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TIDESPIRE

CHAPTER 2 · BOSS 9 · TEMPO DISRUPTOR

TIDESPIRE

The Drowned Howl

TIDESPIRE was a single drop of water. Then a stream. Then a flood. Then a SOUND — the howl of every drowned soul, gathered into one being. It carries the voices of those it claimed.

ELEMENT

TIDE

HP

17,000

CHAPTER

2 of 3

TIDESPIRE emblem

VISUAL IDENTITY

An enormous water-and-ice elemental shaped like a frozen tidal wave with a roaring face at its peak. White-blue body, icicle teeth, glowing white eyes. The base IS water — sloshing, alive. Crystalline ice arms reach forward. Voice is a chorus of drowning whispers.

THREE PHASES · ESCALATING SOUL

Phase Breakdown

PHASE 1 · 100% → 66%

RISING TIDE

Slow Time every 6 turns — one turn happens at half-speed. No mechanical change, just psychological pressure of feeling time trickle.

One drop... then ten thousand... we are... ONE.

PHASE 2 · 66% → 33%

UNDERTOW

Reverse Tempo every 7 turns — your next placement triggers 0 charge advancement. Heroes don't gain charge that turn.

Resist. We have heard ten thousand resist. Each fell to the same... ...QUIET.

PHASE 3 · 33% → 0%

DROWN

Tidal Lock every 8 turns — you lose your next turn entirely. Cannot be prevented, only planned around. Damage redundancy required.

Time bends. Will you?

DEATH

...soft... soft... silent... ...silent...

STRATEGY

How to Defeat

✓ BEST SQUAD

Sharks — chain mechanics survive turn-loss. Frost mirror match favors the player who knows mechanics.

✗ WORST SQUAD

Period-based (CRYOMIND, KEYCRYPT, captains) — turn loss = charge loss = ULT delay.

★ KEY LESSON

Damage redundancy. Plan for missed turns.

⚡ THE MOMENT

Phase 3, Tidal Lock 1 turn away — commit to BRINESHOT SHATTER VOLLEY this turn → kill before turn-loss = victory through tempo defiance.