Units List quick answer

Use this page as an encyclopedia before opening the calculator. The names come from public UTDX roster and tier-list sources; the numeric DPS values are planning baselines, not developer exports.

Complete unit table by role and cost

A roster page should describe what a unit does in a run, not only where it sits in a rarity ladder. Role, range, firing window, and support overlap decide whether a tower actually improves the next checkpoint. The table keeps cost, raw model DPS, level-five model DPS, and DPS per cost visible because those numbers answer different questions. Cost efficiency matters before the map is full. Damage density matters after slots are capped.

A unit can be good and still be wrong for the current run. First Emperor and Alpha Devil need long boss contact. Ice Empress and Water God need early control placement. Bulmo and Fastcart need the lane to survive while their economy value compounds. Read the role before reading the tier.

UnitTierRoleCostBase DPSL5 DPSDPS/cost
First Emperor (Greatest)Secretboss-killer5200386.4676.20.0743
King SailorMythichill-dps4800345603.750.0719
Ancient ShinobiMythicground-dps3900331.2579.60.0849
Nutaru (Beast)Mythicboss-killer4200265.2464.10.0631
Water God (Primordial)Mythicutility4500297.5520.630.0661
Alpha Devil (Omega)Secretboss-killer5600325.5569.630.0581
Devil Hunter (Mercenary)Legendaryhybrid2600266.4466.20.1025
Crow Shinobi (Reanimated)Legendaryground-dps2300261456.750.1135
Ant King (Savage)Legendaryhybrid3100228.8400.40.0738
Virtual IdolLegendarysupport21001803150.0857
Love GoddessEpicsupport1900142.5249.380.0750
Ice EmpressEpicutility1700131.2229.60.0772
BambeeRareground-dps900114199.50.1267
BulmoRarefarm1050115.5202.130.1100
FastcartRarefarm1250117204.750.0936
The Strongest in HistorySecretboss-killer6200325568.750.0524
Mimicry SorcererLegendarysupport3300237.8416.150.0721

Tower archetypes

Ground towers are the account base because they cover early lanes and stabilize first upgrades. Hill and range-focused units become stronger when a map gives them long sight lines. Hybrid units earn value when they cover awkward enemy types or stage restrictions that pure ground towers miss.

The useful question is not which archetype is coolest. The useful question is which archetype is missing from the build. If the account already has two attackers, the next upgrade may be utility, support, or farm rather than another damage unit.

DPS carries

Ancient Shinobi, Crow Shinobi, King Sailor, Devil Hunter, and similar carries are judged by uptime. If they fire through two bends or a long straight, their model DPS translates well. If they cover a short exit tile, a lower number on a better tile can beat them.

For progression, I prefer carries that start contributing before full upgrades. A late-only carry can be correct in a wave 100 plan and still be a poor first-session anchor. The table keeps lower-rarity units visible because beginners need units that work before the economy snowballs.

Boss killers

First Emperor, Alpha Devil, Nutaru, and The Strongest in History are boss-killer candidates because their modeled burst is slot efficient. They should be placed where the boss enters range early, not where the tower looks centered on the map.

Boss-killer value drops when control is missing. If a boss walks out of range quickly, the expensive unit spends too much time idle. Pair burst with Water God, Ice Empress, or another slow effect before assuming the account simply needs more rarity.

Utility and control

Water God and Ice Empress can increase effective DPS without raising the raw calculator total. Slows and control effects keep enemies under existing fire for longer, which matters most on fast waves, split merges, and boss turns.

Control is often underrated because it does not always produce the biggest number in a table. In actual runs, it can be the difference between a carry firing six times and firing ten times. That is why utility gets its own section instead of being hidden below damage units.

Support units

Virtual Idol, Love Goddess, and Mimicry Sorcerer are not weak because their personal DPS is low. Their job is to change the output of surrounding towers or create team effects that a single-column table cannot fully describe.

Support placement should be checked before support upgrades. If the aura reaches only one meaningful carry, the unit is underused. If it reaches two strong attackers and one control unit, the same support becomes one of the most important slots in the build.

Hybrid units

Hybrid units are valuable when a stage asks for coverage flexibility. Devil Hunter and Ant King style picks can patch multiple problems at once, especially when the roster does not yet have a perfect specialist for every wave band.

Do not treat hybrid as a vague compliment. A hybrid unit still needs a clear job: cleanup, boss add pressure, alternate enemy type, or emergency coverage. If it does none of those in the current map, a specialist may be better.

Farm and economy units

Bulmo and Fastcart are included because economy changes the timing of every later upgrade. A farm unit is not free value; it is a bet that the lane survives long enough for the extra income to matter.

Use economy on forgiving maps and early waves. Skip or delay it when the lane is already leaking. New players often lose because they buy economy before they have enough damage to protect the investment.

Event units and update volatility

Event strings such as DMC and Wano in the May code batch imply that event-related units and materials can move quickly through the meta. I avoid rewriting the whole list from one hype video, but I do mark event units as volatile until placement and upgrade data settle.

When an event unit appears, compare its role first. If it is another boss killer, it competes with existing burst slots. If it brings control, economy, or aura effects, it may change more builds than a higher raw damage unit.

For raw tower comparison, I separate base DPS from level-five DPS because early and late decisions use different math. A beginner with limited coins should care about base impact and cost efficiency. A slot-capped endgame player should care about upgraded damage density and firing window. Those are not the same question. A table that sorts every unit by one number hides the reason a cheap opener can be correct early and irrelevant later.

