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Chapter 24 teams: stages 24-10 to 24-80

8 stages · 80 teams

Chapter 24 is messy, and an update is part of the reason. 24-10, 24-20 and 24-30 were all changed at some point, so older lineups for them may simply fail, and 24-30 in particular hit hard: one player with a full set of T3s still couldn't beat it. Between the numbered stages sit dozens of in-between ones, many with no listed level and nobody writing about them, so you'll often be reading the grid on your own. Where levels are listed they swing wildly, from the 430s up to about 628 around 24-14 and 24-15. The 24-80 boss earned the nickname hell hole.

Charflutter, Zapantler, Azurion, Waveflutter and Serrabloom carry most boards, and Cheerspring, Blitzmane, Cobbledon, Solaflora, Rockwu and Rockshell fill in. Rockshell deserves attention: its spinning shell drills through enemies, and any ally it rolls past comes away with a Shell Shield, so a lane behind it gets sturdier for free. 24-40 kept drawing the same question about a team without a T3 butterfly, and the answer there is to use Ripplewing, its T2. On 24-70 the mantis did most of the carrying. Some players reused their 24-70 boss team on the next few stages, so try what already works before rebuilding.

At a glance

Suggested level
432–550
Most used Tatari
  • Tideon
  • Azurion
  • Waveflutter
  • Blitzmane
  • Serrabloom

e.g. 12-40

Stage 24-10

10 teams · Suggested level: 432–499

Notes on stage 24-10

24-10 was changed in an update, so older lineups may fail, and players struggled with it for a long time. One spent over an hour without a win and found no help anywhere, and one lineup failed at level 447 but worked at 457. The boss throws barrels again, keeping the lion alive is called critical, and you should expect a lot of retries. In versions that run Blitzmane, one player left the tile behind it empty so barrels had nothing to kill there, and Rockzilla was suggested as an alternative that helps the middle lanes survive.

Fragile is the other theme. A T3 mantis applies it on its own; the mantis here is listed as Manteeny, leading lane 2 with Charflutter and Sulfunk. Without the T3, the advice is to lean on the bat's Fragile and support lanes 1 and 3, which face water enemies. The bat is Synthhog, at the very front of lane 3, and one player insisted you need a water tank. Players also rated a T3 mushroom and a T2 owl, and one felt a T3 sunflower and deer were mandatory. In another version, Waveflutter plus Azurion is called very strong, with one buffed Azurion carrying a lane.

Sulfunk is new: its fumes keep damaging an area, spread, and sometimes ignite. Lane 5 is home to Hippiehog alone, shooting an orb that builds an Electricage and then firing signals at it for an electric surge. Solaflora or Voltfawn are listed in its place.

Open the stage 24-10 page →

Stage 24-20

10 teams · Suggested level: 432–516

Notes on stage 24-20

24-20 is one of the chapter 24 stages that changed in an update, and players were asking for help with it when it did. One version was shared as an option for players whose fire bug isn't T3 yet, and another was adjusted and repositioned from an earlier one at level 448 with dojos at 4-4-3-3-4.

Several lines in Lineup 1 are listed under their base names: Manteeny for the mantis, Pyropup for the puppy, Punchimp for the monkey and Clucky for the chicken. Read them as whatever form you own.

The new unit is Nekowatt, leading lane 1 with Hippiehog and Zapantler behind. Nekowatt throws electrified punches that hit harder the closer the enemy is, and its cooldown drops with every strike. That makes it a guardian that wants enemies on top of it, while Hippiehog builds an Electricage behind it and Zapantler's lance pierces through.

Lane 5 lines up Tideon alone in the fourth row, slowing and weakening with its mist. Then there's lane 3, the longest: the mantis, Trippet, the puppy and the chicken healer at the back. Inside lane 4 sit Zappur, Cheerlet, Ripplewing and Surgehoof, and lane 2 is Turtuff, Charflutter and the monkey.

