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The Anvil of Khorne is the second The Last Stand map, introduced with the release of the Dawn of War II: Retribution expansion and The Last Standalone. It is not available in the old/original version of The Last Stand.

Map descriptionEdit

Rt tls anvil

The Anvil of Khorne is similar in overall design to The Bloodied Colosseum. The map is markedly smaller, making it harder to lead enemies around the map for long stretches of time as they can often fire or jump across much of the map.

There is a partially blocked central area with cover and obstacles that allows teams to set up camps. There are two buildings just like on Colosseum, except on Anvil they are located side by side by the back (northeast) wall.

Waves on Anvil start out much tougher than on Colosseum. Having a low-level team wiped during the first waves is not unheard of. However, the waves do not ramp up in difficulty as fast as they do on Colosseum. There is less of a difference between wave 2 and wave 12 on Anvil compared to wave 2 and 12 on Colosseum.

The XP rewards are a bit lower per wave on Anvil, which (combined with the higher difficulty early on) makes it a poor map for low-level heroes who are still trying to level. However, higher level teams are able to reach the mid teens and even wave 20 with reliability, getting a higher XP per hour rate than on Colosseum.

Wave overviewEdit

  • There is no clone wave (wave 16 on Colosseum) on the Anvil. This means that builds and abilities that aren't normally used because of wave 16 on Colosseum can be brought to Anvil.
  • Many more tanks and heavy units spawn on Anvil. Not just the walker type units from waves 17-19 of BC, but also real heavy tanks like predators and fire prisms. This means that a means of anti-tank is very important on AoK.
  • Starting from wave 13, super units start appearing (SwarmLord - wave 13, Battlewagon - wave 16, Avatar - wave 17, Great Unclean One - wave 18, BaneBlade - wave 19, Land Raider - wave 20). There are also some special-type enemies more dangerous than the others (Lictors, Catachans, Seer Council, Zoanthropes, Predators, Gabriel Angelos with Terminators)
  • Wave 20 involves a force of Space Marines complete with Terminators and a Land Raider. While the wave is hard, it does not seem as difficult as wave 20 on Colosseum. Therefore the hardest wave on AoK is usually considered the 19th one.

XP rewardsEdit

Wave Reward Accumulation
1 100 100
2 100 200
3 100 300
4 100 400
5 100 500
6 200 700
7 200 900
8 200 1,100
9 200 1,300
10 200 1,500
11 300 1,800
12 300 2,100
13 300 2,400
14 300 2,700
15 300 3,000
16 400 3,400
17 400 3,800
18 400 4,200
19 400 4,600
20 400 5,000

Wave 1: ChaosEdit

  • Spawn 1
    • 1 x Chaos Space Marines - capture (15)
  • Spawn 2
    • 1 x Chaos Space Marines - attack (15)
  • Spawn 3
    • 2 x Heretics - attack
    • 1 x Chaos Space Marine - attack (25)
  • Spawn 4
    • 2 x Heretics - attack
    • 2 x Heretics - attack (25)

The heritics carry grenade launchers that deal good damage. Low health/armor heros need to stay moving and avoid more than one unit of heritics gunning for them. The Khornite marines that spawn in the second half are more annoying that a real threat. Just kite and avoid getting ganged up on by multiple marines and you should be fine.

Wave 2: EldarEdit

  • Spawn 1
    • 1 x Wraithguard - attack (5)
    • 2 x Howling Banshees - capture
    • 2 x Howling Banshees - attack (20)
  • Spawn 2
    • 1 x Wraithguard - attack (5)
    • 2 x Howling Banshees - attack
  • Spawn 3
    • 1 x Wraithguard - attack (5)
    • 2 x Howling Banshees - attack
  • Spawn 4
    • 2x Howling Banshees - attack (20)

Banshees are light, but high damage try to avoid being mobbed. A team member with AOE attacks should handle them. The Wraithguard are more of a problem. Their range attack does extreme damage to anybody, but they are weak in melee. Either melee them or focus fire to avoid spending to much time in their sights.

