Beginner Progression
1. 2.1 LDCloud Beginner Guide — General Leveling Strategy
Starting Strong — Early Progress New/returning players should prioritize NPC events in the lobby over jumping straight into Story Mode, since events grant powerful units, special currencies, and time-limited rewards. Example events cited: the "Esganor Summer Event" (clearing it can earn a powerful early/mid-game carry unit) and "Act 9" (AFK-farmable for shards, currency, new units, and equipment).
The Leveling Loop Once a beginner carry unit is obtained (Goku, Luffy, or Ichigo were given as generic examples), repeat this loop:
- Enter a stage with short waves.
- Place a single carry unit.
- Upgrade it a few times.
- Restart after wave 10.
This works because rewards are tied to completed runs, not playtime — fast resets mean faster XP, Gems, Gold, and equipment accumulation.
Carry Unit Selection Criteria The best early units reportedly share three traits:
- Strong AoE damage early on.
- Easy upgrades without complex setups.
- Ability to solo the first 10 waves alone.
Named examples of low-maintenance early tanks/carries: Newsman, Kizaru, Weatherman.
Random Events — Griffith's Eclipse Enabling "Random Stage Event" in settings can trigger Griffith's Eclipse on any stage from wave 1–10. When it triggers, remove all units from the field and let the event finish to claim rewards and unlock Griffith (comes with an egg that evolves via his special ability plus sacrificing extra units). Two Griffith units can be combined into a Struggler Mythic, a strong mid-game unit. Running the leveling loop repeatedly naturally triggers more Eclipse events.
Summoning Exclusives / Team Building Once beginner units cap out, exclusive banners offer stronger units with utility (multi-hit, shields, crowd control). Newsman was again cited as a strong general support pull. By this stage, players should have at least two farming units, since late-game upgrades get expensive.
2. 2.2 AnimeVanguards.today — "The Ultimate Beginner Guide" (post-tutorial starter path)
This article is built around a different starter kit than LDCloud's: after the tutorial you receive Nami and Zoro (not Goku/Luffy/Ichigo).
Step 1 — Evolve Zoro: A free tutorial hat lets you evolve Zoro instantly at $600 placement cost. His second evolution requires more grinding but is worth it.
Step 2 — Evolve Nami: Requires essence stones, farmable from Legend Stage 3, or via active codes (multiple codes reportedly grant free essence stones, rainbow stones, and rerolls).
Step 3 — Claim Code Freebies (example table from one specific patch):
| Code Reward | Quantity | Requirement |
|---|---|---|
| Rainbow Essence | 5 | None |
| Rituals (each type) | 50 | None |
| Memorialas | 50 | None |
| Regular Rerolls | 50 | Level 30 |
Spring Event Farming The "Spring Event" (described as active as of June 2026) is framed as the best early currency/reroll/mythic-unit farm:
- Enter with loadout: Treasury, Treasury, Make It Rain, Setup.
- Skip 5 waves quickly.
- Restart immediately — don't play to the end.
- Claim tier rewards from the Spring panel.
- Repeat to Tier 50.
The event supplies its own units (your roster strength doesn't matter). A 5–6 hour grind (often macroed) nets one of each spring mythic, "Night Guy" (a Vanguard Memorial unlocked at tier 50), 1M+ spring currency, and hundreds of rerolls. Spring currency can be spent summoning Moa, described as an overpowered beginner unit whose ability "Njutsu" maxes him out instantly on placement (downside: high cost, offset by Nami's income).
Leveling Loop (same core concept as LDCloud, restated): Enter a short-wave stage, place a single carry, upgrade a few times, restart at wave 10. Triggers Griffith's Eclipse randomly along the way.
Best Beginner Carry Table:
| Unit | Cost | AoE Strength | Evo Difficulty | Notes |
|---|---|---|---|---|
| Moa | High | Extreme | Low | Instant max with Njutsu |
| Zoro (Evolved) | $600 | High | Very Low | Free to evolve |
| Nami (Evolved) | $300 | Medium | Low | Best farming unit |
| Esganor (Event) | Varies | Very High | Medium | Obtainable from summer event |
| Gear 4 Luffy | Moderate | High | Medium | Good late-game pivot |
Team Building Priority: 1) Moa (DPS/wave clear), 2) Evolved Zoro (cheap backup), 3) Evolved Nami (cash), 4) Spring Mythics (fill remaining slots).
Avoid evolving Night Guy, Jeriah, or Toad Sage early — they have a passive ("Njutsu") that's lost on evolution, which is needed for managing them as unevolved boss-event units.
Gear 5 Luffy (Mid-Game Goal): Achievable in 2–3 days:
- Summon base Luffy mythic from banner.
- Evolve to Gear 4 using Firefoot, Skelly King, and evolved Nami.
- Complete the Gear 5 quest line (eased by Moa).
- Use Moa to solo the boss event.
| Step | Required Items | Sources |
|---|---|---|
| Gear 4 | Firefoot, Skelly King, Nami Evo | Story boss, farm |
| Gear 5 | Essence stones (50 each), greens (100) | Challenges, daily/weekly |
| Boss Event | Modder, Fruit Eater, Jeriah (unevolved) | Spring panel rewards |
Odyssey (Endgame Reroll Farm): Up to 1,000+ rerolls/day possible, plus Memorial shards and gems. Recommended runs: Ragna Odyssey (beginner-friendly), Esganor Odyssey (mid-tier), Yamamoto Odyssey (advanced but efficient). Odyssey requires manual play (no full AFK). Clear raid/dungeon shops weekly for bonus rerolls (e.g., new raid gives 200 rerolls, dungeon shop 100+).
3. 2.3 "Guide Noob to Pro" Variant (largely overlapping content, notable differences)
This article restates the Zoro/Nami start and leveling loop but adds:
- A Spring Event "Mike Guy" Mythic at tier 50 (note: conflicts with the other article's "Night Guy" name for the same tier-50 Vanguard Memorial reward — likely the same reward described inconsistently across articles).
- XP/Hour Method Comparison:
| Method | XP/Hour | Difficulty | Best For |
|---|---|---|---|
| Spring Event restart farm | Very high | Easy | Early levels + rerolls |
| Wave 10 story stages | High | Easy | Unit XP and Gold |
| Act 9 AFK farm | Medium | Easy | Shards and currency |
- Best Beginner Units (alternate cost table):
| Unit | Cost to Place | Usefulness | Ease of Evolution | Notes |
|---|---|---|---|---|
| Zoro (evolved) | $600 | Early-mid game carry | Very easy | Instant first evo |
| Nami (evolved) | $900 | Best farmer | Medium | Requires essence stones |
| Moa | $2,500+ | Endgame carry (with Nenjutsu) | Medium | Expensive but insane damage |
| Gear 5 Luffy | $1,800 | Top-tier meta | Hard (needs Gear 4 first) | Carries all content |
(Note: this table's Nami cost, $900, conflicts with the $300 figure in the other beginner article.)
- Boss Event Strategy: Bring Moa, Fruit Eater (slow), Jeriyah (extra slow), plus support units. Do NOT equip Night Guy — "not useful here." Moa's nuke one-shots bosses.
- Endgame Reroll Sources:
| Mode | Rerolls per run | Time per run | Notes |
|---|---|---|---|
| Odyssey (Ragna/Esganor) | ~100–200 | 20–30 min | Manual, highest yield |
| Raid shops (new raid) | 200 rerolls/purchase | Weekly reset | Use tokens |
| Boss event weekly | 40 rerolls | 10 min | Fast but low quantity |
Other shops: Dungeon shop (Ichigo dungeon) — 100 trait rerolls + essence stones; Jinmu shop — 100 rerolls (resets sometimes); half-hour Challenges — 2 essence stones each (4 on 2x weekends).
Community
1. 11.1 Joining the Official Discord
Benefits:
| Benefit | Description |
|---|---|
| Update announcements | Patch notes/sneak peeks posted before anywhere else |
| Trading channels | Dedicated channels for finding specific units/items |
| Giveaways & contests | Official community events with exclusive rewards |
| Direct developer Q&A | Scheduled dev Q&A sessions |
| Community guides | Shared strategies/tier lists/builds from veterans |
| Reporting & support | Direct bug/cheater reporting to moderators |
Join Steps: open Discord → click "+" (Add a Server) → "Join a Server" → enter invite code (case-sensitive; check the official Roblox game description for the current link) → click "Join" → read welcome-screen rules/questions → click "Finish."
Verification Process: locate #verify/#verification channel → follow bot prompts (button click, emoji react, or CAPTCHA) → wait for automatic "Member" role assignment → review #rules again. Verification typically takes under a minute; if the bot doesn't respond, re-enter the channel or try !verify.
Common Server Rules: no toxicity/harassment; no external Discord links/server promotion; trade only in designated channels; follow Roblox ToS (no real-money buying/selling); no begging for free units/boosts.
Useful Channels:
- Text:
#general-chat,#updates(read-only),#trading,#team-recruitment,#guides-and-tips. - Voice: General Voice, Trading VC, Raid Lobby.
Troubleshooting:
| Issue | Solution |
|---|---|
| Invite code invalid | Visit the official Roblox game page for the current link (invites rotate/expire) |
| Verification bot not responding | Wait 30s and retry; mention @Moderator or check pinned messages |
| "No permission" after joining | Complete verification via #verify |
| Account age too new | Some servers require a Discord account 7+ days old |
| Cannot see voice channels | Add a verified phone number to your Discord account |
2. 11.2 "Official Tier List" / Performance Guide (Community-Authored, Overlaps with Section 5.2)
This community article explicitly factors lag risk into its tier rankings, distinct from a pure-damage official list.
| Tier | Unit Example | Raw Power | Lag Risk | Recommended |
|---|---|---|---|---|
| S | Yamamoto | ★★★★★ | High | Use with caution |
| A | Esenor | ★★★★ | Medium | Use with VFX off |
| B | Igros | ★★★ | Low | Safe for late waves |
| C | Vanguard Warrior | ★★ | Very Low | Safe for farming |
Repeats the VFX/Low-Detail/Health-Bar/Graphics-Auto optimization steps and the Yamamoto-avoidance guidance from Section 5.2/10.1/10.5, with a "Don't Stare at the Units" camera-positioning tip (~30% FPS gain reported by moving the camera to a map corner) and the same wave-reset thresholds. Adds alternative low-lag S-tier-power picks: Igros and Vanguard Warrior (B/C raw tier but stable through wave 120), recommended to pair with a single medium-lag S-tier unit like Esenor instead of Yamamoto if more damage is needed.
| Wave Range | Recommended Action | Expected FPS |
|---|---|---|
| 1–80 | Play freely | 90–120 |
| 80–100 | Monitor FPS | 60–90 |
| 100–110 | Consider reset | 40–60 |
| 110–120 | Reset immediately | <30 |
6-Step Lag-Free Run Process: pre-run settings check (VFX off, Low Detail on, Simplify Health Bars on, Graphics Auto) → mono-/limited high-lag squad building (avoid stacking 2 high-lag S-tiers) → fast clear early waves (1–60, no lag concerns) → monitor mid waves (60–100, enable "Limit Max Particles" if available) → stop deploying new units in late waves (100–120, only upgrade existing, camera angled away, reset at first stutter) → spend all currency before resetting.
3. 11.3 Player Count (2026 Snapshot)
Roblox doesn't publish official per-game live counts; estimates come from third-party trackers (RBXTracker, BloxStats cited) and community video evidence.
Estimated concurrent players: 3,500–5,000 during peak hours, spiking to 8,000 during limited-time events.
| Game | Estimated Daily Peak (2026) | Primary Activity |
|---|---|---|
| Anime Vanguards | 4,500 – 8,000 | Shiny hunting, evolving |
| Anime Dimensions | 6,000 – 10,000 | Raids, trading |
| All Star Tower Defense | 12,000 – 18,000 | Tower defense, events |
| Project Slayers | 3,000 – 5,000 | PvP, quests |
What Drives Retention — The Shiny Hunt: shiny units have unique sparkle animations and extreme rarity; one player reportedly summoned ~2,500 times before pulling a shiny.
| Shiny Unit | Rarity | How to Obtain | Community Value |
|---|---|---|---|
| Rukia (Ice Queen) | Serialized | Summon, 2,500+ attempts reported | Extremely high |
| Diavolo | Shiny | Spirit Wisps event (limited) | "Most valuable unit" |
| Broly | Vanguard | Evolving Vegeta | Rare |
| Sun Jin Wu | First Vanguard | Evolution + summon | Historical significance |
| Canor | Shiny | Random pull | Very rare |
Discord Scale: the official Discord reportedly has 120,000+ members (only a fraction daily-active). Live summoning streams, giveaways, and an active trading economy keep engagement high.
Event-Driven Spikes:
| Event | Duration | Estimated Peak Player Count | Notable Unit |
|---|---|---|---|
| Spirit Wisps | 7 days | 15,000+ | Shiny Diavolo |
| Anniversary (2025) | 10 days | 12,000+ | Rukia Ice Queen |
| Regular Week | Ongoing | 4,500 – 5,000 | Evolving Broly |
| New Unit Drop | 2–3 days | 8,000 – 10,000 | Sun Jin Wu Vanguard |
Comparative Metrics:
| Metric | Anime Vanguards | All Star Tower Defense | Anime Dimensions |
|---|---|---|---|
| Monthly active users (est.) | 150,000 – 200,000 | 600,000+ | 400,000+ |
| Average session length | 45 minutes | 30 minutes | 35 minutes |
| Shiny/rare unit drop rate | ~0.5% | N/A (different system) | ~1% |
| Server count (Roblox) | 150 – 300 | 400 – 700 | 300 – 500 |
Takeaway per the source: a smaller but more dedicated/engaged player base than the genre's biggest titles.
4. 11.4 Reddit Community — Macro Culture & Whitebeard Grind
Focuses on the Reddit community's response to Whitebeard's token costs.
Token Cost:
| Item | Token Cost | Quantity Needed | Total Tokens |
|---|---|---|---|
| Whitebeard Unit | 600 | 1 | 600 |
| Evolution Item | 100 | 6 | 600 |
| Grand Total | 1,200 |
At ~100 tokens/hour of active play, that's a 12-hour grind. The community-popularized solution: use the free macro tool TinyTask to automate the relevant mode (referred to as "Treasure Battle" or similar) overnight.
Macro Prerequisites: TinyTask (free); Roblox in windowed mode (1080p or lower); overhead camera angle for consistent placement; VFX and damage indicators off; a unit capable of soloing waves 1–10.
Macro Recording Steps:
| Step | Action | Notes |
|---|---|---|
| 1 | Load into the mode (overhead view) | |
| 2 | Press "Record" in TinyTask | |
| 3 | Start the wave, place units near track start | Speeds wave clearance |
| 4 | At wave 9, handle the trait pop-up (wait ~10s, click middle option, click any unit) | Closes the menu |
| 5 | After wave 10–11, Settings → Restart Match | Don't wait for wave 20 |
| 6 | Stop recording, save with a descriptive name | |
| 7 | Enable Continuous Playback, set a hotkey (e.g., F6/F7) | |
| 8 | Start macro, check periodically |
Recommended max session length: 10 hours, to limit disconnect risk.
Common Pitfalls: trait pop-up timing drift if your unit clears waves faster/slower than expected; lag spikes (mitigate by lowering Roblox graphics to 1–2); matchmaking timeouts if the mode requires a party (solo-queue on a public server); no official statement from the developer on macro bans — proceed at your own discretion.
