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Aquariel

Drafting for Horde Season 3: Chip Grades and a Tatari Ranking by Role

Updated Oct 25, 2026

A tier list for Horde is really a ranking of where your Energizers do the most good. The grades below follow the season 3 ranking put together by one of the community's most experienced Horde players after the latest round of balance changes, rearranged by role and element so you can check your own roster quickly. Treat the letters as a direction, not a verdict: a Tatari you already own at T3 usually beats a higher-graded one sitting at T1. For the numbers behind these picks (level costs, chip timings, boss waves), keep the Horde Season 3 numbers page open in another tab.

The change that rewrote most teams

Dewgrub's sleep can no longer be triggered by Horde-only skills. Many of last season's strongest lineups leaned on that interaction, so if a familiar team suddenly falls apart, look there first. To make up for it, its Lv 3 and Lv 7 skills hit far harder than before, which turns it into a unit you either commit to fully or leave at home.

Three habits before the first draft

  • A blue opener on a record attempt is a restart. Blue chips are the weakest group this season. If your first offer at wave 5 is blue and you are pushing a personal best, reset rather than limp on.
  • Lv 8 is a trap. Every chip that unlocks an eighth level (all three Photosynthesis and all three Bounty Hunter variants) tempts you into one huge unit while your other key Tatari stall below Lv 7, and it makes reviving fallen units more expensive.
  • An extra slot is worth less than it looks. A sixteenth body that never gets past Lv 3 does very little, especially now that Parting Gift pays less than it used to. Take a real power chip whenever one is on offer.

The blue pool

ChipGradeWhen it earns its place
Mission ResetSYour first draft only (it never appears later). Selling the whole board for 180 a unit lets you redeploy into a cleaner shape.
First-Aid KitASteady healing for the two front rows; strongest when your wall is already sturdy.
Form I (any element)AOnly if the element matches the units doing most of your damage.
Slot Machine 2BFree bodies or random upgrades. A popular trick with this chip is a known bug, so do not build habits around it.
BarricadeBFine for a fragile front line, though the 10% damage cut hurts.
Roll of Fate IBA gamble for another blue chip plus pocket change.
AFKB400 instantly, paid for with 40 seconds of no control. Only at the first draft.
Parting GiftCThe payout no longer justifies building around deaths.
Photosynthesis I, Bounty Hunter IDSmall income and the Lv 8 problem above.
S
  • Mission Reset
A
  • First-Aid Kit
  • Fire Form I
  • Grass Form I
  • Rock Form I
  • Water Form I
  • Lightning Form I
B
  • Slot Machine 2
  • Barricade
  • Roll of Fate I
  • AFK
C
  • Parting Gift
D
  • Photosynthesis I
  • Bounty Hunter I

The gold pool

ChipGradeVerdict
Patch UpgradeSBehaves like a smaller Equalizer. If your board is mostly sitting on Lv 2 at the tenth wave, it is a superb follow-up; as an opener you can only reach it through Roll of Fate.
UnderdogSThe biggest damage swing in the game, and it toughens the front line too.
Glass CannonSA flat attack gain for everyone; the health loss rarely matters if your healing is in place.
Backend SupportSHuge once you arrange the rows for it (see below).
Make WavesSUnderrated at high difficulty. Slowed Zobos give your wall far more time. Exclusive to one player.
Boss KillerAReliable against the multi-boss waves.
Weakest LinkB (S with the right team)Ordinary in a random lineup, excellent in a two-per-element build.
Form II (any element)BSame rule as Form I: only for your main damage element.
Roll of Fate IIBA coin flip for another gold chip.
New Recruit, Rear GuardCExtra slot is overrated; Rear Guard only helps if your back rows are your damage.
Bounty Hunter II, Photosynthesis IICBetter income than the blue versions, same Lv 8 trap.
ShuffleDNow swaps in random units even when all 10 slots are full. Avoid.
The Exile, Contract EmployeeDIsolation breaks your buffs; a locked Lv 3 extra rarely matters.

Making Backend Support work. The buff applies the moment you take it and ignores your partner's units when checking "the one Tatari in front". Line up a couple of hitters like Budboo across the centre, then trade middle rows with your partner: suddenly your entire back line has a single friendly unit ahead of it and gains 45% damage.

