The systems that decide your damage

TL;DR

Universal Tower Defense Z stacks three upgrade layers on every unit, and they run in a fixed order: Level, then Etherealize, then Evolve. Traits and Relics sit beside that stack and are rerolled with their own tokens. Synchro, whose Clash arrived in Update 2.5, pays you for putting two specific units on the field together.

The thing most guides get wrong: rarity and evolution are two different fields. The word in brackets after a unit name, Ascension, Unrivaled, Phantom, Apex, Genius, is its evolution stage. Rarity is a separate property with its own column in Pro Game Guides' unlock and evolution table, and 6 values appear in it: Mythic, Legendary, Epic, Rare, Secret, Exclusive. A unit has both. Guides file them in one column, sort the evolution labels into a rarity ladder, and every recommendation built on that is resting on nothing.

The three-layer stack

One unit, three upgrades, each one doing a different job.

Every unit you pull is a base version of itself. It has a level, it has whatever traits and relics rolled onto it, and it has a name with no bracket after it. Three separate systems change that unit, and it helps to know what each one is actually for before you spend anything.

Level is the XP layer. Units gain XP by being placed in runs and surviving them, so levelling is a by-product of playing the modes you were going to play anyway. It costs no premium currency. This matters more than it sounds, because it makes levelling the only free layer in the game, and free layers should always be exhausted first.

Etherealize consumes Etherealization Shards. It is the paid power layer, the one where a unit stops being a body on the board and starts carrying a wave. Shards do not come back. There is no refund, no unequip, no way to strip an etherealized unit and get the material out. Everything about how you should approach this system follows from that single fact.

Evolve is the transformation. It turns a unit into a new named variant with new art, and that variant name is what shows up in brackets on tier lists. Evolving is the top of the stack, not a shortcut around it.

LayerWhat it consumesWhat it changesReversible
LevelXP from runs, no currencyRaw stat growth on the unit you already haveNot applicable, you never lose it
EtherealizeEtherealization ShardsA power step above what levelling alone reachesNo. Shards spent are spent
EvolveEvolution materials, per unitTransforms the unit into a new named variant, new art, new kitNo

Not verified yet. The exact shard cost per etherealize step, and the material list for a single evolution. No source we trust publishes either, and the sites that print them do not say where the numbers came from. We would rather leave the two tables out than copy figures with nothing behind them.

Why the order is not optional

You can technically do these in any sequence. You will regret two of the six.

Community consensus, and it is unusually consistent for a Roblox tower defense community, is level before you reroll heavily and level before you etherealize. The reasoning is not mystical. Levelling is free and reversible in the only sense that matters, which is that it never punishes you. Everything else in the stack is a one-way door.

The failure case looks like this. A player pulls a unit that is sitting high on a tier list, immediately dumps shards into it, spends forty trait rerolls chasing a good roll, and then finds out two days later that the unit is a specialist they cannot fit into their team. The shards are gone. The tokens are gone. The unit is on the bench. Meanwhile the unit they actually field every run is still sitting at a level they never bothered to push, and that unit is the one failing the wave.

A workable rule: a unit earns your shards by surviving your rotation for a week, not by surviving a tier list. Play it, level it, watch whether you keep picking it when you are not thinking about it. That is the unit worth investing in.

The second half of the ordering rule is that Evolve comes last. Evolving does not skip the levelling requirement and it does not refund the etherealize step. It is the capstone. Players who read the bracket labels as rarity tiers sometimes reach for Evolve first, expecting it to promote a unit into a better rarity. It does not touch rarity at all. Rarity is a separate, fixed property. What Evolve changes is the evolution stage, and that stage is what gates a Synchro pairing, which is a much better reason to care about it.

Rarity and evolution are different fields

This is the single most repeated error in Universal Tower Defense Z coverage.

A unit carries two descriptors, and guides routinely mash them into one column.

  • Evolution stage. The bracket after the name. Human Spider (Responsible). Symbiotic Alien (Apex). Iron Billionaire (Genius). It tells you which version of that character you are holding, and it is something you do to a unit through the Evolve system.
  • Rarity. A separate property, fixed by what the unit is rather than by anything you do to it. Pro Game Guides' UTDX unlock and evolution table carries a rarity column, and 6 values appear in it: Mythic, Legendary, Epic, Rare, Secret, Exclusive. Mythic is the most common of the six by a distance; Epic and Rare are the thinnest. Some rows in that table read "Rarity TBA", which is the table admitting it does not know yet.

So Ascension is not a rarity and Mythic is not an evolution. When a guide writes that Ascension is the highest rarity, it has taken a word from one field and filed it under the other, and the summoning and shard advice built on top of that is unsound.

This is not pedantry. It has teeth. Every Synchro pairing our sources document names a specific evolution stage on each side, Mimicry Sorcerer (Cursed Love) and Jane Juliet (Larper) among them, so a player who reads brackets as rarity has no reason to care which version of a unit they are holding, and walks straight past the pairing. The Evolve page pulls the two fields apart properly, including every bracket label that actually appears on the roster.

Rerolls sit outside the stack

Traits and Relics are not a fourth upgrade tier. They are a slot machine attached to the unit.

Traits and Relics both roll onto a unit and both can be rerolled, but they draw on separate token stocks. Traits use Trait Rerolls. The stat side uses Stat Rerolls, also called Relic Rerolls depending on where you read it. Running dry on one does not lock you out of the other, which is the single most useful thing to know about them, because it means you can keep working on a unit even when one token type is at zero.

The trap in both systems is the same and it is psychological rather than mechanical. Rerolling is fast, it is satisfying, and there is always one more roll. Set a budget before you open the panel. If you cannot say out loud how many tokens you are willing to spend on this unit right now, you are not rerolling, you are gambling with a currency you will want back later.

