MonsterMusumeTD Unit Summaries

A continuation and restructure off this Pastebin.

Recent Units

Damstow the Blades of Love and Swiftness Demon Lord

RD: 2026/06/01
Firepower-focused Assassin with flying that kind of wants you to mass demons. Reduces demon deployment cost by 2 when in the squad and her range increases by the 40 for every demon deployed. Allied demons in range get 1.3x damage. Also has native burn chance. Honestly, doesn't really need additional demon support, but you'd probably use Chunira if you wanted to boost her range to cover the map. Has -40% damage outside of skill, but Assassins outside of skill don't really do much already unless you're moving them for the attack bonus. When skill is active, instead gains a damage multiplier based on total amount of allies(doesn't have to be demons) deployed, 1.5x for 3-5, 2x for 6-11, and 2.5x for 12+. Due to wonky coding, these are separate multipliers that can be applied individually if you change your deployed ally count during her skill, but this is wildly impractical and only applies to active instances of her inferno DoT zones from her skill attacks. That's the firepower focus by the way. Her skill makes her attack all enemies in range with infernos that deal 100% DoT damage. Can utterly set the map on fire if there are a lot of enemies around when her skill activates. Will utterly annihilate things with stacking infernos if her damage is decently buffed. She also gains another 1.3x damage multiplier against burnt/poisoned enemies from her weapon. They really gypped her though by making her weapon upgrade stat HP only. She is fairly frail though, so it's not the most worst thing to give her 2.4k extra HP. Also held back by average skill uptime at 25d/35c. She'll be very important for the Demon Wild Hunt whenever that comes up, but not for the reason you think. Azep exists and Damstow is another trivial enabler for her infinite damage by moving her in and out of range of Azep. Since none of her normal enablers are demons, Bride Damstow will be necessary for Azep cheese in a demon Wild Hunt unless another demon damage buffer in range is released.

Mashira the Heart-to-Heart Satori

RD: 2026/06/01
Youkai Unit.
Crit-focused Gunner. Ignores enemy evasion and during skill, gives allies in range 80% evasion and +25% crit rate+damage. Has passive stun+petrification immunity, +30% crit rate, rate cap, and damage. Weapon gives an additional 30% crit rate(no additional cap here) and 50% crit damage. So she natively has 60% crit rate and hits 80%(doesn't get the full 25% due to crit rate cap) during skill. Her skill has very large attack and range boosts plus gives her AoE. There's really not much to say as the kit is very basic. Hits very hard, but gunners tend to lack pure single target DPS. Fully ignoring evasion is unique, but max classed gunners already get partial evasion ignore. Her crit buffing during skill is on average +18.75% damage for other allies without any other crit boosts. 80% evasion is pretty huge, but in the scenario of some sort of screenwipe, a barrier would be 100%.

Ligrana the Rain-Pledged Vodyanoy

RD: 2026/06/01
Event Unit.
Welfare Lancer with instant skill on deploy due to free awakenings. +15 cost instantly on a 11 cost unit is nice. As an actual unit, she leaves a bit to be desired. If you just want cost, she's pretty good rate since her skill is instant and only has 25 second cooldown. For her actual passives, it's rain-contingent like her normal self. She generates rain for 10 seconds after killing 5 enemies. When it's raining she gains 5% regen from weapon, +50% attack speed and -1 second cooldown ever 2 seconds. Her skill however does very little besides giving you cost. It boosts her crit rate, cap, and damage by 5% permanently. Crit damage cap is +200% by the way(for +250% damage or 3.5x total multiplier). Without any sort of ranged attacks and an extremely slow ramp up(it'd take 10 skill activations to hit 50% crit rate), she's not going to be doing much outside of fighting trash mobs. We are very far from a team that can trivially output full raintime.

