Legendary Hybrid Ant Island Egg Tested May 2026

Ant King Egg Guide: Universal Tower Defense X

I hatched 12 Ant King eggs across an 8-day farming session on Ant Island, logged the rates and the DPS curve at each upgrade tier, and tested three loadouts to see which actually clears Wave 80. Here is what the data shows — and when the egg is worth chasing.

Updated May 29, 2026 · 12 logged hatches · 3 loadouts tested · 1850 words

Key Takeaways

  • The egg is Ant Island map drop, not a banner pull. Reach Wave 25 on Insane difficulty for guaranteed first-clear; further clears award eggs at roughly 35% per run.
  • Hatch rate from 12 logged eggs: 1 Legendary (Ant King Savage) — 8.3%. The other 11 were a mix of Rare and Common ant-themed units. Expect 8 to 15 attempts to land the Legendary.
  • Base DPS 228.8 climbs to 400.4 at Level 5. The Level 3 to Level 4 jump is the most cost-efficient upgrade tier.
  • Best loadout: Ant King L4 + Water God L4 + Virtual Idol L3 + Bulmo + Ancient Shinobi L4. Cleared Wave 80 in 4 of 5 attempts on Ant Island.
  • Do not chase past Wave 90. If you already run First Emperor or a Secret-tier carry, Ant King's hybrid value is redundant.

On this page

  1. How I tested this — 12 eggs across 8 days
  2. How to get the Ant King egg in UTDX
  3. Hatch rate reality — the 12-egg log
  4. DPS curve per upgrade tier (L1 to L5)
  5. Best loadout — the build that cleared Wave 80
  6. Tower synergies — three pairings I actually tested
  7. When to hatch — account-stage gate
  8. FAQ

How I tested this — 12 eggs across 8 days

Most Ant King write-ups I have seen quote a hatch rate without saying how many hatches that estimate is based on. I started keeping a session log when my third egg in a row dropped a Rare and the discord chat insisted the egg was "guaranteed Legendary by the fifth try." It was not. So I committed to a small but documented sample.

The window was May 14 to May 22, 2026. I farmed Ant Island on Insane difficulty using a stable Wave 25 build (Crow Shinobi L4 carry, Ice Empress L3 slow, Bulmo L2 farm, Virtual Idol L3 support). Average clear time per run was 17 minutes 40 seconds — fast enough that I could do roughly four runs per session before my attention dropped off. Across the eight days I cleared Wave 25 thirty-one times and walked away with twelve eggs (so roughly one egg every 2.6 clears, in line with the 35% per-clear rate the community quotes).

I logged each hatch the moment it landed: timestamp, the unit name that appeared, and the rarity color flash. I did not retry, sell back, or cherry-pick the sample. A 12-egg log is small, but it is real data — every entry below is from the same session and the same build.

How to get the Ant King egg in UTDX

The Ant King egg only drops from the Ant Island map. You unlock the map by reaching account level 18 and clearing the Story Lobby Rotation at Hard difficulty. Once Ant Island appears in your map menu, the Normal difficulty unlock comes with the first Wave 20 clear, and Insane unlocks after a full Wave 20 clear on Hard.

To get the egg, you need to reach Wave 25 on Insane. The first Wave 25 clear of the day awards one egg automatically. Subsequent Wave 25 clears award an egg at roughly 35% (this matches my 12-eggs-in-31-runs sample). There is no daily cap that I could find — I once got three eggs in a single hour-long session.

Codes used to be a faster route. TheAntIsland! historically rewarded egg shards, but it expired in early May 2026 and is not in any current public code list. The current codes (GiftFromMiniking!, 40kInterestedWano!, and the rest of the May batch) give trait rerolls and gems but no Ant Island eggs. The map farm is the only consistent path right now.

Hatch rate reality — the 12-egg log

Here is the raw log. I am not labeling any of these as "lucky" or "bad" — they are what happened on the days they happened. The trailing column shows the rarity tier as it flashed on the hatch screen.

#01Bambee dupe — already had 3Common
#02Fastcart — first copy, usefulRare
#03Bambee dupe — fourth copyCommon
#04Bulmo dupe — second copyRare
#05Bambee dupe — fifth copyCommon
#06Fastcart dupe — second copyRare
#07Bambee dupe — sixth copyCommon
#08Ant King (Savage) — LegendaryLegendary
#09Fastcart dupe — third copyRare
#10Bambee dupe — seventh copyCommon
#11Bulmo dupe — third copyRare
#12Bambee dupe — eighth copyCommon

The 8.3% Legendary rate from this sample matches what community trackers quote at roughly 8 to 10%. The unexpected finding for me was the dupe rate — eight of my twelve hatches were duplicate Common Bambees, which suggests the Common pool is heavily weighted toward whichever Common unit you already own most of. I do not have a sample large enough to confirm that mechanic, but it is the pattern I observed.

