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Countryball Defenders beginner’s guide

Everything a new defender needs, in plain words. Five minutes of reading, then go bonk.

How a battle works

A battle happens on a lawn (or salt pans, or snow, or a running track: every country has its own ground). Your wall runs across the bottom, with three spots on it for your balls. The locals, balls from the country you are visiting, hop down in waves. When they reach the wall, they bonk it. If the wall falls, you lose. Survive the waves and bonk the champion: the moment it falls, its army runs home and you win.

You never aim. Your balls attack on their own, each with its own weapon. Your job is to make the choices: which ball goes on the wall, which one grows and which skill it learns.

  1. Pick ur ball. The battle opens with three balls from your deck. Pick one and it starts bonking by itself.
  2. Bonk for XP. Every bonk fills the XP bar. A full bar means LEVEL UP: three cards appear and the battle waits for you.
  3. Survive the waves. The top of the screen shows the wave count. Harder stages bring more waves.
  4. Beat the champion. The last wave brings the country’s champion. Bonk it into space to win.

Stars

Each stage gives up to three stars, depending on how much of your wall is left: keep at least 80% for three stars and 45% for two. Stars fill the three star chests of each leg on the map, and they open new chapters of the story.

Handy buttons

x2 speeds the battle up. From stage 12, AUTO picks your cards for you, and the battle never stops to wait. Lost anyway? You can revive once per battle with gems: duct tape puts your wall back up and pushes the locals away from it.

Level-up cards

Every level-up shows three cards. Pick one and the battle goes on. Here is what can turn up:

NEW BALL

Puts another ball from your deck in an empty spot on the wall. There are three spots.

Level up

Makes a ball on the wall stronger, up to Lv 5 in that battle.

NEW SKILL and ULTIMATE!

Teaches a ball on the wall its twist (from squad Lv 10) or its ultimate (from Lv 15). These cards join after your first win.

SKILL UP

Makes a skill the ball already knows stronger, up to level 3.

PLAN

From battle level 3, a teal plan card sometimes takes the third spot. It changes how your squad fights: aim at one lane, trade some wall for faster reloads, make an attack wider or sharper, or let one ball’s shots carry a buddy’s twist.

Duct Tape

Fixes the wall by 40% of its size. Is fine. Probably.

More Bricks

A 20% bigger wall. Problem solved.

Don’t like the three cards? Tap New cards to draw three more. You get two rerolls per battle, and the Lucky Dice upgrade adds more.

Rule of thumb: fill all three spots on the wall first, then grow your balls, then grab skills and the ultimate. Take Duct Tape when the wall is under half. That is also roughly how the AUTO button picks.

Skills and ultimates

Every ball has three skills:

  • Skill 1, the attack. On from the moment the ball joins the wall.
  • Skill 2, the twist. Adds a trick of its own. Brazil’s football bounces more, India passes a burning hot chili from ball to ball, and China leaves every ball it bonks behind as a brick the others have to chew through.
  • Skill 3, the ultimate. A big move that fires on its own timer, roughly every 10 to 20 seconds depending on the ball.

Take Poland. Its attack, Can Into Space, fires a homemade rocket at the ball nearest your wall. Its twist, Cluster Rocket, rains mini rockets around each blast. Its ultimate, MEGA ROCKET, drops a giant rocket on the thickest crowd.

Skills 2 and 3 open as a ball grows in your squad: its twist at squad Lv 10 and its ultimate at Lv 15. In battle, a purple card teaches the twist and a gold card the ultimate, and each grows to level 3. Keep leveling and they start stronger: at Lv 15 the twist starts at level 2, and at Lv 20 the twist starts at level 3 and the ultimate at level 2.

Some skills play tricks instead of hitting: Andorra opens a SALE stall that the locals stop to shop at, and Spain’s SIESTA puts the whole lawn to sleep for a moment. Japan’s Kawaii Ninja makes every ball on the wall reload faster, and that brings ultimates around sooner too. Every ball’s skills are on the balls page.

Champions

Every stage ends with a champion: the country’s boss ball in its national hat, throwing the same weapon its ball uses. Poland’s champion wears hussar wings and fires rockets; the UK’s wears a royal guard bearskin and throws tea.

Poland champion countryball in its hussar wings

Poland can into ur lawn! HUSSAR CHARGE!

Champions know two tricks each, picked from over 70. They call helpers, heal with a tea break, hide in tall grass, flip a coin to become untouchable, stick a fizzing bomb on your wall, lay eggs that hatch into more balls, or lasso a ball right off your wall. They attack your wall in their own way too: some throw a boomerang that comes back, some throw twice, and some skip throwing and just pound the ground. The first champions go easy, with one trick and a plain throw. The big ones at the end of a leg switch tricks and attacks halfway through the fight, so stay sharp.