Wave 3: Space MarinesEdit

  • Spawn 1
    • 1 x Assault Marine - capture
    • 1 x Devastator Marine - attack
  • Spawn 2
    • Empty
  • Spawn 3
    • 1 x Assault Marine - attack
  • Spawn 4
    • 1 x Assault Marine - attack
    • 1 x Devastator Marine - capture


Another 2 pronged, melee and artillery. Assault marines like to jump on lone heros and kill them. Once again low health members need to stay moving. Devastators have suppresion and anyone who isn't fearless needs to avoid getting caught in the open. Not to hard so long as the team doesn't take to long to clear out each group.

Wave 4: TyranidsEdit

  • Spawn 1
    • 1x Ravener - Attack
    • 2x Hormagant - Attack
  • Spawn 2
    • 1x Lictor - Stalker (10)
    • 1x Ravener - Attack
    • 2x Hormagant - Attack (10)
  • Spawn 3
    • 1x Lictor - Stalker
    • 1x Ravener - Attack
    • 2x Hormagant - Attack (20)
  • Spawn 4
    • 2x Hormagant - Capture (30)


Lictors and ravener's are the main threats. There are only 9 total raveners and they all spawn in seperate areas so getting focus fired from all them is unlikely. The Lictors are more dangerous, cloaking and jumping on low health team members is a favorite strategy of theirs. Stick together and you should be able to cut through this wave without too much difficulty.

Wave 5: OrksEdit

  • Spawn 1
    • 1x Strong Shoota - Attack
    • 1x Strong Shoota - Capture
  • Spawn 2
    • 2x Stikk Bombas - Attack (15)
    • 2x Strong Shoota - Attack
  • Spawn 3
    • 1x Wartrukk - Attack (15)
    • 4x Nob with Huge Choppa - Capture
    • 2x Stikk Bombas - Attack (25)
    • 2x Strong Shoota - Attack
  • Spawn 4
    • 2x Stikk Bombas - Attack (35)
    • 2x Strong Shoota - Attack
    • 1x Strong Shoota - Capture (25)


A standered mix of orks. The Wartrukk is the only piece of interest. The trukk is very light and can be taken out without any real anti tank abilities. Unless you team really drags their feet and gets completely mobbed by the entire wave you should be fine. Watch for lots of knockdown and anyone without unshakeable needs to watch for grenades underfoot.

Wave 6: Imperial GuardEdit

  • Spawn 1
    • 4x Guardsmen - Attack
    • 2x Ogryn - Capture (30)
  • Spawn 2
    • 4x Guardsmen - Attack
    • 2x Ogryn - Attack (30)
  • Spawn 3
    • 4x Guardsmen - Attack (25)
    • 2x Ogryn - Capture
  • Spawn 4
    • 4x Guardsmen - Attack (25)
    • 2x Ogryn - Attack


Ogryns area dangerous with their high health, decent range damage, and strong melee attacks. Several huge mobs of cannon foder guard should be mopped up with AOE. Watch for the ogryns surrounding team members and preventing them from running easly. Mass fire from multiple guard units can also kill you if you armor isn't that high.

Wave 7: TyranidsEdit

  • Spawn 1
    • 2x Warrior Venom Cannon - Attack (45)
    • 1x Tyrant Guard - Attack
    • 1x Termagant - Capture (5)
  • Spawn 2
    • 2x Warrior Venom Cannon - Attack (25)
    • 1x Tyrant Guard - Attack
    • 2x Termagant - Capture (5)
  • Spawn 3
    • 1x Tyrant Guard - Attack
    • 1x Termagant - Capture (25)
  • Spawn 4
    • 2x Warrior Venom Cannon - Attack
    • 1x Tyrant Guard - Attack
    • 2x Termagant - Capture (25)


Tyrant guard are for all intents and purpose are tanks and should be hit with anti armor. Broods of venom cannons can also deal good damage if your not in cover. The hoard of of termagants are only a threat to anyone who is low health from the cannons and tyrant guards.

Wave 8: Space MarinesEdit

  • Spawn 1
    • 1x Apothecary - Attack (20)
    • 1x Space Marine - Attack (15)
    • 1x Dreadnought - Capture
  • Spawn 2
    • 1x Apothecary - Attack (20)
    • 1x Space Marine - Capture (15)
  • Spawn 3
    • 1x Apothecary - Attack (20)
    • 2x Space Marine - Attack (15)
    • 1x Dreadnought - Attack
  • Spawn 4
    • 1x Apothecary - Attack (20)
    • 2x Space Marine - Attack (15)


Dreads are dangerous and spawn early. Try to knock them out early since they tend to do an AoE ground slam attack that does immense damage and could kill you fairly quick especially with the plasma space marines follow-up. Plasma weapons are dangerous, but cover helps immensely so use it. The apothecaries can be nuisance as they like to heal low health members and require some focus fire to kill.

