2Course 2: Fierce, Cunning and Resilient
The first real course teaches the three creature classes one at a time: hard-hitting Fierce, tricky Cunning and tough Resilient.
- Missions
- 18 across 3 chapters, teams of 2, Intermediate caps level 12
- Rewards
2,700 Game Coins
3,450 DNA- Approach
- Bring creatures of the class each chapter names; slot 1 is locked to that class. Fierce enemies are slow, so a quicker creature gets the first hit. Level your creatures a little past the enemy (level 3 or more beats most Starter missions).
Full Course 2 guideA test of everything so far using Common creatures only.
- Missions
- 8 across 1 chapter, teams of 3 or 4, Intermediate caps level 13
- Rewards
2,200 Game Coins
5,000 DNA- Approach
- Pick your best two Common creatures, ideally one fast attacker and one sturdy one. The enemies are level 3 to 9; creatures above level 3 clear the Starter missions, and Intermediate wants them near level 9.
Full Course 3 guide4Course 4: Damage Reduction, Armor, Armor Piercing, Vulnerability
Four chapters on taking less damage and getting past it: distracting attacks, armor, armor-piercing attacks and vulnerability.
- Missions
- 24 across 4 chapters, teams of 1 to 3, Intermediate caps level 14
- Rewards
7,800 Game Coins
10,500 DNA- Approach
- Against armored enemies, use attacks that pierce armor; against creatures that cut your damage, hit them with vulnerability first so each strike lands harder. When a chapter asks you to use damage reduction, open with it before the enemy's big hit.
Full Course 4 guide5Course 5: Shields, Defense Shattering, Dodge, Precision
Defensive tricks and their answers: shields and the attacks that break them, dodge and the precise attacks that never miss.
- Missions
- 26 across 4 chapters, teams of 1 to 4, Intermediate caps level 15–16
- Rewards
9,750 Game Coins
11,375 DNA- Approach
- Shield up just before the enemy's strongest attack. Break enemy shields with defense-shattering attacks instead of hitting into them, and answer dodging enemies with precise attacks, which cannot be dodged.
Full Course 5 guideA test against Rare creatures.
- Missions
- 10 across 1 chapter, teams of 4, Intermediate caps level 16
- Rewards
4,250 Game Coins
1,900 DNA- Approach
- Bring Rare creatures above level 6 and a mix of speed and bulk. Use what earlier courses taught: shatter shields, pierce armor, and strike precisely into dodgers.
Full Course 6 guide7Course 7: Resilient Strike
Learn to counter Cunning creatures with Resilient Strike and Resilient Rampage.
- Missions
- 6 across 1 chapter, teams of 2 or 3, Intermediate caps level 17
- Rewards
2,850 Game Coins
1,320 DNA- Approach
- Resilient attacks strip the dodge and cloak that Cunning creatures rely on, so lead with them. Creatures with Resilient Strike above level 7 handle the Starter missions.
Full Course 7 guide8Course 8: Rare Hybrid Test
A test against Rare hybrid creatures.
- Missions
- 6 across 1 chapter, teams of 2 or 3, Intermediate caps level 18
- Rewards
3,150 Game Coins
5,625 DNA- Approach
- Rare hybrids mix two kits, so check each enemy's moves before the battle and bring creatures above level 8 that answer their main trick (shields, armor or dodge).
Full Course 8 guide9Course 9: Heal and Cleanse
Healing to regenerate health and cleansing to clear harmful effects.
- Missions
- 6 across 1 chapter, teams of 2 to 4, Intermediate caps level 19
- Rewards
3,450 Game Coins
1,695 DNA- Approach
- Heal when a hit would otherwise knock you out next turn, not at full health. Cleanse right after the enemy applies damage over time, slows or distraction. Healers above level 9 make the Starter missions straightforward.
Full Course 9 guideA test against Epic creatures.
- Missions
- 6 across 1 chapter, teams of 4, Intermediate caps level 21
- Rewards
3,750 Game Coins
750 DNA- Approach
- Epic enemies here start around level 11. Bring your strongest Epics or well-levelled Rares above level 11, and combine the counters from earlier courses.
Full Course 10 guide11Course 11: Speed Reduction and Counter Attack
Slowing the opponent so you move first, and counter-attacks that hit back when struck.
- Missions
- 20 across 2 chapters, teams of 2 to 4, Intermediate caps level 22
- Rewards
13,500 Game Coins
6,025 DNA- Approach
- Slow fast enemies so your next attack goes first. Against creatures with counter-attacks, prefer a few big hits over many small ones, since every hit you land triggers their counter.