Synchro: Clash, Drive and Merge

7 sourced pairings, three kinds, and one combo you never press a button for.

Synchro Clash shipped in Update 2.5, not in 4.0, and the distinction is worth holding on to because a lot of coverage bundles it in with the 4.0 rename. It is a team-composition system rather than an upgrade system, which is why it sits apart from the three-layer stack, and it is the only power increase in the game that costs no currency at all.

Our sources use three words for it, and they are not interchangeable. Pro Game Guides distinguishes a Synchro Clash from a Synchro Drive, and separately describes units merging into a new one. In a Clash and a Drive both units stay on the board and fire together; a Merge produces a single unit. Between Pro Game Guides and Deltia's Gaming there are 7 sourced pairings: 2 Clashes, 2 Drives and 3 Merges.

Both sources set out the same four conditions for a Clash, which makes this the best-corroborated thing on the site:

  • Both units must be placed on the same field.
  • They must be within each other’s attack range.
  • Both must be fully upgraded, or at least upgraded equally.
  • The clash then fires automatically, with no button to press.

Two Clashes come with published numbers. Jane Juliet (Larper) with Mimicry Sorcerer (Cursed Love), per Deltia's Gaming: 500% of the average damage between the two units, on a 60 seconds cooldown, as a Water (Ground) attack. Pirate King (Voyage) with Quake Warlord (Destroyer), per Pro Game Guides: hits the entire map for massive averaged damage, on a 300 seconds cooldown. The cooldowns differ by a factor of five, which is exactly why we attribute each one rather than averaging them.

The Merges are the part people get wrong. Pro Game Guides names the pairs but names the resulting unit for only 1 of them, Super Goku (Third Ascension) with Limit Breaker Prince (Marked) producing Vegito Super. The others produce something the sources do not name, so neither do we. Every pairing, with its kind and its source, is on the Synchro page.

The currency map

Seven currencies doing three jobs.

CurrencyJobNotes
GemsSummoningThe main pull currency. Codes and quests refill it.
Universal GemsSummoning, separate stockDistinct from Gems. The name collision catches people out.
GoldIn-run economyEarned and spent inside a match to place and upgrade towers. Does not persist.
ZenyProgression currencyConfirmed to exist. We have not mapped every sink.
Etherealization ShardsEtherealizeThe real bottleneck. Spending is permanent.
Event fragmentsEvent shopsBurning, Frozen and Summer fragments have all appeared. Tied to the event that issued them.
Raid currencyRaid shopRaids run their own currency and their own shop.

The full breakdown, including which of these you should stop hoarding, is on the currencies page.

What we have not verified

Written down on purpose, because a stated gap beats an invented number.

Not verified yet. The pity counter. A 100 to 400 Mythic pity circulates widely. Mythic is a rarity we can source, so the phrase is coherent, but not one source that prints the number says where it came from. No developer statement, no in-game counter, no pull log. We will not print it as a fact until one of those appears.

Not verified yet. Which rarity each individual unit carries. The 6 rarity values are sourced and printed above, from Pro Game Guides' unlock table, but we have not transcribed that column row by row onto our own roster. A half-filled rarity field would imply we had checked every unit when we had checked some, so there is no rarity on our unit pages until we do the whole column.

Not verified yet. Shard costs per etherealize step, evolution material lists, the full trait table with its roll weights, and the relic stat ranges. All of these exist in the game. None of them are published anywhere we could reach with a source we trust, and the sites that print them do not say where they came from.

Not verified yet. The names of the units that 2 of the 3 Merges produce. Pro Game Guides documents the pairings but names only one result, Vegito Super. An earlier version of this site printed invented names for the rest. They are gone, and we are not replacing them with guesses.

Last updated 2026-07-14 · Compiled from published guides, reviewed 14 July 2026

Questions players actually ask

What order should I upgrade a unit in?
Level first, then Etherealize, then Evolve. Levelling is the cheap layer and it costs you nothing but time in runs, so it is the one you should always max before you start spending Etherealization Shards. Community consensus is the same, and it exists because people who rerolled and etherealized a low-level unit found the unit still could not clear the wave they were stuck on.
Is Ascension a rarity in Universal Tower Defense Z?
No, and this is the error that runs through nearly every guide for this game. Ascension is an evolution stage, the bracket label a unit carries after it evolves. Rarity is a separate property with its own column in Pro Game Guides' unlock and evolution table, and 6 values appear in it: Mythic, Legendary, Epic, Rare, Secret, Exclusive. A unit has both a rarity and an evolution stage, and they tell you different things. What we have not done is transcribe that column unit by unit, so we do not show a rarity on individual unit pages.
Do Traits and Relics use the same reroll token?
No. Traits reroll with Trait Rerolls and the stat side rerolls with Stat or Relic Rerolls. They are separate stocks, so running out of one does not stop you working on the other.
Is Synchro worth building a team around?
It is the only power increase in the game that costs no currency, so yes, within limits. Synchro Clash arrived in Update 2.5. Between Deltia's Gaming and Pro Game Guides there are 7 sourced pairings, in three kinds: 2 Clashes, 2 Drives and 3 Merges. A Clash needs both units on the same field, in range of each other, equally or fully upgraded, and then it fires by itself. The Jane Juliet (Larper) and Mimicry Sorcerer (Cursed Love) clash does 500% of the average damage between the two units, on a 60 seconds cooldown, as a Water (Ground) attack. The Pirate King (Voyage) and Quake Warlord (Destroyer) clash hits the entire map for massive averaged damage, on a 300 seconds cooldown.
Which currency should I stop wasting?
Etherealization Shards. Gems come back from codes, quests and events, and Gold resets every run anyway. Shards are the one resource where a bad decision on a unit you later bench is genuinely gone.