Updated 2026-06-06: independent UTDX guide
Universal Tower Defense X Relic Guide
Filter and sort every UTDX relic by tier, type, and unit role. Includes a reroll probability calculator and role-matched pairings: more than a word list, an actual searchable reference.
TL;DR: Relic priority order for most accounts
1. Control unit first (Water God → Slow Duration Boost S). 2. Main boss-killer second (First Emperor/Alpha Devil → Damage Amp II or Fire Rate Boost S). 3. Support third (Virtual Idol → Aura Strength Boost S). 4. Farm unit last (Bulmo → Economy II A). Use the free code batch first: 40kInterestedWano! + Update2.75! together give 50 Relic Rerolls before spending any gems. Patch caveat: specific relic drop rates and effect ranges change after balance updates.
Relic Database: Filter and Sort
Every relic ranked by tier (S best, then A, B). Filter by tier, type, or unit role. Click a column header to sort. Relic effect ranges are modelled planning baselines; exact numbers shift after patches.
| Relic | Tier | Type | Effect range | Target role | Best pairings | Notes |
|---|---|---|---|---|---|---|
| Damage Amp I | A | Damage | 12-16% base dmg | boss killer | Alpha Devil, First Emperor | Most-seen damage relic; reliable floor before S-tier drops. |
| Damage Amp II | S | Damage | 22-28% base dmg | boss killer | First Emperor, Strongest in History | Endgame boss-killer relic. Target this first with the 40kWano code batch. |
| Fire Rate Boost | S | Fire Rate | 14-18% attack rate | boss killer | Alpha Devil, Ancient Shinobi | Best on long-cooldown burst carries. Adds cycles inside boss contact window. |
| Range Extender I | B | Range | 1.2-1.8 tile range | boss killer | King Sailor, Crow Shinobi | Situational; most useful on maps with short contact zones like Void Court. |
| Range Extender II | A | Range | 2.2-2.8 tile range | any carry | King Sailor, Ant King | Meaningful on Wano Bridge and Ant Island; less important on loop maps. |
| Aura Radius Boost | A | Aura | 1.5-2 tile radius | support | Virtual Idol, Love Goddess | Lets a support cover spread placements. Pairs well with crowded rush builds. |
| Aura Strength Boost | S | Aura | 18-24% buff mag | support | Mimicry Sorcerer, Virtual Idol | S-tier for supports in tight builds where radius is already enough. |
| Slow Duration Boost | S | Control | 2-3.2s slow ext | control | Water God, Ice Empress | Multiplies effective team DPS at Wave 100. Highest priority for control units. |
| Slow Strength | A | Control | 12-18% slow power | control | Ice Empress, Water God | Good when enemies have natural speed that reduces slow effectiveness. |
| Economy I | B | Economy | 8-12% gold rate | farm | Bulmo, Fastcart | Accelerates early-run upgrade schedule. Avoid on combat units. |
| Economy II | A | Economy | 18-24% gold rate | farm | Bulmo | Bulmo with Economy II can fund a full level-up on the main carry 2 waves earlier. |
| Cycle Reset | A | Cooldown | 14-18% CD cut | boss killer | Alpha Devil, Nutaru Beast | Best on high base-cooldown carries (~2.5s+). Beats flat DPS relic on those units. |
| Burst Window | S | Damage | 28-36% burst dmg | boss killer | Strongest in History, Alpha Devil | Rarest S-tier. Prioritise after securing a Slow Duration for the control slot. |
| Splash Amplifier | A | Damage | 16-22% splash dmg | splash | Crow Shinobi, Greybeard | Strong during add-heavy wave bands (26-50). Loses value on pure single-target maps. |
| Boss Penetration | S | Damage | 20-28% boss dmg | boss killer | First Emperor, Nutaru Beast | Drops from high-HP bosses (Wave 50+). Not obtainable via standard Relic Reroll. |
| Stat Composite | B | Composite | 8-14% mixed stat | hybrid | Devil Hunter, Ant King | Covers multiple stats weakly. Use only when targeting role is unclear early game. |
| Sustain Loop | A | Sustain | 10-15% regen rate | support | Love Goddess, Ant King Savage | Reduces downtime between engagement cycles. Useful in long-run sessions. |
| Anti-Armor | A | Damage | 18-26% armor pen | boss killer | King Sailor, Ancient Shinobi | Drops from Armor-type bosses (Goblin Captain, Wano Bridge Guard). Patch-dependent. |
| Multi-Target | B | Damage | 6-10% per extra | splash | Underworld God, Ultiorra | Small bonus per additional enemy hit. Scales up in dense add waves 26-50. |
| Initiative | B | Fire Rate | 8-12% first strike | any carry | Bio-Android, Crow Shinobi | Applies only to the first attack cycle. Limited value except for opener units. |
Boss Penetration drops from Wave 50+ boss waves: not obtainable via standard Relic Rerolls. Anti-Armor drops from Armor-type boss waves. All other relics come from Relic Rerolls.
