🗺️

Story Mode Maps Guide

Complete strategic analysis of all 18 Story Mode maps - from City to Skeleton Heel Stone. Master topological dynamics, difficulty scaling, and optimal progression paths.

🏗️Story Mode Architecture

Story Mode functions as the primary engine for early-to-mid-game capital accumulation in Universal Tower Defense. While endgame modes like Virtual Realm and Raids offer prestigious rewards, Story Mode provides the foundational currency—Gems—required to participate in the Gacha summoning system.

The economic model is front-loaded: players are incentivized to push through new stages rather than farm old ones, as "First Clear" bonuses for each difficulty level (Easy, Normal, Hard/Insane, Nightmare) provide significant resource injections.

18
Total Maps
Sequential progression
4
Difficulties
Easy → Nightmare
3
Acts
Distinct phases
5+
Legend Stages
Fragment farming

🎯Three Vectors of Success

🗺️ Topological Mastery

Understanding map layout and line-of-sight. Each map tests specific placement strategies—corner stacking in City, platform efficiency in Kami's Lookout, split-defense in Valley of the End.

💰 Economic Velocity

Maximizing Gem and material income per hour. The "Gems per Hour" metric is highest when laddering Story Mode—clearing Map 1 (all difficulties), then Map 2, etc.

⚔️ Synergistic Building

Optimizing unit traits and relics for specific map threats. Anti-Air in Space, Burst DPS in Kamii University, Crowd Control in Hidden Leaf Village.

🌍Act I: Terrestrial Phase (Maps 1-6)

The foundational phase focusing on fundamental lane defense, introducing basic enemy archetypes (Normal, Fast, Tank). These maps teach core mechanics before the complexity escalates.

1

City

Generic Urban / Superhero City

Act I
Difficulty:Easy → Nightmare
Unit Level:1-5
Key Drops:Gems, Basic Relics

Tutorial: Practice corner placement. No major threats.

2

Subzero

Ice/Tundra Environment

Act I
Difficulty:Easy → Nightmare
Unit Level:5-10
Key Drops:Gems, Ice Fragments

Debuff: Possible freeze/slow mechanics. Use Burst DPS.

3

Jungle

Hunter x Hunter / Adventure

Act I
Difficulty:Easy → Nightmare
Unit Level:10-15
Key Drops:Gems, Nature Fragments

Visibility: Trees block view. Use Circle AoE units.

4

Military

Fullmetal Alchemist / Modern Warfare

Act I
Difficulty:Easy → Nightmare
Unit Level:15-20
Key Drops:Gems, Rare Relics

Armor: Tank enemies. Use Magic/Energy attacks.

5

Japan

Demon Slayer / Traditional Edo

Act I
Difficulty:Easy → Nightmare
Unit Level:20-25
Key Drops:Gems, XP Units

Speed: Fast Ninja enemies. High Attack Speed required.

6

Castle

Black Clover / Medieval Fantasy

Act I
Difficulty:Easy → Nightmare
Unit Level:25-30
Key Drops:Gems, Magic Relics

Boss: Multi-lane convergence. Needs Global Range.

🌌Act II: Mythological & Extraterrestrial Phase (Maps 7-12)

The difficulty spikes significantly. Introduces verticality, environmental hazards, and enemies with complex resistances (Titans, Atlanteans). Marineford serves as the critical checkpoint for Legend Stage access.

7

Asgard

Marvel / Norse Mythology

Act II
Difficulty:Easy → Nightmare
Unit Level:30-35
Key Drops:Gems, Gold Relics

Stats: High base HP enemies. Economy management key.

8

Atlantis

One Piece Fishman Island / Oceanic

Act II
Difficulty:Easy → Nightmare
Unit Level:35-40
Key Drops:Gems, Water Fragments

Terrain: Water limits ground slots. Use Flying/Hybrid.

9

Space

Dragon Ball Z / Sci-Fi

Act II
Difficulty:Easy → Nightmare
Unit Level:40-45
Key Drops:Gems, Tech Relics

Gravity: Flying enemies dominant. Anti-Air mandatory.

10

Dark Dimension

Black Clover / Shadow Magic

Act II
Difficulty:Easy → Nightmare
Unit Level:45-50
Key Drops:Gems, Dark Fragments

Stealth: Hidden enemies. Detection units needed.

11

Marineford

One Piece (Marineford Arc)

Act II
Difficulty:Easy → Nightmare
Unit Level:50-55
Key Drops:Ice/Water Fragments

Checkpoint: Legend Stage hub. Farm here for Evolution.

12

Trost District

Attack on Titan

Act II
Difficulty:Easy → Nightmare
Unit Level:55-60
Key Drops:Gems, Titan Relics

Giants: Massive HP sponges. Single-target Crit builds.

🔮Act III: Universal & Abstract Phase (Maps 13-18)

The pinnacle of difficulty, requiring specific "Meta" counters such as Anti-Air dominance, Bleed/Burn status effects, and precise cooldown management. Full evolved teams with optimal relics are mandatory.

13

Planet Namek

Dragon Ball Z

Act III
Difficulty:Easy → Nightmare
Unit Level:60-65
Key Drops:Gems, Alien Relics

Open Field: Large map. Fast fliers. Long-range tracking.

14

Kamii University

Tokyo Ghoul

Act III
Difficulty:Easy → Nightmare
Unit Level:65-70
Key Drops:Gems, Ghoul Relics

Regen: Enemies heal. Burst damage to out-DPS heal.

15

Hidden Leaf

Naruto (Konoha)

Act III
Difficulty:Easy → Nightmare
Unit Level:70-75
Key Drops:Gems, Ninja Relics

Swarm: Clone jutsu mechanics. Heavy AoE/CC needed.

