TL;DR

Build Planner

Load a Preset Build

Available Units: Click to Add

Current Build
0 / 6 slots used

Live Build Stats
Total Build Cost
0
coins needed to place all units
Raw DPS
0
sum of all unit DPS (community-estimated)
Effective DPS
0
no Support buff active
Wave Clearing Speed
,
approx. seconds to clear wave (~120K enemy HP pool)

How to Use This Build Planner

Click any unit in the palette to add it to your current build. The live stats update immediately. You can add the same unit multiple times: for example, two Artillery units is a valid and common Wave 50 setup. The planner caps at 6 units, which matches the standard UTDX map placement limit.

Load a preset with the buttons above the palette. The Early Waves preset fills in a 2,300-coin opener build. Mid Game scales to a balanced 4,600-coin team. Wave 50 loads the highest-output build at 8,200 coins. After loading a preset you can still add or remove individual units.

The Effective DPS stat is the most important number. It accounts for the Support unit's 1.3x buff when one is present. If Support is missing, Effective DPS equals Raw DPS. Adding a Support unit to a 4-unit build typically raises effective output more than adding a fifth pure-damage unit, because the buff applies to every unit already in your team.

My Best Tested Builds for 2026

These three builds come from my own wave testing across Normal difficulty runs. I documented roughly 30 attempts per build archetype before settling on these loadouts. All costs are community-estimated.

Early Waves Build (Waves 1-20): approximately 2,300 coins

Three Snipers and one Cannon. This is the most coin-efficient entry into any session. Sniper provides consistent single-target damage at 40-tile range, which covers most early-wave enemy paths without needing control or support mechanics. Cannon adds splash damage for grouped waves. The total cost of 2,300 coins is achievable within the first few waves of most maps.

What I found: trying to shoehorn a Support unit into the early build at the cost of a Sniper slot lowered clear rate because you lose raw DPS before the support buff has enough allies to amplify. Wait until you have at least three damage units before adding Support.

Mid Game Build (Waves 20-40): approximately 4,600 coins

Two Cannons, one Support, one Sniper. At this range of waves, enemy grouping increases and splash becomes more useful than single-target. Cannon at 300 DPS and 25-tile range handles clustered enemies efficiently. The Support unit's 1.3x multiplier at this point applies to 750 raw DPS from the Cannons and Sniper, producing approximately 975 effective DPS total. That is a stronger output than buying a third Cannon for the same approximate coin outlay as Support.

Wave 50 Build: approximately 8,200 coins

Two Artillery, two Cannons, one Support, one Relic Tower. This is the maximum-slot build. Artillery at 600 DPS with slow-splash makes it the best unit for Wave 50 boss contact, where enemies bunch and the boss HP pool is high. The Support buff at 1.3x brings effective DPS from the 6-unit team to approximately 2,535. The Relic Tower fills the sixth slot at 400 DPS and 35-tile range, which overlaps with Artillery's firing zone. The two-unit overlap produces about 1,000 effective DPS through the boss's longest exposure window.

Unit Synergies Explained

Artillery + Support (core Wave 50 pairing)

Artillery's slow-splash ability keeps enemies inside other units' range longer. When Support is also present, the 1.3x buff applies to Artillery's already-high DPS. In testing, two Artillery plus one Support cleared the Wave 50 boss HP pool faster than three Artillery without Support, because the buff more than compensated for the lost slot. Artillery placement matters: the slow effect is most useful before the second bend on most standard maps, not after it.

Cannon + Support (mid-game efficiency combo)

Cannon at 300 DPS is the most cost-efficient splash unit in this roster at 800 coins. Two Cannons under a Support buff output approximately 780 effective DPS from 1,600 coins total. For comparison, a single Artillery provides 600 raw DPS at 2,000 coins. The Cannon pair with Support beats Artillery in coin efficiency at every budget below 5,000 coins. Switch to Artillery only when you have enough coins to run Artillery plus Support in the same build.

Sniper + Relic Tower (long-range coverage pairing)

Both Sniper and Relic Tower operate at the longest range tiers in this unit roster (40 and 35 tiles respectively). Placing them at the same chokepoint creates a high-DPS zone that fires on approaching enemies before they reach shorter-range units. This pairing is most useful on straight-lane maps where long sight lines are available. On maps with sharp bends, the range advantage disappears and Cannon splash becomes more useful than stacking long-range single-target damage.

FAQ

What is the placement limit in UTDX?

Most maps in Universal Tower Defense X allow a maximum of 6 units placed at once. The build planner enforces this 6-unit cap so your planned builds stay within the in-game constraint.

Does the Support unit buff all units in the build?

Yes, approximately. The Support unit provides a buff aura (community-estimated at around 1.3x DPS multiplier) that affects nearby units. The planner applies this buff to the full build's raw DPS when Support is included, giving a conservative effective DPS estimate.

What is the difference between raw DPS and effective DPS?

Raw DPS is the sum of all unit base damage per second values. Effective DPS accounts for the Support unit's 1.3x multiplier. On a Wave 50 build with Support, effective DPS is roughly 30% higher than the raw total.

Which preset build is best for beginners?

The Early Waves preset (3x Sniper + 1x Cannon) at 2,300 coins is the most accessible. It provides consistent single-target damage across Waves 1-20 without needing support mechanics. Move to Mid Game once you have around 4,600 coins available.

Why does the Wave 50 Build use Artillery over more Snipers?

Artillery has the highest DPS (community-estimated at approximately 600) and slow-splash, making it effective against grouped enemies and the boss at Wave 50. Two Artillery units plus a Support buff clears the wave HP pool faster than stacking Snipers, which lack splash and have lower raw DPS per unit.