TL;DR: What cleared Wave 100

Map: Void Court. Units: First Emperor (max) + Water God (Level 4) + Alpha Devil (Level 4) + Virtual Idol (Level 3) + Ice Empress (Level 4) + Devil Hunter (Level 2). The decisive change: Water God at Level 4 placed at the loop entry before Wave 25. Every attempt with Water God below Level 4 failed. One level short is not close enough.

The build that cleared it

Wave 100 is not a DPS accumulation problem. By Wave 100, most accounts that reach that wave have enough raw damage to kill the boss: the issue is that the boss does not spend enough time in range for the damage to land. Every unit in the build below serves one role: keep the boss in firing range as long as possible, and deliver maximum burst while it is there.

Primary Boss-Killer
First Emperor
Max Level
Burst DPS at the tightest point of the Void Court loop
CC Anchor (Deciding Variable)
Water God
Level 4 minimum
Loop entry placement. Level 4 = survivable contact window. Level 3 = failed every time.
Secondary Burst
Alpha Devil
Level 4
Opposite side of boss loop for double-angle coverage
DPS Amplifier
Virtual Idol
Level 3
Placed between First Emperor and Alpha Devil: aura reaches both
Redundant CC
Ice Empress
Level 4
Second slow before loop entry. Double CC is what makes it reliable, not luck.
Add Wave Coverage
Devil Hunter
Level 2
Secondary tile: handles split-adds in Wave 95 to 99 so carries focus on main wave
What the units tier list predicted and the run log confirmed: The units tier list page rates Water God S tier despite lower raw DPS than First Emperor, specifically because it is the determining variable in Wave 100 clears. That rating came from this run log. The tier is not a community consensus vote: it is what the 30-attempt dataset showed.

Placement order on Void Court

Void Court's tight boss loop is what makes this map the right choice. The loop path curves the boss back near the burst zone, adding firing cycles that do not exist on straight-lane maps. But the loop only pays off if Water God is already active at the entry point when the boss arrives. Placement order is not optional detail: it is the mechanism.

1
Bambee or Fastcart: Opener tile
Before Wave 1
Budget opener to cover Wave 1 to 20 while economy builds. Replace this slot by Wave 50 once the carry is fully placed. Do not over-upgrade: Level 1 is enough for its window.
2
Water God: Loop entry tile
Before Wave 25: this is the first critical placement
The loop entry is where the boss first slows. Placed here, Water God extends the contact window for every subsequent carry. Placed after the main carry, it activates too late. This placement mistake was the cause of at least 15 of 29 failures.
3
First Emperor: Tightest loop tile
Before Wave 30
The tightest section of the loop is where the boss spends the most time inside the slow. First Emperor's burst fires the most cycles here of any tile on the map.
4
Ice Empress: Approach before loop
Before Wave 40
Second CC unit on the approach. Double slow means the boss enters the loop already reduced in speed: Water God then extends it further. Without Ice Empress, single-CC attempts needed Water God at a higher upgrade to compensate.
5
Alpha Devil: Opposite loop side
Before Wave 60
Opposite position on the loop provides double-angle burst coverage. The boss spends time in both firing zones on a single transit. Alpha Devil on the opposite side adds cycles without competing for the same tile as First Emperor.
6
Virtual Idol: Between the two carries
Before Wave 75
Aura tile reaches both First Emperor and Alpha Devil simultaneously. The 18 to 22% DPS amplifier at Level 3 effectively adds 0.4 carries worth of output without occupying a carry slot.
7
Devil Hunter: Secondary tile
Before Wave 90
Handles the split-add wave that appears in Wave 95 to 99. Before Devil Hunter was added at attempt 23, the split-add wave leaked and cost HP before the boss wave arrived. With Devil Hunter, the run consistently reaches the boss encounter.

The three mistakes that caused 29 failures

1
Water God below Level 4

Attempts 1 to 20 used Water God at Level 3. Level 3 extends the boss contact window, but not by enough. The boss exits burst range with 15 to 20% HP remaining in most Level 3 runs. Level 4 extends the window by approximately 1.8 seconds: enough for one additional First Emperor firing cycle. That one cycle is the margin. Every attempt with Water God at Level 3 ended the same way: boss exits with HP still on the bar.

2
Water God placed after First Emperor instead of before

Attempts 21 to 22 had Water God at Level 4 but placed at the tile after First Emperor rather than before the loop entry. The slow activated after the boss had already passed through peak burst range. Contact window extension that arrives after the carries fire is wasted. Water God placed before the loop entry catches the boss while it is still approaching the burst zone: that ordering is what converts the upgrade level into survivable contact time.

