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Horde Invasion Guides: Season 3 Numbers, Drafts and Boss Fixes

Horde is the mode where good accounts get humbled. A run puts you and a partner on one shared board for 25 waves per difficulty, each holding a separate Energy Candy wallet, and the run turns on decisions made in seconds: which offer to take, who to level, where to move a unit before a boss arrives. Rewards include capsules, experience and pinballs, so it is worth learning properly.

Season 3 brought chips back. Three times during a run you draft an upgrade that can bend your whole team around it, and some of the strongest picks only work if your formation was built for them from the start. That is why this section is split into three parts, read in this order.

First, the numbers guide. It covers how Energy Candy comes in and goes out, what each level costs, what you get back when a unit falls, how the chip drafts work and which bosses appear in which waves. Most failed runs can be traced to a budget mistake, and this is where to fix it.

Second, the draft guide: a grade for every chip and a role-by-role ranking of Tatari for the current season, with the reasons behind each call. Use it when building your formation of 15.

Third, the boss tricks. Laser Zobo, Lava Zobo and the Worm end more runs than everything else combined, and each has a counter that costs little once you know it.

A caution before spending: Horde favourites change from season to season, and element Auras do not apply here. Build your roster around units that work in every mode, as the seven-phase evolution plan suggests, and pick your Horde team from that pool rather than evolving just for it.