| |||
After gaining the third sunstone, the Monsters proceed to the Toxic Swamp, where the Widow has already spotted the Wizard. In this level, you start with a tier 3 spidey that must survive the level, and you also must kill a tier 2 wizard to win, whenever your army is ready. You face the healer for the first time, a utility unit with a primary that debuffs your army, and a special that heals enemies, and also encounter the faun outside of 1-1 for the first time, a mid-ranged unit. The sturdy long ranged wizard also appears for the first time in this level, who can deal high damage from a distance.
Units[]
In this level, you control the Widow, a tier 3 spidey. Its stats scale with your spidey's stats but is always tier 3 no matter what. It spawns in the middle lane after 0.1s.
Important Unit | |
---|---|
Spawns in the middle lane after 0.1s | |
Scales with stat upgrades | |
Fixed at tier 3 | |
+20 to all upgrades | |
+20% Haste | |
|
Enemies[]
In this level you face tier 1 fairies, fauns, healers, and wizards, along with a tier 2 wizard. The tier 2 wizard must be killed to win.
6s after the level starts, a defensive wave with a mix of 6 tier 1 fauns and healers, spawns, cycling through lanes, starting from the middle lane. Enemies from this wave only attack when provoked.
11s after the level starts, a wave of 3 tier 1 wizards, followed by 1 tier 2 wizard, spawns, cycling through lanes, starting from the bottom lane. Enemies from this wave only attack when provoked and the tier 2 wizard must be killed to win.
16s after the level starts, tier 1 fairies, fauns, healers, and wizards, spawns in random lanes.