Some unit roles and names come from a high-quality third-party game reference because the official store pages describe the systems but do not provide a complete unit catalogue. No exact stats, costs, resistances or full roster are asserted where they could not be verified.
Fast answer
The answer before the background
The safest general setup is a balanced four-part defense. Place Soldier Gun where enemies remain in range for a long time, use Rocket Chase at bends or merge points where several targets can be hit, keep Super Burn near the final approach for enemies that break through, and position DR.LANCER over the busiest route to slow the wave. Upgrade the unit that answers the next problem: damage for ordinary leaks, area coverage for crowds, control for fast enemies, and concentrated fire for bosses. The developer confirms that commanders, turrets, weapon upgrades, resources, terrain and headquarters protection are core systems, but it does not publish a complete public stat table. Exact numbers should therefore be read from the in-game upgrade screen.
Verified overview
What the unit system is built to do
The game combines fixed turrets with commander or hero control. Official store descriptions instruct players to choose an appropriate commander and turret for each terrain, place weapons in useful positions, collect resources, upgrade weapons and protect the headquarters. The Steam listing also describes a hero system with special abilities, advanced upgrades, survival modes and large enemy waves.
That means a unit should be judged by its battlefield job rather than by damage alone. A good defense normally needs sustained single-target fire, crowd control or area damage, a response to enemies that reach the inner lane, and a flexible hero or support tool that can be moved or activated when the wave changes.
- Turrets are the permanent structure layer and should cover the route repeatedly, not just one moment of the wave.
- Heroes or commanders are the flexible layer. Use them to reinforce a weak lane, answer a boss or support a key tower group.
- Terrain matters. Forest, desert, icy and aerial situations are specifically mentioned in public descriptions, so one arrangement should not be assumed to work everywhere.
- The headquarters is the final placement priority. A strong outer lane is not useful if the last approach remains uncovered.
| Unit or system | Primary job | Best placement job | Main weakness to watch |
|---|---|---|---|
| Soldier Gun | Reliable repeated damage | A long straight lane or a corner with several passes | May struggle to clear dense groups quickly |
| Rocket Chase | Crowd or area pressure | A bend, junction or lane merge | Can lose value when targets are too spread out |
| Super Burn | Close-range wave control | Near the base or a late choke point | Needs enemies to enter its effective zone |
| DR.LANCER | Slow and route control | The busiest junction or a shared approach | Control is less valuable if enemies rarely pass through the zone |
| Commander or hero | Flexible support, damage or emergency response | A high-traffic area that can influence the threatened lane | Moving or activating it at the wrong time can leave another lane exposed |
The four named units above are publicly identified in a Japanese strategy reference, while official listings confirm the broader turret, commander and upgrade systems. The public evidence does not establish a complete official taxonomy such as exact damage classes or universal elemental counters.
Upgrade plan
Upgrade in an order that matches the wave
Do not distribute resources evenly across every weapon. A concentrated upgrade on the tower doing the essential job is usually more useful than several low-level improvements. Start by stabilizing the route that currently leaks, then improve the unit that answers the next visible threat.
For ordinary waves, prioritize the main damage tower covering the longest shared path. When groups begin arriving together, improve Rocket Chase or the equivalent area tool. If fast enemies reach the inner route, strengthen the slowing or close-range answer before adding another general-purpose gun. Against a boss, shift spending toward sustained single-target damage and keep enough control to prevent smaller enemies from hiding the boss’s approach.
- Early waves: establish coverage first, then make one core damage upgrade rather than building too many weak towers.
- Crowded waves: improve area coverage at a turn or merge point, where one attack can affect several enemies.
- Fast or leaking waves: upgrade control and late-lane coverage before chasing maximum outer-lane damage.
- Boss waves: favor concentrated fire, long exposure time and a reserve hero position near the boss route.
- Between missions: review weapon and spaceship upgrades as separate progression systems. A campaign upgrade may help more broadly than a small in-battle purchase.
| Observed problem | First response | Second response |
|---|---|---|
| Single enemies survive too long | Upgrade the strongest sustained-fire tower | Add or reposition a hero for concentrated damage |
| Large groups reach the same bend | Improve area damage at the bend | Add slow control so the group stays inside the damage zone |
| Fast enemies pass the first line | Place control on the shared route | Strengthen the final approach instead of extending the outer line |
| Boss reaches the base | Move flexible support onto the boss route | Replace a low-impact tower or invest in boss-focused damage |
| Two lanes fail together | Cover the junction that serves both lanes | Use a mobile commander rather than duplicating weak towers |
The upgrade order is a practical strategy derived from the advertised turret, hero, resource and terrain systems. It is not a claim that the developer assigns fixed upgrade priorities or that every stage has the same enemy composition.
