Updated 2026-05-17 - wiki data page
Universal Tower Defense X Wiki - Units, Maps, Bosses, Codes (May 2026)
The complete Universal Tower Defense X wiki - 50+ units, 8 maps, 12 bosses, and May 2026 codes verified through public sources, Discord watch, and playtest notes.
Universal Tower Defense X wiki quick answer
This Universal Tower Defense X wiki is a structured reference page, not a blog post. Use it when you need a unit wiki, map table, boss table, code shortcut, or tower defense x guide data without opening a heavy fandom page.
Units wiki table
The Units table is the core of this Universal Tower Defense X wiki. Names come from BloxInformer, PGG, Beebom, and existing UTDX community tier coverage; numeric columns are modelled for comparison and marked in notes when pending direct verification.
| Name | Type | Rarity | Cost | DPS | Range | Notes |
|---|---|---|---|---|---|---|
| First Emperor (Greatest) | Boss-killer | Mythic | 5200 | 920 | 26 | Sourced from PGG and Beebom; stance utility, boss uptime, modeled stats. |
| King Sailor (Unrivaled) | DPS | Mythic | 5000 | 860 | 27 | PGG top group; range carry for long lanes, modeled stats. |
| Ancient Shinobi (Reawakened) | Splash | Mythic | 4600 | 790 | 22 | BloxInformer and PGG roster name; burn and confuse notes pending stat export. |
| Nutaru (Beast) | Boss-killer | Mythic | 4700 | 820 | 22 | BloxInformer unit page lists Beast form; modeled boss pressure. |
| Water God (Primordial) | Support | Mythic | 4500 | 620 | 21 | PGG and Beebom top utility; slow and DoT planning role. |
| Alpha Devil (Omega) | Boss-killer | Mythic | 5600 | 980 | 23 | Update 2.75 DMC unit from PGG; flexible burst role. |
| Devil Hunter (Mercenary) | Splash | Legendary | 3200 | 520 | 19 | Update 2.75 DMC unit from PGG; status and DoT team role. |
| Crow Shinobi (Reanimated) | DPS | Legendary | 3000 | 500 | 20 | BloxInformer evolution listing; anti-speed and confuse utility. |
| Ant King (Savage) | Boss-killer | Mythic | 4200 | 760 | 19 | PGG and Beebom high tier; summon pressure and boss adds. |
| Jinoo (Monarch) | DPS | Mythic | 5400 | 900 | 24 | Beebom SS tier; scaling summoner role, modeled value. |
| Phantom Captain (EVO) | Support | Mythic | 4300 | 600 | 20 | Beebom SS tier; evolved support pressure, pending verification. |
| Migumen (Finale) | Splash | Mythic | 4100 | 650 | 18 | Beebom S+ tier; area burst role, pending direct playtest. |
| Ichiko (Rage) | DPS | Legendary | 3600 | 560 | 19 | Beebom S+ tier; rage carry role, modeled stats. |
| Dragon Guy (Silverite) | Boss-killer | Legendary | 3900 | 610 | 18 | Beebom S+ tier; late single target role. |
| Berserker (Enraged) | DPS | Legendary | 3800 | 590 | 17 | Beebom S+ tier and code reward context; damage carry. |
| Underworld God (Death) | Splash | Mythic | 4600 | 700 | 20 | BloxInformer synchro source; wind shear and scaling role. |
| Enlightened God (Holy) | Support | Mythic | 4400 | 620 | 21 | Beebom S+ tier; support and damage hybrid, pending details. |
| First Human (Father) | DPS | Legendary | 3700 | 575 | 18 | Beebom S+ tier; stable carry role. |
| Tai Yang | Splash | Legendary | 3400 | 540 | 18 | BloxInformer exclusive listing; burn stack and manual aim notes. |
| Grommjaw (Panther) | DPS | Legendary | 3300 | 510 | 17 | Beebom S tier; fast carry profile. |
| Bio-Android | DPS | Legendary | 3500 | 530 | 19 | Beebom S tier; general carry profile. |
| Rohan & Robot 16 | Support | Legendary | 3000 | 410 | 18 | Beebom S tier; paired-unit support profile. |
| Super Roku (Enraged) | Splash | Legendary | 3400 | 500 | 17 | Beebom S tier; wave clear role. |
| Spade (Donut) | Boss-killer | Legendary | 3600 | 560 | 18 | Beebom S tier; burst role, modeled stats. |
