Prime World: Defenders 2

Prime World: Defenders 2

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Everything about Prime World Defenders 2
By LotusBlade
This is english translation of my russian guide, featuring: secrets, major mechanics, tactics, towers and runes explanation, leveling and how to spend resources. Work in progress!!!
   
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Friends system and profile swap
Prime World Defenders 2 features friends system, which allows you to cooperate with other players in order to get extra benefits. To use it, there are few simple steps:
  • Login to your facebook account inside game options;
  • Choose any arena (except mines);
  • Click "friends" button at the top right area of your screen;
  • There you will see a list of towers and spells of your friends;
  • You can equip only one friendly spell and tower per battle;
  • Ammount of charges and runes will depend on your friend;
  • Level of borrowed tower / spell will depend on your own account lvl;
  • After using friend's card once it will require cooldown (about 24 hours) to be used again;
  • If you already added a friend, but he is not available - relogin to facebook (within game);
  • You can have maximum 25 friends — everyone else will not be showen in your list of friends (to prevent lag).
SOS system
SOS is unique feature in Defenders 2, which allows you to ask a friend to beat your level, using your towers. Friends will have full access to your towers and spells. They will be able to try something different in terms of tactics and gain new knowledge about game. For winning every round friend will receive +1 star, while you will get +1 reward (of increased quality). I suggest you to find a friend on the forums and play in duo, beating each other's arenas in tandem. You both will learn game faster and better.



Profile swap
Defenders 2 remembers all your accounts, since they are all stored under one profile. The only thing you need is to connect them all to Facebook. Steam uses the same servers as mobile version, which means you can play with your old android account on PC. Also you can freely switch different accounts back and forth.

What you need to do:
  • Click question mark in the main menu (world map);
  • Choose the ‘Sync’ option;
  • You will see a list of all devices. Steam will show you only the ones connected to Facebook. If you want to use mobile account, then make sure it is synced with Facebook;
  • Sync and loading takes few seconds;
  • Your main account will be marked as "Original".


Secrets and fast leveling up
Tricky things
  • You can gather all resources from your mines at once by double-clicking on any mine fast;
  • Free shop refreshes will be given to you every 3 days, so make sure to use them all;
  • You can save some silver during tower merge! If you are crafting a tower from shards just to merge is with another tower — you are paying twice. To save silver, merge your former tower with shards, but beware, since all shards will be consumed at once;
  • You can switch heroes on your ship for free. Get used to it, since you will have to equip different ones often;
  • New heroes will be given to you upon leveling up account, some rare ones for daily logins (starting from month 2).

Mobile version differences
You might want to download Android emulator (like Nox or Bluestacks) in order to use additional version of game on PC. This will help you to activate unique mobile features (watching ads to get free stuff). Steam has no such thing, so here goes the list of goodies you can get:
  • +1 star for free (15 or so times per day);
  • reduce waiting timer for any arena to zero;
  • +1 tower or magic part (once per part per day);
  • After watching 25-30 video ads you will reach daily limit.

How to level up fast
Fast leveling will be available after you unlock hero called Pied Piper (account 37 lvl). This guy almost doubles your experience gain (will not give bonuses to towers or spells). The best way to get huge ammount of experience is to beat epic arenas. Mostly, they give you 4-8 times more exp compared to normal ones and 2-3 times more compared to expert. Also you will get better rewards more often from those epic arenas.

League mines
Overall information
World of Prime has several league mines with unique rewards. Game picks 12 players for battle, the higher you get in ranks, the better your rewards and benefits. Top-3 players (in green zone) are winners and will promote to the next tier (for even better goodies). While rank 4-9 (in blue zone) will get some crafting materials and remain at same rank. The red zone is area of demotion, those ranked 10-12 will lose rank and later will have to climb back.

Unique arena towers have +20% extra damage compared to their normal versions and look badass. Aside from that there are two towers you should get as soon as you can: League Fog Tower (forces flying enemies to move on the ground) and League Seismic Slammer (burns underground enemies). You will need to use league tower parts in order to increase charges. Also you can't take both league and normal version into battle at the same time. Before account lvl 60 you won't really need to care about league towers, since they are designed for late game only.

Most of the time, i have to attack mine atleast 3 times to reach high score, so don't expect to do it in one go. The longer you stay in the same battle (increasing it's difficulty) the harder it gets to kill creeps, to the point where you can't kill any. But the moment you leave and fight for it again, monster hp will reset to normal.

Levels progression
Levels 1-20
This is the early part of the game, where majority of features are locked. Mostly you will be able to win arena once, rarely able to increase difficulty. Don't get upset if you can't get hold of mines, cus someone has stronger towers. Very soon you will be able to take over a whole map and capture all 16 mines. Real cash is not required — the more you play, the less you need it. After reaching lvl 15 i suggest spending 200-300 stars to buy tower packs in shop.

Don't waste keys on chests — save them for later. Concentrate on leveling up account and research ship upgrades when they become available. I suggest using mobile (android) version to cut arena timers and play more often, since most newbies struggle at the beggining. This is temporary problem, since at later stages you will get much more things to do and one session will take hours upon hours of active play. Also you can get 5 boosters daily by watching adds (each saves 1500 silver). For extra inventory space use silver. And before unlocking new lands don't forget to equip hero called Ranger (gives nice discounts) and while fighting use Audrey (bonus silver gain).



Levels 21-40
At this stage of game you should stick to green towers (2 stars) as well as few blues. Stone tower is good at any level, since it absorbs incoming damage nicely, while also showing some decent dps. Yet, don't make it your main damage dealer! For that purpose use Snake, Spirit and Dragon. They are good until 35 lvl or so. After that switch to Fire tower: it has better damage, burns bodies, attacks faster and hits all enemies at once.

You can already start capturing mines of other players and hold most of them without problems. Mostly, because newbies are few in Defenders 2 (you will have no rivals) and more experienced players are already at higher mines (200+). Gather 995 stars to open huge towers pack: concentrate on achievements and friend help to get stars.



