Frostbite Nest
Stage 11 of 18, in Stormcloud Depths.
- Waves
- 15
- Starting gold
- 600
- Lives
- 20
- Tower spots
- 8 + 6 hidden until the camp reveals them
- Gems per win
- 90-135
- Challenge rating
- Brutal
- Boss
- Sarelgaz
Keep the camp working
Frostbite Nest starts in fog. Build around the visible encampment first, clear webbed towers promptly, and keep gold for the egg nests. These notes cover Campaign; the challenge modes begin with a different camp setup.
Plan around the reveals
- Waves 1–4: defend the visible paths. Start with ranged coverage and a blocker around the camp. Do not save for a tower spot that is still hidden. Plan a crowd-control loadout with the units you can actually equip.
- Wave 5: the camp reaches level II. Six hidden tower spots become available. Cover the path that is leaking before buying a second tower on a safe lane.
- Wave 10: the camp reaches level III. The whole cave becomes visible and its archers join the defense. Keep checking the side paths; Giant Spiders also drop onto the battlefield.
If the line suddenly stops dealing damage
Look for Sarelgaz on a tower before buying another upgrade. Tap her five times to chase her away. Path webs slow your ground heroes and soldiers while speeding up spiders, so moving a hero through a web is a poor emergency plan; put Reinforcements at the threatened point instead.
Small spiders pile up
- Change first
- Use area damage where they are being held, rather than spending every cast on one spider.
Sarelgaz survives your mages
- Change first
- Bring physical damage for her high magic resistance. Keep ranged damage working while she eats nearby units.
An egg is about to hatch
- Change first
- The nest’s arrow volley costs 50 gold. Ten activations cost 500 gold; leave room in your budget if chasing Protein-Rich.
Sarelgaz leaves the field between phases. Save targeted casts until she is back and damage can land; deal with the remaining spiders while her health bar is absent. Her attacks and resistances explain which damage to keep in your lineup.
Enemies in the campaign
5 kinds of enemy come down the paths here. Counts are for the whole campaign run.
- Sarelgaz (boss)
- Spiderling, 232
- Leaper Spider, 110
- Giant Spider, 90
- Spider Matriarch, 13
- Son of Sarelgaz, 7
What the map gives you
- Linirean Encampment. Starts with basic defenses and a short sight range. At Linirean Encampment II it carries better gear and sees farther. At Linirean Encampment III it is fully equipped and can see across the entire battlefield.
- Spider Egg Nest. Produces spiders. Its Flaming Arrow Volley ability burns spider eggs to destroy them, for a cost of 50 gold.
- Encampment levels. In Campaign and Classic Rush, the Linirean Encampment begins at level I and upgrades at no cost to level II at wave 5 and to level III at wave 10. In Iron Challenge, Spell Rush, Hero Party, and Blitz Challenge it begins at level III already.
- Encampment soldiers. At level I the encampment garrisons 1 soldier, and 2 at levels II and III. Each soldier has 100 health, no armor, deals 4-6 physical damage per second, and regenerates 100 health per second once 2 seconds pass without being struck. A defeated soldier respawns after 30 seconds, or 26 at level III.
- Encampment archers. At level III, the encampment's archers fire at enemies within 300 range, dealing 10-16 physical damage per second.
- Hidden tower spots. Six fog-hidden tower spots become available once the encampment reaches level II, which happens at wave 5 in Campaign and Classic Rush and right away in every other mode.
- Spider webs. Eight spider webs are scattered across the paths. While inside one, ground soldiers and heroes belonging to the player are slowed by 30%, while spiders and Sarelgaz gain 25% extra speed, applied in 0.25-second pulses every 0.4 seconds. Flying units, other enemy types, Zefira, and the Giant Spiders that drop from threads are unaffected.
- Webbed towers. During waves 3, 5, 6, 7, 9, 10, 12, 13, and 15 of Campaign and Classic Rush, Sarelgaz picks a random tower and descends onto it every 15 to 30 seconds. That tower halts immediately during her 3-second spin; 5 taps chase her away, otherwise the tower remains webbed for 6 more seconds.
- Spider eggs. In Campaign and Classic Rush, Sarelgaz deposits eggs at the three spider nests. Each egg hatches 5 seconds after being laid, releasing Spiderlings, Giant Spiders, a Spider Matriarch, or a Son of Sarelgaz; burning an egg before it hatches yields no enemy.
- Giant Spiders from above. Giant Spiders descend on threads onto the path from four spots in the cave. Per battle this totals 104 in Campaign and Classic Rush (with 24 of those occurring during the Sarelgaz fight), 24 in Hero Party, 21 in Spell Rush, and 10 in Blitz Challenge, while none appear in Iron Challenge.
Watch Frostbite Nest played to three stars
Achievements on this stage
- Forced Molting: Defeat the arachnid boss in Frostbite Nest. 62.2% of Steam players have it.
- Protein-Rich: Destroy 10 egg nests in Frostbite Nest. 15% of Steam players have it.
Every mode on Frostbite Nest
| Mode | Waves | Gold | Lives | Gems |
|---|---|---|---|---|
| Campaign | 15 | 600 | 20 | 90-135 |
| Iron Challenge | 1 | 1,500 | 1 | 57 or 86 |
| Blitz Challenge | 3 | 750 | 3 | 27-42 |
| Spell Rush | 6 | 550 | 3 | 54-84 |
| Hero Party | 6 | 550 | 3 | 54-84 |
| Classic Rush | 15 | 550 | 3 | 90-135 |
Iron Challenge here allows only Gold Prospectors and Dwarven Culverin. The rules of each mode are on modes and difficulty.
Along the campaign
- 10. Abominable LairThe stage before.
- 12. Ha'kraj VillageThe stage after.
- All 18 stagesWaves, gold and bosses side by side.
- Loadout plannerPlan what you bring to Frostbite Nest.