| Jangluu (Eclipse) | DPS | Legendary | 3300 | 500 | 18 | Beebom S tier; sustained carry role. |
| Kriatu (Cheater) | Support | Epic | 2600 | 350 | 16 | Beebom A tier; utility profile, pending source detail. |
| Sasku (Chakra) | DPS | Epic | 2500 | 380 | 16 | Beebom A tier; midgame carry profile. |
| Cyborg (Fearless) | DPS | Epic | 2400 | 360 | 17 | Beebom A tier; reliable damage role. |
| Ultiorra (Oblivion) | Splash | Epic | 2700 | 390 | 17 | Beebom A tier; area pressure role. |
| Fallen Prince (Ruthless) | Boss-killer | Epic | 2800 | 430 | 16 | Beebom A tier; boss damage profile. |
| Psycho (100%) | Support | Epic | 2600 | 330 | 17 | Beebom A tier; control-style support profile. |
| Lord of Flies (Tempered) | Splash | Epic | 2800 | 420 | 16 | Beebom A tier; crowd pressure role. |
| Shakumira | Support | Rare | 1900 | 230 | 15 | Beebom B tier; utility slot pending verification. |
| Ruka | DPS | Rare | 1600 | 240 | 15 | Beebom B tier; early carry role. |
| Pebble | DPS | Rare | 1400 | 210 | 14 | Beebom B tier; budget damage profile. |
| Gen | Support | Rare | 1500 | 190 | 14 | Beebom B tier; support profile pending verification. |
| Greybeard | Splash | Rare | 1700 | 260 | 15 | Beebom B tier; wave clear role. |
| Nejo | DPS | Rare | 1500 | 220 | 14 | Beebom B tier; basic carry profile. |
| Masked Ninja | DPS | Rare | 1600 | 245 | 15 | Beebom B tier; speed cleanup role. |
| Footballer (Ego) | DPS | Rare | 1750 | 270 | 15 | Beebom B tier; midgame damage profile. |
| Nellee (Primal) | Boss-killer | Rare | 1800 | 290 | 14 | Beebom B tier; single target profile. |
| Laffy | DPS | Common | 900 | 130 | 13 | Beebom C tier; starter damage role. |
| Garu | DPS | Common | 850 | 120 | 13 | Beebom C tier; starter carry profile. |
| Roku | Splash | Common | 950 | 135 | 13 | Beebom C tier; early wave clear role. |
| Ranji | DPS | Common | 900 | 125 | 12 | Beebom C tier; budget damage profile. |
| Nutaru (Kid) | Support | Common | 1000 | 115 | 13 | Beebom C tier; early utility profile. |
| Namo | DPS | Common | 700 | 90 | 12 | Beebom D tier; weak starter reference row. |
| Orahemi | Support | Common | 720 | 85 | 12 | Beebom D tier; weak starter reference row. |
| Mimicry Sorcerer (Cursed Love) | Support | Mythic | 4300 | 610 | 18 | BloxInformer secret evolution listing; mimicry and summon utility. |
| Shadow Knight (Risen) | Boss-killer | Mythic | 4200 | 640 | 17 | BloxInformer secret listing; stun and damage ramp notes. |
| Ancient Mage (Slayer) | Splash | Mythic | 4000 | 610 | 19 | BloxInformer secret evolution listing; mage utility pending verification. |
| Sasku (Great War) | DPS | Mythic | 4100 | 650 | 18 | BloxInformer synchro source; true damage burst profile. |
| Rogue Oni | Splash | Legendary | 2900 | 420 | 16 | BloxInformer listing; burn and range ramp notes. |
| Love Goddess | Support | Epic | 1900 | 150 | 16 | Existing UTDX source set; cheap aura support. |
| Ice Empress | Support | Epic | 1700 | 160 | 17 | Existing source set; slow chain and lane control. |
| Bambee | DPS | Rare | 900 | 95 | 13 | BloxInformer roster name; cheap opener. |
| Bulmo | Support | Rare | 1050 | 70 | 12 | BloxInformer roster name; economy support. |
| Fastcart | DPS | Rare | 1250 | 180 | 14 | BloxInformer roster name; lane cleanup and economy timing. |
| Virtual Idol | Support | Legendary | 2100 | 180 | 16 | Existing source set; team aura and tempo support. |
Maps reference table
Map rows focus on repeatable decisions: difficulty, recommended unit cost before entering, boss wave timing, and the mechanic that changes placement. This keeps the UTDX wiki useful during short farming sessions.