Levels 41-60
Many new monsters will appear and new towers unlocked. Make sure inventory capacity can fit it all. I would say, your account lvl and inventory size should be equal. As for runes — 20 slots would be enough. White, green and blue runes are considered "trash", so you can sell them for silver. Better to not waste silver to get them out of tower slots. In the future better ones will drop anyway, so no point to pile them up!

Here is a lits of towers you won't need already (or they are useless for later stages):
- all white (they break too easely and deal low dmg);
- greens: Assault, Snake, Prime-Cannon;
- blues: Deadly Poison, Sniper, Dragon;
- epics: Spirit, Detonator.

Spirit tower is rather good at 20-35 lvls, but later there are way too many different enemies with pesky skills. Spirit just can't handle them all and most of the time generating shots instead of actually shooting. Detonator is very specific, it can be used effectively once per 20 arenas or so and you need 5-10 of it to be able to see some effect. Not worth your time and resources.

Start upgrading Stun Tower and getting to use it in every battle. With right runes (time in 3 and 5 slots) it can stun enemies non-stop, preventing any movement at all (including bosses). Place two close together for better effect. Later you will get Purifier tower, which cancels creep's stun immunity (those annoying Ghosts and Fireflies). Also begin leveling and gearing up Air Guard. Most gamers think it's a waste of prime to place it, but the trick is — that tower has 3 times more dmg compared to any other ground-air. It can destroy any flying enemy in seconds and has huge HP for tanking purpose.

To get rid of aggressive creeps (they attack your towers) use Stone Tower, Stun and Air Guard. All of these have good HP. There is also Engineering Tower with great repairing aility and low cost. Before leveling up any towers with hammers make sure to equip hero called Warlord, since he improves experience gained.



Levels 60+
Here is the moment of eternal pain, since new hellish creeps will appear! Underground moles: the good way to defeat them is to stun or silence when they pop out. Teleporting blinkers: use snipers and fear. Jelly Blimps: capable of causing great ruckus, the good way to deal with them is to place Engineer + Air Guard. At this point of time you should be able to increase arena difficulty 3-7 times. Use hero called Pied Piper to get extra experience. The faster you reach level 90 — the better.

You also need to reach teal runes asap, so they can be brought from shop. Use piled silver and stars to refresh shop, while looking for 50% discounts. You will need legendary tower parts (for silver), hammers, spells and gears. Just take a pen and note, spend 100 stars on refreshes and you will see how much better it is, compared to buying tower packs.

Here is the list of legendary towers you need:
- Purifier (takes away immunity of ghosts and fireflies);
- Horrifying Tower (capable of winning arena even if you have just 1);
- Frost Guard (slows air + ground + underground creeps in large area);
- Accursed Bastion (extra 30%-85% dmg to enemies);
- Prime Injector (+30-85% extra towers damage);
- Volcano (huge lava dmg to ground creeps).

Volcano is bloody hell! That tower has unique damage type (i call it "lava"). Unlike fire, poison and bees, lava can stack with itself and other lava sources. In other words, if you place 3 Volcanoes near arena entrance, most enemies will die upon spawning. Just launch all waves at once and they will burn in no time. It perfectly combines with stun + slow, creating an impressive effect.

Try getting league versions of those towers:
- Seismic (damages and burns underground, burning is unimportant);
- Fog (forces flying enemies to walk the ground = allows to stun them and burn with lava);
- Whizzer (has a lot of charges, good for making large labyrinth);
- Stun (better basic stun chance).



Levels 80-90
Most of the tower types already unlocked for you. Aim for 90 lvl account and clear fights which grant you 600+ experience. I had many legendary towers at 50-70 parts, so decided to buy another tower pack for 995 stars. At lvl 86-87 swap all your mines before you reach 90 lvl players, cus they are much stronger and have few extra years of grind behind their shoulders.
Tower types you will need by lvl 90
Overall info
Towers and spells are weak when used alone, that is why after reaching 90 lvl you can't simply place MK-2 in hopes everything will die. While 90 lvl towers with some orange runes are enough to win 90 lvl arenas, you will face 160+ mines - that's the real problem. Synergy must be used and i am gonna explain how to do it.

Frost Guard


Deals little to no damage, but cuts movement speed of creeps by 2-3 times. Works against flying and underground creeps. That's core tower of any build, since it allows other towers to shoot for longer and right into tightly packed enemy waves. You need 2 of them max.

Now the trick. Let's say, basic movement of all creeps is 100 and tower reduces it by 50%, leaving only 50. In other words, those 50% transformed in double effectiveness, so other towers will have 2 times more time to shoot.

Max tower power is 37,3% (lvl 90), but 3 runes of Power can grant additional +30% each, so the final result is something like 70% slow. And that means creeps will have only 30 points of movement speed left, which is 3 times slower than normaly. A hero can boos it even more.
Max slow from any sources is 90%!!!

Accursed Bastion


Unlike it's rare version (Accursed Tower), attacks all creeps at once, cursing them to receive +34,6% dmg. Does not works against underground enemies, but they can be cursed while digged up. Max curse is 65,7% with runes and another +24,7% thanks to hero (multiplicative).

Prime-Injector


Increases damage of all other towers around it by 37% (70% max). You will need lots of range runes to make it worth. Two injectors are enough for most arenas, three — even better. First trick: injector price is 30 prime, but if you place it near tower which costed you 200 prime (to build and upgrade), you will get extra +70% of it's damage. It is almost the same as building another tower and leveling it, but costed only 30 prime instead of 200. And that is just discount for one tower. Now put 10-20 round it and you will save thousands of prime.

Second trick. Let's say, you placed a tower with 100 damage per second — and that's how much it deals along the creeps path. Now pair it with injector: damage becomes 100+50%=150. Or, you can place bastion nearby to get nearly the same effect (100+50%=150). But, if you gonna place both injector and bastion, the damage wll become 100+50%+50%=225 See what happened? It multiplied! Now put frost guard nearby, to force them crawl slowly and dmg will ramp by 3 times to 600. And on top of it you can use heroes to get extra 25% boost. That's what i call "synergy".

