Roblox: All Star Tower Defense Wiki
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A guide made to help beginners understand the game[]

In this guide I will try to explain how the game works and also give some tips to understand how to play the game. This guide assumes you know the basic mechanisms of the game (for example: summoning, how to deploy an unit, etc.).

How to build a team[]

"Just because your team is made out of meta units doesn't mean your team is good"

In this section I will explain how to build a team made for solo runs.

Story mode/Raids/Zones/Tower[]

15 Waves story/raid/tower[]

Generally your team will consist of 6 units.

The first unit in your loadout will be the leader, most units have a leader buff, it is important to know that you can't randomly place units in the leader slot.

The leader will mostly be an unit that has a money boost (list might be outdated) as leader slot. The more money boost it gives, the better.

After that you will also need a DPS unit, in other words you need big damage. This unit will be doing the majority of the damage. Do keep the enemy enchants in mind as an effective enchant will do 3x damage and an ineffective enchant will only do 0.25x damage. It is heavily advised to use a DPS unit with an effective enchant. Refer to the tier list to see which units are the most effective as DPS.

DPS alone won't instantly make you win the game as you need money to make them do enough damage. That is why you must also bring a farm unit. It is advised to use Jeff (CEO), Idol or Pizza Girl as farm units as they are the most efficient in giving you money.

Most of the time this also won't be enough. The DPS will fall on short as the enemies just have too much HP. This is why you will most likely also need a buffer. These units will enhance the damage of you units and make them do even more damage. Idol is the most used because she functions as both farm and buffer. But if you don't have her, you can use alternatives such as Onwin or Skeleton (Artist) (do note that you will need to use a looping setup to reach their max buff potential.

With these 4 units you can probably beat most of the stages (assuming they don't have airs or elementals). But if for some reasons you still can't win there are still 2 slots left. The last 2 slots (or 3 in case you have Idol) will mainly consist of support units such as additional farm, units with a slow effect, units that hit air, units that stop time (barely used), units that does DoT effects such as bleed, burn (also keep in mind that these effects are also affected by enchants) or other support effects.

Actual budget team for 15 waves raids

This is an example of a team that can be used generally (assuming the enchants aren't ineffective)

Zones[]

You might have noticed that there are "zones" in adventure mode. These raids consist of 5 waves and only units with a specific category are allowed to be deployed, some units are even banned and cannot be used even if they fit the category such as Idol.

Each waves will only spawn 1 enemy, but this enemy has a lot of HP. Most of the time the last enemy is a Boss and will stun all your units for a set amount of time. This time does not scale with the speed modifier, which is why playing on 1x speed is advised.

In this mode you start off with 2.3m cash, which is a lot to work with.

You will mainly bring as many DPS units as possible, but do note that supports are also very important. Slow and Time stop are almost always used as it will stall the enemies for as long as possible so that your DPS units will be able to hit the enemies more often. There are also other support abilities that will be able to help you such as Teleport but it will heavily depend on the category of the zone. Refer to the tier list to see which units are the most effective in which zone.

Screenshot 2024-09-10 134055

This is an example of a team that can be used to beat Captains Zone (do note that this mode does not have enchants and all units will thus do 1x their damage)

19 Waves raids[]

Most raids are 19 waves, these raids are generally long and often have multiple paths which can lead to a skip limit (will mainly happen on raids with 3 or more paths). What makes these raids difficult is the fact that the bosses have 10B HP (15B in world competition raid).

The teams are not so different from the 15 waves teams, you can clear these with a 15 waves team if you bring timestop and waxslow as supports.

Example of a team that can beat holy enchant raids

This is an example of a team that can beat holy enchant raid (not recommended to use as you will need to watch out for airs and early defense)

Actual meta 19 waves raid team

This is an actual team that can be used in every 19 waves raids


These teams are barely used due to the fact that they take a lot of time. Most of the teams will have Eyezen (Final) due to his ability to clone enemies (the cloned enemy will have half the current HP of the original enemy) and send them to the enemies' spawns.

