Which units to build
You unlock far more units than you can afford to level. The scarce resource is cards, and cards are tied to one specific unit, so every card you collect is a small bet on that unit. Choosing where those bets go is the core progression decision.
The card bottleneck
Maxing a unit costs roughly the same no matter its rarity: about 43,600 to
43,823 of its cards, plus around 450.10KΒ
in
Coins. Rarity does not change the total, only the shape of the climb and how
often the cards drop. That means two things:
- Spreading cards thin gets you nowhere. A little on everything leaves every unit weak. Commit to a small core and level those.
- Rarer is not automatically better. A maxed Common beats a barely-leveled Legendary. Play what you have leveled, not what looks shiny.
See the full cost curves for the exact numbers.
Build a mix of roles
Every unit is one of three roles. A roster that is all one role has an obvious hole. Aim to level at least one of each: Tacticians, Demolishers, Slayers.
| Role | What it is good at |
|---|---|
| Tacticians | They gain stronger effects from power-ups. Accurate and versatile. Flexible in any fight. |
| Demolishers | Excel at destroying the enemy castle, but struggle against units. |
| Slayers | Excel at defeating enemy units, but are less effective at destruction. |
A Demolisher ends games by breaking the castle; a Slayer keeps you alive by clearing their units; a Tactician scales hardest with power-ups. You want an answer to each situation, not five answers to one.
Match the ability to the job
Beyond role, units differ by what their shot actually does: piercing deep, scattering across the whole castle, healing your side, or disrupting theirs. The roster lists every unit’s ability. When you are stuck on a matchup, the fix is usually a different ability, not a higher level on the unit that keeps losing.