 22-80 bosses were called easy. Listed levels run from about 410 to 459.
Tideon, Azurion, Zappur and Frostique are the regulars, and Cheerlet, Rockfu, Voltfawn, Ripplewing and Synthhog cycle in. Synthhog is worth understanding: it scouts enemies and sends bats that make them Fragile, then the scouted targets get hurt once the mark wears off. On 22-40 one setup hinges on Zappur surviving the opening, and replaying the same lineup a few times is better than tweaking after every loss. For 22-60, put your attackers in lanes 2 and 4, flanking the middle. And if you kept an older Morphanessa team, try it on 22-80 before building something new; it worked after a couple of changes.
Blitzmane
Tideon
Frostique
Rockwu
Azurion10 teams · Suggested level: 369–466
Stage
22-10
Suggested level
369
▲ Enemy side
Stage
22-10
Suggested level
371
▲ Enemy side
Stage
22-10
Suggested level
406
▲ Enemy side
Stage
22-10
Suggested level
410
▲ Enemy side
Stage
22-10
Suggested level
417
▲ Enemy side
Stage
22-10
Suggested level
421
▲ Enemy side
Stage
22-10
Suggested level
426
▲ Enemy side
Stage
22-10
Suggested level
443
▲ Enemy side
Stage
22-10
Suggested level
466
▲ Enemy side
Stage
22-10
Suggested level
Unknown
▲ Enemy side
22-10 opens a new chapter at level 410, and nobody flagged a lane as the problem here. The notes that came with it are practical: one player evolved their mantis to T3 and nudged their level up a little before it went through, and another version leaves a slot empty and tells you to put the spare unit wherever your own run is weakest.
Lineup 1 is heavy in the middle and light on the left. Lane 1 is just Zappur in the third row and Voltfawn at the back, with a gap between them, so the lion's knockback is doing most of the holding there. Lane 3 ends up being the deep one: Swaystroll from the second row, then Frostique, Sealoon and Ripplewing behind it.
Sealoon is the new piece. It launches a ball that ricochets between enemies and inflicts Weak, and it sits right behind Frostique, whose ice block slows and splits into piercing shards. So the lane slows the pack, weakens it, and then Ripplewing at the back tries to put things to sleep.
Lane 2 leans on Serrabloom's Fragile strikes with Synthhog and Tideon behind, and lane 5 is the rock wall of Cobbledon, Rockfu and Turtuff. If lane 1 is where your run breaks, that's the lane to give the spare unit to.
10 teams · Suggested level: 371–443
Stage
22-20
Suggested level
371
▲ Enemy side
Stage
22-20
Suggested level
391
▲ Enemy side
Stage
22-20
Suggested level
406
▲ Enemy side
Stage
22-20
Suggested level
410
▲ Enemy side
Stage
22-20
Suggested level
417
▲ Enemy side
Stage
22-20
Suggested level
421
▲ Enemy side
Stage
22-20
Suggested level
426
▲ Enemy side
Stage
22-20
Suggested level
429
▲ Enemy side
Stage
22-20
Suggested level
443
▲ Enemy side
Stage
22-20
Suggested level
Unknown
▲ Enemy side
22-20 keeps most of the previous shape, and the same lineup was reported to carry a player through to 22-25 at level 413 with dojos at 4-4-3-3-4. The changes are in three cells, and the one that matters most is lane 2.
Trippet has been a substitute for Serrabloom at the head of lane 2, with Azurion directly behind. Trippet's spores spread out in a ring that keeps damaging enemies, and they also nick allies for a little HP while giving them attack speed. That trade suits a lane whose real damage is Azurion's burning fireballs, but it does mean lane 2 has no guardian. If it folds, putting Serrabloom back in Trippet's place is the listed fix.
The other two changes are quieter. Kitjitsu has come in at the back of lane 4 instead of Clawzor, behind Cheerlet and Tideon, where it can dash in on burning enemies or pull back to meditate when it's in danger. Turtuff has been swapped out for Humbleetle at the back of lane 5, so the rock lane ends with lingering dung balls that slow instead of a spinning shell.
Swaystroll stands in the front row of lane 3. Hellhound is offered as an alternative for Cheerlet or Kitjitsu, Waveflutter for Ripplewing, and Clawzor for Swaystroll if you want a guardian up front instead of a tank.
10 teams · Suggested level: 394–485
Stage
22-30
Suggested level
394
▲ Enemy side
Stage
22-30
Suggested level
395
▲ Enemy side
Stage
22-30
Suggested level
407
▲ Enemy side
Stage
22-30
Suggested level
410
▲ Enemy side
Stage
22-30
Suggested level
414
▲ Enemy side
Stage
22-30
Suggested level
419
▲ Enemy side
Stage
22-30
Suggested level
450
▲ Enemy side
Stage
22-30
Suggested level
485
▲ Enemy side
Stage
22-30
Suggested level
Unknown
▲ Enemy side
Stage
22-30
Suggested level
Unknown
▲ Enemy side
22-30 was a wall for a lot of people. One player was waiting on their T3 mantis and a few more levels, another said they had found one completion under level 400 and that player had every T3 there is, and players without the T3 deer around level 400 called it close to impossible. A T3 deer or a T3 Cheerling was said to make it much easier, some leaned on the unicorn or a T3 snake instead, and being 20 to 50 levels higher made a big difference. On the other side, someone did finish it at 410 without a T3 puppy.
