Monsterwars Wiki
Register
Advertisement
Switch Buttom MW
<< 4-1 · 4-2 · 4-3 · 4-4 · 4-5 · 4-6 · 4-7 · 4-8 · 4-9 · 4-10 >>

After destroying the barricaded hero castle, the Monsters must secure the fourth and final sunstone needed to summon the dragon. In this level, you must kill the light sage, a wizard boss, whenever your army is ready. The light wizard's attack can kill groups easily, so high health units, burst strategies, and kiting is favored. Skully archers on hero difficulty can be 1 hit killed if their health is below 176.

Enemies[]

In this level you face tier 2 knightys, elfys, dwarfys, unicorns, golems, wizards, tier 1 healers, and wizards, along with a wizard boss. The wizard boss must be killed to win.

2s after the level starts, 1 wizard boss spawns in the middle lane, who only attacks when provoked, and must be killed to win.

11.5s after the level starts, a defensive wave with a mix of 6 tier 2 wizards and tier 1 healers, spawns, cycling through lanes, starting from the bottom lane. Enemies from this wave only attack when provoked.

31.5s after the level starts, a wave with a mix of 100 tier 2 knightys, elfys, dwarfys, unicorns, golems, tier 1 healers, and wizards, spawns in random lanes.

Waves Units
BOSS
"The Light Wizard"
Spawns in the middle lane, 2s after the level starts, wizard boss only attacks when provoked
Status Immune
15% Special Chance
x1
Wizard3Portrait-hd
  • 70 ATK
  • 2500 HP
DEF
Spawns cycle through lanes, starting from the bottom lane, 11.5s after the level starts, enemies only attack when provoked
Enemy spawns every 2s with a 1s variation
Status Immune
10% Special Chance
x6
50% Spawn 50% Spawn
Healer1Portrait-hd
  • 20 ATK
  • 200 HP
Wizard2Portrait-hd
  • 45 ATK
  • 350 HP
1
Spawns in random lanes, 31.5s after the level starts
Enemy spawns every 8s with a 4s variation
Not Status Immune Status Immune Not Status Immune
10% Special Chance
x100
27.27% Spawn 18.18% Spawn 9.09% Spawn 9.09% Spawn 9.09% Spawn 9.09% Spawn 18.18% Spawn
Knighty2Portrait-hd
  • 25 ATK
  • 130 HP
Elfy2Portrait-hd
  • 18 ATK
  • 100 HP
Dwarfy2Portrait-hd
  • 45 ATK
  • 250 HP
Unicorn2Portrait-hd
  • 40 ATK
  • 300 HP
Golem2Portrait-hd
  • 40 ATK
  • 400 HP
Healer1Portrait-hd
  • 20 ATK
  • 200 HP
Wizard1Portrait-hd
  • 35 ATK
  • 300 HP

Strategy[]

Double Troll[]

You'll Need[]

  • Tier 2+ Troll with as many hp upgrades as possible
  • 3+ max soul upgrades
  • 3+ initial soul upgrades
  • 4+ starting gem upgrades

Tactics[]

This strategy is for Normal difficulty, but if you have a tier 4 troll and nearly maxed soul upgrades, it will work great on higher difficulties as well.

Hire a gremlin to get enough gems to train 1 troll. Move the troll on the top lane near the tentacles, but not close enough to get hit. Have the troll stand next to the tentacles until you get around 50-60 gems. Once you've got that many gems, move the troll to the bottom lane to dodge the tentacles and have him get close to the defending army, if the top lane has two healers, use the top lane instead. Dodge all enemies and once you get close to the defending army, switch lanes to the middle lane and troll smash the light sage. If any enemies get near the light sage on a different lane while you still have souls, use another troll smash. In the meanwhile, train a second troll. The light sage should be weak enough to let the second troll solo kill the light sage.

On higher difficulties, with a tier 4 troll, just spam troll smash in the light sage's lane and you will obliterate the light sage, as the defending army will supply enough souls to use the special 3 times.

Brandon's Strategy[]

You'll Need[]

MONSTER WARS 07

Brandon's Strategy

  • Tier 3+ Vamp
  • If you can tier 3+ Zombie
  • Soul meter pretty high
  • Initial souls high

How-To[]

This strategy is for Hard or above, due to the number of resources required.

Send out as many archers and vampires as you can but each row needs to be guarded by a defensive team. I recommend sending out skullys to weaken the light sage's wizards.

Dialogue[]

Advertisement