Last Updated: September 1, 2026
Introduction
Season 1 Horde Invasion gives me only 25 waves to build a finished board. That short clock makes Energizer feel tight. A frontline Tatari reaches Lv.5, another damage dealer sits at Lv.3, and the upgrade menu keeps offering choices that do not solve the next boss.
Parting Gift changes the budget. The chip returns 200 Energizer whenever one of my Tatari gets knocked down. Reviving that Tatari costs 100 to 180 Energizer based on its temporary level. If I control which unit falls, every cycle leaves 20 to 100 extra Energizer for the rest of the formation.
The result is strong. It is also slow, dependent on a blue chip roll, and easy to ruin by farming one death too many. This is how I run the loop without donating the whole board to the Zobos.
Quick answer
I use Parting Gift as a controlled revive loop after the first boss, then stop around wave 16 and rebuild my normal formation. I pull my important Tatari into the back rows, allow enemies to gather, and send one low-level unit forward alone. Its defeat returns 200 Energizer. I spend part of that gain on a permanent temporary-level upgrade, revive the sacrifice, and repeat.
One player with Parting Gift is enough. Two copies let both players farm, but they double the movement. My first target is Lv.7 on the frontline, followed by the damage and control breakpoints needed for the final waves.
The Parting Gift revive math
The trick works because the refund stays fixed while the revive bill changes with temporary level.
| Parting Gift refund | Revive cost | Energizer left per cycle | | --- | --- | --- | | 200 | 100 | 100 | | 200 | 180 | 20 |
A cheap Lv.1 sacrifice gives the cleanest return. A heavily upgraded Tatari still produces a positive loop at a 180-Energizer revive, but 20 extra points is a rough trade while enemies keep stacking.
I do not count the 200 as free spending money until the sacrifice is back. The safe calculation is refund minus revive cost. Everything above that cost goes into another Tatari. This stops me from buying an upgrade and discovering that I cannot restore the unit needed for the next wave.
What I need before attempting the loop
Parting Gift is a blue chip. The first boss can offer rainbow, yellow, or blue chips, so the setup starts with RNG. I only commit when at least one player receives Parting Gift. If both players miss it, I play the normal formation instead of forcing a trick that does not exist.
I also check four practical conditions:
- My back rows have enough space to protect the finished units.
- I have one low-level Tatari that the team can spare for several seconds.
- The current enemies can knock out that unit without reaching the protected group.
- My teammate knows when we are farming and when we are rebuilding.
If one player pushes the frontline forward while the other is still feeding a sacrifice, the enemy pack spreads across the board and the loop becomes messy fast.
My step-by-step revive loop
1. Pull the important formation back
I move the frontline, main carry, healing, and control pieces toward the back. The goal is to create empty ground in front and let Zobos gather in a predictable area. I keep enough damage active to prevent a full collapse.
2. Choose the cheapest disposable unit
I use a Lv.1 backline Tatari that is not holding the team together. Low temporary level means a smaller revive bill and a better net gain. I never sacrifice the only healer, active boss controller, or carry stopping the pack from reaching the base.
3. Send one unit forward
I move the sacrifice in front of the stacked enemies and let it get knocked down. Parting Gift adds 200 Energizer. The rest of the board stays behind it.
4. Buy one useful upgrade
After the refund lands, I put the surplus into a planned breakpoint. My first purchase goes toward a frontline Lv.7. I do not mash the first glowing option. Every purchase needs a job in the last waves.
5. Revive and repeat
I reserve 100 to 180 Energizer, revive the same low-level Tatari, and place it forward again. The total climbs while stronger units gain levels. Once the frontline reaches its target, I restore the formation one unit at a time.
Where I spend the extra Energizer
My Lv.7 frontline comes first because the rebuilt board has to survive the enemy stack I created. After that, I fund the main carry and the control pieces that unlock their real jobs at Lv.5 or Lv.7.
In the 750-kill Difficulty 3 setup behind this plan, the team used Maskfry for pulls, the Poakie line for Lava Oil, Tikowl for three-lane debuffs and Lv.3 healing, and the Donscarab line for crowd control. Voltmare handled focused Lightning damage at Lv.5, while Toucanzam stayed cheap and boosted adjacent damage slots.
I treat those names as jobs rather than a shopping list. The loop still works with a different roster. I need a durable front, a real damage target, healing, and enough control to rebuild safely. My Difficulty 3 Horde meta guide covers three full formation routes.
When I end the farm
I start rebuilding around wave 16, when Worms and other bosses make the packed board harder to manage. I push the Lv.7 frontline forward one unit at a time, then restore the carry, healing, and control lanes.
I stop earlier when the base loses health, the protected group takes damage, or the revive timing starts slipping. A perfect loop that ends in a defeat earned nothing. On the other hand, a short loop that buys two Lv.7 frontliners has already done its job.
During waves 20 through 25, I keep a reserve for emergency revives. Late bosses leave less time to move a revived Tatari back into position.
Mistakes that waste the chip
Feeding an expensive unit
A high-level sacrifice returns the same 200 Energizer and costs more to revive. I keep the farm unit cheap.
Farming without a protected kill zone
The enemies need to defeat one chosen Tatari, not roll through the whole team. I create space first and watch where the pack stops.
Spending the revive reserve
The upgrade button is tempting when 200 lands. I subtract the revive bill before buying anything.
Rebuilding all at once
Dragging the full formation forward exposes several units during movement. I restore the front one piece at a time, then bring support behind it.
Chasing the loop after wave 16
The final waves punish slow rearrangement. I take the profit already earned and switch back to killing bosses.
My verdict
Parting Gift is one of my favorite Season 1 chips when the board starts short on Energizer. A 200 refund against a 100 to 180 revive bill creates a real upgrade budget, and that budget helps lower-investment teams reach the Lv.7 skills they normally miss in 25 waves.
I still treat it as an advanced option. The blue chip roll is inconsistent, the loop needs both players to communicate, and Difficulty 3 stays demanding even after the extra levels. Used with a clear stop point, Parting Gift turns a controlled knockout into progress. Used greedily, it turns a promising run into a crowded defeat screen.
FAQ
How much Energizer does Parting Gift give?
Parting Gift gives 200 Energizer whenever one of your Tatari is knocked down.
How much does a Tatari revive cost in Horde Invasion?
The revive costs 100 to 180 Energizer based on the Tatari's temporary level. That leaves 20 to 100 Energizer after each Parting Gift cycle.
Do both players need Parting Gift?
No. One player can run the sacrifice loop while the partner protects the board. Two copies create more Energizer, but both players must coordinate their movement and rebuild timing.
Which Tatari should I sacrifice?
Use a low-level Tatari that the formation can spare for a few seconds. Avoid sacrificing the only healer, active controller, or main carry.
When should I stop the Parting Gift loop?
Start rebuilding around wave 16 or earlier if enemies threaten the base. Finish the frontline first, restore support behind it, and keep an Energizer reserve for late revives.