Wave 9: Imperial GuardEdit

  • Spawn 1
    • 3x Stormtroopers - Attack
  • Spawn 2
    • 3x Stormtroopers - Attack
  • Spawn 3
    • 2x Heavy Weapons - Attack (10)
    • 3x Catachan - Attack (25)
    • 1x Chimera - Attack (10)
  • Spawn 4
    • 1x Heavy Weapons - Attack (10)
    • 3x Catachan - Attack (25)
    • 1x Chimera - Attack (25)


The storm troopers are only slightly more dangerous then regular guard and should be handeld with AOE like their lesser cousins. The heavy weapons are dangerous to people without fearless, but are very low health so it shouldn't take much to knock them out. The catachan are the real threat, anyone with out unshakeable should be EXTREMELY careful around them as they throw grenades and knock back with their default attack. This means that is very easy to get caught in a knockdown lock until killed, unless another team members intervenes. The Chimera's are low health tanks and anti armor should take them out swiftly.

Wave 10: OrksEdit

  • Spawn 1
    • 1x Nob with Huge Choppa - Attack (10)
    • 1x Deff Dread - Attack (1)
    • 1x Stronga Shoota - Attack (5)
    • 2x Stronga Shoota - Capture (5)
    • 1x Stronga Shoota - Attack
    • 2x Stronga Shoota - Capture
  • Spawn 2
    • 1x Rokkit Launcha - Attack (25)
  • Spawn 3
    • 1x Nob with Huge Choppa - Attack (15)
    • 1x Nob with Huge Choppa - Capture (10)
    • 1x Deff Dread - Attack (25)
  • Spawn 4
    • 1x Rokkit Launcha - Attack (10)
    • 2x Stronga Shoota - Attack
    • 2x Stronga Shoota - Capture (25)


Another standard ork mob. Deff dreads are dangerous, but if you got this far you should have a team member with anti tank aimed ready to go. Between rokkits, stikk bombs and nob special attacks knock down is a threat, unshakeable heros should take the the brunt of the incoming fire and try to keep agro off shakeable team mates.

Wave 11: EldarEdit

  • Spawn 1
    • 2x Warp Spider - Attack (10)
    • 1x Fire Prism - Attack (25)
    • 3x Banshee - Capture (15)
  • Spawn 2
    • 2x Warp Spider - Attack (10)
    • 2x Banshee - Capture (15)
  • Spawn 3
    • 1x Seer Council - Attack (20)
    • 1x Fire Prism - Attack (25)
    • 2x Warp Spider - Attack (15)
  • Spawn 4
    • 2x Banshee - Attack
    • 2x Warp Spider - Attack (15)


Banshes and warp spiders are high damage light health enemies that shouldn't be ignored. The fire prisms are the first tanks that are a real threat to the team, their main blast can take a huge chunk out of your health. The Seer Council is a large threat as it is extreme high damage melee with low health. Watch out for the seer council's lounge attacks that will knockback heroes even with the unshakable ability and could otherwise leave you constantly stunned if they individually lounge at you. This wave is best characterized high damage and low health. Move fast and you should be safe, but lose focus for a moment and your health will evaporate.

Wave 12: ChaosEdit

  • Spawn 1
    • 2x Cultists - Capture
    • 1x Bloodcrusher - Attack (45)
    • 1x Dreadnought - Attack (35)
  • Spawn 2
    • 2x Cultists - Attack
    • 1x Dreadnought - Attack (15)
  • Spawn 3
    • 3x Cultists - Capture (15)
    • 1x Bloodcrusher - Attack (15)
    • 1x Bloodcrusher - Attack (45)
  • Spawn 4
    • 3x Cultists - Attack (15)
    • 1x Bloodcrusher - Attack (25)
    • 1x Predator - Attack (50)


With the exception of a few cultist mobs, this wave is almost exclusively armor. The bloodcrushers are the lightest armor unit and should be dealt with first as they have a high DPS melee attack. The dreads have higher armor and are ranged only, watch out for squishy heroes as they can focus fire on them. The predator at the end has a very tough frontal armor and in order to dispatch it quick, it can be attacked on its rear for higher damage.