Aizen raid team

This is an example of a team using Eyezen (Final)

This team can have variations as Evil Shade (Final), Worm Assassin, 4-Eye Sorcerer (Timer) can be easily replaced with other units

  • The leader slot can be anyone with a 20% money boost
  • Worm Assassin can be replace by other units with good early wave DPS such as Anti Magician (Demon Arm) or Akasa (TS)
  • 4-Eye Sorcerer (Timer) can be replaced by other DPS units (preferably full AOE) such as The Fear (Volt)
  • If you do not have an unit I listed as alternative, I suggest you to compare the units you have that potentially work as an alternative to the ones I have listed. The DPS should be around the same or higher than those I have listed or else you might deal too little damage (lower DPS can work if it's not significantly lower)


Alternatively there are also teams using Stampede (???%). The goal of this team is to mainly finish the raid as fast as possible using his ability Esper Rage. This nuke ability will take off 9.5B HP from the boss if the enchant is neutral but will deal 28.5B damage if the enchant is effective (dark enchant) making him the ideal unit to speedrun raids (270 seconds with 3x speed)

Mob raid team

This is a raid team using Stampede (???%)

This team has very little variations as you will need at least 3 farms to be able to afford the Esper Rage ability.

Infinite modes[]

Infinite/farm[]

In this part i will explain the general composition of an infinite team for solo.

The leader will most probably be your main DPS because their leader buff will most probably also give them a damage boost.

You will also need a farm or else you wont be able to get any money.

A slow is a must have since your goal is to survive as long as possible.

A timestop is also a must have for the same reasons as why you bring a slow.

A buffer is also needed so your main DPS can do more damage.

The last slot will be a support, most of the time it's going to be another farm for even more money. But there are other supports that can make you survive longer such as Lucci (Heaven).

Refer to the ideal infinite teams for examples of inf teams.

Gauntlet[]

Gauntlet is a mode where your goal is to survive as many seconds as possible to gain as many G's as possible. You will start the game with 18m money, this might sound a lot but it's actually not enough to max out your main DPS.

The leader will most probably be your main DPS because their leader buff will most probably also give them a damage boost.

A slow is a must have since your goal is to survive as long as possible.

A timestop is also a must have for the same reasons as why you bring a slow.

A buffer is also needed so your main DPS can do more damage.

You will also need to bring an unit with a Reveal ability to turn the decelerates into very slow enemies.

Lastly, you have an empty slot that will probably be filled with a support unit. Most of the time Killer S+ will be used as support here due to his ability to generate 200k money each 6 minutes and 40 seconds (400 seconds) which will be useful to upgrade the main DPS. Alternatively you can bring Teleport units so they get stalled for longer.

Refer to the ideal gauntlet teams for examples.

Strategies[]

In this part of the guide I will explain how to play the game.

Orbs[]

Orbs are an important part of the game, their buffs might look small but the impact they have are big.

For the main DPS you have 2 choices: Ultra Magic Orb (umo) or Azure Orb. These 2 orbs are the only orbs that boosts damage on every upgrade and works for every unit (except money units, they work differently). The difference is that umo only gives 5% damage boost and Azure orb gives 15% damage boost, additionally umo gives a 20% starting range buff (does not buff range upgrades) and reduce the overall cost by 7% (each upgrade is 7% cheaper) while azure orb reduces the starting range by 10%.

The only orb that farms need is the Universal Reduction Orb (uro). This orb reduces the overall cost by 15% (each upgrade is 15% cheaper). You can also use Cost Orb (decrease placement cost by 100), Prey Eye Orb (decrease placement cost by 50) or umo but they are less efficient. In case you bring 2 farms, it is advised to give the uro to the farm that gives the most money since you will mainly be upgrading that farm.

Buffers generally don't need orbs, but if you do want to put an orb on them then Bomba Orb, Fire Rage orb or Prey Eye Orb. Damage boosting orbs works on buffers and will let them reach their full potential faster. Bomba Orb gives a starting damage boost of 30% (30% more damage only on placement damage, it will not boost upgrade damage), Fire Rage Orb gives a starting damage boost of 100% and Prey Eye Orb gives a starting damage boost of 15% while also giving a starting range boost of 10% and reducing the placement cost by 50.

