Universal Tower Defense X Tier List [UPD 2.75] – UTDX Best Units

The strongest DPS and Support units in the Universal Tower Defense X UPD 2.75 meta.

Updated on May 5, 2026: Our Universal Tower Defense X tier list has been updated to inlcude all new UTDX Update 2.75 units. Universal Tower Defense X Update 2.75 is all about the Devil May Cry series, and it introduces two new units: Alpha Devil Omega (Vergil from Devil May Cry) and Devil Hunter Mercenary (Dante from DMC). Check out their pros and cons!

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Looking for the best Universal Tower Defense X units to build around after the UTDX Update 2.75? Then check out our Universal Tower Defense Tier List! Raw damage still matters, but the meta is no longer just about which unit hits hardest. The best UTDX units now combine strong DPS with team buffs, crowd control, Hyper Armor damage, elemental coverage, trait scaling, relic synergy, and game-mode value in Infinite, Challenges, Virtual Realm, Ragnarok, and other late-game content.

TL;DR QUICK SUMMARY:
Here are the most important Universal Tower Defense X tier list takeaways for the current meta:

  • Water God (Primordial) is still one of the best overall utility units thanks to DoT/affliction support, Time Snail value, status extension, slowdown, and strong team synergy.
  • Devil Hunter (Mercenary) is one of the best new DMC Update 2.75 damage units, especially for DoT-focused teams, thanks to Astral synergy, Burn application, DoT-based Stun, Style scaling, and Demon Awakened damage boosts.
  • Alpha Devil (Omega) is another top DMC Update 2.75 unit thanks to his flexible Demonic Arsenal, Motivation meter, crit-triggered phantom swords, Timestop interaction, Bleed application, and long-range Mirage Barrage mode.
  • First Emperor (Greatest) remains one of the most flexible specialist units because Demonic Art Swap lets him adjust between damage, slow, stun, bleed, path control, and team follow-up value.
  • King Sailor (Unrivaled), Ancient Shinobi (Reawakened), Crow Shinobi (Reanimated), Nutaru (Beast), and Ant King (Savage) remain excellent high-end damage or specialist picks, depending on the mode.
  • Virtual Idol, Love Goddess, Ice Empress (Frost), Bambee (Blitz), and Bulmo are still some of the most valuable support/farm pieces because late-game teams need buffs, economy, CC, cost reduction, and status synergy.
  • Ruler, Eternal, Sacred, Astral, Wizard, and Fortunate are the most important traits to understand when ranking late-game units.
  • DoT and status effects are more important than ever. Same DoTs normally do not stack unless the unit has Astral, which makes Astral one of the most important traits for affliction-heavy units like Devil Hunter (Mercenary).

Universal Tower Defense X Unit Tier List (Update 2.75)

Before jumping into the UTDX units tier list, keep in mind that this ranking assumes late-game investment: evolved units where applicable, Etherealization bonuses, useful traits, and properly matched relics. A Mythic unit with the wrong trait and weak relics can feel much worse than a slightly lower-ranked unit with the right setup.

Also, this Universal Tower Defense X tier list is focused mostly on late-game value. Early Story progression is much more forgiving, while Infinite, Challenges, Virtual Realm, Ragnarok, and other harder modes reward units that bring scaling, CC, armor breaking, team buffs, boss damage, or strong economy.

Universal Tower Defense X DPS Tier List

Ground
Hybrid/Hill
S++
First Emperor (Greatest) game image

First Emperor (Greatest)

RAGNAROKGROUNDROSE
King Sailor game image

King Sailor

GROUNDWATER
Ancient Shinobi game image

Ancient Shinobi

GROUNDWATER
Nutaru Beast game image

Nutaru Beast

WINDGROUND
Alpha Devil Omega game image

Alpha Devil Omega

GROUNDICE
Devil Hunter Merc game image

Devil Hunter Merc

GROUNDFIRE
Strongest of Today game image

Strongest of Today

GROUNDLIGHT
Ant King (Savage) game image

Ant King (Savage)

HYBRIDDARK
Crow Shinobi game image

Crow Shinobi

FIREHILL
Ancient Mage game image

Ancient Mage

HYBRIDLIGHT
Strongest in History game image

Strongest in History

HYBRIDDARK
Phantom Captain game image

Phantom Captain

HYBRIDLIGHT
Jangluu Eclipse game image

Jangluu Eclipse

HILLICE
Migumen Finale game image

Migumen Finale

HYBRIDFIRE
Sharpshooter game image

Sharpshooter

HILLFIRE
S+
Underworld God (Death) game image

Underworld God (Death)

RAGNAROKGROUNDWIND
Enlightened God (Holy) game image

Enlightened God (Holy)

RAGNAROKGROUNDLIGHT
First Human (Father) game image

First Human (Father)

RAGNAROKGROUNDROSE
Tai Yang game image

Tai Yang

RAGNAROKGROUNDFIRE
Dragon Slayer game image

Dragon Slayer

GROUNDFIRE
Mimicry Sorcerer game image

Mimicry Sorcerer

GROUNDROSE
Mighty Roach Cursed game image

Mighty Roach Cursed

GROUNDWIND
Jane Juliet (Larper) game image

Jane Juliet (Larper)

GROUNDWATER
Shadow Knight Risen game image

Shadow Knight Risen

GROUNDWIND
Gambler Sorcerer game image

Gambler Sorcerer

GROUNDWIND
Judgment Sorcerer game image

Judgment Sorcerer

GROUNDLIGHT
Water God (Primordial) game image

Water God (Primordial)

RAGNAROKWATERHYBRID
Jinoo Shadow Monarch game image

Jinoo Shadow Monarch

DARKHYBRID
Judas (Darkness) game image

Judas (Darkness)

HILLDARK
Ichiko Rage UTDX Ich game image

Ichiko Rage UTDX Ich

HYBRIDDARK
S
Dragon Guy Silverite game image

Dragon Guy Silverite

GROUNDICE
Grommjaw Panther game image

Grommjaw Panther

GROUNDWATER
Bio-Android game image

Bio-Android

GROUNDWIND
The Drink (Survivor) game image

The Drink (Survivor)

MYTHICGROUNDFIRE
Ja'frey game image

Ja'frey

GROUNDDARK
Berserker (Enraged) game image

Berserker (Enraged)

GROUNDLIGHT
Spade Donut game image

Spade Donut

HILLFIRE
Ultiorra Oblivion Un game image

Ultiorra Oblivion Un

HILLDARK
Rohan & Robot 16 game image

Rohan & Robot 16

HYBRIDLIGHT
Koyote (Number One) game image

Koyote (Number One)

HYBRIDICE
A
Kriatu Cheater game image

Kriatu Cheater

GROUNDICE
Sasku Chakra game image

Sasku Chakra

GROUNDDARK
Fallen Prince game image

Fallen Prince

GROUNDWATER
Robot 17 18 Fighterz game image

Robot 17 18 Fighterz

GROUNDROSE
Psycho (100%) game image

Psycho (100%)

HYBRIDFIREROSE
Cyborg Fearless game image

Cyborg Fearless

HILLFIRE
Super Roku game image

Super Roku

HILLLIGHT
Lord of Flies (Tempered) game image

Lord of Flies (Tempered)

RAGNAROKHILLDARK
B
Footballer Ego game image

Footballer Ego

GROUNDFIRE
Ruka game image

Ruka

GROUNDICE
Gen game image

Gen

GROUNDFIRE
Masked Ninja game image

Masked Ninja

GROUNDFIRE
Shakumira game image

Shakumira

HYBRIDDARK
Pebble game image

Pebble

HYBRIDROSE
Greybeard game image

Greybeard

HYBRIDDARK
Nejo game image

Nejo

HYBRIDWIND
Nellee Primal game image

Nellee Primal

HYBRIDROSE
C
Laffy game image

Laffy

GROUNDFIRE
Garu game image

Garu

GROUNDWATER
Roku game image

Roku

GROUNDFIRE
Ranji game image

Ranji

GROUNDWIND
Nutaru (Kid) game image

Nutaru (Kid)

GROUNDWIND

Universal Tower Defense X 2.75 Meta Explained

The biggest change to the current UTDX meta is that units are no longer best judged as simple DPS sticks. The game now separates units into clearer roles, such as Raw DPSSpecialistUtility, and Support, which makes team-building much more important. Raw DPS units are your main wave-clearing carries, Specialists usually fill a specific niche like armor breaking or mode-specific value, Utility units bring crowd control or enemy debuffs, and Support units mainly buff your team or improve your economy.

That is why some units rank higher than their damage alone would suggest. A unit that slows, stuns, applies DoT, increases affliction time, buffs crit stats, reduces upgrade costs, or helps against armored enemies can be more valuable than a unit with better sheet DPS but no useful team utility.

S++ Tier: The Absolute Meta (OP)

S++ Tier is reserved for units that can anchor an endgame team by themselves or provide such strong scaling and utility that the entire team benefits from building around them. With the current UTDX 2.75 meta, that means top carries and high-impact specialists are valued more than simple sheet DPS.