Wave 13: TyranidsEdit

  • Spawn 1
    • 2x Warrior - Attack (5)
    • 1x Warrior - Attack (25)
    • 2x Zoanthrope - Attack (15)
  • Spawn 2
    • 1x Warrior - Capture (5)
    • 1x Warrior - Capture (25)
    • 2x Zoanthrope - Attack (15)
  • Spawn 3
    • 3x Hormagant - Attack (5)
    • 3x Hormagant - Attack (25)
  • Spawn 4
    • 3x Hormagant - Attack (5)
    • 1x Swarmlord - Attack
    • 3x Hormagant - Attack (25)


At the begining of this wave a Swarmlord spawns and should immediately be prioritized. The swarmlord is a superheavy unit (doesn't mean necessarily with high health) and cannot be cloned by the sorcerer. He has a fast and very high damage melee attack, but his health isn't too high and should be treated with roughly the same level of anti armor as a predator tank. As long as the swarm lord stays on the map all other units move much faster, this means that even with teleport/jump the team can be mobed with frightening speed before they can fire off many attacks. If your team fails to kill the Swarmlord in the opening moments of this wave than the wave becomes hugely more difficult. A good strategy is to kill him with ranged attacks at the start of the wave as it takes a few seconds for the gates to lower, then afterwards the only threat left are the zoanthropes.

Wave 14: Space MarinesEdit

  • Spawn 1
    • 2x Scout - Capture
    • 3x Scout - Capture (25)
    • 1x Assault Marine - Attack (20)
    • 2x Assault Marine - Capture (30)
    • 1x Dreadnought AC - Attack (15)
  • Spawn 2
    • 2x Assault Marine - Capture (30)
    • 1x Dreadnought AC - Attack (15)
  • Spawn 3
    • 1x Dreadnought AC - Attack (15)
    • 1x Predator - Attack (30)
  • Spawn 4
    • 2x Scout - Capture
    • 2x Scout - Capture (25)

The scouts spawning first should be dealt with quick as their bolters are very high damaging if they attack in groups. The assault marines likewise deal considerate damage with their melee attacks after they jump on your position (they tend to assault lone heroes), and heroes without unshakable could be knocked out by their charge attack and could leave you vulnerable for a brief period. The assault marines should be dealt behind objects (such as the destroyed tank covers) since the 3 dreadnoughts that will spawn will only attack you from range.

The predator tank has a damaging small area of attack shot (compared to chaos predator tanks that attack individual targets) that could easily dispatch minions and dealing considerate amount of damage to heroes. Likewise it should be damaged from its rear in order to dispatch it quicker.

Wave 15: Imperial GuardEdit

  • Spawn 1
    • 2x Ogryn - Attack (20)
    • 3x Ogryn - Attack (20)
    • 2x Ogryn - Attack
    • 2x Heavy Weapons - Attack (10)
  • Spawn 2
    • 2x Ogryn - Attack
    • 2x Heavy Weapons - Attack (10)
  • Spawn 3
    • 2x Heavy Weapons - Attack
    • 2x Sentinel - Capture
    • 1x Leman Russ - Attack (30)
  • Spawn 4
    • 2x Heavy Weapons - Attack
    • 2x Sentinel - Capture
    • 1x Leman Russ - Attack (30)

This wave will spawn a considerate amount of ogryns (a foreshadowing to a certain later wave) and an area of effect attack should be very effective in dealing with them as they will gang up on your heroes. If given the chance, the heavy weapons should be dealt with first since they can suppress heroes without the fearless perk, and they are one of the lowest health units. Heroes with light armor should be wary of sentinels as they can deal a fast amount of damage to them (similar to the chimera) however they have low health and should be dealt with easily

If the wave is dealt rather quickly, afterwards 2 leman russ tanks will spawn. They have a very damaging cannon shot that is very dangerous if left alive for longer periods, but their health are lower than of a predator tank, and likewise they could be destroyed quicker by damaging its rear.