3
No add wave coverage before Wave 100

Attempts 1 to 22 had no unit assigned to the split-add wave in the Wave 95 to 99 range. The split-add wave leaked around the main carry coverage and drained HP that the build needed intact for the boss encounter. Devil Hunter on a secondary tile solved this completely: it is not in the build for raw DPS, it is there so the boss encounter starts with full HP rather than a deficit from earlier leaks.

The run data behind this strategy

Thirty attempts across 14 days in May 2026, all on Void Court Normal difficulty. The run log format tracked: attempt number, Water God level, Water God placement (before vs after carry), carry levels, whether the split-add wave was covered, and outcome (failure wave, failure reason if clear did not happen).

Attempt range WG level WG placement Add coverage Outcome
Attempts 1 to 15 Level 3 After carry None Failed Wave 100 boss
Attempts 16 to 20 Level 3 Before loop entry None Failed Wave 100 boss: boss exited with HP
Attempts 21 to 22 Level 4 After carry (wrong order) None Failed Wave 100 boss: slow too late
Attempts 23 to 29 Level 4 Before loop entry Devil Hunter added Failed Wave 95 to 99 (add wave leak) or boss close but no clear
Attempt 30 Level 4 Before loop entry Devil Hunter Level 2 Wave 100 cleared

Attempts 23 to 29 with the correct placement and Devil Hunter added still failed: that is the honest part of the log. The close calls in that range suggest the build was viable but execution was inconsistent. On attempt 30, the carry upgrades were also at maximum: Alpha Devil reached Level 4 between attempt 29 and 30. The final clear required all three variables correct simultaneously: Water God Level 4, before-carry placement, and Alpha Devil Level 4.

Readiness checklist before attempting Wave 100

Do not attempt Wave 100 until all five items are true

  1. Water God is at Level 4 or higher
  2. First Emperor or Alpha Devil is at Level 4 or higher
  3. Ice Empress is at Level 4 as redundant CC
  4. Void Court clears at Wave 75 for 3 consecutive runs without significant HP loss
  5. Gold reserve is sufficient to complete Water God upgrade mid-run if interrupted

Items 1 and 4 are the minimum. Items 2, 3, and 5 are what make the clear reliable rather than a lucky single clear. The difference between clearing Wave 100 once and clearing it consistently is whether the build exceeds the minimum threshold or only meets it.

Why map choice matters: Void Court versus other options

Void Court's composite score of 92 on the maps tier list ranked page is not abstract: the tight boss loop adds approximately 2 to 3 additional carry firing cycles compared to a straight-lane map at Wave 100. Those extra cycles are the reason the first clear happened on Void Court and not on Wano Bridge, which would have been the alternative.

Wano Bridge is the better farming map for mid-tier accounts because its long straight segment rewards sustained-DPS carries. But at Wave 100, the boss needs burst cycles concentrated in a short window, not sustained DPS across a long lane. The Void Court loop creates that short high-density burst window that burst units are designed for. The map selection is not a preference: it is which geometry creates the firing conditions the Wave 100 boss requires.

FAQ

What is the single most important decision for Wave 100 in UTDX?

Water God Level 4 at the Void Court loop entry before Wave 25. That is the one decision that determined every outcome in 30 attempts. Nothing else explains the difference between failure and success as clearly.

Can I clear Wave 100 without First Emperor?

Ancient Shinobi at max is the best substitute. The Wave 100 clear rate drops significantly without First Emperor's burst ceiling, but it is theoretically achievable with double CC and sustained DPS. My test log does not have a confirmed Mythic-carry-only clear: that data is the next test series.

Why use Void Court and not a different map?

The tight boss loop adds 2 to 3 extra burst firing cycles compared to straight-lane maps. First Emperor and Alpha Devil need those cycles to kill the Wave 100 boss before it exits range. See the maps tier list ranked page for the full Void Court analysis.

Does co-op make Wave 100 easier?

Yes. In co-op, one player can dedicate entirely to CC while the other handles burst: removing the role tension that solo builds navigate with careful upgrade order. The solo strategy in this guide is more demanding but produces the same outcome with correct execution.

What if the boss still exits range after following this strategy?

Check Water God's placement first: it must be before the loop entry, not after the carry. Then check whether Ice Empress is also at Level 4. If both are correct and the boss still exits, the next variable is Alpha Devil's level: Level 3 versus Level 4 on Alpha Devil closes the gap if Water God and Ice Empress placement are confirmed correct.