To reach 70 million damage against Evil Ivy in War Inc: Rising, remove all frontline melee units from your squad and field an entirely ranged roster. Evil Ivy triggers deadly proximity cleaves, entangling vine roots, and stacking poison pools whenever friendly units enter her melee radius. Deploying rapid-fire ranged carries supported by attack-speed buffers in the back rows bypasses her close-combat triggers completely, keeping your damage dealers alive and firing for the entire duration of the fight.

Why Melee Units Fail Against Evil Ivy

Evil Ivy punishes close-range aggression. Standard infantry, brawlers, and cavalry charge directly into her hitbox, triggering high-damage area-of-effect (AoE) poison clouds and sweeping vine attacks. Even heavily armored tanks succumb quickly to continuous poison ticks, routinely dying within the first 30 seconds.

Cutting melee units fundamentally alters the encounter:

  • Deactivates Melee Sweeps: Without a target in close proximity, Evil Ivy cannot trigger her frontal cleave, forcing her into slower, predictable ranged projectile attacks and delayed root patterns.
  • Eliminates Travel Time: Melee troops waste combat seconds marching across the arena. Ranged units begin firing the moment the match begins, locking in continuous damage from the first frame.
  • Maximizes Deployment Efficiency: Removing short-lived frontline fodder preserves deployment slots for units that survive and deal sustained damage until the timer expires.

Hitting 70 million damage requires single-target ballistic carries and dedicated stat buffers. Area-of-effect siege weapons underperform here because Evil Ivy is a solo boss target.

UnitRoleFunction & Synergy
Bone MarksmanPrimary CarryRapid physical ballistic damage; scales heavily with attack-speed buffs and critical hits.
Peltasts / Longbow ArchersSustained Ballistic DPSLong baseline firing range; stays clear of frontline root triggers while maintaining steady output.
Frost Archer / Ice SorceressControl & Magic DPSSlows Evil Ivy's attack animations to delay ranged root casts while adding steady magic damage.
Poison MasterDefense Shred & DoTApplies corrosion stacks that strip the boss's defenses, amplifying incoming physical archery damage.
WindcallerPrimary SupportProvides an attack-speed aura to adjacent ranged squads, accelerating basic attacks and passive skill triggers.
OracleDefensive UtilityOffers sustained healing and intermittent damage increases to offset chip damage from projectile splash.

Prioritize upgrading your Bone Marksmen to the highest available tier, as they generate the bulk of the aggregate score when powered by support auras.

Grid Deployment and Formation Rules

Ranged units in War Inc: Rising automatically step forward if their target sits outside their maximum firing arc. Placing units too far forward turns them into accidental melee targets, while placing them too far back causes them to walk into hazard pools.

  1. Leave Rows 1 and 2 Empty: Do not place any units on the front two grid rows. Keeping this buffer zone clear prevents Evil Ivy from activating her melee swiping animations.
  2. Place Carries in Rows 5 and 6: Anchor your Bone Marksmen and Longbow Archers in the center of rows 5 and 6. This puts Evil Ivy immediately within their firing range at spawn.
  3. Position Supports in Row 4 or 7: Station Windcallers and Oracles directly adjacent to your primary carries so their aura radii cover the damage dealers without occupying prime central firing tiles.
  4. Stagger Across Columns 2 Through 6: Avoid stacking units in a single straight vertical line. Spreading squads across multiple columns prevents line-piercing vine skill shots from striking multiple units at once.

Hero Choice and Skill Timing

Do not use melee brawlers or summoner heroes. Minions summoned onto the field will charge into Evil Ivy's hitbox, inadvertently activating her close-range poison clouds and cleaves. Instead, select heroes that provide global attack speed, armor penetration, or boss vulnerability debuffs.

Hold your active hero skills during the opening phase of the fight. Avoid turning on auto-cast immediately. Wait 10 to 15 seconds for your Windcallers to ramp up troop attack speeds and for the Poison Master to reach maximum corrosion stacks on the boss. Activating offensive hero bursts only after these stat buffs and debuffs are fully established ensures your highest-damage skills land against shredded defenses.

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Sarah Williams

Sarah Williams

Sarah specializes in RPG and collection games, explaining team building, character growth, and beginner-friendly ways to avoid expensive early mistakes.