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.