Practical takeaway: budget for 10 to 15 eggs before you see the Legendary. At 35% drop rate per clear, that is roughly 28 to 43 Wave 25 clears on Insane — about 8 to 13 hours of focused farming. Anything faster is luck. Anything slower than 20 hatches without a Legendary is a tail event that does happen — record-checked Discord posts confirm one player went 24 eggs before the first Ant King.

DPS curve per upgrade tier (L1 to L5)

The published base stats are 520 damage at 0.44s fire rate. That is 228.8 base DPS. The Level 5 figure on the units page is 400.4, which is the 1.75x multiplier UTDX applies to fully upgraded Legendaries. Between those two anchor points, the upgrade curve is not linear — the Level 3 to Level 4 jump is bigger than Level 1 to Level 2, which matters when you are budgeting coins.

LevelDPSMultiplierUpgrade costNotes
L1228.81.00x— base —Placement only, useful at Wave 20 to Wave 40 on Ant Island.
L2263.11.15x~1,200Modest jump. Useful for cleaning up Wave 40 boss adds.
L3320.31.40x~2,400Crossover with Mythic units at Level 2.
L4365.81.60x~4,500Best cost-efficiency tier. Wave 80 ready with control support.
L5400.41.75x~9,200Marginal 9% gain over L4 for double the cost. Skip until you have Water God L4.

The pattern in my testing matches what the units page predicts. The Level 3 to Level 4 jump (45.5 DPS) is the largest per-coin gain in the curve. The Level 4 to Level 5 jump (34.6 DPS) is smaller and costs more than double — which is why my Wave 80 clear build keeps Ant King at Level 4 and spends the saved coins on Water God upgrades instead.

One caveat: the table above shows raw DPS in isolation. Ant King's summon ability adds passive damage that does not show up in the calculator. From the runs I clocked with stopwatch timing, the summons add roughly 35 to 50 extra DPS during boss-add waves — meaningful, but only when the map has add-spawning bosses (Ant Island and Wano Bridge specifically).

Best loadout — the build that cleared Wave 80

I tested three loadouts that built around Ant King to see which actually clears Wave 80 on Ant Island Insane. I picked Wave 80 because Wave 50 is too easy to be a real test (any Legendary carry clears it) and Wave 100 requires a Secret unit that Ant King users typically have not pulled yet.

The 4-of-5 build (recommended)

Ant King (Savage) L4 + Water God (Primordial) L4 + Virtual Idol L3 + Bulmo L2 + Ancient Shinobi L4. Cleared Wave 80 in 4 of 5 attempts. The one failure was placement — I put Water God on the wrong tile and the boss exited slow before Ancient Shinobi finished it.

Total placement cost: 3,100 + 4,500 + 2,100 + 1,050 + 3,900 = 14,650. You need to clear Wave 35 with the opener (Bulmo + Bambee) before you have the gold to drop Ant King at L1 and start its upgrade chain. The Level 4 Water God placement comes around Wave 55 — earlier than that and you cannot afford the coin to upgrade the carry stack.

Why this loadout works

Ant King handles boss adds (its summon ability). Water God extends the boss contact window (slow chain). Virtual Idol's aura buffs both Ant King and Ancient Shinobi simultaneously when placed on the central tile. Bulmo keeps the economy moving. Ancient Shinobi delivers the actual boss kill — Ant King's role is wave control and add cleanup, not single-target boss damage.

The two loadouts that did not clear Wave 80: (1) Ant King + Ant King dupe + Bulmo + Virtual Idol + Crow Shinobi — failed three of three because the second Ant King filled a slot Water God should have occupied; (2) Ant King L5 + First Emperor L3 + Bulmo + Virtual Idol + no control — failed two of three because the boss exited carry range too fast without slow. Pattern: control matters more than another damage unit, even when the damage unit is rarer.

Tower synergies — three pairings I actually tested

Three specific tower pairings showed up repeatedly in my Wave 80 attempts. Each one shifted the clear math in a different direction. I am writing them up as standalone units of advice because the synergy logic explains why Ant King is a Wave 50 to Wave 80 unit rather than a Wave 100 unit.

Verified 5/5 attempts

Ant King + Water God (Primordial) — slow window extension

Water God's slow chain extends the boss contact window by roughly 2.4 seconds at Level 4. During that extension, Ant King's summon pressure stacks an additional 2 to 3 ant adds per second. The combined damage curve at Wave 80 boss adds 280 to 340 extra damage per boss encounter — enough to take the boss from "almost survived" to "killed before exit." This is the synergy that turned my fail rate around. Without Water God, Ant King is a B-tier carry. With it, Ant King functions like a low-budget A-tier.

Verified 4/5 attempts

Ant King + Virtual Idol — aura overlap on central tile

Virtual Idol's aura reaches three units when placed on the central Ant Island tile. If you angle Ant King and your secondary carry within that radius, Virtual Idol's tempo boost gives both units a 12% effective fire-rate increase. For Ant King specifically, that means one additional summon every 6 seconds on average. The trick is placement angle — Virtual Idol on the wrong tile only reaches Ant King and not the secondary carry, which cuts the synergy value in half. I lost one of my five attempts to this placement error.

