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Arena 3 · Bosque de Silveroak

The armor mix is even (4 magic, 4 physical, 5 none). Physical covers both bosses: Krum'Thak has magic armor and Gul'Thak has none. Fuerte de Ballesteros kills them; Gema and Mago Arcano handle Ogro, Orco and Campeón Orco, which have physical armor. Rivals can also send you Globos Goblin (a flying bomber), so every tower in this deck can shoot air.

Index

Overview

Possible bosses (stage 6)
Krum'ThakMagic armorHit with physical · Ref. HP 40,000
Gul'ThakNo armorHit with anything · Ref. HP 37,000

Enemy armor in this arena:

4 magic armor 4 physical armor 5 no armor

See all 13 enemies of this arena

Deck · 4 towers for 8 spots

TowerCodeSpotsRoleWhy
Fuerte de BallesterosFB×3Boss killerFast physical shots (0.3 s at NIV3) that hit fliers. They kill Krum'Thak or Gul'Thak at the exit. Buy Aluvión at NIV3: 20 hits of 471–538 every 15 s.
Gema LlameanteGL×2Main damageMagic beam for Ogro, Orco, Campeón Orco and Guerrero Goblin, which all have physical armor.
Mago ArcanoMA×2Boss killerMagic burst: Rayo de la Muerte deletes an Ogro (11,250 reference HP) in one or two hits. Also hits fliers.
Dominios del GenioDG×1SupportMagic area damage, +26% gold from Peaje del Genio, and Maravillas Milagrosas hexes the opponent's units and towers.

Boss killers go next to the exit. Main damage goes where the path passes on several sides. Support goes in the most central spot. Early towers go near the gates.

Build & upgrade order

  1. Stages 1–2: build Gema Llameante at NIV1 on a Main-damage spot that both entry routes pass. Then build Dominios del Genio on the Support spot. Its Peaje del Genio gold grows the longer it's up.
  2. Stage 2–3: build the first Fuerte de Ballesteros at the exit (it also shoots Helicóptero Goblin, Gárgola and Globos Goblin). Take Dominios to NIV3 (Peaje +26% gold) and buy Deseo de Brasas.
  3. Stage 3–4: build Gema #2 and the first Mago Arcano before Ogro and Campeón Orco arrive. Gema #1 to NIV3 with Llamado Eldritch.
  4. Stage 4–5: fill the other Fuerte and Mago Arcano spots and take them to NIV3: Aluvión on Fuerte, Rayo de la Muerte on Mago Arcano.
  5. Stage 6: hold Golpe Definitivo for the boss. Use Sabotaje and Golpe on Krum'Thak, or just Golpe on Gul'Thak.

Level-3 upgrades to buy

TowerBuy firstThenWhy
Fuerte de BallesterosAluvión (220)Vista Corta (180)Aluvión fires 20 hits of 471–538 physical damage every 15 s, about 10,000 damage in one burst. That's your best boss killer for magic-armored bosses. Vista Corta sends hawks to the same spot on your opponent's side and cuts the range of the tower built there by 17% and its damage by 20%. Buy it second, or first if your opponent has a dangerous tower on that spot.
Gema LlameanteLlamado Eldritch (180)Gema de Multiplicación (210)Eldritch blocks the path and does true damage. Multiplicación splits the beam across 2 targets, which is worse against a lone boss and better against swarms. In Arena 15, buy Multiplicación first.
Mago ArcanoRayo de la Muerte (168)Teletransporte (190)Rayo de la Muerte is the boss killer (5,506–6,730). Teletransporte sends 4 enemies back 1.7 tiles.
Dominios del GenioDeseo de Brasas (150)Hola, Adiós (170)Brasas adds true-damage burn to every hit. Hola, Adiós makes your opponent's fastest enemies invisible to their towers.

Spells

Golpe Definitivo

Save it for stage 6. Cast it right on the boss once it's inside your towers' range (cooldown 49 s).

Ráfaga Solar

Aim it down the longest straight stretch where enemies bunch up. Everything it kills becomes a fire elemental on your opponent's side. Use it in the stage 4–5 rush and keep it ready for the boss escort.

Sabotaje

Cast it on Krum'Thak or the Ogro pack to cut their armor or magic resistance by 76% for 14 s, then let your towers burst them. The short 18 s cooldown means you can use it every wave.

Hero

Bonehart

Fuerza de Aguja gives every tower +3% damage, and Depleción de invasores cuts enemy magic armor by 5%, which helps your Gema towers against Krum'Thak, Mago Goblin and Chamán Orco. He flies.

