Table of contents
Events Mode is UTD’s limited-time content layer: rotating maps, special rule sets, and temporary reward tracks that appear for a weekend, a week, or a full season. Events are where the game’s designers intentionally shake up the meta—sometimes by introducing new enemies and bosses, sometimes by changing economy pacing, and sometimes by offering a unique currency shop that rewards consistent clears.
This guide explains how Events typically work, how to prepare your roster for unknown rules, and how to farm event rewards efficiently without wasting runs. It’s written for both newer players (who want quick progress on a short schedule) and veterans (who want optimal routes and high completion reliability).
Unlock & Entry Requirements
Events are usually unlocked after a bit of Story progression (and sometimes a minimum account level, patch-dependent). Some events also require:
- completing a prerequisite map/Act,
- reaching a minimum unit level,
- or owning specific systems (traits, relics, evolutions) to access harder tiers.
Recommended readiness:
- One versatile carry that can handle both standard waves and boss pressure.
- A small bench of supports: one debuffer, one buffer, one control option if possible.
- At least one coverage option for common threats: AoE (swarms) and anti-air (flyers) if your event map spawns them.
Events are often designed to be playable by mid-game players, but the highest tiers usually assume you understand roles and multipliers.
Gameplay Rules & Event Types
Events vary by patch, but most fall into a few repeatable categories. The fastest way to succeed is to identify which category your current event belongs to.
1) Limited-Time Story / Special Map
A temporary map with a fixed wave set and a final boss. Think “Story Mode, but seasonal.”
- Predictable wave length
- Clear rewards and milestones
- Often has a “Hard” tier for better drops
Best approach: stable opener + one carry + support chain.
2) Modifier Event (Mutators)
The event adds one or more mutators:
- increased enemy HP/speed,
- unit restrictions,
- no selling,
- reduced starting cash,
- unique buff/debuff rules.
Best approach: read modifiers first; build around the harshest constraint.
3) Point/Token Grind (Event Currency Shop)
You earn event currency from clears and spend it in a limited shop.
- Repeating a consistent run often beats pushing the hardest tier
- Efficiency is “tokens per minute,” not “highest possible wave”
Best approach: choose a farm tier you can clear with high success and low micro.
4) Boss-Focused Event (Mini-Raid)
A seasonal boss with phase mechanics or adds.
- Shorter fights, high punishment
- Often rewards burst timing and debuff uptime
Best approach: carry + debuff + control + add clear.
5) Time Attack / Speed Clear
Rewards are tied to clear time or score.
- Economy may be weaker
- Early spikes matter more than late scaling
Best approach: skip slow ramp, optimize for early carry power and burst windows.
Rewards
Event rewards are usually designed to feel “worth your time,” but only if you farm efficiently. Common reward structures include:
- Event currency shops (materials, tokens, cosmetics, evolution items)
- Milestone tracks (clear X times, reach Y difficulty, no leaks)
- Limited items tied to the season
Best for
- High-value limited rewards that can’t be farmed elsewhere.
- Efficient progression bursts (if the shop contains core materials).
- Testing new builds when the event changes the meta.
Not ideal for
- Long-session unit EXP grinding (Endless remains better).
- Farming without a plan (events punish wasted runs because the time window is limited).
Difficulty & Tier Selection
Most events have multiple difficulties or tiers. Your goal is to pick the tier that maximizes expected value:
Expected value = (rewards per clear × clear success rate) / time per run
Practical guidance:
- If you fail more than 1 out of 5 runs, drop a tier.
- If you can clear a tier with near-AFK stability, it often beats a harder tier that requires constant micro.
- Only push the top tier when you already have a stable farm tier locked in.
Avoid assuming exact reward tables unless your dataset confirms them. If you don’t have verified rewards, measure with your own runs and track “tokens per minute.”
Strategy
Step 1: Read the Event Rules (Do this first)
Before placing anything, identify:
- unit bans or restrictions,
- economy changes,
- selling rules,
- enemy buffs (speed, shields, resistances),
- special win conditions (time limit, score, no leaks).
Most event failures come from ignoring one key rule.
Step 2: Build a Stable Opener
Events often start fast to punish slow setups.
