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TDS Reforged Enemies & Modifiers Guide

Name every enemy type, understand wave modifiers, and build loadouts that counter the actual threats.

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TDS Reforged Enemies Guide

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.

ModifierEffectCounter
FastAll enemies move 30% fasterSlowing towers, early chip
TankEnemy HP increased 50%Sustained DPS, boss-focus carries
SwarmerMany weak enemies spawnSplash damage, economy
BossSingle powerful enemyFull carry loadout, sell timing
HiddenEnemies invisible until closeDetection 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.

  • 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.

FAQ

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.