Making Weakest Link work. The chip boosts whichever element you field least. With one Fire and one Rock carry (say Poakie and Humbug) both get it. Field exactly two units of every element and the whole team qualifies. One example of such a lineup, all at T3:

ElementUnit 1Unit 2
WaterDreadclawWaveflutter
FireLickflickerSilversear
GrassSolafloraThornwisp
LightningCheerspringSonarbat
RockZorrockZenscarab
S
  • Patch Upgrade
  • Underdog
  • Glass Cannon
  • Backend Support
  • Make Waves
A
  • Boss Killer
B
  • Weakest Link
  • Fire Form II
  • Grass Form II
  • Rock Form II
  • Water Form II
  • Lightning Form II
  • Roll of Fate II
C
  • New Recruit
  • Rear Guard
  • Bounty Hunter II
  • Photosynthesis II
D
  • Shuffle
  • The Exile
  • Contract Employee
  1. DreadclawDreadclaw
  2. ZorrockZorrock
  3. LickflickerLickflicker
  4. SolafloraSolaflora
  5. CheerspringCheerspring
  6. SonarbatSonarbat
  7. ThornwispThornwisp
  8. WaveflutterWaveflutter
  9. ZenscarabZenscarab
  10. SilversearSilversear
An example team with 2 per element (Water, Fire, Grass, Lightning, Rock), made for Weakest Link.

The rainbow pool

ChipGradeBest use
EqualizerS as an opener, a disaster laterSetting the board to Lv 4 is wonderful early and wipes out your investment in the second or third draft. It normally arrives only at wave 15, so an early copy needs Roll of Fate.
On the MoveSBy far the best damage option here. Swap two units back and forth every 30 seconds to keep it running.
Center SpotlightSThe strongest chip overall, but only if your middle can absorb every boss at once. Exclusive to one player.
Lawn CareSTwice weakened and still a top route to a clear. Six mowers act like spare lives when the line breaks. Exclusive to one player.
Form III (any element)ABig damage if it matches your carries.
Slot Machine 4, Roll of Fate III, Count to FiveBSolid value; Count to Five rewards boards with three Lv 4 units.
Photosynthesis III, Bounty Hunter IIIDPhotosynthesis III is tolerable only as an early Roll of Fate pull; later, Lv 8 drains your budget.
S
  • Equalizer
  • On the Move
  • Center Spotlight
  • Lawn Care
A
  • Fire Form III
  • Grass Form III
  • Rock Form III
  • Water Form III
  • Lightning Form III
B
  • Slot Machine 4
  • Roll of Fate III
  • Count to Five
D
  • Photosynthesis III
  • Bounty Hunter III