Macro vs. Manual Comparison:
| Factor | Macro (TinyTask) | Manual Grind |
|---|---|---|
| Time investment | Set up once, run overnight | All 12 hours active |
| Ban risk | Low but possible | None |
| Token per hour | ~100 (same as manual) | ~100 |
| Fatigue/burnout | None | High |
| Requires a good unit | Yes (wave 1–10 solo) | Also yes |
| Technical issues | Possible crashes/disconnects | None |
Common community-recommended hybrid: grind manually for the first ~400 tokens, then macro the remaining ~800 overnight.
Non-Macro Alternatives:
| Recommended Unit | Role | Wave Clear Speed |
|---|---|---|
| Ichigo (Kurosaki) | Melee DPS | Very fast up to wave 8 |
| Goku (Saiyan) | Ranged DPS | Fast if placed correctly |
| Luffy (Gear 4) | AoE | Excellent for grouped enemies |
| Whitebeard (once unlocked) | Tank/DPS | Can solo all waves |
Other tips: weekend events sometimes drop token-boost potions (a 2× boost for 1 hour can double the rate to 200/hour); party grinding with 2–4 players reportedly gives a ~10–15% token bonus; completing all 3 daily missions yields ~150–200 tokens/day (≈1,050–1,400/week — nearly Whitebeard's full cost without any macro use).
Ban Risk Disclosure: as of June 2026, no official developer statement on macro tools; Roblox's general ToS prohibits "automated gameplay" in most experiences; subreddit moderators allow macro discussion but advise caution (limit sessions to 8–10 hours, avoid macroing during active updates, consider an alt account for macro use if trading tokens to a main account is allowed).
Events & Updates
1. 10.1 Changelog — Summer Update 13.5 (FPS/Performance Patch)
Headline Changes:
| Change Category | Details from Changelog |
|---|---|
| Visual Effects (VFX) | Disabling VFX now prevents crashes; unit effects overhauled to reduce GPU load |
| Damage Over Time (DOT) | Optimized DOT calculations — less lag with multiple burning/poisoned enemies |
| Unit Summon Spam | Reduced performance drop from minion-spawning units (e.g., Yamamoto) |
| Map & Health Bars | Simplified health bar mode added; low-detail mode for zombies |
| General Performance | Improved graphics auto-setting; fixed memory leaks at wave 100+ |
Pre-13.5, players reported dropping to 10–20 FPS by wave 80; post-patch, many saw stable 60 FPS even with full teams, attributed to: (1) VFX overhaul (previously stacking particle effects caused frame drops — disabling VFX entirely now eliminates ~90% of the lag), (2) DOT batching (reduced CPU usage by up to 40%), (3) a summon cap per wave for Yamamoto-type units, (4) static health bars replacing dynamic rendering.
Optimization Steps:
| Step # | Action | Impact |
|---|---|---|
| 1 | Settings → Disable VFX | Prevents crashes, huge FPS boost |
| 2 | Enable Low Detail Mode | Reduces zombie texture quality |
| 3 | Enable Simplify Health Bars | Saves GPU on large groups |
| 4 | Graphics → Auto (not Lowest) | Balances visibility/performance |
| 5 | Avoid Yamamoto in your team | Removes biggest summon-spam source |
| 6 | Reset by wave 120 (or 100 if lag persists) | Prevents DOT lag buildup |
Community trick (not officially patch-noted): looking away from unit clusters reportedly improves FPS by 10–15% in late waves.
Unit Impact Table:
| Unit | FPS Impact | Recommended? |
|---|---|---|
| Yamamoto (Yava) | Severe — summons cause drops even post-patch | Avoid |
| Esenor | Moderate — large AoE effects | Use sparingly |
| Igris (Shadow) | Low — few particles | Safe |
| Jinwoo (Sung) | Low — minimal effects | Safe |
| Any DOT applier | Moderate — improved in 13.5 but still heavier | Use 1–2 max |
| Healers (AoE) | Low — clean animations | Safe |
Wave Management Strategy:
| Wave Range | Strategy | Why |
|---|---|---|
| 1–50 | Farm with any units | No lag issues |
| 50–100 | Start disabling VFX if not done | Prepare for late game |
| 100–115 | Reset if FPS drops below 30 | Save time & avoid crash |
| 115–120 | Use only low-impact units; avoid DOT | Maximum efficiency |
| 120+ | Hard reset recommended | Even top PCs struggle |
Additional Community Tips: disable floating damage numbers (reduces UI overhead); stick to default skins (event skins can add extra particle effects); never stack 2+ DOT units on the same enemy (doubles calculation load); leave/restart rather than continuing past the wave-100 prompt.
2. 10.2 Eternal Adversaries Event Guide
A limited-time crossover event (described as running June–July 2026 per the article) mixing anime-inspired heroes/villains in a tower-defense battleground. (Note: this article's content — tiered summon rarities, generic "Stage" evolutions, "elemental weaknesses" table — uses a noticeably more generic/templated framework than other AnimeVanguards.today articles and may not perfectly reflect actual in-game specifics; included here for completeness but flagged as lower-confidence.)
Summoning Tiers:
| Tier | Rarity | Example Units | Base Stats (Attack/HP) |
|---|---|---|---|
| Common | ⭐ | Starter Hero, Wind Swordsman | 50 / 200 |
| Rare | ⭐⭐ | Flame Sorceress, Shadow Ninja | 120 / 450 |
| Epic | ⭐⭐⭐ | Thunder God, Steel Guardian | 300 / 900 |
| Legendary | ⭐⭐⭐⭐ | Celestial Paladin, Void Assassin | 700 / 2000 |
Legendary drop rate cited at ~2%.
Evolution Stages:
| Evolution Stage | Required Level | Materials Needed | Stat Boost (approx.) |
|---|---|---|---|
| Base → Stage 1 | Level 10 | 500 Gold, 3 Essence Shards | +40% Attack |
| Stage 1 → Stage 2 | Level 25 | 1500 Gold, 5 Rare Crystals | +70% HP, new skill |
| Stage 2 → Stage 3 | Level 40 | 3000 Gold, 1 Legendary Core | +100% all stats, appearance evolves |
Game Modes:
| Mode Name | Players | Description | Best For |
|---|---|---|---|
| Story Mode | Solo | Fixed enemy spawns, narrative-driven | Farming XP/story rewards |
| Endless Wave | 1–2 | Infinite difficulty scaling | Leaderboard points |
| Boss Rush | 2–4 | Unique boss mechanics | Rare evolution materials |
| Limited Event Mode | 1–4 | Weekly-rotating modifiers (e.g., "Double Speed," "No Healing") | Exclusive event currency |
Strategy Tips: balanced team comp (≥1 tank + ≥1 healer/buffer alongside attackers); positioning at chokepoints/elevation; early-game economy should favor summoning more units over over-investing in one; learn boss telegraphs (the "Eternal Adversary" final boss glows red before a wide-area blast — move out of the red zone).
Elemental Weaknesses:
| Enemy Type | Weakness | Strong Against |
|---|---|---|
| Fire Demon | Water | Earth |
| Ice Golem | Fire | Water |
| Shadow Wraith | Light | Dark |
Reward Shop (token-based):
| Reward Tier | Tokens Required | Items Offered |
|---|---|---|
| Basic | 50 | 1000 Gold, 5 Essence Shards |
| Intermediate | 150 | Rare Crystal ×3, Skin: "Samurai" |
| Advanced | 300 | Legendary Core ×1, 5000 Gold |
| Grand Prize | 500 | Free Legendary Unit Ticket |
(~500 tokens ≈ 2 weeks of daily play.) As of the article's writing, no official codes had been released specifically for this event.
3. 10.3 Summer Event AFK Farm Guide (Macro Setup)
For the Update 13.5 Summer portals (capsules, memorias, exclusive Vanguard familiars). The grind is described as "brutal" manually, prompting widespread use of the free macro tool Informal Task.
Team Compositions (all use Luffy + Ichigo as core DPS):
| Variation | DPS Slot 1 | DPS Slot 2 | Support 1 | Support 2 |
|---|---|---|---|---|
| V1 (most consistent) | Luffy | Ichigo | Alucard | Rukia |
| V2 (recommended for macro) | Luffy | Ichigo | Rukia | Madara |
| V3 (alternative) | Luffy | Ichigo | Alucard | Madara |
V2 reportedly didn't fail a single tier-4 portal across 2 hours of AFK testing; if a run does fail, the macro just restarts from tier 1 and climbs back up, keeping uptime near 100%.
Important: if running a Rukia variation, manually disable her auto-placement in settings (click the "X" on her slot) — otherwise she may be auto-placed inefficiently; since the macro doesn't manually place units, she'll simply stay unplaced (fine — the other 3 units carry the run).
Auto-Play Settings:
| Setting | Recommended Value |
|---|---|
| Auto Skip Start | ON |
| Chaos Mode | ON |
| Unit Auto-Place (if using Rukia) | OFF for Rukia slot |
| Start Tier | Any (macro will upgrade) |
Chaos Mode + Auto Skip Start together yield ~2-minute completions per portal run.
Macro Recording Steps (Informal Task):
- Clear a summer portal manually (tier 1 fine) for a clean starting state.
- Press record keybind (e.g., Ctrl+R).
- Click the portal selection button → "Select" → "Yes."
- Click the "Portals" tab after a run ends.
- Type "TE [space] TR" in the search bar — filters only summer portals, ignoring secret ones (avoid letters like A/O/I, which can trigger camera zoom or movement).
- Click the summer portal that appears → "Yes" to start.
- Stop recording — the macro repeats this loop automatically.
Test for 5 full cycles before leaving unattended; verify it always selects a summer portal, doesn't snag on UI, and the team handles tier-4 modifiers (lower tiers may appear initially as the macro climbs back up).
Risks:
| Risk | Explanation | Mitigation |
|---|---|---|
| Ban wave | Roblox could update anti-cheat to detect keystroke-replay programs | Use at your own risk; no bans reported as of June 2026 |
| Roblox crash | Game crash mid-macro could cause unintended desktop clicks | Test stability first; check in periodically |
| Wasted resources | Repeated team failures lose potential rewards | Use a proven team (V2); check after 1 hour |
Estimated yield: ~12–15 capsule drops and ~6–10 memorias per hour running tier-4 portals with Chaos Mode on (results vary by luck/team efficiency). As of the article's writing, no bans had been reported for using keyboard-recording macros for this specific farm.
4. 10.4 Summer Portals Deep Dive ("Scorching Fate Trial")
The seasonal mode behind the macro guide above. Waves scale by chosen tier (1–4); higher tiers = better rewards but need stronger units. Notable drops: new Vanguard familiars for past summer units, Escanor's memoria (secret portal only, ~1% chance), Divinity memoria, upgrade materials/currency. The mode is reportedly poorly optimized — frame drops to ~15 FPS after an hour of continuous play.
Solo AFK Team (6-unit lineup, different from the macro-team article above):
| Unit | Memoria | Familiar | Role |
|---|---|---|---|
| Agony / Pain | Divinity memoria | Nose | Main DPS (auto-upgrade priority) |
| Naruto | Divinity memoria | Verb (own memoria) | Secondary damage, Kurama transformation |
| Rukia | Divinity memoria | Doctor | Crowd control / debuff |
| Alucard | Own memoria | Own familiar | Late-game burst |
| Skeleton (Brooke) | None (optional) | Random | Leak defender (placed at back) |
| Fifth unit (flex) | Divinity memoria | Any | Extra buff/filler |
Key notes: do NOT place Naruto early (his damage isn't helpful in early waves — save gold for Pain); always use Divinity memoria on main carries; Kurama transformation (triggered by left-clicking every ~10 seconds) adds significant AoE — stay near the lane to trigger it.
Step-by-Step Setup:
| Step | Action | Tips |
|---|---|---|
| 1 | Enter the Scorching Fate Trial lobby | Tier 4 for best rewards; secret portals are easier (Tier 1) |
| 2 | Lower graphics settings | Prevents lag; avoid full-screen mode |
| 3 | Position near lane center, facing spawn | Ensures left-click range covers the path |
| 4 | Start macro with 5s delay | Confirms portal entry |
| 5 | Place Pain, Naruto, Rukia in a tight cluster near spawn | Improves AoE coverage |
| 6 | Place Alucard and Brooke slightly behind | Brooke catches leaks |
| 7 | Do NOT place Naruto yet | Saves money, doesn't help early waves |
| 8 | Auto-upgrade Pain to max ASAP | Prioritize Pain's upgrades |
| 9 | Left-click continuously near the lane | Triggers Kurama transformation every 10s |
| 10 | ~2:30 game time, auto-upgrade Alucard | Use excess gold |
| 11 | ~3:30–4:00, place/upgrade Brooke | Solidifies leak defense |
| 12 | Wait until wave 37 before exiting | Ensures sufficient progress |
| 13 | Use /tri (or "TR I") to exit | Choose option 1 or 2 by goal |
| 14 | Rejoin lobby every 60 minutes | Resets accumulating lag |
Community-reported win rate on normal tier-4 portals: ~90% solo with this setup.
Recommended Layout:
[Spawn] ─── [Pain / Naruto / Rukia] ─── [Alucard] ─── [Brooke] ─── [Base]
Lag Mitigation: lower graphics to minimum pre-entry; play windowed (not full-screen); restart every hour (FPS reportedly drops to ~15 after 60 minutes); avoid stacking particle-heavy abilities simultaneously.
Reward Table:
| Reward | Source | Estimated Drop Rate |
|---|---|---|
| New Vanguard familiars (summer units) | Standard portals (Tier 1–4) | ~5% per completion |
| Divinity memoria | Any portal | Common (~20%) |
| Escanor's memoria | Secret portals only | ~1% (very rare) |
| Gold / XP | All portals | Guaranteed |
| Upgrade stones | Tier 4 portals | ~10% |
Secret portals (visually distinct, lower Tier-1 difficulty) should be run immediately when encountered — easiest and best shot at Escanor's memoria.
Common Pitfalls: placing Naruto too early; forgetting the left-click-for-Kurama macro step; skipping secret portals (mistakenly assumed to be a waste); running the mode for hours straight without restarting (becomes laggy/unstable); using the wrong (non-Divinity) memoria. The Pain/Naruto/Rukia/Alucard/Brooke lineup is explicitly called "not the absolute best" but the most consistent for solo AFK farming — a fully optimized meta team would outperform it; substituting in an obtained Escanor (from a secret-portal drop) for a weaker slot is recommended once available.
