GD TD

Stage Strategies

Stage Flow Chart

This page will be dedicated to different Stage specific guides that pose a difficulty to various Guardians. Stage Unlock Weakness Evaluation Stage Engagement Stage Failed Chip Evaluation Stage Victory

Farming to get Unstuck,

As you get stuck or hung up on stages you will have to fall back to the highest elite you can do and farm it for materials. The differences between a full level 20/5min play and level 10/2min of play. The only real difference is 45 more gold. Its much more effective to play 51% of a level. (Reward drops per stage in this type of farming/game play does not seem to be effected as a loss verses fully clearing the stage.) Below is the Stage 15 Meta Guide. This guide can be a baseline for all stages that you find yourself struggling on.

Stage 15 Meta Strategy for Normal & Elite

Best Turret Combo (tested by multiple players): Teslacoil (+1 Bounce / +30%Cooldown / Trap Matrix = wave shredder, especially mid-late) Beam (+40% Duration / +30% Cooldown = boss cleanup) Hive (+2 Wasps / +2 Attacks = reliable early + solid single target) Laser ( +1 Reflection / +40% Duration / 1 additional Sweeping Laser / 2 additional Deflected Lasers = great vs cloaked enemies & bosses) Alt picks: Aeroblast + Firewheel (strong but RNG dependent), Thunderbolt + Aeroblast (requires lvl2 setup fast = risky), Guardian with Laser shot (some cleared it using just this + Laser) Guardian with 💥Explosion Chain or ⚡Charged State Chain + Impact Breakthrough + 1-2 Penetration cards Note: The Guardian is NOT stationary. You can MOVE Him. Turret level is non sequential > DPS is everything. Turrets that can hurt multiple targets is key.   Beam good for boss focus. If you have access to Teslacoil use that. Also have to play to the stage weaknesses.

Chip Tips

Chip Priority: Ultimate > Supreme > Legendary > Epic > Rare > Fine This is where most people fall short Avoid turret-specific chips early unless they’re all you have Upgrade your gear, flat damage from gear = HUGE difference early +#% Critical (+4%,+3%,+2%) +#% Critical Damage (+40%,+30%, +20%) +%DMG to Bosses & Elites (+60%, +40%, +20%) +# Attack (Flat +50, +40, +30) +# %DMG (+5%, +4%, +3% later can do more than +Attack) Generic turret buffs (not just energy/fire/etc.) Merge Chips Higher ASAP. Quality > Quantity. Merge every Common, Fine, Rare, (&) Epic to Legendary.

Gear Tips

Helpful to check but may not have too much of an impact depending on how much you have played Global Defense. In Global Defense you can get T1-2 gears with higher T- as you can clear higher zones of 3+ when unlocked. T-Gear comes in rarity similar to Chips starting with Common and up to Legendary. Epic and Legendary gear should be a focus from Global Defense as they give the best stats. Gear of Epic+ (Purple) will have 2 different stats that boost DMG type or turrets. The stat numbers are always the same regardless of which stat you have so it is better to try for the Damage type over the specific turret. Examples as follows: Energy > Laser / Beam Physical > Guardian / Aeroblast / Railgun Fire > Sky Guard / Firewheel Drone Force-field > Hive / Disruption Drone / Gravity Vortex Gun

Card Draw Logic

(why you’re not getting what you need): The game pushes turret cards early. Pick your 3 turrets fast to increase odds of getting upgrade cards. Don’t refresh too aggressively. Teslacoil upgrades (bounce, matrix), Hive upgrades (echo, wasp), and Laser upgrades (refraction, sweep/split) These are worth holding out for. One more thing to think about as well... If you make it as far as level 17-20 and do not have SVIP, then it's a good idea to skip refresh that requires ad to make it less bothersome on yourself.

Mindset Reminder

Stage 15 is a designed DPS checkpoint You’re not bad, you’re likely just not upgraded enough Don’t burn all your gold/stamina slamming into it Quick Patrol Upgrade and then come back Don’t rely 100% on tower RNG your gear/chip setup makes or breaks you Merge and test chip combos between runs Don’t skip flat damage buffs because in early game they hit harder than +% damage

Best Community Advice

“Teslacoil with bounce carried me.” “Laser and Hive were my early game MVPs.” “I tried 50 times, it worked when I upgraded my chips.” “Chips > Towers if you want to progress.” “This stage is just the beginning. Stage 20 and 40 will hurt more." You are not alone in feeling the DPS check. Everyone hits this wall until they find that one chip or card in battle that helps them pass it. If you are stuck. Screenshot shot chips you have in use. Let's see what we can do to help in the discord community.

Pushing Past Stage 50 and Later Stage 100...

This section is going to be the same as above... A Baseline Foundation to Expand Upon For this example the turret of focus is going to be Railgun Chips, Liveries, and Guardians. Some turrets may not show their real potential until you have the needed items. Turrets like Teslacoil seem strong on their own but can also require some things to help them shine even more.

Chips

These will help you pass the next stage and should be Top Priority. MAX HP Critical Hit Chips:  : Deals 3% of Targets MAX HP as additional DMG (MAX: 1.5x Crit DMG) // : Crit DMG deals ( 4% / +6%) of the target's MAX HP as additional DMG (MAX: 2x / 3x Crit DMG) : Deals 3% of Targets MAX HP as additional DMG (MAX: 1.5x Crit DMG) // : Crit DMG deals ( 4% / +6%) of the target's MAX HP as additional DMG (MAX: 2x / 3x Crit DMG) DMG (+100 / +120%) to Elites and Bosses (Mandatory for 100+) Crit Rate (+5% / 6%) Around 20-25% in Total Chips to Look for along the way: Specialty Chips: (Example)

  • Railgun Shell Reflection ( +1 / +2)
  • Railgun ( +60% / +80%) Chance to fire twice consecutively / - Penetration (+1 / +2) for all turret effects with penetration
  • Deals damage with a ( 50%/ 60%) chance to ignore enemies' DMG reduction Railgun starts with +1 - These chips make it easier to reach MAX Tier faster.
  • Railgun Shell Reflection ( +1 / +2)
  • Railgun ( +60% / +80%) Chance to fire twice consecutively / - Penetration (+1 / +2) for all turret effects with penetration
  • Deals damage with a ( 50%/ 60%) chance to ignore enemies' DMG reduction Railgun starts with +1 - These chips make it easier to reach MAX Tier faster. You will want to work on collecting a Full Set x6 in Total (one for each equipment slot). These can be swapped in and out as needed. One example is if the only thing in a stage killing you is the Boss/Elite. These can help you tank the damage and give you a chance to kill the Boss/Elite. Fortress HP (+1000 / +1200 , DMG received -10 / -12) Immune to the first ( +5 / +6) DMG, and counterattack DMG of 50% character's ATK

Guardian and Turret Abilities

Guardians that will help you in higher stages. Capt. - Railgun Turret releases (1-5) additional Shell after Every 4 shots Clockwork - Every 15 hits with the Railgun shell triggers a Assault Railgun Shell that penetrates infinitely and bounces (1-5) times Turret Liveries that will help you in higher stages. Galaxy Sentinel - enables the Turret at start of battle Deep-Sea Omen - Starts with the card [Basic Split] Chain Card

Last updated: 6/5/2026