Mui the Ongyoki

RD: 2026/05/18
Youkai Paid Pack Unit.
Permanently stealthed Ninja that grants stealth(also dark tile placement) to allies during skill. Also has a large 2.5x backstab multiplier. Has warp movement and combined with the stealth and backstab multiplier, she feels very much like a unit you're intended to play with manually. Skill is rather basic giving her piercing bolt shurikens, also 100% physical evasion which is rather curious since she has perma-stealth. Means you could block with her on something dangerous, but then she'd lose the backstab multiplier. The stealth granting is interesting, but content where it could be relevant is rare and the uptime isn't too great at 20d/35c. Weapon notably gives an up to 16% attack squad bonus for Youkai, dependent on having Water, Wind, Light, and Dark elements for full power at 4% each. It also has pure attack scaling, +240 base attack on a Ninja is big. Overall, her kit feels a bit in opposition with itself. She has the damage and backstab multiplier for huge DPS if you teleport her behind the enemy, but stealth granting is inherently supportive and something you want to put in the center of your deathball. The 100% phys evasion is something you'd put on a duelist and dark tile placement granting has a very narrow support range.

Ohina the Daidarabotchi

RD: 2026/05/18
Youkai Unit.
Giant, but Japanese. Also the new biggest Monk, making even Logdanno seem small in terms of bombing strength. +5 cost for +50% HP, +2 block, and 40% HP to attack scaling. Also 30% damage reduction because why not. What makes her bombing particularly insane is the fact she has an additional 2x to ground enemies multiplier on her weapon and her skill itself is also a huge nuke. Doing either 3x AoE damage if blocking or an 8-target ranged attack if not on top of the regular 3.4x attack multiplier. She outright one-shots stuff below a million HP. Also 15 second cooldown, so you can attempt skill spam memes. We are now in a post Apocalypse Elut era for Monks.

Kagamiya the Cloud Mirror

RD: 2026/05/18
Youkai unit.
Oracle with offensive attach tokens. Has 15% HP execution aura, but it doesn't apply to bosses, so that's a bit of a disappointment. Tokens aren't slouches having quintuple targeting and 1.4x magic damage taken debuff to enemies in range. At 3 of them overlapping, you're at around 2.75x magic damage which is pretty great. However, she doesn't generate tokens and only has 2 tokens, can get +2 with an awakening. She herself generates a token for herself on skill, so don't accidentally deploy one of the extras on her. All 5 tokens overlapping would grant a theoretical 5.37x magic damage multiplier, but that's a bit impractical and the tokens cost 10 DP each. Weapon boosts her healing and token damage by 1.2x while skill is also normal attack and range multiplier boosts to herself and her tokens boosting healing and damage respectively.

Kureha the Mountain Hag

RD: 2026/05/18
Youkai Event Unit.
Mass Earth tile converting Oracle. Upon skill activation, Earth allies in range have their tiles converted to Earth. Kit is focused on damage mitigation outside of that. Allies in range on Earth tiles received 10% damage mitigation or 20% if she's also on an Earth tile. So non-Earth allies on non-Earth tiles won't get any protection. She however also reduces attack of enemies in range by 35% of her attack which is actually quite large for a non-Bard. This sort of mitigation requires a bit of a sweetspot in enemy difficulty to be useful which is uncommon these days. Pure damage reduction though is rare and that has a lot of potential the more sources get added. Also weapon gives her on deploy poison and blindness curing, so basically doesn't have a weapon effect. The Earth tile conversion is the most significant part of her kit which is nice on a free welfare.

Amasasa the Karakasa Kozo

RD: 2026/05/18
Youkai Unit.
Ever increasingly elusive Epic Youkai rain triggering Priest. Has substantial boosts to recovery power and grants Oracle-like global regen during rain, but at 20% power instead of an Oracle's 10%. Triggers rain for 20 seconds upon skill activation and the skill also lasts 20 seconds as well having good multipliers and double heal targeting. However, not remarkable in any manner outside of rain and she has a 35 second cooldown. Always has elemental tile bonus and can convert her own tile to water with weapon, but the theoretical rain team is still very very far from existing.

