All Star Tower Defense unit stats become meaningful only when two records use the same conditions. Damage at placement cannot be compared with damage at maximum upgrade. A level-175 community table cannot be mixed with a lower-level inventory card. An orb, leader bonus, support buff, active ability, or mode modifier can change the result without being obvious in a cropped screenshot.
Use this guide to build a reproducible stat record and turn it into a team decision.
Record the baseline first
Write the exact unit name and form, star rarity, unit level, and current upgrade. Add the mode, map, party size, leader slot, equipped orb, nearby supports, and whether an active ability is running. If one field is unknown, leave it blank and do not combine that test with a “clean” baseline.
Community stat indexes can still be useful for discovery. One widely used unit table explains that its displayed values use maximum upgrade and level 175, and that support or active-ability damage may be omitted. That is a valid labeled baseline, but it should not be treated as the number every player will see.
Read the core combat fields
Damage is the visible amount attached to an attack, but it does not by itself show how frequently the unit attacks, how many targets are hit, or whether an enemy resists the attack type. Record it at every upgrade where the attack behavior changes.
SPA, commonly read as seconds per attack, describes the interval between attacks. A lower interval generally means more frequent attacks, but animation timing, multi-hit behavior, active skills, and game rounding can complicate a simple division. Use the panel value for comparison, then test actual wave performance.
Range defines reach, not guaranteed contact time. A long route, corner placement, or multiple lane overlap can make the same range more valuable. Record the placement position or take a map note so the test can be repeated.
Attack area and target rules explain how damage is distributed. Single-target damage, circular area damage, line coverage, full-area attacks, and priority settings solve different problems. Add whether the unit can reach ground or air enemies and whether an upgrade changes that behavior.
Compare costs across the whole upgrade path
Add placement cost and every upgrade cost to calculate total investment. Then note the point at which the unit becomes effective for its intended job. Two units with similar final output can have very different early usefulness.
For Story Mode, compare output at the amount of match cash you realistically hold before the dangerous wave. For Infinite Mode, compare final output, placement-limit efficiency, support scaling, and ability timing after the economy is established. A maximum-cost total is not a substitute for the curve.
Opening efficiency
Ask whether placement plus the first useful upgrade stops early leaks. This is often more important than a late showcase value.
Midgame breakpoint
Identify the upgrade that changes attack type, area, range, or ability access. Plan cash so the breakpoint arrives before the wave that needs it.
Maximum investment
Add all costs and judge whether the finished unit earns a placement slot. Infinite runs care more about this stage than short Story clears.
Economy opportunity cost
Money spent on farms cannot defend immediately. Compare the payoff of another economy upgrade with the damage upgrade currently needed.
Use calculations carefully
A basic single-target estimate can divide displayed damage by displayed SPA. Label it an estimate, not a complete DPS truth. Multi-hit attacks, damage-over-time effects, area coverage, summons, abilities, buffs, enemy defenses, and target switching may not fit that formula.
For a practical comparison, measure more than one output:
- estimated single-target damage per second at a stated upgrade;
- total cost to reach that upgrade;
- route coverage at the chosen placement;
- number and type of targets hit in the test wave;
- ability contribution and cooldown if manually activated;
- support value delivered to other units;
- wave reached or boss health remaining under controlled conditions.
Do not manufacture precision. If the interface rounds a value, keep the rounded value. If a multi-hit sequence is unclear, record the observed behavior and leave the derived field blank.
Evaluate support stats separately
Economy units should be measured by payout, interval, total investment, and payback point. Buffers should be measured by affected stat, coverage radius, duration, cooldown, and stacking rules. Control units should be measured by effect type, coverage, duration, cooldown, and enemy immunity. Healing or base-protection units should be measured by trigger and actual recovery.
These contributions may not appear in a damage table. A support slot earns its place when the team benefit exceeds the damage or utility lost by not bringing another attacker. Use the Support Units guide for role-specific tests.
Run a clean comparison
Choose one repeatable stage and one placement zone. Turn off or remove optional modifiers, use the same leader, and test each unit at the same level if possible. Record placement, upgrade timing, wave outcome, and the cash left when the test ends. Repeat if enemy targeting or ability timing introduces a large difference.
Then test the units in the team they are meant to support. A clean test isolates base behavior; a team test shows actual value. Keep both records instead of replacing one with the other.
When an update arrives, rerun only the affected levels and upgrades first. If the visible values match, check hidden behavior such as target count, attack type, cooldown, or ability timing. Date every record so an old test does not silently become a current claim.
Turn stats into a roster choice
Pick the unit that solves the failure condition at a cost your mode can fund. If Story leaks early, choose opening efficiency. If an Infinite boss survives, choose late scaling, focus damage, or control. If the route collapses while all attackers are upgraded, test a buffer or tempo support.
Continue with the Unit List to identify candidates, the Meta hub for mode-specific team structure, or the Evolution hub before spending materials on a higher-rarity form.