Magic interractions
Some spells share the same effect with towers. For example, Deadly Strike has the same effect as injector, despite different aura colour (red / blue). That means only one of them will work — the strongest. For example, after unlocking Frost Guard you no longer need "ice storm". The only exception is stun tower, which has 35% chance to stun opponent. Only every third bullet will actually cause negative effect, so creeps still can bypass it. And that is why stunning spells like lighting and meteor required (they always stun). While creep are under magic stun, your tower have enaugh time to attack 4-6 times and cause it's own stun. The only thing left is to do some math to find out how to make stunning tower work in such way that enemy will be stunned infinitely.

Infinity war
Even with basic runes stun tower can reach lvl 5 during battle. With every upgraded level stun lenght increases by 50%. All you have to do is ensure that first stun will be long enough to win time for second stun to happen and override the effect. Creeps cannot move while that happens. I will use my tower as example.



Base stun chance: 44,2%.
Base lenght: 2,09 (+1,045 for each level upgrade);
Attack speed: 1;
Stun lenght at max lvl (4 in my case): 6,27 seconds;
How many times tower attacks during one stun: 6;
Chance to stun during 6 attacks: 44,2% x6 = 265%.

In other words, my tower will stun after shooting for 3-4 times, after that creep can't get away from it. Sure, sometimes all 6 shots will miss, but that happens rarely. Place all 9 towers and upgrade them to max = noone will pass... Well, except Yeti, underground and flying enemies, as well as large army of rats.

League Fog


Works well with stun tower, since it grounds flying enemies (they will be attackable by Stun, Volcanoe and other land-only towers). The problem is — fog will attack first creep in line, making it hard to ground those behind. Which means you need to take 5+ of them and spread across battlefield.

Purifier


Works well with stun tower, helping to take off creep imunity to stuns and slows. Mostly that helps agaisnt Ghosts and Glowworms. Two of them would be enough.

Those are the main towers combos you gonna use for most arenas. Many monster still have their tricks and there is always more to learn.

Tower or spell?
What to choose — tower or spell?
There are three conflicts you will encounter, so let's get started:

Should you pick Frost Guard or Ice Storm magic?
Effect of Frost Guard is 37,3%, which is 1% stronger than spell. But spell only affects ground targets and has finite ammount of charges + quite low duration (8 seconds). Tower is much better. Sell that spell so you won't get any more quest asking to use it.

As for Slowing Tower, its more tricky. It cannot hit flying or underground creeps, but has stronger effect of 41,7%. It might look like nothing special until you do the math:
  • Final Frost Guard power with runes and hero is 84,88%;
  • Final Slowing Tower power is 94,90% (game has max cap of 90%);
  • That 5% difference is useful.

Should you take Injector or Deadly Strike spell?
Final Injector power is 37%, while Deadly Strike has 49%. That is some heavy difference at later stages of game. While tower is cheap and easy to use, i will sugest picking spell instead (most players agree with that, especially since in 2019 we got reworked magic system with rechargable spell charges).

Should you pick Accursed Tower, Accursed Bastion or just Curse spell?
Accursed Tower has 36,5% ability strenght, but attacks only one creep at a time. If your enemies rushing in bunches, you won't be able to hit them all. Bastion has AoE attack, but effect is reduced to 34,6%. That is some annoying loss, but it is still affordable. Curse spell has whooping 48,5% and 15 seconds duration, so i would suggest taking it... But! Even getting one single Curse spell from a hundred of parts is among the most difficult tasks you encounter in Defenders 2. So just stick to the tower until much later.

Overall
Most of the time picking spell over tower is good idea, since you will save extra tower slot, while final effect is much better. Some unique event towers outperform spells, but that is only for 90 lvl players who like to grind a lot.

Heroes
Instead of listing all bunch of heroes i will try pointing you to the most useful and poverful.

Legendary rank
Da'Ka, Highlander and Defender are, without doubt, the best heroes you can get. They will improve all towers at once by increasing damage, attack speed and reducing creeps HP. Tho, attack speed is not good for every tower, because most DOTs do not stack. To get those big guys you need to spend golden helmets in shop, on average i am getting 3 legendary shards from each pack (100 helmets), so it will take around 4000 golden helmetts to get one full hero.



...

Epic rank
Skyburner and Flying Cannon are in top five best towers in Defenders 2 in terms of dps. So if you have them — make sure to get epic hero Aviator, who boosts dmg by another 30%. Doctrine can prolong spell duration by 28%, but this is usefull only if your have Curse and Deadly Strike at once and only when fighting for 200+ lvl PvP mines. Lighting Master is good only if your main towers are Electric, Lighting and Prime Arrester (yet i would suggest using Spray, Detonator and Thistle instead, since those are better versions in terms of damage).



...

Rare rank
Assasin and Witch doctor will boost your spells Deadly Strike and Curse by 30%, which will allow those to trully shine. In terms of numbers, just those two spells will boost defenses damage by 120%+ and make monster receive 120%+ extra damage. That is 4x times dmg bonus if casted in tandem.



Dendromoster, Fay and Freeze will slow down underground, flying and all creeps respectively. Those slows do stack with eachother and also stack with slowing towers / spells. Those heroes will become effective only once your slowing towers have reached 90 lvl and got all 3 teal Power runes.

Audrey improves silver income, while Pied Piper boosts exp gain. Those two are good early champions, but will go to waste once you reach 90 lvl. So stop upgrading them somewhere around 35-55 lvl.

There are also Demonologist (adds +2 anomalies) and Night Queen (removes 2 disasters). Those guys have pretty good bonuses even at basic lvl 1, so i suggest to NOT upgrade them at all, since it requires a lot of resources and time for low outcome. Somewhere at lvl 40-50 they will get third charge and at 90 lvl — fourth.



...

Special rank[/1h]
Ranger will help you cut prices to unlock new lands, but i am not sure how efficient it is to upgrade him, since that costs silver, which you supposed to save instead of spending... That is up to your discretion. Hero becomes useless at higher levels (when no more lands to unlock).