Wave 16: OrksEdit

  • Spawn 1
    • 1x Deff Dread - Attack
    • 2x Storm Boyz - Capture (15)
    • 2x Storm Boyz - Capture (25)
    • 2x Nob with Huge Choppa - Attack (10)
  • Spawn 2
    • 1x Deff Dread - Attack
  • Spawn 3
    • 2x Storm Boyz - Attack (15)
    • 2x Storm Boyz - Attack (25)
    • 1x Nob with Huge Choppa - Attack (15)
    • 2x Nob with Huge Choppa - Capture (10)
  • Spawn 4
    • 2x Storm Boyz - Capture
    • 2x Storm Boyz - Capture (20)
    • 1x Deff Dread - Attack (15)
    • 1x Battlewagon - Attack (30)

A very dangerous wave, heroes with light armor should make use of the buildings (assuming they aren't destroyed at this point) as this wave will spawn a very large amount of of storm boyz that even a single squad can deal high amounts of damage. An area of effect attacks (grenades, toxic blast etc.) and suppression are very advisable to use against them as they are melee and will instantly jump on your position and render ranged heroes less useful if they are attacked. If given the opportunity, dealing with some of the deff dreads or huge choppa nobs is also recommended. Tanky minions are also good to distract the storm boyz, since squishy minions will be dealt very quick and will consume your energy. After dealing with the storm boyz, the remaining deff dreads and huge choppa nobz should be dealt with next.

The wave features another super heavy unit (likewise it cannot be cloned by the sorcerer) which is the battlewagon. The wagon itself is not much of a threat since its a large unit that is not very mobile since it has difficulty to go around objects due to its size. It should be finished last as it doesn't do much damage for a high wave unit and could be easily avoidable if staying behind the destroyed tanks.

Wave 17: EldarEdit

  • Spawn 1
    • 2x Wraithguard - Attack
    • 1x Fire Prism - Attack (30)
  • Spawn 2
    • 2x Wraithguard - Attack
    • 1x Fire Prism - Attack (30)
  • Spawn 3
    • 2x Wraithguard - Attack
    • 4x Banshee - Capture (25)
    • 2x Banshee - Capture
  • Spawn 4
    • 4x Banshee - Capture (25)
    • 2x Banshee - Capture
    • 1x Avatar - Attack (45)

The high amounts of banshees spawns are the top priority on this wave as they can very easily dispatch any hero if they do in groups. Like any large groups, an area of effect attack is very useful especially since banshees do not have high health.If your hero has high health and armor, you can make use of the groups of wraithguards since their attacks on the hero can also kill the banshees that are next to you.

The fire prisms should be avoidable if your hero doesn't have the unshakable perk since they can knock out your hero and can leave you vulnerable to the banshees and wraithguards (unlike the wraithguards, the fire prism's attack while also AoE, it does not damage the banshees that are next to you).

After a brief period of time, the eldar's superheavy unit which is the Avatar will soon spawn. The avatar has high amount of health and deals very high amounts of damage. The avatar's sword can instantly kill heroes with light armor and can kill tanky heroes with 3-4 swings. The necron overlord is the best counter for the avatar since he also has high amount of armor and melee damage. Otherwise the pursued hero can kite the avatar while other heroes engages him.

Wave 18: ChaosEdit

  • Spawn 1
    • 1x Bloodletters - Attack
    • 1x Dreadnought - Attack (25)
    • 1x Great Unclean One - Attack (45)
  • Spawn 2
    • 1x Bloodletters - Attack
    • 1x Bloodletters - Attack (20)
    • 1x Dreadnought - Attack (25)
  • Spawn 3
    • 1x Bloodletters - Attack
    • 1x Bloodletters - Attack (20)
    • 2x Bloodcrushers - Attack (20)
    • 1x Dreadnought - Attack (25)
  • Spawn 4
    • 1x Bloodletters - Attack (20)
    • 1x Predator - Attack (25)
    • 1x Predator - Attack (45)

The bloodletters are mandatory in dealing with them first. There are high amounts of bloodletters on this wave and could easily wipe your squad if left alive. Area of effect attacks while good, are not as useful since the bloodletters have a considerate amount of health. It is actually very advisable to use high damaging weapons (sniper rifles or anti-tank weaponry such as plasma, rockets etc.) on them and dealt with as quick as possible.

The dreadnought with the bloodcrushers should be afterwards dealt similarly as the previous chaos wave containing them.

A chaos predator tank will soon spawn with the juggernauts and some time another chaos tank will spawn. It should either be killed first or if not possible, avoided and dealing with the bloodcrushers first.

