World 1 to World 4
The early route is about learning the defense loop and fixing obvious leaks.
- World 1: Distant alien planet. Use this as the control check: roll, place, watch wave pressure, and learn base damage.
- World 2: Hidden ninja village. Start caring about placement coverage instead of only rolling again.
- World 3: Hollow World. Retest your lineup before pushing if enemies leak past the first defender group.
- World 4: Clover Village. Upgrade your strongest useful units before spreading money across every slot.
World 5 to World 8
Later worlds are where rolling, upgrades, and placement need to work together.
- World 5: Wisteria forest trial. Treat this as the point where luck boosts should support a plan, not replace one.
- World 6: Bizarre Town. Keep a stable wave clear before spending heavily on experiments.
- World 7: Innovation City. Use repeated clears to decide whether your bottleneck is rarity, upgrades, or placement.
- World 8: Cursed High School. Enter only after your team can hold earlier waves without emergency spending.
When to stop pushing
A later world is not useful if it only proves the same weakness again.
- Stop if enemies leak before your first upgrade cycle.
- Stop if the same path section collapses every run.
- Stop if rolling has not been tested in the map yet.
- Return after fixing one bottleneck.
- Use the same world to measure improvement.