Warlord improves experience gain when crafting. Situation is very close to Ranger, so after he reaches 35-55 lvl there is no point to go any further. Besides, it is better to upgrade more useful guys.

Duelist, an incredible guy who is finally working after many years of being broken. This guy allows to replay same arena with same reward 'x' extra times. At lvl 1 his 'x' = 2 and can be improved to '3' (at lvl 40-50) and '4' (at lvl 90). Try getting atleast '3', then better stop since trying to pull any hero beyond 60 is really hard and inefficient.



Other heroes
All other heroes are pretty much restricted to boosting few towers only, so upgrade only if you feel like it.

I suggest upgrading to 55-65 lvl:
  • Dryad (Hive + Thistle);
  • Firefox (Volcano);
  • Cryo (Ice Tower);
  • Cryl (anti-underground towers);
  • Archer (anti-air towers).
Towers damage grid (part 1)
How does it works
I took damage of maximum tower level and divided it by ammount of prime it needs for construction. This way you can figure out real power per second per prime. Sure, it is hard to do math for AoE towers, alas, those grids are accurate. I markes towers with league versions with star (*).

Tower mame
Rarity
Damage per each 1 prime
Horned Hive
Legend
122,8 (276 after 3 secs of stings)
Volcano
Legend
64 (after 10 seconds reaches 256)
Lighting
Legend
152,3 (can break armor with 80% chance, x4 totem dmg)
Sun
Legend
123 (after 10 seconds reaches 492)
Prime Thistle
Legend
117,7 (+20% dmg at max distance)
Arrester
Legend
99,6 (+20% dmg at max distance)
Electric
Legend
94,9
Snow Cannon
Legend
53,1

Explanation 1
As you can see, Hornet Hive wins in terms of damage. It attacks flying enemies and good for poisoning underground creeps (when those pop up). It clears waves fast and clean, the best choise for rushing all of them at once. The bad news — you can't place them close together, instead forced to cover whole arena. Mostly only 2-3 can bring benefits this way.

Volcano, as i have already mentioned, has strongest ability, so in terms of area of effect damage there are no better options. Second place is taken by Electric Tower with low damage, but if you slow down creeps by 70% it will clear almost all of them. Good for farming arenas of your level +/-3. Bad for farming top mines 140+ lvl, since damage is not enough. Also while leveling up it improves hit points (good for tanking).

Lighting, Sun and Arrester are tricky ones to use. Sun is good against bosses, since it takes ages to kill them by other means. For faraway building spots use Arrester or Prime Thistle, they can easely kill Blinkers and Ghosts. Lighting is great against totem-spawning bosses, because they place totems even where towers cannot be built. Anyway, all these towers have just few uses and are not really good for dealing main damage.

Snow Cannon in the same boat — good for attacking Yeti and small creeps, bad damage, almost no uses. If there are mostly Yeti waves, just use Ice and Frost Guard. Yeti's Freezing debuff causes non-cold towers to attack 3 times slower, which is devastating. Only those with range 6+ can escape it.


.

Tower name
Rarity
Damage per each 1 prime
Detonator
Epic
117* (+1000% explosion damage)
Air Guard
Epic
446*
Seismic Slammer
Epic
160* (league has 237)
Machinegun MK-2
Epic
131, 2
Fire
Epic
124*
Deadly Prime Cannon
Epic
122,6
Fog
Epic
112,4*
Spirit
Epic
106*
Mortar
Epic
94,3*

Explanation 2
Despite big numbers, i would not recommend using Detonator as main damage source. Not every arena has prime for blowing up, also it's range limited. It is strong tower if enemies are dieing, but weak and useless if they are surviving. Air Guard has strongest damage vs flying enemies, but getting outperformed by Spray. Seismic Slammer — the only way to deal with underground creeps.

Fire Tower is fine, but cannot attack flying, therefore i recommend using MK-2. By placing Machinegun properly (picture below) damage getting rocket boosted. Otherwise use League Fog... Yes, i mean it! High dmg + forces flying creeps to move on the ground. Mortar is good addition for Volcano, but nothing special. Spirit is good for burst, while bad for everything else, it takes way too much time to recharge (10 seconds).

Towers damage grid (part 2)
Tower name
Rarity
Damage per each prime
Machinegun
Rare
120,5 (must be placed properly, else useless)
Ice
Rare
120,3* (+100% dmg against auras: healing, speed up, frost, armor)
Totem Bane
Rare
119*
Cleansing
Rare
96*
Sniper
Rare
94*
Spray
Rare
94*
Dragon
Rare
85* (damage grows bad due to double source - phys/fire)
Deadly Poison Shooter
Rare
62,5 (314 after 7 seconds of poisoning)

Explanation 3
Poisoner is just bad, since most arenas are short and creeps must walk for 7 secs before getting new dose + it's not working against flying. Good solo damager is Machinegun, shortly followed by Ice. Dragon will improve only physical OR fire dmg with runes, so skip it.

In the end i would recommend upgrading Ice as main damage, since it starts dropping early and can deal 240 dmg to monsters with auras. Spray is very good and even stronger than Electric, you will often use it. Mortar has hard time landing a shot properly. Sniper has way too many better options, skip it.

Tower name
Rarity
Damage per each prime
Slingshot
Common
322,2*
Digging Hunter
Special
229,6 (deals lower dmg than Seismic, yet still must have)
Stone
Special
115,2*
Toxic
Special
99,6*
Whizzer
Common
80* (1993 after 30 seconds of poisoning)
Assault
Special
92,4*
Detector
Special
90,8*
Snake
Special
34* (200 after 6 seconds of poisoning)

Explanation 4
In theory, Toxic is good way to deal with little bats, in reality arenas won't be 30-seconds long. After you get Frost Guard situation improves a lot, but at 90 lvl most players are not using it.

Slinghot is 3 times stronger than any other ground-air tower, make sure to upgrade it untill you get Air Guard or league Spray. Place it near arena entrance, so other towers don't have to shoot flyers. Stone is good for tanking, but you will swap it for Engeneering later on.