Alongside the second predator tank, Ulkair, a superheavy unit will spawn. While not as damaging as the avatar, ulkair will similarly pursue a hero and will either attack with its sword or some times vomit on them. Ulkair is slow and not a huge threat, and such should be dealt with last.

Wave 19: Imperial GuardEdit

  • Spawn 1
    • 3x Ogryn - Attack
    • 2x Ogryn - Attack (20)
    • 2x Ogryn - Attack (40)
    • 1x Baneblade - Attack
  • Spawn 2
    • 2x Ogryn - Capture
    • 2x Ogryn - Capture (20)
    • 2x Ogryn - Capture (40)
  • Spawn 3
    • 2x Storm Trooper - Attack
    • 2x Storm Trooper - Attack (10)
    • 2x Storm Trooper - Attack (30)
    • 2x Storm Trooper - Attack (40)
    • 1x Leman Russ - Attack (30)
  • Spawn 4
    • 2x Storm Trooper - Attack
    • 2x Storm Trooper - Attack (10)
    • 2x Storm Trooper - Attack (30)
    • 2x Storm Trooper - Attack (40)
    • 1x Leman Russ - Attack (50)

Arguably regarded as the hardest wave on Anvil of Khorne, the nightmare of wave 19 starts with 2 spawns containing storm troopers, 1 spawn containing ogryns and the other spawn also containing ogryns and the Baneblade. Afterwards more ogryns and more storm troopers will continue spawning a couple of times in multiple groups. The most common party wipe of this wave is due to the units overwhelming the heroes due to their sheer number.

The baneblade does moderate damage to your heroes and if given the chance it should be dealt with first. Afterwards while the ogryns are a real threat, the storm troopers are more of a priority due to their high amounts of them and will deal constant damage due to their continuous attacks, which is why them combined with the ogryns will very often overwhelm the heroes as there is very little mobility if the ogryns will gang up of them without jetpacks or teleport, often could even get stuck on them. Area of effect attacks are the most advisable to use (airstrikes, toxic blast, grenades, orbitals etc.), and even the heavy jetpack stun will provide useful.

The 2 leman russ tanks are also top priority as soon as they spawn, they will soon join the storm troopers with even more singular amounts of damage to heroes.

Hiding behind tanks to avoid ranged attacks could also prove useful to deal with some of the ogryns first.

Wave 20:Gabriel's MarinesEdit

  • Center
    • 1x Gabriel - Attack (11)
    • 1x Terminator - Attack (17)
    • 1x Terminator - Attack (17.5)
    • 1x Terminator - Attack (18)
  • Spawn 1
    • 2x Space Marine - Attack
    • 1x Space Marine - Attack (20)
    • 1x Assault Marine - Capture (30)
    • 1x Dreadnought AC - Attack (45)
    • 1x Predator - Attack (30)
  • Spawn 2
    • 2x Space Marine - Attack
    • 1x Assault Marine - Capture (30)
    • 1x Dreadnought AC - Attack (45)
    • 1x Land Raider - Attack (30)
  • Spawn 3
    • 1x Space Marine - Attack (20)
    • 1x Assault Marine - Capture (30)
    • 1x Dreadnought - Attack (45)
    • 1x Predator - Attack (30)
  • Spawn 4
    • 1x Assault Marine - Capture (30)
    • 1x Dreadnought - Attack (45)


Without surprise one of the hardest waves of the game, even harder than 19 depending on the setups, the wave starts with a cutscene showing a drop pod landing containing Garbriel Angelos, afterwards 3 squads of terminators will spawn next to him. A nuke attack right off the bat on Gabriel and his terminators helps massively (if you had time at the end of wave 19 to snare mine the area then all's the better) as they are all grouped nicely and shoot together at you without moving much. Otherwise, hit them with serious AA since their melee attacks deal serious amounts of damage. If you can knock a lot of them out early on you have a great chance at succeeding provided the team stays on the move and dosen't screw up.

Avoid or deal with the Land Raider at all costs, its laser blast is one of the most damaging attacks of the game and could kill your heroes very quick. Send your biggest anti armor character after the dreads and the predators, after that just keep on the move and pick off marines before you get cornered then move on.

Be careful of focus fire from the plasma marines as they seem less important compared to the bigger things here but can still melt your health very quickly.

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