Anthony89810
Minecraft 1.7 Sword Tower/World Record Tower (WRT) Guide and Tutorial
updated
First of all, the final boss, Zero Luza, is insanely strong, sporting a whopping 4 million HP with 160,000 attack damage to boot, each multi-hit dealing 80k damage. Suffice to say, most of your units are not going to survive his hits. He does have a relatively slow attack rate, so it's essential to bring a unit like Metal Cat to ensure he doesn't push too much. If you don't have Metal Cat, Rock is a good substitute, being able to run in and tank Luza's attacks, or stall him momentarily. As for damaging, your units pretty much chip him down throughout the duration of the stage. Whenever you can, utilize Breaker Blast so your super strong damagers like Idi and Bahamut can land extra hits on Luza. When your money is at a good place (nearing max wallet), you can start spawning Couriers during Luza's downtime to chip him down even quicker. Now, let's talk about the peons.
Wild Doge and Relic Doge come out pretty often, but they don't have enough pushing power to mow through your Metal Cats. I like taking care of them using Can Can, Bullet, and/or Slime. I try to avoid using Courier at the beginning, since he can prevent your stronger hitters like Can Can from getting hits in by knocking the peons back before Can Can gets a chance to hit them. You want to prioritize your stronger damage dealers so you can deal with the enemies as efficiently as possible. Also try to avoid summoning too many of these damage dealers at the same time so they don't interrupt each other's attempts to get hits in.
Let's move on to some of the more threatening enemies. The Sir Rels typically come out in packs, and are extremely dangerous due to their high damage and fast attack rate. They can easily push through your Metal Cats, so it's vital that you deal with them as quickly and efficiently as possible. Whenever you see them come out, you should immediately spawn Doron so he can chip down some of their HP as well as keep them frozen. This allows units like Slime to get in and outright kill them, or at least take a large portion of their HP away. Doron is pretty much always back on cooldown by the time the Sir Rels come back, so I pretty much use him exclusively to help deal with them, unless in the case of an emergency like Zero Luza getting on your base.
Now the trickiest part of the stage are the Bore Jrs. Their mini-waves hit extremely hard, and have the ability to just juggle your units back and back if you're not careful with the timings. I like reserving Idi and Bahamut specifically for the Bore Jrs since they can either one shot (Bahamut) or leave Bore Jr extremely crippled (Idi). Supercat is also a nice option here to guarantee some consistency with Bore Jr timings. I've done runs without him, but they've been a lot more shaky because one Bore Jr mini-wave essentially ends Bahamut/Idi's chances of ever getting to him. Supercat just guarantees that they can get in, plus the weaken is a nice bonus. The Bore Jrs are limited in this stage (5), so once you kill them all off, you essentially win the stage assuming you don't run into any accidents during a Sir Rel wave.
Celeboodle is also an enemy that exists in this stage, but she is extremely weak and is basically just a money bag for you.
Manic Eraser 44
Metal 20
Courier 44
Jellycat 40
Bullet 40
Can Can 40 (Bounty, Move Speed 10)
Mightycat 35
Doron 35
Idi 40
Bahamut 30
Breaker Blast 16
Music: Yooh - Ice Angel
Once you hit the base, your goal is to get as much damage in as possible with every Naala spawn. I messed up my first Doron, but a good Doron will help keep your Naala alive by preventing Luza from chipping away. Ideally, you can get Luza killed in just two Naala spawns, but I took a little but more this time. This stage is pretty much just spam once you hit the base though. You can be a bit more mindful with Can Can and Courier timings/spawns once you start running out of money, as you don't get too much throughout the stage. Other than that, spam and once you kill Luza, you win the game.
Manic Eraser 44
Li'l Mohawk 34+8
Rock 40
Metal 20
Can Can 40 (Bounty, Move Speed 10)
Courier 44
Bullet 38
Doron 30
Naala 40
Thunderbolt 14
For the startoff, I like using Can Can, Courier, and Slime to get money off those peons. They spawn pretty much throughout the stage, so you shouldn't have to worry too much about money in the later parts of the stage. The Ariants can be pretty annoying, but Jelly + Can Can + Courier are enough to take them out. I also like spawning some of my legends in a way that they intercept the Ariants as they come out from their burrows. Naala also pops off here by being able to snipe the behemoths and do huge damage to Luza. Doron is great for controlling Luza and buying your legends time to get even more value in. Other than that, there's not much else to this stage.
Li'l Mohawk 34+8
Manic Eraser 44
Eraser 20+60
Slime 40
Can Can 40 (Bounty, Move Speed 10)
Courier 44
Doron 30
Dogu 35
Naala 40
The startoff is pretty simple, since Haniwanwans' high hp and single target attacks makes them super easy to stall. The Ragin' Gory can be taken care of with Pizza and some meatshields. Once your money is close to max, you can start stacking some Couriers on the Haniwanwans so you can get in tons of damage once you hit the base. Spawn Doron once your stack is close to the base so he can land a hit on the base enemies.