Conclusion
The most effective tower is Hive, the strongest ground one is Volcano. Third place taken by Machinegun MK-2, which can deal lots of damage if placed correctly. Then comes Prime Cannon and Spray.

Most enemies have auras, so in terms of single-target choose Ice. Lighting has whooping 152 dmg, ignores armor and posses lots of charges (good for making labyrinth), but after using for a while i decided to sell it in favor of AoE.

Totem Bane and Fog have some serious damage. If you place lots of them and pack with good runes those become strong secondary dmg. They are cheap and easy to get. Snipers, fire and poison towers are mostly weak, so don't bother with them. In case developers will increase max ammount of towers we can take to battle from 8 to 12, there is simply no space for snipers and dots (except Hive / Volcano).

Flying towers
Introduction
Flying towers can be obtained only during major events. They are capable of literally flying over arena, while not blocking monster movement. This opens up new way to play Defenders 2 by adding additional layer of tactics and strategy planning.

Pros
  • Can be placed in the air, which allows to hit every creep under them;
  • Great support abilities;
  • High dmg.

Cons
  • Can be placed only if there are extra creep routes available;
  • Requiring significantly slowed or stuned creeps right under them in order to deal damage;
  • High prime cost;
  • High quality level, need legendary gears to improve them;
  • Are anoying for doing quest runs;
  • You can't incrustate damage rune in slot 5, so overall -17% dmg.

Name
Rarity
Damage
Flying Cannon
Legend
188,6* (only ground)
Flying Prime Arrester
Legend
131*
Sky Burner
Epic
116*
Sky Eye
Legend
70,3*
Flying Smasher
Legend
12* (only ground, stuns)

Sky Burner
Medium damage and high cost, main power lays in burning attacks, capable to burn corpses very effectively. Shows great results if you place it near arena entrance. Attacks non-stop, which helps to get rid of swarm creeps like rats and bats, as well as invisible mobs.

Flying Prime Arrester
Has medium power, league version outdamages most epic towers. Has low range, so requires additional creep slow down and stuns right under it (else lightings will not have enough time to hit anyone). Not recommended to use due to the following one.

Flying Cannon
Has enormous damage — league version is almost as good as stacked Volcano (which needs 10 seconds to get full power). Has one big problem — cannot hit flying targets. Try getting league version and make it your main damage source, also in rune slot 5 place '+range' to get most benefits.

Sky Eye
Reveals invisible and fogged enemies in large area, also can move around battlefield (only league version). Has low damage, but hits all creeps at once very fast. One of the strongest support towers in game, get it if you can! It will completly remove any reason to have Detector and league fog (tho you might still need that one to force ground pesky flying units).

Flying Smasher
Obsolote version of Stun and Fear towers. Creates large boulders to stun enemies. Boulders will move to closest arena entrance and have 100% chance to hit and stun everything on their path. With proper runes and placement you can force creeps to be (almost) permanently stunned. Has poor damage, but due to it's unique ability still can clear first few rounds on 90 lvl arenas.

Monsters part 1
In this section i will describe enemy types and how to defeat them. There is an unspoken rule — each tower has exactly one way to be used properly and each creep has exactly one counter-measure.

Common: Biters, Kobolds, Trolls, Scarecrows and Rats


Some creeps considered "common", but that does not means they are weak. Trolls, for example, are tanky creatures capable of sustaining large ammount of damage. They have 10% armor (penetrate it with Sniper and Lighting). Those guys posses great threat, since Fireflies can carry them right to the exit.


Biters have fast running speed and can speed up upon taking damage. Getting easely killed by AoE attacks and damage over time. Purifier cancells their buff.


Kobolds are very basic compared to other creeps — low life, low speed.


Scarecrows and rats are many in numbers, so you need area of effect damage. Machinegun chops them fast, but Mortar requires some additional slow down. Can be easely cleaned by Hive and Volcano. Also battle spells are good against those low-life creatures.

............

Rare: Moles, Diggers, Satyrs, Pollywogs, Ghouls, Zombies and Jelly Blimps


Moles can be killed by Seismic Slammer only (and some spells like Meteor), you can't force them to dig up.


Diggers are one of the most painful creep types. In theory you can kill them with Digging Hunter, but when it comes to practice... Price of that tower is 20 prime, so you have to build 5-10 of them to get good effect. It will attack only underground creeps and will require a lot of construction space. Seismic Slammer does it much faster and better. Frost Guard slows them a lot, providing you with more "dig up" spots. Silence spell prevents digging in.


Satyrs are hard after you increase difficulty for few times, since they regenerate a lot of life per second. Best deal would be Purifier or Cleansing (to prevent hp regen). Cleansing will not improve duration with levels, so it is worse choise.


Pollywogs causing lots of troubles, since can reduce attack range of towers and even shut them down. The only way to kick creeps covered by fog is to use Fog Tower or Sky Eye. Unfortunately, Fog focuses only one creep at a time, skiping all others who spawn even more fog; while Eye is hard to aquire. The best way to deal with them is to use spells called Sun Rays or Magic Light. You may also try to position all towers far away from creeps path, but not every arena provides it.


Haven't got any troubles with Ghouls ever. Eating corpses heals them, but not THAT much to take additional fire tower for burning corpses. The only exception would be arenas with additional rats and scarecrows spread along the road. Best bet would be Fire tower, since it burns for longer than Dragon. Sun can't burn corpses, remember that!


Zombies are like Ghouls, but will revive over and over, forever until geing burnt up. You will not get extra prime for killing them, only for burning to full death. Magma spell will help a lot.


Jelly Blimps getting killed by Air Guard and Spray without problems. Place it near arena entrance to ease job for other towers. Air Guard increases life with levels, which helps to survive explosions. Using Engeneers for repair is advised.

............

Epic: Ghosts, Shifters, Goblins, Exorcists, Yetis and Blinkers


Ghosts can be easely killed after you remove their immunity to stun and slow with Purifier. Early game it is hard to fight them, so don't rush waves and just allow base to regenerate health. Also that's one additional reason to stun-lock boss and win extra time. Use fear against them.