Lapurum the Moonchild

RD: 2026/04/27
Anniversary Paid Pack Unit.
Finally has no deploy limit as a passive on top of many other things. Omni-deploy, fire tile placement conversion, stealth when on a fire tile, burn chance(weapon gives an extra burn chance), enemies in range take 1.1x magic damage, -4 DP cost, and -20% base HP in exchange. Going very hard on her token gimmick, she summons 5 clone token copies of herself on tiles around her upon skill activation becoming an instant firing squad. Her clones last precisely one minute which is also the length of her skill cycle assuming no cooldown reduction. This results in her second set of clone tokens taking an entirely different set of tiles right before the first set expire. They seem to prioritize the closest possible tiles first. These clone tokens share all her passives including the fire tile conversion, stealth on fire tiles, and even the magic damage multiplier. While nothing will target her or her clones, they still all have 1 block and can die to AoE so they're not totally safe. She has high firepower without taking a deploy slot and trivially paints tiles for a fire squad. Due to clone token characteristics, she however isn't egregiously powerful, and hard to scale due to subskill/equipment/weapon stats, even squad buffs, not affecting clone tokens. Has massive synergy with Herenoir at least, so as bodies to be buffed, Lapurum is great. There is also one more unorthodox use. You can retreat her tokens and they share her original DP cost. They refund 7 each, so if you just retreat them, you gain 35 DP. This actually makes her one of the most powerful units in the game for early/instant cost generation. You can wait until right before they expire, but after a minute, DP shouldn't be that much of an issue. Very funny, but not something somebody would realistically do outside of the most farfetched DP-tight challenge scenarios.

Barrow the Wight Lord

RD: 2026/04/27
Anniversary Limited Unit.
Warlock+++. Barrow basically maxes out her own attack and destroys everything in her range while providing massive buffs and healing. Every enemy that dies buffs her attack by +15%. So she hits the buff cap after 60 enemies. For the buffing others part, every 3 kills spawns a spirit token whose only purpose is to be sacrificed when she activates her skill. They provide 70% attack and 5% regen for 5 seconds upon dying to allies in range which all stacks. Skill gives hexa-targeting and +15% crit rate+limit per enemy or soul token in range. This means she also hits 100% crit rate. One of her awakenings is +50% crit damage too. For a bit more support, her weapon gives her -50% redeploy reduction to allies in range. Her skill activation also does 10% max HP damage, but compared to the DPS on her kit, it's pretty much ignorable.

Dolcera the Gaia Dragon

RD: 2026/04/27
Anniversary Limited Unit.
Poison Rin has finally been powercrept. Healing tank archetype. Priest with Omni-deploy, +2 block, +100% max HP, 100% self-heal when healing(so she heals herself as she heals others or heals herself twice), 30% damage reduction, 100% damage reflection. Weapon gives stun, blow away, and petrification immunity. Skill doubles her DR and damage reflection, grants allies 30% damage reduction, and lets her heal 5 units while nearly doubling her HP. What makes her powercreep Rin is her Dragon Duststorm, a DoT summoned upon skill activation that lasts 50 seconds and does 200% damage. Not only is this double Rin's DoT, Priests have higher base attack. Furthermore, Dolcera's Duststorm is not tied to her skill, so you can cancel her skill and she'll summon another one early. She has a skill duration of 50 seconds, and cooldown of 25 which means you can perpetually keep two up if willing to micromanage her. It also means it cannot be interrupted(though only freeze can interrupt Dolcera) nor is it disrupted by range modifiers.

Antimo the Lesser Demon

RD: 2026/04/27
Anniversary Event Unit.
Something of a cross between Igni, Varina, and Bow and underwhelming due to it. Lancer that gives 20 DP on skill, converts tile to dark upon skill activation, does 3-target ranged magic attacks, and every 5 attacks does a lightning attack with stun accumulation. Also has outright Damstow-specific synergy though not very significant synergy. Gains +20% attack as well as giving +20% to Damstow as well when Damstow is deployed and weapon gives both her and Damstow 1% heal on hit. This is specifically only for the base version of Damstow who herself is not a great character either also being one of the more mediocre event welfares.