Once you hit the base, it's honestly pretty much a matter of spamming and keeping Awakened Naala alive as long as possible. Focus more on Can Can and Courier at this point since they're faster and more likely to land hits. You should be able to beat the stage in two Naala spawns.
Manic Eraser 44
Eraser 20+60
Rock 40
Metal 20
Courier 44
Can Can 40 (Bounty, Move Speed 10)
Octopus 37+1
Pizza 33+7 (Wave 10)
Doron 30
Naala 40
Manic Eraser 44
Eraser 20+60
Boulder 40
Courier 44
Can Can 40 (Bounty, Move Speed 10)
Jelly 40
Bullet 38
Doron 30
Idi 40
Naala 40
Before hitting the base, make sure you prep a Doron to freeze Naala. Once you hit the base, your goal should be to preserve the Courier stack for as long as possible so they wipe out the Wild Doges and blow up the Aku Gories. Use Thunderbolt cannon when Naala pushes up a little, and in range of it. This will buy time for Couriers to get value as well as for Doron to catch up and freeze Naala for even longer. After you deal with the first two Aku Gories, the stage is pretty much spam and hope the you don't get pushed back too much. The stage has 5 total Aku Gories after hitting the base. I like keeping track of this number so I'm prepared to use Bahamut against the 5th Aku Gory. Your goal is pretty much just minimizing the amount of enemy push until you take out all the Aku Gories, and can breathe after that. Clean up is super stress free, as the remaining enemies alone can't really push much.
Manic Eraser 44
Eraser 20+60
Boulder 40
Courier 44
Can Can 40 (Bounty, Move Speed 10)
Fishman 37+3
Bahamut 30
Doron 30
Manic Mohawk 31
Manic Eraser 44
Eraser 20+60
Jelly 40
Slapsticks 38+2
Can Can 40 (Bounty, Move Speed 10)
Bullet 38
Housewife 37+3 (Savage Blow 10)
Doron 30
Idi 40
Hit the base with Idi so you can guarantee one hit on the Puffington, and then another with the power of slow beam. This already eliminates one of the major threats of the stage, and makes the rest a bit easier. From here, it's pretty much just spamming everything except Bahamut and Idi until opportune moments. These include when Ragin Gory is pushing a bit too much (use Bahamut), or when you have an opening to attack Loris or Puffington (use Idi). You get a ton of money from the black enemies, so there's no need to worry about running out. When the enemies get a bit closer to the base, focus a bit on timing them so they don't get slowed by Croakley since it's easier to control at this point.
Manic Eraser 44
Eraser 20+60
Boulder 40
Can Can 40 (Bounty, Move Speed 10)
Pizza 33+7 (Wave 10)
Courier 40
Housewife 37+3 (Savage Blow 10)
Doron 30
Idi 40
Bahamut 30
Anyway, I'd recommend rich here just so you can start building a damage stack as soon as you can. Naala and Hermit are excellent here for being able to tank a long time, and getting a bunch of damage in at the same time. Use Doron once you have pushed the metals back a decent amount so you can guarantee that his freeze actually hits the Dogus (have had my fair share of surge RNG messing up opportunities). The Aku Gories are the biggest threat you'll face in this stage, which is why I like throwing in Housewife and Fiend just to add to the DPS stack.
Try to push the Dogu back as far as possible so you have plenty of room to spare in case Aku Gory starts heavily pushing you. You end up playing the same wave/LD game when the second Dogu comes out; just make sure to properly time your units so they don't get absolutely nuked by Hackey. Other than that, once the second Dogu dies, you're pretty much out of worry, but be a bit careful with any remaining Aku Gories. I would get the metals dead as soon as possible so you can keep pushing the enemies back.
Modern 39
Manic Eraser 44
Eraser 20+60
Hurricat 35
Hermit 40
Jelly 40
Housewife 37+3 (Savage Blow 10)
Fiend 39+1 (Target Angel)
Doron 30
Naala 40
Stage is pretty straightforward; your main worries are only the Wild Doges that come out just because of how much damage and pushing potential they have. The only thing you can do is keep spamming your units and relying on them to pop off. Slapsticks does a good job at shredding that Relic Bun Bun, and Uril is more than good enough to stall him. The only worry is when he dies, but you should try to get as much ground as possible in the beginning, so you have plenty of ground to fall back on once the first Uril dies. The Chibinels aren't too bad to handle, and your LD/wave/surge units pop off on them. You also get plenty of cash from this stage thanks to the peons, so don't worry too much about running out of money. I like bringing rich here just to make it as easy as possible, and I absolutely hate Relic Bun Bun stages LOL
Modern 39
Manic Eraser 44
Eraser 20+60
Slapsticks 38+2
Manic Macho Legs 40
Jelly 40
Courier 40
Housewife 37+3 (Savage Blow 10)
Doron 30
Uril 40
Once you hit the base, it's pretty much a game of spamming everything except Idi. Get as much Slime value in as possible while the stage still provides you with peons. This is going to be helpful for chipping down Othom and Mooth once they come out. My strat to kill Othom is to wait for the Midnite D's to be knockbacked, then use Doron + Idi to take out most of Othom's health. Wait until the Mooth is dead so you have sufficient cash to pull this off and still have some remaining to fund your other damage dealers (plus, it'd be pretty annoying if Idi attacks Mooth instead). Once Othom is dead, you're definitely not in the clear. Watch your cash carefully, and try to snipe the Midnite D's using Bullet so you minimize the number of knockbacks they can rely on. Stalling becomes significantly easier once one of them is dead, and you're in the clear once the other dies off as well.
