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TheHouseTD2
Team planning

The House TD 2 Squad Planner

Plan your squad around the two documented systems that reward specific team shapes: the faction plurality payout rule and role coverage across the floors' entrance counts.

How to plan a squad here

A squad in The House TD 2 answers two different questions at once. The first is combat: rooms run from single-exit tutorial layouts to seven-entrance lava platforms, so coverage (group clear, single-target boss focus, control, support) decides whether leaks happen. The second is payout: your loadout's largest single-faction block decides which Faction Coins the run pays, under a documented plurality rule. The strongest squads satisfy both — a faction pair that also fills your weakest role — instead of optimizing either one alone.

Faction payouts

The plurality rule, with worked loadouts

Rule and examples from the fan guide (rule set reviewed September 16, 2026; source video by Rubenakayoshii, August 9, 2026). Checked 2026-10-03.

LoadoutPays
2 Demon + 1 Holy + 1 Undead + 1 MilitaryDemon coins — a pair beats any singleton, so three matching units are not required.
3 Demon + 2 HolyDemon coins.
3 Holy + 1 Demon + 1 UndeadHoly coins.
2 Demon + 2 Holy + 1 OmniOmni coins — a 2+2 tie has no unique leader.

The five factions are Undead, Paranormal, Demon, Military, Holy — plus Omni for units that belong to none of them. The Faction Center holds faction progression with upgrades, buffs, troops and other rewards per community videos; exact per-level costs and buff values are not publicly verified, so read the in-game tooltips before spending. Spend the coins in the Faction Center on the faction you actually deploy most: a theoretical faction bonus is wasted if forcing the majority removes the AOE, beam, or boss-damage role your run needs.

Role slots

Fill coverage before power

The slot doctrine the floors reward, in priority order.

Core slot — group clear

Your answer to waves. AOE Burst and AOE Chain attacks (Enforcer and The Clown lead the documented snapshot's DPS) cover entrances; place them where paths merge so range buys coverage twice.

Support slot — control and boss focus

Long-range single targets (Agent's 38.16 range is the snapshot's longest) handle bosses while control picks cover what slips past. Compare lane coverage, not raw damage, when choosing this slot.

Check before using

Use these recommendations as planning help, then double-check current game behavior, the tier list's evidence labels, or creator guides before spending rare resources on a unit.

Reference

Shiny Rare DPS snapshot

Community snapshot (Rubenakayoshii video, August 17, 2026; verified September 16, 2026) — the seven Shiny Rare units only, ranked by Total DPS. Checked 2026-10-03.

UnitAttack typeRangeTotal DPS
EnforcerAOE Burst31.8928.8
AgentSingle Shot38.16869.04
SWATSingle Shot31.8724.2
CountSingle Shot36693
KaelAOE Burst29665.28
The ClownAOE Chain29.4650
AkaneSingle Shot30.45220.8

A community snapshot of the seven Shiny Rare units only, transcribed from a Rubenakayoshii video published August 17, 2026 and grouped by Total DPS. It does not rank Epic, Legendary, Mythic, Secret, or Forbidden units, and range, attack type, placement, and your build can reverse the practical choice between close rows. Enforcer's max-level damage works out to 232.2 DPS per placement (1,161 damage at 0.2s), which is where its 928.8 Total DPS (four placements) comes from.

FAQ

Squad questions

How many of one faction should my squad have?

Exactly enough to hold the unique highest count — usually two. The community-documented payout rule is plurality: a 2+1+1+1 loadout pays the pair's faction (two beats any singleton), while a 2+2 tie has no unique leader and pays Omni instead. Three or four of a faction wins nothing extra, so forcing a majority only works if it does not remove a role your run needs.

What are the strongest documented units?

Within the seven Shiny Rare units — the only set with a published stat snapshot — Enforcer leads on Total DPS (928.8 across four placements) and Agent has the longest range (38.16). Beyond that snapshot, the catalog counts 87 units across six rarities up to Forbidden, with no measured stat table, so no honest full-roster ranking exists.

How should a 12-player co-op squad split roles?

Cover first, damage second. With up to 12 players and rooms that reach seven entrances on Floor 4, the plan that survives is: group-clear coverage on the heaviest lane, single-target focus for bosses, a slow or control pick where paths merge, and support/economy picks funded last. Duplication is the failure mode — five of the same carry cover one lane five times.

Does the planner guarantee a clear?

No. Squad advice here is planning help from documented rules and dated snapshots — early-beta balance moves, and your placement and items decide the rest. Check the tier list's evidence labels before spending rare resources on any unit.

Related pages

Plan with better game context