S++ Tier // The OP Meta Units
The Strongest of Today
The Strongest of Today
Light Ground Trait: Ruler
Pros
  • Limitless Sorcerer is absurd utility value on its own, automatically slowing enemies as they enter range and making them take +25% damage while they stay inside it.
  • Domain Expansion is one of the most oppressive control tools in the game, inflicting a massive 30-second Timestop in range, converting it into bonus damage taken, and snowballing his own damage through kills while it lasts.
  • Infinite Purple gives him reliable map-wide burst, dealing 300% damage to all enemies, and Six Eyes adds elite anti-CC value by nullifying debuffs and turning failed debuff attempts into stun-enabled counterpressure.
  • Show-off and Cursed Pinball make him even nastier in practice, since his fixed 50% crit rate constantly threatens extra Timestop uptime while non-Hyper Armor enemies get pulled, crit, and controlled around his range.
Cons
  • He only has one placement and costs 79,000 total to max, so bad positioning hurts much more than it does on multi-placement carries.
  • Part of his craziest value is tied to long cooldown abilities, especially Domain Expansion, so he feels most broken in runs where he can farm kills and reset cooldowns through Six Eyes.
The Strongest in History
The Strongest in History
Dark Ground Trait: Ruler
Pros
  • Domain Expansion is completely insane for a DPS unit, giving him +1000% range, constant half-second damage pulses, slow, permanent damage amp on enemies hit, and a huge boss-only Fire Arrow follow-up at the end.
  • The Shadows gives him monstrous scaling over time, permanently marking enemies and turning those marks into bigger damage-taken debuffs, slow, double summon access, and at Etherealization 4 even extra stun utility once thresholds are lowered.
  • Shadow Emerge turns marked enemies into free value, adding follow-up attacks with Bleed while also ramping his own damage up to a +50% cap.
  • Ten Umbra is overloaded even by S++ standards: adaptive immunity, summon-based afflictions and buffs, copied stats, and extra cone slashes from Adaptive Curse make him feel like multiple units packed into one slot.
Cons
  • His total cost of 117,500 is outrageous, so he is one of the greediest investments in the entire meta and needs strong economy support to come online comfortably.
  • His full ceiling takes setup, because a lot of his nastiest scaling depends on building marked enemies, getting follow-ups rolling, and timing Domain Expansion so it does not get wasted or interrupted.
Devil Hunter Mercenary
Devil Hunter (Mercenary)
Fire Ground Trait: Astral
Pros
  • Freestyle gives him nasty snowball potential in long engagements, ramping his damage through style ranks all the way from D to SSS as long as he keeps attacking.
  • Supada’s Power gives him a reliable transformation cycle, and once Demon Awakened kicks in he gains a huge +50% Damage, with Etherealization 4 making the Awakening fill much faster.
  • Demonic Arsenal makes him far more than a basic DPS unit: Twin Guns speeds up his pressure, Demoncycle can chain stuns based on DoTs, Devil Sword converts Bleed into Burn, and Fancy Hat turns spare Yen into massive burst damage.
  • With three placements and a very manageable total cost of 67,000, he brings both carry damage and utility synergy, especially in DoT-heavy teams that can feed his weapon effects.
Cons
  • A lot of his ceiling depends on maintaining constant uptime, since Freestyle resets if he stops attacking for too long, which makes short paths or bad placement much more punishing.
  • Fancy Hat is powerful but economy-dependent, so if your team cannot comfortably sustain the Yen drain, that weapon mode becomes much less reliable than it looks on paper.
Alpha Devil Omega
Alpha Devil (Omega)
Ice Ground Trait: Ruler Trait: Duelist
Pros
  • Show me your motivation gives him excellent passive pressure, spawning phantom swords on crit that keep dealing damage over time at the target location, and at Etherealization 6 he can maintain two of them at once.
  • Supada’s Power gives him the same terrifying Demon Awakened spike as Devil Hunter, adding +50% Damage, while Etherealization 4 makes Motivation build much faster.
  • Demonic Arsenal is absurdly flexible: Katana punishes stunned enemies with Timestop and bonus damage, Phantom Sword adds Bleed to afflicted targets, Demonic Gauntlets turn him into a close-range shredder, and Mirage Barrage gives him ridiculous map reach.
  • Mirage Barrage in particular is what pushes him into true S++ territory, since the huge range boost lets him pressure enemies from absurd distances, especially once Etherealization 2 softens the damage penalty.
Cons
  • He really wants setup to hit his full value, because some of his best effects depend on enemies already being stunned or afflicted before the weapon swap pays off.
  • His strongest modes each come with tradeoffs, whether that is range loss on Demonic Gauntlets or the heavy damage reduction on Mirage Barrage, so he is more demanding than a straightforward place-and-forget carry.
King Sailor Unrivaled
King Sailor (Unrivaled)
Water Ground Trait: Ruler
Pros
  • Manipulator of Fate and Unrivaled Mark make him a ridiculous team amplifier, giving massive tag- and element-based buffs instead of just bringing his own damage.
  • Baal’s Lightning gives him free chain pressure after every attack, letting him spread extra damage and set up Rukh’s Judgement buffs against enemies recently hit by chain lightning.
  • Wits Of A King gives him valuable debuff resilience, while King of his People and Rukh’s Judgement add even more crit scaling when allies are positioned around him properly.
  • With two placements, solid range, and late Etherealization upgrades that improve both chain damage and crit buffs, he scales extremely well in stacked late-game teams.
Cons
  • A lot of his ceiling is composition-dependent, since his biggest value comes from sharing tags, supporting Water units, and playing in optimized late-game rosters instead of random mixed teams.
  • His total cost of 91,800 is steep for a utility-first unit, so if your comp cannot fully exploit Unrivaled Mark and Manipulator of Fate, he can feel less efficient than a simpler plug-and-play carry.
Ancient Shinobi Reawakened
Ancient Shinobi (Reawakened)
Water Ground Trait: Ruler
Pros
  • His kit is absolutely overloaded: The Wisest gives him ramping damage, Ancient Techniques of Old layers confusion, Burn, and bonus damage taken, and Weapon Proficiency cycles through multiple utility-heavy attack patterns with extra range, Bleed, and attack speed manipulation.
  • Reanimation is the kind of passive that turns strong units into meta monsters, sacrificing extra placements to turn him into a single-placement supercarry with a gigantic re-place damage bonus that reaches +200% at Etherealization 6.
  • Samurai Technique gives him an extra late-game damage spike at final upgrade, while Weapon Proficiency also grants stun immunity, making him much harder to disrupt than standard carries.
  • With three placements before Reanimation, strong status coverage, and huge scaling once fully invested, he offers both early map presence and absurd late-game payoff.
Cons
  • He is a very demanding unit to optimize because his best value is tied to cycling effects, final-upgrade abilities, and smart use of Reanimation instead of just placing and forgetting him.
  • His maxed cost of 96,450 is high, and once you commit to Reanimation, bad repositioning or selling him is heavily punished because the bonus resets if he is sold or deleted.
Crow Shinobi Reanimated
Crow Shinobi (Reanimated)
Fire Hill Trait: Eternal
Pros
  • Amaterasu is the big reason he belongs here: Black Burn deals massive damage over time, reapplies pressure on every hit, and once enemies already have Black Burn, he starts applying Time Snail instead for even more DoT and affliction scaling plus movement slow.
  • Moon God: Counter Crash gives him a huge burst tool that also removes all modifiers from enemies hit, which is nasty utility in harder content where enemy buffs or protections matter.
  • Elusive Crow Distraction and Flame Sealing Technique give him extra control on top of his damage, adding repeated confusion and kill-based stun chains around Black Burned enemies.
  • For only 68,450 total cost, he brings the kind of affliction pressure, control, and execute value that many more expensive units would love to have.
Cons
  • A good chunk of his strength comes from enemies living long enough to get full Black Burn and Time Snail value, so he is less explosive in short or overkilled waves where targets die too fast.
  • He is stronger as a status-heavy DPS than as a pure frontloaded nuker, which means players looking only at raw on-hit damage can underestimate how much of his value is tied to DoT uptime and team follow-up.
Nutaru Beast
Nutaru (Beast)
Wind Ground Trait: Ruler
Pros
  • Beast Mode turns him into a real monster, adding big damage, Crit Rate, and Crit Damage boosts while also unlocking a stronger attack cycle that gains another +50% damage after a full Beast attack chain.
  • Shadow Clone gives him outstanding scaling because the clones inherit a huge chunk of his damage, increase his pressure on the map, and even reward him with extra damage when they disappear.
  • Summoning Jutsu gives him another layer of value by adding Boss Frog or Kitsunox support, which becomes even scarier at higher Etherealization levels.
  • His Synchro Drive options are absurdly strong, especially with Ancient Shinobi (Reawakened), where he gains Hyper Armor damage, range and attack speed support for allies, plus reliable stun or confusion application. That alone gives him both carry and synergy value at the very top end.
Cons
  • He needs time to ramp through Chakra Control before Beast Mode kicks in, so part of his best performance is delayed instead of available instantly on placement.
  • His absolute peak value is tied to Beast Mode uptime, clone management, and especially Synchro Drive pairings, which makes him much stronger in optimized late-game comps than in casual or incomplete setups.
Ant King Savage
Ant King (Savage)
Dark Ground Trait: Ruler
Pros
  • Predatory Gluttony gives him nasty snowball potential, stacking +1% damage per kill up to +30%, instantly capping on boss kills, and reaching +50% at Etherealization 6.
  • Paralyzing Venom adds both damage and control on every attack, applying Radiation over 6 ticks plus a Slow debuff, which gets even stronger at Etherealization 2.
  • Monarch’s Devotion gives him strong synergy value when Jinoo is nearby, boosting his own damage and range, and at Etherealization 4 he also buffs all allied units in range.
  • His late-game profile is absurd for a 2-placement DPS carry: Full AoE on later upgrades, a manageable max SPA of 8, and a total cost of 63,000 for a unit that can hard-carry waves while scaling mid-match.
Cons
  • He really wants consistent kills to keep Predatory Gluttony rolling, so on crowded co-op setups or on maps where other carries steal takedowns, part of his ceiling can be harder to maintain.
  • A chunk of his best team utility is tied to having Jinoo in range, which makes his full value somewhat composition-dependent instead of being completely plug-and-play.
First Emperor Greatest
First Emperor (Greatest)
Rose Ground Trait: Ruler
Pros
  • Probably the most flexible specialist in the current meta; Demonic Art Swap lets him change roles instead of being locked into one damage pattern.
  • Guidance of the Original Monarch is absurd for stacked setups, making every unit in his range attack whenever he switches Demonic Arts.
  • His Demon Arts cover almost every important late-game need: Blade for burst damage, Axe for slow/confusion, Crossbow for huge range and stun, Spear for Bleed, and Armor for path control.
  • At Etherealization 6, units triggered by his swap also gain 15% of First Emperor's damage for 10 seconds, turning him into both a carry and a team amplifier.
Cons
  • He only has one placement and costs 89,500 total to max, so bad positioning or poor economy support hurts him more than most other units.
  • His best value comes from active swapping and smart timing, meaning he is much more demanding than simple place-and-forget DPS units.
Ancient Mage Slayer
Ancient Mage (Slayer)
Light Hybrid Trait: Ruler
Pros
  • Battle Adaptation makes her one of the most flexible units in the tier, letting her swap between DPS, Utility, Support, and Specialist modes depending on what the run actually needs.
  • Millennia Old Experience is excellent baseline value, applying a team-wide damage amp and Wind Shear on every attack, while Specialist mode converts that pressure into even nastier DoT and True Damage value.
  • Support mode is especially strong in stacked comps, giving units in range Crit Damage, Crit Rate, Effect Res, and even a follow-up attack when buffed allies attack.
  • The Last Great Mage gives her anti-stun value, and at Etherealization 4 the stun immunity becomes always active, making her much more reliable in hard content than most utility hybrids.
Cons
  • She only has one placement, so a lot of her value comes down to smart mode switching and positioning instead of brute-forcing a map with multiple copies.
  • Support mode stops her from attacking entirely, which means bad timing can cost you a lot of personal DPS if you swap forms at the wrong moment.
Phantom Captain
Phantom Captain
Light Hybrid Trait: Ruler
Pros
  • Unlike standard units, her planes track enemies independently, making her essentially immune to range limitations once deployed.
  • The Blessed Enterprise grants planes +30% Crit and +50% Damage for their first 10 seconds, allowing for massive burst if you time the spawn right.
  • Etherealization 6 increases plane fuel duration by 50%, which drastically improves her DPS consistency and uptime.
Cons
  • The plane spawn count is based on RNG (2 or 3), making her DPS output slightly inconsistent without Etherealization 2.
  • High placement cost ($2500) makes her difficult to use in the early game.
Migumen Finale
Migumen (Finale)
Fire Hybrid Trait: Ruler
Pros
  • Deals True Damage passively, allowing her to completely ignore damage reduction on armored waves.
  • Pure Destruction deals 1000% damage at Eth 6, which is currently one of the highest single-instance damage spikes in the game.
  • The One Trick Pony passive ramps up her SPA and damage rapidly, turning her into a machine gun if she stays active.
Cons
  • Using her main ability stuns her for 60 seconds and makes her unsellable, so you risk losing a unit slot if you mistime it.
  • Her burn passive makes enemies move 10% faster, which can cause leaks if you don't have heavy crowd control.
Sharpshooter Precision
Sharpshooter (Precision)
Fire Hill Trait: Ruler
Pros
  • The only unit with true Infinite Range (Sniper Mode), allowing her to snipe leaks or priority targets anywhere on the map when her main range is clear.
  • Precision Shot is a premier boss-killing tool, marking the highest HP enemy to take +15% damage from all sources.
  • A Goddess Blessing passively buffs nearby Fire units by 10%, synergizing perfectly with heavy hitters like Migumen.
Cons
  • She cannot use her powerful "Combat Grenade" passive while in Sniper Mode, reducing her crowd control when no enemies are nearby.
  • High cooldown (160s) on her Precision Shot means you must time it carefully for boss waves.
Jangluu Eclipse
Jangluu (Eclipse)
Ice Hill Trait: Eternal
Pros
  • Applies a Freeze that acts as a vulnerability debuff, making enemies take up to 20% more damage from all sources (Eth 4).
  • Every hit in her Lunar Eclipse state permanently increases her Crit Damage (up to 50%), allowing for infinite scaling in long matches.
  • Very cheap placement cost (1200) for a unit that provides global damage amplification.
Cons
  • Her freeze does not actually stun enemies, so she cannot be relied upon for primary crowd control.
  • Takes significant time to build Syzygy stacks to enter her powerful Eclipse state.

