An abomination... That's what happens when you play with elven artifacts.
Like Malicia in The Unseelie Court, the Spider Goddess has the ability to momentarily disable a set of towers and spells, as well as fire magic from her scepter. When about 25% of her HP is whittled away, she will destroy a random tower with the power of the tear, similar to Umbra's attack, and then jump into a different path and resume attacking, repeating the process. Upon landing on a new path, she temporarily creates web around her, trapping all soldiers of yours for a few seconds and spawns a group of Spiderbroods, similar to Mactans' ability. In addition, throughout the battle, spiders and Twilight Elves of all kinds will spawn from every path. Upon the Spider Goddess's defeat, they will instantly die.
Her medium magic resistance poses a great hindrance to your mage towers; even High Elven Mages will hardly make a dent in her HP. Arcane Archers are a must in this final battle, as they can reduce her resistance to the point where she will have none. Place them towards the upper left region so that they have a fair chance to whittle all of her magic resistance away before she changes paths.
The Spider Goddess's minions should not pose a threat at the earlier phases of this fight, considering the fifteen waves that you had already survived. The final phase, however, when the Spider Goddess is down to 25% HP, could easily and surprisingly overwhelm you. Hordes of Spiderbroods and Sons of Mactans will rush all over the map, particularly towards the eastern exit, which is always where the Spider Goddess will go for with each change of path after losing her first quarter hp. It is best to save your Thunderbolt and Hero Spell for that time, as it will help you quickly eliminate the spider hordes and focus all efforts towards defeating the Spider Goddess.
Due to the Spider Goddess's rather modest damage output, strong melee heroes such as Eridan, Prince Denas and Bravebark, as well as Vez'nan's Demon, can easily tank against her for quite some time, however her tendency to jump around the map as parts of her health is lost makes it difficult for these units to keep her busy for long.
In respective order, the Spider Goddess will start at the top left and go for the left exit, and with each quarter health gone, starts in the middle and go for the right exit, the right, and finally halfway-ish on the middle path again and will stay on that path until she is killed or passes the end. So it is best to always have Arcane Archers in the top left and heavy firepower in the middle.
Furthermore, despite it being ultimately random which tower she destroys, it will always be among the few closest to her and never the Renegade Outpost.
- THIS CANNOT BE!
WE ARE THE CHAMPIONS Defeat the Spider Goddess!
- Spider Goddess is the only boss in the Kingdom Rush series, at the moment, to have any magic resistance.
- Spider Goddess's design is very similar to that of Drider, which makes sense considering that both are half-elf, half spider.