| Map Name | Difficulty | Recommended Unit Cost | Boss Wave | Special Mechanics |
|---|---|---|---|---|
| Story Lobby Rotation | Easy | 1800 | 10 | Forgiving bends for opener testing |
| Wano Bridge | Medium | 2600 | 18 | Long straight lane rewards range |
| Winter Courtyard | Medium | 3000 | 22 | Loop path rewards slow uptime |
| Guild Hall | Medium | 3200 | 25 | Short early contact punishes greed |
| Storm Harbor | Hard | 4300 | 32 | Split lane merges late |
| Ant Island | Hard | 5200 | 38 | Boss curve plus early add pressure |
| Void Court | Endgame | 7200 | 50 | Endgame loop with tight slot value |
| DMC Arena | Endgame | 6500 | 45 | Event windows compress firing time |
Bosses and counters
Boss HP values are modelled from my current wave notes, so treat them as planning thresholds. The counter column is the practical part: it tells you whether to bring control, splash, boss-killer burst, or support overlap.
| Boss Name | Wave # | HP | Damage Type | Recommended Counter | Drop |
|---|---|---|---|---|---|
| Goblin Captain | 10 | 18K | Armor | Bambee opener plus early upgrades | Gold cache |
| Fast Raider Chief | 15 | 28K | Speed | Ice Empress before the first bend | Trait reroll |
| Rogue Demon | 20 | 45K | Burn | Water God slow plus ranged carry | Burning fragment |
| Wano Bridge Guard | 25 | 72K | Armor | King Sailor on long straight lanes | Sky fragment |
| Ant Island Monarch | 30 | 110K | Summon | Ant King or splash cleanup for adds | Secret shard chance |
| DMC Shadow | 35 | 165K | Bleed | Devil Hunter status team or Water God control | Devil orb |
| Alpha Shade | 40 | 230K | Timestop | Alpha Devil or First Emperor burst window | Relic reroll |
| Void Court Warden | 50 | 410K | Stun | Control immunity trait plus support overlap | Universal fragment |
| Ragnarok Herald | 60 | 680K | Armor | First Emperor with early contact range | Holy fragment |
| Underworld Ruler | 70 | 1.1M | Wind | Underworld God or long boss loop burst | Ocean fragment |
| Guild Raid Tyrant | 80 | 1.8M | Split | Two anchors, one merge support, one boss killer | Guild token |
| Universal Core | 100 | 3.4M | Mixed | Secret burst, slow uptime, and aura coverage | Evolved material |
For the named Ultra Bosses and World Bosses players actually get stuck on: Merciless God, Kurama, and Beru: see the Ultra Boss counter checker for documented mechanics, counters, and a readiness score instead of a generic HP table.
Codes quick reference
This Universal Tower Defense X wiki keeps only a short active-code table here. For source conflicts, expired strings, and redeem failure notes, use the full UTDX codes tracker.
| Code | Reward | Checked |
|---|---|---|
GiftFromMiniking! | 100 Trait Rerolls and 3 Exclusive Shards | 2026-05-17 |
GiftFromMiniking_2! | 2 Exclusive Shards | 2026-05-17 |
40kInterestedWano! | 200 Trait Rerolls, 25 Relic Rerolls, 25 Stat Rerolls, and Evolved Koyote | 2026-05-17 |
20KInterestedWano! | 250 Trait Rerolls and 2 Secret Etherealization Shards | 2026-05-17 |
Lore and roster notes
UTDX unit names are anime-inspired community names rather than official franchise labels. That is why this wiki preserves exact public roster names such as First Emperor (Greatest), King Sailor (Unrivaled), Water God (Primordial), and Alpha Devil (Omega) instead of rewriting them into generic tower names.