S+ Tier DPS Units

These units are among the best in the game. They possess game-breaking mechanics like True Damage, infinite summoning, or massive team-wide buffs. It comes as no surprise that many of the UTDX 2.75 update units ended up here.

S+ Tier
Jinoo Shadow Monarch
Jinoo (Shadow Monarch)
Dark Ground Trait: Ruler
Pros
  • The System gives him one of the best long-match scaling kits in this tier, with XP from attacks and takedowns, up to +100% Damage, -20% SPA, and extra Hyper Armor damage at higher levels.
  • Shadow Monarch makes him much more than a normal DPS unit, letting him spend Mana to summon Soldiers, Bear, Dragon, Knight, and Ant King for extra lane control, air coverage, stun, and bleed pressure.
  • Strongest Hunter gives excellent team value to Leveling-tag units, especially Shadow Knight, while also reducing their cost and turning Jinoo into a core comp enabler instead of a selfish carry.
  • His ceiling becomes absurd once he reaches Level 80-100, since the stronger summons give him extra stun, bleed, tanking, anti-air utility, and sustained damage outside his own attack cycle.
Cons
  • He is expensive and needs time to level, build Mana, and unlock his full summon arsenal, so his best value is heavily tied to longer stages and early placement.
  • Some upgrades have awkward stat dips and his strongest tools require active summon management, which makes him less plug-and-play than simpler S+ DPS carries.
Judas Darkness
Judas (Darkness)
Dark Hill Trait: Ruler
Pros
  • Excellent high-end Hill unit with Circle into Full AOE, huge final range, and a kit built around layered control rather than only raw damage.
  • Frozen Master gives constant trap value, adding extra damage and Slow wherever he attacks, which makes him great for softening and controlling packed waves.
  • Chaos Controller can apply multiple random status ailments to every enemy in range, giving him access to Bleed, Burn, Radiation, Slow, Stun, Timestop, Freeze, Confusion, Wind Shear, and Time Snail utility.
  • Dark Aura gives him massive burst windows on his next attacks, and Corruption adds automatic Stun into Slow when enemies enter his range.
Cons
  • Dark Aura temporarily lowers nearby units' damage, so poor placement can sabotage your own DPS during important waves.
  • His active has a long cooldown and random ailment selection, meaning his strongest utility can be inconsistent when you need one specific effect.
Mimicry Sorcerer Cursed Love
Mimicry Sorcerer (Cursed Love)
Rose Ground Trait: Ruler
Pros
  • Mimicry is fantastic flexibility, letting him copy different Sorcerer passives depending on what the run needs: Bleed, Slow, Crit scaling, follow-ups, range/damage, or anti-debuff value.
  • Super Speaking gives immediate first-hit control, and at Etherealization 2 it can turn that opener into Confusion instead of a basic Stun.
  • Cursed Protector effectively adds a second damage source through Cursed Lover, which copies his Damage and Range with a fixed SPA and becomes much better when summoned on placement at Etherealization 4.
  • His Synchro Clash with Jane Juliet gives him a major team-building payoff, adding a huge burst attack when both units are fully upgraded and properly positioned.
Cons
  • His best performance depends on knowing which copied passive to use and when, so he is more demanding than a simple place-and-upgrade DPS unit.
  • Part of his ceiling is locked behind Cursed Lover timing, Etherealization 4, and Jane Juliet synergy, which makes his top-end value more setup-dependent.
Shadow Knight Risen
Shadow Knight (Risen)
Wind Ground Trait: Ruler
Pros
  • Very strong partner unit for Jinoo, since My Liege can place him for free, mirror Jinoo's upgrade level, and add follow-up attacks whenever Jinoo attacks.
  • Undying Knight gives reliable Stun on attack, then rewards him for hitting stunned enemies with stacking Damage and a large cap-break hit once the stack resets.
  • His AoE improves from Circle to Line to Full AOE, giving him much better wave coverage as he upgrades instead of staying locked into a narrow damage pattern.
  • Commander of Shadows adds real summon support, buffing Jinoo's summoned units' Health and helping the Shadow package stay alive longer during heavy waves.
Cons
  • He is clearly at his best when paired with Jinoo; without that package, he loses a lot of his free placement, free upgrading, follow-up, and summon-support value.
  • His damage scaling wants stunned enemies and time to build/reset, so he performs worse when enemies die before he can cycle his passive properly.
Jane Juliet Larper
Jane Juliet (Larper)
Water Ground Trait: Ruler
Pros
  • A Satisfying Dessert links him to another non-buff, non-farm unit, letting both units scale Damage through kills up to a strong cap.
  • Curse Energy Discharge gives him excellent attack density, adding three Line AOE follow-ups every attack and potentially a fourth 100% follow-up if he avoids overheating.
  • His Synchro Clash with Mimicry Sorcerer gives both units a huge burst option, making him a very attractive pick in Sorcerer-focused S+ comps.
  • At Etherealization 4 and 6, his overheat problem gets easier to manage and his third follow-up becomes stronger, pushing his sustained DPS much higher.
Cons
  • The random link can be awkward if it attaches to the wrong unit, and he needs kills to reach the full shared Damage cap.
  • His overheat chance can stun him for 5 seconds, which hurts consistency until Etherealization 4 lowers the risk.
Judgment Sorcerer Domain
Judgment Sorcerer (Domain)
Light Ground Trait: Ruler
Pros
  • Talent Rivaling the Honored One gives him excellent wave-based scaling, stacking Damage and Range every wave before eventually adding debuff and Stun ignore.
  • Domain Expansion gives him three strong modes: enemy control through Silence, team damage amplification through Denial, and personal burst through Confession.
  • Execution Sword turns him into a dangerous crit-based finisher, adding high Crit Rate, huge Crit Damage, and extra Damage stacking against enemies that survive his hits.
  • Three placements and a relatively low total cost make him easier to fit into teams than many other premium S+ units.
Cons
  • His passive scaling is wave-gated, so he is not instantly at full power and can feel slower in short stages.
  • His best burst is tied to Domain timing, and without active Confession windows he is more of a scaling utility DPS than a constant top-damage carry.
Gambler Sorcerer Jackpot
Gambler Sorcerer (Jackpot)
Wind Ground Trait: Ruler
Pros
  • GAMBLING! gives him a unique crit engine, gaining Crit Rate and multiplicative Crit Damage after missed crits before resetting on a successful crit.
  • Probability Reset adds strong wave clear to his crit playstyle by releasing a full-AOE follow-up after enough critical strikes.
  • Domain Expansion can give Stun Immunity, +50% Crit Damage, or a Jackpot state that grants both buffs and doubles his GAMBLING progression.
  • Etherealization heavily improves his consistency, especially once his crit-damage scaling is doubled and the jackpot roll pool becomes more favorable.
Cons
  • He cannot gain Crit Rate from relics, traits, or buffs, so he ignores a lot of normal crit-support tools and must rely on his own passive cycle.
  • His Domain still has RNG attached, meaning his strongest windows are less predictable than most traditional S+ DPS units.
Mighty Roach Cursed
Mighty Roach (Cursed)
Wind Ground Trait: Ruler
Pros
  • Curse Roaches gives him constant field pressure by spawning Roach Swarms and Roach Traps that add extra damage, explosions, and Slow without relying only on his main attack.
  • Festering Life Sword gives him a strong burst cycle after enough takedowns, planting cursed insects that explode for additional damage after a short delay.
  • Swarm Attack punishes enemies entering his range with an AOE follow-up, Slow, and a +20% damage-taken effect that lasts until they die.
  • Domain Penetration gives him excellent synergy with Domain-heavy teams, since he gains a large damage boost whenever any domain is active.
Cons
  • His kit is extremely busy and delayed, so some of his damage depends on spawned roaches, traps, insects, and enemy pathing rather than clean direct hits.
  • Only one placement and modest range make positioning very important, especially before Etherealization 6 expands Swarm Attack to his full range.
Dragon Slayer Hero
Dragon Slayer (Hero)
Fire Ground Trait: Ruler
Pros
  • He is an extremely efficient boss killer for his cost, with Slayer Of Foes giving built-in boss damage and even more punishment against stunned bosses.
  • Lightspeed Reflexes gives him immediate frontloaded damage whenever enemies enter range, which is excellent for clipping fast waves and adding free value before his regular attacks even start.
  • His follow-up mechanic is very strong in DoT-heavy teams, since attacking enemies affected by a DoT triggers extra attacks, and at Etherealization 6 he can follow up for each DoT instead of just once.
  • Superhuman Resilience also gives him sneaky anti-CC value, reducing stun time and rewarding him with guaranteed crit pressure after being stunned.
Cons
  • He reaches his true ceiling in comps that can consistently provide DoTs and boss stuns, so part of his best value is team-dependent rather than fully self-contained.
  • His range stays fairly modest, and despite the solid Circle AOE, he is much more of a focused boss shredder than a giant map-wide carry.
Underworld God Death
Underworld God (Death)
Wind Ground Trait: Ruler
Pros
  • Underworld Ruler gives him excellent scaling, applying Wind Shear and gaining +2.5% Damage per affected enemy, up to a 50% cap.
  • Once capped, he adds a 3-second Stun to attacked enemies, giving him real crowd-control value instead of being just another damage scaler.
  • Very strong into armored waves thanks to Sibling Combined Weapon, with +60% Hyper Armor Damage and a first-hit follow-up against armored enemies.
Cons
  • His best value comes from ramping Wind Shear across multiple enemies, so he is weaker when enemies die too quickly or when he cannot build stacks.
  • At only two placements, bad positioning hurts him more than it does most multi-placement DPS units.
Tai Yang
Tai Yang
Fire Ground
Pros
  • Solar Flares makes him one of the most unusual Fire specialists, manually striking a selected position with a fixed SPA instead of playing like a normal range-based unit.
  • The Blinding Might of the Sun stacks Burn ticks and then converts that pressure into Confuse and Stun, giving Fire teams rare control utility.
  • Blessing of the Sun God lets him place alongside a Fire unit once per match, making him a strong bonus pick in dedicated Fire comps.
Cons
  • Manual targeting means he needs more attention than standard DPS units, especially on maps with multiple lanes or fast waves.
  • His value is much higher in Fire-heavy teams; outside that setup, he loses a lot of his best synergy.
First Human Father
First Human (Father)
Rose Ground Trait: Ruler
Pros
  • Creation of God gives him excellent team-based scaling, letting him copy attacks from nearby units as a 100% damage follow-up.
  • Father of Humanity makes him extremely flexible, changing his attack effect based on the replicated element, including Slow/Stun, Bleed, Timestop, vulnerability, or Hybrid access.
  • God's Gift gives him major anti-stun value, and even when he does get stunned, nearby units gain a strong Attack Speed buff.
Cons
  • He is heavily dependent on the units placed around him, so poor team composition or sloppy placement can make his copied attacks much weaker.
  • His stun punishment is long when God's Gift fails, even though it does provide a temporary team buff.
Enlightened God Holy
Enlightened God (Holy)
Light Ground Trait: Eternal
Pros
  • Enlighten Will is premium team support, giving nearby units Damage, Attack Speed, and Range that scales over time up to +20%.
  • Star of the Realms gives him three distinct stances, letting him swap between high-health enemy damage, defensive buff reversal, and Burn/Bleed scaling.
  • Cycle of Wrath turns him into a strong boss and wave pressure unit, doubling Burn/Bleed damage against bosses while stacking Damage and Elemental Damage from afflicted enemies.
Cons
  • He needs kills to build Emotion and access stance swapping, so his full kit takes time and proper setup to come online.
  • Shield of Fear stops his attacking entirely, which makes stance timing important if you do not want to lose damage during key waves.
Water God Primordial
Water God (Primordial)
Water Ground Trait: Eternal
Pros
  • One of the strongest all-around Ragnarok carries because he combines DPS, control, DoT support, and team-friendly affliction value instead of being just a raw damage unit.
  • God Of The Seas increases DoT and affliction duration, then ramps his Crit Rate by 5% after each attack until he reaches the cap and starts double-attacking.
  • Time Snail is huge utility: enemies hit by Water God are slowed, suffer longer DoT duration, and each afflicted enemy in range buffs his damage by 5%, up to +50%.
  • Primordial Wave gives him reliable lane-wide burst, dealing 200% damage to all enemies on the path every 60 seconds.
Cons
  • He needs enemies to stay in range and get afflicted before his full damage engine turns on, so he is strongest on longer paths and maps with good stall/control support.
  • His later upgrades push SPA as high as 9, so he depends heavily on traits, relics, and placement value to feel as broken as his kit looks on paper.
Ichiko Rage
Ichiko (Rage)
Dark Hybrid Trait: Ruler
Pros
  • A snowball monster that scales heavily into the late game; Unstoppable Rage grants permanent damage per kill (up to 40%), and Beast of Battle stacks Crit Chance.
  • Provides reliable crowd control with Screech, which deals 125% damage in an AoE and stuns enemies for 5 seconds.
  • Specifically counters stun-heavy enemies; if stunned, Collapse of Charge triggers an AoE burst and reflects the stun back onto enemies.
Cons
  • Requires a high volume of kills to reach his full potential, making him less effective if placed late when other units are stealing kills.
  • Beast of Battle stops his regeneration for 2 seconds on Crit, leaving him vulnerable to chip damage.