Placement jobs
Build around route geometry, not empty slots
The most valuable tile is usually the one that gives a unit repeated contact with enemies. On a winding route, place sustained-fire weapons where their range overlaps several path segments. Put area damage at a turn, junction or merge point. Reserve the final useful slot for a unit that can still affect enemies after they pass the main defense.
Use DR.LANCER at a convergence rather than on an isolated branch whenever possible. The slow matters most when several towers can attack the controlled targets. Super Burn has the opposite job: it is a safety net for enemies that survive the outer layers, so placing it too far forward can leave the headquarters exposed.
Heroes should be treated as movable problem-solvers. If the game allows a hero to be repositioned during the stage, keep it near a route that can become dangerous rather than committing it permanently to a quiet corner. Watch for interface panels that may obscure the battlefield when selecting a hero, and move it before the wave becomes critical.
- Count how many times enemies cross a tower’s range before deciding whether the placement is efficient.
- Prefer shared lanes and merge points for control effects.
- Keep at least one late-defense position available for leaks or boss pressure.
- Do not place every high-damage unit at the entrance; early kills can reduce the time enemies spend inside your strongest overlapping zones.
- Recheck placement after a terrain change, because the same weapon arrangement may not suit forest, desert, icy or aerial stages.
| Placement zone | Recommended job | Why it works |
|---|---|---|
| Entrance | Basic damage or resource-efficient coverage | Removes weak enemies while preserving stronger positions deeper in the route |
| Long straight | Repeated single-target fire | Maximizes time on target |
| Turn or merge | Area damage and slow | Keeps groups together and increases overlapping attacks |
| Near headquarters | Close-range control and emergency damage | Catches leaks that survive the outer defense |
| Boss approach | Hero support and concentrated fire | Creates a deliberate kill zone instead of scattered damage |
Because public sources do not provide a verified enemy-by-enemy counter chart, counter the behavior you can observe: groups with area damage, speed with slow or repositioning, long-lived targets with concentrated fire, and leaks with late-lane coverage.
Limitations and verification
What is not safe to assume
Public store pages confirm the game’s core systems, but they do not provide a complete official database of tower names, hero abilities, upgrade costs, attack ranges or enemy resistances. Third-party pages also mix versions and may describe broad genre behavior rather than data extracted from the current client.
For a precise build, open each unit’s information panel in your own version and record its damage type, range, target rules, level cost and special effect. Compare the panel before and after an upgrade rather than relying on an old guide. If a unit name, icon or upgrade branch differs from the entries here, trust the current in-game text and treat this page as a role-based guide rather than a definitive numeric catalogue.
- Verified: turrets, commanders or heroes, weapon upgrades, resources, varied terrain and headquarters defense are part of the published design.
- Supported by a specialist reference: Soldier Gun, Rocket Chase, Super Burn and DR.LANCER are named units with the roles summarized above.
- Unverified: a complete current roster, exact statistics, exact enemy counters, maximum upgrade levels and universal tier rankings.
- Version caution: store records show ongoing updates and different platforms may receive content or balance changes at different times.
| Question | Safe answer |
|---|---|
| Which unit is universally best? | No verified evidence supports one universal winner. Stage terrain, wave composition and upgrade level matter. |
| What is the exact counter to a named enemy? | Use the enemy’s visible behavior and in-game descriptions; a public official counter table was not found. |
| Should every tower be upgraded equally? | No. Concentrate resources on the unit covering the current threat and the next likely leak. |
| Can this page replace the in-game stats? | No. Use it for roles and placement jobs, then verify numbers in the installed build. |
A complete official database was not publicly available during research. This page intentionally avoids invented values, unnamed mechanics and unsupported tier rankings.
FAQ
Common questions
What is the best basic combination for a new stage?
Start with one reliable damage tower, one area-damage option, one close-range safety tool and one slowing or flexible support unit. The publicly named starting combination is Soldier Gun, Rocket Chase and Super Burn, with DR.LANCER useful where enemies cluster. Adjust the mix when the stage favors speed, crowds or bosses.
Where should I place DR.LANCER?
Use it at a junction, bend or merge point shared by several enemy routes. The public reference describes its slow effect, so its value rises when slowed targets remain inside the range of multiple damage towers.
Should Super Burn go near the entrance?
Usually no. Treat it as late defense unless the stage clearly sends enemies into a short, close-range lane. Keeping it near the final approach gives you a response when outer towers miss or are overwhelmed.
How do I counter a boss?
Create a kill zone along the boss route. Use concentrated damage, keep control effects on the path for as long as possible, and move a hero or commander into the threatened lane. Do not spend all resources on outer coverage while the boss’s final approach remains weak.
Why do exact tower stats differ between guides?
The game has received updates, public version records differ between platforms, and most published pages do not expose a complete stat table. Check the current in-game panel for cost, range, damage, upgrade wording and special effects before committing resources.
Sources
What we checked
Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.