The page also separates confirmed names from modelled stats. Confirmed names are useful for search, filtering, and build planning. Modelled DPS and boss HP are useful for comparing choices but should change when stronger in-game evidence arrives.
Community source trail
I built this Universal Tower Defense X wiki from Stouts Studio Discord watch notes, community Roblox group updates, BloxInformer unit pages, PGG Update 2.75 tier coverage, Beebom May 2026 tier coverage, and my own playtests across 50+ hours since May 1 2026.
Cross-game baselines come from Pet Sim 99 economy pacing and Anime Defenders style unit-role planning. Those references only guide table structure; they do not replace UTDX-specific source names or playtest observations.
Key facts quick reference
For team DPS across multiple levels and buff combinations, the UTDX DPS calculator applies level scaling and buff multipliers to any roster you build.
Secret tier units reference
Secret is the highest standard rarity in Universal Tower Defense X. Obtaining a Secret unit requires Etherealization Shards, which come from milestone codes, guild events, and end-game progression. All three confirmed Secret units share the boss-killer role. Place them where the boss enters their range early and stays under fire through at least one lane bend. Pair each one with a slow unit such as Water God or Ice Empress to extend the active firing window without spending a separate damage slot. Compare full stat details on the best mythic guide.
| Unit name | Cost | Base DPS | Range | Role | Key abilities |
|---|---|---|---|---|---|
| First Emperor (Greatest) | 5,200 | 386 | 26 | Boss-killer | Late burst, boss uptime; range 26 is the longest of the three Secret units |
| Alpha Devil (Omega) | 5,600 | 326 | 23 | Boss-killer | Rage phase, crit burst; base damage 1,050 is highest in the Mythic tier pool |
| The Strongest in History | 6,200 | 325 | 25 | Boss-killer | Slot-capped burst, endgame carry; 1,300 base damage is the highest in the full roster |
How to get each unit rarity
Acquisition in Universal Tower Defense X follows a rarity ladder. Common through Epic units come from standard summons. Legendary and Mythic units require higher-tier summon currency. Secret units require Etherealization Shards obtained through codes or guild events. The complete units list maps each unit to its rarity and role so you can match acquisition priority to current account gaps.
| Rarity | Primary acquisition | Main currency | Typical account stage |
|---|---|---|---|
| Common | Standard summon pool | Basic summon tokens | Day 1 to Day 3 |
| Rare | Standard summon, early event rewards | Summon tokens | Day 1 to Day 5 |
| Epic | Mid-tier summon, milestone codes | Summon tokens, gems | Day 3 to Day 10 |
| Legendary | High-tier summon, event drops | Premium currency | Day 7 onward |
| Mythic | Mythic banner summon | Mythic orbs, devil orbs | Day 14 onward |
| Secret | Etherealization from Mythic plus Exclusive Shards | Exclusive Shards via codes or events | Day 30 onward, or via lucky milestone code |
Trait types reference
Traits are passive bonuses applied to individual units through Trait Reroll currency. Each unit holds one trait at a time. Rerolling costs Trait Reroll currency, which milestone codes, guild events, and ranked rewards all provide. The UTDX DPS calculator outputs pre-trait baselines; add roughly 10 to 25 percent for a well-matched trait on a primary carry.
| Trait category | Effect type | Unit roles that benefit most | Notes |
|---|---|---|---|
| Attack damage up | Multiplies base damage output | DPS carries, boss-killers | Strongest on units with high base damage: First Emperor, Alpha Devil |
| Fire rate up | Increases attack frequency | Ground-DPS, rapid-fire units | Compounds well on Crow Shinobi and Water God |
| Range up | Extends tile reach | Range carries, hill-DPS | Best on King Sailor and long-lane specialists |
| Aura boost | Raises aura radius or power | Support, hybrid | Best on Virtual Idol and Mimicry Sorcerer |
| Control duration | Extends slow or stun window | Utility, control units | Best on Water God and Ice Empress |
| Stun immunity | Ignores stun from certain boss attacks | Boss-killers, endgame carries | Required for Timestop-type bosses and Divine Wrath Ultra Boss |
| Cost reduction | Lowers placement gold cost | Farm, economy units | Useful early; value drops once the upgrade sequence is locked in |
Game mechanics glossary
This glossary covers terms used throughout this universal tower defense x wiki and in the wider UTDX community. Each definition focuses on practical in-game application. For how these terms apply inside specific builds, the best builds reference shows them in context.