S Tier DPS Units

These are among the best meta units in Universal Tower Defense X when it comes to pure DPS and damage output, almost as good as S+ Tier units. You should invest in leveling up (fusing), evolving, and Etherializing these units, as well as putting your best traits and relics on them. Every team comp should include at least two of these S-Tier UTD DPS units if you want to beat late-game challenges.

S Tier
Berserker Enraged
Berserker (Enraged)
Light Ground Trait: Ruler
Pros
  • The Cut Through EVERYTHING!!! passive ignores up to 70% of elemental restrictions on armor (Eth 6), making him the hard counter to Hyper Armor.
  • At Etherealization 2, breaking armor grants him Range and Damage buffs, allowing him to snowball his stats during heavy armored waves.
Cons
  • Suffers from a very short base range (20), forcing you to place him dangerously close to the track.
  • DPS drops significantly against non-armored enemies compared to other S+ options.
Koyote Number One
Koyote (Number One)
Ice Hybrid Trait: Ruler
Pros
  • Los Lobos offers consistent lane pressure and extra DPS by spawning up to 7 Spirit Wolves (at Eth 2) that fight alongside him.
  • Cero Metra is a devastating ultimate ability that deals a massive 500% damage burst, perfect for nuking high-health bosses.
  • Scales quickly at Etherealization 6, where wolf spawns have a chance to double his Spirit Energy gain, cycling his ultimate faster.
Cons
  • Using his ultimate stuns him for a massive 30 seconds, leaving him completely vulnerable and halting his DPS output for a long duration.
  • Requires ramp-up time to collect enough Soul Energy from his wolves before he can use his main nuke.
Dragon Guy Silverite
Dragon Guy (Silverite)
Ice Ground Trait: Ruler
Pros
  • Functions as an incredible "tactical nuke" via Silverine Battle Trance, which grants +120% Damage and transforms him into a Hybrid unit for 2 minutes.
  • Excellent synergy between his abilities; the passive Frostborne slows enemies by 30% after freezing, and his Shatter! ability deals massive damage based on remaining freeze time.
  • When overwhelmed, his Are You Scared Of Me? ability acts as a "Get Out of Jail Free" card, removing all stuns and dealing 35% damage instantly.
Cons
  • He is a disposable asset; after his Silverine Battle Trance expires, he stops attacking and eventually deletes himself, forcing you to reinvest cash.
  • Requires careful management of the "Fury" meter to time his transformation correctly.
Grommjaw Panther
Grommjaw (Panther)
Water Ground Trait: Ruler
Pros
  • One of the best support DPS units due to Enhanced Hierro, which applies a debuff causing enemies to take 20% more damage from all sources until they die.
  • Soul Panther applies a "Panther Mark" that adds damage vulnerability and explodes for AoE damage when it expires, great for clearing groups.
  • At Etherealization 6, his bleed damage ramps up significantly to 50% of total damage, making him a menace against high-HP targets.
Cons
  • His DPS fluctuates due to the Unchained Frenzy mechanic, meaning he isn't always dealing peak damage.
  • Relies on the "Spirit Bar" charging up, which takes time or multiple waves to activate his transformation.
Spade Donut
Spade (Donut)
Fire Hill Trait: Astral
Pros
  • Fills a unique niche with Fire Fruit’s Power, allowing his Burn effect to completely bypass status immunities on Armored and Hyper Armored enemies.
  • Self-buffs naturally over time; A Flaming Heart! increases his Damage and Range by up to 30% (60% at Eth 4) just by doing his job.
  • Etherealization 6 is a massive power spike, changing his burn damage to equal 100% of his unit damage, melting tanky waves.
Cons
  • Has very low base stats (100 Attack), meaning he relies almost entirely on his DoT effects rather than raw upfront damage.
  • Needs time to ramp up his range and damage buffs via applying burns.
Ultiorra Oblivion
Ultiorra (Oblivion)
Dark Hill Trait: Eternal
Pros
  • Spirit Energy makes him one of the most resilient units; he automatically resurrects at 100% meter, effectively giving him a second life with buffed stats.
  • Excellent leak protection via No Collateral Damage, which grants a massive +30 Range and SPA buff when an enemy escapes his range.
  • Once transformed, he becomes a burst DPS monster with Relampago, dealing 300% (400% at Eth 6) damage.
Cons
  • Unpredictable Despair has strong effects (Stun/Confuse), but the low 10% trigger chance makes it unreliable for consistent defense.
  • He is relatively weak until he attacks enough to fill his meter and trigger his transformation.
Bio Android Imperfect
Bio-Android (Imperfect)
Wind Ground Trait: Ruler
Pros
  • Infinite early-game scaling via Striving for Perfection, which grants +1% Damage per kill (up to 50%) while in his Imperfect state.
  • Annihilation of an Inferior Being provides heavy crowd control with a 5s (8s at Eth 6) stun on a line attack.
  • Unique evolution mechanic; summoning "Robot 17" allows him to evolve into a much stronger state mid-match.
Cons
  • He is level-capped at Upgrade 4 until the boss is defeated; failure to kill Robot 17 permanently stunts his potential.
  • Relies on a low 5% RNG chance to trigger the Truly Ruthless follow-up.
Rohan Robot 16
Rohan & Robot 16 (Limit Breaker)
Light Hybrid Trait: Ruler
Pros
  • Hidden Potential fills a Rage Bar for permanent buffs like +5% SPA and Stun Immunity.
  • Father-Son Energy Wave deals 450% Damage with guaranteed critical hits, decimating large groups.
  • Excellent consistency with Red Combo, chaining attacks up to 5 times.
Cons
  • Gentle Fighter reduces initial damage by 40%, forcing a slow start.
  • Using Android Bomb permanently loses his "A-16" passives for the rest of the match.
The Drink Survivor
The Drink (Survivor)
Fire Ground Trait: Ruler
Pros
  • Limit Breaker deals 20% extra damage to Max HP enemies, perfect for softening rush waves.
  • Combat Awareness provides massive buffs (+20% Dmg/Range) when 12+ enemies are in range.
Cons
  • Buffs are unstable and drop off as soon as enemies leave his range.
  • Less effective against Bosses as Limit Breaker's bonus doesn't apply to them.

