Rogue With The Dead:
 Strategy Guide

A HarroweD Guide

Welcome one, welcome all, uhhh… mile-running dictator knights? Whatever you are, welcome. The following is more or less a collection of tips, tricks, and techniques that will help you advance through the game at a much more efficient rate. At least as many as I’ve learned/discovered/developed in my short time with the game. I cannot stress enough how short-ly I mean “short”. There’s a real possibility that you, hypothetical reader, have played the game only just a couple days less than I have.

Then why would you write a guide already then idiot?!” 

Although a bit rude, I can’t say “Idiot” isn’t a fitting moniker, which brings me to the purpose of this disclaimer. Although I’m a brand new player, I constantly see people needing help with and asking questions about the same things, things which I often had just figured out myself. This is a much lower standard than I use in my work normally, which is to playthrough sections of a game at least 2-3 times personally to test and verify optimality. Here, I felt I at least had enough information that could help people out with early content. My mind has changed a couple times even while writing this! This will very much be a work in progress. So just keep that in mind when using the guide!

(Side note - For optimal viewing, make sure to select “Show Outline” under view, or you may see a little box in the top left corner. On mobile, please use the Google Docs app to view, and you will have an outline to jump around with there as well.)

Introduction to the Basics

RWTD is an incremental idle rpg for Android about trying to progress as many miles as you can survive before being defeated or returning to the beginning to try again, hopefully stronger the next time. Each round (or “run”, as we call them) begins with a single knight-looking character standing about. Figuratively and literally, this is “you”. The only troop you can individually control, that is referred to in the game as … well, “you”. Besides yourself, you’ll have to hire additional units.

At the start of the game, you begin with only 2 available units-     swordsman    and      ranger
They are just awful. Both of them, not worth the pixels it takes to make them. The really fun part is that they will both remain choices in your hiring gacha no matter what else you do, so you might as well get used to them. Beyond that, there’s a collection of other units you can unlock with the use of     diamonds.

Your control over the rest of the available unit pool is an important part of the overall strategy. More on that in a moment.

For the duration of a run, you will be able to unlock/buy/upgrade quests as you cross certain milestones, hire up to 50 units, find materials in chests used to create meals that buff your units, upgrade/use the player skills and portal position, and you can even tap enemies yourself to deal damage as well.
Once you reach the maximum distance you’re capable of (or at any time previous) you can “return”, or end the run, which grants you diamonds and artifact chests relative to the distance achieved, and will start you back at the beginning with nothing but your artifacts carried over.  


The Strategy

Rules To Live By

  1. Progress comes from  artifacts, not diamonds. The implications of this are often the main factors in directing the strategy this guide sets out to achieve. Think of diamonds as a tool you use to increase your artifact income/counts, not the reward.

  1. Most of the strategy will involve crafting your perfect “Artifact Returns”  or ARs, which are runs you will spam most of the way through progression, and purchasing upgrades to achieve that as well. The other 2 types of runs are Time Attack Speed Runs ( or TAS Runs) and Push Runs. They each differ in optimal run strategy, and will be explained further below.

  1. Artifacts drop at multiple different rarity levels, each of which has their own pool of artifacts. You want to clear out every artifact you can from all tiers as soon as you can. This means that any time you have the option to get an artifact without a 9999 limit, take that one (or three), and that even finishing artifacts that you don’t want is still a significant benefit as it removes them from the pool.

  1. Since ARs are run as fast as the fastest units in the game can move, there are only 2 units that are used in them, and they are
    Cavalry        and           Princess Knight
    No other units in the game can keep up, as the point is to get as far as you can, as fast as you can. Purchase Cavalry immediately, and save up for Princess Knights as soon as you can afterwards. If you’ve already purchased any other units, you can block them with 100 rubies.

  1. For most of the progression, only purchase upgrades that can help you on AR’s. We’ll list them here, but they will start to become clear to you as you do them. Things like the first 3 quests, warrior/magician attack, quest/monster gold, etc.

