Giant · Wave 90
The Deepmaw
The Deepmaw is the giant at the end of Act III, on wave 90: one creep, the whole wave. A burrowing wyrm that comes up under your maze.
- Waves
- 90
- Element
- Neutral
- Movement
- Walks, 0.9 tiles/s
- Armour
- 10%
- If it gets through
- 10 lives
The Deepmaw: the briefing
What the game tells every player before this wave.
What it does
- Burrow: it dives under the maze for stretches. Nothing can hit it down there.
- When it breaks the surface, every tower within 2 tiles is buried for the rest of the wave.
- If it reaches the goal: 10 lives lost and no lives restored for Act III.
How to beat it
- The HUD shows where it will surface next. Build around that spot, not on it.
- Move towers while it is underground: every sale refunds 100 % while it walks.
Giant rules
- Burrow: it walks 14 tiles on the surface, then 16 underground where nothing can hit it; breaking the surface buries every tower within 2 tiles for the rest of the wave.
- If it reaches the goal: 10 lives lost, and the act's lives are not restored.
- While it walks, every tower you sell refunds 100%: sell what it has passed and rebuild ahead of it.
- Towers more than 6 tiles from it deal ×0.6. Slows work on it at 65% strength, poison at ×0.5.
- Its body is huge: a splash hit lands on it 2 more times, and a chain with nothing else to jump to hits it again at ×0.35.
- Each race's towers deal giants their own share of damage: Fire ×1.35, Frost ×1.4, Water ×1.2, Light ×1.3, Gale ×1.45, Storm ×1.25 and Arcane ×0.72.
What works against it
Strength by act
| Wave | Act | Per lane | HP | Regen / s | Kill gold |
|---|---|---|---|---|---|
| 90 | Act III | 1 | 280,288 | 76 | 460 |
HP grows with the wave and the difficulty; in co-op every lane gets its own. Numbers from the game's data when this page was built.
The Last Maul
Co-op tower defence for up to 8 players. Free to play, nothing to install.
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