To clear Tower Level 98 in Kings Call 2, mulligan for cheap crowd-control spells and low-cost frontline blockers rather than standard aggro cards. The boss relies on high-threat early deployments and area-of-effect board wipes that crush standard rushes. You must stall the opening turns, establish ranged damage behind durable tanks, and hold your high-impact removal spells until you can counter the boss's scaling cards.
Surviving the Boss Opening (Turns 1–3)
The opening phase determines whether your hero survives long enough to deploy high-cost cards. The boss frequently plays fast-striking threats and lane sweepers early, making greedy mulligans an immediate failure condition.
Use the following priority checklist during the first three turns:
- Mulligan for early answers: Keep low-cost removal, stun, or silence spells. Redraw expensive late-game finishers and high-cost boss cards.
- Deploy roadblock tanks reactively: Place high-durability vanguard units directly across from active enemy threats instead of pushing unoccupied lanes.
- Counter high-mobility openers: If the boss deploys flying units or creatures with preemptive attacks, use an immediate control spell or ranged reach unit rather than a slow ground tank.
- Track countdown timers: Check the activation timers on incoming enemy cards to determine which lane requires an immediate blocker or spell intervention.
Mid-Game Lane Stabilization and Creature Positioning
Once you blunt the initial assault, structure your board so your damage dealers can attack safely without clustering into area-of-effect targets. Avoid stacking all your units in one lane if a frontliner falls; over-clustering leaves your board vulnerable to piercing attacks.
| Unit Role | Board Placement | Tactical Function |
|---|---|---|
| Frontline Vanguard | Column 1–2 (Directly facing enemy) | Absorbs high burst damage; triggers guard and block passives to protect rear rows. |
| Mid-Range Support | Column 2–3 (Behind vanguard) | Provides heals, defensive buffs, or debuffs to keep frontliners alive. |
| Ranged Artillery | Column 3–4 (Backline safety) | Deals uninterrupted physical or magic damage down the lane. |
| Flank Infiltrators | Outer lanes with no enemy units | Advances directly toward the boss hero to force lethal pressure. |
Managing Spells and Board Control
Conserve your primary removal and utility spells for specific mechanics rather than using them for basic damage.
- Target scaling threats first: Save hard removal for boss creatures that feature self-buffing attack stats, multi-target cleaves, or lifesteal.
- Save spells against basic blockers: Let your frontline units trade naturally into high-health, low-attack defensive walls instead of spending valuable magic cards.
- Silence passive mechanics: Use silence or dispel cards to strip death-rattle summons and damage reduction shields from late-stage enemy creatures, allowing your ranged units to trade efficiently.
Pushing Lethal Damage
Do not attempt to stall the fight indefinitely once the board is stable. Tower Level 98 bosses feature large health pools, and prolonged matches increase the risk of the enemy drawing secondary board wipes.
As soon as you neutralize the primary enemy threats and secure at least two lanes:
- Deploy your offensive units into the completely cleared lanes.
- Hold your hero skills and attack-boosting effects until your frontliners reach striking range of the boss.
- Trigger your damage buffs simultaneously across your open lanes to burst down the boss's remaining health over one or two turns.
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Player Comments
106 players commented on this guide.
Can you add more details about early game in a future update?
The tips are practical and easy to follow.
This saved me time in the early game.
I wish I had read this before upgrading the wrong thing.