Horde Invasion Guide
A shared battlefield, separate energy balances, and meaningful skill unlocks. Build a plan with your partner, then adapt it to the waves and chips you receive.
How it works
Before the battle starts, set up a formation of 15 Tatari to bring into Horde Invasion. During the run, choose from three-card summon offers drawn from that pool to deploy up to 10 active Tatari on the field. Upgrade their in-run levels, move them into useful positions, and choose chips that strengthen your setup. Two players defend the shared battlefield together.
| During a run | What it means |
|---|---|
| Formation | Your reserve pool supplies Tatari offers and chip-based summons. Your actively deployed units are a separate group. |
| Energy Candy / Energizers | The battle currency used to deploy and upgrade Tatari. Each player has their own balance. |
| In-run levels | Regular skill at the start, followed by additional Horde skills at Lv 3, Lv 5 and Lv 7. |
| Chips | Offer economy, combat, formation or battlefield effects. Selection-round definitions occur at waves 5, 10 and 15; availability is connected to the marked boss drop. |
| Movement | Reposition Tatari to adjust range, protect a threatened unit, or meet a chip's position conditions. |
Before you start
- Plan your formation with your partner. Agree on which Tatari each player will bring and who will pick the agreed damage dealers, defenders and support Tatari when they appear during the battle.
- Divide the field into two sides of defense. Usually, each player takes the 3 × 3 area on either the left or right side. Keep your setup together rather than scattering Tatari across the battlefield.
- Check the actual Horde skills. The regular card and the three Horde upgrades can have different targeting, cooldowns and effects. Use the skill browser below to choose meaningful level targets.
- Separate account investment from in-run levels. Horde uses a level-500 balance setting. Evolution growth, account modifiers and in-run rank are distinct inputs.
- Leave room for chip conditions. Front-row, back-row, isolated-unit and movement bonuses reward different layouts.
Energy Candy: income during battle
Energy Candy / Energizer is the in-round currency. It is separate from Candy and Pinballs claimed outside the battle.
| Source | Base amount per player |
|---|---|
| Starting balance | 400 |
| Normal Zobo defeated | +4 |
| Boss defeated | +100 |
| Initial passive payout | +25 every 5 seconds |
| Passive payout change | The payout drops by 5 every 90 seconds, down to 0 |
Passive income becomes smaller over time
| Elapsed time | Energy Candy per 5-second payout |
|---|---|
| 00:00–01:30 | 25 |
| 01:30–03:00 | 20 |
| 03:00–04:30 | 15 |
| 04:30–06:00 | 10 |
| 06:00–07:30 | 5 |
| 07:30 onward | 0 |
Estimated Energizers obtained
This does not count any extra income from chips or death refunds, and does not subtract Energizers spent. It assumes all enemies through the selected wave were defeated and uses a 30-second window per completed wave for passive income. Actual passive income depends on battle duration.
Levels, costs and death refunds
The standard in-run level cap is Lv 7. A chip that explicitly raises the cap can enable Lv 8. New Horde skills unlock at Lv 3, Lv 5 and Lv 7.
| Target level | Deploy / upgrade cost | Total from a new Lv 1 | Eligible death refund | New skill |
|---|
The Lv 1 row is a new deployment. Total cost includes that deployment and each listed upgrade. Death refunds depend on the Tatari's level and an eligibility check.
Chip catalogue
Browse all 49 chip variants and their in-game effect descriptions. Match a chip to the Tatari you have deployed, your available energy and the current board.

- Eligible wave 5 means the wave 5 chip pool, not Tatari Lv 5. A chip listed only for wave 5 cannot appear at waves 10 or 15.
- Unique means that exact chip is randomly assigned to one player's offer pool for the run. Only that player can be offered it.
- Skipping it does not let it return later. The game records all chips offered to each player, including the choices they did not take, and excludes those exact chip IDs from later offers.
Wave and boss roster
Choose one of six S3 difficulties to inspect its configured Zobo roster and stat multipliers. Names are matched to the patch’s English localization.
These are configured enemies. Skill-created summons, escapes and live server changes can affect a real battle. ATK / DEF / HP values are wave multipliers, not the boss's final stats.
Horde stats and damage
- Level balance: the inspected Horde mode uses level 500 and progress 0. Badge and spa buffs are carried into the Horde player data.
- Horde level adds a stat component: the rank bonus is calculated from evolution growth, a standard stat and the rank percentage. It is added to gameplay stats; it is not a simple percentage multiplier on the entire final stat.
- Arena Factor: the normal skill's Arena Factor is applied in PvP mode. Standard Horde damage does not use that formula.
- Elements: the Horde mode stores 0.8 and 1.2 for its counter / weakness factors. Story-mode 0.5 and 2 are different. Unit-specific element relationships still determine which branch applies.
Inspect the rank stat component
| In-run level | ATK / HP / DEF PR |
|---|
These values describe the added component. Full buff stacking and rebuild order still need integration validation before using them to predict final battle stats.
Tatari Horde skill cards
Select a Tatari and evolution to inspect the regular skill and Horde upgrades. Effect descriptions and numeric rows use the same format as the Tatari database.
On mobile, swipe through all four cards. Only visible game skill cards are included. Arena Factor rows are omitted for Horde.
Useful habits
- Spend toward a useful unlock. Check what Lv 3, Lv 5 or Lv 7 adds before buying an upgrade. A support's useful skill may arrive earlier than a damage dealer's final upgrade.
- Consider when an economy chip pays back. Repeated income has more time to accumulate when taken early. A chip with a 120-second window has a different value from an immediate grant.
- Use position bonuses deliberately. Barricade and First-Aid Kit refer to front rows; Rear Guard refers to back rows; The Exile needs isolation; On the Move rewards repositioning.
- Plan around multi-boss waves. Inspect the selected difficulty's roster before assuming each wave contains only one boss.
- Coordinate support coverage. Check skill range and descriptions before expecting a buff to reach a partner's Tatari or the whole board.
- Protect important investments. Moving a threatened unit or avoiding a disruptive formation chip can preserve the levels and support effects you paid for.



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