Arena guides
One guide per arena: the best deck from your cards, where to place each tower on every map, the build and upgrade order, how to use your spells, and where to keep your hero.
Arena 3Bosque de Silveroak
Boss
Krum'Thak
Gul'Thak
Deck






Open guide →
Arena 6Montañas Tormentosas
Boss
J.T.
Ulguk-Hai
Deck






Open guide →
Arena 9Guarida de Bandidos
Boss
Einar el Guardián de Bestias
Capo
Deck






Open guide →
Arena 12Valle Desolado
Boss
Gigante
Fortaleza Voladora
Deck






Open guide →
Arena 15Fronteras de Hammerhold
Boss
Lord Malagar
Deck






Open guide →
Krum'Thak
Gul'Thak
Deck






Open guide →
Arena 6Montañas Tormentosas
Boss
J.T.
Ulguk-Hai
Deck






Open guide →
Arena 9Guarida de Bandidos
Boss
Einar el Guardián de Bestias
Capo
Deck






Open guide →
Arena 12Valle Desolado
Boss
Gigante
Fortaleza Voladora
Deck






Open guide →
Arena 15Fronteras de Hammerhold
Boss
Lord Malagar
Deck






Open guide →Don't know which arena you'll get? Use the any-arena deck.
How placements work
Every tower in a deck has a role. The role decides which spots it goes in.
Boss killernext to the exit
Main damagespots with path on several sides
Supportmost central spot
Earlynear the gates
Match rules
6 stagesStages 1–5 are regular waves. The boss comes on stage 6.
One random bossEach arena has 2 possible bosses and you get one of them. The desert arena only has Lord Malagar.
8 towers maxMost maps have exactly 8 tower spots.
Your deck4 tower cards, 3 spells and 1 hero. You can build the same tower in several spots.
ArmorMagic armor resists magic, so use physical. Physical armor resists physical, so use magic. True damage ignores armor.
FliersGusano and Mecha can't hit flying enemies. Tesla can.
BoostersEach stage you pick 1 of 3 boosters. They send units to your rival, shut down their towers, or help you. Picking one makes it come back more often; they level up to 4.