TDS Reforged Enemies & Modifiers Guide
Name every enemy type, understand wave modifiers, and build loadouts that counter the actual threats.
Enemies are the entities you defend against in TDS: Reforged. Each has health, speed, and sometimes special abilities that change how you build your board. This guide covers enemy types, modifiers, boss mechanics, and counter strategies so you stop guessing what killed you.
Basic enemy types
Reforged enemies fall into several categories based on their role in a wave:
- Grunts — standard enemies with balanced health and speed. The backbone of most waves. Your early DPS handles these.
- Tanks — high-health enemies that absorb damage. Require sustained DPS or high-burst carries like Enforcer.
- Speeders — fast enemies that rush past your defenses. Need slowing towers or early chip DPS.
- Flyers — airborne enemies that ignore ground-only towers. Bring air-targeting units like Golden Ace Pilot.
- Bosses — large enemies with massive HP pools and often special abilities. Demand your full late-carry rotation.
Wave modifiers
Modifiers change how specific waves behave. After the 15 Aug 2026 PVP Update, Vince Games introduced additional modifier types. Check Live Status for current modifier rotations.
| Modifier | Effect | Counter |
|---|---|---|
| Fast | All enemies move 30% faster | Slowing towers, early chip |
| Tank | Enemy HP increased 50% | Sustained DPS, boss-focus carries |
| Swarmer | Many weak enemies spawn | Splash damage, economy |
| Boss | Single powerful enemy | Full carry loadout, sell timing |
| Hidden | Enemies invisible until close | Detection flex, scanning towers |
Boss mechanics
Bosses appear at specific wave thresholds. Each boss has:
- HP pool — requires sustained damage over time
- Speed — some bosses move faster than standard enemies
- Special ability — may heal, spawn minions, or damage your towers
- Armor phases — some bosses gain temporary damage reduction
Do not sell your primary carry before a boss wave. Keep economy flowing and place your Enforcer or Golden Minigunner on the longest sightline.
Counter strategy by enemy type
Grunts
Early chip DPS handles grunts. Upgrade one reliable tower and let it farm. Do not overspend on late carries while grunts still threaten.
Tanks
Tanks absorb single-target damage. Pair your carry with slowing towers so it spends more time in beam range. Golden Minigunner excels against tanks when upgraded properly.
Speeders
Speeders bypass slow defenses. Always keep one slowing tower online, especially on maps with long straightaways. Sell strategically before speader waves if your board is too expensive to defend.
Flyers
Flyers require air-targeting towers. Golden Ace Pilot is the primary counter. Do not field an all-ground board against flyer-heavy maps.
Bosses
Boss fights are won or lost by loadout discipline. Keep five slots active: early chip, economy, control, carry, flex. Do not arrive at a boss wave with no money and no sell options.
Map-specific enemy patterns
Standard maps follow predictable enemy distributions. Specialty modes like Death Invasion, Polluted Core, and Enraged introduce modifier combinations that change priorities.
Read Maps Overview before queuing specialty modes. The same tower that dominates standard maps may fail against modifier-stacked enemies.
Post-patch retest
When Live Status shows a Vince Games update (most recently 13 Aug 2026), enemy stats may change. Retest one standard map with the Wave Checklist before assuming your loadout is still optimal.
Related
- Getting Started — fundamental placement habits
- Solo Hardcore — boss-focused loadout discipline
- Slowing Towers — control package for speeders and tanks
- Tier Lists — role-based tower selections
Enemies are not random. Name the threat, match the counter, and log the wave where you leaked. That leak wave becomes your pre-queue checklist item for the next match.
Frequently Asked Questions
Quick answers to the most common questions.
What is the most dangerous enemy type?
Bosses are the highest single threat, but speeders often cause more leaks on standard maps because players forget to keep slowing towers online.
How do I counter hidden enemies?
Detection flex towers reveal hidden enemies. If your loadout lacks detection, expect leaks on hidden modifier waves.
Should I always save my carry for bosses?
Yes, mostly. Place your carry when you can afford it without starving early defense. Selling before a boss wave to re-place is a calculated move, not a mistake.
Do enemy types differ between modes?
Yes. Death Invasion, Polluted Core, Enraged, and Casino introduce modifier combinations not seen in standard maps.
Where do I check current modifier rotations?
Live Status page shows Vince Games universe activity. Check there before each session.