  • Every country is one stage. Win it for the first time and that country’s ball joins your squad. Already have that ball? You get 10 of its cards instead.
  • Every fifth stage ends a leg of the tour with a bigger champion, and every 10th stage adds one extra wave.
  • Stages 201 to 205 are the finale: Russia, India, China, the USA, and then a twist.
  • Hell 205 is the Moon. It calls tiny balls and heals itself. It is very angry.

Champion tip: stuns and pushes barely work on champions; they shrug off most of it. Bring damage, plus curses like Peru’s Llama Spit that make the champion take more.

The tour and its locals

The Great Ball Tour visits 205 countries, one per stage. Five countries make a leg, one chapter of the map with three star chests, and every act of the tour brings a new kind of local:

  • Small Beginnings (1–25): tiny balls in a hurry, and splitters that pop apart when bonked, each country its own way.
  • Sun, Sea and Shields (26–50): shields. The first hit just bounces off, and some countries’ shields grow back or cover their friends.
  • Run, Ball, Run (51–75): sprinters that dash at your wall.
  • Things Are Thrown (76–100): throwers that stop short and throw at your wall.
  • Under and Over (101–125): divers and diggers, out of reach until they pop up. On water stages they dive under with a splash, and on stone floors they tunnel.
  • Doctors Everywhere (126–150): medics that heal their friends, and some even stand fallen friends back up.
  • The Drums Are Coming (151–175): drummers that pump up their friends: faster feet, harder hits, or nerves that shrug off stuns.
  • All at Once (176–200): all of the above, together.
  • The Grand Finale (201–205): the biggest balls on Earth. And one more.

Every country adds its own habit on top: Monaco’s tiny rich balls come in pairs, the UK’s locals queue politely, Egypt’s mummies get back up, Japan’s ninjas blink forward. And every kind of local comes in country flavours: one country’s big balls munch their friends, the next one’s back up and ram your wall. A new flavour gets its own little card the first time you meet it. Read the locals, then pick your balls. All 205 stops are on the balls page.

The wall and the Base

Your wall is your health bar. Between battles, the Base turns coins into upgrades that help in every battle. It opens after stage 4.

  • Bonk Gym. All your balls hit harder.
  • More Bricks. A bigger wall.
  • Better Mortar. The wall takes less damage.
  • Duct Tape Stash. Fixes the wall every wave.
  • Medal Polish. More XP per bonk. More XP means more level-ups.
  • Tax Collector. More coins per battle.
  • Lucky Dice. More card rerolls.

Push an upgrade far enough and it unlocks a perk too. At Lv 10, Bonk Gym makes hits on stunned, frozen or sleepy balls land 25% harder, and Medal Polish starts every battle with a free level-up card.

Start with Bonk Gym. The game itself tells you to buy it first, and stronger balls fix most problems. More Bricks is a good second.

Your squad

Your deck is five balls. A battle’s first pick shows three of them, and NEW BALL cards bring in the rest. You start with Poland, the UK and Brazil. Monaco joins after stage 1, San Marino after stage 2, and so on: a new ball after every stage you clear, close to your squad’s level, so your deck fills up fast.

Each ball levels from Lv 1 to Lv 20 with cards and coins, and every level makes it hit harder. Cards come from winning stages (for the balls in your deck), from champions, the Summit, quests, the calendar and the Bonk Pass.

Summon a ball you already have at the Summit and it turns into 7 wild cards. Wild cards level any ball: a ball spends its own cards first, then wild ones.

Build a team with roles

  • Crowd damage: Poland’s rocket, Italy’s pizza, India’s curry, Mexico’s piñata.
  • Lines and lanes: the USA’s eagle sweeps the busiest row, Australia’s boomerang and Nepal’s snowball fly up a whole lane, Brazil’s football bounces from ball to ball.
  • Big targets: the UK’s tea finds the biggest ball, and Peru’s llama spit makes it take more damage.
  • Control: France stuns, Canada slows, Norway pushes back, Nepal freezes, Egypt wraps, and Portugal’s rooster scares the front group back up the lawn.
  • Support: Japan speeds up everyone’s reload, China heals and toughens the wall, Monaco makes battles pay more coins.

Counter the locals. Crowds of tiny balls melt under area damage. Shields only block the first hit, so quick multi-hitters like Monaco’s coins and Mongolia’s arrows pop them fast. Sprinters hate slows and stuns. Medics heal their friends and drummers pump them up, so bonk those two first.

The daily routine

New features open one at a time as you clear Normal stages, each with a short guide, so the game never dumps everything on you at once.

