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← All Dojo battlesSee all of stage Water 1

Badge Dojo · Water 1-5

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 Water 1-5

Halfway through this grid, the focus is Frostpaw in row 4 of lane 1, the strongest unit on the board.

Evolved from Frostnip, Frostpaw is the only second form in Lineup 1. It throws a slowing ice block that breaks into smaller fragments on impact, so each throw slows its target and scatters damage around it. That combination is the backbone of lane 1.

The slow is the important part. Enemies hit by the ice reach Shellshy later and attack it less often, which is how a first-form guardian survives the bigger waves of this chapter. The fragments then add damage to the group that Sealing's ball is already bouncing through.

Row 4 is the safest cell in the lane. Shellshy and Sealing stand between Frostpaw and the enemies, so it throws for the whole fight. The cost is reach: Frostpaw's ice stays mostly in lane 1, so the middle and the empty lane 3 get little help from it.

Because Frostpaw is the main damage, levels on it pay off on every stage of the grid. Its evolved form is Frostique, followed by Frostluna, and that evolved form becomes a central unit in the later chapters of the Water Dojo.

Lineups are numbered in the order shown above, left to right, top to bottom.