You may think that the addictive Lucky Offense is straightforward, but time flies by easily and you are not progressing as fast as you want. Take a look at our Lucky Offense Beginners Guide to immediately gain some experienced insight!
How to Level Your Units Correctly
As you get multiple copies of your units through Recruit, you will soon realize leveling them gets very expensive very fast. We advise you to focus on leveling your lower rarity units first! Of course, you can’t choose which units will appear on your Recruit. To get the most out of your money immediately, even if you have many level points for a unit, you want to prioritize getting them through the breakthrough points first. On these points, every unit gets a certain buff or a new skill.
Breakthrough points are the same for all units and come on levels: Lv.3, Lv.6, Lv.9, Lv.12 and Lv.15.
- Normal, Rare and Epic units can go up to Level 12.
- Level 6 will bring a new skill for units of rarity Epic and up
- Level 12 will give another one for Legendary and Mythic units.
Other breakthrough points boosts provide stat buffs for each unit depending on their intended role. Managing your resources for efficient runs gets even more important when it comes to Mythics, given that you need Mythic Stones to level them.
Where and When to Merge Units
After a few runs, you can get a feel for the strength of beginner waves. This is important because it will let you decide when to merge as soon as possible, and when to keep the lower tier units separate.
For example, a good strategy for before you buy any additional Mythics is to never merge Bandits. A skill of Bandit King increases Critical Chance of all units on the field for every Bandit present by 1.5%. A Bandit King surrounded by seven tiles full of Bandits easily gives a whopping 30+% of Critical Chance to all units on the field!
Some key units give good buffs to themselves or other friendlies that are worth keeping on the field even if they can be merged away further, like the Tiger Master. A measly Robo at Lv.6 can potentially stun, and in a stack of three, have three times the chance to hold off a high priority target for your DPS to wind up their numbers. Knowing unit skills and planning around them can prevent you from merging away a better potential at survival.

A good rule of thumb is not to merge lower rarity units for as long as you can clear a wave. This way you can make multiple merges right before a big fight and tweak what fits with your buff cards. Always remember which units are the “glue” of your team. You can also weaken your whole team strategically for a dragged out wave and still survive with more slots available. Oddly enough, this is not a numbers game and a lower number in your green bar may and will prevail with a correct strategy.
When to Merge Into Mythics
All the thoughts going into merging bring up the question of merging Mythic units. It’s important to know what the goal of the run is. Are you amassing coins and going slowly, but steadily? Or are you ready to lose early on if a correct sequence of units doesn’t appear in time. Your hyper carry setting may not happen in several runs!
It’s also important to remember that you can only have up to three Mythic units on the field. And you don’t get to sell your Mythic units to free slots! Choosing to merge some Mythic just to clear a certain wave may doom your run ten waves down the line.
Also, many Mythics require a Legendary in their recipe. Do not throw away your Legendary units lightly! Their ability to stack makes them very valuable in high difficulty scenarios. If possible, only merge them further if you have an extra copy, or ideally two on the field. The Summon button is tempting, but make sure you know what a Mythic summon will take away from you. The Recipe book is your best friend.

There is such a thing as correct merging order too. Why merge into a battery such as Kitty Mage first, whose whole kit revolves around buffing mana skills of others? If you have no one to benefit from this ability, you just dragged your chances of survival way down. Think of your overall survival and where you want this particular run to end up.
Where to Place Your Ranged and Melee Units
The only advice the game gives you is to put your ranged units in the back, and melee out front. But, the grid disappears once the battle is on. You can sometimes turn the game in your favor by “wrongly” putting certain units. Knowing the range of all of your units is key. No need to remember, you can see every unit’s range upon clicking on them while you’re preparing for a strike.
If your primary source of damage is the backline and your loadout is not full, try forcing the battle line closer to your ranged DPS. Do so by putting your tanks away from the front line and stack your units all the way in the back. This will afford your big range DPS units a few free hits before the front lines collide in battle. Likewise, pay attention to enemy setup so you don’t get bombed from their back. Sometimes pre-emptive is key. Putting your ranged DPS in second or third row can let them immediately attack and respond to enemy back lines.

If you have a unit like Carter, who directly buffs any unit behind him, you can push Carter in the middle, but still in front of your ranged DPS for maximum boosts on both. Or, if your main DPS is a mid range unit like Meow, Meow can take a spot in the second row right behind a front row Carter. Or you can put both in the back.
Experimenting with positions can bring amazing results! Any bit of screen space counts when trading blows. Tactics like stalling and throwing fodder mercenaries at enemies are all valid when they buy time and space. Some bosses will force you to regroup, as they can jump and target your back lines.
How to Adapt Strategies and Units for Each Run
The developers named it Lucky Offense for a reason. Your runs will rely on luck quite a bit! But that doesn’t mean you can’t adapt on the fly and implement new strategies as you go. What is certain is that you will need to conform to the card pulls that come during your run randomly. Once you pick a buff type card with a certain condition, you will want to follow this strategy closely.
For example, if a buff card for two back rows comes, you will want to focus amassing ranged DPS units. And sometimes, only one card that hyper buffs a specific tile is what separates you from completely obliterating your enemies. Certain cards give perks to Mythics. Some of these effects stack and some don’t, so you’ll want to read their descriptions carefully when you pull.

Know When to Give Up
Sometimes, you will be able to anticipate a run doomed to fail no matter what. Either because no compatible cards come for your existing buffs to amplify them further, or you’ve built your units the opposite way deep into the game once a certain card combo comes. It’s important to know when it’s more beneficial to set up an intentional loss sooner to conserve your time. After all, a run can last anything between ten minutes to half an hour, depending how much you ponder your strategies.
Know When to Sell Units
This is relatively simple, just pay attention to the number of coins you have. A Spin will cost you 20 gold, but if you’re sitting at 18 or 19, selling that lonely Mushroom in the back will easily turn it into profit! The worst thing that can happen is you getting another Normal type unit that doesn’t stack. Don’t forget that you can sell your units!
We hope that our Beginners Guide to Lucky Offense will help you create your own strategies when conquering waves. To make the best decisions when buying your Mythic units, or learn how to reroll your beginner pulls check out our Lucky Offense Tier List & Reroll Guide, here on Moyens I/O.
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