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← All Dojo battlesSee all of stage Fire 1

Badge Dojo · Fire 1-9

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 1-9

For the first time in Fire Dojo, every lane has a unit in row 1. Tindercub leads lane 1 with Embertail behind it in row 4, Ashlarva stands alone at the front of the middle, and Pyropup leads lane 3 with Ignisnap behind it in row 4.

Putting Ashlarva in the middle is the key decision. From row 1 of lane 2 its ring of fire sits between both outer blockers, so it can heal Tindercub on its left and Pyropup on its right, while still burning whatever reaches the centre. No other cell on the board lets the healer cover so much.

The two edges hold in different ways. Tindercub fights with chi attacks and, when it gets into danger, retreats to meditate and heal itself, so it survives on its own longer. Pyropup has no self-healing at all and depends entirely on Ashlarva's ring, which makes lane 3 the side more likely to crack. Ignisnap's burning fireballs behind it help clear that lane faster.

Embertail's opening mines guard the back of lane 1 in case Tindercub gets pushed back.

If the right side breaks, give Pyropup levels. If the middle breaks, the problem is Ashlarva being targeted directly, and levels on it protect the whole front row.