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Floor 1

Slime Opening

Slime Opening fields 2 units and turns up on Floor 1. At its heaviest it reaches 2,486 effective health and 20 effective offence, and the table below breaks that down by floor and difficulty tier.

What is on the board

2 units, by family. Tap a family for its stats across all three tiers.

Floor by floor, tier by tier

Effective health and offence for every version of this fight. The highest value in each column is marked.

Effective health and offence of Slime Opening at every floor and difficulty tier.
FloorDifficultyEffective healthEffective offence
1D11,99620
1D22,48620
1D32,48620

Other fights on these floors

How to read this fight

  • Count the ranged units before you place your front line. Archers and mages ignore your tank if it is not between them and your back row.
  • Effective health is the whole board. Killing the smallest unit first lowers the offence number more than it lowers the health number, and offence is what ends your run.
  • The same fight on a later floor is the same fight with bigger numbers. If it beat you once, the answer is upgrades, not a different formation.
  • Compare difficulty 2 and 3 in the table before blaming your damage. Where tier 2 fields more health than tier 3, the loss on tier 3 is a survival problem instead.
  • Board size is fixed at 7×8 on every encounter, so positioning habits carry over from floor to floor.

Questions people ask

What enemies are in Slime Opening?
2 units: 1× Mushroom Archer, 1× Slime. The composition is the same at all three difficulty tiers — only the numbers change.
How much health does Slime Opening have?
Between 1,996 and 2,486 effective health depending on floor and difficulty tier, against up to 20 effective offence.
Where does Slime Opening appear?
On floor 1, on a 7×8 board.
How much harder is difficulty 3?
On Slime Opening the effective health goes from 1,996 on difficulty 1 to 2,486 on difficulty 3. Offence rises faster than health, which is what makes the top tier a race rather than a siege.

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