Badge Dojo
Water 2-7
▲ Enemy side
← All Dojo battlesSee all of stage Water 2
Badge Dojo
Water 2-7
▲ Enemy side
Badge Dojo
Water 2-7
▲ Enemy side
Badge Dojo
Water 2-7
▲ Enemy side
Teams hand-picked from the community and test-run before posting · Images: Clash of Critters Wiki
The last stage on this grid tests the weak side of Lineup 1, which is lane 3.
Swaystroll holds lane 3 alone in row 2, with nothing behind it. It is the board's only tank, and its ice shield and charged crystal burst make it hard to break, but it has no healing, no slow from behind and no damage to help it finish what reaches it. Lane 1, by contrast, has three units working together.
That imbalance is what to manage. As long as Swaystroll's shield holds, lane 3 is fine, and each break is answered by a stronger burst. When waves get big enough to break the shield and then keep hitting, Swaystroll starts to fall, and once it does, enemies walk straight down the empty right side toward the middle.
Two tips help. Level Swaystroll first, because a longer-held shield means a harder burst. And if lane 3 is still the side that breaks, flip the board so the strong column faces the heavier waves instead; mirroring has worked on this grid.
For levels overall, Swaystroll and Frostpaw matter most, then Cribbler, Skinklet and Maskfry. The next stage changes the grid and brings Swaystroll to the front of the middle.
Lineups are numbered in the order shown above, left to right, top to bottom.