Open the stage 24-20 page →

Stage 24-30

10 teams · Suggested level: 432–522

Notes on stage 24-30

24-30 was rebuilt in an update, and it hit people hard. A level-540 player said they couldn't beat it with a full set of T3s, another at 459 started to think it was a level issue, and one called it the worst level they'd played and said they had to combine a few different ideas. Sleep has to land, so expect retries. The advice from more experienced players was to build the middle lane to counter the boss's element and then adjust the weak and strong lanes using the battle reports, with a lot of trial and error.

Lineup 1 fills the middle lane completely. Zappur leads it from the front row, then Trippet, Tideon, Boltskipper and Zapantler. Boltskipper's orb binds enemies in place, Tideon's mist slows them and makes them Fragile, and the deer's lance pierces through from the back, so that column is built to lock down and punish whatever walks in.

The sleep comes from Ripplewing in lane 4, behind Clawzor and Cheerlet. One player at level 462 with dojos at 4-3-4-3-4 cleared it a step before evolving their snake to T3, and another version covered 24-30 through 24-32 at level 494 with dojos at 4-4-4-4-4.

Lanes 1 and 2 start right at the front, with Turtuff and Clucky on the left and the mantis, Charflutter and the monkey beside them. Rockzilla or Blitzmane can replace Zappur, Frugagon can replace Clucky, and Waveflutter or Frostique are listed in place of Ripplewing.

Open the stage 24-30 page →

Stage 24-40

10 teams · Suggested level: 432–545

Notes on stage 24-40

24-40 drew the same question over and over: is there a lineup without a T3 butterfly? Lineup 1 is part of the answer, because the butterfly here is Ripplewing, the T2 form, at the back of lane 3 behind Ospisces and Cheerlet. Waveflutter is listed in its place if you do have the T3. Players also mentioned an alternative without the T3 moth and the T3 mantis that does work but inconsistently, and the sunflower's healing on the enemy side adds randomness either way. One lineup that cleared at level 488 with two seconds left was later reported to no longer work.

Lane 3 is built to make the T2 butterfly's sleep count. Ospisces pulls enemies into its whirlpool and stacks Weak when it catches several, so Ripplewing's water bombs land on a gathered pack.

Lane 4 acts as the longest: Clawzor, Charflutter, Azurion and Frugagon. Lane 1 carries Zappur with Zapantler two rows behind, and that Zappur cell has the most listed alternatives of anything here, with Blitzmane the usual choice. In lane 5 you'll find Hellhound, Capypapa and Frostique.

The mantis in lane 2 is listed as Manteeny, ahead of Trippet and Tideon. Rockwu, Stalkerix or Jarachnid can go in its place, and Jarachnid stuns nearby enemies when its shield breaks. Capobeetle, Serrabloom or Cheerspring can replace Clawzor, and Sealoon can replace Capypapa.

Open the stage 24-40 page →

Stage 24-50

10 teams · Suggested level: 434–550

Notes on stage 24-50

24-50 is a boss stage where the enemy side brings just a couple of elements, which makes it easier to plan. One player finished it with a slot to spare so that people without a T3 fire dog had room to adjust, and said they took advantage of the T3 moth. Another version is a slight adjustment at level 464 with dojos at 4-4-3-3-4, and one lineup covered 24-50 through 24-54 at level 494 with dojos at 4-4-4-4-4.

The moth isn't in Lineup 1 itself, but Charflutter is listed in place of Trippet in lane 4, where Serrabloom leads, Azurion burns and Solaflora heals from the back. If you have the T3, that's the cell to put it in.

Lane 3 counts as the one to look at. For reference, Flametail is in the second row, Cheerspring behind, Waveflutter after that, and Pyroprawn at the very back throwing quick punches that sometimes burn. Waveflutter's neighbours can also slow and sleep with their attacks, and both Cheerspring and Pyroprawn are next to it.

On this board, lane 1 is Turtuff and Rockwu, and Rockzilla is the most listed swap for the turtle. On the grid, lane 2 is Blitzmane with Tideon behind, and Sonarbat, the evolved Synthhog, can stand in for Tideon. In this setup, lane 5 is Zapooch, Synthhog and Zapantler, with Voltling or Frostique as alternatives for the bat and Boltskipper for Zapooch.