  1. There are some artifacts that have such a powerful benefit that even finding the level 0 first stage of them is a game-changer. Obviously finding them is something you want to do as quickly as possible, but since it’s controlled so heavily by RNG, really the best thing you can do is give yourself more chances to find them. We’ll give examples of those in a following section, like Pandora’s Box (chance to find another artifact when opening any artifact chest.)

  1. Units and quests both have specific intervals at which they gain a much larger boost
    Every level x9→x0 stage gives a “Super P. Up”, which for me appears to raise the revenue a bit over 200 percent.

Or every x99→x00 unlocks an “Ultra P. up”, which appears to increase revenue by ~900 percent.

Disclaimer: Any of these values could be subject to artifacts I have or don’t yet have, but the important part is understanding their existence as they are incredibly powerful tools.


  1.  In the settings menu,

Make sure you have Purchase Confirmation (so you don’t accidently buy pygmy, which YOU WILL, trust me) and Get all materials set to on. Both big QOL.
Lastly, you will see there a toggle for the daily time attack runs, so you can turn them off after completing your run for the day.


9. Don’t Sleep on Tap Damage.

Despite relatively being a low priority, you eventually reach a point where your tap damage can one-shot enemies up until a moderately far distance/high round. The Mjolnir Artifact makes a big difference, which is just the unit damage added to tap percent meal on steroids, but also all the tap damage artifacts, better econ to level the skill, maxing out that meal buff, etc will start to make it so you can tap down tiers of enemies effortlessly. And remember, to get the most out of those buffs adding soldier damage to tap damage, make sure to periodically go through and toss a “MAX” upgrade on all of your units, even the crappy starter ones. Just remember to utilize this in your favor while you’re able, in both runs and FDB.


Spending Your Diamonds 

This section is in a rough order of priority, starting from the beginning of the game.

Hire Cavalry as soon as possible. They immediately become the only unit that does anything during AR’s, unit you unlock Princess Knight, But this unit is your ticket through the game, get them asap so you can start.


Leveling the first 3 quests.
Max out the first 3 quests available to you, and do them 1 by 1, starting with the first. You can/will upgrade the rest as you go, but the first three are the most crucial. Afterwards, 3-6, Skeleton Hunt (a later quest that starts at 10 min, ends at 1 min when maxed), or even the final 2 quests can be helpful as well. More on Quest use in the strategy section.


Remember, the main goal is stacking artifacts, so this upgrade that grants an additional chest each return (up to +3) is something you want active as soon as possible.


Your “Econ” artifacts.
These allow you to level everything higher that requires gold (skills, quests, units), Start with Quest gold first, as that will be a much more substantial help to your overall AR effectiveness. Eventually monster gold is a helpful upgrade as well.


 

Hire Princess Knight as soon as it would be feasible to collect the 300,000 price tag.


Buffs to your Warrior Attack/Speed (Cavalry) and to your Magician Attack/Speed (PK). I have actually found that increasing something like Warrior Health to give Cav more HP isn’t always advantageous. As you progress and collect artifacts, you gain more and more chances to have units spawn at one of multiple huge sizes, which of course increases their strength as well. So in my experience, having my group of Cavalry units continuously respawning and returning back to battle will produce more Giant and Titanic units (which I guess technically have more HP anyways!)


QOL/Assorted
Such as the top and bottom depicted above. The lobster sure doesn’t hurt either.

Non-Negotiable Ads

Increasing Diamonds before returning. This 20 percent adds up to a lot. Do this one every run.


Increasing Amethyst Reward from FDB. This can give you up to 10x the reward. Non-negotiable.


When you’re offered 3 artifacts you need, or any of them have caps lower than 9999, etc, always collect all 3.


 

Ruby Chest multipliers. During runs you’ll find 2 types of chests on the ground, one for gold and one for rubies. Since there aren’t many ways to obtain rubies, and the multiplier can go pretty high relative to the base amount, you should always stomach the ad to get these.

Artifact Returns (ARs)

The objective in running AR’s is to find the sweet spot between diamonds and artifacts, weighted much more towards gaining artifacts. How these runs go/look/feel will pretty drastically change over time as you purchase upgrades and obtain new artifacts, so what I’d like to do here is give you the broader ideas of performing efficient AR’s such that you can determine how to do so as you progress.

