Daily #19 · (UTC)
Twisted: Iron Hides + War Chest
Gale on Cross in Summer Plains: 30 waves, solo on Normal, the same for every player that day.
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- Format
- Twisted
- Waves
- 30 (waves 1–30, Act I)
- Race
- Gale
- Map
- Summer Plains · Cross
- Start gold
- 380
- Lives
- 20 (Heroic: 12)
- Rule twists
- Iron Hides, War Chest
Play this Daily Opens the game: press Play Daily on the home screen. Every Daily is free, whatever the race.
The format: Twisted
A Twisted day plays Act I from wave 1 with two rule twists, one that hurts and one that helps, and starts with more gold to make up for it.
Rule twists
- Iron Hides (harder): Creeps have 20% more health.
- War Chest (helps): 50% more start gold, but wave bonuses are halved.
Tips for this day
- Wall first with Breeze (20 gold, Gale's maze brick), then put the stronger towers where the path folds back.
- Iron Hides: Every creep needs a fifth more damage to kill. Slows and stuns buy your towers the extra shots (Zephyr and Hailstorm).
- War Chest: A big start but halved wave bonuses: spend the start gold on the maze right away, it is the most gold you'll have for a while.
- 47% of the day's creeps are nature. Gale has no fire tower, the element that beats them. Hailstorm deals water damage, only 0.5× against them: keep those for the other creeps.
- Flyers (Wyvern, Bat and Dragon Lord, waves 4, 7, 10, 12, 15, 17, 20–22, 24–25, 27, 30) ignore the maze. Archer targets them first.
- Armour (Armored 35%) cuts every hit by that share; no Gale tower deals true damage, so bring raw damage.
- Regenerator and Rimeshroud regenerate; slowed creeps regenerate at 50% of their rate.
What the day sends
Every creep kind on waves 1–30 (Act I), most numerous first.
| Creep | Element | Traits | Waves |
|---|---|---|---|
| Swarmling | nature | – | 3, 9, 13, 17, 20, 22, 24, 29–30 |
| Regenerator | water | regenerates | 7, 12, 16, 21, 23, 28, 30 |
| Skeleton | neutral | – | 8, 10, 12, 14, 18, 23, 28, 30 |
| Howlrunner | nature | – | 11, 13, 15, 18–19, 26, 29 |
| Scout | nature | – | 2, 6, 8, 15, 22, 29 |
| Ogre | neutral | – | 16–17, 19–20, 23–26, 30 |
| Wyvern | fire | flies | 21–22, 24–25, 27, 30 |
| Bat | water | flies | 4, 7, 10, 12, 15, 17, 20, 27 |
| Armored | neutral | armour 35% | 6, 9, 11, 14, 19–20 |
| Grunt | neutral | – | 1, 3–5, 7, 12 |
| Rimeshroud | water | regenerates, boss | 14, 20, 24–25, 28, 30 |
| Dragon Lord | fire | flies, boss | 21, 24–25, 27, 30 |
| Demon Lord | fire | boss | 18, 24, 29–30 |
| Void King | neutral | boss | 25–26, 30 |
| Orc Warlord | fire | boss | 5, 10 |
The race: Gale
Rapid-fire wind, sustained DPS. Strong against swarms, fast units; weaker against heavily armoured tanks.
The map: Cross
Four lanes from the north, four from the south, meeting at the keep. Hard layout, played alone in Summer Plains: the line is the creeps' path before you build. The Cross layout →
Medals
- Bronze: clear all 30 waves.
- Silver: clear them losing at most 25% of your lives (5 of 20).
- Gold: clear them without losing a life in at most 24:00 of play (48 s a wave in the Twisted format): send waves early.
The Heroic Daily is the same day (race, map, gold and twists) on Hard with only 12 lives, with its own board and medals (Silver: at most 3 lives lost).
Results
Daily Challenge
The results load from the game server.
Heroic Daily
The results load from the game server.
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