- The House TD 2 best shiny units depend on your preferred attack style and team economy.
- Enforcer leads the listed burst-AOE options with approximately 236.2 DPS per placement.
- Agent is the strongest listed single-target option at approximately 173.808 DPS.
- SWAT offers a reliable beginner-friendly single-target setup with strong range and low placement cost.
- Clown, Count, and Akainu are less attractive when raw damage is your main priority.
The House TD 2 Best Shiny Units Ranked
The best shiny units in The House TD 2 are not defined by one universal tier. Your choice should match the map, enemy grouping, available cash, placement limit, and the rest of your lineup. For a general starting recommendation, Enforcer is the standout burst-AOE unit, while Agent is the best single-target pick from the listed shiny units.
The rankings below use the reported max-level damage, range, attack behavior, and DPS values from the available rare shiny comparison. The source uses a damage-times-speed calculation for DPS rather than the more familiar damage-divided-by-attack-time formula, so these numbers are best used for comparison within this dataset.
Video Highlights:
- Rare shiny units are compared by cost, max damage, range, attack type, and DPS.
- Agent performs best among the listed single-target units.
- Enforcer has the highest reported DPS per placement among the featured units.
- Clown and Count are weaker choices for players focused on raw damage.
- SWAT remains a practical choice for steady early progression.
| Rank | Unit | Attack style | Reported DPS | Best use |
|---|---|---|---|---|
| 1 | Enforcer | Burst AOE | 236.2 | Grouped enemies and wave control |
| 2 | Agent | Single target | 173.808 | Focused damage against priority targets |
| 3 | SWAT | Single target | 144.84 | Affordable early coverage |
| 4 | Count | Single target | 173.25 | Alternative single-target damage |
| 5 | Clown | Chain AOE | 130 | Basic crowd coverage |
| 6 | Akainu | Single target | 44.16 | Situations where its other traits fit |
Enforcer takes the top position because its rocket-style burst attack can damage a primary target and nearby enemies. It does not need to be placed as many times as some single-target options, which can make its total team contribution more efficient when enemies arrive in groups.
Agent is the safest single-target recommendation. Its range reaches 38, the highest listed range in the comparison, and its reported DPS is slightly higher than Count’s. Agent also benefits from having more placement opportunities, giving it flexibility when you need coverage across multiple lanes.
Choose Enforcer when waves contain dense groups. Choose Agent when priority targets, long lanes, or single-enemy damage matter more than splash coverage.
Shiny Unit Stats and Attack Roles
A unit’s role matters as much as its headline DPS. Single-target units are valuable against durable enemies, while burst-AOE units can remove several enemies near the impact point. Chain AOE adds another form of crowd control, but the listed Clown values make it a lower priority for damage-focused teams.
The following table separates the most useful reported stats so you can compare units without mixing attack styles.
| Unit | Placement cost | Max damage | Speed | Max range | Reported type |
|---|---|---|---|---|---|
| SWAT | 165 | 14.2 | 10.2 | 31 | Single shot |
| Kale | 250 | 792 | 0.2 | 29 | Burst AOE |
| Agent | 250 | 56.8 | 3.06 | 38 | Single shot |
| Akainu | 250 | 294.4 | 0.5 | 30 | Single shot |
| Count | 300 | 495 | 0.35 | 36 | Single shot |
| Enforcer | 350 | 1,161 | 0.2 | 35 | Burst AOE |
| Clown | 200 | 650 | 0.2 | 29 | Chain AOE |
Kale and Enforcer are both described as burst-AOE units, but Enforcer has the stronger reported DPS in the comparison. Kale can still be useful when you need a cheaper burst option, especially if the map allows enemies to remain inside a compact target area.
SWAT is notable for its low 165 placement cost. Its max range is respectable, and it can help establish early damage before your economy supports more expensive units. It is not the highest-DPS option, but it can be easier to field during the opening waves.
Count has a reasonable reported DPS of 173.25, but it costs more to place than Agent and has slightly less range. That makes Agent the more appealing default option unless Count fits a specific team, placement, or upgrade plan.
The reported DPS values use a nonstandard damage-times-speed calculation. Treat them as comparison figures from the same test rather than universal damage-per-second measurements.
Enforcer
- Best burst AOE
- Highest listed DPS
- Strong against grouped enemies
- Costs 350 to place
Agent
- Best single target
- Highest listed range
- Flexible lane coverage
- Costs 250 to place
SWAT
- Best budget opener
- Costs only 165 to place
- Easy to deploy early
- Reliable single-shot damage
Kale
- Cheaper burst-AOE option
- High listed max damage
- Useful in compact enemy groups
- Costs 250 to place
How to Build a Team Around Shiny Units
The strongest shiny unit becomes more useful when the rest of the team covers its weaknesses. A team built around Enforcer should create reliable damage before enemies reach its impact area. A team centered on Agent should add crowd coverage so single-target attacks do not become overwhelmed by large groups.
Use this process when selecting your lineup:
Identify the Main Threat
Check whether the map is more likely to pressure you with dense groups or durable individual enemies. Pick Enforcer or another burst-AOE unit for grouped waves, and favor Agent for focused single-target damage.
Reserve Early Cash
Compare placement costs before starting the wave. SWAT costs 165, while Agent and Kale cost 250 and Enforcer costs 350. A cheaper opening unit can stabilize the first wave while you save for stronger upgrades.