Most of the time you will also bring a DPS for early defense. They will mainly need starting damage boost. Fire Rage Orb and Bomba Orb are recommended, Prioritize giving Fire Rage Orb to the early defense DPS over buffer.

Timestop and slow units will heavily benefit from any orbs that gives a range boost. Super Blue Eye Orb (sbe) and Blue Eye Orb are the best choices for them since their abilities heavily depends on their range. Blue Eye Orb gives a starting range boost of 30% (again, it will not boost range boosts from upgrades) and sbe boosts starting range by 40%

You can also use range boosting orbs on a secondary DPS unit so they will technically do more damage because the enemies stay in their range longer.

Orb tutorial

This is an example on how to attune orbs.

  • Blue Eye Orb on Airren (Doomsday) so he hit more enemies
  • umo on Stampede (???%) so he costs less money to upgrade
  • Fire Rage Orb on Worm Assassin so he does more damage at start
  • uro on Pizza Girl because she gives the most money out of the farms in this team
  • sbe on Idol so her buff range is bigger
  • Cost Orb on Jeff (CEO) so his placement cost is cheaper

Notes

  • You can only attune one orb to one unit
  • If you wish to remove an orb, click on unattune and the orb will return to your inventory
  • Some orbs only works on a specific unit (for example Quake Orb only work on Whitestache (Final))

Infinite[]

Normal infinite/farm[]

This strategy assumes you use an ideal team for inf.

Before the game even actually starts (before wave 1) place down your farm somewhere that doesn't hinder any other units (at the edge of the map or something, preferably far away from the path the enemy will follow) and farm until wave 3.

At wave 3 place down your cheapest unit that does damage and continue farming. You want to place the unit somewhere near the enemy spawn to gain money from them to farm more efficiently.

At wave 4 powerful I will spawn, upgrade the unit you have placed and continue farming. Place check if any enemies have leaked (most probably wont be the case unless you're in farm) and place another unit if needed.

Continue farming until your farm is at max (will most likely happen around wave 14).

Place down your DPS in a place that will maximize it's range (somewhere in the middle of the map) and upgrade it as far as possible.

Place down and upgrade slows in a way that covers the whole map.

Place down buffers near the DPS and start buffing.

Place down time stoppers in a way to maximize it's range (somewhere in the middle of the map) and upgrade until timestop ability is unlocked (and also upgrade to maximize range if possible).

Upgrade DPS until max and start timestop when enemies start getting tankier (when they reach further than the first corner).

Place down support and upgrade to when they get the support ability (most of the times it's at max).

Use support ability whenever is the best (most of the time it's when enemies are about to hit the base).

Note that all the steps after you max the farm aren't needed to be done in that specific order, just make sure you have buff, timestop and DPS before support.

You probably didn't need this part of the guide.

Gauntlet[]

This strategy assumes you use an ideal gauntlet team.

Start by placing and upgrading Mochi (Awakening) on the map to cover the map.

Place down DPS at the end of the bridge at base and upgrade until the cost gets in the millions.

Place buffers behind the DPS and buff.

Place Dr. Heart (Mystical) at the very back of the map (at base) and upgrade to max, control him and go to front where the enemies are and use Silent when the decelerates spawn (there are 2 of them, use ability when the second one spawns).

Buff DPS and start placing timestoppers in front of DPS and timestop (4 units) until all enemies are dead (except the 2 decelerates you used the ability on, they need to be alive). After the enemies are dead stop buffing.

Place the rest of the timestoppers at the first turn at front (the end of the lane of enemy spawn) and start auto timestop (recommended to use an autoclicker and set game speed to 3x or 2x).

Place down and max as many Killer S+ as you can and make sure they don't hit any enemies (place them at the very back of the map or something), auto activate the ability and choose money (this will be your source of income). When you max 5 of them, focus on upgrading DPS to max before getting the last 3 to max.

Control Dr. Heart (Mystical) and use Replacement II on the last enemy when it reaches the second turn (make sure the first enemy does not get teleported too).