In simplest form, these runs will consist of running as far as you can get before you meet 1 of 2 different end conditions:
1) The timers run out after activation one round of all your skills, or 2) Being slowed down.
Once you meet either of these things, just return and begin the next round. There will be plenty of times that you obtain artifacts so powerful that the next run you do will go completely differently than any previous to it. So just understand this is a moving target, personal to you, and more about artifact stacking than anything. I will provide a step by step example of how most of mine have looked recently, but it’s a method that’s shifted over time as I’ve progressed, so it will look slightly different from person to person as to how to best set up your AR’s.

Step By Step: An Artifact Return

  1. First, navigate to the Quest tab,  scroll to the first quest, and set your upgrades to  The goal here is still to hit as many of the boost tiers as possible (S. boosts and U. boosts at the 10’s and 100’s respectively) but this will help you upgrade much more efficiently, which is especially important in your daily time attack speed runs or AR’s. Once at the top Quest, just tap it a bunch of times in a row very quickly to initially give you some troop money. Later on you’ll be able to get it well over level 100 while the quest completes every 1  second, so you can do most of your setup off this one quest alone. But at first, just a few in a row to get a couple troops.

  2. Switch over to the Troops Tab. I like to place either both my pointer fingers, or both my thumbs (like game boy style) over the hire button, and the okay button, as you can hire your whole party of troops insanely fast this way, and when you have 50 troops it’s incredibly valuable. Do this until you at least get a Cavalry or two. If you have PK, maybe one or two of those might be nice too. But either one, just a couple for now.
     
  3.  Head back to the Quest Page. Start pressing the first quest as soon as it lights up to keep upgrading it, until your hired cavalry gets far enough to unlock the next quest, which you will also use the same way. Especially when the timers are short (the first three end at 1 second completions at max) they use the upgrade to produce a much higher amount literally the second after. So you can just keep adding to them as fast as they can update and purchase so much of what you want out of this alone.

  4. Once you’ve unlocked the first three quests and spammed them with some upgrades, hit as many tiers as possible, head back to the Troops tab, If you’re not strong enough yet, you can choose to go back any time before 3 quests. First, finish more troops, if you’re still even able to do so, and then scroll down to your important bois, Cav and PK, and spam them some Max upgrades of their own. Really make sure you get them some of the big boost checkpoints.    
  5.  Hit another round of quests, both unlocking the newest options from Cav’s running, and maximizing the level of all your currently owned quests.
  6. Hit the “Power Up Tab”, and go straight down the line, starting with tap damage, most importantly portal distance, and whatever else you’ve unlocked.

  7. Now it’s time to click the chest on-screen that drops you all your cooking materials.

Head over to the cook stage, and firstly, this is the meal you want to max ASAP:  
Because Cavalry, obviously. But seriously, you want this one as quickly as possible so you can get the farthest in the shortest amount of time.

These are the other meals that are worth going to spam whenever you’re able. Finish Warrior movement speed to lv20 first, and keep in mind the 3 rightmost quests also cap.



8.   Swap between giving “MAX” upgrades to the first couple quests, Cav/PK units, and all the food listed above, making sure to scoot your portal up periodically.

9.   Once you’ve unlocked all 4 of your skills, purchase them, and upgrade them to the highest level you can achieve. (They max at 151 each) For AR’s, you’ll want to activate them immediately after. For TAS runs, you can wait until they’d be active until the end of the round, or use them early enough to reset the timer and get a second use before the end.
10.   Repeat step 8 the entire time your skills are active, but now in hyper-drive as things will move very fast. Drop meteors to help out whenever they cooldown.

11.  You get bonuses for every regular flag interval you clear, and every boss stage you pass, so if you can clear another one very quickly it will likely be worth the little bit of extra time. Other than those specific and rare circumstances, return immediately at the moment your skills have run out. You won’t get as many diamonds as if you would’ve ran as far as you can, but we’re after the artifacts. Spamming these runs as efficiently as possible produces optimal progression through this stage of the game. You may even climb 100k rankings in 1 day as you get these down.

