Worm, Blimp, Mech
A boss costs more than one life if it gets through. Plan for it before it arrives, not when it does.
| Boss | From wave | Health | Armour | Flies | Lives if it gets through | Gold for the kill |
|---|---|---|---|---|---|---|
| Giant Worm | 10 | 2,000 | 50 | No | 5 | 150 |
| Blimp Boss | 20 | 3,000 | 0 | Yes | 10 | 500 |
| Mech Boss | 28 | 2,500 | 300 | No | 10 | 400 |
Giant Worm
The Giant Worm starts turning up from wave 10: 2,000 health behind 50 armour, and it costs 5 lives if it reaches the base. Killing it is only half the job: it bursts into a swarm of spiderlings that scatter in every direction.
- Hit the worm itself with armour-breakers: Sniper Tower, Missile Silo, Railgun Tower, Laser Tower.
- Keep splash damage further down the path for the spiderlings: the Cluster Mortar was made for crowds, and a Gravity Well pulls a scattered swarm into one tight bunch for it.
- It is slow (the same speed as a Clanker), so a Cold Snap in front of your armour-breakers buys them a lot of extra shots.
Blimp Boss
The Blimp Boss arrives from wave 20: an aerial fortress with 3,000 health that floats around the battlefield dropping squads of paratroopers. It costs 10 lives if it gets through, and pays the most gold of any enemy when it falls.
- It flies, so ground-only towers are no use against the blimp itself.
- The Laser Tower's beam reaches any height and keeps getting stronger on one target: quickly up to six times, then slowly without limit. Ideal for a big boss passing over its range.
- Long range helps: the Helicopter and the Missile Silo can follow it as it wanders.
- Leave something on the ground for the paratroopers it drops.
Mech Boss
The Mech Boss turns up from wave 28: 2,500 health under 300 armour, the heaviest in the game. It plods down the middle of the path, slower than anything else, and nothing behind it can get past, so the rest of the wave queues up behind it. It also costs 10 lives.
- Small hits do almost nothing to it. Bring the big guns: Sniper Tower, Railgun Tower, Missile Silo, Laser Tower.
- The Magnet Tower rips armour off it and turns the scrap into its own ammunition.
- The queue behind it is bunched up: a perfect target for splash towers and for the Railgun's piercing slug.
- Before any boss wave
- Put your armour-breakers on your highest ground: +8% damage per level of height.
- Check your power. A gun that goes dark mid-fight does no damage at all (see Power and heat).
- A Repair Drones tower repairs a life after each wave for each of its drones, up to five: a cushion for the lives a boss takes.
The Clanker says
That is a very large mech... I would like to go home now.