Floors are a funnel
Enemies drop in at the top and step down one floor per turn. They stop only when a unit blocks the way. That means your floors form a funnel, and the bottom floor is the one that matters most.
A unit on a floor fights the enemies on that same floor. It also defends the floors below it by holding the line. The moment a floor empties, enemies flow through it on the next turn.
Front floor is where you live or die
The lowest occupied floor is your front line. Enemies hit those units first. A front unit needs to survive, because a dead front unit opens a path straight to the pyre.
Put your sturdy units up front. Their job is to block and trade, buying time for the rest of your plan. A front line that dies on turn two is worse than a weaker line that holds.
Back floor is for scaling
Fragile units that grow over time belong on a floor behind your defender. They are safe there while the front holds. Their value shows up later in the battle, after they have stacked their buffs.
If your win plan is “one unit gets huge,” keep that unit behind a wall. The wall takes the hits. The scaler takes the turns. Together they outlast the enemy wave.
Avoid the gap
Leaving an empty floor is tempting when you are short on units. Do not leave a gap below your front unless you can clear the wave that turn. Enemies use the empty floor to reach the pyre a turn early.
A single blocked floor beats two strong units on separate, unconnected floors. Continuity matters more than raw strength spread thin.
Spells read the board too
Spells target floors and units, so positioning changes which spell does the most. A damage spell on the top floor hits enemies before they descend. A buff on your back scaler lifts your late game.
Think of spells as part of the funnel, not separate from it. The spell vs. unit page covers how the two types split the work.
Next: Clan combinations.