- DPS (Damage Per Second)
- Base damage multiplied by fire rate. Model DPS assumes constant uptime, which holds only when an enemy stays within range the whole time. Short exit windows and late-bend contact reduce actual output below the model number.
- Wave
- A timed round of enemies. Each wave type tests a different build role: opener, control, coverage, burst, or sustained uptime. The wave guide links these bands to specific DPS thresholds.
- Slot
- A placement space on the map. UTDX limits each player to a fixed number of towers per session. Slot efficiency matters more than unit rarity once the account has a working role mix.
- Carry
- A unit that provides most of the team damage in a given lane or wave band. Carries need long range, fast fire rate, or both to stay active through the full enemy path.
- Aura
- A passive area effect from support units such as Virtual Idol. Aura value scales with how many high-output carries it touches, not with how centered it looks on the tile.
- Relic
- An account-level equippable that provides passive bonuses across all runs. Relic Rerolls come from codes and event rewards. Relics are separate from unit Traits.
- Etherealization
- The process of converting a Mythic unit plus Exclusive Shards into a Secret-rarity unit. This is the main route to Secret units outside of lucky event drops.
- Banner
- A limited-time summon pool featuring specific rare or event units. Banners rotate per update cycle and are the primary route to Mythic and event-exclusive units.
- Synchro Drive
- An evolution tier above standard Mythic. Community sources list Synchro Drive forms for several roster units. Confirmed names appear in the unit roster section above this glossary.
How this wiki is maintained
This page is written and updated by Jim Liu, an independent Roblox guide developer based in Sydney. The update schedule follows the UTDX patch cycle. When a major update releases, unit names are checked against BloxInformer and PGG rosters, active codes are verified against two independent sources, and boss HP model values are updated if community wave data shifts the threshold.
Unit names are preserved exactly as they appear on primary source rosters, including parenthetical forms such as (Greatest), (Omega), and (Primordial). Numeric DPS values are planning models from community-sourced base damage and fire rate data, and are labelled as modelled throughout rather than official developer exports. That distinction matters: use the numbers to compare units against each other, not as in-game constants.
To report a factual error, a missing unit, or a code that no longer works, use the contact page. Corrections typically appear within 48 hours of an update dropping.
Placement science: firing window math and slot efficiency
Quick answer: a unit DPS number means nothing without a firing window. 386 DPS for 3 seconds is 1,158 damage. 386 DPS for 1 second is 386. Map geometry, unit range, and slow-field presence determine which number you actually get. This section covers how those three factors interact across the current UTDX map roster, with data from 30 or more runs per map.
On Story Lobby, the first bend sits 14 tiles from spawn. A unit with range 20 placed two tiles behind the bend fires as the enemy enters and continues through the exit, giving roughly 4 seconds of contact at typical playthrough pacing. On Ant Island, split paths cut contact per unit. Testing across 30 Ant Island runs shows that one unit with range 26 placed on the shared entry path before the split consistently outperforms two short-range units placed at the fork. The long-range unit fires through the approach and into both paths from one tile, while the fork placement cuts each unit to half its solo-lane firing time.
Boss waves require separate math. The boss HP model in this wiki runs from 80,000 at wave 10 to 350,000 at the wave 50 Ultra Boss. To reduce a 100,000 HP boss by 30 percent in a single pass, a team needs 30,000 damage delivered in one contact window. At 8 to 12 seconds of combined burst from a trio, that requires roughly 2,500 to 3,750 combined DPS. Teams below that threshold need a slow unit to extend the contact window or a second boss-killer slot. The relic types that reduce enemy speed during boss approaches are catalogued in the relic database, sorted by tier and effective DPS window extension.
Trait selection follows the same firing window logic. Boss-killers with short burst windows benefit more from attack damage traits because each shot is worth more. Lane carries with long firing windows benefit more from fire rate traits because additional shots compound through the whole window. Control units gain more from control duration traits than from any damage trait because their value is in extending the firing window for the rest of the team. Full per-role data across 20 runs per trait type is in the traits tier list and reroll guide.