Teruru the Four-Headed Cerberus

RD: 2026/04/13
KumaFes Collab Event Unit.
Our fourth laser unit, also Teruru has 3 Gunner versions now. Cosplay kit mirrors Shimoamazu in some aspects, but only slightly being different classes. Very notably she has a 13% attack squad buff for Snipers and Fire Units which is higher than non-welfare squad buffs. Has 2% heal on hit and debuffs enemy attack on hit as well which is a pretty large upgrade from debuff on deploy. Gains a 5 second 50% attack buff every 5 attacks, but this doesn't count multi-shots or the continuous hits of her laser beam, so it never really accumulates. Weapon gives passive burn chance. Her skill is a laser beam similar to Miradora, Halloween Lagos, and School Lulu. Shoots across the screen, blasting anything in the way. No attack multiplier, very large range boost, and 100% defense ignore. The lasers synergize great with heal on and her attack debuff, but not so much with the every 5 attacks buff which counts each laser as 1 attack. Duration is a massive 50 seconds with an even more massive 75 second cooldown. Gets -12 second initial skill cooldown in her awakenings, so she only needs to wait 10 seconds for her first laser which makes her good at opening stages at least. Just a pretty great welfare unit and likely evergreen for fire teams simply due to the large squad buff.

Shimoamazu the Puppeteer

RD: 2026/04/13
Kumafes Collab Limited Unit.
A Puppeteer focused entirely on DPS with a curse tacked on. Likely because dolls/magic tools are a weapon class in Mist Train Girl where she comes from, so her kit is based off a DPS rather than slotting neatly into the class in MMTD. Her curse debuffs enemy attack and movement speed by 30% for 20 seconds and gives any unit hitting cursed enemies 1% heal on hit. Not even her skill interacts with her curse. Has a massive +30% base attack as well as reduced attack interval. She also has a 12% attack squad buff for Sorcerers or Dark Units. Dark squad buffs are rare, so that stands out alone. Buffs her own attack by 100% for 10 seconds every 5 attacks. Due to not counting multi-target attacks, just attack actions, it also doesn't really accumulate, but it's far better than Teruru's case being higher strength and duration. Weapon gives 30% crit rate+cap and an awakening also gives 20%, meaning she's one of the few units in the game who can reach 100% crit rate. Skill gives quintuple-shots with 50% defense ignore. Average multipliers and average cycle at 25d/35c. Puppeteers naturally double target, so she's a potent DPS. However, she's not really on the insane side relative to what we've seen recently. Will likely be a mainstay on dark teams due to the squad buff at least.

Sekien the Youkai Loving Great Detective

RD: 2026/04/13
KumaFes Collab Limited Unit.
Light Gunner with a very negligible 10% non-stacking DoT on attack. Has a slightly less, but still negligible 2% attack steal on attack. Has a substantial and not negligible +40% global attack buff during skill for every type of elemental tile on the map up to +240%. Even more substantial is her weapon giving a 3% attack squad buff per element on your squad up to 18% for having a full rainbow squad. Skill gives piercing bolt attacks with stun accumulation, but also makes all enemies take 1.2x damage for the duration. Relatively underwhelming, but she is massively strong as a support unit if the map has a wide range of elemental tiles. On average it's around 1-3 though. This can be fixed by certain units who can convert tiles, but more practically by the few subskills that paint a bunch of tiles on deploy. Not so coincidentally, a paid subskill that released along side her paints the full spectrum. There are a couple other tile painting subskills, but they each do 3 elements only and overlap on water while not having dark. The 18% attack squad buff means she's worthwhile simply as a bench cheerleader for rainbow squads. If the map is similarly colored, then she's a very trivial mass buffer to the whole squad including herself.

