How to Play — Creep rounds
A round-by-round plan: what to buy, when to level, how much gold to keep. Numbers come from the game code; the plan is a recommended standard curve.
On these rounds every player fights the same neutral creeps instead of another player. Killing creeps gives gold, and clearing the round earns the reward box shown — it arrives at the start of the next round. Units, numbers and rewards come from the game code.
Rounds 1: Radiant Guardian
- Creep ×2 — HP 150, Damage 20–30
Two weak melee creeps. Any two pieces win this — just place whatever you bought.
Rounds 2: Radiant Crusader
- Mega Creep ×1 — HP 350, Damage 40–50
- Ranged Creep ×2 — HP 100, Damage 30–40
A Mega Creep in front and two Ranged Creeps behind. Put 2–3 pieces down; a ranged piece helps.
Rounds 3: Radiant Archon
- Mega Creep ×2 — HP 350, Damage 40–50
- Ranged Creep ×2 — HP 100, Damage 30–40
- Creep ×2 — HP 150, Damage 20–30
Six creeps. Field 3 pieces (a pair is best) so you do not miss the Lv2 spoil token.
Rounds 10: Golems
- Golem ×1 — HP 1400, Damage 80–120
- Golem ×2 — HP 800, Damage 60–100
Three Golems, 3,000 HP in total. About 5 pieces with a ★★ or two clear it — and this is your first relic box.
Rounds 15: Wolves
- Alpha Wolf ×1 — HP 1600, Damage 80–160
- Wolf ×1 — HP 1200, Damage 40–120
- Little Wolf ×2 — HP 800, Damage 40–80
Four wolves tagged Assassin: like Assassin pieces they leap onto your back line. Keep a tank beside your carries.
Rounds 20: Hellbears
- Hellbear ×1 — HP 1600, Damage 150–250
- Hellbear ×1 — HP 1600, Damage 150–250
- Innocent Rabbit ×3 — HP 200, Damage 0–0
Two hard-hitting Hellbears (one has 25 armor, the other 20% magic resistance) plus rabbits that only soak attacks. Focus the bears.
Rounds 25: Wildwings
- Wildwing ×1 — HP 3600, Damage 300–380
- Wildwing Ripper ×1 — HP 3600, Damage 300–380
Two Wildwings with 800-range magical attacks — armor does not help here; magic resistance and HP do.
Rounds 30: Tri-Pinecone
- Pine Cone ×3 — HP 3600, Damage 320–400
Three ranged Pine Cones with 3,600 HP each. You need real damage on the board by now.
Rounds 35: Black Dragon
- Black Dragon ×1 — HP 8000, Damage 400–1000
One Black Dragon: 8,000 HP, 25 armor, 900 range and Great Cleave. Spread your pieces so the cleave hits fewer of them; magic damage ignores its armor.
Rounds 40: Trolls
- Troll Axe Flinger ×4 — HP 4800, Damage 150–250
- Fiery Troll Foreman ×1 — HP 4000, Damage 150–450
- Frosty Troll Foreman ×1 — HP 4000, Damage 150–450
Six trolls that gain attack speed with every hit; two of them attack with magic. Kill them fast before the stacks snowball.
Rounds 45: Year Beast
- Year Beast ×1 — HP 16000, Damage 800–1200
Year Beast: 16,000 HP, pure-damage attacks with cleave and bash. Only a finished late-game board wins this.
Rounds 50: Diretide Roshan
- Diretide Roshan ×1 — HP 24000, Damage 1600–1600
Diretide Roshan: 24,000 HP, 30 armor, 1,600 damage per hit with cleave and bash. Beating it gives the last relic box.