Marineford Map Guide

Master Map #11—the ultimate mid-game gatekeeper. Conquer the Three Admirals, farm Sabo units, and dominate the frozen bay with precision tactical operations.

🎯Strategic Overview

Marineford occupies a singular, pivotal position in the Universal Tower Defense progression hierarchy. Designated as Map #11, it serves as the ultimate litmus test for mid-game players—the formidable gatekeeper between early-tier content (Dark Dimension) and the advanced, punishing mechanics of Trost District and Planet Namek.

Inspired by the legendary "Paramount War" arc from One Piece, this map introduces enemy archetypes with enhanced resistances, speed modifiers, and health pools that render "Rare" and even some "Legendary" units obsolete. Success requires Mythical, Secret, and Godly units—specifically Law, Miku, and Lelouch.

#11
Map Number
Campaign sequence
30
Total Waves
+ 3 Admiral bosses
Sabo
Key Drop
Fire unit farming
Gems
Purpose
High-yield farming

🗺️Architectural Analysis: Three Engagement Zones

The map features a "U-shaped" harbor configuration representing the frozen bay. This creates three distinct zones of engagement, each requiring specific tactical approaches:

1

The Frozen Bay

Wide and expansive initial segment. Lack of natural choke points forces reliance on massive AoE radii. Enemies spread out, mitigating small-radius splash damage.

Optimal Strategy:

Units with linear AoE or full-map presence (Law's Room). Avoid single-target snipers here.

2

Plaza Ramparts

The critical choke point where path narrows toward plaza walls. Elevated 'Hill' placement tiles provide unobstructed sightlines over approach AND retreat.

Optimal Strategy:

Hill units (Ace) thrive here. Place Law center-plaza for maximum coverage. This is where enemies die.

3

Execution Platform

Terrifyingly short final stretch. Once enemies breach the walls, distance to base is minimal. Tight geometry limits Ground unit placement.

Optimal Strategy:

High-burst single-target damage (Kirito) for 'leakers'. Last line of defense—no room for error.

👁️Line of Sight (LoS) & Range Mechanics

The most frequent cause of failure in Marineford is poor Line of Sight management. The massive plaza walls act as occluders—a unit placed incorrectly behind a wall may find its effective range severed.

Law's "Room" Solution

Law's ability bypasses LoS restrictions entirely, targeting the strongest enemy regardless of physical obstacles. This allows damage on Admiral bosses while they're still in the Bay.

Miku's Range Extension

Miku buffs both Damage AND Range. A 10-20% Range increase exponentially increases effectiveness by allowing units to cover both entry and exit vectors of the U-bend.

⚔️The Admiral Class: Boss Mechanics

The narrative weight of Marineford is carried by its three Admiral bosses. Each represents a distinct tactical challenge requiring specific counters:

Aokiji

The Ice Admiral
Wave 25
Attribute:Ice Element / Tank
Threat:High physical resistance, may slow nearby towers. Freeze resistance.
Counter:

Burn effects strip defenses. Elemental or True Damage bypasses armor. DoT ignores resistance.

Kizaru

The Light Admiral
Wave 20
Attribute:Light/Speed Extreme
Threat:Fastest boss in mid-game. Can bypass defensive lines before attack animations complete.
Counter:

MANDATORY: Lelouch's Geass (retreat) or Sakuya's Time Stop. Raw damage alone cannot catch him.

Akainu

The Magma Admiral
Wave 30
Attribute:Magma / Juggernaut
Threat:Highest HP pool. Health regeneration. 'Enrage' mechanics (speeds up as HP drops).
Counter:

Layer multiple DoTs (Bleed, Burn, Poison). Kirito/Law sustained DPS. Cycle all cooldowns.

The Hybrid Advantage

Because bosses have opposing elements (Ice vs Magma), mono-element teams are risky. Hybrid units like Dragon Silver or Zaraki (who removes elemental disadvantages) are ranked highest for this map.