A Tier DPS Units

Next on our Universal Tower Defense X tier list are A-Tier DPS units. They’re still quite strong and make excellent picks for any early to mid-game team comp, especially if you’re missing S and S+ units. These units offer more than enough power to clear even late-game challenges, and you can comfortably slot them into your teams - particularly if you enjoy their unique passives and playstyle. Slot them in and have fun, knowing they won’t underperform.

A Tier
Sasku Chakra
Sasku (Chakra)
Dark Ground Trait: Wizard
Pros
  • Offers excellent crowd control utility with Uchiha Bloodline EX, which grants a base 50% stun chance (up to 75% at Eth 4) and the ability to dodge enemy stuns.
  • Provides reliable wave clear via Amaterasu, which triggers a Black Burn AoE once enough essence is collected.
  • Kirin serves as a solid burst option to handle tougher elites or leaks.
Cons
  • Suffers from very short range (15), requiring risky placement.
  • Amaterasu requires time to stack essence (30 stacks base), making it slow to activate during fast-paced waves.
Kriatu Cheater
Kriatu (Cheater)
Ice Ground Trait: Ruler
Pros
  • Extremely versatile due to the Cheater passive; the "Fortune" path can theoretically scale damage up to 2000% based on your saved Yen.
  • Dual Wielder! ensures consistently high DPS through frequent follow-up attacks and high base Critical Rate.
  • The "Emperor" path offers massive raw stats (+400% Damage) and debuff nullification, making him a stable carry option.
Cons
  • Has a complex playstyle; maximizing the "Virtual Realm Path" buffs requires specific conditions (like hoarding Yen) that may conflict with upgrading other units.
Cyborg Fearless
Cyborg (Fearless)
Fire Hill Trait: Wizard
Pros
  • Excellent economy saver; Fearless Cyborg grants free upgrades and permanent damage stacks every cycle, allowing you to focus funds elsewhere.
  • The Strongest’s Disciple ramps up damage significantly (up to +40%) against burning enemies, making him a great boss killer if paired with other Fire units.
Cons
  • The Fearless Cyborg passive is a double-edged sword; he stuns himself and stops attacking for an entire wave every 5 waves, which can be fatal if timed poorly.
  • Requires a long match duration to maximize his damage stacks and free upgrades.
Psycho 100%
Psycho (100%)
Rose Hybrid Trait: Ruler
Pros
  • Pressure provides a valuable slowing aura for enemies that get too close (within 30% of range), acting as a last line of defense.
  • Psychic Manipulation synergizes well with other crowd control units, dealing bonus damage to "Confused" targets.
  • At Etherealization 6, the slow from Pressure lingers for 2 seconds after enemies leave range, improving his utility.
Cons
  • Extremely short base range (15), meaning enemies must be dangerously close for his passive slow to trigger.
Lord of Flies Tempered
Lord of Flies (Tempered)
Dark Hill Trait: Eternal Trait: Ruler
Pros
  • Resonance Manipulation gives him excellent delayed burst, stacking Resonance on every attack and detonating it for heavy damage after 20 seconds.
  • Gates of Hell adds rare team utility by granting Stun Immunity to Lord of Flies and up to five more units, while also giving him a strong damage buff based on how many units receive it.
  • Chaos Explosion is a huge full AoE nuke, jumping to 500% damage at Etherealization 6 and instantly adding more Resonance stacks for faster detonation setups.
Cons
  • His best damage is delayed, so he is weaker into quick leaks or enemies that die before Resonance can fully detonate.
  • Chaos Explosion has a massive 300-second cooldown and lowers his damage by 20% for 60 seconds after use, making bad timing very punishing.
  • Gates of Hell needs a high Resonance-stack detonation before it activates, so his support value is less immediate than simpler buff units.
Robot 17 & 18 Fighterz
Robot 17 & 18 (Fighterz)
Fire Hybrid Trait: Ruler
Pros
  • Cybernetic Enhancements gives Robot 17 & 18 excellent long-match scaling, adding +10% Damage every 5 waves and capping at +125% with Etherealization 4.
  • Energy Sense gives them huge effective coverage, so they can pressure enemies far beyond normal range while still keeping two placements.
  • Robo-Dance adds strong burst potential, especially at Etherealization 6 where its attack speed is increased by 15%.
Cons
  • Energy Sense has a damage penalty against enemies outside their base range, so the huge range is not “free” full-power DPS.
  • Their scaling takes time, meaning they are much better in longer modes than short fights or early waves.
  • Expensive upgrades and split 17/18 stat paths make them more demanding to build around than simpler plug-and-play DPS units.
Super Roku Enraged
Super Roku (Enraged)
Light Hill Trait: Ruler
Pros
  • Insane mobility with Instant Transmission; you can teleport him anywhere in his range to catch leaks and snag a 30-50% damage buff for 15s.
  • He’s a late-game monster, because after every 5 attacks he stacks damage up to +25%, and once he's capped, he gets a permanent +10% Crit Rate.
  • Total control over the track thanks to a massive 100% damage line-stun and a teleporting follow-up attack that procs every time he hits the same enemy twice.
Cons
  • The -50% damage penalty at the start is brutal; he feels like a wet noodle until you get enough hits in to ramp up his stacks.
  • The active beam has a massive 120s cooldown, so if you whiff the timing on a boss, you're stuck waiting forever to use it again.
Fallen Prince Ruthless
Fallen Prince (Ruthless)
Water Ground Trait: Ruler
Pros
  • Awakened Brutality gives him strong crit scaling from kills, with the cap going up to 45% at Etherealization 2, so he ramps well once waves start feeding him takedowns.
  • Saiyan Beyond Legend makes him especially valuable into Hyper Armor-heavy content, with Hyper Armor damage increasing further at Etherealization 4.
  • Solid late-upgrade profile: his range climbs to 45, SPA reaches 8, and his AoE becomes Line at Upgrade 7, giving him much better lane coverage later on.
Cons
  • He needs kills to fully activate his crit scaling, so he can feel weaker if stronger carries are stealing all the takedowns.
  • His best value is tied to Hyper Armor matchups; against regular waves, he is more of a strong DPS than a unique must-have counter.
  • He takes a while and a decent Yen investment to reach his better form, especially since his Line AoE only comes online at Upgrade 7.

B Tier DPS Units

Most of the units in our Universal Tower Defense X Unit tier list’s B-Tier are Legendary units, which are not bad per se, but are simply heavily outclassed by Mythic and Secret units. Many of these have very fun passives and will carry you through early- and mid-game challenges, but you’ll want to slowly replace them with Mythic and Secret units as you progress through the game. However, keep in mind that some of them have Evo versions, which can be real powerhouses.

B Tier
Footballer Ego
Footballer (Ego)
Fire Ground Trait: Ruler
Pros
  • Excellent at cleaning up weakened waves; his Opportunist passive boosts damage by up to 75% of the enemy's missing HP at Eth 2.
  • Functions as a support buffer; Visionary buffs the strongest nearby units if he fails to secure a kill, helping your main carries.
  • Gains utility at Etherealization 4, where he begins stunning enemies that are below 60% HP.
Cons
  • His DPS is conditional; he deals significantly less damage to full HP enemies.
Nelle Primal
Nelle (Primal)
Rose Hybrid Trait: Ruler
Pros
  • Offers specific synergy for Ichiko users via Baby Cheerleader, buffing Ichiko's damage and aggro pull.
  • Raging Persistence makes her a solid boss killer in Adult Form, as damage ramps up with consecutive hits on the same target.
Cons
  • Requires annoying micromanagement; she reverts to a useless "Baby Form" when her meter depletes and cannot attack until charged.
  • Her damage degrades over time in Adult Form due to Growth Spurt reducing damage per attack.
Ruka
Ruka
Ice Ground Trait: Ruler
Pros
  • Great synergy unit for Ice teams; Arctic Freeze! grants a 20% (up to 25%) damage modifier against Frozen enemies.
  • Becomes a Hybrid unit at Etherealization 6, greatly expanding her usability against air units.
Cons
  • Her damage potential is entirely reliant on enemies being frozen; she is much weaker if not paired with a freezer like Jangluu.
Pebble
Pebble
Rose Hybrid Trait: Artificer
Pros
  • Hurricane of the Leaf! rewards you for using knockback, stacking up to 50% Attack at Eth 2.
  • At Etherealization 6, he gains a powerful support utility where knocked-back enemies take 10% more damage from all sources.
  • Extremely cheap to place ($400).
Cons
  • Knockback can be detrimental if not managed correctly, sometimes pushing enemies out of your main DPS units' range.
Gen
Gen
Fire Ground Trait: Eternal
Pros
  • Unique scaling mechanic via Shinso!, where he gains 1% Attack for every point of Range he has. This makes him scale incredibly well with range buffs (like Masked Ninja).
Cons
  • Suffers from a very high SPA (8), making his attacks slow and punishing if they miss.
  • Requires heavy investment in Range buffs to deal competitive damage.
Greybeard
Greybeard
Dark Hybrid Trait: Ruler
Pros
  • Specialized tank buster; Liberation! deals +65% damage to Armored enemies, making him a budget solution for heavy waves.
  • Etherealization 6 grants him infinite scaling, gaining Attack and Range for every kill (capped at 50%).
Cons
  • Very short base range (15) limits his placement options.
  • High SPA (8) means he struggles against swarms of fast enemies.
Nejo
Nejo
Wind Hybrid Trait: Ruler
Pros
  • A solid support unit for Crit-based teams; Eye’s Of The Hyuga provides a passive +5% (up to 7%) Crit Chance aura to nearby allies.
  • Gains utility at Eth 6 by applying Knockback, adding a layer of crowd control.
Cons
  • Short aura range (15 base) forces you to cluster your units tightly around him.
Masked Ninja
Masked Ninja
Fire Ground Trait: Eternal
Pros
  • The essential support for "Team 7" units (Sasku, Pebble, etc.); Leader Of Team 7! buffs their Range and Attack by 12-15%.
  • Cheap placement ($300) makes him an easy buff to deploy early.
Cons
  • Extremely niche; he is practically useless if you are not running a specific Team 7 composition.

