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I basically only use the lightning strike and howitzer and sometimes bloom. That's how I completed all but the final map on hard.
I tried the Nuclear tower once on that volcano ascent map which was extremely useful. But for most maps those towers are too expensive to take with you.
When you have that break you can sell your towers for FULL price?!?!?!?!?
Normally, you lose something (25% or so?)
I guess they somewhat complicate everything.
They are also quite niche and you are better off making some 3-element towers unless you know what you are doing.
I completed all levels on 5 stars before quad-element towers were released.
It was quite doable and well paced than.
Yeah that is part of the balance behind some of the campaign maps where you have to sell and reorganize your towers.
I made the opposite experience, most campaign maps aren't meant for quad towers to exist and if you build them 2 or 3 of them (mostly it doesn't matter which ones) win the map and full stars quite easily. The problem is that, as you say, you need to know what you do overall, cause that requires some competent interest farming during the earlier waves.
The "problem" with the 4 element towers is more that some of them just aren't good and borderline harmful, e.g. the gravity cannon, while others, like Obelisk, Tsunami and Phantom Zone are like older turrets but on steroids.
Edit: I am strictly talking about the campaign, I haven't played Multiplayer and I am sure that the towers are balanced for that, so I don't want to say "pls change anything".
My go to baseline setup is to use 2 damage-centric towers of different elements, 1 buff tower, 1 increased damage taken / damage amplification tower, and 1 slowing tower.
1. There are multiple three-element towers that slow.
2. There are multiple three-element towers that make enemies take increased damage. There's also the Jinx three-element tower that doesn't make enemies take more damage, but does bursts of damage every few seconds based on damage taken during the debuff.
3. There's attack speed (Well) and damage (Blacksmith) buffing towers that complement most any combination. Just be wary of the Curse monster effect later in the campaign as it removes buffs.
4. Buff towers do attack on their own. They don't just buff.
5. Some damage towers do damage up front while others do damage over time. Some damage towers focus on area of effect while others focus on single-target. Try to use two that you feel complement well.
6. With larger, multi-portal levels with different paths, focus on making tower "clumps" of your chosen combo. It helps to make sure each lane on the map has consistent damage, slow, debuff, etc. towers placed together to cover as needed.
7. Mix and match your combo as needed to get a feel for different towers and to help with element resistances on levels where there's only a few monster types.
8. On the tower screen before a level, you can right click towers, tower levels, tower specification upgrades (the ones under each tower), and global buffs (the ones on the right of the tower screen) to freely remove them and get your points back so mixing and matching is easy.
9. I HIGHLY recommend getting increased income (first global buff on the right of the tower screen) ASAP. The 5/10/15% increased bounty bonus goes really far imo.
10. You can upgrade the base 1-element towers in the tower screen. While this is required to upgrade the respective 2/3-element towers, it also allows you to upgrade the 1-element towers within a game. For example, Darkness Tower lvl 2 does considerably more damage than lvl 1 while still having the bounce effect on kill. Makes for a great backup tower towards the end of a lane to pick off stragglers, especially when combined with a well.
An example of the go-to combo I use is Jinx, Corrosive, Nova or Windstorm, Quake, Impulse or Astral, and Well. Jinx acts as a damage complement, Corrosive increases damage taken, Nova / Windstorm slow, Quake does ok single-target damage and consistent AoE, Impulse / Astral are long-range with good single-target, and Well increases attack speed to help with Quake's AoE. My tower "clumps" have the Corrosive, Jinx, and slowing towers towards the front so the debuffs can be placed as they reach the Quake towers. Astral / Impulse towers have long ranges so they're generally nearby the clumps in spots that maximize how many areas they can shoot at. Wells can buff up to 4 towers at once so I generally have 2-3 with a small bit of overlap of which other towers they can buff as needed to ensure most (if not all) towers have the buff up at the same time.
I do. I just went past level 100 and got all of my battle pass skins. Just picked up the Cobra Kai skins and attended the All-Valley Fortnite tournament. :)
Probably one of the best tricks I can impart to you is learn the combos of the stuff that really works best for you. Like for me, I like Lightning Towers, so that's Light and Fire. They work good with Ice Towers, which are Light and Water. Water and Fire make Vapor, which is a good tower too. Just an idea for you to try. Light has the longest range, so it can sometimes stop that guy near the gate that just needs another hit.