Time Attack Speed Runs (TAS Runs)

TAS Runs are performed almost identical in methodology to AR’s, the only differences being that these runs must go for at least 10 minutes to be qualified, and the utilization of “Strategic Timer Resets”  (Explained further here.).

Once I figured out about Cav/PK and how to run efficient AR’s with them, I was able to climb over 100,000 rankings in one day, and have already reached the top 1 percent in the amount of distance players have achieved on a TAS run. Also like AR’s, the optimal gameplay strategy for a TAS run will change over time for you individually as you purchase upgrades/collect artifacts. The best method could even change from one run to the next. So you’ll quickly pick up on how to extend the AR method to ten minutes, and add in Strategic Timer resets to help you. After a while, ranking in the top 1000 required just letting an AR run go until I used all skills maxed out at 7:00 and tried to see where I could get by 10.

Push Runs

I bet you can’t guess what push runs are for… alright, nevermind, apparently it was the most obvious thing ever.  Push Runs are used for any situation in which you’d like to climb to a higher max distance than anytime before. Unlike the almost complete overlap between TAS and AR strategies, in many ways the methods used in Push runs are but polar opposites. Instead of time being an indirect constraint, and essential quantity that can be minimized to some threshold to produce greater results. For Push runs, you’ll devote as much time as you feel that you’re still producing worthy results. This is especially true of the second part of this technique, but we’ll get there.
Side Note - For most of the game there doesn’t appear to be much of a reason to perform Push  

Focused runs, as climbing higher doesn’t necessarily increase the amount of artifacts/diamonds you get over time. So this is more of an explanation on how I’ve seen it done best, not a prescription to use it on anything specific. The most common thing I see regarding this is using it to hit Mile 900 the soonest you can, for a key game unlock.

The Units

I’m not exactly talking about which units are optimal for Push runs, as I’m not actually certain on those myself. Instead what I’ll share is the general methodology of handling the units of a Push run, and how it differs from the previous 2 types. Regardless of what you determine are the best units to push back higher levels of enemies, you’ll need to ensure that you are actually able to put that party together for the run. (Personally I do 0 of this outside of this purpose)

There are 2 main ways for you to affect the composition of your part through the use of the hiring gacha mechanic (Additionally there are artifacts which boost the chances for a specific rank of unit to appear). The first way is tantamount to watching fake grass grow. All the crippling boredom, for potentially none of the benefit! With each gacha hire, you’re given the option to re-roll it for the price of watching an ad. This comes in two flavors.

Personally, I would only ever try the cherry, if I even ate ice cream at all, if you catch my drift 😉 But yeah, not for me.

The other method is much more powerful and way less time consuming but it’s not exactly intended gameplay behavior. The technique is as follows:

  1. Place your phone in Airplane mode, so the game loses its ability to speak with the server.
  2. When an undesired unit is pulled, press the "Re-Roll" button, which will produce an error message. Close it and then press "OK". This will not actually add this unit.
  3. Once you get a unit you DO want, just press the "OK" to accept the troop.
  4. Repeat this process to customize the composition of your entire set of units for the run.

The Runs

The big difference in methodology here is that time is not the core factor as it is in other modes of gameplay, as really pushing to the farthest you’re capable of isn’t something you can achieve at full Cavalry run speed the whole way. Farther distance requires stronger units. Stronger units require more money to level up. That’s where our old pal “Time” comes in, to earn more money, it takes more time.

You can take that principle as far as you’d like really. Well, as far as you can get until you wall off and start getting pushed back until you die. But what I mean is, you can just play/upgrade for as long as you can go, and there’s your push, or utilize another technique I discovered along the way. What you do is begin the run as you would any push run, and play to about where you’d start to really slow down, about the highest you can usually level all your quests and everything, last thing at night. Once you do, close the game. You’ll get offline idle rewards for up to 6 hours as you sleep. Upon opening the game the following day, you’ll have the option to use a multiplier on your idle earnings, making it a sizable amount of gold, which should allow you to advance farther than before. Use Idle rewards/multipliers, and full skill resets to help push as far as you’re gonna get.

