Tactical lanes with defenses protecting the central egg

How to Defend

Place, Upgrade, Survive.

Placement & Range

Placement diagram showing lanes, range circles, and choke points
  • Use lanes and intersections to maximize **coverage**—range circles should touch multiple paths.
  • Create **choke points** by stacking slow/control near bends; splash damage thrives here.
  • Mind **range falloff** on certain units; place long-range behind tanks and slows up front.
  • Leave **upgrade space** so key towers aren’t blocked by later placements.

Early waves reward broad coverage; later waves reward focused, upgraded anchors with support.

Economy & Upgrades

Earn During Waves

Defeating enemies grants coins; elites and bosses drop more. Surviving with minimal leaks increases consistency across runs.

Wave streaks bolster income, so covering weak lanes early prevents costly spirals later.

Spend Between Waves

Allocate coins on key anchors first, then support: slows, armor shred, traps. Invest where an upgrade clears specific enemy thresholds.

Damage Attack Speed Area / Splash Control / Slow Utility / Economy

Enemy Types & Waves

Fast runner icon

Fast Runners

High speed, low HP. Counter with slows and splash near bends; don’t overinvest single-target.

Armored tank icon

Armored Tanks

Low speed, high HP/armor. Counter with armor shred, crit scaling, or sustained DPS anchors.

Swarmer icon

Swarmer Packs

Numerous, fragile. Counter with early splash or choke-point traps and beam AoE coverage.

Wave composition escalates from mixed fodder to elites and boss-style pushes. Read wave previews and adjust lanes between rounds.

Hatching Mechanics

Timeline: egg HP → hatch threshold → chicken warrior buffs

The egg hatches after key milestones are met—typically a mix of wave clears and stability checks. Hatching grants a mid-run spike and unlocks unique abilities.

  • Pre-Hatch: Protect the egg; prioritize coverage and control to avoid leaks.
  • Threshold: Reaching the hatch mark triggers a short lull—prep upgrades.
  • Post-Hatch: Chicken warrior buffs provide team-wide bonuses (e.g., speed aura, crit chance, armor shred).

Roguelike Choices

Damage perk card

Damage Focus

Front-loads power to clear thresholds early. Risk: weaker economy can stall mid-run without a hatch spike.

Economy perk card

Economy Tech

Coins now for compounding later. Risk: early leaks if coverage is thin; requires precise placement.

Control perk card

Control & Safety

Slows and stuns create reliable chokepoints. Risk: boss armor and resistances can outscale if damage lags.

Drafts encourage experimentation—lean into synergies that your map and wave set reward.

Boss Pressure Moments

Occasional surges introduce elite formations or boss pushes. Prepare by banking coins, pre-placing slows at bends, and upgrading anchors to hit crucial damage thresholds. If a lane collapses, reposition support between waves rather than chasing sunk costs.

Sample Loadouts

Starter Balanced

  • Two anchors covering different bends; one slow tower at the first choke.
  • Early damage upgrade → first AoE → supportive trap.
  • Flexible for mixed waves; stable into mid-game.

Economy Rush

  • Economy perk first; minimal coverage per lane.
  • Bank coins to spike anchors before elites.
  • High risk/high reward—monitor leaks carefully.

Control Heavy

  • Stack slows + stuns at bends; AoE behind them.
  • Late single-target to finish tanks.
  • Excellent into runners and swarmers.

Common Mistakes

  • Over-upgrading one lane: Spread early coverage, then specialize anchors.
  • Ignoring crowd control: Add slows/traps to unlock AoE value.
  • Late economy: If taking economy perks, do it early enough to matter.
  • Forgetting wave types: Adjust placements for armor/speed/resists each round.

Glossary

Wave: A timed enemy group with defined traits and rewards.

Perk: A drafted bonus that shapes build direction each run.

Hatch: Mid-run milestone when the egg becomes a chicken warrior.

CC (Crowd Control): Slows, stuns, traps that manage groups.

Splash: Area damage affecting clustered enemies.

Range Falloff: Some units deal less damage at max range.