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Arena 9 · Guarida de Bandidos

Physical covers both bosses: Einar has magic armor and Capo has none. Merodeador, Asaltante and the scrap-armor Bandido have physical armor, so the deck also brings magic (Gema and Mago Arcano). Rivals can freeze your towers with Torre de Granja and Triturador's rocks, and send Planeadores Bandidos over your defense. That's why Mecha is in this deck now.

Index

Overview

Possible bosses (stage 6)
Einar el Guardián de BestiasMagic armorHit with physical · Ref. HP 40,000
CapoNo armorHit with anything · Ref. HP 33,000

Enemy armor in this arena:

5 magic armor 3 physical armor 4 no armor

See all 12 enemies of this arena

Deck · 4 towers for 8 spots

TowerCodeSpotsRoleWhy
Fuerte de BallesterosFB×3Boss killerPhysical boss killer for Einar and Capo. Fast shots that also hit Águila Salvaje and Planeadores Bandidos. Cetrero boosts nearby towers. Buy Aluvión at NIV3: 20 hits of 471–538 every 15 s.
Mago ArcanoMA×2Boss killerMagic burst for Merodeador and Asaltante, which have physical armor. A second boss killer at the exit.
Gema LlameanteGL×2Main damageMain damage. The beam melts the brutes and Triturador, and Llamado Eldritch blocks Tramposo.
Mecha de BatallaME×1SupportPoder Mecánico keeps nearby towers from being stunned or disabled: your answer to Torre de Granja and Triturador's rocks. Misil Avispa does true damage. Put it in the most central spot.

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 the best Main-damage spot. Then build the first Fuerte de Ballesteros at the exit for Arquero Bandido and Águila Salvaje.
  2. Stage 2–3: build Mecha de Batalla on the Support spot before your rival can roll Torre de Granja or Triturador. Take Gema to NIV3 and buy Llamado Eldritch, which blocks Tramposo.
  3. Stage 3–4: build Gema #2 and the first Mago Arcano before Merodeador and Asaltante arrive. Mecha to NIV3 (its aura grows from range 100 to 160) with Misil Avispa.
  4. Stage 4–5: fill the remaining Fuerte and Mago Arcano spots and take them all to NIV3: Aluvión on Fuerte, Rayo de la Muerte on Mago Arcano.
  5. Stage 6: Sabotaje on Einar (magic armor), then Golpe Definitivo. Against Capo, use Golpe right away before he hires more bandits.

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.
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.
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.
Mecha de BatallaMisil Avispa (205)Descarte de Residuos (160)Misil Avispa does 1,649–1,915 true area damage. Descarte slows by 40%. The anti-stun aura is automatic.

Spells

Golpe Definitivo

Save it for Einar or Capo. Hit Capo fast before he hires more bandits.

Sabotaje

Cast it on Saqueador or Einar, which have magic armor, so your Gema and Mago Arcano can hurt them too. Or cast it on Merodeador groups to help your Fuerte.

Ráfaga Solar

Use it on dense bandit groups and on the boss's escort.

Hero

Magnus Rompehechizos

Tormenta Arcana does true damage (14 hits of 404–606 in a 120 area), so it ignores both the magic armor of Saqueador and Einar and the physical armor of Merodeador and Asaltante. His ranged attack hits for 1,312–1,481, and he respawns in only 12 s.

Where to keep him and when to move: He's fragile (3,370 health, 15% armor), so keep him behind your Fuerte de Ballesteros and never in front of Saqueador. Use Teletransporte to jump to whichever lane is in trouble. Cast Tormenta Arcana on the thickest bandit group, and use Espejismo's illusions to block Tramposo when it tries to run past. Because he respawns fast, it's fine to trade him for a boss kill.

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

Torre de Granja

Rival's towers

Turns your rival's towers into useless farms for a while. The strongest pressure pick here.

Triturador

Units → rival

Very high health, physical armor, and its rocks disable your rival's towers and units.