Full Course 11 guide12Course 12: Flocks and Fighting Flocks
Using flock creatures, and defeating them.
- Missions
- 12 across 2 chapters, teams of 2 to 4, Intermediate caps level 23
- Rewards
8,700 Game Coins
3,385 DNA- Approach
- Flock creatures absorb damage across their members; group attacks hit every member at once, so they are the way through. When using flocks yourself, keep the flock healthy so its absorb lasts.
Full Course 12 guide13Course 13: Epic Hybrid Test
A test against Epic hybrid creatures.
- Missions
- 6 across 1 chapter, teams of 4, Intermediate caps level 24
- Rewards
4,650 Game Coins
5,750 DNA- Approach
- Epic hybrids start around level 14. Read each enemy's kit, then bring creatures above level 14 that remove its strongest defense.
Full Course 13 guide14Course 14: Wound, Cleanse, Nullify
Damage over time with wounds, cleansing it away, and nullifying the enemy's positive effects.
- Missions
- 20 across 3 chapters, teams of 1 to 4, Intermediate caps level 25
- Rewards
16,500 Game Coins
22,500 DNA- Approach
- Wound enemies early so the damage builds up over several turns. Cleanse your own wounds once they would cost you a turn of health, and nullify an enemy's shields or attack boosts before you strike.
Full Course 14 guide15Course 15: Stun, Cloak, Rend
Stuns that skip the enemy's turn, cloaking for a hidden big hit, and rending attacks that ignore stats.
- Missions
- 20 across 3 chapters, teams of 2 to 4, Intermediate caps level 26
- Rewards
17,550 Game Coins
17,070 DNA- Approach
- Stun the enemy before its biggest attack. Cloak to dodge and power up your next strike. Rending attacks deal damage based on the target's health, so they shine against high-health enemies.
Full Course 15 guide16Course 16: Legendary Test
A test against Legendary creatures.
- Missions
- 18 across 1 chapter, teams of 3 or 4, Intermediate caps level 27
- Rewards
16,650 Game Coins
675 DNA- Approach
- Legendary enemies start around level 17. Bring your highest-level creatures above level 17 and plan the first two turns: these enemies punish a slow start.
Full Course 16 guideResistances and immunity: why some effects only half work, or not at all.
- Missions
- 12 across 1 chapter, teams of 3 or 4, Intermediate caps level 28
- Rewards
11,700 Game Coins
8,550 DNA- Approach
- Check each enemy's resistances before relying on a stun, slow or damage over time; an immune creature ignores it completely. Raw damage and rend still work when effects do not.
Full Course 17 guide18Course 18: Swap In, Swap Out, Swap Prevention
Abilities that trigger when a creature enters or leaves, and locking the opponent in place.
- Missions
- 18 across 3 chapters, teams of 2 to 4, Intermediate caps level 29
- Rewards
18,450 Game Coins
15,660 DNA- Approach
- Swap in when the incoming creature's swap-in ability (or invincibility) answers the enemy's next move. Use swap prevention to trap an enemy that would otherwise escape a bad matchup.
Full Course 18 guideA test against Unique creatures.
- Missions
- 20 across 1 chapter, teams of 1 to 4, Intermediate caps level 30
- Rewards
21,500 Game Coins
750 DNA- Approach
- Unique enemies start around level 21 and combine several tricks. Bring creatures above level 21 and counter the biggest threat first.
Full Course 19 guide20Course 20: Special Teams
Mixed teams that test everything the campaign has taught.
- Missions
- 8 across 1 chapter, teams of 1 to 4, Intermediate caps level 30
- Rewards
9,000 Game Coins
5,775 DNA- Approach
- Enemies are level 25 to 30 and mix rending and healing. Bring a balanced team above level 25 and focus down the healer before it undoes your damage.
Full Course 20 guideA test against Apex creatures, the highest rarity.
- Missions
- 6 across 1 chapter, teams of 2 to 4, Intermediate caps level 30
- Rewards
7,050 Game Coins
90 DNA- Approach
- Apex enemies need your strongest creatures, above level 26. Expect heavy damage and strong resistances; bring rend and raw damage rather than relying on effects.
Full Course 21 guide22Course 22: Special Test
Special boss fights, including Lord Lythronax.
- Missions
- 8 across 1 chapter, teams of 3 or 4, Intermediate caps level 30
- Rewards
9,800 Game Coins
13,250 DNAEpic IncubatorGoat ScentGoat-A-Licious IncubatorDodo Special Incubator- Approach
- These bosses are tougher than their rarity suggests. Bring your highest-level team and read the boss's moves before the first turn.
Full Course 22 guide