When the last enemy is dead, set game speed to 1x and control Dr. Heart (Mystical) and use Silent on the last few decelerates.

Start buffing and stop buffing when last only the decelerates you used the ability on are left.

Control Dr. Heart (Mystical) and use Replacement II on the last enemy when it reaches the second turn (make sure the first enemy does not get teleported too).

Repeat the last 3 steps until you lose or get bored.

Notes:

  • It is advised to control the DPS unit the last moment so that it does as little damage as possible and you stall as long as possible.
  • When all Killer S+ are at max and don't have anything else to upgrade, you can wish for healing instead of money.
  • The goal is to stall as long as possible, meaning you need to do as little damage as possible. Try bringing lvl1 units (except for DPS for obvious reasons).

Story mode/Raids/Tower[]

15 waves raids/story/tower[]

The general strategy for these modes are pretty much the same. If you need a specific team and strategy, it will be added to this guide later on.

Start by placing the farm at wave 0 (before wave 1 starts).

Continue farming until wave 2 or 3. On either of these waves place down you early defense unit at your base. Most of the time you will do this at wave 3 because that is when the enemies are most likely going to hit your base (sometimes it's wave 2 and other times it's on wave 4 depending on the map).

At wave 4 activate the buff and make sure that the buff stays on at all time. Continue farming.

When the enemies are getting stronger (meaning they are starting to get closer to the base) place down more early defense units or/and upgrade the already place early defense.

At around wave 10, powerful enemies are about to hit the base. Make sure you have upgraded an early defense to upgrade 2 by then at least.

Stop farming between wave 10 and 12. Most of the time you stop farming at wave 12 to maximize the profit gained from the farms, stopping earlier can make the game easier but you risk running short on money to upgrade your DPS.

When you stop farming, place down DPS in a way to maximize it's range and upgrade it as far as possible (most of the time you will need about 500k to reach the full potential for story/raids/tower).

Place down supports such as slow at enemies' spawn or when they are about to get into the DPS' range if the map is too big or the DPS's range is too short. This might not even be needed if your DPS is strong enough.

At this point just make sure you get the boss killed and you win the game.

Notes:

  • Depending on the situation you might need to upgrade early defense further than upgrade 2 if the enemies are getting way too strong for them to handle.
  • Keep in mind that some raids have multiple paths and also multiple spawns, meaning you might need to place down your supports at multiple places to maximize it's range and efficiency.
  • When the map has 3 paths or more you might hit a skip limit at wave 8, it is advised to place down an AOE unit (preferably also upgrade this unit until it reaches it's max potential for raids/story/tower [generally this will cost about 50k] so you don't get skip limit later on) at one of the enemies' spawn on wave 7 or 8 to thin them out. Alternatively you can also use a nuke ability to clear that wave.
Lazy tower mode[]

Tower mode can be done without actively playing the game by using the auto battle feature (do note that each time you use this it will cost 20 gems for 1 game).

The strategy is to simply bring some strong early defense units that can be used later on as DPS.

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This is an example of a team that can be used to "afk" tower mode.

The team is simply 2 early defense units and a farm. You can also bring more units but make sure they are not too expensive as auto battle has a tendency to place some units in very inefficient places and upgrade them (meaning auto battle can waste money and maybe even hit max placement limit).

The strategy is to simply turn on auto battle and sit back.

Notes

  • Auto battle can fail, this often happens on maps with multiple paths as it will place down units at enemies' spawn and not have enough left to defend base (or it just places another unit somewhere in the middle of the map or something). When this happens it is advised to manually clear the 4 first waves before turning on auto battle. Alternatively you can also manually place an unit at base, manually do the first wave, place down the farm at wave 0 or do something else (I have just listed down suggestions that might help it is your choice to do what you want to).
  • It is heavily recommended to have an air unit and an unit with a DoT effect such as bleed or burn since they tend to appear often.
  • You can technically fully afk tower mode with a macro but there are chances that you will waste a lot of gems due to auto battle being very inconsistent.
  • A buffer is not needed as auto battle has no idea how to buff.
19 waves raids[]

The strategy is the same as a 15 waves raids but this time you will also need to make sure that all the bosses die, it is advised to put your DPS unit on Strongest so it will hit all bosses.

