All Universal Tower Defense Z Units
All 115 units, sorted A to Z, each with its own page. Search by unit name, by the character it parodies, or by element, and filter by tier, role or Synchro.
Browse every unit
Searching Spider-Man finds Human Spider. The game parodies its characters rather than licensing them, so the original name is usually the fastest way in.
How to read a unit card
Five fields, and they are not equally load-bearing.
The tier badge is the loudest thing on a card and the least useful on its own. It says a unit clears content at the level its band implies. It does not say the unit fits your team, can be placed on your map, or is a better use of shards than the one you already own.
The role is the field people skip and then regret. Ground DPS goes on ground tiles, Hill DPS goes on the raised spots, and Hybrid can take either. We list 49 ground units and 16 hill units, which means a team assembled purely from the top of a tier list can end up with five units competing for the same handful of tiles. Support and Farm are their own thing again: a Farm unit is there to generate resources, and judging it on damage is like judging a shovel on how well it cuts bread.
The element is real data and it is worth acting on, because the game runs an element advantage chart. The monogram is not real data. It is a placeholder letter on a coloured tile, and it stays a placeholder rather than becoming a screenshot we have no rights to and did not take.
| Tier | Units | What the band means in practice |
|---|---|---|
| S+ | 19 | Carries a team through current content. The band worth spending an evolution chain on. |
| S | 37 | Clears everything without carrying. Most accounts are built from this band, not from S+. |
| A | 19 | Perfectly playable, and the band where placement and element matter more than the badge. |
| B | 19 | Filler that works while you wait for something better. Do not sink shards here. |
| C | 12 | Early-account only. Replace as soon as you have a reason to. |
| D | 8 | Outclassed. Kept on the site because you will pull them and want to know. |
Rarity is not the bracket
The single most common mistake in the guides written about this game.
A unit name like Ice Queen (White Haze) has two separate things going on, and nearly every site treats them as one. The bracket is the evolution stage. It tells you which form of the unit you are looking at, and getting from one form to the next costs materials.
Rarity is a different property entirely. The game tracks it separately, and it describes how hard a unit is to obtain rather than how far along its evolution chain it has travelled. A unit can be a high rarity sitting at its base evolution, or a lower rarity fully evolved, and those two units are not remotely the same investment.
The rarity values are published, and it is worth showing our working. Pro Game Guides' UTDX unlock and evolution table has a column headed Rarity / Unit, and 6 distinct values appear in it: Mythic, Legendary, Epic, Rare, Secret, Exclusive. Mythic dominates the column, Epic and Rare are the thinnest, and a handful of rows read "Rarity TBA". Mythic has a second source behind it as well: the live code WeLoveUTDZ! pays out "12 Mythic Etherealization Shards" according to four independent trackers.
Why it matters when money is involved: if you read (Unrivaled) as "this is the rare one", you will chase pulls when what you actually needed was evolution material for a unit already in your box. Those are different currencies and different grinds.
Not verified yet. Which rarity each unit carries. The 6 values above are sourced from Pro Game Guides' rarity column, but we have not transcribed that column row by row across our 115 unit cards, so there is no rarity on them. A field filled in for some units and blank for the rest would imply we had checked all of them. The gap is in our transcription, not in the source, and it closes when we do the whole column.
The seven elements
Real data, and the cheapest fix available when a wave keeps beating you.
Fire, Water, Wind, Ice, Rose, Light and Dark. Every unit in the game carries one, the game runs an advantage chart between them, and this is the field most likely to explain why a team that looks correct on paper keeps failing a specific wave. If your six units are stacked into two elements, you have a coverage problem that no amount of levelling fixes.
1 unit in our list still reads Unknown, because the sources we cross-check disagree on it and we would rather show a gap than pick a side. Elements are filterable on the tier list, and the Team Builder shows your coverage as you place units. For a slot-specific answer, use the Best Units by Role picker.
Not verified yet. We publish which element each unit is, because the guides we cross-check publish it. We do not publish the advantage grid itself, meaning the exact multiplier Fire gets against Wind and so on. The chart exists in game, no source we trust has put the whole of it in print, and a plausible-looking matchup table is the easiest thing on earth to invent and the most expensive thing to act on. It goes up when somebody credible publishes it.