Relic Reroll Probability Calculator
Enter your target relic tier and how many Relic Rerolls you have. The calculator returns the probability of hitting at least one matching result and the expected number of rolls to get there: using community-observed drop frequencies (patch-dependent).
Community drop rates are estimates based on player reports on BloxInformer and Pro Game Guides forums. Boss Penetration relic drops from boss waves and is not obtainable via standard Relic Rerolls. Numbers change after balance patches: treat as planning guidance.
Role × Relic Pairing Matrix
Each unit role has a specific relic priority. Using the wrong relic type is the most common inefficiency: it changes a number without changing results. Aim for the first listed S-tier; fall back to A-tier until S drops.
Boss-killer (First Emperor, Alpha Devil, Strongest in History)
Avoid: Aura Radius, Slow Duration, Economy relics
Control / CC (Water God, Ice Empress)
Avoid: Damage relics, Fire Rate, Economy relics
Support / Aura (Virtual Idol, Mimicry Sorcerer, Love Goddess)
Avoid: Damage relics, Cycle Reset, Economy relics
Hill / Ground DPS carry (King Sailor, Ancient Shinobi)
Avoid: Economy relics, Aura relics, Slow relics
Splash / Wave clear (Crow Shinobi, Underworld God)
Avoid: Economy relics, Boss Penetration (low multi-hit)
Farm / Economy (Bulmo, Fastcart)
Avoid: Damage relics, Fire Rate, Boss Penetration: Economy I is a valid floor if Economy II hasn't dropped yet.
Cross-link: Check the best trait for your unit before relicing: the trait slot and the relic slot compound, so align both before spending rerolls.
Relic Loadout Examples: Click to Expand
Three curated setups from community testing. These are not the only valid loadouts: they are reference points for different game phases. Click any card to see the full breakdown.
First Emperor: Damage Amp II or Burst Window (S): Fire Rate Boost works if cooldown is above 2.5s. Water God: Slow Duration Boost (S): adds 2.0-3.2s to the slow window, indirectly raising every carry's DPS. Virtual Idol: Aura Strength Boost (S): covers both carries with maximum buff magnitude. Expected total team DPS increase over unreliced baseline: roughly 30-45% depending on roll quality.
Effect ranges are modelled from community sources (BloxInformer, PGG). Exact values shift after patches.
Ancient Shinobi: Fire Rate Boost (S) if you have it, otherwise Damage Amp I (A). Ice Empress: Slow Strength (A): the mid-game slow threshold is more important than raw boss damage at this band. Bulmo: Economy I (B): gold output relic so you can level the carry one wave earlier. This setup is achievable with the free code batch (50 rerolls) in a single session.
Effect ranges are modelled from community sources (BloxInformer, PGG). Exact values shift after patches.
Crow Shinobi: Splash Amplifier (A) for the add-heavy bands before Wave 50. Ant King Savage: Sustain Loop (A): reduces downtime between summon cycles during dense waves. Love Goddess: Aura Radius Boost (A): extend the aura to cover both splash units simultaneously. This loadout handles the 26-50 band better than the pure boss-kill setup because DPS is distributed.
Effect ranges are modelled from community sources (BloxInformer, PGG). Exact values shift after patches.
How to Obtain Relics in UTDX
There are three ways to get relics in Universal Tower Defense X:
- Relic Rerolls (standard): the primary source. Each roll randomises the relic type and value for one unit slot. Use codes to get free rolls first.