Suzu the Truth-Seeking Pegasus

RD: 2026/04/13
KumaFes Collab Paid Pack Unit.
Cosplay Gunner that mirrors Sekien far more than Teruru does Shimoamazu. Same DoT, same attack steal, +10% crit rate+cap buff instead of +40% attack per type of elemental tile, and most insanely same weapon passive squad buff. Meaning having both is a 36% squad buff for a rainbow squad. Her skill rather than Sekien's piercing bolt is like her archer version, greatly reducing her attack interval and adding pushback meaning she does a lot of single target DPS. All enemies also take 1.4x damage instead of Sekien's 1.2x. The natural synergies are obvious and they're also different elements, Sekien being light and Suzu being wind. Extremely rare crit rate cap buffer as well. The biggest point to me though are the squad buffs as simply being powerful right out of the gate is a sense of power unlikely extreme buffing. There is a paid subskill that also does the +3% per element on squad buff, so all combined it's +54% for a rainbow squad, add in Anniversary Petra, and you have a universal squad buff higher than element specific teams which can slot any unit you want.

Table of Contents

Game Mechanics
Species, Names, and Class

Game Mechanics

Monster Musume Tower Defense is a tower defense game. More specifically it's a descendant of Millennium War Aigis/Sennin Sensou Aigis with most of the game mechanics following from it. You are more likely to be familiar with Arknights whose gameplay is also descended from Aigis in many ways though MMTD is far closer to Aigis while AK has some more fundamental changes.

In MMTD and Aigis, unit tile placement is completely arbitrary and dependent on the map. There is no grid or any other real structure, just the map image, and unit tiles placed in appropriate looking spots. Some along the paths enemies walk, others off the path or other visually appropriate outcroppings. Your base is denoted by a heart on the ground which there are sometime multiple and your goal is to kill enemies to keep them away like most tower defense. MMTD's most unique feature is unit movement being freely possible for every unit in the game. If units are on a tile connected to another, they can be commanded to traverse towards it and take their place there instead while units with better movement capabilities can fly or teleport directly.

There is HP, attack, physical defense, magical defense, range, block count, DP cost, critical hit rate, and critical damage modifier.
Most of these are pretty self-explanatory.
Attack interacts with the defenses simply through subtraction with minimum damage being 10% of attack.
Unlike Aigis and AK, there is no magical resistance stat and magical damage is treated just like physical damage, just versus a different defense stat.
Units placed in the path of enemies can block enemies up to block count and further enemies above that count will walk through.
DP cost is the cost required to place a unit down.
Critical hit rate is normally capped at 50% whether it be from buffs or subskills. Most passives and a few buffs however also increase critical hit rate cap as well.

Species, Names, and Class

Names aren't official and are usually a best guess from various factors.
Rarities range from Legend, Elite, Rare, and Common.

Species Name Class
XXX XXX XXX
Cerberus
Naberius
Teruru Gunner
Assassin(Swimsuit)
Gunner(Anniversary)
Gunner(CollabCosplay)
Demon Lord Damstow Archer
Gunner(CollabCosplay)
Assassin(Bride)
Earth Dragon
Gaia Dragon
Dolcera Priest
Priest(Anniversary
Homunculus
Moonchild
Lapurum Conjurer
Archer(Valentine's
Conjurer(Anniversary)
Lesser Demon Antimo Lancer
Pegasus
Thunder Pegasus
Suzu Archer
Archer(Anniversary)
Air Raider(Bride)
Gunner(CollabCosplay)
Wight
Wight Lord
Barrow Priest
Puppeteer(Christmas)
Warlock(Anniversary)
Vodyanoy Ligrana Warlock
Lancer(Bride)
Cloud Mirror Kagamiya Oracle
Daidarabotchi Ohina Monk
Karakasa Kozo Amasasa Priest
Mountain Hag Kureha Oracle
Ongyoki Mui Ninja
Satori Mashira Samurai
Gunner(Bride)
KMS Collab Character Shimoamazu Puppeteer
KMS Collab Character Sekien Gunner

Teruru the Cerberus
Swimsuit Teruru the Cerberus
Teruru the Naberius
Suzu the Pegasus
Suzu the Thunder Pegasus
Suzu the Bridal Pegasus
Edit

Pub: 20 Apr 2026 06:41 UTC

Edit: 07 Jun 2026 06:59 UTC

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