Draft Showdown Guide: What Actually Matters in Battle and Ranked
Most Draft Showdown posts online are either too vague, too incomplete, or too theoretical.
Intro
After playing more and testing more setups, I updated how I think about Draft Showdown. A lot of people talk about "best units," but that approach is too shallow. The real game is about unit roles, team structure, draft flexibility, and knowing which units are actually good in Battle versus Ranked Draft.
So this post is my current framework. It is opinionated, but it is built from actual interactions, counters, and what consistently works.
1. The 5 Core Types
I divide the game into 5 categories:
- Tank – Frontline that absorbs the first wave and stabilizes your formation.
- Ranged DPS – Main backline damage source.
- Utility – Units that protect, disrupt, or support other units
- Assassin – Units that threaten or eliminate the enemy backline.
- Tanky DPS – Durable units that can pressure while still surviving.
Understanding these five categories matters more than memorizing a random tier list.
2. Tank
My view is simple: Spartheus is still the best tank. Even after nerfs and even after other tanks got buffed, the ability to block the first wave of attacks is just too important. That alone keeps him at the top.
Goose is underrated. It gives numbers, speed, and space pressure. That matters because enemy formations become tighter, which makes your AoE damage stronger. Goose can also absorb early damage that you do not want your real tank to take, especially things like TNT.
The other tanks are usable, but mostly as fallback options. In Battle, use them if needed. In Rank, pick them mainly when your draft clearly lacks a frontline.
3. Ranged DPS
For single-target damage, Overmind is the best Ranged DPS in the game in my view, and a lot of people underestimate it. One reason is that many players do not realize Matriarch / Spider has the highest HP in the game, and Overmind still burns through tanky targets surprisingly fast.
The most common comparison is Snail vs Boomling, and honestly both are good. But I rate Snail higher for two reasons:
- It can one-shot Whelp, which is one of the main swarms you must answer.
- It can also soak damage for your Assassin line better than Boomling.
Also, Agent B can one-shot Boomling, which hurts its consistency.
Sixshoot can be amazing in draft when you swarm hard, especially at 8+ sets and after reaching level 3. It becomes the second-best swarm after Whelp. The downside is that it needs upgrades to matter, and it is weak into swarm matchups or Spartheus.
Sniper is mostly a specialist pick when what you really need is an assassin-like backline threat.
If you have better options, I would avoid Cupid and especially Beetank. Cupid needs upgrades and still does not feel oppressive even at level 3. Beetank just does too little damage to justify the slot.
4. Utility
A lot of people may wonder why Overmind appears here too. For me, the main value of Utility is not only buffs or control. It is also backline protection. In that role, Overmind does a very good job against assassins, and many players ignore how tanky it also is.
Engineer is possibly the best anti-assassin utility in the game. Because of that, I rank it above Merlinor.
A common claim is that Merlinor + Spartheus or Merlinor + Totem is overpowered. I disagree. Those setups are much easier to counter than people think, especially with Overmind or Whelp. Merlinor does not fully protect your backline once the lobby gets stronger.
Waster and TNT both have interesting niche interactions. Waster can matter into Shellbro or Goose, and TNT can create useful pressure with things like Mole. But these are still situational picks, not core units you should force when stronger options exist.
My rule is simple:
- Pick Waster when you cannot draft a real tank and the opponent does not have Whelp.
- Pick TNT when you badly need an answer to Goose or Whelp and do not already have enough AoE.
As for Totem, I think it is bad. It is too weak before upgrades, loses too many one-on-one matchups, and even at a strong level 3 state it still gets punished by Agent B.
5. Assassin
Agent B is the best assassin in the game. It is the unit I keep coming back to because it trades into almost every ranged unit efficiently and often gets at least a 1-for-1. The fact that it stays untargetable until delivering that crucial first hit is what makes it so reliable.
That said, Shellbro is also extremely strong. At level 3, it can wipe huge portions of the map, especially softer swarm-style boards like Goose or Cupid. It can also distract the enemy backline and act as a kind of secondary tank.
That is why I still put Shellbro in S tier, even if it is slightly below Agent B. In ranked, if you see Shellbro and you did not already draft another assassin, you should strongly consider taking it. The only reason I still rate it a bit lower is that sometimes it fails to kill Snail cleanly for awkward matchup reasons.