Open the stage 24-50 page →

Stage 24-60

10 teams · Suggested level: 441–500

Notes on stage 24-60

24-60 is a boss stage, and what players left were working lineups rather than complaints: a slight adjustment at level 464 with dojos at 4-4-3-3-4, and one that covered 24-60 through 24-62 at level 494 with dojos at 4-4-4-4-4.

The new unit is Jarachnid at the head of lane 3. It's the evolved Sackling: it shoots green bubbles, stops to regenerate its Liquid Shield when that's down, and when the shield breaks it stuns enemies around it. Trippet's spores are right behind, then Tideon's mist and Clucky healing at the back, so every time the spider's shield pops, the stunned pack is sitting in spores and mist.

Inside lane 5 sits Azurion alone in the fourth row. The rest of the lineup is built from the second row back. Grid-wise, lane 1 is Turtuff, Rockfu and Gemsnail, the snail's crystal cluster going down at the start. As listed, lane 2 is Zappur, Cheerlet and Zapantler, and lane 4 is the mantis, Charflutter, Ripplewing and Pandaroot, with the bamboo at the back slowing and growing.

Several lines are listed by their base names here, Manteeny for the mantis and Clucky for the chicken, so read them as whatever forms you have.

Open the stage 24-60 page →

Stage 24-70

10 teams · Suggested level: 441–500

Notes on stage 24-70

24-70 is the chapter's boss, and the short version from players is that the mantis carried it. One player said they didn't even understand how they were losing so badly before they found a working setup. The sunflower's healing on the enemy side can mean a few retries, and one lineup leaves a couple of free slots for you to adjust. Another player said they used this same lineup for 24-71, 24-72 and 24-73 as well.

The mantis is listed as Manteeny, leading lane 3 from the second row. Trippet is directly behind it, spreading spores that damage enemies and speed up allies, and Ripplewing is at the back slowing and sleeping. A T3 mantis strikes continuously and inflicts Fragile on its own, which is why players see it as the key to the win.

For this stage, lane 4 is Rockfu, Cheerlet, Boltskipper and Zapantler: the monkey's clones up front, healing and Invincibility behind them, then the binding orb and the lance. Lane 1 is a fire column of Hellhound, Azurion and Flametail.

Layout-wise, lane 5 is Ospisces pulling enemies into its whirlpool with Capypapa healing behind it, and Swaystroll is the most listed swap for Capypapa. Rockwu can replace Rockfu, Cheerspring can replace Frostique in lane 2, Clawzor can stand in for Ospisces, and Flarevix for Flametail.

Open the stage 24-70 page →

Stage 24-80

10 teams · Suggested level: 446–500

Notes on stage 24-80

24-80 is the boss that closes chapter 24, and players had strong feelings about it. One called it a hell hole and finally got out at level 447 after it wouldn't work at 446. Another reset more than five times at level 474 with dojos at 3-3-4-3-3, and someone else asked why it seemed to need every fire unit they owned. One player said it felt impossible without a level 5 fire dojo. The stage does ask for a lot of fire, and the moth's expanded support range is called a big help; one player said they could have cleared it much earlier with a T3 moth. Another cleared it at 458 without a T3 deer, sunflower or moth, pointing to the lion, mushroom and bat together.

Lineup 1's fire is concentrated in lanes 2 and 3. In the recorded lineup, Hellhound leads lane 2 with Charflutter and Embertail's mines, and lane 3 runs the mantis, Trippet and Tideon in front of Sparkrow and Flametail, the base of the Scorchwing line and the fireworks thrower firing from the last two rows.

The lion, mushroom and bat combo is spread across the board here: Zappur leads lane 4 ahead of Cheerlet, Ripplewing and Zapantler, Trippet is in lane 3, and Azurion is alone in lane 5.

The fixes players shared were small. Swapping Cheerlet and a T2 Firecoil made a shared lineup work for one player. Without a T3 puppy, a T3 Poakie can fill in. Another suggestion was to move everything down a row and replace the shrimp with the chipmunk. Frostique is the most listed swap for Capypapa in lane 1, and Hyphoria can replace Embertail.

Open the stage 24-80 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