Manic Mohawk 31
Manic Eraser 44
Eraser 20+60
Boulder 40
Doron 30
Idi 40
Housewife 37+3 (Savage Blow 10)
Jelly 40
Bullet 38
Slapsticks 37+2
Manic Eraser 44
Eraser 20+60
Green Shell 37
Manic Macho Legs 40
Can Can 40 (Bounty, Move Speed 10)
Jelly 40
Housewife 37+3 (Savage Blow 10)
Hermit 35
Uril 30
Naala 35
Breaker Blast 16
Once you hit the base, it's pretty much a game of spamming and conserving your money. Your primary M. Ost damager is going to be Idi + Doron/thunderbolt combo. Slapsticks is also great, but not sustainable due to the cash constraints. For the Axolotls, be sure to time Supercat for insurance whenever they're about to attack just in case Octopus doesn't intercept the wave. If your Cyberpunks are looking vulnerable, Idi + Can Can + Doron is always a great way to push the enemies back. Other than that, just watch out for Axolotl waves during clean up.
Manic Eraser 44
Eraser 20+60
Boulder 40
Octopus 37+1
Doron 30
Can Can 40 (Bounty, Move Speed 10)
Mightycat 35
Slapsticks 37+2
Cyberpunk 29+4 (Slow 10, Survive 1)
Idi 40
Thunderbolt 14
Bringing slow beam wasn't really the best option, although it bought me time in certain scenarios. Next time, I would probably bring something like breaker blast to buy your units breathing room whenever needed (and it also potentially helps with clean up, so you don't have to rely on knocking Cli-one back a bunch of times).
Modern 39
Manic Eraser 44
Eraser 20+60
Boulder 40
Catasaurus 31+13 (Critical 5, Cost Down 10)
Catyphoon 35
Can Can 40 (Bounty, Move Speed 10)
Housewife 37+3 (Savage Blow 10)
Doron 30
Naala 35
After hitting the base, make sure you keep a steady stream of meatshields and attackers like Pizza, Can Can, and Housewife. Save your breaker blast for when Cadaver comes so you can disrupt his burrow. Breaker blast also comes in handy for protecting your Cyberpunk from death. A knockback + slow from Cyberpunk slows down the enemies' push a lot since they don't really do that hard in the first place. Aim to z-kill Cadaver using Housewife, which shouldn't be too rare because your only other backline attackers are Cyberpunk's weak attack, Pizza's infrequent waves, and Doron, who you can control. Focus more on Pizza once all the peons die out so he can take out Bun Bun Black.
Manic Mohawk 31
Manic Eraser 44
Eraser 20+60
Rock 40
Housewife 37+3 (Savage Blow 10)
Can Can 40 (Bounty, Move Speed 10)
Pizza 33+7 (Wave 10)
Cadaver 44
Doron 30
Cyberpunk 29+4 (Slow 10, Survive 1)
Manic Eraser 44
Eraser 20+60
Shell 37
Jelly 40
Hermit 35
Fiend 39+1 (Target Angel)
Can Can 40 (Bounty, Move Speed 10)
Manic Macho Legs 40
Uril 30
Naala 35
Now let's talk about the stage.. The startoff is pretty simple, just keep in mind that you want to be a conservative as possible with your unit spam so that they don't push to the base early. You also only want to send out your faster units so that there aren't any stragglers when you finally do push to the base, and need to lure the Othom all the way to your base.
Taking care of the Othom is going to be really easy. A Doron and an Idi will take care of the Othom as you begin building up your stack of units to take care of Death Kory. Naala is great here for being able to snipe Relic Doge as well as chip down the Ackey shield. He survives a while, and gets a lot of value in. You really don't have any good sources of cash in this stage, so cost efficiency is the thing to keep an eye on. To mitigate enemy push, be mindful of your Rock spawns so that he comes in right as an Octopus dies. Also make sure to time Aku Researcher alongside new Octopus spawns in order to maximize him living to take out the Death Kory shield. Occasional Can Can and Jelly spawns will be great for damaging the peons and the Kory when his shield is down.
Also, in hindsight, Metal Cannon is probably the best here since it does a good job at preventing push, so I would use that on your runs instead.
Manic Eraser 44
Eraser 20+59
Rock 40
Can Can 40 (Bounty, Move Speed 10)
Doron 30
Jelly 40
Octopus 37+1
Aku Researcher 30
Idi 40
Naala 35
Can definitely feel RNG at times if you don't get z-kills on the Zang Roo, but not too horrible of a stage. The startoff is pretty simple: you want to be pretty conservative with how you use your units so you don't end up overwhelming the surge base and prematurely activating the base.