Tatari: S band

TatariElement / roleGradeWhy
DolphieWater supportS+Possibly the best Horde unit now. Its starting skill alone gives three lanes extra damage, damage reduction and heavy healing. T3 is a big step up from T2.
DewgrubWater supportS+Still hits hard after the sleep change, but only worth bringing if you will take it to Lv 7, and its neighbours need planning.
BuddiGrass healerSThe only healer that reaches units wherever they stand, perfect for teams that keep moving. One is plenty on a static board.
CheerlingLightning supportSPut it in the centre of your block and stop worrying.
CribblerWater guardianSExcellent damage and staying power. Cover its blind spot against ranged threats on the far-left lane, such as the Pharaoh boss.
FlameowFire DPSSWanted for its attack buff, at T3 only. It hands out the buff a single time, on its twelfth strike, using whatever attack it has right then; buy any levels before that point. Lv 1 is already great on high difficulty.
FungletGrass supportSPositioned carefully, its speed and damage-reduction aura touches almost every ally. Levels add little, so stop at Lv 1 to 3. Zappur's reflect hurts it and drains healing.
ManteenyGrass guardianSNerfed after near-universal use at the top end, yet still the best front-line wall: self-healing, real damage and fragile.
MaskfryWater supportSPulls ranged bosses down into your melee units. Slightly less tanky this season, so watch its health. Great in skilled hands, modest otherwise.
PoakieFire guardianSTwo nerfs later it still does big damage, and its stalling matters more than ever. One per team.
ZapletLightning specialistSGood base damage, a stacking 15% fragile over five lanes, plus a damage bonus once it hits the third level. Cheap to run; park it at Lv 3, ideally on your partner's side.
HumbugRock DPSS-The top Horde pick for over half a year. No longer clearly number one, but its Lv 7 stalling is even more useful without Dewgrub's sleep.
JoeyoRock guardianS-Dismissed elsewhere, dangerous here: big damage, some fragile and invulnerability from its Horde kit. If you invested, move it around the front.
S
  • DolphieDolphie
  • DewgrubDewgrub
  • BuddiBuddi
  • CheerlingCheerling
  • CribblerCribbler
  • FlameowFlameow
  • FungletFunglet
  • ManteenyManteeny
  • MaskfryMaskfry
  • PoakiePoakie
  • ZapletZaplet
  • HumbugHumbug
  • JoeyoJoeyo
A
  • BudbooBudboo
  • VoltkitVoltkit
  • BlowfinBlowfin
  • CavyzapCavyzap
  • DroppitDroppit
  • HootletHootlet
  • SealingSealing
  • SparkitSparkit
  • ZappurZappur
  • AshlarvaAshlarva
  • BlueflickBlueflick
  • GibberGibber
  • ShrimpyroShrimpyro
B
  • BonobeanBonobean
  • GlowflyGlowfly
  • PunchimpPunchimp
  • RingtailRingtail
  • VoltfawnVoltfawn
  • ZapuniZapuni
  • DumbopusDumbopus
  • FluffleFluffle
  • GopherGopher
  • KittazapKittazap
  • PandarooPandaroo
  • PopaPopa
  • PyropupPyropup
  • RubbletRubblet
  • SkinkletSkinklet
  • WaddledoWaddledo
  • FrostnipFrostnip
C
  • CactobudCactobud
  • LullelyLullely
  • SnowcubSnowcub
  • SparkeetSparkeet
  • TindercubTindercub
  • FruglingFrugling
  • FumekitFumekit
  • GoonbugGoonbug
  • LollamaLollama
  • MomopoMomopo
  • SacklingSackling
  • ShardsnailShardsnail
D
  • SouphogSouphog
  • DrillerooDrilleroo
  • TaptailTaptail

Tatari: A band

TatariElement / roleGradeWhy
BudbooGrass DPSA+No longer a must after two nerfs and the end of the late worm boss. It still melts bosses with Bane stacks, and the seventh level doubles them. One per team now.
VoltkitLightning guardianA+Buffed just as Manteeny was nerfed. Very durable and holds its own lane, a notch below Manteeny and Cribbler.
BlowfinFire tankAOverlooked because rival Fire tanks dominate other modes; here it brings damage, crowd control and some healing here.
CavyzapLightning DPSAThe best Lightning damage dealer since season 1, and season 3's late Water boss suits it perfectly.
DroppitWater supportAStill lifts team damage. Reaching Lv 7 for the stronger fragile is harder now, so it usually comes last.
HootletGrass supportAGood at T3, outstanding at T4: damage, crowd control and wide 3 × 3 healing. Its knockback can undo Maskfry's pulls.
SealingWater DPSATop-tier crowd control, high damage and the weak debuff. Down a grade because its knockback also fights Maskfry.
SparkitFire DPSADependable damage that fades late; this season's buff helps, and either row suits it.
ZappurLightning supportAWith Dewgrub weakened, its stalling makes it perhaps the best survival pick of the season.
AshlarvaFire healerA-A former staple. Still heals and buffs attack at Lv 1, either in the middle or inside the front line.
BlueflickFire DPSA-Still strong despite a damage cut. Best beside Dewgrub.
GibberRock guardianA-Big buffs since season 2. A fresh T3 struggles on difficulty 4; a T4 goes much further.
ShrimpyroFire DPSA-Short reach, light defence and weaker against a wall, so placement is fussy. The damage is excellent in the right team.