The only real difference is that you will be able to max your farm, this will most likely happen at wave 14.

Notes

  • There is a high probability to hit skip limit on raids with 3 paths (this will most likely happen at wave 8), to counter this it is advised to place an AOE unit at wave 7 at an enemy's spawn. Preferably upgrade this unit too so the skip limit won't happen again. Alternatively you can use nuke abilities to clear the wave.
19 waves Eyezen (Final) strategy[]

The strategy is mainly the same as the normal strategy for 15 and 19 waves raids, but this time you will need to make sure that you have 2 farms and have them at max by wave 15 or else you will not be able to use Hypnosis Takeover.

After you are done farming get Eyezen (Final) to upgrade 5 and use him as a DPS, also use Hypnosis Reverse if the enemies are getting too close to the base.

Max Eyezen (Final) when all enemies have been killed and only the bosses are left, and use Hypnosis Takeover when the bosses are within his range (controlling Eyezen (Final) and manually getting the bosses in his range is recommended).

Notes

  • You might also need to place down and upgrade some units to defend your base. In case you don't have enough to max Eyezen (Final), sell the units you have placed and hope that you get enough money.
  • It is heavily recommended to use Ultra Magic Orb (umo) on Eyezen (Final) to reduces his cost and increase his range.
  • Clones from Hypnosis Takeover will follow the enemies' path in reverse, in case there are multiple paths and they cross there might be a chance that the wrong clones get killed and one of the bosses still live. In this situation either use the ability sooner or later.
  • Clones from Hypnosis Takeover will only have half current HP of the bosses, meaning this strategy will only work if there are 2 paths or more (you might need to do some damage to the bosses if there are only 2 paths since there is a chance one of the bosses doesn't die but they will not have a lot of HP left so this shouldn't be a problem).
19 Waves Stampede (???%) strategy[]

The strategy is mainly the same as the normal strategy for 15 and 19 waves raids, but this time you will need to bring 3 farms at least (4 farms can also work but you will only have 1 early defense).

You will prioritize farming and only defend when needed. Make sure that you have all your farms at max by wave 16 or else you will run short on money.

When done farming you can start upgrading your early defense to a reasonable level (anything under 100k total cost).

Place Stampede (???%) near your early defense unit as he will also help a lot with defending.

When all enemies have spawned including the boss, use his Esper Rage ability and you win the game.

Notes

  • The ability only does 9.5B damage and is not enough to instantly kill the bosses in most cases, but they will only have 500M HP left.
  • The ability will do 28.5B damage to enemies with dark enchant.
  • It is heavily recommended to use Ultra Magic Orb (umo) on Stampede (???%) as his cost to unlock the ability is insanely high (4,154,000 cash without orb and 3,863,220 with orb).
  • It is recommended to bring either God Black Fusion with his orb or God Black Fusion (Alternative) to change the enchant of the bosses to dark (place them at enemies' spawn).
  • Most of the time 5 Regenerate enemies spawn after the boss, it is recommended to use the ability when the 5 enemies have spawned.
  • This strategy works the best in teams as you will need very good units to pull this off solo (most good units are limited/unobtainable).

Guides for specific raids[]

Sijin/Spirit raid[]

Honestly the easiest raids there are, both have the exact same map and enemies, the only difference are the enchants.

Farm from wave 0 to wave 2.

At wave 3 place DoT unit at the end of the second lane.

Start buffing at wave 4.

Place air unit at wave 7 on the hill in the middle.

Stop farming between wave 10 and 12.

Additionally place down supports such as slow when done farming.

Place down and upgrade as many units as you can and make sure you kill all the enemies.

Notes:

  • Upgrade/place your units whenever an enemy gets past the middle of the 3rd lane and occasionally check if you didn't leak any enemies.
  • You don't need to kill the last few elemental enemies to win.
  • It is advised to bring water enchant units on Sijin raid and electric enchant units on Spirit raid. You can beat these raids using neutral enchants too.
  • Farm when you don't have anything else to do with your cash.
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