Defend a fantasy wall with an armored block lion across 30 authored stages. Equip weapons, choose between-wave upgrades, and develop one of three specializations.
Boom Mane Leo guards the wall outside WeightPlay's enchanted school-supply vault. Wild boars, trickster hyenas, armored rhinos, charging buffalo, hawks, bears, tigers, and crocodiles are drawn toward the magic stored inside its pencils, rulers, and erasers. Leo cannot leave the wall unprotected, so the player patrols its width, keeps the automatic weapons aligned with incoming lanes, and repairs damage between expeditions.
The campaign crosses six five-stage defense routes. Each route ends when a named beast commander is defeated at Stages 5, 10, 15, 20, 25, or 30. A first clear opens the next stage; a Boss first clear also grants the recorded diamond bonus. Clearing Bear Starfall at Stage 30 means the full beast roster has been driven away and the vault can reopen safely.
Drag or use ← → to move. All skills trigger automatically: volley every 14s with enemies present; roar near the wall every 12s (minimum 9s); emergency shield when the wall is damaged and enemies approach, every 22s (18s at rank 2). Temporary shields last 6s; no skill buttons.
Choose one path. Reset freely to change it.
Flame King: Volley damage +25% per rank. Roar ignites the area before the wall for 4 seconds. Damage +100% at rank 2.
Storm King: Every 4th hit chains for 40% damage per rank. Wall hits store 1 charge per rank. The next hit discharges it.
Bastion King: Aegis gains 1 shield per rank; cooldown −2 seconds per rank. Wall impacts deal 4 nearby damage per rank.
Stages 1-5 teach straight lanes, alternating entrances, and zigzag hyenas. Boar Pursuit closes the route with quick aimed shots behind a mixed escort.
Stages 6-10 introduce armored center screens, wall breakers, curving casters, and sky rushes. Hyena Crossfire adds paired projectiles while mixed enemies enter from both edges.
Stages 11-15 isolate enemy roles so the player can compare piercing against a Rhino Column, speed coverage against Twin Sprinters, and repair against a Breaker Line. Rhino Bulwark requires six shield hits before full Boss damage.
Stages 16-20 combine diving hawks with armor and curved routes. Buffalo Siege focuses heavy enemies in the center and adds a large, slow, high-damage siege orb aimed at the wall.
Stages 21-25 mix guarded runners, zigzag sprinters, heavy gates, and flank attacks. Hawk Dive Squadron repeatedly accelerates and fires two fast projectiles, rewarding early repositioning.
Stages 26-30 review all eight roles through lane, alternating, center, and edge formations. Bear Starfall finishes the campaign with the complete roster and a three-projectile casting pattern rather than another numeric copy of an earlier Boss.
Defend a fantasy wall with an armored block lion across 30 authored stages. Equip weapons, choose between-wave upgrades, and develop one of three specializations. Choose one path. Reset freely to change it.
Progress stays in this browser. No sign-in or ads. Battle results describe this run, not a personal ability assessment.