Hard minions should be taken out first with only 1 exception. The exception is Aquatic Man, if he only has 1 hard Minion he should be left until about 3rd or 4th to be taken out. If a Titan has 2 or more hard Minions they should always go first, this includes Aquatic Man. When considering Minions follow the order below.
Attack this precarious pot of toxic liquid and it will slosh forward dealing splash damage.
Powerful tank who is immune to all physical damage and periodically summons a cloud shield. (This shield isn’t immune to physical damage.)
Crabby little fellow who jumps on foes’ heads and forces them to attack their allies.
A big oaf of a front line melee monster whose epic body slam causes physical damage with splash and stun.
This creepy front-line fiend attacks foes in melee with its hooves.
Front-line monster that bites enemies and becomes temporarily immune by hiding in its pot. Easy to time out waiting for plant to come out, make sure to take these out before healing or shielding bosses.
Crystal Golem (orange)Edit
Mid-line ranged construct that does AoE magic damage.
Front-line demon that deals magic damage and is immune to magic.
Front-line melee monster that deal physical damage.
Front-line tank that deal AoE magic damage.
Gnome with a bomb. Walks up to enemies and explodes for serious AoE damage.
Mistic Wilding (green)Edit
Tough mid-line archer that deals magic damage.
Mid-line that throws flaming pumpkins for magic damage.
Front-line demon that deal physical damage and is immune to physical.
Midline monster that shoots eyeball projectiles at multiple ranges.
Front-line melee monster that deals physical damage.
Wilding Archer (brown)Edit
Back-line archer that deals physical damage.
Wilding Sniper (yellow)Edit
Tough mid-line archer that deals physical damage.
Wood Spirit Healer (white)Edit
Mid-line supporter who heals other units. Doesn’t attack.
Wood Spirit Shaman (orange)Edit
Mid-line supporter who increases other units’ attack power and speed. Doesn’t attack.