After hitting the base, you don't have to worry too much about summoning everything immediately. I actually prefer luring a bit more so the surge base can't cause any troubles. Save Holy Blast for the Zang Roos, and keep a steady spawn of units like Can Can, Jelly, and Cadaver to chip down Zang Roo and the Relic Doges. Cadaver hits are super powerful, and helps a lot against Zang Roo. You wanna support your Housewives with Rock so they can land hits and hopefully slow the zombies. In general, try to avoid spawning too many Jellies or Can Cans unless there's a bunch of Relic Doges on the scene; maximize as many potential z-kills as possible.
After both Zang Roos die, pretty much just focus on on Cadaver spawns so you can take care of the Zapies as efficiently as possible. Don't worry too much about Golem Sunfish because his damage isn't too high unless he's really close.
Manic Mohawk 31
Mohawk 20+45
Manic Eraser 44
Eraser 20+59
Jelly 40
Boulder 40
Can Can 40 (Bounty, Move Speed 10)
Housewife 37+3 (Savage Blow 10)
Cadaver 44
Doron 30
The only thing really of note is make sure to use breaker blast on the Mooth so he doesn't bomb any of your units
Manic Eraser 44
Eraser 20+59
Octopus 37+1
Can Can 40 (Bounty, Move Speed 10)
Doron 30
Bahamut 30
Bullet 38
After hitting the base, use your cheaper units to stall the Aku enemies as Old Horn catches up to the frontline. Once he's there, you can start on spamming pretty much everything. Leave yourself a little bit of room so the Old Horns don't push up to your base like they did this run. The strong Akus eventually stop, and the stage is pretty much free from there, aside from scary Old Horn push.
Manic Eraser 44
Eraser 20+59
Boulder 40
Jelly 40
Hermit 35
Housewife 37+3 (Savage Blow 10)
Cat Jobs 29+1
Doron 30
Uril 30
Naala 35
The stage isn't too bad when all the peons like Relic Doge and Haniwanwabs are still alive, because your wave blockers like Octopus and Supercat are able to hide from the Mr. Mers this way. Jagando also has a bunch of stepping stones to use for his attacks on the Mr. Mers. For this reason, you don't need to focus too much on your higher damage dealers like Can Can and Jellycat. Keeping these peons alive will help for taking down those Mr. Mers. Once all the peons die, the stage is a little more scary because those Mr. Mer miniwaves can really shred through your units. However, they don't push too fast, so they can be stalled pretty well with just meatshields, breaker blast, and glass. Jagando takes a lot of waves like a champ, and is able to get a lot of hits in especially with supplementary Octopus and Supercat spawns. Money will get tight, but luckily, you don't need to spend much to slow down the Mr. Mer push (besides Jagando, but he basically pays for himself with how much he helps in keeping them back).
Manic Eraser 44
Eraser 20+59
Boulder 40
Mightycat 35
Jellycat 40
Octopus 37+1
Can Can 40 (Bounty, Move Speed 10)
Green Shell 37
Glass 24
Jagando 35
Breaker Blast 16
But aside from that, there's only a few things to keep in mind for this stage. Most of the time, you're just worried about spamming Can Can and Jelly, while timing Octopus and Super Cats to block the waves from the Haniwanwans. Doron and Slime are really nice for syncing up those Mr. Puffingtons, and whenever you have the chance to do that, DO IT. If you see the Puffingtons in the same spot, SYNC THEM. It'll make them much easier to deal with since they don't come at varying intervals. As for the Haniwanwans, if they build up a little too much, Idi is a great option for wiping out a bunch at a time. Just be mindful with her timing so you don't get screwed over by Puffington interference.
Merry Christmas C:
Manic Eraser 44
Eraser 20+59
Octopus 37+1
Jelly 40
Idi 40
Boulder 40
Can Can 40 (Bounty, Move Speed 10)
Mightycat 35
Doron 30
After you hit the base, it's pretty much a game of spamming meatshields, and managing how well you spend your money. I brought more cost effective units like Pizza, Can Can, and Seafarer because I just couldn't afford to spam stuff like Camera or Slapsticks. Try to use Courier as rarely as possible, only if your Pizzas and rest of the stack are having a hard time dealing with the Ragin' Gories.
The stage is still not over once you kill the four Ragin' Gories though. The peons can still be deadly, and combined with the push power from Golem Sunfish and Bun Bun, can easily overwhelm you. I nearly died in the run because of this push power, but it gets slightly better after the Sir Rels stop spawning. It might be a good idea to replace a unit (maybe a meatshield) with Fishman just to make finishing Bun Bun off easier, but I'm getting pretty tired of dealing with this stage LOL
Manic Mohawk 31
Mohawk 20+45
Manic Eraser 44
Eraser 20+59
Jellycat 40
Boulder 40
Can Can 40 (Bounty, Move Speed 10)
Courier 40
Seafarer 36+4
Pizza 33+7 (Wave 10)
Once you hit the base, take out Sir Rel and the J.J. Jackrabbit close to your base. You want to use Idi to kill off that Loris since he poses the biggest threat to your units and backliners. Doron is a nice asset to keep those relics at bay as you try to kill off the main threats of the stage. I also like using Naala to snipe Sir Rels, and deal damage to Mr. Puffington after the Loris dies. Once Puffington (and pretty much Loris) actually dies, you can feel free to pretty much spam everything because the Dober isn't that powerful, and can easily be chipped down by Can Can and your other units.
