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DefendYourTreehouse
Wave Survival

How to Survive Waves in Defend Your Treehouse

The 500-wave climb explained: enemy families by wave band, HP-scaling formulas, boss waves every 15, checkpoints, and counters for the waves that end runs — checked 2026-11-08.

500 wavesChecked 2026-11-08
Quick answer

How wave survival works

There are 500 waves, a boss arrives every 15 waves (plus wave 20 and wave 400), and enemy HP multiplies every wave. Survive by matching your damage to the wave band you are entering: Electric mutations and fast-fire turrets for the Slime waves, Frozen coverage from wave 122 when the speed-doubled Cone Zombies appear, and Flame for every boss. Your checkpoint sits 5 waves back, so a failed push costs five waves — never your run.

Wave structure

Bands, bosses and checkpoints

Source: the community wiki's Waves and Enemies pages, checked 2026-11-08.

Enemy families by wave band

  • • Waves 1–100: Slimes (12 enemy types)
  • • Waves 101–200: Zombies (9 enemy types)
  • • Waves 201–300: Skeletons (10 enemy types)
  • • Waves 301–500: Mixed — all three families together (31 enemy types)

when a tougher enemy first appears, its HP ramps up over 6 waves instead of jumping at once.

Bosses and checkpoints

  • • Boss cadence: every 15 waves, plus special appearances on waves 20 and 400.
  • • Checkpoints: the checkpoint sits 5 waves back (clear wave 50, restart at 45; highest checkpoint 495).
  • • Starting wave: you can pick any unlocked starting wave in settings, or use Auto.
  • • from wave 405 onward three bosses spawn at once, 1.5 seconds apart.
  • • defeating every boss at least once grants the permanent Boss Slayer reward: +10% cash in the Index.
The numbers

HP scaling formulas and wave payouts

Enemy HP is base HP × the wave multiplier; the multiplier follows three formulas:

WaveHP multiplierCash per cleared wave
1×1.00$50
10×1.36$781
20×1.76$1,062
30×2.16$3,502
50×3.44$17.3K
75×5.40$196K
100×7.78$380K
150×13.73$9.9M
200×21.31$342M
250×30.51$11.8B
300×41.33$397B
350×53.78$4.98T
400×67.84$50T
450×233.2$74.7T
500×801.4$100T

Source: the community wiki's Waves page, checked 2026-11-08. Kill payouts scale separately per enemy.

Run-enders

The specific enemies that end runs

Four enemies account for most failed pushes. Their counters are specific and cheap.

Cone Zombie

fastest normal enemy — 12 studs/s from wave 122, about twice the speed of most enemies. Frozen Turrets near the path start are the standard counter.

Acid Skeleton

10 studs/s from wave 242 plus 1.1M base HP — fast and tanky at once.

Orca Slime

slowest enemy in the game (4 studs/s, wave 28) — easy to cover, hard to out-range.

Moss Skeleton

the tankiest normal enemy: 6M base HP and the best payout, $18M per kill (wave 294).

Boss schedule

Key boss waves, first to last

A boss shows up every 15 waves; these are the milestones (source: community wiki, checked 2026-11-08).

WaveBossHP at that waveCash reward
20MushyBoss11.5K$400
30SunnyBoss39K$750
45LuckyBoss145K$2K
75DevilBoss1.5M$15K
105GolemBoss8M$120K
150AmberGolemBoss32M$3M
210ShadeBoss200M$150M
270CorruptedBoss2.5B$10B
400CorruptedBoss18B$100T
405HexBoss ×320.07B each$115T
450HexBoss ×353.43B each$160T
500CorruptedBoss ×3158.6B each$200T

16 bosses rotate through the schedule; the full roster and wave-by-wave table live on the community wiki's Bosses page.

Mutations

The three on-hit effects, ranked by use

Every roll has a 3% chance per mutation type, rolled separately from the turret and unaffected by Luck.

Flame

3% of rolls

Burns the target for 5 ticks (1 per second), each dealing 20% of the hit that lit it — a full burn adds +100% of one hit. Best against bosses and single tough enemies.

Electric

3% of rolls

Each hit deals 50% of its damage to every other enemy within 15 studs. Best against packed groups.

Frozen

3% of rolls

Slows the target to 50% speed for 3 seconds; re-hits reset the timer. Best for keeping enemies inside turret range.

Playbook

Five rules for deeper waves

Read the wave band before you push

Waves 1–100 are Slimes (12 kinds), 101–200 are Zombies (9), 201–300 are Skeletons (10), and 301–500 mix all three families. Each band's newcomer is tougher than the last band's tank, and a new enemy's HP ramps up over 6 waves rather than spiking — use those 6 waves to add damage before the full-strength versions arrive.

Respect the 15-wave boss clock

Bosses arrive every 15 waves, with extra appearances at waves 20 and 400. Flame is the standard anti-boss tool: the burn applies another full hit of damage over 5 seconds, and the Minigun's 5 shots/s lights burns fastest. From wave 405 the game sends three bosses at once, 1.5 seconds apart — budget damage for a triple, not a single.

Slow what you cannot out-damage

Frozen Turret hits halve an enemy's speed for 3 seconds, and re-hits reset the timer. The community-standard layout keeps one Frozen turret near the path start so fast enemies spend their whole life inside your damage.

Bank cash between pushes

Every cleared wave pays and every kill pays. If a wave breaks you, restart at your checkpoint, farm it safely a few times, and return with upgraded turrets — depth of wave is your income, so a stable 5 waves back earns more than repeated failures at the frontier.

Farm mutations during storms

Thunderstorm, Firestorm and Snowstorm events mutate turrets already placed on your plot — the only way to mutate a turret you own rather than roll. A mutated turret keeps all its stats and gains the on-hit effect for free.

FAQ

Player questions

What is the max wave?

500. The final wave pays $100T per clear and spawns three CorruptedBosses at once (158.6B HP each). Wave 495 is the highest checkpoint.

Why do I keep losing at the same wave?

Identify the leak type, not just the wave. A speed leak (Cone Zombies at wave 122+, 12 studs/s) needs Frozen coverage near the path start; an HP wall (the wave 200+ Skeletons) needs upgraded turret levels and better rarity; a boss wave needs Flame coverage sustained through the burn window.

How does enemy HP scale?

A wave-multiplier formula applies to every enemy's base HP: gentle growth through wave 29, a steepening curve through wave 400 (×67.84), and exponential growth after that (×801.4 by wave 500). The exact formulas are in the table below.

Which bosses matter most?

Every boss matters once: defeating each one grants progress toward Boss Slayer, the +10% permanent cash bonus in the Index. In practice the walls are DevilBoss at wave 75, AmberGolemBoss at 150, CorruptedBoss at 270, and the triple-boss waves from 405.

Do mutations apply to rolled turrets only?

No — every roll has a 3% Flame, 3% Electric and 3% Frozen mutation chance independent of luck, and storms can mutate turrets you already placed. A mutated turret shares Mastery with its normal version.

Beginner Guide

Your first hour and the early money sinks.

Upgrade Guide

Treehouse HP levels and the turret upgrade formula.

Turret Roll Reference

Full roster with odds, DPS and range.

Tier list criteria

What to prioritize in your defense.

Setup Planner

Enter your exact wave for an ordered plan.

Update log

Wave balance changes with each patch.