C Tier DPS Units

Finally, to wrap things up in our Universal Tower Defense X tier list of DPS units, we have C-Tier. These are Rare units that are objectively weak and will only serve you for the first round or two, until you start unlocking Epic and Legendary units. Unfortunately for the popular anime characters in this tier, they’ll mostly serve as fodder to feed your stronger units via fusing in order to level them up faster. That’s their purpose, and, in most anime tower defense games, their destiny.

C Tier
Laffy
Laffy
Fire Ground
Pros
  • I will be the Pirate King! offers decent early-game range scaling if you commit to a full Pirate team.
Cons
  • Extremely low base Attack (9) makes him obsolete after the first few waves.
  • Forcing a "Pirate Crew" team just to buff a C-tier unit is a waste of slots.
Gaaru
Gaaru
Water Ground
Pros
  • Impenetrable Sand! grants immunity to stun, which is technically unique for a starter unit.
Cons
  • Pitiful base range (12) forces you to place him in dangerous spots.
  • Deals negligible damage compared to any other Water unit in the game.
Roku
Roku
Fire Ground
Pros
  • Heat of the Battle allows for small damage ramping within a single wave.
Cons
  • The damage buff resets every wave, preventing any meaningful long-term scaling.
  • Base stats are simply too low to handle anything beyond the tutorial stages.
Nutaru Kid
Nutaru Kid
Wind Ground
Pros
  • Has a built-in crit mechanic via My Ninja Way!, which is rare for a unit of this rarity.
Cons
  • Crit chance is low (15%) and unreliable for consistent DPS.
  • Requires "Sasku" to be in range at Eth 6 to be remotely viable, wasting two unit slots for mediocre damage.
Ranji
Ranji
Wind Ground
Pros
  • Possesses the highest base attack (18) among the starter rare units.
Cons
  • High SPA (8) means he attacks painfully slowly, leaking fast enemies easily.
  • Has zero passives to help him scale or provide utility to the team.
  • Strictly a placeholder unit until you pull literally anything else.

And with that, the DPS part of this Universal Tower Defense X Tier List is completed. Now, let's jump to the UTD Tier List support tier list.


Universal Tower Defense X Support Units Tier List

S
Virtual Idol game image

Virtual Idol

GROUNDLIGHT
Bambee Blitz game image

Bambee Blitz

HYBRIDDARK
Ice Empress Frost game image

Ice Empress Frost

HYBRIDICE
Bulmo game image

Bulmo

GROUNDROSE
Love Goddess game image

Love Goddess

ROSEGROUND
Prodigy Mage game image

Prodigy Mage

ROSEHILL
Karbonoto Sage game image

Karbonoto Sage

ROSEGROUND
Sasku (Great War) game image

Sasku (Great War)

GROUNDDARK
A
Shunks Conqueror game image

Shunks Conqueror

HYBRIDROSE
Lulu game image

Lulu

HYBRIDDARK
Admiral Magma game image

Admiral Magma

HYBRIDFIRE
Fastcart game image

Fastcart

GROUNDWIND
Scarlet Maid World game image

Scarlet Maid World

HYBRIDLIGHT
Rule ROOM game image

Rule ROOM

GROUNDWATER
B
Ruka game image

Ruka

GROUNDICE
Zorus game image

Zorus

HYBRIDDARK
Tierabel Hydro game image

Tierabel Hydro

HILLWATER
Shakumira Evo game image

Shakumira Evo

HYBRIDDARK
C
Namo game image

Namo

GROUNDWATER
Orahemi game image

Orahemi

HILLROSE

S Tier Support Units

These are the meta-defining support units, the ones you absolutely must have in your team comps if your goal is to min-max everything and run only the strongest and most OP units currently available in the 2.75 UTDX meta. Each of these units provides powerful support abilities, such as buffing, debuffing, crowd control (CC), and more, earning them the top tier of our Universal Tower Defense Tier List. It goes without saying, but Bulmo is an S-tier support unit in UTD.

Support S Tier
Prodigy Mage Apprentice
Prodigy Mage (Apprentice)
Rose Hill Trait: Fission
Pros
  • Party’s Tactician gives her real support flexibility, letting her buff either Hill or Ground allies depending on the comp, with strong offensive payoffs like shared Attack Speed or Crit Rate.
  • Battle Dominant gives her useful baseline control by applying Slow on every attack, and at Etherealization 4 she starts converting that pressure into a reliable stun loop against slowed enemies.
  • Travel Buddies gives her extra synergy value in themed teams, especially next to Ancient Mage or Dragon Slayer, and Etherealization 2 pushes those buffs even higher.
  • She is also relatively cheap for a high-end support, which makes her much easier to slot into comps without ruining your early economy.
Cons
  • A good chunk of her value is pairing-dependent, so she feels much better in coordinated setups than in random mixed comps.
  • She is more of an enabler and control piece than a true carry, so she still needs strong nearby units to convert her buffs and slows into real wave-clearing value.
Karbonoto Sage
Karbonoto (Sage)
Rose Ground Trait: Eternal
Pros
  • Impure Resurrection is one of the most unique support tools in the game, letting him reanimate other units and effectively build an entire enhanced core around them.
  • DNA Absorption and Corpse Control give his reanimated units serious scaling, turning him from a gimmick enabler into a legitimate team amplifier for specialized setups.
  • Inorganic Animation adds strong follow-up pressure and Hyper Armor damage whenever he attacks alongside reanimated units, with even more payoff when Corpse Control is active.
  • At high investment, he can create very oppressive support frameworks for slower, heavier carries that do not mind his reanimation rules.
Cons
  • He is extremely setup-dependent, since his best value only appears once you commit to reanimated units and build around them deliberately.
  • Impure Resurrection comes with real drawbacks, especially forcing average SPA and making reanimated units unsellable, so bad targets or bad timing can lock you into awkward boards.
Sasku Great War
Sasku (Great War)
Dark Ground Trait: Ruler
Pros
  • He brings a ridiculous amount of utility into one slot: stuns, slows, Hatred damage amp, Black Burn, boss burst, repositioning, and even dodge-based survivability through Uchiha Bloodline.
  • Pure Hatred is especially valuable for support play, since it increases damage taken whenever enemies enter or leave his range, making him great for helping stacked DPS setups delete priority targets faster.
  • Rinnegan gives him excellent toolbox value, with Almighty Push for lane control, Almighty Pull for mass stun utility, and Amenatejikara for repositioning plus a crit spike.
  • Dimensional Warp makes him even more useful in late-game runs by punishing weakened enemies and bosses automatically, adding both cleanup and affliction pressure.
Cons
  • He is a very active unit to optimize, since a lot of his power comes from managing ability timing and positioning rather than just dropping him and forgetting him.
  • Even though he provides plenty of utility, he is not as universally plug-and-play as simpler support units, because some of his best value comes from stun chains, Bloodline synergy, and properly timed ability use.
Bulmo
Bulmo
Rose Ground Trait: Fortunate
Pros
  • Bulmo is the undisputed queen of farming; Smart Investment and Growing Technology allow her income to scale exponentially, funding expensive units far earlier.
  • Come forth, Shenlong! offers a lot of flexibility, granting a massive one-time choice of +30,000 Yen, +15% Global Damage, or +15% Global Crit Chance.
Cons
  • Gathering Wish Balls for her ultimate ability is RNG-dependent (5% base chance), forcing you to place units near her to maximize the odds.
Love Goddess Aphrodite
Love Goddess
Rose Ground Trait: Ruler
Pros
  • One of the best late-game economy supports; Spreading Love reduces upgrade costs for units in her range, which is huge when you are building around expensive carries.
  • The discount scales harder as you commit around her, gaining extra cost reduction per unit in range and per upgrade.
  • Soulmate lets you select one nearby unit and give it a major crit package: +20% Crit Rate and +50% Crit Damage.
Cons
  • She is pure support with no real damage output, so she needs to be paired with a strong carry to justify the team slot.
  • Her value depends heavily on positioning; Soulmate does nothing if you fail to select a unit in range within the activation window.
Ice Empress Frost
Ice Empress (Frost)
Ice Hybrid Trait: Ruler
Pros
  • The ultimate Ice support; Queen Of Ice grants a flat +20% Damage to all Ice allies in range, making her mandatory for Ice mono-teams.
  • Provides immense crowd control coverage; Icy Pressure passively freezes enemies entering her range, and Frost Dominion is a full map AoE freeze.
  • FrostBite Execution offers unique utility by instantly deleting non-boss enemies under 20% HP, cleaning up leaks effortlessly.
Cons
  • Her DPS scaling relies on the Frostbourne Commander passive, which resets every time she reaches the cap, creating inconsistent damage valleys.
Bambee Blitz
Bambee (Blitz)
Dark Hybrid Trait: Ruler
Pros
  • Element Bombing makes her a universal fit for any team, adapting her status effects (Slow, Stun, Burn, etc.) based on your team's most used element.
  • Excellent at extending debuff durations; Kakyuretsuen doubles the duration of applied afflictions, which is massive for Stun or Freeze heavy compositions.
  • At Etherealization 6, she essentially functions as a global buffer, increasing damage from all sources by 25%.
Cons
  • Since her status effect depends on your team composition, she requires careful team building to ensure you get the specific debuff you need.
Virtual Idol Superstar
Virtual Idol
Light Ground Trait: Ruler
Pros
  • A dedicated pure support unit; Hiding In Your WiFi! allows you to toggle between boosting ally Damage (up to 15%) or Range.
  • Enamouring Music provides a burst window where these buffs are magnified by up to 40% (at Eth 6), perfect for wave spikes or boss phases.
  • Unique economy support at Etherealization 2, reducing upgrade costs for nearby units, which can save thousands of Yen in the long run.
Cons
  • She deals literally zero damage (0 ATK), meaning she takes up a slot purely for buffs and cannot defend herself against leaks.