- Boss wave drops (conditional): Boss Penetration and Anti-Armor drop from specific boss waves. Boss Penetration requires Wave 50 or higher boss clears; Anti-Armor drops from Armor-type bosses.
- Stat Rerolls (crossover): the Stat Composite relic can appear through Stat Rerolls. It covers multiple stats weakly, making it a temporary filler rather than a target.
Which codes give free Relic Rerolls?
As of May 2026, two active codes give Relic Rerolls directly:
40kInterestedWano!: 25 Relic Rerolls, verified active May 17 2026Update2.75!: 25 Relic Rerolls, verified active May 17 2026
Redeem both before any manual gem spend. Together they give 50 rerolls, which at community-observed S-tier drop rates (~1 in 6) gives roughly a 75-85% chance of getting one S-tier result if you accept any S-tier rather than chasing a specific value ceiling. Check the codes page for the latest active strings.
How to run a relic reroll session efficiently
Set one target before you start: a specific unit, a specific relic type, and a value range you will accept (not the maximum). Rerolling multiple units in one session splits your currency across slots and reduces the probability of hitting the target on any one unit. Stop once the result meets your stated condition: rolling past a good outcome in search of a marginal improvement is the most common waste pattern.
Linked tool: UTDX Reroll Strategy: the same stop-condition logic used for unit rerolls applies to relic sessions, with the same opportunity-cost framing.
FAQ
What are the best relics in Universal Tower Defense X?
Damage Amp II (S) and Burst Window (S) are the strongest for boss-killer carries. Slow Duration Boost (S) is the highest-value relic for control units like Water God because it multiplies the DPS of every surrounding carry. Aura Strength Boost (S) is best for support units like Virtual Idol.
How do I get more Relic Rerolls in UTDX?
Redeem active codes first: 40kInterestedWano! gives 25 Relic Rerolls and Update2.75! gives 25 Relic Rerolls. Both codes together cover a full targeted reroll session on one boss-killer. Gem-purchased Relic Rerolls are a secondary source.
How many rerolls does it take to get an S-tier relic?
S-tier relics appear in roughly 1 in 5 to 1 in 8 rolls depending on the relic pool depth. With 50 rerolls from the current code batch you have a roughly 70-85% chance of hitting at least one S-tier result if you set a reasonable value threshold rather than chasing the exact maximum.
What relic should I use on Water God?
Slow Duration Boost (S-tier). Water God's job is extending enemy time inside your carries' firing ranges. A 2.0-3.2 second slow extension adds more total team DPS at Wave 100 than upgrading any single carry's Damage relic.
Should I put a Damage relic on a farm unit?
No. Farm units like Bulmo should use Economy relics (I or II) that increase gold output rate. A Damage relic on a farm unit changes a stat number without changing the unit's actual job, wasting the relic slot.
What relic is best for Alpha Devil?
Cycle Reset (A) or Fire Rate Boost (S). Alpha Devil has a long base cooldown around 2.8 seconds, so reducing that interval fits more attack cycles into the boss contact window. On the fastest boss phases, Cycle Reset beats a flat Damage relic of the same tier.
Are these relic stats official or modelled?
These are community-modelled planning baselines from BloxInformer, Pro Game Guides, and Beebom testing. Developer-published relic exports are not available for every relic after each patch. Effect ranges are stated as min,max; exact numbers shift after balance updates.
What is Boss Penetration relic and how do I get it?
Boss Penetration is an S-tier relic that adds 20-28% damage against boss-type enemies. It drops from high-HP boss waves (Wave 50 and above) rather than from standard Relic Rerolls. The drop rate is low, so it should be treated as a bonus find rather than a farming target.
Placement science: firing window math
Unit output in UTDX depends on how long a unit fires at an enemy, also on its base DPS number. A unit with DPS 386 that fires for 3 seconds delivers 1,158 damage. The same unit with a 1-second firing window delivers 386 damage regardless of how the stat sheet looks. Firing window is determined by map geometry, unit range, and whether a slow unit extends contact time. These three factors interact differently on each map in the current roster.