Shifters can dodge bullets, something like Volcano, Lighting, Ice, Sun, Electric or damage over time are needed.


Goblins blowing up turrets even if you equip best heroes to reduce their attack speed and damage. Use Shield spell and Engineering tower. Shiny Crest tanks damage nicely, also silences and fears creeps.


Exorcists are just like Satyrs, healing to 100% life in seconds, so use fear, silence and stuns.


Yetis are the second most painful troublemaker in Defenders 2. Their curse cuts attack speed of towers by 3 times (the only resistant ones are snow / ice). Ice deals double damage to creatures with auras, capable of killing most creeps fast. Or, you may increase towers range to 6,1 and above, to keep them away from Yetis. True Vision spell is best choise to counter curse, but it is very hard to craft.


Blinkers can be killed by any Sniper towers. Also use stuns, fear or silence. Shiny Crest is a good deal. They still can slip by, so there is no 100% effective way to fight Blinkers (if there is a chance to skip such arena — do it).
Monsters part 2
Special: Wagon, Golem, Rogue, Fireflies, Harpies, Mechanoid, Shadow Walkers, Bats



Wagons have 15% armor and are quite healthy, they easely carry kobolds past defense. Curses and damage over time effects will not transfer to creeps inside wagons. Yet, 15% armor is not that much to take some special armor penetrating measures.



Golems have 20% armor and full magic resistance. Take down this pesky immunity with Purifier.



Mechanoids are serious threat with 50% armor. Even being alone they can move through strongest defense (equiped with best runes). Therefore you must break trough armor. Purifier will not be able to do it, so get Lighting tower. Damage is high, but it attacks only one target at a time, so most players ignoring it. Something like Volcano, Electric and Hornet will deal 2 times less dmg due to 50% armor, which means Lighting is better choise (just in this single case). The more armored monsters there are as addition to Mechanoids — the better effectivenes of using Lighting.



Rogues have nothing special about them, they are just like kobolds, the only exception would be some large arena where they will attempt to escape tower's sight. Mostly that attemp will fail miserably anyway.



Shadow Walkers activating stealth upon being damaged. Damage over time is useless this way (including lava, freezing and spells). The best idea is to take Detector or Sky Eye (to reveals them). Or if you want to save extra tower slot just pick Hive, or 'Magic Light' spell. Bees can block invisibility, but it's hard to maintain them on shadow walkers all the time.



Harpies not causing much trouble. After playing game for two months you will get special hero who slows down any flying creeps alot. This effect does stacks with slowing towers and spells. Use Air Guard or Spray against them. If there are creeps with fog consider taking League Fog to force them out of cover while causing Harpies to move on the ground. One shot, two rabbits.



Bats will die from any poison very fast (bees included). The only problem is Toxic tower which is not that good after stages 70+. Hive or Electric are effective.



Fireflies are extreamly dangerous and annoying until you place Purifier (cancells immunity). Use slows, stuns and other types of movement 'prevention'. Secret: even if one of the Fireflies will get stunned — the whole bunch will also get stunned. When Firefly dies, a Trolls will be spawned and all previous negative effects will not spread to him.

Bosses
Majority of bosses will die the same way: place 2-3 stun towers around and just wait until dmg dealers will do the job (Sun, for example). If boss is airborn — use League Fog to make him crawl the ground. If he is underground — use fear to prevent digging. But, there are few tricky exceptions.



The Unknown One is permanently hidden in the shadows, so Hive will not work. Suggestions: Detector, Eye, True Vision or Magic Light.



Druid and Trickster both spawning annoying totems even in spots where you can't build. Sometimes there is no way to stun them. In that case use Lighting tower, which deals 400% extra totem damage, while also casting 'Target' spell to focus boss properly.



Necromancer revives any creeps which haven't being burned by fire. The biggest problem is revived flying monsters. Fire tower can't reach them and Dragon is not fast enough with really short fire duration. The only way to beat this boss is to take fire spells (Fire Rain for air, Lava Lake for ground). Or even 'Silence', which prevents using revive ability. Sky Burner is perfect as well.



Prime Blimp will die fast under 'Target' spell focus, but keep her alive to get extra prime from bats spawn (+1 for each). Build defenses as far from entrance as possible. Flaming Cannon is very effective here.
Runes
Introduction
There are seven rune slots in each tower and we will look closely at main types of defenses. First type is 'Damagers': great power, lack of special abilities and high cost. From the other hand it is very easy to enlay them with runes (mostly just pure dmg). Add one rune of Skill (+4 extra upgrade levels).

From the first look extra +4 levels of Skill rune (granting +50% dmg EACH) is better. Why would you pick static +35% dmg over it? You see, most of the time by the end of battle there is not enough prime to place and fully upgrade all towers. Then why would you need extra max level cap with great power if you can't actually afford it? Now let's see the math itself behind this procees.

The numbers
Pure damage runes are better only for one extra level. Here is example:
1) You have 100 dmg tower at lvl zero and put dmg rune into it = 135;
Lvl 0 - 135;
Lvl 1 - 135 + 50% (extra 67,5) = 202,5;
Lvl 2 - 202,5 + 67,5 = 270;
Lvl 3 - 337,5;
Lvl 4 - 405;
Lvl 5 - 472,5.

2) Now you have the same tower with 100 dmg at lvl zero but with +levels rune which also has +9% dmg starting bonus:
Lvl 0 - 109;
Lvl 1 - 109 + 50% (54,5) = 163,5;
Lvl 2 - 163,5 + 54,5 = 218;
Lvl 3 - 272,5;
Lvl 4 - 327;
Lvl 5 - 381,5;
Lvl 6 - 436 (right now it's effect smaller than 'damage rune lvl 5' would be and you even pay for it);
Lvl 7 - 490,5 (now it's +3,8% better from damage rune, not worth extra prime tho);
Lvl 8 - 545 (damage is 15% better, but you have to pay for extra 3 lvls for it = meh);
Lvl 9 - 599,5 (much better dmg gives +26,7%, but you have to pay for extra 4 lvls).

