Sorcerer Tower Defense Wiki
Team planner

Sorcerer Tower Defense Team Planner

Choose the roles your current lineup already covers, then see what is missing before you spend Gems, Coins, or Culling Points.

Inputs

Build your five-role plan

Roles already covered
Output

Lineup check

20%

Role coverage

Add Economy support, Slow or stun before you commit to this plan.

Boss damage

Focuses single tough targets and late-wave threats.

Slow or stun

Buys time for carries and covers leak-heavy maps.

Economy support

Protects Gems, Coins, and upgrade pacing.

Event flex

Swaps for Culling Game, orb, or stage-specific needs.

This planner checks team shape only. Exact unit damage, upgrade costs, and placement caps still need verified game data.

Planner notes

When the team planner is useful

This is not an exact DPS calculator. It is a quick way to catch role gaps before spending resources on a unit that does not solve your current problem.

Before pulling for a new unit

Mark your current carry, boss damage, control, economy, and flex coverage. If the new unit only improves a role you already handle, it may be smarter to save.

Before grinding Culling Game

Use the flex slot for event needs. Culling Points, encounters, or event-only units should change the plan more than normal story farming does.

After redeeming codes

A reward code can change the next upgrade, but it does not automatically fix a lineup. Check the missing role first, then decide where the currency goes.

Roles

What each checkbox means

Carry

Main damage or wave-clear. This is the unit you expect to do the most visible work.

Boss damage

Single-target or burst value. Useful when waves are fine but high-health enemies slow the run.

Control

Slow, stun, range support, or anything that gives damage units more time.

Economy

Farm, income, reward, or upgrade-speed value. Strong economy should turn into earlier power.

Flex

The slot you change for Culling Game, source testing, or a newly confirmed unit.