Manic Eraser 44
Eraser 20+59
Jelly 40
Octopus 37+1
Naala 30
Can Can 40 (Bounty, Move Speed 10)
Cutter 38
Bullet 38
Doron 30
Idi 40
Once you hit the base, a lot of your stuff is going to die at the beginning due to you waiting for Old Horn to catch up to the frontline. It's nice if you hit the base with a quicker unit so your slower ones remain in the back catching up at the same time as Old Horn. From here, it's pretty much watching your cash, spamming your LD/wave units, and refreshing Uril whenever you get him. You want a pretty strong LD/wave stack to keep those Aku Gories from dealing too much damage. Eventually, these peons stop coming, so the stage is pretty manageable from there. Nymph is a good option to push Le' Behemoth back after his barrier is broken.
Manic Eraser 44
Eraser 20+59
Jelly 40
Housewife 37+3 (Savage Blow 10)
Doron 30
Can Can 40 (Bounty, Move Speed 10)
Nymph 39+1
Hermit 35
Naala 30
Uril 30
For the start-off of this stage, all you need are meatshields, Cameras, and one Slapsticks. They will take care of the enemies nicely, and Mooth should kill them off. From there, just spam meatshields to stall the remaining enemies. Rock is a good way to pick off the Li'l Doges. I like setting up 1-2 Slimes to hit the enemy base so you can deal some damage to the enemies ahead of time. Once you hit the base, lure the enemies pretty close and use Bahamut + Doron once they're clumped up. After Doron hits, try to use Rock whenever the frontline enemies are pushed back significantly so your own units can gain some ground, and allow Bahamut + Idi to shred the Othoms. Once the Othoms are actually dead, the stage is pretty much free from there.
Manic Eraser 44
Eraser 20+58
Jellycat 40
Cameraman 39+1 (Survive 10, Critical)
Can Can 40 (Bounty, Move Speed 10)
Boulder 40
Slapsticks 37+2
Doron 30
Idi 40
Bahamut 30
At the start, just stall until M. Ost comes out. Use Doron to stall M. Ost, and then build a nice Slapsticks stack with the help of Uril to stall. Focus on summoning slower meatshields as Croakley approaches so his attack doesn't end up sniping your whole stack. Don't use Naala until you have an opening. Wait for Croakley to attack, then time Naala in. Make sure the enemies are decently pushed back so Naala can get deep in the stack. Naala gets juggled by M. Ost, but really pops off whenever those squirrels scurry on screen.
Use Doron again when the Loris and second M. Ost comes out. This is going to stall them for a bit, allowing you to get a lot of Naala or Idi value in. Idi is nice to snipe M. Ost or Loris whenever you have the opportunity to use her. In this run, I managed to completely get rid of Croakley, but if yours remains alive, just keep focusing on using units like Naala to snipe off those relics.
Future 39
Manic Eraser 44
Eraser 20+58
Boulder 40
Naala 30
Idi 40
Doron 30
Uril 30
Slapsticks 37+2
Thunderbolt 14
For killing the J.J. Jackrabbits and preventing too much push, there's a variety of options you can use. Cutter is a great way to one shot the J.J. Jackrabbits due to his nice survive ability and strengthen. However, he's not available all the time, and for the cycles where he's off cooldown, Courier is going to be your friend, especially when Li'l Doge is around to use as a stepping stone. Shell is a good way to prevent push from the J. J. Jackrabbits, and so is Rock. Bullet is good as a last resort to snipe the rabbits or chip the other enemy units.
Use units like Can Can and Bullet to chip down the Elder Sloth whenever you have an opening. Breaker Blast is super handy for sending all the enemies backward since they don't push hard enough to keep their gains.
Manic Eraser 44
Eraser 20+58
Boulder 40
Shell 37
Courier 40
Cutter 38
Can Can 40 (Bounty, Move Speed 10)
Bullet 38
Manic Eraser 44
Eraser 20+58
Slime 40
Pizza 33+7 (Wave 10)
Bahamut 30
Jiangshi 40+7 (Speed 10)
Li'l King Dragon 50+7
Manic Flying 40
Housewife 37+3 (Savage Blow 10)
Slapsticks 37+2
Manic Eraser 44
Eraser 20+58
Jellycat 40
Dark Lazer 40 (Wave 10, Cost Down 10)
Hermit 35
Bahamut 30
Manic Macho Legs 40
I focused more on Psycho to make sure that I was able to make ground every time the zombies got knock-backed.
