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AnimeRNGDefense
Team planning

Anime RNG Defense Squad Planner

Fill your six slots, give every unit one clear job, and let the coverage check tell you whether the squad can actually clear waves and kill a boss — the two checks every map run has to pass.

Every run asks the same two questions

The official description of Anime RNG Defense is a squad-planning brief in miniature: place your units, protect your base, upgrade your team, defeat every map. In practice every map run fails one of two ways — regular enemies leak through, or the boss health bar does not move — so a squad is ready when it can answer both. This planner checks your lineup against those two requirements plus the classic over-stacking mistake (too many supports, not enough damage). Names stay in your browser; the game publishes no roster-wide stat table anyway, so jobs, not rarity colors, are what a plan can honestly be built on.

Six-slot loadout

Build your squad

Enter the units you own and assign each one a job. Names stay in this browser session and are not submitted.

Slot 1
Slot 2
Slot 3
Slot 4
Slot 5
Slot 6
Coverage check
0/6
squad slots filled
Wave clear0
Boss damage0
Support / control0
Economy0
Flex0
Squad needs another passFill at least three slots and cover both wave clear and boss damage.
  • Add at least one unit to start checking the squad.

This planner checks role balance only. It does not claim that a named unit, trait, or build is current meta.

Role doctrine

What each slot is for

Five jobs cover every squad this game asks for. The framework matches the role-based tier list, checked 2026-10-09; named-unit stats stay off the site until a source publishes them.

RoleJob on the mapWhat to look forSwap it when
Wave clearDeletes groups of regular enemies before they reach the base.Wide coverage or multihit attacks, an attack cycle that does not stall, and upgrades that stay affordable through the mid-waves.Normal enemies leak on repeated runs while your boss damage is idle — your clear unit is under-leveled, misplaced, or outscaled.
Boss damageMelts the single high-health boss health bar before its timer or push ends the run.Sustained single-target output, enough range to stay on the boss, and an upgrade path you can afford during the run, not after it.Waves are fine but the boss walks through — add or deepen a dedicated single-target slot.
Support / controlSlows, stuns, buffs, or otherwise makes the two damage roles better than a third damage unit would be.An effect that scales with the rest of your lineup. One good support usually beats two mediocre ones.Half your filled slots are support and runs still fail the damage checks — cut back to one.
EconomyImproves your income or roll flow so the team comes online earlier in the run.A visible income effect early in the run. If the boost does not change when you can afford your next upgrade, the slot is wasted.Your runs are lost to damage checks, not to being broke — trade the slot for damage.
FlexThe sixth-slot experiment: a second boss unit, a map-specific answer, or a unit you are testing for a future promotion.Whatever the current map punishes you for lacking.It has not earned its slot in three consecutive runs — promote the bench unit you have been meaning to test.

Framework source: this site's tier-list methodology, cross-read with the official description (roll, place, upgrade, protect) on 2026-10-09. Server size is up to 4 players per run.

Worked examples

Two squad patterns that survive contact with a map

Patterns, not named-unit claims: drop your own roster into these shapes.

The starter six (first days)

Slots 1-2: your two best early wave-clear units, one cheap opener and one you can actually max. Slot 3: your hardest-hitting single-target unit, even if it is rare-but-awkward. Slot 4: one support whose effect you can see working. Slots 5-6: flex — a second boss unit for safety and whatever you are testing. The plan: upgrade the cheap opener until regular waves stop leaking, then pour everything into the boss slot. Roll requirements for milestone codes (10,000+ rolls) mean you will outgrow this squad quickly — that is fine, it only has to farm while your roll count climbs.

The boss-check six (mid-game)

You have clearer waves now but a boss still ends the run. Reshape: slots 1-2 stay wave clear but shifted earlier and cheaper; slots 3-4 become dedicated boss pressure — two units whose whole upgrade path you can afford inside one run; slot 5 keeps the single best support; slot 6 becomes economy to bring the boss units online sooner. The checklist below is the pass/fail: if waves still leak after slot 6 goes economy, you upgraded the wrong bottleneck — move the economy slot back and deepen wave clear first.

Upgrade checklist

In-run order that works on every map

Placement and timing come from the official loop (place, protect, upgrade) plus the community guides' repeated advice on covering path bends.

  1. 1. Place the opener where coverage is longest. Path bends and shared lanes keep a unit attacking longer than raw damage does; a mid unit on a bend beats a strong unit on a straight corner.
  2. 2. Fix the first leak before the first fancy upgrade. The run tells you the bottleneck — normal waves leaking means clear depth, a stalling boss bar means single-target. Upgrade the unit solving the visible problem.
  3. 3. Add the boss answer before the boss arrives. Boss upgrades cost mid-run income; start the dedicated boss slot's upgrades one wave before you need them rather than during the fight.
  4. 4. Re-spend, do not re-roll. When a squad loses, change one slot at a time against the failure you saw. Rebuilding around rarity instead of the job that failed is how squads stop improving while rolls keep coming.
FAQ

Squad planning questions

Why plan by role instead of unit names?

Because rolls make everyone's roster different, and no checked source publishes a verified unit stat table for this game — tier lists that name units without sourcing are noise. Roles are checkable in your own run: either waves stop leaking or they do not.

How many supports are too many?

The planner warns when support is at least half your filled slots. Practical rule: one support must visibly change the run (a slow you can see, a buff reflected in clear speed), or the slot should be damage.

Does co-op change the plan?

Servers hold up to 4 players, and a shared map rewards coverage over duplication: split roles instead of stacking three of the same carry. Agree who owns waves and who owns the boss before placing.

When should I rebuild the squad?

After an update that touches units or maps, or when a unit has been carried by others for three runs straight. Between those, iterate single slots — the update timeline page lists what each named update changed.

Related pages

Plan with better game context

Where to next

Related Anime RNG Defense pages