Strategic Timer Resets

This general technique is very useful in both TAS runs and FDB game modes, to maximize your resources/units either within the time limit or in time for your survival, respectively. In fact, the use of timer resetting is one of the only differences in the method I use for TAS runs vs. ARs

This function exists for both quests and skills, and can be used to clear 10 minutes off of a timer in exchange for watching an ad. RWTD lays the ads on a little thick, one could say, but like it or not this function provides a significant benefit when used in certain ways.

Note - Each quest and skill has its own individual ability to be reset. AKA resetting the timer of any skill or quest doesn’t affect your ability to do any other skill or quest, they have independent timers.

Quests

The red diamond up in the top right corner means that this quest is eligible for a timer reduction. The goal with quests is to figure out you can get the most coin out of reducing a timer by 10 min. So at first, simple enough, the Quest has to get to within 10  min of finishing through other means before the end of your run for this to be worthwhile. This is one of the reasons why I suggest maxing Skeleton Hunt, as well as the final 2 quests, after completing the first few, as they have timers easiest to get within 10-min during a 10-min run.

One technique to keep in mind, is one that capitalizes on the way you can use the gold from completing a quest to upgrade it substantially, and using our old friend the Timer Reset, you can complete it again as soon as it’s within 10 min. Skeleton Hunt conveniently starts at 10:min, and actually reduces to 1 minute once maxed. So an example of this would be to get to Skeleton Hunt, spend all your gold upgrading it before its first completion, so you get a massive amount of gold to pour right back into upgrading it, followed by finishing it again instantly.

Skills

Just like with Quests, Skills are marked by the red diamond icon when eligible for a timer reset. Rules work the exact same here. What’s helpful is when you can unlock, use a skill, and have it’s time be within 10 minutes of resetting before your run is complete. This gets easier as you collect artifacts that do things like lower their cooldowns altogether.  Getting a second Haste is a nice boost, but another example of how this could be used is to activate an early war cry, and then maybe reset the timer for it once you unlock Haste, so that you can activate them together once you do.

Quest Upgrading and Management

I felt compelled to add in a full section devoted to utilizing quests and how to upgrade them to achieve your maximum potential with them. For whatever reason, my previous experience with games like these led me to play this one ALL wrong, and correcting that immensely improved my overall ability to do runs.

Mainly, this method is a way to take advantage of the S. And the U. Upgrades you get at the 10's and 100's levels respectively, and it works because when the first 3 quests are maxed, they produce their returns in only 1 second flat each. Most importantly, as you keep racking up S and U upgrades, these rewards can get large enough to become very useful again multiple times throughout the run, usually this happens at as many U upgrade thresholds that you can reach/cross over (every 100 levels)

We'll use transitioning to the level 300 threshold to demonstrate one of the many stages of this technique you’ll find yourself on along the way,  

Depicted above are 3 separate screenshots, that all contain the first 3 quests, top to bottom. The three screenshots are placed horizontally in chronological fashion, from left to right  Now this first step actually works because the first quest is ALWAYS the cheapest to upgrade relative its level of all quests in the game. The reason this never mattered in previous games I played was because they could be cheap enough to buy a trillion of the first upgrade, but the reward would still be so low, you would never bring it to a place of noticeable value again. Not the case here. Once you slide that first quest over a sweet, sweet U. Bomb, which is again by far the quickest and cheapest quest to do this with, it instantly allows for 2 things- Upgrading quests 2 and 3 to whatever S tiers they have left before U upgrades, and also the ability to actually pump the first few S. upgrades for the first quest up in its new tier home.

As you can see demonstrated I'm the image, just getting quest one over the U bar makes the reward jump much higher than the preceding quests. Oddly enough, I'm usually able to upgrade quests 2 and 3 in pretty rapid succession, so the moment you cross quest 2 into U. Town, quest 3 should be able to follow almost immediately afterwards. Once you tap the last couple new S. Upgrades you can on those first 3 quests, you can go down and give each and every quest a "Max" tap to bring as many of them to the new U. Tier as possible. Do this at very least once every new U. Tier.

