This stage is quite easy due to the enemies only coming through one lane, on top of that, they have to cross a bridge which you can open up and let the enemies drop through, this is especially helpful when the Ruin Guards come out at the end.
The enemies will come from the purple portal in the east, and travel in a straight line to the west. Start by placing five Cryo Mechanici’s on the panels just after the bridge. Finally, place a Charity Mechanici in front of them to slow the enemies down whilst also giving you more Veneficus Points. Don’t waste your Veneficus Points on Wondrous Sticks just yet, because you’ll need them for waves 3 and 4.
This wave is a little tougher due to the Hydro Samachurls who run a lot faster. Let’s bolster our defenses a little more by adding two Inferno Mechanici’s, and two Electro Mechanici’s. This will take out any Samachurls who manage to get past the first chokepoint. Once again, save your Veneficus Points for the next wave.
Now it starts to get tough, the Hilicurls will have shields, Rock Shieldwall Mitachurls come into play, and Geo Samachurls are a bit more tankier, but still run fast like their Hydro brethren. In terms of Mechanici, we only add one more, and that’s an Electro Mechanici placed directly in front of your Clarity Mechanici. Finally, start spending your Veneficus Points on buffing up your Mechanici. Use the Recommended Wondrous Sticks table above to know what priority on them, you should choose. In general, Embers, Wildfire, and Beacon for Pyro. Frostbite, Quickfrost, and Floe for Cryo. Rapids and Cascade for Hydro. Thunderstorm, Thunderstrike, and Blitz for Electro, and finally, Ingenuity and Benevolence for Arcanum. For Mystics, Mechastrength, Mechapower, and Winning Strategy are always great to use.
For this last wave, bolster the backline with another two Pyro Mechanici, then spend the rest of the prep phase purchasing Wondrous sticks. Beacon is especially good for this wave, as it allows your Pyro Mechanici to hit from a further distance. There’ll only be three enemies for this wave, but they’re Ruin Guards, and they have a one-time ability to replenish all their health, which can be troublesome. If they do get their health back, don’t worry, because your Pyro, and Electro army should take them down, if not, you can activate the bridge to make them plummet to the abyss.