Lineup 1 puts its answer in lane 5. Hellhound leads it with Nimbuzzy, and Frostique sits at the back. Nimbuzzy is new: it summons clouds that keep zapping for small damage, swapping between white clouds and dark ones that paralyse. Behind Hellhound's Weak and in front of Frostique's slowing ice, that gives the lane a soft lock on whatever walks in.
Lane 1 has nothing up front. Humbleetle and Frugagon sit in the last two rows, both slowing, so that lane is about wearing enemies down rather than stopping them. Lane 3 carries Synthhog, Voltfawn, Trippet and Ripplewing, with the deer's lance piercing through the scouted pack.
If you run Waveflutter with Azurion and Tideon, one suggestion is the mantis in the fourth row and the monkey in the third. Seaswirl is listed as a swap for Nimbuzzy.
10 teams · Suggested level: 383–459
Stage
22-40
Suggested level
383
▲ Enemy side
Stage
22-40
Suggested level
389
▲ Enemy side
Stage
22-40
Suggested level
393
▲ Enemy side
Stage
22-40
Suggested level
394
▲ Enemy side
Stage
22-40
Suggested level
410
▲ Enemy side
Stage
22-40
Suggested level
410
▲ Enemy side
Stage
22-40
Suggested level
426
▲ Enemy side
Stage
22-40
Suggested level
428
▲ Enemy side
Stage
22-40
Suggested level
443
▲ Enemy side
Stage
22-40
Suggested level
459
▲ Enemy side
22-40 is a stage where the same lineup can win one run and lose the next. Players said grass enemies with shotguns shred the second lane, and suggested replaying the same setup several times before changing anything. One version hinges on Zappur surviving the opening rush, and one player needed a reset or two for the fourth lane to live.
Lineup 1 pulls everything forward to the second row. Zappur leads lane 3 there with Synthhog, and Ripplewing and Voltfawn fill the back. The player behind one version ran their lion, monkey, butterfly and moth at T3 and their deer at T2, which is worth knowing when you compare your own roster against this grid.
The new face is Flametail, at the back of lane 1 behind Hellhound and Kitjitsu. It shoots a ball of fireworks that bursts on impact, which gives that lane some area damage behind a guardian and a fighter who heals itself by meditating when it's in danger.
As recorded, lane 5 is Serrabloom in the second row and Frugagon two rows back, and a T3 mantis was said to carry that lane on its own. If yours is weaker, Stalkerix can stand in for Serrabloom and Solaflora for Frugagon. In other lineups the second lane runs a turtle and the monkey, and there players put the tiger in to hold off the shotgun enemies. Pyroprawn is listed as an alternative to Kitjitsu.
10 teams · Suggested level: 394–459
Stage
22-50
Suggested level
394
▲ Enemy side
Stage
22-50
Suggested level
399
▲ Enemy side
Stage
22-50
Suggested level
400
▲ Enemy side
Stage
22-50
Suggested level
410
▲ Enemy side
Stage
22-50
Suggested level
432
▲ Enemy side
Stage
22-50
Suggested level
433
▲ Enemy side
Stage
22-50
Suggested level
447
▲ Enemy side
Stage
22-50
Suggested level
458
▲ Enemy side
Stage
22-50
Suggested level
459
▲ Enemy side
Stage
22-50
Suggested level
Unknown
▲ Enemy side
22-50 jumps to level 459, and Lineup 1 is the first fully evolved block in a while: every lane runs front, middle and back from the third row down. What players complained about was the shaman enemy's shield, and the sunflower's healing on the enemy side makes some runs swing.
The cell to look at is Waveflutter at the back of lane 3. It throws water bombs that slow and sometimes put enemies to sleep, its neighbours' attacks can slow and sleep as well, and anything waking up takes damage. Right ahead of it is Flametail's fireworks, and ahead of that Hellhound's Weak flames, so the lane pairs bursts of area damage with a chance to freeze the pack in place.
Lane 4 counts as the support spine: Blitzmane in front with its knockback wave and a damage boost for nearby allies, Cheerspring behind it healing and buffing, and Tideon's mist at the back. Lane 5 fields Zapooch's chain lightning, Rockwu with its clones, and Zapantler's lance, which sometimes never stops piercing.
One player said they had to use this lineup and were glad of a base to work from. If you're short on evolutions, Cheerlet can replace Cheerspring, and Kitjitsu, Lickflicker or Trippet are listed in place of Hellhound. Sparkdoe or Rockzilla can go in for Zapantler.