Lastly, I know I probably sound like a broken record by now, but please place unwavering blind faith in my word, do not sleep on Skeleton Hunt. This quest has the same traits as the earlier quests that produce much better results, in that the ratio of its yield to its completion time is just wacky. (Skeleton Hunt starting at 10 min. Maxing at 1 min. )

In just about any run you can likely cash out huge from Skelton Hunt as soon as you unlock it, and devote a bit more effort into hitting as many S/U tiers with it as well, especially because the payback literally cannot be further than 1 minute.

Tl:DR please understand the power of pushing the cheapest quest, most of all to any 100-level U. upgrades, remains                                            powerful tool all run, alongside the 2 quests afterwards. Raising these rapidly and consistency can change your whole run.

Important Artifacts

1.

Pandora’s boxerino. Arguably the single most important and impactful artifact in the game currently. There’s basically two main stages to RWTD gameplay. Before the P. Box, and after. The effect is game-changing even after only finding the first level of it, which I believe is a 1 percent chance, maxing at 10 percent at level 10. Popping out an extra artifact with roughly every 10 you obtain makes a phenomenal difference.



2.

Artifact amount, artifact rarity, and Diamond/Ruby income artifacts.
Nothing new to add  here, all obvious benefits that help get us more of the things we want most. Again, I know you can’t exactly choose to obtain any of these specifically, but you should try to find them with an appropriate level of effort relative to their importance.



3.
 

Secret Chests are a rare tier of chest that can be opened with a Secret Key, and that’s actually the only method you’ll need to know, as you should be able to do so with every Secret Chest you find, as Secret Keys should drop more often, so you’ll always have one when a chest pops up.

These often contain great/rare artifacts so you’ll want to open as many as possible.


4.

Econ”omy Artifacts.
Gold can buy higher levels of quests that produce more gold. Gold can also strengthen you, your skills, and your units. As such, it’s an important resource for any type of run, and these artifacts make a huge difference in your ability to obtain it.


5.

“All Soldier” Artifacts

There’s plenty of good ones of this type, and it should be obvious why they are so desirable. The Warrior/Magician specific artifacts aren’t bad, but technically these are at least twice as good. Starting level is huge QOL, and things like Second Heart and Multitude Contract have big gameplay benefits, but they’re all great.


6.

Legendary / Divine Unit Buffs.
Cav is Legendary, PK is divine, so you want more of them, and for them to be huge, anything.

Forest Defence Battle

Disclaimer : I know even less about FDB than I do the rest of the game, which is not good. Just recently I was able to get to wave 57 and ranked in the top 350 though, so I guess I at least have enough to help new players push a bit farther. This section is subject to change as I learn more.

Forest Defense Battle is an event mode in which “You” will try to survive as many waves of enemies as possible. The gameplay mechanics are similar to those while doing runs, but there are a couple key differences. Most important is that everything is unlocked with a mode and run-specific currency called medals . Once purchased, then you can upgrade with gold after. Another is that it’s a survival and wave based mode, instead of a distance challenge. Waves of units will come at you from a portal on the left, and the objective is for “You” to survive the spawn of as many waves as possible. And I mean
survive, not kill, those are very different things. Another difference is that this mode rewards

 Amethysts instead of Diamonds, which have their own FDB shop to be spent in.

Amethyst Upgrades

After completing FDB rounds and watching the required ad to hopefully (but never) get the x10 amethyst bonus, I spend any larger amount of Amethyst on #1 and #2. Basically I use everything after that to just get rid of the extra Amethyst I have left over.

Increase Amethysts earned. Upgrading this artifact makes upgrading every other artifact easier to do.


Defense Battle Talismans

These help you get more medals during the course of your runs, letting you unlock and upgrade more each time. It is wildly beneficial to get #2 going ASAP. Beyond that, honestly just purchase the best you can afford as you can afford it.