5. 10.5 Update 13.5 FPS Guide (parallel article to Section 10.1, additional detail)
Largely restates the changelog-article's content but with a distinct "Performance Killers at a Glance" framing and added system-level tips.
| Factor | Impact | Wave Threshold |
|---|---|---|
| Unit visual effects (VFX) | Crashing even on high-end PCs | All waves |
| Yamamoto (unit) spawn spam | Sharp FPS dips | All waves, worse above 100 |
| Enemy DoT stacking | Gradual FPS decline | Wave 100+ |
| Health bar rendering | Moderate memory usage | All waves, increases with enemy count |
FPS Before/After Settings Data (community-tested):
| Setting | Before FPS (Wave 80) | After FPS (Wave 80) |
|---|---|---|
| VFX On | 25–35 | N/A (crashes often) |
| VFX Off | 60–80 | 100+ |
| Low Detail Off | 50–60 | 80–100 |
| Low Detail On | 80–100 | 120+ |
Additional System-Level Tweaks (beyond in-game settings):
| Tweak | Effort | FPS Gain (estimated) |
|---|---|---|
| Lower Roblox graphics level (1–2) | 10 seconds | +10–30 FPS |
| Close background apps | 30 seconds | +5–15 FPS |
| Cap frame rate to 60 FPS (Roblox built-in) | 5 seconds | Smoother frametimes |
| Use a wired (Ethernet) connection | 1 minute | Reduced stutter |
Wave Reset Table (this article's specific numbers — broadly consistent with Section 5.2/10.1):
| Wave Range | Recommended Reset Wave | Reason |
|---|---|---|
| 1–100 | Wave 100 | Safe, minimal crash chance |
| 100–115 | Wave 110 (if stable) | Slightly more currency |
| 115–130 | Wave 120 | Optimal for most builds |
| 130+ | Wave 120 reset only | High crash risk after 120 |
Community-confirmed: wave-100 resets are "100% stable." DoT-heavy teams should be limited to wave-100 resets specifically, since DoT lag compounds after wave 110.
Farming Guides
1. 7.1 Gem Farming — 4 Methods
Method 1 — Elemental Towers / Omni Tower:
| Feature | Elemental Tower | Omni Tower |
|---|---|---|
| Gems per floor | ~2,000 | 3,000 |
| Unit restrictions | Element-locked | Any units allowed |
| Difficulty | High (esp. solo) | High but flexible |
| Recommended for | Late-game specialized teams | Anyone with a few meta units |
Tip: without a full elemental-counter roster, stick to Omni Tower and drop strongest Monarchs (Sukuna, Kaguya, Delta) freely.
Method 2 — Cid Raid: 150 gems per completion; sub-1-minute clears yield ~9,000 gems/hour (theoretical ~220,000/day at max pace — realistically most players get 50,000–100,000 over a few hours).
| Alternative Team | Clear Time | Notes |
|---|---|---|
| Monarch Sasuke + Vanguard familiar (gold standard) | <60 sec | Most consistent |
| Escanor + Rukia | ~2 min | Slower but viable |
| Makima (solo carry) | ~2.5 min | Last resort |
| Sukuna + Delta | ~1.5 min | Decent stopgap |
Method 3 — Odyssey Limitless: 500 gems every 4 minutes; place 5 random units, no restrictions. Recommended: Sukuna (AoE/clear speed), Delta (infinite range), Kaguya (map-wide nuke for the God Statue stage). Yields ~7,500 gems/hour.
Method 4 — Infinite Stages (idle/passive):
| Map | Gems per Wave | Best Restart Point | Efficiency |
|---|---|---|---|
| Shibuya Infinite | 100 at wave 10 | Wave 10 | High (fast farm) |
| Winter Infinite | 200 at wave 20 | Wave 20 (or continue for presents) | Moderate, dual-purpose with present farming |
Built-in Macro: the game has a settings-menu macro/autoclicker option to prevent disconnects during long Cid Raid/Odyssey Limitless sessions.
Comparison Table:
| Method | Gems per Run | Gems per Hour | Difficulty | Units Required | Best For |
|---|---|---|---|---|---|
| Omni Tower (floor clear) | 3,000 | Varies (1–2 floors/hr) | Hard | Meta units | Late-game, high payout |
| Cid Raid | 150 | 9,000 (sub-1 min) | Hard | Monarch Sasuke + familiar | Endgame grinders |
| Odyssey Limitless | 500 | 7,500 | Easy | Any 5 units (Sukuna/Delta preferred) | Mid-game AFK |
| Shibuya Infinite (wave 10 restart) | 100 | ~2,000 | Very Easy | Any units | Beginners, event farming |
Omni Tower's 3,000-gem floor reward resets daily.
2. 7.2 Best Money Unit — Yen Farming Comparison
| Unit | Type | Special Ability | Memorialius Effect |
|---|---|---|---|
| Speed Wagon | Standard Farm | +100% yen with only 1 placed; each extra unit halves output | None |
| Nami | Chest-oriented Farm | Drops chests that must be manually collected for full value | None |
| Stitches | Vanguard Farm | Only vanguard-type farm; passive but consistent | -5% cost (new Memorialius) |
Speed Wagon: optimal strategy is exactly 2 placed (upgrade one fully, then the other one by one) — a 3rd costs 8,000 yen for only +400 yen/wave (poor ROI).
Nami: rewards active chest collection — full collection beats a 2-Speed-Wagon setup by ~30%; falls off hard with partial/no collection.
| Nami Performance | Chest Collection Rate | Relative Yen Income vs 2 Speed Wagons |
|---|---|---|
| Full collection | 100% | ~30% more yen |
| Partial collection | ~60% | Roughly equal |
| No collection | 0% | Significantly worse |
Stitches: passive (no chest management or placement penalty), benefits from a 5% Memorialius cost discount, and frees up attention/yen for other investments — billed as the best long-run choice despite slightly lower peak income than perfectly-played Nami.
Head-to-Head (50-wave totals, 11% lab buff applied):
| Criteria | Speed Wagon (2 units) | Nami (full collection) | Stitches (1 unit) |
|---|---|---|---|
| Upfront cost | Moderate | High (if upgrading) | Low (with Memorialius) |
| Income consistency | Good (precise placement needed) | Variable (player-dependent) | Excellent (passive) |
| Long-run total (50 waves) | ~60,000 yen | ~75,000 yen | ~73,000 yen |
| Scalability | Poor (3+ units hurt) | Good (multiple copies) | Excellent (only 1 needed) |
| Memorialius synergy | None | None | Yes (5% discount) |
Recommended Plan: obtain Stitches → equip his Memorialius → place exactly 1 around wave 3–5 → upgrade fully → reinvest the passive income elsewhere. Use Nami as a manual-play substitute if Stitches isn't available; Speed Wagon only for challenge runs/specific loadouts.
3. 7.3 Iced Tea Farm — 600K/Hour Summer Event Strategy
Loadout (Pre-Game):
| Loadout Category | Selection | Purpose |
|---|---|---|
| Primary Unit | Gojo versus Sukuna Vanguard | High-damage dealer; required for the final repeatable quest (requires reaching level 25 in this mode) |
| Specialist | Farm Band | Maximizes early/mid economy |
| Powers | Avatar & Deadshot | Range, accuracy, damage |
| Consumables | Max Power & Tax Return | Starting funds + investment returns |
Early Game (Zones 1–3): Place 2–3 Ryo and King units on the left to secure the entrance; unlock Zone 2 (40,000 yen) and move remaining units to cover the new portal while collecting Sukuna fingers; unlock Zone 3 (40,000 yen, save toward 300,000 for Zone 4); deploy Weather Report if struggling against fast/tanky enemies.
Mid-Game Quest Line (unlocks a permanent, infinitely repeatable 0.5× currency multiplier):
| Quest # | Objective | Location & Strategy |
|---|---|---|
| 1 | Collect 10 Sukuna Fingers | Search ground across Zones 1–3 |
| 2 | Defeat 50 Enemies | Keep Gojo vs Sukuna active near Zone 4 portal |
| 3 | Find the Sealed Subway Tool | 4 entrances (2 in Zone 4, 2 in Zone 3), location randomized each run |
| 4 | Complete the Skill Check | Find glowing street lamp, press Space/E on the purple bar 3 times |
| 5 | Activate Clash of the Strongest | Max-upgrade Gojo vs Sukuna, use ability, replace via mystery box |
Quest 3 subway locations: Zone 4 right side of street, Zone 4 left beside the gray truck, Zone 3 right side of street, Zone 3 left side of street.
Quest 5 caution: activating Clash temporarily removes Gojo vs Sukuna from the field — place Yamamoto and other high-DPS units first to defend lanes, then open a mystery box afterward to instantly retrieve and re-place him.
Late-Game (Zone 5 unlocked after the quest chain): contains the package-rate Enhancer machine. Give primary damage dealers (e.g., Yamamoto) the Monarch trait, then buy Kratos in Zone 3 and place him centrally as a leak-catcher safety net.
| Unit | Role in Late Game | Optimal Trait | Special Upgrade |
|---|---|---|---|
| Gojo vs Sukuna | Frontline DPS & Quest Trigger | Monarch / Almighty | Max Stats via Enhancer |
| Yamamoto | Lane Defense & Boss Killer | Monarch | Memoria |
| Kratos | Mid-Map Cleaner (Leak Protection) | Monarch | Memoria |
Efficiency Tips: Complete your first full quest loop by Wave 20–22 for best scaling. Push to Wave 120, restart, repeat — past Wave 120 is inefficient. A full Wave-120 run takes ~30 minutes, so 2 runs/hour at ~300,000 currency each = ~600,000/hour. Stable macro tools (e.g., "Informal") are cited as helping automate parts of the farm.
Gojo vs Sukuna is mandatory for this specific farm — without it, Quest 5 (and the repeatable multiplier) cannot be triggered.
4. 7.4 Trait Reroll Farming — F2P Infinite Strategy
Step 1 — Unlock Odyssey (Level 10):
| Reward Source | Reroll Amount | Notes |
|---|---|---|
| Proficiency (all 10 units max rank) | 3,000 | 300/unit, ~6–7 hours |
| Ascension 0 floors (1,440 floors) | ~2,000 | Requires clearing all floors |
| Ascension 1 floors (1,440 floors) | ~2,000 | Same structure |
| Ascension 2 floors (1,440 floors) | ~2,000 | Same structure |
| Total per full clear | ~9,000 | <4 days with AFK macros |
A one-time code "DMCA free" reportedly grants 1,500 rerolls instantly.
Step 2 — Essential Units for Elemental Towers:
| Unit | How to Get | Why Needed |
|---|---|---|
| Naruto (Shinobi Sage) | Quest / Evolution | Core for Omni tower |
| Pain | Legend Stage Drop | Pairs with Minato, high damage |
| Minato | Banner Unit | Top DPS for Omni and Nature |
| Luffy (Elastic Captain) | Quest | Best Water tower carry |
| Madara | Spring Event | Fire tower specialist |
| Whitebeard | World Destroyer Event | Water tower synergy with Luffy |
| Yamamoto | Legend Stage | Fire tower backup (skippable) |
Step 3 — Trait Priorities:
| Unit | Trait Goal | Reasoning |
|---|---|---|
| Naruto (Shinobi Sage) | Monarch (or higher) | Carries Omni & Nature towers |
| Luffy (Elastic Captain) | Monarch | Essential for Water tower |
| Madara (Shinobi God) | Monarch / Limited | Fire tower boss killer |
| Yamamoto | Good trait (optional) | Helps Fire tower but skippable early |
Step 4 — Climbing Elemental Towers: Four elements (Omni, Nature, Water, Fire); target floor 100 in Omni first using Naruto, Pain, Minato, Luffy (skip Madara — conflicts with Pain's mechanics).
Skill Tree Priority:
| Order | Perk | Effect | Why It Matters |
|---|---|---|---|
| 1 | Loner | +damage when alone on a spot | Core for solo carries |
| 2 | Limitless | Damage scales infinitely per kill | Exponential scaling |
| 3 | Ultimate Power | Massive stat multiplier | Next big damage spike |
| 4 | Cost | Reduces unit cost | Faster deployment |
| 5 | Range Keystone | Extends hitbox area | Clears waves faster |
Once Loner + Limitless are unlocked, even outdated units (e.g., Jogo) can deal ~500M damage, enabling AFK farming past floor 1,000+.
Step 5 — Daily Loop: check Odyssey for remaining gems/rerolls → auto-play Omni/Water/Fire/Nature towers → reroll key carries → repeat. Some F2P players reportedly accumulate 20,000+ rerolls within a week.
5. 7.5 XP Farm — Fastest Leveling Methods
XP Mechanics: killing bosses gives the most XP; mini-bosses spawned mid-fight also drop XP; later map difficulty scales rewards; modifiers like "Champions" multiply boss spawns.
| Source | Average XP per Kill | Notes |
|---|---|---|
| Normal enemies | 15–30 | Negligible for active farming |
| Mini-bosses (e.g., Jinu spawns) | 250–290 | Scales with your level |
| Splitting bosses (Saber clones) | 100–200 each | Up to 7 boss drops from one wave |
| Champions modifier extra boss | ~400 | Guaranteed after the main boss wave |
Method 1 — Boss Rush on Planet N Hacked 4: boss = Jinu (5,000 HP), spawns mini-bosses at HP thresholds (e.g., 75%). Bring a strong solo unit (Nobara, Alligator, or Agony per the source; beginners can use the selection banner for Tadori/Takaroda). Clear waves 1–3 quickly (low value), then damage Jinu slowly to trigger spawns, killing each spawn (~290 XP each) until Jinu dies.
| Phase | Action | XP Earned |
|---|---|---|
| Act 1–3 | Kill basic enemies | ~30 total |
| Jinu spawn | Deal 25% damage → triggers 1st mini-boss | 290 |
| Jinu at 50% | 2nd mini-boss | 290 |
| Jinu dies | Boss kill + final spawns | ~300 |
A fresh account can reach level 2 after one run.
Method 2 — Bleach Legends + Champions Modifier: requires Saber + Aen. Place Aen at curves for traffic control, set Saber to boss-only targeting, use Alligator to stall regular enemies, activate Excalibur for big damage on boss splits.
| Step | Event | XP per Event |
|---|---|---|
| 1 | Clear first wave | 0 (skipped) |
| 2 | Saber splits into 2 bosses | 200 |
| 3 | Each splits again → 4 bosses | 400 |
| 4 | Main boss death | 100 |
| 5 | Champions extra boss | 167 |
| Total | 767 |
Method 3 — Macro Automation (Click Assistant, third-party, use-at-your-own-risk):
| Macro Step | Action | Approx. Time |
|---|---|---|
| 1 | Retry | 2s |
| 2 | Wait for round start | 60s |
| 3 | Place unit | 5s |
| 4 | Upgrade to max | 15s |
| 5 | Boss fight (auto) | 30s |
| 6 | Click sides + down | 5s |
| Total cycle | ~117s |
Without premium, units can't be upgraded past level 20 via macro — sufficient for most early stages.
Comparison & Tips:
| Method | XP per Run | Run Duration | XP per Hour |
|---|---|---|---|
| Planet N Boss Rush | 290 | 3 min | 5,800 |
| Bleach Legends Champion | 767 | 2.5 min | 18,400 |
| Macro Farm (low-end) | 290 | 2 min | 8,700 |
General tips: use the selection banner for solo-capable units; don't over-upgrade (diminishing returns); favor "Champions" or "Double Boss"/"Endless" modifiers; avoid killing normal enemies (negligible XP, wastes time).
Game Modes
1. 8.1 Chaos Mode
A speed-up setting reachable from lobby settings before a match. Reportedly allows reaching Wave 10 in as little as 40 seconds vs. standard mode's slower pace.
| Feature | Standard Mode | Chaos Mode |
|---|---|---|
| Wave Speed | Moderate | Extreme (Wave 10 in ~40s) |
| Enemy Density | Standard | High/Accelerated |
| Grind Efficiency | Low to Medium | Very High |
| Ideal For | Learning maps/new players | Veteran farming/World Lines |
| Auto-Skip Synergy | Recommended | Essential |
World Lines (Floors 1–50): with Chaos Mode, a full 50-floor run can reportedly complete in under 2 hours even while multitasking. Maps cycle through "Legend Stages" (e.g., Naruto-themed maps, God Statue boss fights); a common complaint is low map variety at high floors.
