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But, i'll actually add what role I use the tower for and why I place them where I do. My placements shall be determined based on the role they serve when I use them and how often I use them for this role. My parameter is basicly frequency minus any bias I'm aware of
(for instance i use rotton forest a lot because I like it, even though I think it is weaker then some other towers)
In any case my ratings are contingent on how I employ these towers, and are ultimately simply a subjective opinion.
The roles:
Archer: Basic fast shooting tower for dps and magic resistant enemies.
Magic: Tower for killing armored enemies
Insta-killer: Tower for delivering insta-kills
Anti-air: Towers that are exceptional against flying enemies
Stalling: Towers that stall or slow enemies well.
Artillary: deals well with multiple enemies at once
Grouper: groups up enemies into pools that are easier to dispatch for artillary.
*many towers have multiple roles
Rankings:
0) tower / primary role / secondary role / note
1) shadow archers / archer / insta-killer / my go to archer almost every time
2) deep devil's reef / mage / anti-air / a true tier 4 tower, weak at tier 1 and 2
3) dark knights / stalling / insta-killer / use at tier 1 or 4 for respective roles
4) wicked sisters / mage / insta-killer / true dmg + best insta-kill tower in the game.
5) Ignis altar / artillary / grouping / use with stall or at tier 4 with the true fire ability
6) shaolin temple / anti-air/ artillary / best tower against groups of flying enemies in the game, very versatile
7) rotton forest / stalling / artillary / tier 4 + upgrades for insane group stalling (also slows)
8) orc shaman / mage / artillary / great magic dmg against groups at tier 4
9) elite harrassers / archer / stalling / not great for stalling, but good enough
At this point there is no point continuing the list as there are no towers I wouldn't replace in my set-up with the ones listed above. I will explain my grievances with these towers instead, which shall be done in alphabetical order.
bone flingers: I dislike it's targeting, good dps tho
blazing gem: I dislike it's targeting, good dps tho
goblin war zeppelin: I dislike it's cost, good dps tho
goblirangs: It relies to heavily on stalling and has inconsistent/slow abilities.
grim cemetery: inconsistent, terrible dps
Infernal mage: decent mage, bad abilities
melting furnace: I find it's damage and stall underwhelming, was better then rotton forest before the rotton forest got buffed though
rocket riders: worst tower in the game
sandworm: omitted, I didn't get the dlc
specters mausoleum: great stall with it's abilities, dislike it's damage output
swamp thing: to slow, shots often land after the enemy is killed, thus missing.
I should probably mention my general build:
shadow archers + barracks (knights or harassers) + 2 mages (sisters, reef, shamans) + wildcard (most of the time rotton forest, cuz of bias)
Anyway make of this post whatever you want.
So the Ignis Alter performs better in the DLC, which is nice cause I like that tower. Also the Shaolin Temple is better in the DLC, as are the Goblirangs. In fact, Goblirangs are pretty good in the DLC since there are a lot of maps with narrow paths.
But in the non-DLC massed Mausoleums can dominate many maps.
Swamp Thing works well on several maps in the DLC as well due to its stun and long range. It's particularly effective against the Genies.
I've never been a fan of Dark Knights. On several maps I've gone back and tried to use them and they never work as well as alternatives. Usually either Mausoleums or Rotten Forests or just more Elite Harassers works better.
With the exception of a few maps that pretty much require magic, you can beat most maps with just Rotten Forests and Elite Harassers. In fact if you use a magic hero you can probably beat them all with just those two things except the ones with the Ghosts.
Verified :)
But as usual, its still not the best way to go about it. I haven't found a single map where Blazing Gem is a good tower to use. Sure its playable, but there are always better options.
For one thing Wicked Sisters does more damage and is a lot more versatile. On that map Ignis Alters up front instead of Gems, with Wicked Sisters works much better. Kills the Elephants and the Boss faster. The Ignis Alters give you the unit needed to battle the Boss and keep in occupied. The +100% damage and the slow are just too good.
It does not deal magical damage, it has the artillary property. which allows it to ingnore a portion of armor (50 or 25%, i forgot), thus dealing more dmg to armored dmg and dealing dmg to ghosts. I am only making this post because magic resistance does not reduce the dmg of ignis altar, so it's not a split between physical and magical dmg.