Range should be read alongside role. A short-range burst unit can be excellent on a tight loop and disappointing on a map where the boss clips the edge of its range. A longer-range unit can look weaker in a spreadsheet but win real runs by firing earlier and longer. That is why this page uses role descriptions such as boss-killer, hill-dps, utility, support, farm, and hybrid instead of treating rarity as the whole answer.

The tower archetype split also helps when banners rotate. If your account already has a reliable carry and the banner offers another carry, the banner may still be low value. If the banner offers your first usable control unit, a lower-rarity pull may improve your account more. This is the main reason I describe unit types in prose rather than only publishing a sortable table.

For DPS carries, the first test is uptime. Count how long the unit fires during a normal wave. If it attacks at spawn, through a bend, and again near the merge, the model value is probably close to useful. If it waits until enemies are almost gone, the model value is inflated. UTDX is a tower defense game, so firing windows are a stat even when the game UI does not label them as one.

Boss killers need a different test. Their value is concentrated into fewer enemies, so they should be placed where the boss enters range early and stays under fire. This makes control units part of the boss-killer package. A strong burst unit with no slow can lose to a slightly weaker burst unit paired with better control because the second setup creates more shots.

Utility units are easy to underrate in a pure damage sort. A slow field can make every nearby attacker behave as if it gained extra range. A stun or delay effect can protect a weak lane long enough for a carry to reset. Those effects should be judged by what they let the rest of the team do, not by the unit personal DPS alone.

Support units create another measurement problem. If Virtual Idol or a similar aura touches two high-value carries, it can be one of the best slots in the build. If it touches one carry and two idle units, it is badly placed. The correct question is not whether support is good; the correct question is whether the support tile reaches the actual damage core.

Farm units should be used with restraint. Economy looks attractive because it promises more upgrades later, but the early lane must survive long enough for that promise to matter. On easy maps, Bulmo and Fastcart style economy can speed the whole run. On hard or split maps, buying economy too early can create the exact leak that prevents later upgrades.

Hybrid units are valuable because they reduce roster pressure. A hybrid that handles cleanup and boss adds can let the account spend the next banner on control or support instead of another specialist. The danger is vagueness: if a hybrid unit does not solve a named problem in the current build, its flexibility is theoretical rather than practical.

Event units deserve a separate mental bucket. Their public value can move faster than their practical map value because players trade, clip, and rank them before long-term testing settles. When a May event or update code implies new materials, I wait for role confirmation before rewriting the whole tier structure. Event hype is information, but it is not the same as verified placement value.

The role labels are intentionally plain. Boss-killer means the unit should be judged against high-health targets. Utility means the unit changes enemy movement, uptime, or timing. Support means the unit improves other units. Farm means the unit changes the economy. Hybrid means the unit can cover more than one job, but still needs a concrete reason to be placed.

If you are comparing two damage units, test them on the same map and the same placement style. A unit tested on Wano Bridge should not be compared directly with a unit tested on Storm Harbor if their firing windows differ. The calculator can compare baseline power, but placement decides how much of that power is used.

I keep sourced unit names even when a shorter fan nickname would be easier. Search pages often drift when nicknames replace visible roster names. Full names such as First Emperor (Greatest), Water God (Primordial), and Crow Shinobi (Reanimated) make the page easier to verify against public roster sources and in-game UI.

Cost matters most before the account has a stable farm loop. A high-cost unit can be correct after economy is established and wrong before that point. Beginners should read cost as a timing constraint, not only as a price. If a unit arrives too late to stop the leak, its theoretical value does not help the current run.

The final unit-list habit is to sort twice. First sort by the role you need, then sort by efficiency inside that role. Sorting the whole roster by one damage number hides the context that makes tower defense decisions work.

Another useful comparison is replacement cost. If a new unit replaces a cheap opener, the account may need stronger economy before the replacement feels good. If it replaces an expensive boss killer, the question becomes whether it creates more damage during the same boss window. The same unit can be a good pull for one account and a luxury pull for another.

Unit value also changes with player attention. A tower that needs exact placement, manual timing, or careful upgrade order can be excellent for push attempts and annoying for farming. A slightly weaker unit that runs cleanly can be better for repeated material farming because consistency matters over many runs.

When I update this list, I check whether a unit changed role before changing its rank. A damage increase may not alter the job. A range, aura, cost, or control change can alter the job completely. Role changes matter more because they affect builds, maps, rerolls, and beginner advice at the same time.

A final roster check is bench value. Some units are not part of the main push team but still help with farming, event routes, or early stabilizing. Marking them as useless because they are not S tier can make a new account worse. Keep a unit when it solves a repeatable job, even if it is not part of the dream build.

FAQ

Are these real UTDX unit names?

Yes. Names are based on public UTDX roster/value sources rather than generic tower placeholders.

Are the DPS values official?

No. They are calculator baselines for planning and are labelled as modelled.

Which unit type should beginners prioritize?

A cheap damage opener, one control unit, and one support or economy option usually beat a single rare damage chase.

Why list support units with low DPS?

Support units can raise team output even when their personal damage is small.

What does DPS per cost mean?

It measures early efficiency. Slot-capped endgame builds should care more about damage density and uptime.

Do event units change the list?

Yes. Event units can change rankings after players verify placement, range, and upgrade behavior.