Weather Mechanics:
| Weather Type | Effect on Units | Strategy Adjustment |
|---|---|---|
| Rainy | -50% to -100% Fire Damage | Swap to Alucard or Aizen |
| Sunshine | +100% Fire Damage | Maximize Yamamoto placement |
| Infinite Tsukuyomi | High contrast/visual shift | Use AoE units like Alucard |
| Stormy | Random lightning strikes | Ensure healers/supports are active |
Reward for clearing World Lines: the Akuma & Asura duo unit (0.1% Monarch variant, equally rare Divinity variant). Uses the same "Clash of Wills" mechanic as elsewhere in the game (see Section 6.8). This article's passive table largely mirrors Section 6.8's Akuma description.
Placement Notes: recent updates tightened "out of bounds" boundaries on maps like Shibuya City (previously players could place units far off-path for lighting/utility purposes). Because waves move fast in Chaos Mode, large-AoE units are recommended; Alucard is specifically recommended for Infinite Tsukuyomi maps.
Recommended Loadout: Yamamoto (Sunshine weather, burn one-shots basic mobs), Alucard (AoE king, compensates for fire-nerf maps), Aizen (CC + base damage for boss floors), Uryu (mobile cleanup of stragglers), Curse Healer (newer meta pick, buffs flat damage for 200M+ HP bosses).
Resource Gains: up to 50 Memoria Shards reported in a single Chaos Mode session (enough to hit Memoria-banner pity); Event Pass progression (Level 8+, Tad Chips, shards) accelerates significantly; transferring Z+ stats onto Memorias is highlighted as a meaningful endgame quality-of-life feature.
| Floor Milestone | Primary Reward | Secondary Reward |
|---|---|---|
| Floor 10 | 30 Rerolls | Basic Essence |
| Floor 25 | 10 Rainbow Essence | Stat Chips |
| Floor 45 | 50 Memoria Shards | Gold |
| Floor 50 | Akuma & Asura Chance | Unit XP Food |
Community Sentiment: debate over whether Chaos Mode + power-creeped units (like Akuma & Asura) have removed too much of the game's tactical challenge — shifting focus from "Can I beat this?" to "How fast can I beat this?" Private servers are recommended over public lobbies due to Chaos Mode's high speed causing lag/server shutdowns during boss fights.
2. 8.2 Boss Rush — "Drumstick" Speedrun Strategy
Normally ~10 minutes/run for ~20 coins; a community-discovered exploit using the Drumsticks item cuts this to ~2–3 minutes.
Shop Contents: Kid's Key (300 coins, unlocks unit Kid), Memorial Shards, other materials/consumables.
Drumstick Method:
- Obtain Drumsticks: equip Nami with the Compass, farm the hidden chest in Stage 2 Act 4 (dig up "half of the sun"), then return to the Pirate Dynasty stage to claim the Drumsticks.
- Build a Stall Team: survive without killing too fast — Alucard (slow), Kurumi (support), Ichigo (free-revive safety net).
- Survive to Wave 5: forced Gear 5 Luffy transformation triggers automatically (~1 minute mark).
- Weaken Kaido: attack with M1s until HP < 500 (the Elastic Fruit only deals 500 damage).
- Detransform and Eat the Fruit: manually detransform (keeps Drumsticks), pick up the spawned Elastic Fruit, use it on Kaido for an instant kill (~2:20 total run time).
Team Setup Table:
| Unit | Role | Key Ability | Why Important |
|---|---|---|---|
| Luffy | Main DPS / Transformer | Gear 5 transformation | Required for the Drumstick exploit |
| Alucard | Slower | Slows enemies | Keeps enemies off your base |
| Kurumi | Support | Time-control/heal | Extra survivability |
| Ichigo | Safety Net | Guaranteed revive on death | Prevents run failure |
| Nami | Item Farmer | Compass ability | Needed to dig the half-of-the-sun chest |
Full Step Table:
| Step | Action | Time Estimate |
|---|---|---|
| 1 | Enter Boss Rush with Drumsticks equipped | – |
| 2 | Place Alucard and stall units near base path | 0–10 sec |
| 3 | Let enemies approach, slow/stun, don't kill fast | 10–60 sec |
| 4 | Survive to wave 5 (forced transformation) | ~1 min |
| 5 | As Gear 5 Luffy, hit Kaido to below 500 HP | 15–20 sec |
| 6 | Detransform manually (keep Drumsticks) | 2 sec |
| 7 | Walk to and pick up the Elastic Fruit | 5 sec |
| 8 | Use the fruit on Kaido — instant kill | 2 sec |
| 9 | Collect coins, return to lobby | 10 sec |
| Total run time | ~2 min 20 sec |
Including ~30–40s loading screens, full loop ≈ 3 minutes.
Efficiency Comparison:
| Method | Time per Run | Coins per Run | Time for 300 Coins | Efficiency Gain |
|---|---|---|---|---|
| Normal (no exploit) | ~10 min | ~20 | ~150 min (2.5 hr) | – |
| Drumstick Speedrun | ~3 min | ~20 | ~45 min | ~70% faster |
Unlocking Kid (300 coins) drops from ~2.5 hours to ~45 minutes. Article notes the trick is active as of June 2026 but may be patched in future updates — verify before relying on it.
3. 8.3 Odyssey — Maxing Characters Efficiently
Two reward tracks (commonly confused):
| Reward Type | What It Tracks | How to Increase | Maximum |
|---|---|---|---|
| Proficiency | Individual character mastery | Clear floors with that character equipped | Varies (e.g., 1,440 floors) |
| Level Three | Overall account floors | Clear with any character; can be ascended | 1,440 floors per ascension |
Reaching floor 1,440 on Level Three allows "ascending" to reset and earn another ~2,000 rerolls + 2,000 memorial shards (but raises difficulty — stay at ascension zero for an easier grind).
The Affinity Buff (top priority card): Legendary card buffing a random element among your equipped units: +30% damage / -30% SPA per stack, up to 3 stacks (+90% damage / -90% SPA total).
| Affinity Stack | Damage Increase | SPA Reduction | Effective DPS Boost |
|---|---|---|---|
| 1 | +30% | -30% | ~86% |
| 2 | +60% | -60% | ~300% |
| 3 | +90% | -90% | ~1,900% |
Because Affinity selects one element per floor, mono-element teams outperform mixed-element meta teams — even a weak same-element unit beats a strong off-element unit once Affinity is stacked.
Best Loadout Cards:
| Card Name | Effect | Priority |
|---|---|---|
| Gold Thread | Doubles Odyssey coin gain | ★★★★★ |
| Abundance | Extra resources per floor | ★★★★☆ |
| Memorized | Starts with a chosen memoria equipped | ★★★☆☆ |
| Resource Overflow | Bonus starting resources | ★★★☆☆ |
Recommended combo: Gold Thread + Memorized.
Shop Spending Strategy: buy all basic cards first (damage/range/attack speed) — once exhausted, the shop only offers character cards, raising Mythic-card odds significantly even without a guaranteed-Mythic modifier; roll for character cards (especially Mythics); apply traits like Marksman to your main DPS; buy Memoria only for your main carry.
Auto-Play Safety Conditions: all 3 Affinity stacks active; main DPS has 2–3 character cards; first 30 floors cleared without struggle.
Step-by-Step: prep a mono-element team → start with Gold Thread + Memorized → prioritize Affinity in the first ~10 picks (roll if needed) → buy out basic cards then roll character cards → stack Affinity ×3 ASAP → equip DPS-boosting Memoria → enable auto-play after floor ~30 → collect proficiency rewards from boss clears. Players reportedly max characters like Roa and Yamamoto in under 2 hours each using this method.
4. 8.4 Raids — Cid Raid (Ruined City, Update 5.5)
Phase 1 — John Smith / Caged Timer: spawns passive at Wave 1, becomes active once HP drops to ~2.83M.
| Phase | Starting HP | Target HP | Time Limit | Failure Consequence |
|---|---|---|---|---|
| Cage Phase 1 | 2.83M | 1.9M | ~60 sec | Cage kills entire team |
| Cage Phase 2 | 1.9M | 900k | ~60 sec | Cage kills entire team |
| Transformation | 900k | – | Automatic | Boss becomes Lord of Shadows |
Phase 2 — Lord of Shadows / Pillar Puzzle: at 900k HP, John Smith transforms into Z, the Lord of Shadows. A random 4-digit pillar sequence must be activated (only ~3–4 seconds available, before the boss finishes the line "I am atomic") or the whole team wipes instantly.
Example sequence format:
| Step | Pillar Number | Action |
|---|---|---|
| 1 | 3 | Run to pillar "3," interact |
| 2 | 1 | Run to pillar "1," interact |
| 3 | 4 | Run to pillar "4," interact |
| 4 | – | Sequence complete — boss briefly stunned |
The puzzle repeats with a new random order each time, until the boss's HP reaches zero — requires consistent DPS between stun windows. Dedicating one teammate to "pillar duty" while others DPS is recommended; fast-movement units/mounts help with travel time.
Recommended Roles:
| Unit Role | Why It Works | Example Units |
|---|---|---|
| Burst DPS | Safe damage while staying mobile | High-damage ranged units |
| Crowd Control (Slow/Freeze) | Slows boss movement & attack speed | Ice-themed units |
| Area-of-Effect (AoE) | Clears small mob spawns | Explosive/beam-type units |
| Mobility Support | Helps teammates reach pillars faster | Speed-buffing units |
| Tank | Absorbs boss aggro during cage phases | High-HP melee units |
Do's: assign a pillar runner before the fight; keep DPS units at least level 150 (or current update's cap); use healing/shields if available.
Don'ts: don't attack John Smith before all units are placed (triggers the cage early); don't relax after the first timer (many teams fail at the second); don't stand near the center during the pillar puzzle (blocks visibility of all 4 pillars).
| Common Mistake | Consequence | Solution |
|---|---|---|
| Triggering cage before setup | Insufficient DPS for timers | Wait until all units deployed |
| Missing a pillar during puzzle | Instant wipe | Designate one player to memorize sequence |
| Using slow/stationary units | Can't reach pillars in time | Include at least one mobile damage dealer |
| Not upgrading units | Low damage fails DPS checks | Grind upgrade materials beforehand |
Recommended group size: 3–4 players (experienced duos have cleared it, but it requires near-perfect execution). The pillar number sequence is randomized every attempt — no fixed pattern to memorize in advance.
5. 8.5 Rifts — Grinding, Rewards, and Events
Rifts are high-difficulty instanced missions spawning on a timer — normally every 3 hours, reduced to 1 hour (or even 30 minutes during major events).
Access: unlock via level requirement (usually post-story-chapter completion); each session costs a small gold/energy amount; solo or up to 4-player teams; 10–15 waves culminating in a final boss that drops the main reward.
Rift Shop:
| Item | Cost (Rift Currency) | Effect |
|---|---|---|
| Vow Stone | 500 | Guarantees the current rift unit on next clear |
| Single Reroll | 25 | Re-rolls one stat on a unit |
| Ice Box | 100 | Random drop (units, evolution items) |
| Money Surge Blessing | 50 | +150% gold income for next rift |
| Talisman Start | 50 | Start the rift with 2 talismans |
Timer Comparison:
| Timer Type | Cooldown | Runs per Day (approx) | Currency Potential |
|---|---|---|---|
| Normal | 3 hours | 8 | ~4,000–6,000 (est.) |
| Event (1-hour) | 1 hour | 24 | ~12,000–18,000 (est.) |
| Major Event | 30 min | 48 | Highest (requires macro) |
During a documented 7-day rift event, one player earned 1,100 rift currency despite macro errors, estimating 2,000–3,000 currency possible with perfect clears.
Grinding Tips:
- AFK Macro (caution): tools like "Informal" can auto-join rifts hourly but reportedly break roughly every 3rd run; manual players should set 50-minute alarms.
- Blessings: "Money Surge" (+150% gold) speeds up maxing farms by wave 4 but offers no help vs. the final boss; "Talisman Start" is safer for teams lacking talisman units.
| Blessing | Pros | Cons | Best For |
|---|---|---|---|
| Money Surge | Fast upgrades, easier to max farms | No boss-damage help | High-DPS teams, speed runs |
| Talisman Start | Ensures boss damage capability | Slower early game | Teams without talisman units |
| Double Strikes | +20% crit chance | RNG-dependent | Shiny hunting, boss shred |
| Shield Boost | Extra early survival | No DPS benefit | New players, weak teams |
- Final Boss Mechanics: the giant-crab boss cannot be damaged without at least one talisman stacked on it — always collect dropped talismans and apply one immediately on spawn; keep a nuke ability ready (e.g., Kaguya's explosion).
- Rerolls: recommended stat priority — Range > Damage (flat or %) > Speed (attack speed) > Special (burn/freeze).
Vow Stones / Shiny Mechanics:
- A Vow Stone activated before entering guarantees the exclusive rift unit on the next clear (last 1 run only).
- A "shiny transfer" feature (added recently) lets you move shiny status from one unit to another via rerolls, without needing the Shiny Hunter gamepass.
- Base shiny chance is ~1% without Shiny Hunter.
| Source | Base Rate | With Shiny Hunter | Notes |
|---|---|---|---|
| Rift Unit (Vow Stone) | 1% | 2.5% | Guaranteed drop from stone |
| Ice Box | 0.5% | 1% | Random drop, very rare |
| Regular Rift Clear | 0.1% | 0.25% | Only possible without stone |
Strategy by Time Commitment:
| Tier | Approach |
|---|---|
| Casual (1–2 runs/day) | Play during events; use a Vow Stone if you have 500 currency; pick Money Surge if unlocked; team: 1 farm unit + 1 boss killer + 1 support |
| Semi-Dedicated (8–12 runs/event day) | Schedule around breaks; Talisman Start if not maxed; save rerolls for the best exclusive; join public lobbies for speed |
| Hardcore/AFK Farmer (24 runs/day) | Macro/auto-clicker (ToS risk); Money Surge for speed; manage currency cap; stockpile Ice Boxes for gold |
Game Overview
Anime Vanguards is a free anime-themed tower-defense game on Roblox where players summon and evolve "Vanguard" units, clear story stages, raids, rifts, and seasonal events, and trade limited units with other players. The game receives frequent content updates (e.g., Update 8.5, Update 9.0 trading system, Update 10, Update 10.5 Memoria system, Update 13.5 Summer Update) and has an active Discord/Reddit/trading community. As of the Summer Update 13.5 period (June 2026), the meta centers on units like Gojo vs Sukuna, Escanor (Monarch/Vanguard Familiar form), Akuma vs Ashura (Worldline units), Broly (Vanguard rarity), Griffith, and Shanks.
Two general site types were used as sources:
- LDCloud — a single promotional/beginner blog post about leveling efficiently (mostly generic strategy advice, lightly tied to a cloud-gaming service).
- AnimeVanguards.today — a fan-made wiki ("Anime Vanguards Wiki," explicitly marked as unofficial/non-affiliated with the developer "Kitawari" or Roblox) organized into 8 categories: Codes, Guides, Tier List, Units, Farming, Game Modes, Trading, Events & Updates, and Community.
