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Braveheart Basin: read the guardian, earn the opening

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Learn the warning shapes, clear the helpers and make every safe opening count.


Aurendrake folds his wings. A bright line crosses the ground. You step aside, the dive passes, and the Old Warden's guarded heart opens. That is your chance: a calm head can take you further than a hurried attack.

Braveheart Basin's guardians are fierce protectors. You calm them by learning their movements. Each class has a way through each fight. Watch the warning, move to safety, then use the opening. There is no race against a hidden time limit.

Nine guardians to learn

GuardianRead the warningMake the opening count
GoliathRaised arms mark ground rings; a leap follows later.Calm the boulder helpers, leave the rings, then strike during recovery.
Thornwood the ElderRoot lanes light up before they bind; leaves fall in the later phase.Interrupt the healing seedlings and keep circling.
Queen MorelBright spore circles warn before bursting.Clear the mana-draining fungi. Dodge to open the cap shield.
Scarjaw the TyrantA crouch warns of a charge; the tail threatens the space behind.Step out of the charge lane and deal with hatchlings before they crowd you.
Great Sun GuardianA slow beam sweeps across the court.Flank the opening plate and clear the sun sparks.
FrostmawA breath cone marks its safe side; ice changes the route.Leave yourself an escape path and space the rime helpers.
MagmawA landing ring appears before each leap.Move clear, answer the emberlings, then attack while Magmaw cools.
Garden SentinelLantern vines mark a lane before binding it.Clear the tending helpers and break the marked seed pods to open the shield.
Aurendrake, the Old WardenWing shadows mark each dive line.Clear the helpers at each ward plate. The final heart opening returns if you miss it.

How the waves grow

Let L be your level at the start of the wave and W its number. Normal creatures use min(130, L + floor((W − 1) / 20)). Guardians use your level, capped at 130. Your health and mistakes do not secretly raise the difficulty.

The normal creature budget is 4 + 2 × floor((L − 1) / 10), capped at 36. Arrivals come in 3 groups, 8 seconds apart. A guardian replaces the last arrival on its wave. Elite share rises in steps as your level rises; read the wave warning and choose which threat to calm first.

Keep something in reserve

The arena drains 2 fed seconds each real second. Eat before the meter empties: an unfed runner loses health and mana regeneration. Start with 3 mangoes, 1 health potion and 1 mana potion. Potions share a 0.9-second cooldown.

Normal creatures can give food (0.03 chance), health potions (0.02) or mana potions (0.02). Elites have a 0.1 chance of one supply. Each calmed guardian gives 1 chosen food and 1 potion. Use the 12-second wave break to gather and prepare; it does not heal you.

You have 3 lives. Before the last life is lost, a defeat returns you after 5 seconds with half health and mana and 5 seconds of protection. The creatures keep their progress. After repeated guardian defeats, choose when you are ready to try that guardian again.

Try this next: save a defence or movement skill for the guardian's warning instead of using every skill as soon as it is ready. Learn one clean dodge, then build the whole fight around it. Read "Apocalypse: hold the line in Braveheart Basin" for the mode's boards and rewards, or Farming and cooking to learn what food does.