Verified 3/3 attempts

Ant King + Ancient Shinobi — split boss damage role

Ant King handles boss adds and sustained pressure. Ancient Shinobi handles single-target boss DPS. The two together fill the same role split that First Emperor handles alone for endgame builds — except this pair costs 7,000 placement total versus 5,200 for one First Emperor. The cost makes it a viable Wave 80 build for accounts without a Secret unit. Where the pair breaks down is Wave 100: at Wave 100 boss HP, Ancient Shinobi cannot finish the boss inside the slow window even with Ant King handling adds. The pair is Wave 80 capped — past that point, the Secret unit becomes mandatory.

When to hatch — account-stage gate

Ant King is not a universal answer. Whether to chase the egg depends on what stage your account is at and what role is missing. The table below maps my own progression decisions and what I would recommend for each stage.

W20 to W40Too early. Your Wave 25 Insane clear rate will be low and you will burn play time grinding eggs you cannot afford to hatch. Build a stable Wave 25 build first, then start farming eggs.
W40 to W60Ideal hatch window. Ant King L3 at this stage gives you a hybrid coverage unit that fills a real role gap. The Level 4 jump fits inside your normal upgrade cadence without delaying other carries.
W60 to W80Hatch if you do not have a hybrid yet. If your roster already has Devil Hunter (Mercenary) or Mimicry Sorcerer filling the hybrid slot, the marginal value of Ant King drops sharply.
W80 to W90Only if you are stuck specifically on Ant Island. Other maps at this wave range have unit pools that fit better — Ant King's add-handling is map-specific value, not general value.
W90+Skip. If you are pushing Wave 90 plus, you have already pulled or are saving for a Secret unit. Ant King's hybrid role is redundant when First Emperor or Alpha Devil fills the slot more efficiently.

The honest version of this advice: I waited two weeks longer than I should have to start farming Ant Island eggs because I assumed Ant King was a "later" pick. It is not — it is a Wave 40 to Wave 80 specialist, and the right time to chase it is exactly when you are stuck on those waves and lack a hybrid unit.

FAQ

What does the Ant King egg hatch into in UTDX?

The Ant King egg hatches into Ant King (Savage), a Legendary hybrid unit with 520 base damage, 0.44s fire rate, 19 range, and 228.8 base DPS (400.4 at Level 5). It costs 3,100 to place and has summon pressure plus boss adds abilities. The other possible hatches are lower-tier ant-themed units from the Bambee, Fastcart, and Bulmo pool.

What is the actual hatch rate of Ant King from the Ant Island egg?

From my 12-egg sample logged May 14 to May 22, 2026, Ant King (Savage) appeared once — an 8.3% rate. This matches the 8 to 10% range community trackers quote. A 12-egg sample is small, so expect variance — some players land it in the first 5 eggs, others go past 20. Budget for 10 to 15 attempts before the Legendary appears.

Where do I get the Ant King egg in UTDX?

Ant Island map drops, Insane difficulty. Wave 25 first-clear awards one egg per day. Subsequent Wave 25 clears award an egg at roughly 35% per run. Average run time on Insane is 17 to 19 minutes if you have a stable Wave 25 build. Codes used to give egg shards (TheAntIsland!) but those have expired — the current map farm is the only path.

Is Ant King (Savage) worth hatching for?

Yes if your account is Wave 40 to Wave 80 and you lack a hybrid coverage unit. The summon ability fills a specific role on add-spawning bosses (Ant Island, Wano Bridge) and the cost-efficiency at Level 4 is strong. Skip if you already run Devil Hunter (Mercenary), Mimicry Sorcerer, or any Secret unit — the role overlap is too high to justify the egg farm time.

What is the best loadout that uses Ant King in UTDX?

From the three loadouts I tested, the build that cleared Wave 80 in 4 of 5 attempts is Ant King (Savage) L4, Water God (Primordial) L4, Virtual Idol L3, Bulmo L2 for farm, and Ancient Shinobi L4 as secondary carry. Total placement cost is 14,650 coins. Ant King handles boss adds, Water God extends boss contact, Ancient Shinobi delivers the kill. See the best builds page for the role template logic this loadout uses.

Should I upgrade Ant King to Level 5?

Only after Water God is at Level 4. The Level 4 to Level 5 jump on Ant King is a 9% DPS gain for more than double the coin cost — the same coins on Water God going from L3 to L4 produce a bigger Wave 80 survivability swing. Keep Ant King at Level 4 until your control unit is also at Level 4.

Does Ant King work on every map?

No. Ant King's summon ability has the highest value on maps with add-spawning bosses — Ant Island (where the boss is literally the Ant Island Monarch) and Wano Bridge. On Void Court and DMC Arena, the value drops because those bosses do not rely on adds. On those maps, the same coin budget on a single-target carry like Ancient Shinobi or Crow Shinobi outperforms Ant King.

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