To spend the rest of your Amethyst after the bigger upgrades:


Defender Guides.
Coins from slain enemies seem best, tap damage is a preference thing, but I don’t personally use quests much in FDB as they don’t seem to produce enough to offset their cost. But again, my understanding may change as I learn more information.


I purchased the first stages of the Defender Time Crest artifacts and they seem like great QoL if it’s worth the gems to you.


  1. The rest just goes to powerups for the things that affect your runs. Magician damage for the ice wizards, Warrior health for Necromancer’s skeletons. Even tap damage if you utilize it often.

FDB Run Strategy

Just like the AR strategy, this will mainly just involve the use of 2 units, however this time, they are:

Necromancer and  Ice Sorcerer

(Side note: Make sure to complete the Wand of Sacrifice artifact as well - )

You can buy both of these troops, and then block them for 100 rubies each, such that they do not show up during your regular runs.

When the round begins, I first set my upgrades to “Max”, as always, and tap the first quest a few times, until the units start walking up.
I then switch to leveling up tap damage, and continue to do so as I tap and defeat enemies.
You should be able to quickly achieve a point where you can 1-tap all the enemies that come out, and maintain it with relative ease, so you can just sit tapping the enemy portal, destroying whatever pops out of it.
I do this until I can afford my first unit, which I usually choose Necromancer, but I’ve also done an Ice Sorc first. As long as you do one of each as soon as you can, you can decide which order you like best.
After that, you’ll have a necromancer send their skeletons to tank enemy hits while your Ice Sorc’s hang back and toss bombs in from longer range. In upgrading them, they should be able to push back/hold enemies at their portal. Whether you can, or how long they will be able to for, depends on your level of upgrades.
After at least one of each unit, then moving forward I will continue to add an Ice Sorc every time I have 15 medals, except when I feel I need any other upgrade. That starts with Meteor, that I grab once my tapping no longer easily 1-shots everything. Eventually I
get War Cry, and Finance. Usually the way this will work out is once my units start to have trouble and get pushed back, I’ll use War Cry. This will usually buy me enough time to both use the War Cry ability and wait for its cooldown to end on its own before activating it again, this time alongside Finance. Doing it this way leaves you with your War Cry timer reset, so after the first set of skill usage, you can actually reduce them both, and use them together a second time after that.
After I’ve bought a few Ice
Sorc’s, I’ll usually add in one more Necromancer at some point as well.
And that’s basically the gameplay loop that you use to hang on for as long as possible. Remember, you don’t need to kill every monster to complete waves, just remain alive long enough. As at the end, after killing enemies is no longer an option, pushback attacks become king. Other than that it’s just spamming upgrades to your quest(s), skills, and units, tapping and
meteoring as you wish, until “you” get wrecked.  

OTHER NOTES!

Quests - I’m still on the fence as to the worthiness of purchasing and upgrading quests in FDB, and if their benefit exceeds their cost in medals. I’ve heard multiple times of people using a strategy where they save up and buy the 50 medal quest, which I have yet to attempt personally. I can say for sure that the farthest I’ve gone yet, by about 10 or so floors, was a run I bought maybe the first 6 quests in. So the jury is still out for me on Quests in FDB. I recommended testing 2 runs with everything identical except buying quests and seeing what works best for you. In doing that myself to try and provide an answer, it appeared to me that the answer actually may depend on what your artifact and upgrade collections look like.

Units - As I’m very very new to this game mode (and game in general), I’m sure I haven’t found the pinnacle of unit selection for this game mode, so I hope this strategy can at least get you going, and you can also try whatever other units you have to see if they help your performance. One example is for me, I will often wait for 30 medals at some point during the run and buy a Princess Knight. That way I have them as a Divine unit that can spawn Titanic, which is a gamechanger. Is that a certain choice over any other unit(s) you could buy with 30 medals? I have no idea. But if I do figure that out, you can best believe this section will be replaced with that information.

Credits

Big Props to the RWTD Discord for answering a bunch of my nonsense along the way!

Credit for showing me the unit reroll method goes to Capocarlo23.

If you have any questions, comments, or concerns - Please feel free to reach out any time!
Discord - HarroweD#0666