Mohawk 20+45
Gato Amigo 30 (Surge Immune)
Manic Eraser 44
Psycho 31+2 (Target Zombie)
Ectoweight 27+6 (Target Alien)
Bahamut 30
Sniper the Deadeye 30
Manic Eraser 44
Eraser 20+57
Boulder 40
Fishman 37+3
Octopus 37+1
Housewife 37+3 (Savage Blow 10)
Jellycat 40
Mightycat 35
Soba 30
Bahamut 30
Start-off is pretty much whatever, I try to go as fast as possible in order to maximize the number of times I get to perform the cheese.
I like using Idi because his surge immune is a nice insurance in case the St. Dobers get a little ambitious with their surges. You want to lure the enemies about half way, then time Idi so that the Gardeneels will warp him to the front and destroy the base. The only thing left from here is making sure the enemy frontlines don't actually take you out before you cheese the base.
Manic Mohawk 31
Manic Eraser 44
Eraser 20+57
Jellycat 40
Pizza 33+7 (Wave 10)
Boulder 40
Idi 40
Seafarer 36+4
(Rich and Island part of combos)
My start-off is pretty much always the same for this stage. Wait until the Owlbrow appears, then summon Jelly in order to deliver the first hit. When Jelly is close to Owlbrow, summon Fishman to take out Owlbrow once Jelly lands the first hit. Bullet will take out Ginger Snache for a little bit of money. From there, start spawning your meatshields as well as Can Can and Jelly. Can Can and Bullet combo will take out the Aku Doge once it appears in the stage. From here, focus on units like Can Can, Jelly, Bullet in order to take out the meatshields, and chip at the Owlbrow. You want to time your Doron so he comes out as the first Angelic Gory arrives.
When dealing with Angelic Gory, it's IMPORTANT not to mindlessly spam your units and hope they take him out. You have to be mindful with your Rock timings because Can Can has a long attack animation that can easily be cancelled out with one tap from Angelic Gory. Try to time Rock so that he arrives in front of Angelic Gory as Can Can is about to attack. Freeze Cannon is also useful for getting Jelly hits in whenever you can. You want to juggle Angelic Gory by knocking him back as much as possible in order to prevent Naala pushing. Fishman is also another option to chip Angelic Gory if you're desperate. Aku Doge is one of the units that's going to help a ton because it's easy to get Jelly hits off on him as well.
Courier (yes I know he's powercreep, but he was only added an update later) is a nice option for chipping Ginger Snache as well as Naala thanks to his Behemoth Slayer. He can also come in handy for some chip on Angelic Gory if you're desperate. Once you take out the first group of Angelic Gory, you want to spend your down time chipping Naala down as much as possible. The Angelic Gories will eventually return, and the longer you take to kill Naala, the more risks you have of one rogue Angelic Gory ruining your entire run (the lessened amount of cash doesn't help either). Use Doron, Bahamut, Courier to chip down Naala as best as you can, and you want to knock Naala back about two times before the Angelic Gories return again.
When the Angelic Gory spam returns, utilize the same tactics as before, but I played a little more aggressively because I really wanted to take down Naala quickly (for example, usage of Bahamut chip and Courier). Speaking of Bahamut, he's also a really nice panic button for when those Angelic Gories get too overwhelming, and you need a little bit of pushback. After you kill Naala, the only thing left to worry about is the anti-cheese, which is a bunch of Angelic Gories. I kind of underestimated them this run, and this nearly costed me, so be careful dealing with them. Bahamut is a good option for taking away a lot of their health, or outright killing them if you play him better than I did in this run.
Manic Eraser 44
Eraser 20+57
Boulder 40
Jellycat 40
Can Can 40 (Move Speed 10, Bounty)
Fishman 37+3
Bullet 38
Courier 40
Doron 30
Bahamut 30
Anyway, I would highly recommend using Rich Cat on this stage. On this stage, you want to focus on killing the main threats as fast as possible in order to prevent those guys from piling up. Cat Jobs is a really nice asset that effective stalls the Old Horn and Othom. You wanna build up a lot of Can Cans, Slapsticks, and Housewifes in order to create a nice DPS stack. Can Can's bounty ability is really helpful for getting you a lot of cash in order to keep funding your stack. Use your Doron early so he'll be off cooldown by the time Old Horn dies and you're ready to tackle Othom.
Once Old Horn dies, wait until Doron is off cooldown before using your Breaker Blast on the UltraBaaBaa. Doron's freeze is going to buy a lot of time for you stack to just demolish the Othom and wipe him out. After Old Horn dies, make sure to start spawning Octopus Cat in order to protect your stack from the arriving Two Can. Two Can is easy to deal with since he's single target, and your LD/wave units will make easy work of him. Keep building even as the Youcan comes out. UltraBaaBaa is extremely useful for keeping your stack back and safe from the deadly waves of Youcan. You want to get rid of the second Two Can, and the majority of the relic peons before using Breaker Blast to finally get rid of the Youcan. After all the main threats supporting Youcan are dead, the stage is pretty much a cake walk from there!
