Which maps these rules cover
Raid maps are a subset of regular maps with no set path. The index groups Grand Garage, Rooftop Rumble, Facility Raid, Abandoned Alleyway, Pirate Panic, Chaos Kingdom, and Blastech Barrage here. Build to Survive and Minesweeper are called out as exceptions that also lack a set path. Chaos Kingdom and Facility Frenzy are also known for minibosses before the final boss.
You place buildables: spikes that damage enemies, lamps, and fences that redirect the path.
Fence deadlines
An intermission tells you to upgrade fences. If you miss it, enemies break the fence.
| Difficulty | Waves that demand a fence upgrade | Fence level required |
|---|---|---|
| Easy | 14, then 21 | 2, then 3 |
| Medium | 14, 20, 27 | 2, then 3, then 4 |
| Hard | 14, 23, 27, 33 | 2, then 3, then 4, then 5 |
Spend the waves before each of those numbers on the fence, not only on heroes.
Placement caps
Spikes have a 50 placement limit. Fences do not, so a fence wall can fill the grid. There is also a non-upgradable invulnerable fence piece that heroes can stand on. Each player can place only 3 of those.
How this changes a normal loadout
Path length is your fence layout, not the map art. Short-range heroes such as Yasuke only work after you bend the path into their range. Spectre still does not buff summoner minions, so a summon-only raid board gets less from that aura than a Chef or Branch board does.