10 teams · Suggested level: 394–463
Stage
22-60
Suggested level
394
▲ Enemy side
Stage
22-60
Suggested level
410
▲ Enemy side
Stage
22-60
Suggested level
426
▲ Enemy side
Stage
22-60
Suggested level
436
▲ Enemy side
Stage
22-60
Suggested level
445
▲ Enemy side
Stage
22-60
Suggested level
447
▲ Enemy side
Stage
22-60
Suggested level
449
▲ Enemy side
Stage
22-60
Suggested level
458
▲ Enemy side
Stage
22-60
Suggested level
459
▲ Enemy side
Stage
22-60
Suggested level
463
▲ Enemy side
22-60 is a water boss, and it plays as a race against the clock more than a fight for survival. One player was surprised to call it an easy boss for a new chapter, and the advice that came with it was to put attackers in the lanes either side of the centre and your heaviest hitters in the centre itself.
Lineup 1 does exactly that with lane 3. It's full from front to back: Zappur, Voltfawn and Zapooch, then Synthhog and Ripplewing. The lightning cells are the point here, and Synthhog marking the pack with Scouted and Fragile means the deer's lance and Zapooch's chain strikes land harder on a water boss that's already the wrong element for it.
Lane 4 is where the new unit is. Sunfleur sits in the fourth row with Azurion directly behind it, shining sunlight that heals and boosts attack and defence. Layout-wise, lane 5 has Capypapa between Swaystroll and Frostique, peeling oranges to heal. Lanes 1 and 2 start right at the front, with Cobbledon and Turtuff on the left and Rockfu leading Cheerlet, Tideon three rows further back.
Ospisces is listed in place of Capypapa, Blitzmane as an alternative to Cobbledon, Rockwu for Rockfu, and Serrabloom instead of Sunfleur if you'd rather have a guardian than a healer.
10 teams · Suggested level: 394–459
Stage
22-70
Suggested level
394
▲ Enemy side
Stage
22-70
Suggested level
405
▲ Enemy side
Stage
22-70
Suggested level
410
▲ Enemy side
Stage
22-70
Suggested level
426
▲ Enemy side
Stage
22-70
Suggested level
436
▲ Enemy side
Stage
22-70
Suggested level
446
▲ Enemy side
Stage
22-70
Suggested level
447
▲ Enemy side
Stage
22-70
Suggested level
448
▲ Enemy side
Stage
22-70
Suggested level
458
▲ Enemy side
Stage
22-70
Suggested level
459
▲ Enemy side
22-70 is another boss, and players rated it fairly easy, though one said it can take a few retries. One version is described as an older lineup with a few units replaced and moved around, and the same setup was reported to carry a player from 22-70 to 22-73 at level 415 with dojos at 4-4-3-3-4.
The new unit is Ospisces in lane 1. Clawzor leads that lane with Ospisces, and Frostique is at the back. Ospisces summons waves that pull enemies together and a whirlpool that chips them, and when it pulls several at once the whirlpool stacks Weak on them. That clump is then right in front of Clawzor's claw, which hits an area and shreds, and Frostique's shards pierce through the bunch.
The rest of the lineup is built in tidy columns from the third row back. Lane 3 is all fire: Hellhound's Weak flames, Charflutter's healing ring of fire, Azurion's burn. Lane 4 lines up Zappur, Synthhog and Ripplewing, and lane 5 puts Turtuff and Rockfu ahead of Voltfawn.
If your moth isn't at T3 yet, Firecoil is listed in place of Charflutter, and Sealoon can stand in for Clawzor if you'd rather have another ricochet in lane 1.
10 teams · Suggested level: 394–470
Stage
22-80
Suggested level
394
▲ Enemy side
Stage
22-80
Suggested level
410
▲ Enemy side
Stage
22-80
Suggested level
426
▲ Enemy side
Stage
22-80
Suggested level
426
▲ Enemy side
Stage
22-80
Suggested level
436
▲ Enemy side
Stage
22-80
Suggested level
447
▲ Enemy side
Stage
22-80
Suggested level
448
▲ Enemy side
Stage
22-80
Suggested level
449
▲ Enemy side
Stage
22-80
Suggested level
458–470
▲ Enemy side
Stage
22-80
Suggested level
459
▲ Enemy side
22-80 closes the chapter with a boss that players called easy, no sweat. One said an older version built around Morphanessa worked after a couple of changes, so if you kept that one, try it before rebuilding.
What stands out in Lineup 1 is how far forward it sits. Zappur, Rockfu, Hellhound and Swaystroll all stand in the front row, and lane 4 starts one row back with Cheerlet. Lane 1 acts as the long one: Zappur leads it with Ospisces, then Voltfawn, and Capypapa in the fourth row healing the lot.
Capypapa is the cell worth noting this time. It shoots a zesty bullet and peels an orange that heals, and it's the healer for a lane that otherwise has a pulling whirlpool, a knockback wave and a piercing lance stacked ahead of it. Lane 2 and lane 3 both leave a gap: Charflutter's ring of fire sits behind Rockfu with Tideon two rows further back, and Frostique stands a row behind Hellhound with Ripplewing and Flametail after it.
Lane 5 is just Swaystroll and Serrabloom. Frugagon or Cluckeroo can go in for Swaystroll there, Capobeetle for Serrabloom, Waveflutter or Scorchwing for Ripplewing, and Sealoon or Cheerspring for Cheerlet.
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