Hey, I extended the wave infos with some stuff that's not obvious and might be interesting for some players. I was finding myself in some cases of trying to gauge how much gold I'll get from leaks etc., especially when I'm shifting some gold and there's leaks to see if I either need to send something or if I can push another worker. And since I like numbers, I added some offensive stats as well, just to see what they'd look like. So, here's the map, check below for some explanation on what the numbers represent, since not all might be obvious at a first glance. I'll go left to right: Wave infos 1. Attack types + Wave total DPS (rounded) 2. Defense types + Wave total HP 3. Additional info: Wave abilities + Range if applicable 4. Gold reward: Amount of creeps times Gold per kill plus Miniboss reward where applicable, below is total Gold reward for clearing the wave 5. Preparation time for wave: this is handy for checking if you're hitting certain myth breakpoints 6. Gold from leaks. Values in parenthesis refer to mini boss. I'll explain it from your perspective, e.g. you're Player 1 and you leak: Gold you get when the leaked unit is killed Note Wave 10 boss is special: Gold is partially awarded for dealing damage to it. It's linearly based off of missing hp %. So boss leaked at 100% hp (0% missing) will grant 0%x130g=0g, at 50%x130g=65g and so on. Gold your ally gets if he catches the leaked unit Gold both your opponents get when the leaked unit is killed. Note: The gold can vary, that's why I included the decimal value. E.g. Wave 3 will grant 1.45 gold. This means there's 55% to get 1 gold, 45% to get 2 gold. A couple of times I've noticed some slightly different yields when the king catches leaks, not exactly sure how they work, so bear that in mind. I've only seen it higher, though. The amount the leaker and catcher get are decimals as well, but seem to always get rounded, that's why I only included the flat value. 7. Pack Leader buff damage increase: This refers to the increase of the total wave dps. It does not include the added damage the Pack Leader itself provides! (+76.8 dps) Note the miniscule increase on Wave 13. So maybe this also helps you decide when to actually send it and when it's more useful to send other mercenaries. Roshkatul is doing a series on mercenaries right now, so that will give you some insights on what's a better send on 13 and in general. 8./9. Shaman buff damage increase: This refers to the damage increase on a single buffed unit. First column is regular wave creep, second for mini bosses/bosses. W10, W20, W21 mini boss get +16 instead of +8. Keep in mind: Usually Shaman should choose a high damage unit to buff, so it might not end up buffing a weakly wave creep. But if he did, you'd know the increase. Mercs infos 1. Merc abilities and range where applicable. Single merc dps 2. Pack Leader buff damage increase: This refers to the mercenary getting buffed Note: Pack Leader is increasing its own damage (base dps 70.4, buffed 76.8) 3. Shaman buff damage increase: This refers to the mercenary getting buffed I've included all ability descriptions below as well (+that they don't stack, as that still pops up sometimes) I might do a sheet for all mercenary leak values as well for completeness' sake, but wanted to put this out first, since I'm not sure anyone's looking for something like this or finds it useful. Also, let me know if there's typos etc.