Evo Defense Merge TD Build Guide (Annie + Sea King)
If you’ve been cruising through early chapters with mages and cannons and suddenly hit a wall where everything just starts melting your fort, this is usually the point where Evo Defense quietly tells you that your old builds are done. That’s where the Double Summoner setup comes in. Annie plus Sea King looks wrong on paper, breaks some “proper” class-bond logic, and still somehow clears stages that feel straight-up unfair.
This guide breaks down why the build works, when to use it, and where it starts to crack.
Evo Defense Merge TD Build Guide (Annie + Sea King)
Early game Evo Defense is forgiving. You can stack Thunder, throw down a bunch of cannons, and let chain damage do most of the work. Enemies don’t resist much, bosses don’t punish bad decisions, and you rarely need to read enemy info.
Later chapters change that completely.
Enemies start coming with immunities, damage reductions, and hard counters to specific mechanics. A good example is bosses that shrug off mage damage or ignore paralysis entirely. At that point, raw DPS doesn’t matter as much as control, spacing, and time.
That’s where summoners quietly become broken.
Double Summoner
The Annie + Sea King build isn’t about damage numbers. It’s about board control.
Both heroes constantly spawn units that:
- Attack enemies
- Taunt enemies
- Block lanes
- Physically delay enemy movement
Those summons do something most heroes don’t: they buy time. A lot of time.
And in Evo Defense, time equals damage. Every second enemies spend hitting summons instead of your fort is another second your DPS units get to work.
Annie
Annie’s strength isn’t just that she summons units, it’s how frequently she does it.
Her summons appear fast, spread out pressure, and distract enemies in ways that feel borderline unfair once things snowball. Even weak summons force enemies to stop, retarget, and waste attacks.
She’s especially strong in long stages where waves just keep coming without breaks.
Sea King
Sea King complements Annie in a different way. His summons are bulkier and better at holding ground. While Annie floods the field, Sea King stabilizes it.
Together, they create this constant cycle where:
- Enemies advance
- Summons spawn
- Enemies stop
- More summons spawn
- Everything stacks into a mess far away from your fort
It doesn’t look clean, but it works.
The Merge Trick That Makes This Build Insane
This is the part most players miss.
When a summoner spawns units, those summons stay alive even if you merge or remove the summoner.
That means you can:
- Drop Annie or Sea King
- Let them spawn units
- Merge them into another hero
- Keep all the summons on the field
You’re essentially turning summoners into temporary factories instead of permanent board slots. Yes, it interrupts class spawning and messes with bonds, but the value you get from those free units is way higher than the bonus you lose.
This trick alone is what pushes the build from “good” to “why is this allowed.”
Class Bond and Totems
Normally, class bond optimization matters a lot. With Double Summoner, you’re already breaking the rules, so don’t stress too much.
Focus on:
- Summoner damage boosts
- Summon durability
- Attack speed for your main DPS units
Totems that increase class damage are still useful, but this build doesn’t live or die on perfect synergy. The summons do the heavy lifting by existing, not by hitting hard.
When This Build Really Shines
The Double Summoner setup is especially strong in:
- High chapter stages (around Chapter 50 and up)
- Long endurance waves
- Gold Mine
- Arena modes where enemy pressure ramps over time
It’s one of those builds that suddenly makes a stage feel manageable when nothing else works.
A lot of players first clear Chapter 50 with this setup after failing repeatedly with more “balanced” teams.
When It Starts to Struggle
This isn’t a miracle build.
You’ll feel it fall off when:
- Bosses have extreme HP and ignore summons
- You need burst DPS instead of delay
- Poison or true damage becomes mandatory
In those cases, you may need to swap one summoner for a dedicated damage dealer. Sometimes a wall of summons just isn’t enough to finish the job.
The Annie + Sea King Double Summoner build feels wrong, looks messy, and breaks several normal rules of Evo Defense. That’s exactly why it works.
It’s not the best solution for every situation, but for progression walls and brutal chapters, it’s one of the most reliable setups in the game right now. If you’re stuck, frustrated, and tired of watching your fort explode in the final wave, this build is worth trying at least once.