A Tier Support Units

Don’t let the A-tier ranking confuse you. Most of these units are quite strong and useful, and you won’t make a mistake by including them in your team comps, especially if you enjoy their playstyle. It's just that they’re simply outclassed by S-tier units, which currently define the meta.

Support A Tier
Rule ROOM
Rule (ROOM)
Water Ground Trait: Ruler
Pros
  • ROOM! adapts to the situation; against Bosses, it switches to "K-ROOM," locking onto the strongest enemy and stunning them, making him an excellent boss killer.
  • Shambles offers unique utility by teleporting enemies backward based on range, effectively buying your defenses more time.
  • At Etherealization 2, his K-ROOM stuns also apply a 25% slow, significantly crippling high-HP targets.
Cons
  • His attack behavior changes drastically depending on whether a boss is present, which can sometimes reduce his wave-clearing efficiency when you need AoE.
Shunks Conqueror
Shunks (Conqueror)
Rose Hybrid Trait: Ruler
Pros
  • Captain’s Foresight provides a massive team-wide 20% Attack boost when killing a boss, perfect for pushing damage during critical phases.
  • Relentless Conquorer’s Aura rewards long-range placement by increasing stun duration (up to 100%) based on distance.
  • He possesses excellent self-preservation with Unbreakable Assault, granting stun immunity while attacking.
Cons
  • The damage buff from Captain's Foresight does not stack with multiple Shunks and does not affect the unit itself.
Lulu
Lulu
Dark Hybrid Trait: Ruler
Pros
  • Gehas provides unique crowd control by issuing orders like "Retreat!" (enemy walks back) or "Stand Still!" (stun), offering versatile lane management.
  • Absolute Control! acts as a global panic button, activating his current order on every enemy on the map.
  • Reduces cooldowns significantly at higher Etherealization levels (Eth 2 and Eth 6), allowing for more frequent command usage.
Cons
  • He deals 0 Attack Damage normally; his only damage comes from the specific Beam! active, making him a pure support slot.
  • Requires high micro-management to switch orders effectively.
Admiral Magma
Admiral (Magma)
Fire Hybrid Trait: Wizard
Pros
  • Lava Puddle EX creates dangerous zones that confuse and burn enemies, providing excellent area denial and crowd control.
  • Donut Maker rewards focusing down targets; if an enemy is already in a magma pool, he deals 50% bonus damage instead of creating a new one.
  • At Etherealization 6, enemies in his lava puddles take 10% more damage from all sources, adding a layer of team support.
Cons
  • His utility relies on enemies walking into specific spots; fast or flying enemies might bypass his puddles before the damage ticks up.
Fastcart
Fastcart
Wind Ground Trait: Fortunate
Pros
  • A dedicated economy unit; Thriving Business! reduces his own upgrade costs based on other units placed, letting you ramp up income cheaper.
  • At Etherealization 2, he generates 5% more income if placed away from damage units, encouraging strategic positioning.
  • Etherealization 6 allows for income scaling based on the number of other Fastcarts in range, creating a snowball effect for cash generation.
Cons
  • He has absolutely no attack capability, taking up a unit slot purely for money.
  • Positioning is restrictive if you want to maximize the Eth 2 bonus (must be away from damage units).

B Tier Support Units

These aren’t bad units per se, and in fact, some of them have a lot of potential, but they’re simply not that good in their current form, especially compared to other, more powerful and far more useful A- and S-tier support units. That doesn’t mean you shouldn’t try them out and see if you find them fun to play.

Support B Tier
Scarlet Maid World
Scarlet Maid (World)
Light Hybrid Trait: Sacred
Pros
  • Luna Clock provides a unique "high risk, high reward" mechanic, increasing damage enemies take by 30%, which is excellent for bursting bosses.
  • Otherworldly Maid reduces cooldowns based on Royalty allies, making her synergize well with specific team comps.
  • Offers a variety of CC including Stuns (Time Paradox) and Slows (Special Stopwatch) depending on her cycle.
Cons
  • Luna Clock speeds up enemies by 30%, which can instantly cause game-ending leaks if your team lacks the DPS to kill them during the vulnerability window.
  • Complex "Time Gauge" mechanics require attention to know which ability will trigger next.
Tierabel Hydro
Tierabel (Hydro)
Water Hill Trait: Eternal
Pros
  • Creates a powerful synergy loop with Nelle via Luzy Abismo, granting Attack Speed to herself and Damage to Nelle.
  • Spirit Energy provides a solid 12.5% Damage buff (Eth 4) to other Water units, reinforcing mono-water teams.
  • The Unforgiving Tides provides consistent slowing (25% at Eth 6) to control enemy pacing.
Cons
  • To unlock her full potential, you are forced to run Nelle, restricting your team building options.
  • Her Raging Seas ability requires a kill count to activate, which is difficult for a support unit to stack efficiently.
Zorus
Zorus
Dark Hybrid Trait: Ruler
Pros
  • Traps Magic offers versatile utility, allowing you to choose between Stun, Radiation, or Confusion based on the situation.
  • At Etherealization 6, the trap limit increases by 2, allowing for better map coverage.
  • Very cheap placement cost (500), making him an easy early-game utility pick.
Cons
  • Traps are single-use/contact-based, meaning they can be wasted on weak fodder enemies instead of priority targets.
  • Low base stats mean he offers negligible damage output on his own.
Shakumira Evo
Shakumira Evo
Dark Hybrid Trait: Artificer
Pros
  • Shadow Possession Jutsu! allows for significant range scaling, gaining range per slowed enemy (capped at 25% at Eth 2).
  • Etherealization 6 unlocks Complete Shadow Possession!, giving him a higher utility ceiling in the late game.
Cons
  • His passive is entirely dependent on slowing enemies; without a dedicated slower on the team, his range buff is nonexistent.
Ruka
Ruka
Ice Ground Trait: Ruler
Pros
  • A staple support for Ice teams; Arctic Freeze! deals 20-25% more damage to Frozen enemies, helping clear waves faster.
  • Becomes a Hybrid unit at Etherealization 6, allowing her to target air units and apply her bonus damage more reliably.
Cons
  • She is purely conditional; if enemies aren't frozen, she loses her primary damage multiplier.

C Tier Support Units

Weak but ok-ish early game units, which you can test just for fun, but you should generally ignore them. They are meant to be fused and nothing much else, rightfully earning the lowest rank in our Universal Tower Defense Tier List.

Support C Rank // The Starters
Namo
Namo
Water Ground Trait: Ruler
Pros
  • Pirate Bounty! is an accessible way to generate early economy, granting 3x Yen when a tagged enemy dies.
  • Very fast attack speed (3 SPA) allows her to quickly tag multiple incoming enemies to set up the bounty payout.
Cons
  • The bounty effect has a 10-second cooldown, drastically limiting the total extra cash she can produce compared to farm units.
  • Extremely low base damage (8) means she contributes almost nothing to actual defense.
Orehami
Orehami
Rose Hill Trait: Ruler
Pros
  • I’ll shield you! can save a critical unit from being stunned, which is a rare utility for a C-tier unit.
  • Extremely cheap to place ($200), allowing you to drop her down as a disposable shield if needed.
Cons
  • The shield is single-target and has a long 20-second cooldown, making it ineffective against enemies that spam AoE stuns.
  • Requires max upgrades to even unlock her passive, which is a poor investment for the minimal utility she provides.

RELATED: Universal Tower Defense Passives List – Mythic, Evo, Secret

Universal Tower Defense X Tier List Ranking & Evaluation Method

This Universal Tower Defense X tier list is not ranked by sheet DPS alone. The current meta is much more role-driven, which means a unit can rank highly because it carries damage, enables a team, solves a mode-specific problem, or scales better than other options once traits, relics, and Etherealization are factored in.

  • Role and mode fit - Some units are amazing in Infinite, Ragnarok, or Virtual Realm but less impressive in short Story or quick farming runs. We rank units based on where they actually win games, not just how flashy they look on paper.
  • Damage profile and uptime - Burst, sustained DPS, summon damage, line nukes, DoT pressure, follow-up attacks, and whether a unit stays active consistently all matter more than one raw attack number.
  • Utility and affliction synergy - Slow, Stun, Freeze, Time Snail, Bleed, Radiation, Wind Shear, cost reduction, follow-up attacks, and debuffs that increase team damage can easily make a unit more valuable than a selfish carry.
  • Element, armor, and Hyper Armor pressure - Certain units jump in value when they match effective elements well, ignore resistances, or help break armor and Hyper Armor in harder content.
  • Economy and team support - Farm units, buffers, and upgrade-cost reducers are ranked with real respect because strong late-game teams often do not come online without them.
  • Traits - Traits in Universal Tower Defense X can completely change a unit. Ruler, Eternal, Sacred, Astral, Wizard, Duelist, and Fortunate all push certain units much higher than their default versions.
  • Relics and set bonuses - Relics in Universal Tower Defense X are a huge part of the endgame. The right set bonus, main stats, and accessory can turn a good unit into a meta unit.
  • Etherealization and evolution breakpoints - Many units are ranked around what they become after important Etherealization unlocks, evolution passives, or late upgrades, not just how they feel at base.
  • Cost, placements, and ease of use - Expensive one-placement units need to justify their cost, while easier multi-placement units with flexible use cases often rank better for most players.

