Most Megabonk losses share a shape: a gap the wave exposed.
Mistake 1 — an open lane
A lane with no unit for the enemy type the wave sends ends the run. Cover every lane before you deepen one. The hole beats the hero.
Mistake 2 — merging the only copy
Merging the only unit on a lane leaves it open. The spike is worthless if the lane behind it is bare. Merge on coverage, not on impulse.
Mistake 3 — buying a duplicate
Gold on a unit that covers a lane you hold is gold off the gap. Buy the role the next wave needs. A duplicate clears nothing more than what already holds.
Mistake 4 — a unit off the path
A unit behind a wall never meets an enemy. Check the line before you place. The most expensive unit off the lane is dead gold.
The two checks
Check every lane is covered before a spike. Check gold is spent on the gap. Both take a second and fix most runs.
The errors that end runs
The biggest one is an uncovered lane — one open path lets the whole wave through while your strong lane sits idle. The second is hoarding gold instead of merging; two unmerged bonkers lose to one merged unit. The third is buying a new unit when you already hold its pair — merge first, buy only the gap. And never skip the economy bonker; without gold income, you cannot scale into the spike.
Two checks before the spike
Confirm every lane has a frontline, and confirm your gold is going to the weakest lane, not the one that is already winning. Both take a second and prevent the overrun that ends the run.