Where to keep him and when to move: Park him where the two entry routes meet. Nova de Enfermedad (2,048–2,341 area damage, 23 s cooldown) is his big hit, so drop it on goblin and orc packs, especially the ones with Gul'Thak or Chamán Orco healing them. Nube de Plaga slows by 30%, so use it right in front of your Fuerte de Ballesteros. His Skeletal Wyverns appear from your kills and attack your opponent's path on their own.

Boosters

Once per stage you pick 1 of 3 boosters. Commit to 1–2 of them so they level up. All boosters of this arena

Good picks

Globos Goblin

Units → rival

A flying bomber: great against rivals who rely on soldiers, Gusano or Mecha.

Gran Chamán Orco

Units → rival

Magic armor, and its lightning stuns your rival's soldiers and hero in an area.

Llamado de la Madre Criadora

Units → rival

High-health spider with magic armor that keeps spawning bigger spiderlings: good against physical-heavy rivals.

What your rival can send you: Your rival's Globos Goblin flies: keep Fuerte de Ballesteros and Gema near the exit. Only 3 of the 11 boosters in this arena were screenshotted.

Map placements

Each picture shows the card and spot number. G is a gate where enemies come in, X is the exit, C is a rock mound that may be a tunnel. Tap a picture to open it full size. Jump to: Layout 1 · Layout 2 · Layout 3 · Layout 4 · Layout 5

Layout 1 · 8 spots

Layout 1 with tower placement
  1. 1Mago Arcano
  2. 2Mago Arcano
  3. 3Gema Llameante
  4. 4Dominios del Genio
  5. 5Fuerte de Ballesteros
  6. 6Fuerte de Ballesteros
  7. 7Gema Llameante
  8. 8Fuerte de Ballesteros
  • Spots 5, 6 and 8 cover the final stretch to the right exit. Put the boss killer there.
  • Spots 1, 2, 4 and 7 sit on the central strip, with path on several sides.
  • Spot 3 sits between the two entry routes, so it reaches both.

Layout 2 · 8 spots

Layout 2 with tower placement
  1. 1Mago Arcano
  2. 2Mago Arcano
  3. 3Fuerte de Ballesteros
  4. 4Gema Llameante
  5. 5Dominios del Genio
  6. 6Gema Llameante
  7. 7Fuerte de Ballesteros
  8. 8Fuerte de Ballesteros
  • Spot 7 sits on the final stretch to the left exit, with 3 and 8 close by. That's your last line.
  • Spots 1, 2 and 5 have path on 3 sides. Put your main damage there.
  • Spot 6 is just below the right gate's route.

Layout 3 · 8 spots

Layout 3 with tower placement
  1. 1Gema Llameante
  2. 2Fuerte de Ballesteros
  3. 3Dominios del Genio
  4. 4Mago Arcano
  5. 5Fuerte de Ballesteros
  6. 6Fuerte de Ballesteros
  7. 7Mago Arcano
  8. 8Gema Llameante
  • Both gates are on the right and the exit is on the left. Spot 5 is next to the exit, with spot 6 close by.
  • Spots 2, 3 and 4 sit between path bends, so they reach the most path.
  • Spot 8 is near the second gate.

Layout 4 · 8 spots

Layout 4 with tower placement
  1. 1Fuerte de Ballesteros
  2. 2Mago Arcano
  3. 3Fuerte de Ballesteros
  4. 4Dominios del Genio
  5. 5Mago Arcano
  6. 6Gema Llameante
  7. 7Fuerte de Ballesteros
  8. 8Gema Llameante
  • Spots 3 and 7 flank the final stretch to the left exit. Put the boss killers there.
  • Spots 1, 2, 5 and 6 sit in bends with path on 3 sides.
  • Spots 2 and 5 run along the long column coming down from the top-right gate.

Layout 5 · 5 spots

Layout 5 with tower placement
  1. 1Fuerte de Ballesteros
  2. 2Fuerte de Ballesteros
  3. 3Mago Arcano
  4. 4Fuerte de Ballesteros
  5. 5Mago Arcano
  • This layout has only 5 tower spots, so 3 of your 8 towers can't be placed. Build 3 Fuerte de Ballesteros and 2 Mago Arcano or Gema, and skip Dominios.
  • Spots 1 and 4 sit next to the final stretch to the right exit.
  • Spot 2 sits between both routes, and spot 3 is inside the bottom U-bend.

Passives you get

Deck bonuses from these 8 cards.