Planeadores Bandidos

Units → rival

Fly over defenses and hit hard: good against soldier-heavy rivals.

Golems Acorazados

Units → rival

High-health physical-armor group: good against physical-damage rivals.

What your rival can send you: Your rival can turn your towers into farms (Torre de Granja) or disable them with Triturador's rocks: that's why Mecha is in this deck. Planeadores Bandidos fly: Fuerte handles them.

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. 1Gema Llameante
  2. 2Fuerte de Ballesteros
  3. 3Mago Arcano
  4. 4Mago Arcano
  5. 5Mecha de Batalla
  6. 6Fuerte de Ballesteros
  7. 7Fuerte de Ballesteros
  8. 8Gema Llameante
  • Spots 2, 3, 4, 5 and 6 sit on one big central island with path on every side. Put your main damage there, and Mecha de Batalla in spot 5.
  • Spots 6 and 7 border the final stretch to the exit. Put the boss killer in spot 7.
  • Spot 3 is the first spot the left route passes. Spot 1 sits outside the loop in the top-right corner and only reaches the top route.

Layout 2 · 8 spots

Layout 2 with tower placement
  1. 1Fuerte de Ballesteros
  2. 2Mago Arcano
  3. 3Fuerte de Ballesteros
  4. 4Mago Arcano
  5. 5Mecha de Batalla
  6. 6Gema Llameante
  7. 7Fuerte de Ballesteros
  8. 8Gema Llameante
  • Spots 3 and 7 sit just above and below the final stretch next to the exit. Put the boss killers there.
  • Spots 4, 5 and 6 are on the central island. Put your main damage there.
  • Spot 1 sits in a notch between both gate routes, with path on 3 sides. It's a good early-damage spot. Spot 8 is outside the bottom-left corner.

Layout 3 · 8 spots

Layout 3 with tower placement
  1. 1Gema Llameante
  2. 2Fuerte de Ballesteros
  3. 3Mecha de Batalla
  4. 4Fuerte de Ballesteros
  5. 5Fuerte de Ballesteros
  6. 6Mago Arcano
  7. 7Mago Arcano
  8. 8Gema Llameante
  • Spots 6 and 7 are on a fully enclosed island, a great place for Gema Llameante.
  • Spot 5 sits right above the final stretch near the exit. Put the boss killer there.
  • Spots 2 and 3 have path on 3 sides. Spot 4 sits between the two left lanes, and spot 1 is near the right gate.

Layout 4 · 8 spots

Layout 4 with tower placement
  1. 1Gema Llameante
  2. 2Gema Llameante
  3. 3Fuerte de Ballesteros
  4. 4Fuerte de Ballesteros
  5. 5Mecha de Batalla
  6. 6Mago Arcano
  7. 7Mago Arcano
  8. 8Fuerte de Ballesteros
  • There is one gate on the top-right and the exit is on the left. Spots 4 and 8 flank the final stretch, so put the boss killers there.
  • Spots 3, 5, 6 and 7 are on the large central island bordered by path. Put Gema there, and Mecha in the middle.
  • Spots 1 and 2 sit on the S-shaped top route close to the gate. Put Gema Llameante there for early damage.

Layout 5 · 8 spots

Layout 5 with tower placement
  1. 1Gema Llameante
  2. 2Fuerte de Ballesteros
  3. 3Mago Arcano
  4. 4Mecha de Batalla
  5. 5Gema Llameante
  6. 6Fuerte de Ballesteros
  7. 7Fuerte de Ballesteros
  8. 8Mago Arcano
  • Spot 6 sits right below the final stretch next to the exit. Put the boss killer there, with spot 7 as backup.
  • Spots 3 and 8 are on a narrow island with path on both sides, and spots 4 and 7 are on another island. Put your main damage on these.
  • Spots 1 and 5 are on the outer right edge and only reach the outer route.

Passives you get

Deck bonuses from these 8 cards.