16

Kami's Lookout

Dragon Ball Z

Act III
Difficulty:Easy → Nightmare
Unit Level:75-80
Key Drops:Gems, Divine Relics

Air Only: Full-air waves likely. Ground units useless.

17

Valley of the End

Naruto

Act III
Difficulty:Easy → Nightmare
Unit Level:80-85
Key Drops:Gems, Chakra Relics

Dual Boss: Two paths, two bosses. Split defense.

18

Skeleton Heel Stone

Seven Deadly Sins

Act III
Difficulty:Easy → Nightmare
Unit Level:90+
Key Drops:Gems, Demon Relics

Endgame: Extreme stats. Full Meta Team + Buffers.

📊Difficulty Scaling Mechanics

The scaling between difficulties is non-linear. Understanding this mathematical underpinning is crucial for optimizing playtime.

Easy Mode

  • • Enemy HP: 100% (Baseline)
  • • Speed: Normal
  • • Drops: Gems only
  • • Purpose: Tutorial/Learning

Hard Mode

  • • Enemy HP: 200-300%
  • • Speed: +20-50%
  • • Drops: Rare Relics
  • • Purpose: Relic farming begins

Nightmare Mode

  • • Enemy HP: 500-1000%
  • • Speed: Significantly increased
  • • Drops: Legendary/Mythic Relics
  • • Hidden modifiers: Regen, reduced cash

HP Bloat Formula (Approximation)

Nightmare HP ≈ 5x² (where x = Easy Mode HP in later waves)

Linear damage upgrades are insufficient. Multiplicative modifiers (Buff Units, Debuff Units) are mathematically superior to adding more DPS units.

🚀The 'Noob to Pro' Progression Paradigm

Based on community strategies, the optimal path for a new player to conquer the Map List follows these four distinct phases:

1

Code & Summon Sprint

Hour 0-1

Input all active codes immediately upon account creation. Secure initial capital for targeted summoning.

  • Input ALL active codes (10,000+ Gems)
  • Target newest banner (power creep advantage)
  • Aim for 1 Mythic or 2 high-tier Legendaries
  • A single Mythic can solo Maps 1-10 on Easy
2

Story Blitz

Hour 1-10

Clear Easy mode only from City through Marineford. Ignore Hard/Nightmare initially—speed is paramount.

  • Rush to unlock Marine Base Legend Stage
  • Place Mythic unit → Max upgrade → nothing else
  • One maxed unit > 10 weak units
  • Unlock Challenges ASAP for Stat Rerolls
3

Evolution Wall

Hour 10-20

Around Map 11 (Marineford), difficulty spikes. Un-evolved units struggle against Boss HP. Pivot to farming.

  • Stop Story progression temporarily
  • Enter Legend Stages (Marine Base/Ninja Forest)
  • Grind fragments for Evolution materials
  • Evolved units gain 50-100% stat boost + new ability
4

Nightmare & Virtual Realm

Hour 20+

With an Evolved team, return to Story Mode for Hard/Nightmare clears. Begin endgame content.

  • Return to Map 1, clear Hard and Nightmare
  • Farm Relics from these higher difficulties
  • Full Evolved + Relic equipped team
  • Attempt Virtual Realm and Maps 13-18

💎Fragment Farming (Legend Stages)

Fragments are required for Evolution. Each Legend Stage corresponds to specific fragment types. Drop rates increase with difficulty, but farming remains stochastic (10-20 runs per evolution typical).

🌿
Nature Fragments
Ninja Forest Legend
❄️
Ice/Water Fragments
Marine Base Legend
🔥
Fire Fragments
Hollowed Moon Legend
🌑
Dark Fragments
Hollowed Moon Legend

📍Strategic Placement Principles

🔄 Corner Stacking

Placing units on interior corners of intersections maximizes firing arc. A unit with circular AoE placed on a corner covers both approach and retreat, effectively doubling engagement time.

⛰️ Hill Advantage

Castle walls and elevated positions provide range bonuses. Securing "Hill" slots for snipers is often the key to victory in maps like Castle and Trost District.

🌉 Choke Point Control

Bridges and narrow passages force enemies into single file, making them highly susceptible to splash damage. Japan map's bridge sections are prime examples.

✂️ Split Defense

Multi-lane maps (Castle, Valley of the End) require splitting economy and attention. Use Global Range units to cover multiple lanes from central positions.

📋 Quick Reference

Total Maps:18
Act I (Maps 1-6):Terrestrial
Act II (Maps 7-12):Mythological
Act III (Maps 13-18):Universal
Checkpoint Map:Marineford (#11)
Endgame Map:Skeleton Heel Stone

Priority Traits

Godspeed (S-Tier)

Attack Speed > Damage. Reduces leak window in high-difficulty maps.

Sniper (A-Tier)

Range extension crucial for maps with limited placement.

Strong (A-Tier)

Raw damage for HP sponge enemies in Act III.

🛡️ Counter Requirements

✈️Anti-Air: Space, Kami's Lookout
💀Burst DPS: Kamii University
❄️Crowd Control: Hidden Leaf
🔍Detection: Dark Dimension
🌊Flying/Hybrid: Atlantis

👑 Pro Tip

"The One-Unit Carry" Strategy

Invest ALL resources into a single Mythic unit rather than a balanced team of Rares. One maxed unit is mathematically superior to 10 weak ones due to the Range/Damage scaling curve.

Traits (S-Tier Damage, Godspeed) are more valuable than Levels in the long run. Farm Daily Challenges for Stat Rerolls.