Updated 2026-05-13
Active Codes Tracker
Live UTDX codes: every entry rated by confidence with redeem screenshots.
Latest guides & tests
Hand-written UTDX guides for Roblox: codes, full unit roster, best builds, wave-by-wave strategy, reroll planning, and map tier list. Tested across Wave 50+ runs.
Updated 2026-05-13
Live UTDX codes: every entry rated by confidence with redeem screenshots.
Updated 2026-05-13
Every unit: DPS, cost, role, and which waves each one carries.
Updated 2026-05-13
Tested team compositions from Wave 1 to Wave 100, with placement notes.
Updated 2026-05-13
Wave-by-wave plan: when to summon, when to upgrade, when to reroll.
Updated 2026-05-13
Reroll codes, expected pulls, and the math behind chasing Mythic units.
Updated 2026-05-13
S/A/B tiered maps with the routes and choke points that survive late waves.
Updated 2026-05-13
Full reference: units, maps, mechanics, and game data.
Updated 2026-05-13
First 10 waves: unit priority, money management, and the trap to avoid.
How I unlocked and cleared every Legend Stage, with a 22-attempt run log.
What actually cleared Wave 100 after 30 attempts: team, timing, and placement.
The solo lineup that held up across 18 tested runs, phase by phase.
Co-op role split tested in Endless Mode: who farms, who carries, who controls.
How UTDX secret units actually behave in real runs, more than on paper.
Where the Ant King egg comes from and whether it is worth chasing.
Artifact tier list, how to obtain each one, and the best combos for 2026.
I am Jim Liu, an independent publisher based in Sydney. Every value on these pages is either tested in-game or labeled as needing verification rather than presented as fact. Corrections welcome: especially screenshots, video, or patch-note evidence.
The useful starting page depends on what ended the last run. A leak before roughly Wave 20 usually points to opener cost, placement, or missing control rather than a need for the rarest unit. A stalled boss bar later in the run points toward burst damage, upgrade timing, or a carry that spends too little time in range. A team that survives but cannot afford its planned upgrades has an economy problem. The guides are grouped around those different failures so a player can investigate one decision instead of copying a six-unit lineup with no explanation.
For a new account, the practical order is codes, beginner routing, then the unit reference. Codes change the resources available before the first serious session. The beginner material explains where cheap damage and control earn their slots. The unit reference then helps compare the roster you actually own. Reroll advice becomes useful only after a specific missing role has been named; pulling because a tier label looks impressive is an expensive way to leave the original weakness unsolved.
For an established account, start with the wave or map that is failing. UTDX maps do not give every tower the same firing time. Long bends reward sustained damage, shared lanes reward aura coverage, and split paths expose teams built around one carry. A recommendation on this site should be read with that geometry in mind. When a guide gives an approximate wave threshold or DPS baseline, it is a planning reference, not a promise that ignores placement, buffs, or the current patch.
Guide updates begin with visible in-game behavior: whether a code redeems, which units appear in the current roster, where a map gives reliable contact time, and which role failed when a run ended. Calculator values are kept separate from official claims because UTDX does not publish every number in a stable developer export. The calculators are most useful for comparing two choices under the same assumptions. They are less reliable as exact predictions after an unannounced balance change.
Strategy testing records the map, approximate wave reached, role mix, and the change made for the next attempt. That matters because a failed run does not prove that the most visible unit was weak. Sometimes the actual cause is an early upgrade that delayed control, a support aura placed outside the carry cluster, or a farm unit kept too long after its payback window. The longer guides explain those tradeoffs instead of treating rarity as the answer to every problem.
Patch-day information has a shorter shelf life than placement principles. Codes and exact unit values are checked first because they can become wrong immediately. Map geometry, role coverage, stop rules for rerolls, and the difference between burst and sustained damage usually remain useful longer. When sources disagree, the page should state the uncertainty or keep the number labelled as a baseline until it can be reproduced. Corrections can be sent through the contact page with the affected URL and evidence.