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 that way until we have our own in-game captures rather than somebody else's screenshots.
| 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, with values including Mythic, Legendary, Epic, Secret, Exclusive. It describes how hard the unit is to obtain, not 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.
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. We have confirmed the rarity field exists, and we have not yet mapped it to every unit, so there is no rarity column on this site. An all-null column would imply we looked and found nothing, when the truth is that we have not finished looking. What would close it: the in-game unit index, which shows a rarity against each entry, captured and cross-checked against the summon pool listing.
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.
Not verified yet. We publish which element each unit is. We do not yet publish the advantage grid itself, meaning the exact multiplier Fire gets against Wind and so on. The chart exists in game, we have not captured it in a form we can stand behind, 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 we have photographed it.
Fuse and Clash
Update 4.0's headline mechanic. Nine pairs, and two kinds that behave nothing alike.
| Kind | Pair | What happens |
|---|---|---|
| Fuse | Human Spider (Responsible) + Symbiotic Alien (Apex) | Both merge into Symbiote Spider. You end up with one tower, not two. |
| Fuse | Human Spider (Responsible) + Iron Billionaire (Genius) | Both merge into Mechanical Spider. You end up with one tower, not two. |
| Fuse | Nutaru (Beast) + Ancient Shinobi (Reawakened) | Both merge into Unparalleled Armor. You end up with one tower, not two. |
| Fuse | Nutaru (Beast) + Sasku (Great War) | Both merge into Majestic Armor. You end up with one tower, not two. |
| Fuse | Underworld God (Death) + Water God (Primordial) | Both merge into Underworld God (Synchro). You end up with one tower, not two. |
| Clash | Pirate King (Voyage) + Quake Warlord (Destroyer) | Both stay on the board and trigger a combo attack while both are in range. |
| Clash | Jane Juliet (Larper) + Mimicry Sorcerer (Cursed Love) | Both stay on the board and trigger a combo attack while both are in range. |
| Fuse | Super Goku (Third Ascension) + Limit Breaker Prince (Marked) | Both merge into Fused Warrior (Super). You end up with one tower, not two. |
| Fuse | Revolutionary (Chief Emperor) + Spade (Donut) | Both merge into Revolutionary Chief (Spade). You end up with one tower, not two. |
The distinction is the whole thing. A Fuse costs you a body: two towers become one, so the pair has to be worth more than the two units were separately plus whatever you would have put in the freed slot. A Clash costs you nothing except keeping both units in range of each other, which is a placement problem rather than a roster one.
What we do not have is the numbers. Neither the fused unit's stats nor the size of a Clash combo is published anywhere we can point at, and we have not measured them ourselves, so this site tells you the pairs exist and what kind they are, and stops there.
What we have not confirmed
The section most roster pages leave out.
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 · Roster cross-checked against the post-4.0 community lists