Maela's Guardian Merge guide
Join prism commander Maela in summoning guardians onto a 16-cell board, merging matching pairs into higher ranks, and stopping the enemies marching on the prism core. Each summon lands a random guardian type in a random cell, so the heart of the game is deciding what to merge before you run out of room. The default mode is a ten-wave campaign in four acts, and each new act adds one rule: wards, corruption and finally a boss.

- Genre
- Strategy Defense
- Difficulty
- Normal
- Players
- Solo
- Controls
- Summon · tap two matching slots · Prism Pulse · P pause
How to play
- The campaign opens with 100 mana and two 1-star guardians on the board. Summon (key 1, or A on a gamepad) spends 18 mana to place a random 1-star guardian in an empty cell.
- Tap two guardians of the same type and the same stars one after the other, or drag one onto the other, to merge them into one guardian a rank higher. The top rank is five stars.
- Guardians attack on their own. The Ember Striker rapid-fires at the leading enemy, the Lunar Marksman targets the enemy with the most health and lands periodic critical hits, and the Jade Alchemist splashes groups and slows them.
- Enemies that reach the end of the path chip away at the 10-point prism core. The operation fails if the core hits zero, if too many enemies pile up on the field, or if the final boss breaks through.
- During the short preparation between waves, press Enter to deploy early for a mana bonus based on the time left. Defeat the Chaos Dealer in wave 10 to win.
Strategy tips
- Mana caps at 100. It refills at 7.5 per second, gains 2.4 per kill and 24 per cleared wave, so mana left sitting at the cap is wasted: keep summoning and merging.
- In waves 4 to 6 and the boss fight, enemies carry a ward tied to one guardian type. Matching attacks deal 1.8 times damage and others only 0.62, so use Prism Pulse (E, 35 mana, 14-second recharge) to strip every ward at once.
- Prism Shift (Q) turns the selected guardian into the next type for 8 + 3 × stars mana. Use it to match a ward or to give an unpaired guardian a merge partner.
- At the start of waves 7 to 9, one or two guardian cells become corrupted and stop attacking and merging. Tap a corrupted cell to cleanse it for 8 mana, so keep a little mana in reserve during this act.
- During the boss fight, four guardian cells flash roughly every 10 seconds. Tap them all within 3 seconds to prevent the corruption and earn 8 points per cell, so deal with flashes before anything else.
Common questions
What if the board is filling up and nothing can merge?
Once 8 or more cells are filled with no pair to merge, new summons only come from types already on the board. If any 1-star guardian is on the board, the summon is a 1-star matching one of their types, giving you an instant pair. When all 16 cells are full you cannot summon at all, so merge first.
What is the difference between Quick and Campaign?
Quick plays a single wave with a guided summon-and-merge tutorial, then shows the result without touching your campaign save. Campaign is the main mode and covers all ten waves.
Where do I resume after reloading?
The campaign saves a checkpoint as waves 1, 4, 7 and 10 begin. Returning takes you to the latest checkpoint's wave, board, core and score rather than the battle you left.
How does the score go up?
A quarter of the damage you deal plus 24 per kill forms the base. Each merge adds 12 times the new rank's stars, each ward broken by Prism Pulse adds 10, and each flashing boss-fight cell you stop adds 8.
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← All game guidesLast updated 2026.10.23