Manic Eraser 44
Eraser 20+57
Boulder 40
Can Can 40 (Move Speed 10, Bounty)
Octopus 37+1
Jellycat 40
Housewife 37+3 (Savage Blow 10)
Headmaster Cat Jobs 29+1
Slapsticks 37+2
Doron 30
This stage's startoff is pretty tight without the use of rich since it's really easy to have a unit go on to activate the enemy base. That's why I like to use rich here in order to ensure I have a decent amount of cash going into the main wave.
Once you hit the enemy base, it's a game of spamming your units. I like focusing on Couriers so they take down the Red EnerGs, and Housewives to stall the enemy zombies. It's best if we limit some of the damage we deal so we can retain some of the shorter ranged enemies in the front to use as stepping stones for your LD and wave units. The enemies shouldn't push too hard, and as long as you have a good flow of cash going, you should be able to win quite easily.
Gato Amigo 30 (Immune to Surge)
Manic Eraser 44
Eraser +57
Rock 40
Can Can 40 (Bounty, Move Speed 10)
Slime 40
Courier 40
Housewife 37+3 (Savage Blow 10)
Cadaver 44
Seafarer 36+4
After hitting the base, you can spam most of your stuff (besides Bahamut) to work on taking out the peons and slowly killing off Fallen Bear's lifelines. Try to time those Slimes so that they don't get murdered by Fallen Bear or Wicked Face. After killing Fallen Bear, finishing off Wicked Face is pretty self-explanatory, and he doesn't pose enough of a threat to keep pushing your forces back and losing you the victory.
Manic Eraser 44
Eraser +55
Bellydance 37+3 (Target Aku)
Jellycat 40
Octopus 37+1
Bullet Train 38
Seafarer 36+4
Evil Aku Researcher 30
Doron 30
Bahamut 30
After Merlion dies, use Bahamut when you have an opening to attack Cli-One (I didn't do this successfully in the video). This will shorten the time it takes to kill Cli-One, and make the Aku spam section of the stage slightly easier (not that it wasn't easy already). But yeah, stage is pretty much cookie clicker after the Aku's start coming out just because they give you all the cash you would ever want in the world.
Manic Eraser 44
Eraser +44
Neo Driller 40
Jellycat 40
Bahamut 30
Fiend 39+1
Housewife 37+3 (Savage Blow 10)
Seafarer 36+4
Cadaver 44
Octopus 37+1
Execution is pretty simple with this stage, but it's easy to screw up a few things if you don't plan well or get unlucky. The Ursa Major can be taken care of with an A. Bahamut chain. Keep your worker cat at level 1, allow Ursa Major to hit your base, then immediately summon A. Bahamut alongside your fast meatshields (Manic Mohawk and Manic Eraser). Keep spamming these two until Bahamut dies, then focus on spamming only 3 meatshields at a time (I prefer Mohawk, Eraser, Manic Eraser since Mohawk is slower and creates a denser meatshield army). After Bahamut dies, use Bullet to slowly chip down Ursa Major. At the same time, upgrade your worker cat as high as you can to maximize the double cash you will get from Bullet killing Ursa Major later.
When Ursa Major dies, wait for the Caly to spawn, then unleash A. Bahamut on Master A. to get one knockback. Keeping track of Master A. knockbacks is crucial for an easy time here. For now, let's note that we have dealt 1/4 knockbacks.
The Capy + Master A. combo is your main helper to stall for cash and max worker cat. You can just spam 3 meatshields for the most part, but I like also using Cat Jobs to make this process way easier (only need to spam dual erasers). After Capy knockbacks, try to get Bullet hits in. Ideally, you want to achieve 2/4 knockbacks before Capy dies. Luckily, Capy has 3 knockbacks, so you have quite a bit of breathing room. On Capy's final knockback, lure the two closer to your base so you can unleash Bahamut easier later.
After Bun Bun Symbiote spawns, summon Bahamut to bring Master A. to 3/4 knockbacks. From here, you're going to use Cat Jobs to allow yourself to build up a Seafarer attack. Summon those Octopus Cats to try to block any possible waves from murdering your backline. Focus on your slower meatshields (everything excluding M. Mohawk) so whenever Bun Bun is knockbacked, they don't push too much. Luckily, Seafarer survives a long time due to his multiple knockbacks, but I got kinda unlucky this run because one of the Seafarers prematurely froze Bun Bun while Master A. could still access the incoming Seafarers. Dealing with the remaining knockbacks follows this same formula. Save Cat Jobs for R. Ost.
When Bun Bun dies, wait for R. Ost to spawn, then finish off Master A. using Bahamut. Keeping track of Master A. knockbacks leads to this, allowing you to take on the R. Ost alone. From there, the rest of the stage should be pretty easy. Cat Jobs stalls R. Ost, and you can damage him using Seafarer, Manic King Dragon, and Bullet.