Synchro
Update 2.5's mechanic, not 4.0's. 7 sourced pairings, and a lot of invented result names.
| Pair | Kind | Resulting unit | Source |
|---|---|---|---|
| Jane Juliet (Larper) + Mimicry Sorcerer (Cursed Love) | Synchro Clash | Both towers stay on the board | Deltia's Gaming |
| Pirate King (Voyage) + Quake Warlord (Destroyer) | Synchro Clash | Both towers stay on the board | Pro Game Guides |
| Revolutionary Chief (Emperor) + Spade (Donut) | Synchro Drive | Both towers stay on the board | Pro Game Guides |
| Nutaru (Beast) + Ancient Shinobi (Reawakened) | Synchro Drive | Both towers stay on the board | Pro Game Guides |
| Human Spider (Responsible) + Symbiotic Alien (Apex) | Synchro Merge | Documented, but the source does not name it | Pro Game Guides |
| Human Spider (Responsible) + Iron Billionaire (Genius) | Synchro Merge | Documented, but the source does not name it | Pro Game Guides |
| Super Goku (Third Ascension) + Limit Breaker Prince (Marked) | Synchro Merge | Vegito Super | Pro Game Guides |
Start with the vocabulary, because ours used to be wrong. There is no "Fuse" in this game; that word was our invention and it is gone. Pro Game Guides uses three: a Synchro Clash, a Synchro Drive, and a merge. In a Clash or a Drive both towers stay on the board. A Merge does produce a single unit from two, and it is the merges that everybody else invents names for. Deltia's Gaming has the one dedicated Synchro guide in the independent coverage, and it dates the Clash to Update 2.5 — well before the 4.0 rename that most lists credit it to.
A Clash fires on its own once four conditions hold at the same time:
- 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.
That "equally upgraded" line is the one people miss. Two towers in range of each other do nothing at all if one of them is levelled ahead of the other, which is the likeliest reason a clash you were expecting never went off.
Two clashes have numbers attached. Deltia's gives Mimicry Sorcerer (Cursed Love) + Jane Juliet (Larper) as 500% of the average damage between the two units, on a 60 seconds cooldown, with a Water (Ground) attack type. Pro Game Guides gives Pirate King (Voyage) + Quake Warlord (Destroyer) as hits the entire map for massive averaged damage, on a 300 seconds cooldown. Those are their figures, attributed rather than blended, and we are repeating them rather than confirming them. For the Drives and the Merges, no damage figure exists in any source we would cite, so we quote none.
On the merges, Pro Game Guides adds the one genuinely actionable line anybody has written about Synchro: both Synchros inherit Human Spider's Trait and stats, so his build directly affects their damage. He is half of 2 of the 3 merges, so if you are chasing either one, the investment goes into him.
What nobody has published
The section most roster pages leave out.
First, the thing that governs everything else here: we do not play this game. This site compiles what independent guides and code trackers publish — Pro Game Guides, Destructoid, Beebom, Try Hard Guides, Deltia's Gaming — and names them, so that every claim on it can be walked back to a page you can read yourself. Nothing here was seen, timed or redeemed by us.
Which is why there is no stat block anywhere on this site. No damage figures, no range values, no deploy costs, no upgrade curves, no summon rates. The game does not publish them, no third party has measured them in a way we can check, and inventing them is the one thing that would make this site worse than the wikis it is competing with.
Roles are stated for most of the roster and missing on a handful, where our sources list a unit without one. The 5 roles are Ground DPS, Hill DPS, Hybrid DPS, Support, Farm. Where the field is blank it reads Unknown, and a Ground or Hill guess on a unit you are about to build is exactly the kind of guess that costs somebody a map.
Update 4.0 membership is a third case. Our newIn40 flag is anchored against a pre-4.0 baseline from May 2026, so a unit that existed before the patch and merely gained a new top-end evolution reads false rather than true. For a few units we cannot establish it either way, and those say so rather than picking the more flattering answer.
Last updated 2026-07-14 · Compiled from published guides, reviewed 14 July 2026