Important transparency note: Several AnimeVanguards.today articles contain internally inconsistent, vague, or templated information (e.g., placeholder Roblox links like roblox.com/games/123456789/Anime-Vanguards, unit names that don't match each other across articles — e.g., "Esganor/Escanor/Esenor/Esenor" spelled differently in different posts, "Itadori evolves into Sukuna" vs. "Gojo vs Sukuna Vanguard unit" as a separate fused unit, conflicting unit costs and evolution paths between articles). This guide preserves the information as published per source, flags major contradictions inline, and should be treated as a community-compiled, not officially verified, reference.
Returning Player / Mid-Game / Full Progression Roadmaps
Three AnimeVanguards.today articles ("Guide for Returning Players," "Guide Mid Game," "Ultimate Progression Guide") describe essentially the same six-phase roadmap with overlapping numbers but different level-range labels. This is presented here as one consolidated roadmap, noting variant labels where they differ.
1. Phase 1 — Beginner V1 (Levels 1–20)
On returning, you receive first-time/returning-player rewards including the unit Aer plus 7-day evolution materials. Recommended actions:
- Set selection banner to Skeleton King (critical mid-game carry; deals double damage in the Act 4 Legend Stage used later for Griffith farming).
- Clear Namek Sand Village and Double Dungeon on Nightmare difficulty for first-time-clear rewards, achievements, gems.
- Save trait rerolls and gold; only exception is rolling Fortune on Speed Wagon and Takarota/Takaroda (money units).
| Stage | Difficulty | Recommended Level | Key Rewards |
|---|---|---|---|
| Namek Sand Village | Nightmare | 1–15 | First-time clears, XP, gems |
| Double Dungeon | Nightmare | 10–20 | First-time clears, XP, gems |
2. Phase 2 — Beginner V2 (Levels 20–30)
Evolve your first mythic (Aer or Skeleton King). Evolution needs essence stones (green/blue/red), unit-specific items (chakra), gold, and takedowns.
- Best early farming stage: Sand Village Act 1 Legend — drops blue/red chakra and green essence stones; clearable around level 12 even with mediocre stats. Avoid all modifiers except "Champions."
- Crafting bench synthesis: combine 2 of any Legend-stage evolution item into 1 of another type.
- Gold: summon and sell duplicate units (fastest method).
- Essence Stones: buy from gold shop or run Challenges (refresh every 30 minutes).
- Important tip: roll unit stats to A-rank before evolving — evolution bumps every stat rank up by one (A→S).
- After evolving, grind Demon Slayer Raid stages 1–3 for XP to reach level 30 (5th unit slot). Stage 4 requires Epic Sakura for snare control.
3. Phase 3 — Beginner V3 (Levels 30–40/45, label varies by article)
Complete remaining story stages on Nightmare for gems and trait rerolls. Evolve Skeleton King using the same farming method as Aer. Roll one good trait on frequently-used units only when you have 100% stat potential (guarantees all A-ranks).
4. Phase 4 — Mid-Game V1: Gojo & Sukuna (Levels 40–60, sometimes 45–60)
Summon for Itadori (evolves into Sukuna) or Gojo directly.
| Unit Evolution | Required Items | How to Obtain |
|---|---|---|
| Itadori → Sukuna | 20 Sukuna Fingers + 10 kills of Sukuna using Itadori | Sukuna boss event store; Shibuya Infinite mode (rare spawn, 1 finger/kill) or Boss Rift (legacy shop) |
| Gojo (evolved) | 2 Gojo Eyes (10 Sukuna Fingers each = 20 total) | Buy each eye from the Sukuna boss event store |
Why rush these two: Both unlock unique familiars after 10 days of daily usage (clear 25 stages/day with the unit = 1 token; 10 tokens = familiar unlock). Without the familiar, both units are described as "kind of meh." Start this grind early because of the time-gate.
(Note: this "Itadori evolves into Sukuna / Gojo Eyes from Sukuna boss store" mechanic described here conflicts with the separate "Gojo vs Sukuna" fused Vanguard-rarity unit described in the Units and Farming sections below, which is obtained via the Ice Tea Festival event gacha at a ~0.005% Monarch-rarity drop rate. These appear to be two different content systems described by different source articles — likely reflecting different game updates/patches that the wiki did not fully reconcile.)
5. Phase 5 — Mid-Game V2: World Lines & Griffith (Levels 60–75)
World Lines mode: 50 stages with weather effects boosting/debuffing elements; clearing floor 50 grants a limited-time unit useful for that update's period.
Griffith:
| Step | Requirement | Notes |
|---|---|---|
| Obtain Griffith | Act 4 Legend Stage, 5% drop | Skeleton King's damage is doubled here — best farmer |
| Acquire King's Egg | Received upon obtaining Griffith | Triggers evolution quest |
| Complete quest | 200 of Griffith's summons must die hitting enemies | Run Act 4 repeatedly |
| Evolve into Griffith(s) | Quest completed | Becomes top-tier DPS unit |
While farming Act 4, you also pick up the Silly Fairy Familiar, which reduces Speed Wagon's upgrade cost.
Guts (optional): Summoned off-banner as "The Struggler." Provides a quest item on summon; completing the quest evolves him into a strong meta unit.
6. Phase 6 — Endgame: Broly / Vanguard Rarity (Levels 75+)
Requires clearing the Frozen Volcano Dungeon.
Dungeon Mechanics:
- Golden Frieza spawns every 3 waves; defeating him grants a Dragon Ball.
- Collect 7 Dragon Balls → click the victory button → win.
- Each clear has a 10% chance to drop the Remote quest item.
Required Units:
| Unit | Role | How to Obtain |
|---|---|---|
| Vegeta | Evolves into Broly (must be evolved once first) | Random banner |
| Frieza | Quest requirement; evolved form needed | Random banner |
| Goku Super Saiyan 3 | Quest requirement | Random banner |
| Gogeta | Quest requirement | Clear Frozen Volcano with only Frieza in loadout — 20% drop chance |
Strategy: Use Skeleton King or evolved Frieza ("Tyrant Arrives" card) to clear the dungeon until Frieza is evolved; place him where Frieza spawns every 3 waves, then return to spawn point to prevent leaks. Once the Remote drops, follow its quest line; this evolves the already-once-evolved Vegeta into Broly (Vanguard Rarity).
Final meta team (per these articles): Broly + Griffith + Sukuna (with familiar) + Gojo (with familiar) + optionally Guts.
7. Roadmap Summary Table (from "Ultimate Progression Guide")
| Stage | Level Range | Key Objectives | Units to Focus |
|---|---|---|---|
| Beginner V1 | 1–20 | Clear Namek & Double Dungeon (Nightmare); summon Skeleton King; save resources | Aer, Skeleton King |
| Beginner V2 | 20–30 | Evolve mythic unit; farm Legend stage; reach level 30 | Aer (evolved) |
| Beginner V3 | 30–45 | Complete story (Nightmare); evolve Skeleton King; roll traits | Skeleton King, Aer |
| Mid-game V1 | 45–60 | Summon/evolve Gojo & Sukuna; start familiar quests | Itadori, Gojo |
| Mid-game V2 | 60–75 | Grind World Lines; farm Griffith from Act 4 | Griffith, Skeleton King |
| Endgame | 75+ | Frozen Volcano dungeon; acquire Broly; finish familiars | Broly, evolved Gojo & Sukuna |
Time estimates given across the three articles vary: "Guide for Returning Players" estimates 40–60 hours of dedicated play to reach Broly, with the 10-day familiar quest as the main bottleneck. "Ultimate Progression Guide" estimates 2–3 weeks at 2–3 hours/day.
Find the Tools Quest (Zombie LTM)
A specific quest chain inside the Zombie Limited-Time Mode. First-time completion grants a permanent free Vanguard unit or familiar; subsequent completions grant a 0.5× Iced Tea multiplier.
First-Time Reward Options:
| Reward | Type | Notes |
|---|---|---|
| Esenor (Unit) | Unit | Powerful new Vanguard unit |
| Esenor Memorialia | Cosmetic | Character-themed memorial |
| Esenor Vanguard Familiar | Familiar | Rare, combat-useful |
| Gojo vs. Sukuna Memorialia | Cosmetic | Limited-time fan-favorite memorial |
1. Step 1 — Gather Cursed Fingers
Spawn randomly across all 4 zones. Strategy: place King/Lord Fairy and buy Takaroda ASAP to boost yen; unlock zones in order (Zone 4 costs 300,000 yen); search every zone, including Zone 1, for glowing ground spots (press E).
| Zone | Typical Finger Spots |
|---|---|
| Zone 1 | Near starting area, often near farms |
| Zone 2 | Open courtyard areas |
| Zone 3 | Around the double-tap machine and under staircases |
| Zone 4 | Behind the truck, near the Reaper Scissors unit |
Community report: some players only found Zone 3 fingers after unlocking Zone 4 — if stuck, save for Zone 4 and check it last.
2. Step 2 — Defeat 50 Enemies
Place Yamamoto with his Vanguard familiar (strong enough to solo the wave); build a barricade near the farming zone; plug leaks with Reaper Scissors if needed.
3. Step 3 — Find the Tools (Subway Entrances)
Four possible locations; only one has the active "Press E to search" prompt (location is randomized per game):
| Location # | Zone | Description |
|---|---|---|
| 1 | Zone 4 | Near the Reaper Scissors unit |
| 2 | Zone 4 | Behind the large truck |
| 3 | Zone 3 | Under the staircase near the double-tap machine |
| 4 | Zone 3 | Next to the tree by the double-tap machine |
If no prompt appears at any of the 4 spots, restart the lobby — the tool sometimes spawns in a glitched position.
4. Step 4 — Repair the Street Lamp
Find the correct glowing lamp (near Zone 3 entrance, the path between Zone 2 and Zone 3, or near the mystery box area). A timing mini-game starts: press E or Space when a moving marker is in the green zone. No penalty for missing — just retry.
5. Step 5 — Pull the Showdown Unit & Win
- Go to any (now-open) mystery box and roll it — guaranteed "Today's Strongest vs. History's Strongest" special Vanguard unit.
- Place and max-upgrade the unit.
- Click "Clash of the Strongest" on the unit's UI.
- Watch the cutscene — quest complete.
Completing the chain unlocks Zone 5, granting: Packet Trait (monarch your units), purchasable Esenor/Sukuna/Luffy units, and an additional Iced Tea multiplier.
6. Quest Steps Summary
| Step | Objective | Key Action |
|---|---|---|
| 1 | Gather Cursed Fingers | Search all four zones, press E to collect |
| 2 | Defeat 50 Enemies | Place a strong unit (Yamamoto) and let waves come |
| 3 | Find the Tools | Interact with one of four subway entrance spots |
| 4 | Repair Street Lamp | Play the quick-time event at the correct lamp |
| 5 | Pull Showdown Unit | Roll mystery box, max unit, use "Clash" ability |
7. Pro Tips
Always buy Takaroda early for the yen boost; watch for 2× yen potions on the ground; upgrade units at least twice before Zone 4 (enemies scale up significantly); don't skip Zone 3 fingers (commonly missed); use Reaper Scissors to prevent leaks (a lost life resets progress).
Tier Lists
1. 5.1 General Tier List (June 2026, "Beginners and Endgame" article)
S-Tier:
| Unit | Why S-Tier? | Cost to Place (Gold) | Best Use |
|---|---|---|---|
| Moa | Njutsu passive instantly maxes him on placement; massive AOE | 4,500 | Carry for story, events, Odyssey |
| Gear 5 Luffy | Insane damage multiplier; easy to evolve once you have Moa | 2,500 | Endgame boss fights and raids |
| Nami (Evolved) | Best farm unit; cheap placement cost | 300 | Infinite money generation |
A-Tier:
| Unit | Why A-Tier? | Cost to Place (Gold) | Evolve Required? |
|---|---|---|---|
| Zoro (Evolved) | Instant evolution from tutorial hat; strong AoE, low cost | 600 | Yes, second evo needed |
| Ichigo (Dungeon Drop) | Good single-target damage; farmable | 2,200 | No (base is fine) |
| Fruit Eater (Spring Unit) | Free from Spring Panel; solid hybrid damage | 1,800 | Can be unevolved |
B-Tier and Below:
| Unit | Tier | Reason |
|---|---|---|
| Broly | C | Outclassed by newer Mythics; low DPS (note: contradicted by the Units section's "How to Get Broly" article, which calls Vanguard Broly S-tier — likely referring to different "Broly" units/forms) |
| Jinmu | D | Inefficient, poor scaling even with good traits |
| Night Guy | C | Niche use in Spring event, outshone by Moa |
| Start Zoro (unevolved) | B | Jumps to A once evolved |
Farming the Best Units: Spring Event Panel (loadout: Treasury/Treasury/Make It Rain/Setup, skip 5 waves, restart, repeat to Tier 50 → Vanguard Memorial + Moa/Fruit Eater/Jeriah); Odyssey (up to 1,000 rerolls/day, focus Ragna or Esganor Odyssey); Raid/Dungeon shops weekly (New Raid: 200 rerolls; Dungeon: 100 regular + 100 memorial rerolls; Boss event: 40 rerolls/week).
Evolution Cheat Sheet:
| Unit | Evolution | Materials Needed |
|---|---|---|
| Zoro → Zoro (Evolved) | Tutorial hat + 50 green essence stones | Hat from tutorial; stones from story challenges |
| Nami → Nami (Evolved) | 5 rainbow essence stones + 20 of each colored stone | Legend Stage 3 drops; codes give 5 rainbow stones |
| Luffy → Gear 4 → Gear 5 | Gear 4: Firefoot, Skelly King, Nami Evo tokens | Raid/dungeon/quest sources |
| Gear 5 | 50 of each essence stone + 100 green stones + quest | Half-hour challenges (2–4 per run) |
2. 5.2 Update 13.5 Tier List (Performance-aware, Summer Update meta)
This article ranks units on both raw power and FPS/lag impact, since Update 13.5's zombie mode strains performance.
| Tier | Units | Primary Role | Meta Viability |
|---|---|---|---|
| S-Tier | Escanor (Sun God), Alucard (Vampire King), Song Jinwoo | Main DPS / Boss Killer | Absolute meta; essential for high-wave progression |
| A-Tier | Sasuke (Shadow Avenger), Gojo (Infinite), Ichigo (Hollow) | Crowd Control / AoE DPS | Strong, reliable in most comps |
| B-Tier | Yamamoto (Genryusai), Naruto (Beast Mode), Luffy (Gear 5) | Situational DPS / Summons | Good damage, high lag risk |
| C-Tier | Basic Support Units, Early-Game DPS | Gold Farming / Early Waves | Niche/setup use only |
Lag Risk Table:
| Unit | DPS Rating | Lag Risk | Notes |
|---|---|---|---|
| Escanor | Extremely High | Low | Highly optimized; safe in multiples |
| Yamamoto | Very High | Extremely High | Spams too many summons; avoid in endless/zombie mode |
| Sasuke | High | Medium-High | DoT calculations lag past wave 100 |
| Gojo | Medium-High | Medium | Slow effects useful, keep placements efficient |
The Yamamoto Dilemma: Statistically powerful but practically crash-prone in high-wave zombie mode due to summon spam; community recommends avoiding him entirely if targeting stable 100+ FPS.