How to Build Stronger Units in Universal Tower Defense X

If you want to get more value out of this UTDX units tier list, treat the rankings as the starting point, not the entire answer. In late-game content, a properly built unit with the right trait, relic setup, Etherealization unlocks, and mode synergy will usually outperform a badly built unit that only looks stronger on rarity alone.

Best Traits by Role

RoleBest traitsWhy these work
Main carry DPSRuler, Eternal, SacredRuler is still the premium greed trait for top carries, Eternal is amazing in longer modes because it keeps scaling, and Sacred is a safer all-rounder for range, damage, and cost pressure.
DoT / affliction / control unitsAstral, Wizard, EternalAstral is huge because it improves affliction play and lets same DoTs stack, Wizard is excellent for DoT-heavy kits, and Eternal remains great if the unit needs long-wave scaling.
Boss / Armor / Hyper Armor pressureDuelist, RulerDuelist is strong for dedicated boss hunters, while Ruler remains the best answer when a unit already has elite base damage and can afford the placement loss.
Utility / SupportSacred, Eternal, ArtificerSupport units value range, uptime, and relic scaling more than pure greed. Sacred keeps them efficient, Eternal helps in long content, and Artificer can push relic-based setups much harder.
Farm / EconomyFortunateFortunate is the best default economy trait because it increases money generation, which matters in almost every serious team comp.

Best Late-Game Progression Path

  • Spend Gems smartly instead of blind pulling. Banner odds are brutal, so focus on banners that can realistically improve your current team rather than chasing every flashy unit.
  • Secure your core roles first. One or two carries, one economy unit, and at least one real support or control unit will help more than owning several expensive DPS pieces with no synergy.
  • Farm evolution materials before overinvesting in rerolls. A strong evolved unit with a decent trait is often more valuable than an unfinished unit with expensive rerolls.
  • Match relics to the unit’s actual job. Some units want more range and cooldown, some want crit and raw damage, while support pieces often care more about buff potency, utility, or family set bonuses.
  • Push key Etherealization breakpoints. Many late-game units spike at Eth 2, Eth 4, or Eth 6, so check whether a unit becomes much better once an important passive is upgraded.
  • Use transfer systems when possible. Stat Transfer, Shiny Converter, and shard-based systems help you salvage value instead of rebuilding units from scratch every time the meta shifts.

Where to Farm the Most Important Resources

  • Ragnarok - One of the most important long-term modes because it rewards God Coins and can drop First Emperor (Greatest), while also forcing you to think about relics and team-building differently.
  • Virtual Realm - Great for players who want powerful mode-specific rewards, path-based buffs, and special shop progress, especially if you are building around units that scale with Virtual Realm mechanics.
  • Challenges - Best for fragments, rerolls, stat items, and featured drops. This is one of the most practical daily systems to keep running if you are trying to improve multiple units at once.
  • Legend Stages and Raids - Essential for evolution materials, exclusive relics, and specific unit progression targets. If you want to finish premium units, you will spend a lot of time here.
  • AFK World and daily shops - These are less exciting, but they add consistent value over time through passive farming, relic dust, evo materials, and quality-of-life progression.

Best Universal Tower Defense X Units by Role

RoleBest unitsWhy they matter
Best overall Ragnarok unitWater God (Primordial)Excellent utility/DPS mix, stronger DoT and affliction support, scaling crit pressure, and Time Snail-style slowdown value.
Best specialistFirst Emperor (Greatest)Demonic Art Swap gives him flexible answers for damage, slow, stun, bleed, path control, and team follow-up attacks.
Best hybrid/air-style carriesPhantom Captain (Carrier), Jinoo (Monarch), Ichiko (Rage), Migumen (Finale)These units remain strong because they either hit multiple enemy types, scale hard, or bring powerful late-game passives.
Best ground carriesWater God (Primordial), First Human (Father), The Drink (Survivor), Fallen Prince (Ruthless)Ground carries are still key for most standard maps, especially when they bring scaling, crit, follow-up attacks, or useful debuffs.
Best support unitsVirtual Idol, Love Goddess, Ice Empress (Frost), Bambee (Blitz), BulmoSupport units carry teams through buffs, economy, cost reduction, crowd control, and stronger elemental/status synergy.
Best farm/economy unitsBulmo, FastcartEconomy units let you reach expensive upgrades faster, which is huge in long modes and high-cost late-game comps.

A simple late-game team blueprint is usually one main carry, one secondary carry or specialist, one support/buffer, one control or debuff unit, and one farm/economy slot. That is why units like Water God (Primordial), First Emperor (Greatest), Virtual Idol, Love Goddess, Bulmo, Ice Empress (Frost), and Bambee (Blitz) keep showing up across serious builds. If you want to optimize even further, check our UTDX Trait tier list, Relic guide, and how to get Gems fast in UTDX guide.

Universal Tower Defense X Units Tier List FAQ

What is the best unit in Universal Tower Defense X right now?

Water God (Primordial), Devil Hunter (Mercenary), Alpha Devil (Omega), First Emperor (Greatest), King Sailor (Unrivaled), Ancient Shinobi (Reawakened), Crow Shinobi (Reanimated), Nutaru (Beast), and Ant King (Savage) are among the strongest high-end units right now. The best pick depends on the mode, your relics, your traits, and whether your team needs raw damage, DoT pressure, CC, utility, or boss damage.

Are the new DMC units good in Universal Tower Defense X?

Yes, the new DMC units are very strong, especially their evolved forms. Devil Hunter (Mercenary) is a powerful Astral-based DPS unit with Burn, DoT synergy, Style scaling, Awakening, and DoT-based Stun. Alpha Devil (Omega) is a flexible Ruler/Duelist-style DPS unit with crit-triggered phantom swords, Timestop interaction, Bleed, weapon swapping, and a strong Demon Awakened mode.

Is Devil Hunter (Mercenary) good in UTDX?

Yes. Devil Hunter (Mercenary) is one of the strongest new DMC Update 2.75 units because he scales during constant combat, gains damage through Style ranks, enters a Demon Awakened mode, and has multiple weapon effects. His Astral trait is especially valuable because it lets DoTs stack, making him excellent in affliction-heavy teams.

Is Alpha Devil (Omega) good in UTDX?

Yes. Alpha Devil (Omega) is a top-tier flexible DPS unit. His kit gives him crit-based phantom sword damage, a Motivation meter that boosts him in Demon Awakened mode, and several weapon modes for different situations. Katana helps against stunned/Timestopped enemies, Phantom Sword adds Bleed pressure, Demonic Gauntlets boost damage, and Mirage Barrage gives him huge range with continuous attacks.

Which is better: Devil Hunter (Mercenary) or Alpha Devil (Omega)?

Devil Hunter (Mercenary) is better for DoT/status teams, especially when you can keep enemies afflicted and let Astral stacking do its work. Alpha Devil (Omega) is better if you want flexible weapon modes, crit pressure, Timestop synergy, and a unit that can adjust between damage, range, Bleed, and burst setups. Both are strong enough to be serious late-game picks.

What is the best Ragnarok unit in Universal Tower Defense X?

Water God (Primordial) and First Emperor (Greatest) are still two of the safest Ragnarok-focused answers. Water God is valuable because of his utility, Time Snail, and affliction support, while First Emperor remains one of the best specialists because he can adapt between multiple effects through Demonic Art Swap.

Is First Emperor still good in Universal Tower Defense X?

Yes. First Emperor (Greatest) is still one of the best specialist units because he offers flexible answers instead of only raw damage. His kit can help with slow, stun, bleed, path control, damage, and team follow-up pressure, which makes him useful in more situations than a standard DPS-only unit.

What is the best support unit in Universal Tower Defense X?

Virtual Idol is still one of the best pure support units, while Love Goddess remains excellent for expensive late-game teams thanks to upgrade-cost reduction and Soulmate crit buffs. Bulmo is still one of the most important economy supports, and units like Ice Empress (Frost) and Bambee (Blitz) remain valuable because CC and team utility matter a lot in the current meta.

What is the best farm unit in Universal Tower Defense X?

Bulmo is still the best overall farm/economy unit, while Fastcart remains a useful budget option. Farm units are important because many of the strongest late-game carries, including newer evolved units, are expensive to place and upgrade. Fortunate is still the main trait you want on farm units.

What are the best traits in Universal Tower Defense X?

Ruler, Astral, Eternal, Sacred, Wizard, Duelist, Fission, and Fortunate are the most important traits to understand. Ruler is amazing for many premium carries, Astral is huge for DoT-based units because it lets DoTs stack, Eternal is excellent in long modes, Wizard helps affliction units, Duelist is strong for boss damage, Fission adds Radiation, and Fortunate is the default farm trait.

What is the best team comp in Universal Tower Defense X?

A strong late-game team usually includes one main DPS carry, one secondary carry or specialist, one support/buffer, one CC or debuff unit, and one farm/economy unit. In the current meta, you should also think about DoT stacking, elemental coverage, relic sets, trait synergy, boss damage, and whether the mode rewards raw burst, long-run scaling, or utility.

Is Ant King worth farming in Universal Tower Defense X?

Yes. Ant King is worth farming if you can contribute meaningful damage in the World Raid. The raid can drop Ant King, his evolution item, the Flying Red Ant Mount, and Yen Crates. Your rewards improve based on boss damage contribution, so stronger teams have much better farming value.

Before we say goodbye, for more UTDX code drops, bookmark our dedicated Universal Tower Defense X codes guide. And if Gems are your main bottleneck, read our best ways to get Gems fast in UTDX guide as well.


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About the Author

Nikola Savic

Senior Staff Writer

Nikola is a Senior Staff Writer at Pro Game Guides with over 14 years of experience in gaming and esports journalism. A former editor-in-chief of the Serbian gaming publication Play!Zine and the RUR Esports portal, he has covered games professionally since 2012 across both Serbian and international media (senior editor at GINX Esports and GosuNoob). At PGG, he focuses on Roblox guides and tier lists, with particular depth in anime-inspired action RPGs and horror experiences like Paradox. Having been gaming since the early ’90s, he is a longtime PC gamer, and he brings an RPG and strategy game mindset to evaluating builds, meta picks, and game mechanics.

Topics covered: Roblox, RPG, Horror, Strategy, Arc Raiders

Find Nikola Savic on: Twitter

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