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Universal Tower Defense Modes (UTD) – Modes Guide, Rewards, Scaling, and Team Picks

A static UTD modes guide covering Story mode, Endless/Infinite, Boss Rush, Raids, Daily/Featured Challenges, Virtual Realm, and Events. Learn what each mode rewards, how they scale, and which team archetypes fit before you enter.

Use Mode Fit to compare time-to-kill vs time limits, and DPS/Trait calculators to validate assumptions. No runtime scraping; all data is local.

Story Mode

Campaign-style stages split into acts/maps; teaches mechanics and unlocks progression.

What it is

Campaign-style stages split into acts/maps with difficulty options (Easy/Hard/Nightmare).

How it unlocks

Available from the start; later acts unlock with level/story progress.

Core rules

  • Waves scale per act and difficulty.
  • Enemy HP/damage scale by act and chosen difficulty (Easy/Hard/Nightmare).
  • Choose difficulty to balance rewards vs clear consistency.

Rewards

  • Base progression (Yen/EXP)
  • Map unlocks and story milestones
  • Starter relics and drops

Recommended archetypes

  • New player: Balanced AoE + boss killer + one economy/support.
  • Advanced: Wave clear AoE, burst, slows/stuns, and early economy.

Common mistakes

  • Greedy economy with no early DPS
  • Ignoring flying/air coverage on certain maps
  • Underestimating Nightmare scaling without trait/relic support

Story maps

The Leaf VillageForest of DeathDesertOceansideSlayer VillageMarine Base

Map names follow community wiki; aliases may exist.

Endless Mode (Infinite)

Infinite waves that scale enemy HP/damage; tests long-run DPS and sustain.

What it is

Infinite waves that scale enemy HP/damage; tests long-run DPS and sustain.

How it unlocks

Typically unlocked after early story progress; varies by update.

Core rules

  • HP/damage ramp continuously; no fixed time limit, but scaling overtakes low DPS.

Rewards

  • Long-run Yen/EXP
  • Challenge achievements and leaderboard pushes

Recommended archetypes

  • New player: Economy opener, cheap AoE, one boss killer
  • Advanced: Scaling DPS (DoT/ticks), cooldown reduction supports, slows/stuns, economy ramp

Common mistakes

  • No scaling damage leading to late-wave stall
  • Ignoring supports that reduce cooldown or buff range
  • Over-investing in single-target only

Boss Rush

Boss-focused encounters that emphasize burst DPS and survivability.

What it is

Boss-focused encounters that emphasize burst DPS and survivability.

How it unlocks

Varies by update; typically after mid-story progression or event unlock.

Core rules

  • Boss HP and mechanics are heavier; often time-pressured DPS races.

Rewards

  • Evolution materials
  • Boss-specific drops
  • High-tier currencies

Recommended archetypes

  • New player: Single-target burst carry, one debuff/support, one economy starter
  • Advanced: Burst DPS, defense break/debuff, cooldown reduction support, emergency CC

Common mistakes

  • No debuffs against high-HP bosses
  • Long setup units that never ramp within timer
  • Ignoring boss mechanics or armor

Raid Mode

Co-op focused mode with coordinated burst windows and shared objectives.

What it is

Co-op focused mode with coordinated burst windows and shared objectives.

How it unlocks

Usually mid-to-late game; may require party or lobby.

Core rules

  • Higher HP bosses with mechanics; teamwork and buff/debuff timing matter.

Rewards

  • High-value drops
  • Raid-exclusive materials
  • Co-op rewards/bonuses

Recommended archetypes

  • New player: One strong DPS, support/debuff, and utility slot (slows/shields)
  • Advanced: Burst DPS, shred/debuff, cooldown/range support, sustain or crowd control

Common mistakes

  • No role coverage (all DPS, no support)
  • Poor timing of buffs during burn phases
  • Lack of communication on placements

Challenges (Daily / Half Hour / Featured)

Rotation-based challenges with varying timers and modifiers.

Daily Challenge

Once-per-day challenge with modifiers and steady rewards.

Reset: Resets every 24 hours.

Rewards

  • Daily Yen/EXP
  • Chance at reroll stones or boost items

Common mistakes

  • Arriving without a quick opener
  • Ignoring modifier-specific needs (e.g., anti-air)
  • Forgetting daily reset and missing rewards

Half Hour Challenge

Fast-rotating challenge good for quick farming and testing builds.