Performance Settings Table:
| Setting | Recommended Value | Impact |
|---|---|---|
| Visual Effects (VFX) | Disabled / Off | High — prevents crashes |
| Low Detail Mode | Enabled / On | High — reduces enemy/map polygon count |
| Simplify Health Bars | Enabled / On | Medium — reduces UI overhead |
| Graphics Quality | Auto | High — dynamic rendering distance |
| Camera Angle | Facing away from spawn | High — reduces active renders |
Optimization Steps: 1) Disable unit VFX, 2) toggle Low Detail Mode, 3) simplify health bars, 4) set graphics to Auto (not lowest — lowest hurts visibility without big FPS gain), 5) angle camera away from the battlefield once setup is complete ("Look Away" trick).
Wave Reset Strategy:
| Wave Range | Game State | Action |
|---|---|---|
| 1–99 | Fast-paced, low lag | Focus on upgrading main DPS |
| 100–114 | Enemies take longer to die; DoT lag increases | Monitor performance; prepare to reset |
| 115–120 | Peak efficiency limit | Reset to claim rewards safely |
| 120+ | High crash risk | Avoid pushing further unless testing limits |
Recommended Team Comps:
- High-FPS Farming Team: Escanor (Main DPS), Song Jinwoo (Support DPS), Gojo (CC), Bulma/money unit (Utility). Avoid summoners/heavy DoT units; rush Escanor upgrades.
- High-Wave Progression Team: Alucard (Main DPS), Sasuke (AoE), Gojo (CC), Erwin/Speedwagon (Utility/Buffs). Slow units up front, Sasuke thins crowds, Alucard finishes tanky targets, camera angled away post-setup.
3. 5.3 Familiar Tier List (Canon Accuracy + Synergy methodology, not raw power)
This list explicitly does not rank by raw DPS — it ranks by how well a familiar synergizes with the unit's existing passives and how canonically accurate it is to the source anime/manga.
| Familiar | Tier | Key Reason |
|---|---|---|
| Valentine's American Flag | S | Perfect canon synergy; removes clone-generation limitation |
| Sasuke's Eyes of Despair | A | Lightning arc synergizes with stacking-damage/stun passives (non-canon ability, mechanically excellent) |
| Obito's Secluded Kunai | B | Canon burn + free-resell mirrors Kamui teleport; weak base passives limit synergy |
| Gojo's Infinity Familiar | C | Partial canon (wrong activation trigger); decent passive-timer synergy |
| Sukuna's Cleave Familiar | C | Non-canon (Cleave isn't normally constant); does work with his base kit |
| Tenun's Smoke Bomb | F (F+) | No canon basis; zero synergy with crit-based kit |
| Gilgamesh's Key of Babylon | F | Non-canon stun/slow, incorrect ability order, minimal synergy |
Synergy Breakdown Table:
| Familiar | Unit Passive Matches | Canon Ability Match | Overall Score |
|---|---|---|---|
| Valentine's Flag | Perfect (clone generation) | Yes (clone swap) | 10/10 |
| Sasuke's Eyes | Perfect (lightning arc ticks stack damage) | No | 8/10 |
| Obito's Kunai | Minimal (burn not tied to passives) | Yes (free resell = Kamui) | 5/10 |
| Gojo's Infinity | Partial (extends Infinity) | No (wrong activation) | 4/10 |
| Sukuna's Cleave | Partial (applies cleave) | No (should not be every hit) | 4/10 |
| Tenun's Bomb | None | No | 1/10 |
| Gilgamesh's Key | None | No | 0/10 |
Practical Performance Recommendation (separate from the canon ranking):
| Familiar | Practical Value | Recommendation |
|---|---|---|
| Valentine's Flag | S — enables broken clone spam | Must-farm if you have Valentine |
| Sasuke's Eyes | A — great for Spark teams | High priority |
| Obito's Kunai | B — situational (free sell) | Good for early game |
| Gojo's Infinity | C — moderate damage boost | Skip if you have better |
| Sukuna's Cleave | C — decent DPS, outclassed | Niche |
| Tenun's Bomb | D — only if you need fire element | Avoid |
| Gilgamesh's Key | D — low impact | Avoid entirely |
4. 5.4 Memoria Tier List
Memoria are equippable accessory items (passive upgrades) introduced with Update 10.5. Six categories used: Trash, Farm, Good, Very Good, Must Use, God.
Rare/Epic Memoria:
| Memoria Name | Rarity | Effect | Tier | Notes |
|---|---|---|---|---|
| Speed Boost | Rare | -5% SPA | Trash | Bonus too small to matter |
| Range Boost | Rare | +5% range | Trash | Useless on infinite-range units like Sunraku |
| Damage | Rare | +10% damage dealt | Good | Reliable flat boost |
| DOT Amplifier | Epic | +30% DoT damage | Must Use | Essential for burn/bleed units (Benimaru, Escanor) |
| Water Goddess Cheer | Epic | +30% damage after buildup (2%/wave) | Very Good | Strong but slow to ramp |
| Young Entrepreneur | Epic | +100% yen on Sprint Wagon (diminishes with multiples) | Farm | Best with 2 maxed Sprint Wagons |
Legendary Memoria:
| Memoria Name | Effect | Tier | Notes |
|---|---|---|---|
| Power Surge | +20% damage immediately | Very Good | Reliable in short modes |
| Gambly Fanatic | -5% Takaroda upgrade cost per upgrade (stacks) | Farm | Speeds up maxing Takaroda |
| Art is Busing | +5% seasonal event currency per run (stacks per team) | Must Use | Equip on all 6 units for +30% event currency |
Mythic Memoria:
| Memoria Name | Mythic Unit | Universal Effect | Exclusive Effect | Tier |
|---|---|---|---|---|
| Frozen Admiral | Aiji (Aokiji) | +30% damage to "Wanted" enemies | Follow-up attack for 30% damage (5s cooldown) | Must Use for Pirate teams |
| King of the Trash | Loot Goblin | +10% crit chance; debuff immunity 5s (40s CD) | +20% yen from kills (40% after ability) | Good |
| Tough Bunny | Tough Bunny | Halves stun duration | Moves to nearest track spot after 3rd attack | Very Good |
Secret/Vanguard Memoria (only 2 exist as of the article's writing):
| Memoria Name | Rarity | Universal Effect | Exclusive Effects | Tier |
|---|---|---|---|---|
| Öza's | Secret | DOT bypasses shields | Refunds 30% meter spent; buffs reapply indefinitely on expiry | Must Use, especially DOT supports |
| Rukia's Vanguard | Vanguard (God) | Absolute Zero reapplies in range (10s CD) | Shares upgrade stat on assist attacks; status immune; freezes all enemies 2s on resisted debuff | God — best Memoria in the game |
5. 5.5 Mythic Tier List (Update 10 Part 2 — New Unit Placements)
| Unit | Element | Placement | Primary Role | Tier (Best-Case) | Key Strength |
|---|---|---|---|---|---|
| Law | Spark | 4/5 | DPS + Support | A | 3-zone system, high DPS + pushback |
| Zoro | Fire | 4 | DPS + Tank | A | Bleed, follow-up attacks, ally protection |
| Ace | Fire | 3 or 4 | DPS | B | Full-AoE burn (Intense Burn) |
| Doflamingo | Cosmic | 3 | DPS + Summoner | S | Copied slots, tentacles, enemy conversion |
| Whitebeard | Water | 3 | Burst DPS + Support | S | 1000× final attack, slow/stun, Griffith synergy |
| Shanks | Unknown | 3 | Stun + True Damage | SS | Free Monarch, triple-stun bypass, nullifies damage reduction |
Detailed notes: Law is a battle-pass (Tier 50) reward with a toggle-able 3-zone mechanic; deals bonus damage to "Wanted"-debuffed enemies; Optimal Trait Monarch. Zoro (this is a different Zoro context from the beginner-guide starter Zoro) is Fire-element with a bleed-based kit; intercepts/halves status effects aimed at allies. Ace applies AoE "Intense Burn" but lacks Zoro's utility — bleed is considered generally more versatile than burn. Doflamingo (a "secret" unit) spawns copies of himself in empty team slots, has Conqueror's Haki (stun), tentacle DPS, and can convert up to 3 enemies into temporary summons. Whitebeard activates a 1000× damage final-upgrade attack (over 1M damage/hit with Monarch); best placed directly behind Griffith for debuff synergy. Shanks (also a "secret," obtained free via clearing the rift rather than summoning) deals guaranteed-crit true damage on stunned enemies (~700k base with Monarch, crits to ~1.3M, ~3M/cycle); his Conqueror's Haki stuns all enemies every 30s bypassing stun cooldowns, and he sets Wanted-tagged enemies' damage reduction to zero.
Esganor's "Doctor" Familiar Glow-Up: A new "Doctor" familiar turns Esganor's single hit into 5 hits against shielded enemies, potentially pushing him from A-tier (situational) to S-tier (above Griffith).
| Unit | Before Doctor | After Doctor | New Potential Tier |
|---|---|---|---|
| Esganor | A-tier (situational) | S-tier (shield counter) | S-tier (above Griffith) |
Bleed vs. Burn Comparison:
| Aspect | Bleed (Zoro) | Burn (Ace) |
|---|---|---|
| Damage Type | Percentage-based, ignores armor | Flat damage over time |
| Anti-Heal | Yes (prevents healing) | No |
| Synergy with Rupture | Pairs well | Redundant |
| Utility | Follow-up on heal, ally status block | Full AoE, Intense Burn |
Trading
1. 9.1 Trading Strategy Guide (Zero to Hero Progression)
| Stage | Starting Assets | Best Strategy | Target Units |
|---|---|---|---|
| Newbie (Level 50) | Nothing | Farm City Raid Berbs, trade clean or roll stats | Clean Berbs, Choppers |
| Low Value | Some Berbs, event units | Grind Rukias, sell on day-1 hype | Rukia → Kaguya / Aizen |
| Mid Game | Aizen / Escanor / Kaguya | Flip between Aizen and Escanor | Shiny Stark, multiple Aizens |
| End Game | Multiple Aizens + shinies | Trade up to Shiny Aizen → Diavolo | Diavolo, Shiny Escanor |
Starting from Zero: farm City Raid for Berbs (common units). Some players want them "clean" (no stat rolls) to reroll themselves; alternatively gamble reroll tickets for a high-% roll (e.g., 99%) to trade up significantly. One reported example: a single 99% Berb traded for a Shiny Hunter gamepass + 15 extra Berbs.
| Roll Quality | Approx. Value (in base Berbs) | Success Rate (per 10 rolls) |
|---|---|---|
| 0%–50% | 0.5 (basically worthless) | ~60% |
| 51%–80% | 2–3 | ~25% |
| 81%–95% | 5–10 | ~10% |
| 96%–100% | 15+ (up to Shiny Hunter) | ~5% |
Rukia Hype Strategy: grind the Rukia-dropping event; on the first tradeable day, hype is extreme and players will overpay (sometimes a Kaguya or Aizen for one Rukia) — stack Rukias during the event, cash in immediately once trade lock lifts.
Mid-Game Flipping (Aizen ↔ Escanor): their values are similar but demand fluctuates — flip repeatedly for small, snowballing profits. The article notes Kaguya's value has reportedly dropped, making Aizen/Escanor the safer high-demand targets. Gamepasses (Shiny Hunter, Battle Pass) hold value better than units since they have a real Robux-cost floor.
| Trade Type | Starting Unit | Target Unit | Estimated Profit |
|---|---|---|---|
| Kaguya → Aizen | Kaguya | Aizen | Small (adds likely) |
| Aizen → Kaguya + adds | Aizen | Kaguya + extra unit | Moderate |
| Escanor → Aizen | Escanor | Aizen | Small |
| Aizen → Shiny Stark | Aizen | Shiny Stark | Medium (if you can flip) |
Endgame Shiny Ladder: Shiny Stark (easy first flip target) → Shiny Aizen (needs multiple Aizens) → Diavolo (the ultimate prize, extreme hype/trade velocity). Caution: value lists can be outdated for real-time demand — observe what actually moves fast in trade channels rather than trusting numbers blindly.
| Shiny Unit | Value Tier | Current Demand | Notes |
|---|---|---|---|
| Shiny Stark | High | Very High | Easy flip, recommended |
| Shiny Aizen | Very High | High | Requires multiple Aizens |
| Shiny Kaguya | High | Medium | Value declining |
| Shiny Diavolo | Top Tier | Extremely High | The ultimate prize |
| Shiny Mob | Medium | Unknown | Not recommended yet |
Quick Reference:
| Do | Don't |
|---|---|
| Farm Berbs and roll stats for profit | Trade away your only valuable unit for a niche shiny |
| Stack Rukias before trade lock lifts | Trust value lists blindly |
| Flip Aizen ↔ Escanor repeatedly | Buy cheap bundles that drop in value |
| Use Vanguard Values for baseline math | Overpay for "limited" skins unless you know the market |
| Observe trade chat to gauge real demand | Trade with strangers offering multiple low-value units for your single high-value unit (often a scam) |
2. 9.2 Trading Discord — Community Hub for Fair Trades
| Platform | Speed | Price Accuracy | Scam Risk | Community Size |
|---|---|---|---|---|
| In-game trade chat | Slow | Low | High | Limited to server |
| VanguardValues.gg (value list) | Instant | High (team-verified) | None | Global (web) |
| Anime Vanguards trading Discord | Fast | Medium-High (crowd-sourced) | Medium (use middlemen) | Thousands of active traders |
Beginner Checklist: complete the level-50 trading unlock → set up a Discord trade profile listing your best units/wants → use the "price-check" channel before offering → start with low-value farmable units (Berbs, Choppers, Rukia) → never trade first without a verified middleman for high-value deals.
Sample Value Table (Robux-equivalent, tied to the 799-Robux 30-Day Login Pass baseline):
| Unit Type | Base Value (in 799-Robux equivalents) | Typical Demand |
|---|---|---|
| Basic Berb (clean) | 0.1 | Low (used for fails) |
| 99% Stat Berb | 1.5 | Medium (collectors) |
| Rukia (tradeable) | 2.0–3.0 | Very High (first day hype) |
| Aizen | 10.0 | High (stable demand) |
| Kaguya | 9.5 (dropping) | Medium (supply increase) |
| Escanor | 10.5 | High (buffed recently) |
| Shiny Stark | 25.0 | Good flip target |
| Diavolo | 100+ | Ultra rare, extreme hype |
Strategies by Stage: Zero-value beginners farm City Raid for Berbs/Choppers and gamble stat rolls; mid-game players AFK-grind Infinite mode for event units (e.g., Rukia) and sell into first-day hype; end-game traders flip Aizen ↔ Escanor repeatedly, then consolidate into Shiny Stark, then stack shinies toward Diavolo.
| Strategy | Starting Capital | Risk Level | Example Profit |
|---|---|---|---|
| Berb stat gamble | 0 (time only) | High | 99% Berb → Shiny Hunter + 15 Berbs |
| Event unit hype | AFK time | Low | 1 Rukia → 1 Aizen |
| Mid-value flip | Aizen or Escanor | Low-Medium | Aizen + adds → Escanor + more |
| Shiny consolidation | 3+ Aizens | Medium | 3 Aizens → Shiny Stark → easier sales |
Safety Tips: never click DM links (fake trade bots); use a trusted middleman for trades over ~50 value points; record/screenshot trades for potential Roblox support recovery; avoid unverified "quick trade" channels.
| Common Scam | How to Spot It | Prevention |
|---|---|---|
| Fake middleman impersonator | No previous trade history on profile | Only use middlemen listed in the server's "verified" channel |
| Duplicate item bait | Trader shows one good unit, then swaps | Confirm the final trade window before accepting |
| Overpriced bundle | Value list doesn't match bundle price | Check each item individually on VanguardValues.gg |
3. 9.3 Trading Value List & System Rules (Update 9.0 trading system)
What Can Be Traded: limited units (exclusive rarity or no-longer-obtainable); skins (limited and non-limited); familiars (retain corruption/stats when traded); giftable items (game passes — VIP, anniversary bundles — purchased rerolls, 30-day login pass); traits and equipment skins (must be removed from the unit before trading or they're lost).
