A team is what you equip, not what you own. The Units menu is on the left of the lobby. Slots are limited, and an untested pull in a slot is a slot that is not firing.
Three jobs
| Job | What you need | What usually fails |
|---|---|---|
| Front damage | One unit you upgrade first | Three half-upgraded bodies |
| Lane coverage | A pad that sees two stretches of path | Everything stacked on the entrance |
| Late anchor | Something that still matters after wave 30 | An Easy-only squad on a 50-wave card |
Cameraman is the documented answer to the first job on City. Large Scientist is the early-damage name from showcase footage. TV Titan is the late-coverage name from the same footage. Those are roles, not a developer tier list.
A Medium spending order from one filmed run
A noob-to-pro run that reached Insane and stopped on Crazy fixed the order rather than the rarity:
- Cheap opening damage. Plunger Cameraman filled that job in the run.
- Income after the opening is safe. Scientist Cameraman was placed only once the lane could spare the cash.
- One late anchor. The run saved for Titan Speakerman 2.0.
- Area coverage. Titan TV Man was added for grouped waves.
- Near the end, economy units were sold if their next payout would arrive too late.
Auto Skip stayed off while the run saved for a placement. Hard was described as two-lane pressure. Crazy punished a slow opening. That run is one account's route, so copy the order of jobs, then test the names you actually own.
How to test a swap
Use the same map, the same difficulty, and the same skip habit. Change one unit. Write down the first wave that leaks. If that wave does not move, put the old unit back.
Public servers hide holes because someone else's unit covers them. A 1-player or small queue is the honest test. The server cap is 35, and the map card queue only goes to 4, so a full public lobby is a different game from the queue you use for testing.
Trade sits in the lobby menu. Use it after you know which units you actually place.
