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[Guide] Towers and Defense
This guide will hopefully explain to you everything you need to know about towers and defending your castle from the enemy. If you have suggestions or corrections please leave them below and they will be editted in as applicable. Most of the raw data can be found on the Wiki Page and on my spreadsheet. Additional Information on Units and Upgrades is provided in a companion guide.
Arrow (Propelled Arrow Dispensary)
Arrow (Propelled Arrow Dispensary)
- Cheapest Tower in the Game
- Good For mazing
- Most effective when attacking enemies health
- Only tower type you need while your enemy is using T1 units
- Level 1 tower can reach 2 hexes away, while level 2/3 can shoot 3 hexes away.
- Damage reduced to 40% vs armour or shields
- Higher range than Lightning and Arrow, combined with its minimum range makes this tower ideal for secondary rows that are not directly mazed on
- Long cooldown on shots makes it very prone to overkilling units. Try to spread out cannons when possible.
- Usually only need 2-4 cannons vs knights
- Against zoombots you will need far more (6-12 initially), because of the fact zoombots are mostly armour combined with the fact that cannons mostly overkill units, you will find your cannons less effective than expected vs zoombots.
- Level 1 can shoot 3 hexes away while level 2/3 can shoot 4 hexes away. useful when covering the distance across a mine onto the path or further beefing up a 3 hex wide tower section.
- Very effective vs armour (x4 damage)
- Damage reduced to 25% vs health or shields
- Front loads its damage into a chaining attack that hits multiple targets.
- Best used early in the maze to cleave off low level shields and around loops where it will get several attacks off on the same group.
- Performs nearly as well on the third row as it does on the first row because of its ability to hit "any unit" and still hit the whole group. When possible try to reserve the front row for arrow towers.
- Most expensive of the 3-basic towers
- Not necessary vs tier 2 units, when your enemy upgrades to 1/3 shields you should drop one lightning, if they start sending shielders you should have at least 3 in the front of your maze with more scattered through the rest of your maze. For stanleys 4-8 lightning towers will be needed, with preferrance towards 8 if you have the gold.
- Because of the large step up in need for lightning towers vs stanley it is recommended to start to build a few at the front of your maze before stanley's arrive so that you are prepared.
- When hitting max number of targets a level 3 lightning will do more total health/armour damage than a level 3 arrow tower
- Upgrades increase range to the same levels as the arrow tower, reduces cooldown between shots and increases number of targets hit. Upgrading this tower is often more gold efficient than upgrading cannons or arrows.
- Super effective vs shields (x6 damage)
- Damage reduced to 16% vs health or armour
- Slow firing and expensive tower with Area of Effect damage.
- The slow rate of fire increases the chance of this tower to either miss the target or overkill the target. This quality becomes worse the more catapults you have in a single space.
- Good at softening up a wave at the front of your maze and for increasing total damage at the front of your maze
- High range, Good damage per hit. Best used in a position where the enemies will stay in range for a long period of time, or ideally where the enemies will return to through a loop.
- Unable to shoot at zoombots, unless zoombots are being slowed by a fan
- The upgraded version hits more targets (wider Area of Effect), has a longer range (more uptime) and more damage per shot, further the negative effects of missing a target are lessened with the increased area of effect from higher level catapults. Upgrading this tower is often more gold efficient than buying a second catapult of the same level.
- Equal damage vs both armour and health
- Damage is reduced to 25% against shielded targets, try to have lightning towers covering the radius you are using your catapult in.
- High damage for 1 hex, good at killing the front tank of a group.
- 1-1.5 second stun, useful near other strong towers
- Hex based tower can be placed in different spots than radius based towers and have no negative effect on performance. This allows you to sell some arrow maze towers and put hammers down to support your other stronger towers
- Expensive, relatively low dps, if you are considering this tower think more about how the stun will help you rather than the strike, its long reload speed means that it can usually only hit 1 target in a wave.
- Upgrades increase the stun duration and moderately increase the damage. Upgrades are a a very poor return on investment in terms of gold spent, but if the stun is valuable (against a small group of very strong units) than it could be worth it.
- Suggest many level 1 hammers as opposed to upgraded hammers
- Does equal damage to all health types
- 3 Second Damage over Time. If your enemy has movement speed increases it will cause your lava tower to start to clip its own damage as the units reach the next bucket faster. However since it is gauranteed 3 seconds of damage it is less effected by increases in speed than other towers.
- Damage over time clipping can be mitigated (or avoided) by adding towers inbetween the buckets and increasing the travel time to each bucket.
- Strong vs zoombots because faster units increases number of targets hit by each bucket.
- Expensive to place down, arguable usefulness against 1.0 movespeed units.
- Strong at killing shielders because they cannot avoid the lava damage through the use of a tank.
- Best placed on the end of a row where there is little space competition, the same as the hammer, hex based towers are more useful in areas that radius based towers wouldn't be.
- When combined with an exit fan, it allows you to get 3 more seconds worth of the DoT effect, also the exit area can be lined with other towers to take advantage of the fan. I would not suggest putting fans all around it as your benefit will not outweigh the costs of placing fans.
- Very reasonable upgrade curve, inbetween cannons and lightning for gold effectiveness.
- Does equal damage to all health types
- Progressive slow starting 4 hexes infront of the fan and increasing in power as the units get closer to the fan
- Only effects units moving directly against the fan (slow) or directly with it (fast).
- To get maximum effect it is important to have 5 empty hexes infront of a fan, as part of the first hex the units will not be traveling against the fan, and are instead traveling at an angle. However 4 hexes is still very efficient.
- The fan cannot blow through other towers, be careful when choosing its placement
- The fan reduces the speed of units and does no damage itself, so in this way it does not help you deny battle points from your enemy, however if you have sufficient nearby towers it can save you money by using those existing towers in that zone instead of making a new zone.
- ~10 nearby towers will make this tower gold efficient in your tower setup, if you have less more expensive towers it may still be worth it for you, a degree of judgement will need to be used.
- Upgrades are very gold efficent. Often if it was worth placing down a level 1 fan it will be worth upgrading each level of the fan without need to change your towers.
- Hex efficient with only 3 other towers
- Expensive tower, Best used when fully surrounded by 6 other level 3 towers.
- Ideally used in loop sections so that your towers can get double benefit, and in the middle of a row so that your extra range isn't wasted.
- Also very good with catapults, increasing their range by a percentage is very noticeable.
- Suggest only using this tower when you have all level 3 towers in a section and are still looking for "something more".
- Last line of defense
- Base damage 22 dps per turret (total of 6 turrets), usually 2 turrets can hit any 1 target at any time
- Each turret upgrade adds 11 dps to each turret (slightly under a level 1 arrow tower)
- Equal damage to all health types
- Prioritizes shielders first, and Motivators last
- Requires at least 3 turret upgrades to dps through a healing aura (when only a few units have been leaked). When a large amount of units are in the healing aura you will require 8 turret upgrades (maximum of 9) to be able to kill any of the units.
- Total of 25,000 Health
- Generates ARG upon taking damage. A full meter occurs after taking 4850 damage
Last edited by Voyle; Sep 23, 2012 @ 9:01am