📊Wave Progression & Drop Guide

WavesEnemyAttributeCounterDrops
1-4Marine GruntSwarm (High Density)Cone AoEGold (Low)
5Speedy MarineSpeed +50%Slow/Stun (Lelouch)Gold
6-9Rifle MarineRange/Chip DamageLong Range UnitsGold
10Boss: SmokerModerate HPBurst DamageGold, Crate (Chance)
11-14Elite MarineShield (Phys Resist)Elemental/True DamageGold
15PacifistaTank (High HP)Sustained DPSGold
16-19Dark Justice MarineHigh ArmorArmor Shred/BleedGold
20Boss: KizaruExtreme SpeedTime Stop/RetreatGold, Rare Crate
21-24Giant SquadMassive HP Sponge% HP DamageGold
25Boss: AokijiIce/Freeze AuraBurn/Anti-FreezeGold, Artifact (Hard)
26-29Vice-Admiral GuardHybrid (High Stats)Full AoE/GlobalGold
30Final Boss: AkainuMagma/Regen/TankKirito/Law Hyper-CarrySabo, Gems (High)

📋Tactical Execution: Wave-by-Wave Guide

1

Phase 1: Waves 1-10

Stabilize Economy
  • Wave 1: Place AoE unit at first Bay corner (NOT spawn). Allow enemies to clump.
  • Waves 1-5: Aggressively invest in Economy units. Greed for money—enemies are weak.
  • Wave 5: Speedy Marines appear. Upgrade defender to one-shot them before they outrun cooldown.
  • Wave 10: Smoker boss appears. Ensure Law is placed by now.
2

Phase 2: Waves 11-20

Prepare for Kizaru
  • Waves 11-15: Max out Economy units. Generate thousands of cash per wave.
  • Populate Plaza Walls with Hill units. Place Law center-plaza for coverage.
  • Wave 20 (Kizaru): Activate Miku's damage buff IMMEDIATELY.
  • Use Lelouch active ability as Kizaru enters range—force retreat. Do NOT let him reach walls.
3

Phase 3: Waves 21-30

Eliminate Akainu
  • Waves 21-29: 'New World' Marines—extremely tanky. Need Full AoE coverage. Max all DPS.
  • Waves 27-28: SELL Economy units. Reinvest into DPS or max expensive upgrades.
  • Wave 30 (Akainu): Cycle cooldowns. Use Sakuya Time Stop to fix him in DPS overlap.
  • Set Kirito to 'Strongest' targeting. Don't waste shots on mobs spawning behind Akainu.

🎭Optimal Meta Composition

A successful Marineford team must balance three operational capabilities: Economic Growth, Crowd Control, and Damage Projection.

Support Core

Miku(Only unit buffing BOTH Damage & Range)

Range buff lets Plaza Wall units hit deep into Bay. Damage buff necessary to punch through Akainu.

Lelouch (Lulu)(Ultimate Stall)

Retreat ability effectively doubles track length. Against Kizaru, it's the difference between clear and leak.

Damage Dealers

Law(Best Non-Secret Ground)

"Room" ability counters LoS issues. Targets strongest enemy anywhere on map.

Kirito (Kyito)(Hyper-Carry)

Virtual Mode grants massive crit/damage. Ideal boss killer for Akainu at Execution Platform.

Dragon Silver(Dual-Threat)

Freezes enemies while entering damage trance. Covers both CC and DPS roles.

📋 Quick Reference

Map Theme:One Piece
Position:Map #11
Role:Mid-game Gatekeeper
Total Waves:30
Boss Count:4 (Smoker + 3 Admirals)

🎁 Key Drops

Sabo Unit

Guaranteed drop. Scales with waves cleared—"a lot of Sabos every wave after a certain wave."

Gems (High Yield)

Gem-per-minute ratio significantly higher than earlier maps. Preferred grinding spot.

Crates (Hard Mode)

Pirate/Marine crates containing Gold, Trait Rerolls, and Artifacts.

🔥 Sabo Strategic Value

Evolution Fodder: Many high-tier Fire units require specific Fire-themed units to evolve.
Early Carry: High-level Sabo (Fire/AoE) serves as competent ground unit for earlier maps.
Renewable Source: Farmable drop provides steady evolution material stream.

Holy Trinity of Roles

💰
Economic Growth

Speedwagon/Bulma for upgrade funding

❄️
Crowd Control

Lelouch/Sakuya for stalling

⚔️
Damage Projection

Law/Kirito for DPS output

♾️ Infinite Mode

Marineford's long, winding path makes it ideal for high leaderboard ranks. Teams aiming for Wave 100+ use "Stun-Lock" strategy—permanently freezing enemies near spawn while Law whittles them down.

Deeper Infinite runs may yield exponentially more Sabo units—most efficient evolution material farming if time permits.