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Team Composition and Positioning

Throwing random high-rarity units onto the board stops working around Day 10. To survive the mid-game boss waves, you need a balanced team with defined roles: tanking, crowd control (CC), and single-target damage.

The Frontline

You need one dedicated tank. The Knight and the Swordsman are your best options. Both have reliable taunt mechanics and predictable area-of-effect attacks that intercept enemy aggro.

  • Placement: Front-center tile. This forces melee enemies to cluster around your tank.
  • Upgrades: Prioritize health and block chance. Damage is irrelevant for this role.
warning

Avoid the Paladin as your primary tank. Its attack alternates in strict left and right diagonal patterns with a tiny arc. It routinely misses enemies standing right next to it. The community treats it as a sacrificial unit, not a frontline anchor. Stick with the Knight or Swordsman instead.

Crowd Control

Swarm waves will overwhelm your tank if you do not thin them out. You need a dedicated CC unit positioned directly behind the tank.

The Flamewalker hits hard, but the Frost Mage is safer. The Frost Mage applies a freeze/chill effect that slows enemies, drastically increasing your tank's survivability.

Single-Target DPS

You need an answer for high-health elites and bosses. The Marksman or the Ranger fills this slot.

  • Marksman: The premier single-target damage dealer. Benefits heavily from Cooldown Reduction relics to maximize its active ability uptime. Its raw damage scaling was significantly increased in Patch 15.
  • Ranger: Safe, consistent damage from the backline. Benefits from attack speed items.

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Unit Trap Warnings

Some units look great on paper but fall apart in practice. Before you invest resources:

  • Paladin: Broken targeting arc. Misses constantly. Do not rely on it for tanking.
  • Miner: Lacks combat scaling. Useful for economy, terrible in dense waves.
  • Angel: Criticized since launch for poor late-game scaling. Draft with caution.

Faction Traits

Drafting multiple units of the same faction unlocks passive bonuses at 2, 4, and 6 unit thresholds. Only standard "eating units" (drafted heroes and mercenaries) count toward the threshold, but once activated, the buff applies to all friendly units on the field, including siege engines.

Always check your current faction pairings before picking a new unit from the draft screen. A lower-tier unit that hits a faction threshold is often better than a standalone legendary.

Full Faction Trait Table

Faction2-Unit Bonus4-Unit Bonus6-Unit Bonus
BarbarianPierce +1Burn immunityHealth +30%
DemonApplies burnPower +3Rage generation +30%
Desert+1 gold per dayApplies wetnessAbility cooldowns -10%
DwarvenApplies shockOvershield +5 every 10sRange +30%
ElvenApplies freeze+1 Faith per dayMax mana +30%
HumanApplies radianceUnit enters Tavern lastShield strength +30%
Nature50% damage return (Thorns)Rejuvenate 3 every 10sMovement speed +20%
SwampCourage (melee on towers)Poison immunityAoE radius +15%
UndeadApplies fatigueBarrier every 10sEffect duration +20%
info

Human traits activate only when playing as the Undead Kingdom, and Undead traits activate only when playing as the Human Kingdom. This is intentional cross-kingdom design.

Faction Drafting Tips

  • Nature is the go-to if you skip a dedicated healer. The Thorns effect and Rejuvenate aura together keep your frontline alive through mid-game.
  • Desert is the faction the old guides mistakenly called "Arcane." If you want cooldown reduction for a mage-heavy backline, draft Desert units.
  • Dwarven pairs well with shield-stacking tanks. The Overshield refresh every 10 seconds turns your Knight into a wall.
  • Swamp's Courage bonus is uniquely powerful. It lets melee units occupy tower positions, opening up defensive lane configurations that are otherwise impossible.