Ball Name | Key Effect(s) | Role & Strategy |
Bleed | Inflicts 2 stacks of bleed; bleeding units take $1$ damage per stack when hit. (Max 8 stacks) | Essential for damage over time (DOT) builds. Excellent combo starter. |
Burn | Adds 1 stack of burn for 3 seconds. Burnt units take $4$-$8$ damage per stack per second. (Max 3 stacks) | Another powerful DOT starter; stacks quickly for reliable damage. |
Dark | Deals $3\times$ damage but self-destructs after one hit. Has a 3-second cooldown. | High-risk, high-reward for single-target burst damage. |
Earthquake | Deals $5$-$13$ damage to nearby units in a $3\times3$ square. | Fantastic for early area of effect (AOE) damage and crowd control. |
Freeze | $4\%$ chance to freeze enemies for 5 seconds; frozen enemies take $25\%$ more damage. | Crucial for setup and damage amplification. |
Ghost | Passes through enemies. | Allows balls to penetrate deep into enemy formations. |
Iron | Deals $2\times$ damage but moves $40\%$ slower. | High base damage but requires careful aim due to slow speed. |
Light | Blinds enemies for 3 seconds; blinded units have a $50\%$ miss chance. | Excellent defensive tool for crowd control and survivability. |
Lightning | Deals $1$-$20$ damage to up to 3 nearby enemies. | Reliable, chain AOE damage to clear small groups. |
Vampire | $4.5\%$ chance to heal 1 health on hit. | Core sustain component for most builds. |
Wind | Passes through enemies and slows them by $30\%$ for 5 seconds, but deals $25\%$ less damage. | Mobility and crowd control; perfect for slowing down fast enemies. |
Lazer (H/V) | Deals $9$-$18$ damage to all enemies in the same row or column. | Essential AOE utility for clearing lanes of weaker units. |
Combo balls, created by mixing two different standard balls, unlock incredibly powerful effects, often merging damage, status, and utility into single, potent projectiles.
Combo Name | Recipe | Key Effect(s) | Strategic Advantage |
Assassin | Iron + Dark / Iron + Ghost | Backstabs (hitting the back of an enemy) deal $30\%$ bonus damage. | Ideal for high-damage penetration builds, maximizing burst damage on bosses. |
Black Hole | Dark + Sun | Instantly kills the first non-boss enemy hit. 7-second cooldown. | Perfect for eliminating high-priority elite enemies or annoying ranged units. |
Blizzard | Freeze + Lightning / Freeze + Wind | Freezes all enemies in a 2-tile radius for 0.8 seconds, dealing $1$-$50$ damage. | Unmatched burst AOE freeze, great for resetting a packed screen. |
Bomb | Burn + Iron | Explodes on hit, dealing $150$-$300$ damage to nearby enemies. 3-second cooldown. | Excellent for clearing large, dense groups of enemies with reliable explosion damage. |
Frozen Flame | Burn + Freeze | Adds Frostburn (Max 4 stacks). Deals $8$-$12$ damage per stack per second AND enemies receive $25\%$ more damage. | The ultimate DOT and damage amplification combo; crucial for boss fights. |
Hemorrhage | Bleed + Iron | Inflicts 3 stacks of bleed. Consumes $\geq12$ bleed stacks on hit to deal $20\%$ of current health. | The single best ball for melting high-HP enemies and bosses. |
Incubus | Charm + Dark | $4\%$ chance to charm for 9 seconds; charmed units curse nearby enemies. Cursed units take $100$-$200$ damage after 5 hits. | A unique combination of healing, crowd control, and delayed burst damage. |
Nuclear Bomb | Bomb + Poison | Explodes for $300$-$500$ damage and applies 1 stack of Radiation indefinitely. (Max 5 stacks; $10\%$ increased damage received per stack). | Devastating AOE and a permanent damage debuff on all enemies. |
Radiation Beam | Laser (H) + Poison / Laser (H) + Cell | Emits a beam, dealing $24$-$48$ damage and applying 1 stack of Radiation for 15 seconds. | Excellent for quickly stacking the critical Radiation debuff across lanes. |
Swamp | Poison + Earthquake | Leaves behind tar blobs that deal damage, slow enemies by $50\%$ for 7 seconds, and apply 1 stack of poison. | Incredible utility for slowing down the entire lane and controlling movement. |
Vampire Lord | Vampire + Bleed / Vampire + Dark | Inflicts 3 stacks of bleed. Heals 1 health and consumes all stacks when hitting an enemy with $\geq 10$ stacks of bleed. | Excellent self-sustain that synergizes perfectly with the Bleed status effect. |
Virus | Ghost + Poison / Cell + Poison | Applies 1 stack of Disease (Max 8 stacks; $3$-$6$ damage per stack per second). Diseased units have a $15\%$ chance to pass a stack to nearby enemies. | Reliable AOE DOT that spreads naturally through enemy formations. |
With the massive selection of balls, creating a focused and effective build is key to clearing the late-game levels. A successful strategy often revolves around Area of Effect (AOE) damage paired with reliable healing/sustain.
Many high-level players find the most consistent success by stacking AOE damage to quickly thin the enemy waves.
By focusing heavily on these AOE combinations, you ensure that enemies are either melted instantly or are left heavily debuffed and slowed, making for a smooth, high-damage run. If you favor a defense-focused character like The Shieldbearer, this AOE build pairs perfectly with their natural tankiness, turning them into an unstoppable force. Pair this strategy with powerful items, such as the Level 3 Magic Staff, and you'll find enemy waves simply dissolving on contact.