After stageWhat opens
2Squad: level up your balls
3The story: a comic, one chapter at a time
4Base: upgrades for every battle
5The Summit: summon balls
6The Swiss Vault
7Daily quests
8Ranks, chat and friends
9The Bonk Pass
10Hell mode
11The Hall of Fame
12Auto battle
13The Solar Trial
  • Daily gift: one tap a day on the calendar. Day 7 brings Canada, day 14 of the 30-day tour brings South Korea, and a missed day just waits.
  • Daily quests: three a day; finish all three for a bonus.
  • Swiss Vault: Switzerland keeps coins for you while you are away, up to 12 hours’ worth.
  • The Summit: a free summon every day.
  • Sweeps: replay any 3-star stage instantly, 10 times a day.
  • Bonk Pass: battles, quests and the daily gift all give pass XP.
  • Rank prizes: yesterday’s place on the Stars, Likes and Looks boards pays a prize. Grab it before it goes.
  • Likes: 3 a day, each for someone new. Give them to players whose balls or looks u love.
  • The Hall of Fame: every time someone beats a stage first, u get a small thank-you in gems. Claim it there.
  • The Solar Trial: a new world every day. Go as far as u can for the day’s ranking.

Hell mode

Hell opens after Normal stage 10. It is the same tour, on fire: tougher, faster locals with little devil horns, wall repairs that only work half as well, double gems and cards, and the Moon waiting at Hell 205. A country’s Hell stage opens once you have cleared its Normal stage, so pushing on in Normal also opens more of Hell.

Hell tips: level your squad and your Base before you go deep, bring wall helpers like China and Uzbekistan (its PLOV FOR ALL patches the wall with every bonk), and don’t skip the Duct Tape.

The Solar Trial

After Normal stage 13 the tour leaves Earth. The Solar Trial is an endless run against one world of the solar system, a new one each day: the Sun, Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus and Neptune, then round again. The waves never end and keep getting tougher. Your score is the wave you reach.

Every world brings its own four kinds of local and its own boss with a signature trick. A new kind gets a little card the first time you meet it, so read it. Some tips: wait for King Sol to go dim before your big hits, stun Speedy Hermes before he skips time, don’t fix your wall during Lady Sulfur’s acid rain, and save blasts for when Big Jove pulls everyone into one lane.

Your best run goes on the day’s ranking. When the day ends, everyone who cleared a wave gets a prize, and the higher you placed, the bigger it is. It waits for you the next day. Wall about to fall? You can revive up to 3 times in one run, and each roll of duct tape costs twice the gems of the last one.

Ten tips from Switzerland

  1. Fill all three wall spots early. Three balls bonk more than one.
  2. Grow the same ball. When in doubt, pick the card that makes a ball on your wall stronger.
  3. Learn the ultimate. Once a ball reaches squad Lv 15, gold ULTIMATE! cards turn up for it. Take them.
  4. Mind the wall. Under half? Duct Tape. Three stars need 80% of it.
  5. Read the locals. Egypt’s mummies get back up, Japan’s ninjas blink forward, and the UK’s balls queue politely at your wall.
  6. Buy Bonk Gym first, then More Bricks.
  7. Use x2 on easy stages, and AUTO from stage 12 when you just want to watch.
  8. Collect every day: the calendar, the Swiss Vault, quests, the free summon and your rank prizes.
  9. Go back for stars. Three-star stages fill star chests and can be swept.
  10. Stuck? Level up your deck, swap in a ball that counters the locals, and try again. The tour waits for you.

I am neutral. But I think u will win.

Questions

What is the best ball for beginners?

Start with what you have: Poland’s rocket hits crowds, the UK snipes the biggest ball with hot tea, and Brazil’s football bounces down a line. A new ball joins after every stage you clear, so swap in the ones you like. Later, mythic balls like Germany, Japan or the USA are huge upgrades.

How do I get more balls?

Clear a country’s stage for the first time and its ball joins your squad, close to your squad’s level. You can also summon balls early at the Summit, and a few come from the daily calendar, the 30-day tour and the Bonk Pass. The balls page lists all 205.

What do stars do?

Stars show how much of your wall you saved: three stars need at least 80% of it. They fill the star chests on the map, open new chapters of the story, count on the ranks for you and your nation, and 3-star stages can be swept, which means replayed instantly for their rewards.

How does the Hall of Fame work?

The first player to beat each stage with 1, 2 and 3 stars goes in the Hall of Fame forever. They get a big gem prize, and everyone else gets a small thank-you in gems to claim. You can also spend your likes for the day on them. The hall opens after Normal stage 11.

How do I unlock Hell mode?

Clear Normal stage 10. After that, each country’s Hell stage opens once you have cleared its Normal stage.

Can I play offline?

No. Our server replays every battle to keep the ranks fair and your save safe, so you need an internet connection.

At dusk, Mongolia’s champion in a fur hat stomps toward the wall while Egypt’s champion, bonked, spins away into space past an angry Moon

Ready? Go defend ur lawn

  • Tower defense
  • Free
  • Phone and PC

The guide is done. The locals are not. Countryball Defenders is free in your browser, on any phone or computer.