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After fighting the massive battle, the Monsters at long last, prepare to take down the final pillar, the Phoenix Sun, also called Sun Phoenix. To aid them, the Monsters call upon Lord Magma to end the conflict. In this level, you control Lord Magma and must kill the tier 5 phoenix, whenever your army is ready. There is also an invincible enemy castle that your units may get distracted on. This is the only level to feature the cyclops as a standard enemy. Beating this level will play the credits scene and unlock new difficulty modes to further improve your monsters.
Units[]
In this level, you control Lord Magma. He spawns 10s after the level starts, in the middle lane.
Important Unit | |
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Spawns in the middle lane, 10s after the level starts | |
+20% Haste | |
Status Immune | |
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Enemies[]
In this level you face tier 4 knightys, elfys, dwarfys, healers, wizards, and tier 1 cyclopses, along with a tier 5 phoenix. The tier 5 phoenix must be killed to win.
5.01s after the level starts, a defensive wave with a mix of 6 tier 4 healers, and wizards, spawns, cycling through lanes, starting from the middle lane. Enemies from this wave only attack when provoked.
6.01s after the level starts, a tier 5 phoenix spawns on the middle lane and does not attack unless provoked. The tier 5 phoenix must be killed to win.
25.01s after the level starts, tier 4 knightys, elfys, and dwarfys, infinitely spawn in random lanes.
360.01s after the level starts, a wave with a mix of 9 tier 4 healers, wizards, and tier 1 cyclopses, spawns, cycling through lanes, starting from the middle lane.
Difficulty Changes[]
Difficulty | Modifiers |
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Strategy[]
Assisted Rush[]
This strategy will ONLY work on normal. On any other difficulty, the Phoenix deals too much damage.
Train a high dps unit when the level starts. Once Lord Magma appears, send him forward to attack the enemy phoenix and make sure that Lord Magma does not get in the same lane as your damage dealer yet. Once the damage dealer is range to attack the phoenix, move Lord Magma to the same lane as the damage dealer, and Lord Magma's damage combined with the damage of the unit will be enough to kill the Phoenix.
DesArch's Buildup[]
This strategy is recommended for any other difficulty. Tier 4 medusa is highly suggested as a special attack unit for best results, but if you lack the tier 4 medusa, tier 4 dragon, tier 3 or 4 wolfy, tier 4 impy, or tier 4 troll can be substitutes for taking out the defending army.
Use Lord Magma to kill the incoming enemies from a distance. Lane kite the enemies if they get in range of Lord Magma. All the while, build up your best damage dealing units, preferably cheap melee units and fast melee units, although you can use Skully Archers and Vampys if they are your best option for cheap units. After 3-5 minutes, depending on difficulty and your units, start sending a unit with a devastating aoe special, preferably the tier 4 medusa, to clear out the defending wave. At the same time, if you trained slow units like Deadknights, send them forward, but don't send any other unit forward yet. Once the medusa is using her special, deselect her quickly and press the forward arrow button to send the rest of your army forward. Do not move Lord Magma forward, unless the Phoenix is aggroed onto other units. Reselect your special spammer and continue using your special until all the defending units are dead. After that, watch your units make short work of the Phoenix, with no other units to aid it.
Dialogue[]
Trivia[]
- Originally, the level with the name 6-11 was the credits scene. With the addition of 6-7, that level was renamed to end-credits, while this level is named 6-11b internally.
- Every enemy hero is tier 4 in this level except for the Sun Phoenix, which is tier 5, and the Cyclopses, which are tier 1.