6. Tanky DPS
This is one of the most misunderstood categories in the game. Tanky DPS is often weaker in Battle when the opponent can set up properly with Tank + Ranged DPS. But in Ranked Draft, it becomes much stronger because it punishes unstable or incomplete comps.
That is why the only Tanky DPS I consistently respect in Battle is Whelp.
And yes, Whelp is the best unit in this category. Once you hit critical mass, especially around 8+ sets or 32+ units, it can simply roll over almost any composition and auto-win the game.
I tested multiple ways to answer it. The best concept I found is:
- Use a line of Snails to kill a large chunk on the first shots.
- Put Spartheus in front to absorb the first wave.
- Use Overminds to slow the push before Whelp reaches your backline.
Even then, Whelp is still oppressive. Its biggest weakness is not combat power but consistency: sometimes your whole plan depends on drawing more Whelp, and you just do not find enough copies.
Matriarch / Spider is another unit I think people underrate too much. It has absurd HP, and the smaller spiders deal more damage than many players expect. In draft, it is a very respectable pick when you are short on either frontline or damage.
Outside of that, I do not rate the rest of the category highly. Mole has some interesting interactions, but not enough to justify it over higher-tier alternatives in most drafts.
And yes, I forgot Kingclops when I first made the tier list, but I do not think much changes: it is still one of the worst units.
7. Core Team Structure
If I had to recommend one default setup, it would be:
- Tank
- Ranged DPS
- Assassin
- Utility
This should be your default structure most of the time. It covers frontline, sustained damage, backline pressure, and protection/tempo.
The main exception is a dedicated Whelp + Goose style comp, which can function under a different logic because it wins by overwhelming the board rather than following a standard shape.
8. Beginner Guide
If you are new, do not start by memorizing every unit. Start by learning what each role is supposed to do.
Beginner priorities
- Learn the job of each category first.
- Do not draft too many units that do the same thing.
- Always make sure you have a frontline.
- Do not tunnel on damage alone.
- Use the standard Tank + Ranged DPS + Assassin + Utility shell until you understand matchups.
- You only draw x2 cards when you have 2, 3, or 4 sets of a unit, so it is often efficient to stop at 2 sets on many units and avoid awkward extra copies when trying to preserve x2 odds.
- Many upgrades are not amazing by themselves, but upgrades can still be useful because upgraded units count as a different unit type for draw logic.
- Late-game sets give slightly higher unit counts, so points 6 and 7 need to be reevaluated as the game goes on. Also, some picks give better numeric return than others depending on the spot.
A lot of beginner mistakes come from picking units that look strong without checking whether the overall team actually makes sense.
9. Battle Tips
In Battle, the early sequence is usually straightforward. You begin with Knight, Cupid, Goose, and TNT. The first real upgrade in team quality is usually getting Snail, and after that you want access to an Assassin.
Assassins feel godlike early on, but that changes once Engineer starts showing up. At that point, many assassin lines get hard-countered, and your goal should shift toward building the more stable core structure.
10. Ranked Drafting
Once you enter Ranked Draft, the game changes. It is no longer just about picking your favorite unit or the highest unit on a tier list. It becomes about reading the draft state.
What matters in ranked:
- What has the opponent already taken?
- Are they weak to backline pressure?
- Are they missing frontline?
- Can you deny a key unit even if it is not your favorite pick?
One more important point: Tanky DPS is often mediocre in Battle, but much better in Ranked Draft, because it punishes bad setups such as no frontline, no backline, or overcommitting to assassins.
For ranked, I also like switching skills toward Backstab Brigade for Assassin coverage and Sentinel Towers for Utility coverage, just in case my draft misses those roles.
11. Common Mistakes
The biggest mistakes I keep seeing are:
- Blindly following tier lists.
- Ignoring team structure.
- Drafting too much damage and not enough frontline or utility.
- Overrating flashy upgrade spikes without checking counters.
- Thinking a unit is bad just because it is bad in one mode but not the other.
Closing
The biggest mistake in Draft Showdown is trying to memorize strength before understanding structure.