Manic Mohawk 31
Mohawk +45
Manic Eraser 44
Eraser +55
Seafarer 36+4
Octopus 37+1
Headmaster Cat Jobs 29+1
Bullet 38
Bahamut 30
Manic King Dragon 40
After hitting the base, the stage is pretty much just spamming meatshields, Slime, Cadaver, Housewife, Time Traveller, Slapsticks, and Manic Flying. However, it's still important to remember the goal of not overexerting your resources and money. Manic Flying is a cash drain and is mainly only useful for the start-off and the super intense peon spam after hitting the base. Use him sparingly. Focus more on Time Traveller and Slapsticks for your consistent DPS. The cats you want to prioritize spamming at all times are the meatshields, Slime, Cadaver, and Vaulter. They're relatively cheap/don't have too low of cooldowns, so they're not really drains + they bring high value to the lineup. Consistent Cadaver spam is pretty important for keeping those Zuches at bay. Slime's waves are super useful for wiping out a lot of peons at a time, and Housewife's LD also does a good job at handling peons as well as doing consistent damage to the Winged Pigge. On the other hand, you only want to spam Time Traveller and Slapsticks when you have the money to do so. If you have around 3000-4500 cents left, it's a good idea to not summon one or the other in order to conserve money. If you have below 3000, it's best to ignore summoning them entirely.
After the Winged Pigge dies, the stage is pretty simple to clean up from there. You pretty much rely on your LD and wave stuff to wipe out the Chickful A's and the rest of the enemies.
Manic Eraser 44
Ramen 40 (Resist Curse 10)
Jellycat 40
Cadaver 44
Housewife 37+3 (Savage Blow 10)
Manic Flying 40
Time Traveller 38
Slapsticks 37+2
After Gobble dies, start spamming everyone. Once you hit the base, it's just a matter of spamming everyone at this point. The Cyberpunk stack will keep the Gobbles at bay, while your other troops will wipe out the metal enemies. Curry is really nice here for some extra crowd control against those metals since they can push quite a bit if you're not careful/don't get lucky with crits/lower level units. But yeah, the stage after this point is pretty much self-explanatory and cookie clicker.
Future Cat 39
Manic Eraser 44
Curry 40
Soba 30
Cyberpunk 29+4 (Slow 10, Survive 1)
Corrupted Moneko 30
Superstar MONEKO 40
Jellycat 40
Catasaurus 31+13 (Critical 5, Cost Down 10)
Catyphoon 35
monthly upload lol
Li'l Mohawk 34+8
Gato Amigo 30 (Surge Immune)
Mohawk +45
Boulder 40
Deadeye 30
Cyberpunk 29+4 (Slow 10, Survive 1)
After hitting the base, start spawning everything else except Bahamut. After Doron freezes Loris, you can spawn Bahamut (assuming Henry isn't about to freeze everything). He will deal a huge chunk of damage to the enemies there, and you can also use slow beam to help him land some extra hits. Afterwards, the play is to just spam everything. Try to spawn units after Henry hit to minimize everything getting frozen.
Manic Mohawk 37
Mohawk 20+45
Housewife 37+3 (Savage Blow 10)
Slapsticks 37+2
Bahamut 30
Manic Eraser 44
Eraser 20+55
Can Can 40 (Bounty, Speed 10)
Pizza 33+7 (Wave 10)
Doron 30
I like rich cat here because it gives you way more freedom to spend your money and maintain expensive damage dealers and crowd controllers. For the startoff, you want to summon Jellycat at 1500c, then immediately start spamming Manic Erasers. Then, summon the second Jellycat when the first Jellycat's wave knockbacks the Shibalien, and he's on the ground walking again. After this, summon the third Jellycat immediately as he's off cooldown. After Spacefish Jones comes out and fires his first shot, you can start spamming Can Can, Seafarer. Wait about until Jellycat bites a second time to spam Cadaver BearCat. After Corporal Weyland's barrier is broken, you can start spamming Weedwacker. These timings are so that Jellycat aligns with the Zang Roo unburrowing, Weedwacker makes it here on time, and Cadaver hopefully makes it there on time. If you're lucky, your units will zkill the first Zang Roo for a lot of cash. At this point, spam everything except the anti-Zombies, who you will save for the next Zang Roo (conserves money, saving Housewife is important).
When the next Zang Roo comes out, Holy Blast him and start spamming pretty much everything except for Headmaster Cat Jobs. He will be the backup later. The goal is that the beefy units with high survivability stay at the front lines to activate as many burrows as possible while also dealing high damage (also keeps Weyland back). For the main horde of Zang Roos, you're going to have to rely on especially good Housewife procs to slow those Zang Roos long enough so that you can kill them. Once the front line has died off and more Zang Roos are coming from the enemies, this is when you can use Holy Blast to stop those burrows. Use Headmaster Cat Jobs after Weyland had been knockbacked or killed, close to when the Zang Roos are at your base. If Housewife hasn't stopped the push yet, you're going to have to hope for good Cat Jobs procs to stay alive from there, which isn't easy. However, if you make it past the horde, the stage is free from there.
Manic Eraser 44
Eraser +55
Jellycat 40
Housewife 37+3 (Savage Blow 10)
Pizza 33+7 (Wave 10)
Headmaster Cat Jobs 29+1
Cadaver 44
Weedwacker 40+5 (Target Aku) [you want about 37+ so he survives one Zang Roo multi-hit]
Can Can 40 (Bounty, Move Speed 10)
Seafarer 36+4


