DPS calculator quick answer

The UTDX DPS calculator uses the formula base_dmg × fire_rate × (1 + level × 0.15) per unit, then multiplies by any active aura buffs. At level 5 a unit deals 1.75 times its base DPS. Alpha Devil (Omega) at level 5 hits approximately 570 DPS before buffs: enough to clear mid-game boss phases when paired with a control unit. Use the table below the calculator to compare units before adding them.

Tower DPS Calculator

DPS formula and how level scaling works

Each UTDX unit's damage output follows this formula: DPS = base_dmg × fire_rate × (1 + level × 0.15). The level multiplier tops out at 1.75 at level 5, meaning a fully upgraded unit deals 75 percent more damage than the same unit at placement. This makes high-base-damage units like First Emperor or Alpha Devil significantly stronger investments at level 5 than at level 0 compared to cheaper alternatives with similar level-0 numbers.

Aura buffs apply as multiplicative factors on top of the level-scaled DPS. A 15 percent gold aura, a 20 percent attack-rate buff, and a 25 percent crit package applied together multiply to roughly 1.725 times: nearly doubling output from buffs alone. This is why Virtual Idol placed to touch two high-DPS carries produces more total team damage than adding a third damage unit in many builds.

Fire rate in UTDX represents attacks per second. A unit with base_dmg of 920 and fire_rate of 0.42 hits 386.4 DPS at level 0, while a unit with base_dmg of 290 and fire_rate of 0.90 hits 261 DPS. The high-fire-rate unit appears more active during play but produces less actual damage. The calculator weights both correctly so you can see the real output difference before spending upgrades.

Top 10 UTDX units by base DPS

The following table lists the highest base DPS units in the site's community-sourced dataset. Level 5 DPS shows the fully upgraded value. DPS per cost measures early efficiency: lower-cost units with high ratios earn their slot faster before the map fills.

#UnitTierRoleCostBase DPSLevel 5 DPSDPS/Cost
1 First Emperor (Greatest) Secret boss-killer 5200 386.4 676.2 0.0743
2 King Sailor Mythic hill-dps 4800 345 603.75 0.0719
3 Ancient Shinobi Mythic ground-dps 3900 331.2 579.6 0.0849
4 Alpha Devil (Omega) Secret boss-killer 5600 325.5 569.63 0.0581
5 The Strongest in History Secret boss-killer 6200 325 568.75 0.0524
6 Water God (Primordial) Mythic utility 4500 297.5 520.63 0.0661
7 Devil Hunter (Mercenary) Legendary hybrid 2600 266.4 466.2 0.1025
8 Nutaru (Beast) Mythic boss-killer 4200 265.2 464.1 0.0631
9 Crow Shinobi (Reanimated) Legendary ground-dps 2300 261 456.75 0.1135
10 Mimicry Sorcerer Legendary support 3300 237.8 416.15 0.0721

See the full units list with all 17 units, roles, ranges, and tier ratings.

How to use the UTDX DPS calculator effectively

Start by adding your planned carry units and setting each to its current upgrade level. Compare the total DPS against the wave checkpoints on the wave guide page: early waves need roughly 180 DPS, boss waves around wave 50 need above 1,400, and endgame wave 100 pushes need over 3,600. If your team falls short, the calculator highlights which unit would produce the largest DPS gain per upgrade level.

Enable aura buffs only if you actually have the supporting unit in your planned build. Toggling all three buffs without the corresponding support units inflates the number without matching reality. A build that reaches 3,600 DPS in the calculator but relies on all three buffs without the support units placed correctly will underperform in a live run.

The DPS per cost ratio (total DPS divided by total placement cost) is the most useful single number for comparing two otherwise similar builds at the same wave. A ratio above 0.09 at the Legendary tier indicates strong slot efficiency. Secret-tier units typically land between 0.05 and 0.08, reflecting their higher cost relative to DPS: their value comes from burst mechanics and boss uptime, not raw calculator efficiency.

DPS thresholds by wave band

These thresholds are planning baselines from the wave guide, not official game values. Use them to decide whether a build needs more damage or whether placement and control are the real fix.

Wave bandCheckpointHP pressureModel DPSCounter
1-10Opener prooflow180one cheap attacker on a long first bend
11-25Fast lane checkmedium360slow before the first acceleration segment
26-50Split pressure testhigh820two anchors plus one merge-zone support
Boss wavesBurst and control wallvery high1400boss killer with enough control uptime
51-80Endurance wallscaling2200slot-efficient mythics and stable aura overlap
81-100Final survival checkextreme3600Secret burst, Water God control, and support coverage

FAQ

What is DPS in Universal Tower Defense X?

DPS stands for damage per second. In UTDX the formula is base_damage multiplied by fire_rate multiplied by a level scaling factor of 1 plus level times 0.15. At level 5 that gives 1.75 times base DPS. Buff auras such as Virtual Idol add a further multiplicative bonus on top.

Which unit has the highest base DPS in UTDX?

Based on community-sourced stats, The Strongest in History (Secret) has the highest base DPS at approximately 325, followed by Alpha Devil (Omega) at 325.5 and First Emperor (Greatest) at 386. Boss-killer units trade raw DPS for high burst during boss contact windows.

Does unit level affect DPS in UTDX?

Yes. Each upgrade level adds 15 percent to base DPS. A level 5 unit deals 1.75 times its level 0 damage. Upgrading a unit with a high base DPS provides a larger absolute gain than upgrading a cheaper unit to the same level.

How do aura buffs stack with unit DPS in UTDX?

Aura buffs from units like Virtual Idol apply as multiplicative multipliers on the buffed unit's current DPS. A 15 percent gold aura on a unit dealing 400 DPS adds 60 DPS. Stacking multiple auras multiplies each in sequence rather than adding their percentages together.

How many units should I include in my UTDX team for maximum DPS?

Most maps support 14 to 20 placement slots. A team optimised for DPS typically runs 2 to 3 high-DPS carries, 1 to 2 control units that extend carry firing windows, and 1 support aura unit. More than 4 pure damage units often leaves no slot for control or economy, reducing effective DPS despite higher calculator totals.

Calculator result sanity check

The number is a baseline, not a promise. After the calculator says a team has enough damage, I still ask whether the map gives those units time to fire. A tower that spends half the path idle cannot use its full model value.

Buff toggles need the same caution. Virtual Idol only improves the units inside its aura. If the selected buff assumes two carries are covered but the map layout touches one, the real run will underperform the displayed total.