Badge Dojo
Lightning 2-9
▲ Enemy side
← All Dojo battlesSee all of stage Lightning 2
Badge Dojo
Lightning 2-9
▲ Enemy side
Badge Dojo
Lightning 2-9
▲ Enemy side
Badge Dojo
Lightning 2-9
▲ Enemy side
Badge Dojo
Lightning 2-9
▲ Enemy side
Teams hand-picked from the community and test-run before posting · Images: Clash of Critters Wiki
Near the end of the chapter, the useful question is levels, and which unit to raise when a run keeps failing.
For Lineup 1, a sensible order starts with Voltling, because it holds the middle and absorbs the drift from the empty lane 3. Cheerlet comes next, since its healing and one-time save reach almost every unit. Sparkdoe follows as the main damage, then Electroar, then Synthhog, whose value comes through the other units rather than its own numbers.
Reading the loss helps. If the right side breaks, Voltling needs levels. If Electroar falls early, lane 1 is under too much pressure and Sparkdoe is not killing fast enough. If everyone survives but enemies are still alive at the end, the damage is short.
There is also an alternative here that keeps Cheerlet's healing while covering every lane. In that alternative, Electroar, Cheerlet and Boltskipper fill rows 1 to 3 of the middle; Sparkdoe stands in row 3 of lane 1; Voltling moves to row 1 of lane 3 with Surgehoof in row 3. In that alternative, Boltskipper's binding orb holds enemies still in the middle, and Surgehoof's splashing shock waves cover the right. It is a good option if those substitutes are already at second form.
Lineups are numbered in the order shown above, left to right, top to bottom.