3) We have a choise to make. Should you upgrade one single tower to lvl 9 and get that 599 dmg? Or just build two, one of which will be lvl 5 and remaining prime will allow to afford second one and upgrade it to lvl 2. In second screnario you get 742 dmg, but it requires two tower slots for building. It is obvious that later is better.

Other types
Second tower type is Supports. This category has slows, fears, stuns, curses etc. Mostly you just need 3 runes of Power to increase ability power (for towers like Injector and Frost Guard). Some are getting great benefits from range (Detector, Engeneering, Horrifying). And lastly we have Purifier and Cleansing, which could use some extra duration.

Third type is damage over time (DOT): Hive, Fire, Dragon, Toxic etc. They will get best bonuses from ability power, but, sadly, they all have physical damage part, which forces us to choose one main parameter and boost it, while sacrificing the other. In the end fire is only good to burn creeps for longer, while poison is useless at all.

Digging tactic — new way to play
Overall summary
As you know, sometimes arenas contain anomalies and disasters. Those can be fog, nasty totems or portals. But the most interesting of all — tonnels. In theory, they are a bad thing, which allows creeps to move underground. Most players trying to destroy tonnels as soon as possible to get extra prime... But there is another way!

Seismic Slammer does not really cares what sort of creep travelling underground — a real diggers, or someone who entered tonnel. Seismic has great AoE damage (160), compared to other towers (except Volcano) it has great attack speed, long distance and cheap price. What else you need?



When playing tonnels arenas force all ground creeps to dig themself deep underground and stay there until death. Near tonnel entrance place Cursing tower / Bastion and Purifier if needed (some creeps regenerate and heal undergound). Right in the middle of arena place Frost Guard for slow down. Use Seismic Towers all over the place and boost them with Prime-Injector. If arena is big enough and has few tonnels, try to let creeps dig out for a moment to give new doze of curse.

Digging Hunter is extremely useful, since there is only so much Seismic Slammers and additional damage are required. Hunter attack only 1 target at time, yet damage is high (229 for basic +20% for league). For comparison, Machinegun Mk-2 has 131. Now the question is, which other towers to take? First of all, Purifier. Second — Engineer, because dmg dealing creeps can attack towers even while being undergound. Third — Frost Tower... Yes, you do have Frost Guard for slowing, but we are talking about some ways to dish extra damage, so why not? Just equip it with dmg-dealing runes and keep for tonnel battles only.

Extra tips
  • Bees can bite tunnel entrances, so don't use them to attack creeps;
  • It would be the best to leave only one single tonnel to keep creeps underground permanently;
  • Frost Tower has 13 dmg, which is 17 times lower compared to Digger;
  • League Slammer has fire effect, which does NOT stacks, so place them far from eachother;
  • After entering tonnel creeps will be blocked only by underground runes;
  • Consider taking Whizzer or Detonator for labyrinth construction;
  • There is a big secret about tonnels — can you figure out on your own? A tip: underground creeps can't be blocked by towers, but when they dig up route may change.

Tornado — a new way to play
Overall information
Tornado is rarely included in players decks. Why? Because it requires a lot of resources to upgrade and has low damage output. It also has weak slow effect. Sometimes after you throw creeps in the air they land behind towers and destroy those. Very frustrating! No point to use it at all... But there is the other way around!

You see, Ait Guard will not distinct real flying enemy and temporary flying ones due to Tornado effect. It will just start shooting with enormous ammount of damage and clear area in seconds. It has 536 dps, this is incredible ammount compared to any other tower.



It is for the best to use that tactic only in arenas where some flying monsters present. By using duration runes spell will work for 30+ seconds. Unfortunately only 60% of creeps will be tossed up, so use few spells at once. Some creeps are immuned, so it requires trial and error.

Unlike tonnel tactic, you don't need to take any special messures — just pick Tornado and cast it from time to time near Air Guards / Spray / Electric. Also use League Slingshot with 386 dmg... Why? Well compare damage to those towers:
  • Lighting 152;
  • Sun 123-492;
  • Thistle 117;
  • Ice 288 vs auras.

Extra notes
It is usefull to equip Sky Burner or Sky Arrester in places where Tornado gonna be used. It makes sence since flying towers are very strong when creeps are right under them. Also Tornado's chaotic nature useful to throw creeps behind rows of towers to force them move the same way again (works only on large arenas with lots of building spots). Don't forget about Toxic, which can spew some great toxin and poison for 30 seconds.

Secret: Tornado will shut down digging ability of creeps who were sent in the air. This is good if your Seismic tower can't handle all the diggers.

Resources
Overall info
Along your path in Defenders 2 different resources will become more or less helpful, so it is important to know what is needed and when. Main source of crafting materials are daily quests and epic arenas. Mines will not provide much, so don't be upset if can't capture them. I am recommending to not PvP too much or game will just get monotonous and boring. The only mine type you really need to fight for is Silver.

Wood
This is the most basic resource and least useful. You need it only for wooden towers, which will be obsolete by account lvl 25. Top evolutions levels will unlock only after 1-2 months of active play... By that moment you will not use any wooden towers anymore, so they will never reach full potential. Ignore wood mines completly, don't fight arenas for wood and upgrade only Wooden Cannon + Whizzer.

Fire
Majority of fire towers have just one straight purpose — to burn bodies of enemies, so Necromancer can't revive them. Runes will not greatly benefit such towers, since part of their damage is physical. Dragon good until lvl 45 if you are lucky to get it from towers pack (for 100 stars), but becomes useless fast. Fire tower helpful until 75 lvl. In other words, you don't need fire as well. Later it will be required for some fire spells.

Poison
Unfortunately, poison damage in Defenders 2 is the weakest of all. It cannot stack or add up with other poisons, also most poisoners can't hit flying creeps (or can hit flying, but can't hit ground). Lastly, you have to place them very clever (far away from each other). Majority of arenas are tiny and there are not enough space for such strategy (or not enough time). Snake is still good between 45-75 levels. Just like wood and fire there is no need to hunt for poison material.

