Toy Defense — How waves work
About
OverviewToy Defense is a Roblox tower-defense game where you build a base out of blocks, place toy soldier units to guard it, and fight off waves of Tan enemies — with a boss waiting every ten waves. This guide covers how waves work, how to pick and place your units and blocks, how to survive the bosses, and how to earn Crackers faster.
What is on this page
Contents
How waves work
StepClick the Waves button in a corner of the screen, then pick the wave you want to attempt. You cannot skip ahead — beating Wave 19 is what opens Wave 20, and so on all the way to Wave 50. Every wave you finish pays out Crackers, and the payout grows steadily as you climb. A boss appears at waves 10, 20, 30, 40, and 50, each with its own health bar and special abilities.
- Open the wave menu click the Waves button and select the next wave in line.
- Watch the enemy path Tans head straight for the weakest point in your structure to knock your towers off.
- Hold out until every Tan is down if all your towers die, the wave ends in failure regardless of how many blocks are still standing.
- Collect your Crackers each cleared wave pays a cash reward that scales with wave number.
- Unlock the next wave beating the current wave is the only way to open the one after it.
Units by rarity — what to aim for
TableThe table shows one representative unit per rarity tier with its health, damage per shot, and standard price in Crackers.
| Rarity | Example unit | Health | Damage | Price (Crackers) |
|---|---|---|---|---|
| Common | Recruit | 5 | 1 | 0.48 |
| Uncommon | Shotgunner | 40 | 6 | 2.40 |
| Rare | Marksman | 80 | 25 | 12 |
| Rare | Mortar | 400 | 70 + splash | 48 |
| Epic | Sniper | 400 | 150 | 60 |
| Epic | Machine Gunner | 650 | 10 (rapid fire) | 60 |
| Legendary | Minigunner | 2,000 | 32 (rapid fire) | 300 |
| Legendary | Howitzer | 12,000 | 4,700 + splash | 2,400 |
| Mythical | Railgunner | 5,000 | 5,200 | 1,500 |
| Mythical | Laser Machinegunner | 10,000 | 125 (rapid fire) | 1,500 |
Earning Crackers faster
CheckCrackers are the currency you spend on blocks and units. The base payout per wave is small early on but grows substantially in the forties — Wave 50 pays 12.7 Crackers compared to 0.01 at Wave 1. Several bonuses stack on top of that base rate.
- Join the official Roblox group you get a flat 10 percent bonus on every wave reward.
- Follow the game owners this adds a Cracker bonus alongside the group bonus.
- Own the 50% Crackers gamepass (400 Robux) it adds 50 percent to every wave payout.
- Own the 50% Toys gamepass (400 Robux) gives 50 percent more items from Lunchboxes and cuts Daily Shop prices by 33 percent.
- Push to higher waves whenever you can the payout curve is steep, and later waves reward far more Crackers per run.
Glossary
Glossary- Crackers
- The in-game currency paid out at the end of each wave, used to buy blocks and units.
- Tan
- The general name for the enemy faction — toy soldiers and vehicles that attack your base each wave.
- Lunchbox
- A container you open to receive random units; the 50% Toys gamepass increases what you get from each one.
- Daily Shop
- A rotating store where you can buy units directly at a marked-up price, discounted by 33 percent with the 50% Toys gamepass.
- Dead zone
- A minimum-range blind spot that artillery units (Mortar, Field Gun, Howitzer, Orbital Laser Station) cannot shoot into.
- Weight
- A stat on every block and unit.
Common questions
FAQCan I play without spending Robux?
Yes. All blocks and units can be purchased with Crackers earned by completing waves. Joining the official group and following the owners costs nothing and already adds a Cracker bonus.
Why do my towers keep dying even though my blocks are still up?
Tans specifically target the structural weak points that support your towers, not the blocks themselves. A tall platform with thin legs will collapse even if the blocks at the top are still intact.
What is the difference between artillery units and regular units?
Artillery units — Mortar, Field Gun, Howitzer, and Orbital Laser Station — have higher weight values than standard units, deal splash damage, and have a dead zone directly beneath them where they cannot fire. They deliver much higher DPS than other units of the same rarity.
What makes the Wave 40 boss harder than the earlier bosses?
The Assault Carrier passively spawns Assault Rovers and Assault Swarmers throughout the fight, then doubles that spawn rate at half health and adds Tan Droids. When it finally dies it releases a last wave of Light Tanks, Tan Droids, Tan Trucks, and Tan Jeeps all at once.
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