Scope of this plan
The source review reports 17 wins on Toilet City and three on Desert, with runs recorded before later October changes. Its unit costs, limits and wave details are historical observations. Check the current upgrade panels if your game differs. This wiki has not reproduced those runs.
If you are still learning equipping or placement, begin with the first-match guide. This page assumes you can enter a match and operate the unit controls.
Choose a carry you can build
The review’s pattern is repeated investment in a main damage unit. It describes wins using nine Titan Cameramen, up to 11 Laser Cameraman Cars, or six Upgraded Videotapper Prototypes with four Scientists. Those are examples from separate teams, not one required roster.
Scroll the table horizontally to see all columns →
| Available option | Evidence in the creator’s sample | Constraint to plan around |
|---|---|---|
| Titan Cameraman + Ninja Cameraman | Reported two-unit loadout win | An opener must survive while you build the carry |
| Laser Cameraman Car | Main damage in two wins without Mythics | Reported 7,000 total cash to max each; limit 11 |
| Speakerwoman | Desert win with about 11 maxed copies and no Scientist | Needs useful path coverage; reported 9,000 cash each to max |
| Upgraded Videotapper Prototype | Solo win with six plus four Scientists | Reported six-copy cap; economy needed for upgrades |
| Jetpack Cameraman + Large TV Man | Another reported two-unit loadout win | Jetpack acquisition is a separate roster constraint |
Seven of the 20 wins placed no Scientist. A farm can help, but the sample does not make it a prerequisite. If you lack a listed option, check where defenders come from. A unit’s ranking alone does not show it can carry your difficulty; the tier follow-up separates those claims.
Waves 1–20: stabilize before investing
The opening chapter at 3:38 reports 200 starting cash on Insane, enough for one Ninja Cameraman in those runs. If you use that opener, place it where it covers a useful path stretch and upgrade it as needed to prevent early leaks. If its current price has changed, budget from your actual display.
The author reports early wave bonuses of 50 times the wave number, totaling 10,500 through wave 20. Kills add cash; merely damaging a boss does not. If your cash stalls during a boss, do not assume the economy is broken while waiting for the kill.
Only invest in farming after the defense can hold. A reported maxed Scientist costs 3,900 cash in total and pays 500 per wave, requiring roughly eight maxed-income waves to earn that spend back. Popcorn is the smaller alternative, reported at 200 per wave with a three-copy cap. These are economic unit roles, not substitutes for early damage.
Auto Skip advances income sooner in the source’s opening plan. Use it only while your defenders can clear the overlapping enemies. If leaks begin, pause the acceleration and restore enough damage before adding another farm.
Waves 20–46: turn cash into damage and coverage
The review reports a flat 1,000 wave bonus from wave 20 onward, with a 15-unit limit per player. As your roster fills, the constraint changes from cash to placement slots. Build toward the main carry’s important upgrades, then assess whether an opener is still contributing enough for its slot.
One winning team removed Ninja after placing three Titan Cameramen. The reported sell refund is half of invested cash, so a maxed 1,800-cash Ninja returned 900 in that version. Treat that as a transition example: sell only when the remaining defense can cover the gap, not at a fixed wave regardless of your board.
Place for time on target. The Speakerwoman example used the strip between two stretches of path, letting a unit reach both. Use your range preview to reproduce that coverage principle on your map; copying a vague coordinate without checking range can leave the boss out of reach.
The creator advises reaching a useful maximum upgrade before adding the next copy. This matters for units with a large last-upgrade jump. It is a budgeting principle from those runs, not a rule to ignore an urgent uncovered path or an immediate leak.
Waves 47–50: decide whether to skip
The late-wave chapter at 5:37 reports a wave-48 pack of Fake Boss Toilets with 306,000 health each. With Auto Skip, later waves can arrive before that pack is gone. Three winners switched Auto Skip off around wave 47 or 48; the two fastest kept it on. Both choices existed in the sample.
Use the state of your defense to choose:
- Enemies still occupy the path and damage is marginal: turn Auto Skip off before more high-health waves overlap. Use the breathing room for upgrades and kills.
- The path clears comfortably and the team has spare damage: continuing to skip can shorten the run, but watch the wave-48 transition again.
- The boss survives beyond most of your range: improve coverage and repeat carry copies, rather than judging only the DPS sum on unit cards.
The review reports a solo wave-50 Boss Toilet 3.0 with 1,080,000 health and about 90 seconds on the Toilet City path. Dividing gives roughly 12,000 continuous DPS, but units attack only while the boss is within range. Four 3,000-DPS Titans on paper therefore do not establish a sufficient placement. The creator’s examples stacked more carry copies for coverage.
Read the outcome before farming harder
A depleted enemy wave is not the same as an awarded win; use the match result screen to confirm completion and rewards. The source reports some wins after base damage, so a leak alone is not a reason to abandon a run while the base still survives.
The review also compares a harder X2 HP Mobs modifier. It reports doubled enemy health and particular reward-screen totals that differed from the lobby multiplier label. Do not adopt its historical Coins-per-minute figure as your guaranteed farm. First clear reliably without the added health, then compare the actual reward and real elapsed time of your own successful runs. If the modifier turns a clear into a loss, the larger advertised reward does not help progression.
After a loss, change one bottleneck
Scroll the table horizontally to see all columns →
| Failure point | Likely decision to revisit | A useful retry check |
|---|---|---|
| Early leaks | Opening affordability or coverage | Can the opener stop the same enemies before farm spending? |
| Mid-run cash shortage | Expensive upgrades or a late farm | Is there enough time left to recover that investment? |
| Full roster with low damage | Too many starters or unfinished carries | Can a safe replacement free a slot for stronger damage? |
| Wave-48 collapse | Overlap from Auto Skip | Does pausing wave flow allow the pack to clear? |
| Boss survives the path | Range coverage and sustained output | Are carry units attacking for enough of its route? |
Keep the loadout, map and failure wave in mind, then change the relevant part. A replay that changes every setting at once makes it harder to tell what helped.
Source scope
All sample counts and historical match numbers above come from the linked October 12 Vaulted Values X review, its description and supplied transcript. Selected original-player frames were inspected, including the 200-cash opening, the late 15-unit constraint, the final-wave sequence and the solo boss-health illustration. These checks do not reproduce the creator’s runs, guarantee the current patch or prove that an unlisted team cannot win.
