Wave survival estimator

This widget is a different model from the DPS calculator: instead of a raw damage total, it outputs a predicted survivable wave by comparing your effective DPS against this site's boss HP checkpoints under a clear-window assumption you control.

Input your build

Get your total team DPS from the DPS calculator first, then plug it in here.

Quick answer: what predicts your highest wave

The highest wave a Universal Tower Defense X build survives depends less on raw DPS than on whether that DPS actually lands on the boss. This wave survival calculator starts from your team DPS, then subtracts for missing control coverage and a tighter map before matching the result against real boss HP checkpoints from Wave 10 through Wave 100. A build with modest DPS but full control coverage on Wano Bridge will often out-survive a higher-DPS build with no control on DMC Arena.

How the wave survival model works

The calculator starts with your team's total DPS, the same number the DPS calculator produces from unit count, level, and buffs. It then applies three modifiers before comparing that number to a boss: control coverage (a placed slow or stun unit changes effective DPS against bosses by about 18%, matching the firing-window logic in the wave guide), support aura coverage (+12% when an aura like Virtual Idol is active and touching your carries), and a per-map modifier drawn from each map's difficulty rating on the map tier list.

Effective DPS is then multiplied by a clear-window assumption: how many seconds you expect to keep a boss inside your best firing lane: to get a damage target. That target is matched against this site's boss HP checkpoints (Goblin Captain at Wave 10 through Universal Core at Wave 100) using log-linear interpolation between checkpoints, so the predicted wave lands between two known bosses rather than snapping to the nearest ten.

This is a planning model built from the same modelled boss data this site already publishes, not an official UTDX export. Treat the output as a starting number: run it, note where the build actually stalls, then come back and adjust the clear-window assumption or control checkbox to match what you saw in the run.

Checkpoint-by-checkpoint result

After you run the estimate, this table shows every boss checkpoint from Wave 10 to Wave 100, the modelled HP, the DPS required to clear it inside your chosen window, and whether your current effective DPS clears or walls at each one.

BossWaveModelled HPDPS neededResult
Run the estimate above to populate this table.

Map modifiers used in this calculator

Maps are not interchangeable for boss uptime. A long straight lane like Wano Bridge keeps a boss inside carry range longer than a tight loop like Void Court or a compressed event arena like DMC Arena. The modifiers below come from each map's difficulty rating on the map tier list and scale effective DPS up or down accordingly.

MapDifficultyModifierWhy
Story Lobby RotationEasy1.12×single lane with generous bends
Wano BridgeMedium1.00×long bridge with stacked straight segments
Winter CourtyardMedium1.00×wide loop around the center tile
Guild HallMedium1.00×shorter approach with early turns
Storm HarborHard0.88×split lane with late merge
Ant IslandHard0.88×long outer curve into boss choke
Void CourtEndgame0.75×tight loop around boss spawn
DMC ArenaEndgame0.75×event arena with compressed firing windows

FAQ

How does the UTDX wave survival calculator work?

It takes your team's total DPS (from the DPS calculator or an in-game estimate) and compares it against this site's boss HP checkpoints (Wave 10 through Wave 100), divided by a clear-window assumption you choose. It then interpolates the highest checkpoint your effective DPS can out-damage in time, and returns that as your predicted survival wave.

Why does control coverage change my survival wave so much?

A boss that leaves a carry's firing range early wastes burst that the calculator otherwise counts as fully applied. Unchecking control coverage applies an 18% effective-DPS penalty against boss checkpoints specifically, matching the firing-window logic used throughout this site's build and wave guides.

What is the clear-window assumption and can I change it?

It is how many seconds you expect to keep a boss inside your best firing lane before it enrages or the wave times out. The calculator offers Aggressive (30s), Standard (45s), and Patient (60s) presets. A shorter window raises the DPS you need at every checkpoint; a longer one lowers it. This is a modelled planning assumption, not an official UTDX timer value.

Why does my selected map change the result?

Maps with tighter loops or compressed firing windows, like DMC Arena or Void Court, give carries less time inside a boss's path per cycle than a long straight lane like Wano Bridge. The calculator applies a per-map modifier (0.75 to 1.12) derived from each map's difficulty rating so the same team DPS produces a lower predicted wave on a harder map.

Is the predicted wave an exact number?

No. It is a planning estimate built from modelled boss HP checkpoints and a chosen clear-window assumption, not an official developer export. Treat it the way this site treats every calculator: a starting number to test in a real run, then adjust the inputs based on where you actually stall.