Reset: Resets every 30 minutes.

Rewards

  • Trait rerolls
  • Quick Yen/EXP bursts

Common mistakes

  • Bringing slow-scaling units into a short timer
  • No answer to early elites
  • Over-investing in economy instead of immediate DPS

Featured Challenge

Harder rotating challenge with highlighted rewards and modifiers.

Reset: Resets every 6 hours.

Rewards

  • Featured drops or higher reroll counts
  • Better challenge loot

Common mistakes

  • Ignoring the featured modifier when picking units
  • No counter to special enemy types
  • Forgetting the 6h reset and missing cycles

Virtual Realm

Endgame roguelike mode emphasizing a single super-carry with card buffs and relic synergy.

What it is

Endgame roguelike mode emphasizing a single super-carry with card buffs and relic synergy.

How it unlocks

Late-game; intended for experienced players.

Core rules

  • Solo/limited unit emphasis; scaling via relics/cards; enemies ramp per stage.

Rewards

  • Relic farming and upgrades
  • Endgame progression materials

Recommended archetypes

  • New player: High single-target carry with reliable sustain; basic relics
  • Advanced: Trait-optimized super-carry, relic synergies, cooldown/range buffs

Common mistakes

  • Bringing multi-setup teams instead of one strong carry
  • Ignoring relic synergy and card choices
  • No sustain or mitigation for long runs

Try the Relic Build tab to compare set bonuses for your carry.

Events

Limited-time modes with unique rewards, cosmetics, or drops.

What it is

Limited-time modes with unique rewards, cosmetics, or drops.

When it’s live

Time-limited; check in-game timer.

Rewards

  • Unique event currencies or units
  • Cosmetics and limited relics

Event checklist

  • Read event rules and modifiers
  • Check reward list and prioritize
  • Set reminder for end date
  • Test your DPS in Mode Fit if bosses are listed

Common mistakes

  • Not reading event-specific rules
  • Waiting until the last day and missing rewards
  • No backup plan for special enemy types

Difficulty multipliers

Exact multipliers are community-reported and may change. Values are qualitative/TBD—use Mode Fit to override manually.

DifficultyEnemy scalingReward scalingNotes
EasyLow (TBD exact)Low (baseline)Good for learning paths and testing teams
HardMedium (TBD exact)Medium (better Yen/EXP/drops)Common farming choice
NightmareHigh (TBD exact)High (best drops/tiers)Bring traits/relics; timer/HP checks get tight

Mode compatibility guide

ModeArchetypes that perform well
StoryBalanced AoE + boss killer + farm/support
Endless (Infinite)Scaling DPS/DoT + economy + slows/stuns
Boss RushSingle-target burst + debuff/armor shred + cooldown support
RaidCoordinated burst + debuff + utility/mitigation
ChallengesFast-start DPS, low setup time, flexible support
Virtual RealmOne super-carry + relic synergy + sustain
EventsModifier-specific flexible teams; balanced core

Use DPS/Trait/Mode Fit calculators to validate your exact units and traits; archetypes are generalized.

FAQ

How do I unlock modes?

Story is immediate; others typically unlock with story/level progress or event timing. If locked, advance campaign or check event timers.

Best modes for farming Yen/EXP?

Story (Hard/Nightmare) for baseline; Challenges for fast bursts; Endless for long runs; Events when live for bonuses.

Best for trait rerolls?

Challenges (especially Half Hour/Featured) often award rerolls; events may also include reroll rewards.

Best for relics?

Virtual Realm is designed for relic farming; raids and events may drop high-tier items.

Solo vs co-op?

Story/Endless can be solo; Raids are co-op oriented; Boss Rush may allow solo but benefits from coordination.

Endless vs Virtual Realm?

Endless is wave-based scaling for full teams; Virtual Realm is run-based with card/relic synergies and often single-carry focused.

How to choose difficulty?

Use Hard/Nightmare if your DPS clears within time and you can handle enemy HP/damage. If not, drop to Easy for consistency.

Why Mode Fit results differ from in-game?

Mode Fit is a simplified DPS vs HP/time check. Missing ability models, armor, or wave modifiers can cause differences—override values manually.

What time limit or boss HP should I use?

If not listed, set your own targets in Mode Fit (e.g., 5–8 minutes and estimated boss HP) to stress-test your team.

How to share tool states?

Use the calculator links with query params (e.g., Mode Fit/DPS tabs) and copy the URL to share.