Cover Multiple Lanes
Use Agent’s reported range of 38 to reach important paths where possible. Avoid stacking every unit in one location unless the map naturally funnels enemies through a shared route.
Add Crowd Damage
If Agent or SWAT forms the core of your team, add a burst-AOE or chain-AOE unit for grouped enemies. If Enforcer is your core, include dependable single-target damage for enemies that survive the blast.
Upgrade the Core First
Concentrate upgrades on the unit handling the largest share of your damage. Several partially upgraded units may be less effective than a focused core supported by one coverage unit.
| Team focus | Recommended core | Supporting role | Why it works |
|---|---|---|---|
| Burst-AOE | Enforcer | Agent or SWAT | Clears groups while single-target units handle survivors |
| Single-target | Agent | Enforcer or Kale | Focuses strong targets while AOE controls crowds |
| Budget opening | SWAT | Agent | Low first placement cost followed by scalable range |
| Balanced start | Agent and Kale | SWAT | Combines long-range targeting with burst coverage |
A practical opening is to deploy SWAT when cash is limited, then transition toward Agent or Enforcer as your economy improves. This approach avoids committing too much starting cash to a single expensive placement before the wave pattern is clear.
Build around one primary damage role and one answer to its weakness. Single-target teams need crowd control; AOE teams need reliable finishing damage.
Upgrade Priorities and Unit Selection Tips
Upgrade decisions should follow the unit’s intended job. For Agent, range and consistent single-target output are the main reasons to invest. For Enforcer, upgrades should support its role as a burst-AOE damage source positioned where enemies naturally cluster.
Do not select a shiny unit only because its max damage number looks large. Attack style, speed, range, placement cost, and the number of units you can field all affect its practical value.
| Priority | Unit | Upgrade reason | Situational note |
|---|---|---|---|
| High | Enforcer | Highest listed DPS and burst-AOE role | Best when enemies group near impact zones |
| High | Agent | Strong DPS and range of 38 | Excellent for priority targets and flexible placement |
| Medium | SWAT | Low placement cost and steady coverage | Useful during early waves or limited-cash starts |
| Medium | Kale | Burst-AOE with high listed max damage | Consider when Enforcer is unavailable or too costly |
| Lower | Count | Solid single-target DPS | Agent generally offers better range and cost efficiency |
| Lower | Clown | Chain-AOE utility | Reported DPS is lower than the main alternatives |
| Lower | Akainu | Low reported DPS in this comparison | Use only when its broader team value justifies it |
Use the following checklist before replacing a unit:
Shiny Unit Evaluation:
- Check whether the unit matches the map's enemy grouping pattern
- Compare placement cost with your starting cash and economy
- Confirm that the unit fills a missing single-target or AOE role
- Compare range and placement flexibility before focusing on max damage
- Test the unit in actual waves instead of relying only on a tier ranking
A human-made tier list is a useful starting point, but it should not replace testing. Balance changes, map layouts, team bonuses, and personal placement habits can all change how a unit performs. Treat this ranking as a practical snapshot for the listed shiny units rather than a permanent answer for every future update.
Compare units under similar conditions: the same map, comparable upgrade levels, and the same enemy wave. This gives a clearer result than comparing isolated damage numbers.
Final Verdict on the Best Shiny Units
For most players, Enforcer is the best shiny unit when the goal is to control grouped enemies and maximize reported DPS per placement. Its burst-AOE attack gives it a clear role in wave management, especially on paths where enemies naturally cluster.
Agent is the best alternative and the strongest choice for single-target play. Its reported DPS is close to Count’s, but its 38 range and lower placement cost make it easier to position and build around. Agent is also a good choice for players who prefer flexible coverage over explosive area damage.
SWAT is the most accessible budget recommendation from the comparison. Its low cost lets you start dealing damage quickly, and it can remain useful as an early-wave unit even after stronger shiny units become available.
| Player goal | Recommended unit | Backup choice |
|---|---|---|
| Highest listed burst-AOE DPS | Enforcer | Kale |
| Best single-target option | Agent | Count |
| Lowest placement cost | SWAT | Clown |
| Flexible long-range coverage | Agent | Count |
| Group control on a budget | Kale | SWAT |
| Damage-first beginner lineup | SWAT into Agent | Enforcer later |
The main takeaway is simple: select the unit that completes your team rather than automatically choosing the unit with the highest displayed number. Enforcer and Agent are the leading recommendations, while SWAT provides a useful low-cost foundation.
Start with SWAT when cash is tight, transition into Agent for range and single-target coverage, and add Enforcer when grouped enemies become the main threat.
Q: What are The House TD 2 best shiny units overall?
Enforcer and Agent are the strongest general recommendations from the listed comparison. Enforcer leads burst-AOE damage, while Agent is the best single-target option.
Q: Is Enforcer better than Agent?
It depends on the wave. Enforcer is better for grouped enemies and reported DPS per placement, while Agent is better for focused targets, long range, and flexible lane coverage.
Q: Why is SWAT worth using if its DPS is lower?
SWAT costs only 165 to place, making it useful during early waves when cash is limited. It can stabilize the opening before you invest in Agent or Enforcer.
Q: Should I use Clown, Count, or Akainu?
They can fill situational roles, but the listed comparison favors Agent, Enforcer, SWAT, and Kale for most damage-focused teams. Test them when their attack style fits your lineup.