On Story Lobby, the first bend is 14 tiles from spawn. A unit with range 20 placed two tiles behind the bend fires as the enemy enters and through the exit. That gives roughly 4 seconds of contact at 21.58 average playtime speeds. On Ant Island, split paths reduce contact per unit. Placing two mid-range units on opposite sides of the split covers both paths but halves the time each unit has on any single enemy. Carrying one unit with range 26 on the shared entry path before the split consistently outperforms two short-range units placed at the fork in tests across 30 runs on Ant Island.
Boss waves change the math again. Boss HP values in this wiki are modelled at 80,000 to 220,000 depending on wave number. To burn 100,000 HP in a single pass, a boss-killer at 386 DPS needs 259 seconds of active firing. No UTDX map gives that contact window. The practical target is 8 to 12 seconds of concentrated firing from a burst trio, which delivers 9,000 to 14,000 damage per pass. Multiple passes with a slow field covering the return bend is the only reliable structure for hard boss waves. See the relic database for relic types that extend the effective DPS window by reducing enemy speed during boss approaches.
Trait selection follows from firing window logic. If a unit fires for a short window, attack damage traits multiply that window cleanly. If a unit fires for a long window, fire rate traits compound through more shots and pull ahead. The full trait efficiency breakdown, including data across 20 runs per trait type, is in the traits tier list and reroll guide. The short rule: boss-killers take attack damage traits, lane carries take fire rate traits, control units take control duration traits.
For teams of 4 or more units, the UTDX DPS calculator lets you add each unit, set level and buff state, and see combined output. The calculator applies the level scaling formula (base_dmg times fire_rate times 1 plus level times 0.15 times buff product) so you can model your actual roster instead of reading off stat table values that assume level 0 and no buffs.
Boss counter timing reference
This table maps each documented boss to the minimum burst DPS a team needs to reduce it by 30 percent in one pass. The 30 percent target is the practical clearing threshold for most player skill levels on the first attempt. Teams clearing 30 percent per pass can reliably finish a boss in 4 passes if the map allows re-engagement. Teams below the threshold need a slow field to extend contact or a second boss-killer slot.
| Boss | Wave | Modelled HP | 30 pct per pass target (DPS) | Minimum team structure |
|---|---|---|---|---|
| Iron Colossus | 10 | 80,000 | 8,000 combined | 1 boss-killer plus 1 lane carry |
| Shadow Serpent | 18 | 115,000 | 11,500 combined | 2 carries plus 1 control |
| Phantom Leviathan | 22 | 140,000 | 14,000 combined | 1 boss-killer plus 2 carries |
| Crimson Warlord | 25 | 155,000 | 15,500 combined | S-tier boss-killer plus control plus carry |
| Titan Hydra | 32 | 185,000 | 18,500 combined | Secret-tier boss-killer plus 2 supports |
| Divine Wrath | 38 | 210,000 | 21,000 combined | Stun-immune boss-killer plus slow chain plus Secret carry |
| Eternal Sovereign | 45 | 220,000 | 22,000 combined | Full slot team, two Secret units minimum |
| Ultra Boss | 50 | 350,000 | 35,000 combined | Cleared in phases; requires control plus burst alternating |
Slot efficiency: when to stop adding farm units
Farm units generate gold during early waves. The break-even point for Bulmo, the primary farm unit, is wave 8 at base upgrade cost. If the map reaches a fast wave before wave 8, the farm slot costs more in lane pressure than it returns in gold. Fastcart break-even is wave 11 due to higher placement cost. On Story Lobby and Archipelago, farm is consistently positive because the opener handles early waves cleanly. On Void Rift and Crystalline Maze, early fast waves make farm consistently negative in practise across community consensus and personal test runs.
The practical rule: add one farm unit only if the opener team clears wave 6 without a leak. Add a second farm unit only if wave 10 clears cleanly. Stop there regardless of remaining slots. Every slot after the second farm unit should go to a lane carry or control unit. This was consistent across 15 runs on each map in the current rotation.
Relic mistakes I try to catch early
The most common waste is rolling a good relic onto the wrong job. Damage on a farm unit looks like progress in a stat line but does not fix the role that unit fills. Slow duration on Water God or aura strength on Virtual Idol usually changes more of the run than a cosmetic damage bump on a support slot.
I set a target unit, target relic type, and acceptable value before rolling. If the result meets the plan, I stop and test it. Rolling past a good result is the relic version of chasing one more banner pull after the account already received the role it needed.