What Is NOT Tradable: regular non-limited units; in-game currency (gems, coins); experience/level progress.
Important rule: any traded unit loses its equipped traits, familiars, and skins unless manually removed beforehand.
Value List Key Terms (VanguardValues.gg, baseline = 799-Robux 30-Day Login Pass):
| Term | Icon / Abbreviation | What It Means |
|---|---|---|
| Value | Number (e.g., 1,200) | Robux-equivalent worth |
| OC | Owner's Choice | Extremely rare items with no set value; seller decides |
| Demand | Fire symbols (1–5) | How many players want it (5 = everyone) |
| Liquidity | Drop/arrow icons | How fast it trades |
| Trend | Rising / Falling / Stable | Value direction |
Example figures cited: Gogeta base value 1,200 Robux, Shiny Gogeta 10,000 Robux; Diavolo shows max (5-fire) demand.
Using the Trade Calculator: add the unit(s) you want to You Want, your offered units to You Give, then press "Request" to see a probability/"hit chance" meter (green = fair, red = lopsided).
Most Valuable Skins (June 2026 snapshot):
| Skin | Estimated Value | Notes |
|---|---|---|
| PvP Leaderboard Skin | OC (Owner's Choice) | Extremely limited, hard to price |
| Roy Mustang | OC | Ultra-rare past-event item |
| Super Saiyan for Gogeta | Not yet widely traded | Expected to spike if Gogeta gets a Vanguard Familiar |
Familiars retain corruption/stats when traded; the "Godly Corrupted Bird" is cited as a perfect (all-stats-maxed) example.
Scam Prevention (5 Tips): always check the value list before trading; use the trade calculator to double-check totals; screenshot the trade screen before accepting; never trade while rushed; use the official Discord's trading channels and scammer blacklist.
4. 9.4 Value Calculator — Deeper Dive
The VanguardValues Trade Calculator lets you enter offer/request items and see total value difference, demand, and liquidity for both sides, with filters for unit name/variant (Shiny, seasonal, etc.) and an export/reset function.
Demand/Liquidity Labels:
| Term | Meaning | Example from Data |
|---|---|---|
| Stable | Consistent value, easy to buy/sell | Shiny Rogita (Super 4): 11,000 |
| Varies | Price fluctuates; check recent trades | Divalo (Requiem): 15,500 (value varies) |
| Scarce | Limited supply, higher demand | Octopus: 16,000 (scarce) |
| Hyped | Very popular right now, often overvalued | Shiny Leo (Fangs): 500 (hyped) |
| Underpriced | Value seems low relative to rarity | Koguro (Unsealed): 500 (underpriced) |
Sample Value Table (June 2026):
| Unit Name | Normal Value | Shiny Value | Demand / Liquidity |
|---|---|---|---|
| Divalo (Requiem) | 15,500 | O/C (#5) | Varies |
| Octopus | 16,000 | 70,000 | Scarce / Scarce |
| Seban | 9,000 | 32,500 | Scarce / Varies |
| Legendary Super Brolzi (December) | 36,000 | 132,000 | Stable / Varies |
| Shiny Soburo (Contract) | 550 | 40,000 | Stable |
| Gazelle (Zombie) | 700 | 24,000 | Stable |
Top High-Value Units (June 2026):
| Rank | Unit | Value | Remarks |
|---|---|---|---|
| 1 | Shiny Legendary Super Brolzi (December) | 132,000 | Extremely rare seasonal |
| 2 | Shiny Legendary Super Brolzi (November) | 115,000 | Slightly less than December |
| 3 | Shiny Octopus | 70,000 | Scarce |
| 4 | Shiny Soburo (Contract) | 40,000 | Stable demand |
| 5 | Legendary Super Brolzi (December) | 36,000 | Normal version, still expensive |
| 6 | Shiny Seban | 32,500 | Varies |
| 7 | Legendary Super Brolzi (November) | 25,000 | Scarce |
| 8 | Shiny Gazelle (Zombie) | 24,000 | Stable |
| 9 | Shiny Isdead (Romantic) | 14,000 | Stable |
| 10 | Shiny Koguro (Unsealed) | 13,000 | Stable |
5 Trading Tips: never trade without checking the calculator (values shift week to week); watch for "O/C" (over cap) items needing multi-item negotiation; weigh liquidity (Scarce items may need a discount to move, Stable items flip easily); combine small stable units for big trades (e.g., 5× Shiny Pweeny at 800 = 4,000, enough for a Shiny Wolf at 2,800); check the "Updated" timestamp — avoid trading on data older than ~1 week (some entries cited as 160+ days stale).
(Note: Section 9.4's value figures for Shiny Octopus, Divalo, Seban, etc. partially overlap with — and in some specific numbers slightly differ from — Section 9.5's "Value List" article. Both are presented as-is since both sources self-date to "June 2026" without further reconciliation.)
5. 9.5 Value List — Top Units, Trading Mechanics
Top High-Value Units (per this specific article):
| Unit | Rarity | Value | Demand (1-5) | Trend |
|---|---|---|---|---|
| Shiny Diavolo (Requiem) | Exclusive | O/C (#5) | 4 | Stable |
| Shiny Legendary Super Brolzi (Dec) | Exclusive | 132,000 | 2.5 | Rising |
| Shiny Legendary Super Brolzi (Nov) | Exclusive | 115,000 | 1.5 | Stable |
| Shiny Octopus | Exclusive | 70,000 | 2.5 | Stable |
| Shiny Soburo (Contract) | Exclusive | 40,000 | 2.5 | Stable |
| Legendary Super Brolzi (Dec) | Exclusive | 36,000 | 3 | Rising |
| Shiny Seban | Secret | 32,500 | 3 | Stable |
| Legendary Super Brolzi (Nov) | Exclusive | 25,000 | 2 | Rising |
| Shiny Gazelle (Zombie) | Mythic | 24,000 | 4 | Stable |
Metrics:
| Metric | What It Means | Example |
|---|---|---|
| Demand (1-5) | How many players want this unit | Shiny Gazelle (Zombie): demand 4 |
| Liquidity (0-3) | How quickly it can sell | Shiny Rogita (Super 4): liquidity 3 |
| Trend | Price movement direction | Rising = good time to buy |
4-Step Profitable Trading Process: 1) Always check current value before offering (a normal-vs-shiny gap can be 10×+); 2) Look for "Underpriced"/"Hyped" tags — buy underpriced/hyped-but-cheap units before they spike (e.g., Shiny Leo (Fangs) at 500 value, demand 3, tagged "Hyped"); 3) Use the "Flip" method — trade a bundle of mid-tier units for one high-demand unit, then flip that for an even rarer shiny (one documented case: flipping an "Anniversary Bundle 5" into a Shiny Kaguya); 4) Avoid overpays unless you have a documented follow-up plan (one example: 3 Kaguya + a Shiny Hunter traded for a Shiny Mori, justified by a pre-arranged follow-up trade).
Shiny vs. Normal Multiplier Examples:
| Normal Unit | Value | Shiny Version | Value | Multiplier |
|---|---|---|---|---|
| Octopus | 16,000 | Shiny Octopus | 70,000 | 4.4× |
| Seban | 9,000 | Shiny Seban | 32,500 | 3.6× |
| Divalo (Requiem) | 15,500 | Shiny Divalo | O/C (#5) | ∞ |
| Rogita (Super 4) | 450 | Shiny Rogita | 11,000 | 24.4× |
| Koguro (Unsealed) | 500 | Shiny Koguro | 13,000 | 26× |
Common Mistakes: trading without checking the value list first; chasing hype without checking the trend arrow; accepting bundles of many low-value units assuming they equal one high-value unit ("quality over quantity"); ignoring liquidity (a high-value but zero-liquidity unit may never find a buyer); FOMO-driven trades without a bigger strategic plan.
Units — Rosters, Builds, and Specific Breakdowns
1. 6.1 "All Units" — 2025 Vanguard Retrospective (Design Ranking, not power ranking)
Six 2025-released Vanguard units ranked by design quality, not raw power (Diavolo, a 2024 unit, excluded as outdated):
| Rank | Unit | Design Score | Why? |
|---|---|---|---|
| #1 | Ein | 10/10 | Most complex, versatile, fun — controls multiple elemental spells (2/element), undead control, world items; took 6–7 weeks to develop |
| #2 | Esganor | 9/10 | Simple but extremely useful for farming — auto-upgrades for free, "set-and-forget" |
| #3 | Sun Jin Wu | 8/10 | 3 nukes (highest in game as of mid-2026), summons a bear, raises enemies from the dead, synergizes with Dead Eye items |
| #4 | Broly | 7/10 | Transforms visually on every upgrade with cutscenes; relies on follow-up attacks/crits rather than raw DPS; may be power crept soon |
| #5 | Kaguya | 6/10 | 3 passives (Master of Dimensions, God of Shinobi, Elemental Affinity) controlling fire/ice/sand; fell behind due to power creep, clunky feel |
| #6 | Gogeta | 5/10 | First 2025 Vanguard, first to reach ~100k DPS easily ("the stat stick"); very low passive complexity, outdated by late 2025 but solid for beginners |
2. 6.2 "Best Units Summer 2026" — Meta Snapshot
| Unit Name | Rarity / Type | Why Top Tier | Availability |
|---|---|---|---|
| Gojo vs Sukuna | Limited / Vanguard | Insane AoE, self-buff, extreme DPS — "does everything in the game" | Time-gated (portal) |
| King | New / Meta | Strong single-target burst, synergy with Vanguard Familiars | Immediate via portal |
| Escanor (Vanguard Familiar) | Vanguard Familiar | Revives old Escanor with massive raw stats | Escanor portal |
| Naruto (previous meta) | Legendary | Still top DPS with proper Memoria | Permanent banner |
| Madara | Limited | Great crowd control and debuffs | Time-gated (returning later) |
Gojo vs Sukuna — strengths/downsides: Extreme damage output (outpaces previous king Naruto), versatile kit combining single-target + AoE + healing/buff mechanic, high visual impact. Community concern: reignites "power creep" debate — endgame content (Elemental Towers, Odyssey Adventure) hasn't scaled to match, and Odyssey doesn't even allow a full roster. Locked behind a portal requiring the summer event to be cleared.
Comparison Table:
| Stat | Gojo vs Sukuna | King | Madara (if obtained) |
|---|---|---|---|
| Base Damage | Extremely high | High | Medium-High |
| AoE | Massive | Single-target | Moderate AoE |
| Availability | Time-gated | Immediate (portal) | Time-gated (future) |
| Best Use | All content | Bossing / raids | Crowd control |
Vanguard Familiars (return of old favorites): Update 13.5 added 7 new familiars usable on older units, obtained via the Escanor portal (criticized by the community as "annoying and gimmicky" to obtain). Example: Escanor's "The One" Familiar gives a massive damage boost; Kaguya's familiar improves survivability.
System Pain Points (Summer Update 13.5):
| System | Player Sentiment | Impact on Best Units |
|---|---|---|
| Time-gating | Negative | Delays access to top units |
| Stat chips | Mixed | Easier to max (cap raised 250→99... worded ambiguously in source as "rate skyrocketed"), but less strategic |
| Memoria | Negative | 99% of units are forced to use their own Memoria, limiting build diversity |
Roadmap Teaser: Developer announced a 2-week update cadence toward an anniversary update (~4 months out at time of writing) featuring a brand-new evolution-only rarity, with Sung Jin-Woo as the first unit of that rarity, plus more frequent Vanguard Familiar releases and "lighter," more standard TD-style updates (Legend stages, raids).
3. 6.3 Escanor — Monarch/Vanguard Familiar Unit Deep Dive
Core Stats at Max Upgrade:
| Stat | Value |
|---|---|
| Damage per hit | 13 million |
| Attack speed | Every 7.1 seconds |
| Range | 77 |
| Placement cost | Free (0 gold) |
| Self-sell timer | After 5 waves |
Vanguard Familiar Passives: Earned Arrogance (+200% damage); Controller of the Sun (gains 1 Hour Stack every 30s or on upgrade; at max stacks damage buff scales 30%→100%); Prideful Blaze (attacking a burning enemy triggers a follow-up dealing 70% of his damage per tick, +5% per burn-unit slot on the team).
Signature Memoria ("Lone Fighter") Passives: Lone Fighter (+100% damage, but -50% damage per other unit on the field — must be run solo); Status Immunity (ignores negative stage effects, treated as any category for stage buffs); Unstoppable Pride (if ≥5 team slots are "burned"/sacrificed, Escanor retains upgrades across placements after being sold — works through replay matches; community currently treats this as a beneficial bug).
Secret Passive: In ultimate form, if your life total reaches zero he revives you with 1 life and teleports to the back of the map with a special attack.
Recommended Build:
| Slot | Recommended Item | Notes |
|---|---|---|
| Familiar | Monarch Escanor (Vanguard) | Required for passives |
| Memoria | Lone Fighter (his own) | Required for upgrade retention/solo buffs |
| Trait | Divinity (or Contagious for burn focus) | Divinity = bigger raw stat increase; Contagious = better for burn-heavy teams |
| Stat Chips | All Godly (farmable from portals) | Focus damage, range, speed |
Stat Chip Farming: ~10,000 chips reported from 1,000 capsules in one overnight AFK session, using a 5-Monarch AFK team: Luffy, Acura, Ichigo, Moa, Kaido (covers nearly every element, handles leaks).
Performance Against Hardest Stages (community tests):
| Stage | Escanor's Result | Key Observations |
|---|---|---|
| AOT EX | ✅ Clear (solo) | No farming needed; place at upgrade 3 to handle shields; ultimate on placement |
| Guilty Gear EX | ✅ Clear (solo) | Delay placement until wave 3 to avoid shields; burn does not bypass shields |
| Cow Rift | ❌ Failed (solo) | Can't sell units in this rift → upgrade retention passive is useless; nearly killed first boss (2B HP) |
| Limit Break Dungeon (Lvl 1) | ❌ Failed (solo) | Enemy HP too high (370M+); better suited for hyperbuffed teams |
Practical Tips: Always run him solo (Lone Fighter penalizes other units); manage his auto-sell-after-5-waves timer by using his ultimate before that or selling manually to retain upgrades; watch for shields (burn only triggers on already-burning enemies, so shielded enemies are a weak point — leave him at upgrade 3 to avoid an absorbable multi-hit attack); use the portal-event AFK team above for stat chip farming.
Community speculation noted in the article (unverified rumor-tier content): Virgil/Virgilio may get a Vanguard Familiar soon given his current weak meta standing; future updates are expected to be "simpler"/more macro-light; the article's author argues non-anime characters (from other games) shouldn't make up a large share of small updates, suggesting the anniversary update should focus on anime characters; anniversary predictions include all previous anniversary characters returning with Vanguard Familiar upgrades (Dio "almost guaranteed," Gogeta/Diablo models "underwhelming," Yamamoto's model "good").
