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Monster Nodes

“A snarl left uncut gathers, loop braiding into loop, and the deepest hold shapes the field-records call the Braided.” — The Seamkeeper’s Codex, the Bestiary of Echoes

Monster nodes — the Codex calls them snarls — are attackable Echo clusters, roughly two per territory zone, tiered 1–7 by the zone they tangle in. They respawn after being cleared, so your neighborhood always has work.

  • Resources — rewards double per tier (see table).
  • Guardian XP — scaled to enemy power; snarls are the leveling treadmill.
  • Practice — they have fixed, known compositions, making them the perfect place to learn the triangle.

Each tier fields one dominant troop type — which means each tier has a correct elemental answer:

Tier Force Champions Dominant element Bring Reward
1 80 × T1 Sylvan Stalker Fire Water 1,000
2 160 × T1 Ancient Guardian Earth Fire 2,000
3 280 × T2 Biolume Sprite Ember Wisp (Fire) Water Earth 4,000
4 450 × T3 Sylvan Stalker Stone Revenant (Earth) Fire Water 8,000
5 700 × T4 Ancient Guardian Tide Warden (Water) Earth Fire 16,000
6 1,100 × T5 Biolume Sprite 2 × Ashfiend (Fire) Water Earth 32,000
7 1,700 × T6 Sylvan Stalker 2 × Throne Sentinel (Earth) Fire Water 64,000

Champions are the Braided of the Bestiary — single heavyweight Echoes with thousands of HP that fight alongside the stack. From Tier 3 up, every snarl has at least one; Tiers 6–7 field pairs.

  • The cycle rotates Fire → Earth → Water, so the counter-element rotates too. If you main one troop type, your comfortable tiers recur every third tier — Ancient Guardian (Earth) armies feast on tiers 1, 4 and 7.
  • Champions don’t follow the dominant element. The Tier 3 snarl is Water-dominant but its Ember Wisp is Fire — your Water troops counter the champion while being countered by nothing. Check both columns.
  • Force size roughly doubles per tier while troop tier climbs alongside — Tier 5 isn’t “a bit harder” than Tier 4; it’s ~1.5× the bodies at +1 tier each.

The honest answer is always the send-sheet preview — but as a rule of thumb, you want a clear win with wounded you can afford, not a squeaker. If the preview shows the battle going past round 5, you’re at the edge of your tier; if it shows a rout in your favor by round 3, move one deeper next time.

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