Tatari: B band

TatariElement / roleGradeWhy
BonobeanGrass tankB+Durable, self-sustaining, three debuffs (defence shred, damage-amplifying poison, weaken) and fair damage. Its Lv 7 boss-shifting rewards skill.
GlowflyLightning healerB+Little use outside Horde, but its glow stacks keep everyone ahead of it alive. Needs Lv 7; one per team. Dolphie overshadows it.
PunchimpRock guardianB+Fairly tough with fair damage; others contribute a bit more now.
RingtailRock supportB+Works in the front (its heal covers only its own lane), with good stats when invested and many ally damage buffs.
VoltfawnLightning DPSB+Strong area damage, weak against bosses, little control.
ZapuniLightning DPSB+Its Lv 5 hits one target hard anywhere on the map, which suits the moving late Water boss. It will not carry you to that point.
DumbopusWater DPSBGood boss damage, but low area damage, no control and a short-lived Lv 5 reduction.
FluffleLightning DPSBArea-focused after its buffs, still light on damage and control.
GopherRock DPSBUsable in front with Maskfry. Its Lv 5 deals 300% area damage every 2 seconds, but only to the tile row directly ahead.
KittazapLightning guardianBA global defence buff at T3, bonus Energizers and easy access to the paw pal buff, but middling damage and durability.
PandarooGrass DPSBOnly valuable at Lv 7, and that skill was nerfed recently. Hard to afford.
PopaRock tankBStalls well, sustains well and keeps trading places with a heavy hitter lined up behind it, handing that ally +50% damage.
PyropupFire guardianBDurable with a three-lane weak debuff. A fine stand-in if you lack Poakie.
RubbletRock guardianBDecent damage, outclassed as a front-liner. Good for newer accounts.
SkinkletWater specialistBCan match almost anyone in damage when handled well, but its vanishing makes it awkward. Only for those already invested.
WaddledoWater tankBTough and stalls well; damage still too low for a front line that must also kill.
FrostnipWater DPSB-Low damage but improved stalling. Good for newer players with it at T3 and no strong damage dealer at T3.

Where Glowfly goes. One Lv 7 Glowfly, placed behind the whole team near the two middle lanes, reaches everyone except one front corner. Two of them is a waste. T1 works, T2 is slightly better thanks to paralysis, and T3 adds nothing in Horde.

  1. GlimmerwingGlimmerwing
  2. GlimmerwingGlimmerwing
Where to put a Lv 7 Glowfly: one of these two spots (only one per team); anything goes in the rows above.

Tatari: C and D bands

TatariElement / roleGradeWhy
CactobudGrass DPSC+Weak area damage, and area damage is what Horde rewards.
LullelyWater DPSC+Costs the team health and is still outdamaged; its best skill is the unbuffed Lv 7.
SnowcubWater tankC+A good Lv 7 on a frail body. If its health dips early, its fish output stays reduced until the run ends.
SparkeetLightning tankC+Its Lv 7 was halved and never restored; too fragile to hold the front.
TindercubFire specialistC+Buffed to respectable damage, still not enough for a slot.
FruglingGrass DPSCA starter you retire once others reach T3.
FumekitFire DPSCIts Lv 5 buffs a 2 × 3 area behind it, so it must stand in front, yet it is frail and that buff is active roughly a fifth of the time.
GoonbugGrass specialistCKnockbacks, fragile and a buff for the three units behind it if you pull the front back a tile, but very low damage.
LollamaGrass DPSCA boss killer for difficulty 2 or 3; difficulty 4 needs crowd clearing.
MomopoRock tankCSoaks some damage and little else.
SacklingGrass tankCEach broken shield leaves it idle for 12 seconds, far too long to anchor a side lane.
ShardsnailRock DPSCIts damage depends on crystals that do not survive later waves.
SouphogFire healerD+Nerfed before season 1 and never restored; at best a light Lv 1 buffer.
DrillerooRock specialistDIts Lv 7 lets it roam the whole map, which is fun and not much more.
TaptailRock DPSDLow damage and buffs that change nothing.

If your roster is still young

Work with what you have at T3 before chasing grades. A T3 unit from the B band will usually do more in your hands than an S-band Tatari stuck at T1, and Glowfly or Frostnip can hold a spot until stronger options evolve. When you are ready to invest for Horde specifically, Dolphie to T3 is the single clearest upgrade. Before your first serious attempt, read how the three hardest bosses behave in the Horde boss guide, and find the rest of the series in the Horde section.

Tatadex verdict

The point Fox wants to repeat is the Dewgrub nerf: its Horde skill no longer triggers sleep. Many last-season teams relied on it, so if your old team suddenly feels weaker, this is probably why.

A tier list is players' opinion, so Fox suggests using it to pick a direction, not to replace your whole team. A Tatari you already have at T3 is often stronger than a higher-rated one you haven't evolved.

Handling the 3 hard bosses →

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