4. 6.4 Familiars (Burb & Chopper) — Farming Guide
| Familiar | Stage | Difficulty | Drop Chance | Notes |
|---|---|---|---|---|
| Burb | Rune City | Act 1 (Easy) | 1% | Quick runs, low chance |
| Burb | Rune City | Act 2 (Hard) | 3% | Longer, more effort |
| Chopper | Happy Factory | Act 1 (Easy) | 2% | Auto-friendly, low pity |
| Chopper | Happy Factory | Act 2 (Puzzle) | 50% | Requires code puzzle, best method |
Key insight: Chopper's 50% Act 2 method is far more consistent than grinding the 2% Act 1 rate to its 75-run pity.
Burb Farming (Rune City, boss = numbered pillars mechanic):
| Step | Action | Purpose |
|---|---|---|
| 1 | Equip 3+ farm units (e.g., Ains, Luffy) | Maximize early gold income |
| 2 | Avoid attacking the boss | Prevents pillar activation until ready |
| 3 | Build farms until max upgrades | Stockpile gold |
| 4 | Place nuke units (Escanor, Whitebeard, Kaguya) | Insta-kill boss after burst |
| 5 | Target boss and use all abilities | One-shot before mechanics trigger |
Since unit power has scaled significantly, you can now bring triple farms and largely ignore the pillar puzzle; goal is gold → burst kill. A typical Act 1 run takes ~12 minutes.
Chopper Farming (Happy Factory):
- Act 1 (2% drop): Solo Escanor in the middle of the map, auto-upgrade enabled — no interaction needed; hard pity at 75 runs (most prefer the higher-rate Act 2 method).
- Act 2 (50% drop, code puzzle + Doflamingo boss):
| Phase | Action | Notes |
|---|---|---|
| 1 | Clear Act 1 normally | Obtain a 4-digit code from green wave numbers |
| 2 | Enter the code at the back gate | Code varies each run (e.g., 2789) |
| 3 | Transfer to Stage 2 | "Innocent" civilian mobs spawn |
| 4 | Place Kaguya or Escanor near end zone | Auto-clear close threats |
| 5 | Wait for 5 barrels to hit Doflamingo | Marked with Doflamingo's icon |
| 6 | Kill Doflamingo before clones touch him | Clone contact removes a stock; 3 stocks max |
Important: Do not bring clone-spawning units (Ains, Sung Jinwoo, Doflamingo himself) to the Act 2 Doflamingo fight — friendly clones also count against the stock limit.
Best Farming Units:
| Unit | Role | Why It's Good |
|---|---|---|
| Escanor | Nuke / Solo | Clears Happy Factory Act 1 alone |
| Luffy | DPS / Nuke | 3M+ damage per hit |
| Whitebeard | AoE Nuke | Clears entire map, insane burst |
| Kaguya | Auto-target | Jumps to closest mob, good for Stage 2 |
| Sasuke | Ramps Damage | Stronger with repeated hits on same target |
| Ains | Farm | Triple farm setup speeds gold gen |
| Brook | Nuke | Alternative if missing others |
Reward Value: Each Happy Factory run yields 50 Happy Coins, spendable on Phoenix Shards, Corruption Crystals, Rainbow Essences, Trade Rerolls, Stat Chips, and Green Essences.
5. 6.5 Gojo vs Sukuna — Fused Vanguard Unit Deep Dive
(See note above — this content describes the unit as obtained via the Ice Tea Festival gacha event during the Summer Banner, distinct from the "Itadori → Sukuna" / "Gojo Eyes" mechanic in Section 3.)
Base Stats (observed, scale with upgrades/Memoria):
| Stat | Value |
|---|---|
| Placement Cost | 6,000 |
| Base Range | Very high (covers most of map) |
| Base Damage (Placement) | ~1 million (scales) |
| Max Level | 60 |
| Passive Slots | 4 (via Memoria) |
Obtaining the Unit: Primarily via the Ice Tea Festival event — earn Ice Tea currency, pull from a dedicated gacha. Reported drop rate ~0.005% (Monarch rarity).
| Method | Ice Tea per Run | Notes |
|---|---|---|
| Event Mode (with Fire Sale) | Up to 57,000+ per wave | Requires Kratos/Luffy |
| Story Mode (Planet Namek Act 1) | ~3,000 | Can be macroed |
| Codes | Variable | One-time use |
Speed-up tricks: Redeemable codes 13.5, EternalAdversaries, and Gambler give free Ice Tea/summon tickets. Fastest farming method: run the event mode with Kratos, Luffy, Rukia, complete the "lamp quest" to activate Fire Sale, which guarantees a Gojo vs Sukuna drop from the chest. Overnight macro option: replay Planet Namek Act 1 with a strong AoE unit like Aizen (~3,000 Ice Tea/clear).
Form Mechanic — "Clash of the Strongest" (60s cooldown, picks winning form):
Gojo Form Passives:
| Passive | Effect |
|---|---|
| Infinity | Slows enemies 50% in range; repulses them at 20% range |
| Eyes of Understanding | Ignores weather effects, immune to status; -1s cooldown per kill |
| Strongest of Today | +10% meter per attack; crit rate/damage scale with meter spent |
| Void (Ultimate) | Time-stops all enemies in range for 15s; +100% damage during Void |
Sukuna Form Passives:
| Passive | Effect |
|---|---|
| Adaptation | Status-immune after 5s; +50% damage per immunity gained |
| Strongest in History | Attacks inflict 200% burn over 8s, bypassing shields |
| Binding Vows (pick 4) | Options: 100% crit rate (loses range), double DOT, summon Mahoraga |
| Sinister Sanctum (Ultimate) | Cleave deals 300% damage, +extra damage per kill (up to 30) |
Gojo side excels at crowd control/burst; Sukuna side focuses on sustained burn/cleave DPS with the customizable Binding Vows (e.g., trading 30% range for 100% crit rate plus an "over crit" mechanic).
Recommended Event Build: Kratos (Main DPS, infinite scaling via essences), Luffy (Support, boxing-gloves AoE buff), Rukia (Utility, freeze/slow), Gojo vs Sukuna (Boss Killer — use Clash to trigger the Fire Sale quest). Important warning: do NOT use the unit for general clearing during the event — it soft-locks the lamp quest; only use it once Fire Sale is triggered, performing Clash without picking a winner to complete the quest for up to a 5× Ice Tea multiplier.
Recommended Memoria: Divinity (boosts bleed/burn and overall damage), achievable via a "Triple Godly" stat roll (Damage, Range, SPA after many rerolls — even Z+ works for most content).
Community Reception: Mixed — players love the power and clash mechanic, but cite severe FPS drops/crashes when using Yamamoto or this unit during regular waves, plus controversy over reintroducing old exclusive battle-pass units via community polls.
6. 6.6 How to Get Vanguard Broly — Quest Chain (Update 8.5)
Vanguard Broly is unlocked via a 5-step questline that begins after obtaining a "Remote" item from the Update 8.5 dungeon.
| Step | Quest Objective | Difficulty / Notes |
|---|---|---|
| 1 | Obtain Goku Super Saiyan 3, Frieza's evolution, Gogeta's evolution | Goku/Frieza are banner units; Gogeta has 20% drop in the new dungeon using Frieza |
| 2 | Complete the dungeon 10 times | Best done after evolving required units |
| 3 | Sacrifice 30 Mythic-rarity-or-higher units | Exclusives count |
| 4 | Kill Frieza 10 times (1 per match) | Kill on wave 3, restart — fastest method |
| 5 | Save Broly (1 more dungeon clear) | Rewards the Broly Pelt evolution item |
Dungeon Mechanics: Frieza appears as mid-boss (wave 3) and final boss. Use high AoE for early waves and a boss-killer for the final fight if solo.
Sacrifice Step: Community reports indicate even Mythic I (lower-tier) units count, so don't hoard them unnecessarily.
Evolution Costs (Pelt → Vanguard Broly):
| Resource | Quantity Needed |
|---|---|
| Legendary Essence Stone (each element) | 50 each |
| Mythic Rainbow | 5 |
| Green Essence Stone | 100 |
| Gold | 50,000 |
Comparison (per this article — conflicts with the C-tier general-tier-list placement of Broly noted in Section 5.1):
| Unit | Tier (S/A/B) | Utility |
|---|---|---|
| Vanguard Broly | S | High AoE DPS, boss killer |
| Shadow Shanks | S | Support, debuffs |
| Flame Naruto | A | AoE damage, but squishy |
| Storm Luffy | A | Crowd control, mobility |
Time Estimate: ~4–6 hours of active grinding if base units are already owned; +2–3 hours if summoning Goku/Frieza from scratch. Farming tips: complete one quest stage at a time to avoid wasted dungeon runs; use double-resource boosters if available; party with friends (kill count for Frieza may be shareable in the same instance per recent patch notes); prioritize sacrificing duplicate exclusives first; save gold for the 50k evolution cost.
7. 6.7 Memoria System Overview (General Mechanics Article)
Memoria are equippable accessories bound to specific units, providing stat boosts, passive effects, and evolution perks (compared by the source to "enchants"/"orbs" in other Roblox TD games).
| Aspect | What Changed |
|---|---|
| New item type | Memoria (equippable to specific units) |
| Source | Summon banners (gacha), pity system, event rewards |
| Rarity tiers | Common → Legendary |
| Main function | Boosts stats (damage, range, crit) + passive effects |
| Evolving | Needed to unlock max potential; costs essence |
| Leveling | Feed duplicate/other Memoria for XP (max level ~60) |
| Traits | Random rolls (Divinity, Solar, Dead Eye, Fortune, etc.) |
Acquisition: Memoria roll alongside unit summons; a "Divinity" trait roll is reportedly ~0.1% chance with a 1,200-pull pity.
| Memoria Name | Unit Bind | Base Effect | Rarity |
|---|---|---|---|
| Winter Memoria | Öza | +5% damage, buff duration extension | Legendary |
| Power Surge | Shanks | +20% raw damage (evolved) | Legendary |
| Speed Cart | Speed Cart unit | -5% upgrade cost | Rare |
| Imp Wagon | (unknown) | +100% yen gain with fewer units placed | Epic |
| Aqua's Blessing | Aqua | +2% damage per wave (max 30 waves) | Legendary |
Leveling/Evolving Costs (approximate, per testing):
| Activity | Essence Cost | Memoria Copies | Other Materials |
|---|---|---|---|
| Level up to max (Legendary) | 0 (uses Memoria as fodder) | ~30–40 common/rare Memoria | None |
| Evolve Memoria (1st evolution) | ~50,000 essence | 1 duplicate or evo item | 1 Guild Flag |
| Evolve unit simultaneously | ~100,000 essence | 1 duplicate unit | Essence cap |
Notable Memoria performance data:
- Winter Memoria (Öza): without it, ~1.72M damage in Valkyrie form; maxed (lvl 60) + good rolls reaches 2.2M (~28% increase), plus faster form-cycling via meter refund.
- Power Surge (Shanks): base damage 1.25M → 1.98M with buffs, peaking 2.9M (~500k DPS) with Brook/Nine buffs; because Shanks stuns on every hit, effective DPS is closer to 1M.
- Speed Cart Economy Memoria: +100% yen with only 1 Speed Cart placed; each additional cart cuts the gain by 50% (excluding the first).
Pros/Cons (community sentiment):
Pros: massive power boosts for key units, added strategic depth/role customization, more content/goals, well-regarded hand-drawn artwork.
Cons: extremely resource-intensive (essence cap not raised to match), added RNG layer (trait rolling), inventory clutter (no filtering), potential pay-to-win concerns, forces specific-unit usage to be effective.
Optimization Tips: prioritize main damage dealers' exclusive Memoria first (Shanks/Öza cited as best ROI); don't waste essence on low-tier Memoria; target Divinity (0.1%, +50% damage) or Solar (10% damage, 25% range) traits; farm duplicate Memoria during events; save essence for one fully evolved Memoria per update until caps are raised; check community rankings regularly as the meta shifts weekly.
8. 6.8 Akuma vs Ashura — Worldline Units (Update 13.5)
Both share a "Clash of Wills" mechanic (similar to Gojo vs Sukuna's Clash) permanently buffing the chosen form's damage by +100% plus +20% against KO-corrupted enemies.
Akuma — DPS Machine:
| Passive | Effect |
|---|---|
| Immune to status debuffs | Cannot be slowed, stunned, or corrupted |
| Rage Meter (range gain) | +1% range/sec while enemy in range; at max, consumes 30% range for +50% damage for 30s |
| Non-stop attacks | Attacks constantly without cooldown, targeting random enemies |
| Stun + Stun Lockout bonus | Attacks stun 2s; hitting a stunned enemy deals +50% damage |
| Focus Meter | Max 300%, +15%/attack; consuming 100% focus makes next attack +300% damage (auto-activates at full); after consuming, +50% crit rate for 60s |
| Over Crit | Crits grant double focus and inflict nullify (removes enemy buffs) |
| KO Corruption | Attacks apply corruption; corrupted enemies store 10% damage taken as gray health, converted to bonus damage when Akuma consumes meter |
| Teleport | Teleports to nearest enemy if none in range |
In testing: Akuma reached 2.25M base damage before buffs, 3.71M after winner buff; soloed a Gogeta boss (9,000 HP multiplier) for 143M damage, sustaining ~7M+ DPS, with crit rate hitting 100% (1.3× crit damage) at max rage/focus.
Reported bug: Akuma can apparently be placed multiple times with seemingly no limit, creating a massive DPS stack — widely believed to be unintended and likely to be patched.
Ashura — Supportive Controller:
| Passive | Effect |
|---|---|
| Immune to status debuffs | Same as Akuma |
| Rage Meter (range gain) | +1% rage per enemy per second (slower, scales with crowd size) |
| Non-stop attacks | Same constant-attack pattern |
| Stun + Stun Lockout bonus | Same 2s stun / +50% bonus |
| Slow on crit | Crits slow enemies 50% for 10s |
| Teleport | Same as Akuma |
| No focus meter | Relies on rage meter instead |
Ashura's base damage ~2.1M before winner buff, ~2.8M after; lower DPS than Akuma against the same boss test (~3–4M/s vs Akuma's 7M+/s), described as "a lot more support based."
Head-to-Head:
| Stat | Akuma | Ashura |
|---|---|---|
| Base damage (max) | 3.71 million | 2.8 million (est.) |
| Winner buff damage boost | +100% | +100% |
| DPS vs boss (9k multiplier) | 7+ million/s | ~3–4 million/s |
| Crit rate at max focus | 100% | No focus mechanic |
| Utility | Corruption, nullify, teleport | Slow on crit |
| Bug (infinite placement) | Confirmed | Not reported |
Unlock Steps: Access the Worldline mode (post-13.5 update) → defeat the Worldline boss for unit fragments + memoria → combine unit + matching memoria → use "Clash of Wills" to permanently choose Akuma or Ashura for that deployment → place and upgrade (attack/range first).
Team Comp Guidance: Akuma for main DPS/bosses/crowds; Ashura for support/CC where the team lacks slows; can't field both simultaneously (same "Worldline" tag — only one on the field at a time). Pairing Akuma with corruption/nullify-inflicting allies (e.g., a "Gojo vs Akuma" unit, if owned) doubles down on the corruption mechanic.
