- Squads. Duo fights now meet squads of strays, built from a points budget that grows with your level. At this wave a squad held at most three strays.
- Elites. Some fights upgrade one stray to an Elite, with more HP and sharper focus.
- Props. Barrels, explosive barrels, puddles and patches of fire now stand on the board. Shove strays into them; explosive barrels blast both sides and set each other off.
- Named combos. Hammer and Anvil (hit a stray your partner knocked down), Snare and Strike (hit a stray your partner rooted) and Driven Home (follow up on a stray your partner shoved into danger) each add bonus damage. The recap counts them.
- Enrage. Long fights now turn: the strays hit harder every round from round 6.
- An away companion is hidden from everyone watching, not only from its own duo.
Wave 2: squads, elites, barrels and combos
Bigger squads of strays, seeded elites, barrels and puddles on the board, and named combos for the duo.