TDS Fallen Mode Guide: How to Beat Fallen Mode

Updated for v2.4.0 (Story Mode) · Wiki data checked August 3, 2026

This TDS Fallen Mode guide covers the Level 30 vote requirement, how enemy HP scales with squad size, the wave-by-wave threat list across all 40 waves, and how to beat the 250,000 HP Fallen King on the final wave. Quick answer: Farm and Commander for economy and buffs, then Accelerator, Gatling Gun, and Ranger for damage — all S tier for Fallen Mode on our tier list — with Freezer to control the mode's faster enemies.

Fallen Mode Entry Requirements

Fallen Mode — formerly called Insane Mode — requires Level 30 to access, and unlike most modes it is vote-only rather than a direct difficulty selection. It runs 40 waves normally, or 42 waves if your squad triggers the secret Hidden Wave sequence, and the whole run has an 18-minute time limit. Fallen Mode supports up to 4 players, more than Hardcore's 3-player cap.

Starting cash is 500 Coins solo, or 600 Coins with the group bonus modifier active. The more unusual mechanic in this mode is enemy HP scaling: enemy health increases 15% in duo, 25% in trio, and 40% in quad compared to solo, applied after attributes like Bloated. That means a 4-player squad isn't just splitting the workload of a solo run — every enemy is tougher, so total team DPS needs to scale up faster than the player count alone would suggest.

Economy: Two Wave-Bonus Phases

Fallen Mode's wave-clear bonus uses two different formulas depending on how far you are. From Wave 1 to Wave 30, the bonus is calculated as 300 + ([Waves Completed − 1] × 60)1.03. From Wave 31 to Wave 40, the exponent increases to 1.07, meaning the per-wave bonus grows faster in the back third of the run than the math up to that point would suggest. Reduction multipliers also apply per player count: solo takes no reduction, duo loses 32% of the raw bonus, trio loses 39%, and quad loses 40%.

Practically, this means the early-to-mid game (Waves 1-30) is where you build your core loadout, and the wave bonus from Wave 31 onward is what funds your last upgrades before the Fallen King. A full wave-clear bonus (killing every enemy in a wave without taking base damage) adds an extra 40% on top in solo, or 20% in duo/trio/quad — worth prioritizing over rushing waves if your loadout can clean up efficiently.

Best Loadout for Fallen Mode

Our tier list rates the following towers S tier specifically for Fallen Mode:

TowerCostRole
Farm2,000 CoinsEconomy — required to afford your damage towers before the Wave 30 economy shift.
Commander4,000 Coins20% passive firerate buff that scales your entire loadout's DPS for free.
Accelerator2,500 GemsBest single-target burst for cracking the Fallen King's 250,000 HP pool.
Gatling Gun35,000 Coins~744 max DPS, rated S specifically for Fallen (only A for Hardcore).
Ranger12,000 CoinsSplash damage plus a team range buff to cover more of the path.
Freezer650 CoinsFallen-specific A tier — slows fast enemies like Abnormal and Fallen Rusher so your DPS towers can finish them before they reach the base.

Necromancer is a Gems-only pick that our tier list also rates A tier specifically for Fallen Mode (it isn't on the Hardcore A-tier list), so it's worth prioritizing over other Gem purchases if you're farming Fallen Mode regularly. See our best loadout guide for full loadout breakdowns.

Wave-by-Wave Threats

Fallen Mode introduces a new enemy roughly every 2-4 waves. HP values below come from our verified enemy database, cross-checked against the wiki's Fallen Mode enemy list:

Wave IntroducedEnemyHP
Wave 1Abnormal8
Wave 5Fallen Skeleton50
Wave 9Fallen Squire275
Wave 12Fallen Soul150
Wave 16Fallen Giant4,000
Wave 21Corrupted Fallen1,200
Wave 29Fallen Hero3,500
Wave 36Fallen Tank22,500
Wave 38Fallen Guardian45,000
Wave 40Fallen King250,000

The jump from Corrupted Fallen (1,200 HP) on Wave 21 to Fallen Hero (3,500 HP) on Wave 29 is where a lot of underprepared loadouts start losing base health, since both waves also mix in earlier lower-HP enemies at higher counts. The real difficulty spike is Waves 36-38: Fallen Tank at 22,500 HP debuts on Wave 36, immune to Bloated, Nimble, and Health Regen, followed by Fallen Guardian at 45,000 HP and 30% Defense on Wave 38 — both need real single-target DPS rather than splash damage to clear efficiently.

Beating the Fallen King

The Fallen King is the sole boss on Wave 40, with 250,000 HP and immunity to Stun. Its main attack, Undead Charge, has it raise its sword and summon five Necrotic Skeletons with a 0.25-second delay between each spawn — keep a crowd-control tower or splash damage ready for the summons so they don't distract your DPS towers from the King itself. Because the King moves at Very Slow speed (1.4), you generally have time to burst it down with your highest single-target towers once the summoned skeletons are dealt with.

Advanced players can also attempt the Hidden Wave: with Skills disabled before the match starts, base health set to 1, and specific chat messages sent after voting Fallen Mode, defeating the Fallen King in under 60 seconds without consumables on Wave 40 triggers an extended 42-wave run against the Awakened Fallen King instead — a much tougher fight with 1,000,000 HP, 60% Defense, and immunity to both Freeze and Stun. This is a community-verified secret documented on the wiki rather than a standard clear condition, so it's worth attempting only once you can already beat the regular Fallen King comfortably.

FAQ

What level do I need for Fallen Mode in TDS?

Level 30, and it is vote-only rather than directly selectable from the difficulty menu, per the Tower Defense Simulator Fandom wiki. Fallen Mode supports up to 4 players.

How much HP does the Fallen King have?

250,000 HP, confirmed in our verified enemy database and matching the wiki's Fallen King page. It's immune to Stun and its Undead Charge attack summons five Necrotic Skeletons with a 0.25-second delay between each spawn.

Does enemy health scale with player count in Fallen Mode?

Yes. Enemy HP increases 15% in duo, 25% in trio, and 40% in quad compared to solo, applied after attributes like Bloated. This is unusual — most TDS modes only reduce Coin rewards per player rather than buffing enemy HP, so a 4-player Fallen squad needs meaningfully more total DPS than four separate solo runs.

What is the best loadout for Fallen Mode?

Our tier list rates Accelerator, Engineer, Golden Minigunner, Commander, Farm, Ranger, Gatling Gun, Turret, DJ Booth, and Juggernaut S tier for Fallen Mode specifically, with Freezer and Necromancer as Fallen-specific A-tier picks for crowd control against the mode's faster enemies.

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