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Description


Linking Battle turns elemental matching into tactical spellcraft where every swipe on the grid is a decision about control, damage, and survival, and it works because the game keeps the rules clear while leaving room for clever play; to begin, glance at the elemental wheel near the board—fire melts ice shields, water douses fire armor, earth resists lightning stuns, air boosts chain distance, and lightning jumps across gaps—then drag your finger or mouse to connect three or more identical runes in one continuous line, diagonals included; release to cast and watch your mage channel that chain into a spell whose strength scales with link length and whose secondary effect depends on the element you chose, so a five-rune water link clears a lane and leaves puddles that slow, while a seven-rune lightning link stuns multiple lanes for a beat; larger chains fill a super meter that unlocks a once-per-encounter burst—think screen-wide cleanse or a shield that converts the next incoming hit into mana—so hold out for at least one long link each wave; early turns are about board shaping, not raw damage: remove isolated runes that block longer paths, break corner clusters to open diagonals, and keep one color “banked” by avoiding casual clears so you can answer a boss’s elemental phase with a ready chain; enemies telegraph intentions through icons above their heads—skull for heavy strike next turn, boot for advance, shield for guard—so match their threat with targeted links, and if two dangers collide, control trumps damage: stun an advancing brute even if a fire burst could have shaved bigger numbers elsewhere; between fights, spend earned shards on passive perks that fit a style—long-link players love extended pathing and redraws, tempo players prefer reduced cooldowns and cleanse pulses—and don’t be afraid to respec when a chapter introduces, say, reflectors that bounce lightning or fans that push air puddles; tough rooms reward foresight: clear the row in front of a summoner before you launch damage into the back line, and if a barricade sits one tile from breaking, finish it with a short link rather than wasting a rare seven-chain; boss encounters hinge on reading cycles—when the ward flips to fire, stockpile water, when it channels a beam, use air to extend a path around blockers, and when it spawns orbs, let earth’s armor buy one extra turn while you build the chain you actually need; if your board bricks, use a redraw sparingly and only after removing one or two awkward singles so the new layout has room to breathe; accessibility helps include color-independent rune symbols, a “hold to preview” path outline, and soft haptics when a valid chain gains a multiplier; enjoyment flows from the way modest, thoughtful links cascade into satisfying control of the battlefield—one turn clearing puddles, the next freezing a lane, then finally snapping a long lightning arc that ends the wave—and from the sense that your best runs come not from luck but from reading intentions, shaping the board, and choosing the right element at the right moment.



Instruction

Mouse



Specifications

  • Easy to play
     

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