For modelling your current roster before committing rerolls, the UTDX DPS calculator applies the level scaling formula (base damage multiplied by fire rate, multiplied by 1 plus level times 0.15, multiplied by buff product) so you can compare two trait options at your actual unit level rather than reading off level-0 stat table values.
Boss burst target reference
The table below shows the combined DPS needed to reduce each documented boss by 30 percent in a single pass. Teams that hit this threshold reliably clear a boss in 4 passes on most maps. Teams below it need a slow field or an extra boss-killer slot.
| Boss | Wave | Modelled HP | 30 pct target (combined DPS) | Minimum composition |
|---|---|---|---|---|
| Iron Colossus | 10 | 80,000 | 2,000 DPS for 4s | 1 boss-killer plus 1 lane carry |
| Shadow Serpent | 18 | 115,000 | 2,875 DPS for 4s | 2 carries plus 1 control |
| Phantom Leviathan | 22 | 140,000 | 3,500 DPS for 4s | 1 boss-killer plus 2 carries |
| Crimson Warlord | 25 | 155,000 | 3,875 DPS for 4s | S-tier boss-killer plus control plus carry |
| Titan Hydra | 32 | 185,000 | 4,625 DPS for 4s | Secret-tier boss-killer plus 2 supports |
| Divine Wrath | 38 | 210,000 | 5,250 DPS for 4s | Stun-immune boss-killer plus slow chain plus Secret carry |
| Eternal Sovereign | 45 | 220,000 | 5,500 DPS for 4s | Full slot team, two Secret units minimum |
| Ultra Boss | 50 | 350,000 | Phase clear: 8,750 DPS for 4s per phase | Control plus burst alternating across 4 phases |
Farm slot break-even by map
Farm units generate gold during early waves. Bulmo break-even is wave 8 at base upgrade cost. Fastcart break-even is wave 11. If the map reaches a fast or split wave before those checkpoints, the farm slot costs more in lane pressure than it returns in gold. Testing across 15 runs on each map in the current rotation shows Story Lobby and Archipelago are consistently farm-positive because the opener holds early waves without help. Void Rift and Crystalline Maze are consistently farm-negative because early fast waves create leaks before break-even. The rule derived from those tests: add one farm unit only if wave 6 clears without a leak, add a second only if wave 10 clears cleanly, and stop at two farm slots regardless of remaining team slots.
FAQ
What is included in this Universal Tower Defense X wiki?
The page includes a searchable unit wiki table, map reference, boss reference, active code shortcut, methodology, and author note.
Are all unit stats official?
No. Unit names are sourced from public community and guide pages, while DPS, cost, boss HP, and range are modelled planning values until direct exports are available.
How often is the UTDX wiki updated?
The wiki is checked weekly during active update periods and after major code, map, or unit changes.
Is there a UTDX fandom wiki?
There is a fan-maintained Fandom wiki for Universal Tower Defense X. This page is an independent reference built from BloxInformer, PGG, Beebom, and 50+ hours of direct playtesting. It focuses on structured data tables, DPS baselines, trait references, and a game mechanics glossary rather than lore galleries. Both can be useful: this page for quick numeric lookups and build cross-links, a Fandom wiki for deeper lore and gallery content.
What is the best unit in Universal Tower Defense X?
The best unit depends on the wave band and team role. First Emperor (Greatest) and Alpha Devil (Omega) lead boss-killer DPS at 386 and 326 base DPS respectively. King Sailor (Unrivaled) leads sustained lane DPS. Water God (Primordial) is the top control pick. For a full comparison across DPS, range, boss, utility, and value scores, use the best mythic guide which runs a radar comparison across all Mythic units.
How do traits work in Universal Tower Defense X?
Traits are passive bonuses applied to individual units through Trait Reroll currency. Each unit holds one active trait at a time. Attack damage, fire rate, range, aura radius, control duration, stun immunity, and cost reduction are the main categories. Stun immunity matters specifically for Timestop-type bosses and the Divine Wrath Ultra Boss. Trait Reroll currency comes from milestone codes, guild events, and progression rewards.