Grouped Boss Waves: The Real Filter
What this page helps you decide: whether the wave that keeps ending your runs is a damage problem or a coverage problem
Most guides list the boss at the end of each room, and most runs do not die there. They die on the waves where several large enemies arrive at once, because a pooled health total behaves nothing like a single health bar of the same size. This page collects every documented grouped wave and explains what to do about them.

Why a pooled total is the wrong number
Three enemies at 15,000 each and one enemy at 45,000 have the same combined health and almost nothing else in common. Against the single target, your damage all lands where it is needed and the fight ends when the bar empties. Against three, only the damage aimed at whichever one your units happen to target is doing anything about the other two, and while you resolve the first, the other two are still walking toward the exit. The result is that a board with enormous single-target damage can lose to a wave whose pooled total it could kill twice over. Whenever you see a grouped wave written as a combined figure, mentally discard the total and read the count instead.
In every Horror Mode room the mid-room wave outweighs the boss
The Rabbit Hole sends three Nightmare bosses together on wave 16 - 293,825, 511,785 and 842,940 for 1,648,550 combined, which is 52% more than the Ravager Rabbit that closes the room two waves later at 1,083,780. It is also the largest single wave documented anywhere in the game, beaten only by one individual boss. The Toy Chest does the same thing on wave 19 with four Nightmare bosses for 1,458,059 against an 835,380 finale, and Play Pond pairs two on wave 17 before its Freaky Frog. The pattern holds in every documented Horror Mode room, which is why preparing specifically for the boss is a common and expensive mistake.
Floor 3 makes grouped waves the standard pattern
Every Mad Labs room includes at least one wave of identical enemies. The Kennels send three Mad Scientists at 43,200 each on wave 11, the Operating Theater three Lab Guts at 54,000 each on wave 7, Containment Breach two Cage Mutants at 81,000 each on wave 15, and the Mastermind Core two House Experiments at 58,500 on both wave 8 and wave 13 before roughly three Abominations at 135,000 each on wave 20. That last wave is 405,000 arriving as separate targets one wave before a 495,000 boss - back to back, with no recovery time, which is what makes the Mastermind Core the hardest room on the floor despite the modest step up in boss health.
What actually fixes it
Area damage is the direct answer, because it is the only kind whose output rises with the number of targets. One area unit covering all three members of a trio finishes the wave faster than a single-target unit with twice the damage figure, and the documented clears of these rooms all include at least one. Placement matters as much as the unit: grouped enemies arrive together and stay together, so an area unit positioned where lanes converge sees the whole group, while the same unit at a spawn point sees them arrive one at a time. If you own no area units at all, the fallback is depth - spacing single-target units along the path so different ones engage different members of the group rather than all focusing the leader.
Step-by-Step
- When a wave is written as a combined total, read the count instead.
- Check the mid-room multi-boss wave, not just the finale - it is often larger.
- Bring at least one area unit for Floor 3 and Horror Mode.
- Place area damage where lanes converge so it sees the whole group.
- With no area units, space single-target units so they engage different members.
Data Tables
| Where | Wave | What arrives | Combined HP |
|---|---|---|---|
| Horror Rabbit Hole | 16 | 3 Nightmare bosses | 1,648,550 |
| Horror Toy Chest | 19 | 4 Nightmare bosses | 1,458,059 |
| Horror Play Pond | 17 | 2 Nightmare bosses | 755,033 |
| Floor 3 Mastermind Core | 20 | 3 Abominations at 135,000 | 405,000 |
| Floor 3 Containment Breach | 15 | 2 Cage Mutants at 81,000 | 162,000 |
| Floor 3 Operating Theater | 7 | 3 Lab Guts at 54,000 | 162,000 |
| Floor 3 Kennels | 11 | 3 Mad Scientists at 43,200 | 129,600 |
| Floor 3 Mastermind Core | 8 and 13 | 2 House Experiments at 58,500 | 117,000 |
| Floor 2 Toy Chest | - | 2 Voodoo Bears at 81,250 | 162,500 |
| Floor 2 The Ripper | - | 3 Dread Triplets at 15,000 | 45,000 |
Figures are player-reported in community video dFKZSLRC7cI by Rubenakayoshii, not developer-published. Ratios, shares and expected values are our own arithmetic on those figures. Checked 2026-08-27.
Tips & Notes
- In every documented Horror Mode room the mid-room grouped wave is larger than the boss that closes it - prepare for that wave instead.
FAQ
What is the hardest wave in The House TD 2?
Horror Mode Rabbit Hole wave 16, where three Nightmare bosses arrive for 1,648,550 combined - larger than every boss in the game except one.
Why do I lose to grouped waves but beat the boss?
Your board is built from single-target damage. Pooled health behaves nothing like one health bar, because only the enemy your units target is taking damage.
How many area units do I need?
At least one for Floor 3 and Horror Mode, positioned where lanes converge so it sees the whole group rather than one arrival at a time.
Sources
- Community Horror Mode Floor 2 Room 5 by Rubenakayoshii
- Community Floor 3 Mad Labs Guide by Rubenakayoshii