- Use one efficient early unit and upgrade it instead of spamming placements.
- If selling is disabled, place where the tower stays useful later.
- If the event is short or time-based, skip economy units that delay your first power spike.
Step 3: Choose a Win Condition Plan
Pick one of these plans based on the event type:
Plan A: Consistent Clear (Farming)
- One carry upgraded to key breakpoint
- Debuffer for boss pressure
- Enough coverage to prevent leaks
- Cash reserve for emergencies
Plan B: Time Attack
- Earlier carry spike
- Minimal supports (only those that increase speed/TTK meaningfully)
- Prioritize burst windows over slow scaling
Plan C: Boss Survival
- Carry + debuff + control
- Add clear if the boss spawns waves
- Burst only when boss is exposed (avoid shields/invulnerability)
Step 4: Mid-Run Pivot
Many events have a pivot point:
- Enemy speed suddenly increases
- Air waves start
- Boss phases begin
- Spawn density ramps
Save money for this pivot and react intentionally:
- leaking to speed → add control
- leaking to swarms → add AoE clear
- boss too slow → improve debuff uptime and buff coverage before adding random DPS
Step 5: Optimize for Repeatability
If your goal is rewards, repeatability matters more than peak.
- Lock in a “safe tier” and run it repeatedly.
- Avoid “greedy” openers that wipe if RNG differs slightly.
- If co-op, assign roles instead of duplicating carries.
Team Building
New Player Loadout (4 Slots)
A general-purpose event lineup:
-
Main Carry
- Reliable uptime and strong mid-run scaling.
-
Debuffer
- Makes bosses and tank waves manageable even with average DPS.
-
Coverage
- AoE for swarms or anti-air for flyers, depending on the event.
-
Flex Utility
- Control if enemies are fast,
- Buffer if your carry is already strong,
- Second coverage if the event has mixed threats.
Principle: carry + debuff + coverage + one utility.
Advanced Player Blueprint (6 Slots)
A stable “event farm” framework:
- Main carry
- Secondary DPS (AoE or burst)
- Debuffer
- Buffer
- Control
- Flex tech slot (extra debuff, shield break, map-specific coverage)
In low-unit-cap events, supports become even more valuable: a good buffer/debuffer can add more effective damage than another tower.
Common Mistakes and Fixes
-
Mistake: Entering events without reading modifiers
- Fix: read rules first; build around the harshest constraint.
-
Mistake: Farming the highest tier with low success rate
- Fix: farm a lower tier with high consistency; expected value improves.
-
Mistake: Overbuilding economy in short events
- Fix: prioritize early carry upgrades and burst.
-
Mistake: No plan for air or swarms
- Fix: always bring at least one coverage slot when the map can spawn those threats.
-
Mistake: Bursting at the wrong time
- Fix: burst when debuffs are active and the boss is in your best kill zone; don’t waste ultimates into phases.
Advanced Optimization Tips
- Track “tokens per minute” for each tier over 10 runs, not 1 run.
- Save two preset builds: one for “economy-friendly” events and one for “time-pressure” events.
- Use co-op intentionally: one player runs buffer/debuffer/control while the other runs carry + coverage.
- If selling is disabled, build for long-term usefulness and avoid “temporary” towers.
Calculator Shortcuts
Events are where calculators save the most time because rules change frequently:
- DPS Calculator: compare carries and trait/relic swaps quickly.
- Upgrade Planner: find the cheapest path to beat early waves under modified economy.
- Mode Fit: model boss HP/time pressure with manual inputs for the current event.
- Team Validator: confirm you still have role coverage under restrictions.
FAQ
Q1: Should I always push the hardest event tier?
No. Farm the tier with the best expected value: high success rate and fast clears.
Q2: Why do my “meta units” feel weak in events?
Modifiers often change uptime and efficiency. A unit that dominates standard modes can be nerfed by restrictions, resistances, or time pressure.
Q3: What’s the most valuable support in events?
A debuffer, then control. Events frequently spike boss/tank pressure or enemy speed.
Q4: Why does calculator DPS differ from event runs?
Events add modifiers, range downtime, target switching, and imperfect buff uptime. Use calculators for comparisons and planning.