Megabonk is a setup game, not a reflex game. You build the board; it fights the wave.
The first waves, in order
Place a cheap unit on the path. Clear wave one. Bank gold. Add a unit that covers the gap the first left. Repeat, spending on coverage, not on a single hero.
Gold is the resource that decides everything. A unit you cannot afford does nothing, so spend where it compounds.
Why placement beats power
A strong unit placed where enemies never walk clears nothing. A weak unit on the lane clears its share. Placement is the first skill.
Habits that keep a run alive
- Cover every lane before you upgrade one unit.
- Bank gold for the wave you can read, not the one you hope for.
- Merge duplicates, but not the unit the next wave needs.
- Retreat a bad board by rebuilding, not by pushing the same gap.
Read the unit guide next. Knowing what each bonker does is what turns gold into a clear.
First runs, in order
Place a tank bonker at the front of each lane so it eats hits while your damage bonkers fire from behind. Spend early gold on one solid damage unit per lane rather than a thin line everywhere. Merge two identical bonkers the moment you have them — a merged unit out-values two separate ones. The first spike wave is telegraphed, so build your defense before it lands, not during it.
The core loop
Earn gold from clears, buy bonkers, merge to upgrade, survive the spike. A run ends when a lane is overrun, so coverage beats a single strong lane. The unit guide explains what each bonker does, which is the difference between spending gold well and wasting it on the wrong role.