Stone
Many towers and spells do require stone in large numbers, so better start gathering it as soon as possible. Complete stone daily quests and farm stone arenas. At 90 lvl after three months of active play i had big problems with stone, while other resources were at 100 thousands mark. Even a single evolution asks for 14000 stone. It's also needed for ship researches.

Water
Water required for support measures, which are must have for any build and for major researches at lvl 80+. Start farming it asap! You possibly can ignore it until lvl 60, but then the more and more tricky creeps will start showing up, forcing to use slow, curses, buffs and debuffs — all of which needs water. Without those winning more then 2-3 arena rounds is impossible.

Air
Snipers need air, as well as some anti-air towers and researches. Snipers are great towers, but only if pairded with great runes. After testing many different combos i found out that it is for the best to simply ignore all Snipers at all. Instead, use something that can attack both ground and air creeps inside limited range. Ellectric, Hive, Machineguns — are great for that purpose. Which means farming air on purpose like you do with stone and water is not needed.

Last words
Wood < Poison < Fire < Air < Water < Stone (where wood is least useful). You should NOT farm normal and expert arenas for resources, because rewards are small and time waste too big. Epic arenas are the only worthy ones, since they grant incredible rewards. As for silver, you get it from every action, so even selling runes will provide great income.
Battle Magic
Introduction
In march 2019 Defenders 2 got updated with rechargable spells: instead of being limited, now spell charges will replenish upon beggining of new round. That opened new approach to beating levels and building smart strategy. Here we gonna thoroughly look at damage dealing magic (all numbers were taken from official wiki, in case of dot magic i took final dmg you get after full duration).

Spell name
Rarity
Charges
Damage
Thunderbolt
Epic
9
58587
Bomb
Special
10
43940
Fire Rain
Legend
12
41400
Magma
Rare
14
33500
Meteor
Legend
13
27581
Prime Explosion
Rare
10
26715
Fireball
Special
10
17928
Poison Cloud
Common
11
15200
Mine Trap
Common
11
15408

Alright, first thing to note is damage growth. Thunderbolt and Bomb have most destructive power, but low area of effect, so they are good against bosses or stunned creeps. Since bomb range is just "1", better don't use it after 60+ lvl. Thunderbolt has 1,8 radius — bad, but affordable, since in rune slot 7 we can put +34% range to make it 2,4 (which is quite nice).

Next in line are Fire Rain and Magma. They both have high range, which is great. The only problem is that rune of Focus (most important one) will not work towards DOT (burning, poison). So power of both spells is limited: they are good to use during first round, but will get weak very fast.

Meteor has long cooldown, so we will need cooldown rune in slot 5. Spell has many charges and even attacks underground targets — very strong, you should take it to every battle.

Prime Explosion deals it's 8905 dmg three times = as trong as Meteor. If creep is carrying prime dmg will be doubled to 53 thousands. It also works vs underground and air targets. Plus has fast cooldown and large radius. Sadly, only half the time you will get arenas with prime, so better stick to it's basic dmg (26700). Anyway, it takes low effort to get fully upgraded Prime Explosion, it's better to use something that is easy to craft.

Runes for spells
  • Slot 1 put Devastating rune for dot attacks and Focus for physical;
  • Slot 2 and 3 put Devastating rune;
  • Slot 4 put rune of Focus for physical dmg or rune or Ray for others (gives extra range);
  • Slot 5 put Spellmaster rune (reduces cooldown between casts);
  • Slot 6 put rune of Might (increases main stat);
  • Slot 7 put Duration rune (spell stays active for longer) or rune of Ray (+range).

How does Focus rune works
To make it short: it allows to improve spell dmg with every round of game. Monsters getting more healthy, but you are dealing more dmg — this is some sort of race. Teal rune will grant +9% basic dmg and +50% extra for each round (up to four times). This allows to increase dmg by 3x. Bonus is additive, not multiplicative!

If you gonna put two runes of Focus, the second one won't activate until first one reaches max potential. Below is a grid with exact numbers i took in experiment. Near round 6 you can see some reduction in dmg spells effectiveness (monsters become way too fat to kill with magic).

Spell name
Round ->
1
2
3
4
5
6
Fire Rain
No focus
100k
100k
100k
100k
100k
100k
Thunderbolt
Max Focus 4
137k
205k
274k
342k
411k
411k
Meteor
Max Focus 4
47k
71k
95k
119k
142k
142k
Prime Explosion
Max Focus 6
4800
7200
9600
12000
16800
19200

Note: in round 5 Prime Explosion getting +100% dmg boost instead of +50%... That is because first rune has reached its max, while second rune just started growing.

Events
Introduction
From time to time unique events are happening in Defenders 2. Anyone can join and get some great rewards, some of which you can't get anywhere else. One of the first event allowed to farm for different flying towers, which are now hard to get.

How to farm event currency
You need around 3000 spins in order to finish normal event and that is 300,000 currency to spend. There is only one way to farm it — completing daily quests. During event those quest will gift you unique currency instead of crafting resources (like wood or stone).

How to farm it — complete all your daily quests, then refresh the list for 15 stars and repeat. Clearing all will grant around 3300 event shards. You need to activate VIP-status in order to double shards outcome as well as improving max speed to 4x. There is no other way to make all 3000 spins in time without VIP. Moreover, even with 20-days VIP you will get 264,000 currency (at best), so during some days you will have to refresh quest more than once and pay extra toll of 45 stars.

To farm better, find arena or mine with many monsers, then equip 8 towers and 4 spells from yout list. Start first round, place just one tower and upgrade it. Next round sell your previous tower and place next one in list — this should be enough to finish quests without much trouble if you are fighting zerg creatures like rats or bats.
Farming legendary shards
!!! Not possible anymore since december 2019, i will leave text below just for history !!!

Some arenas contain incredibly rare reward — golden (legendary) Gears or Mirrors. The first one will allow to add +1 charge to any legendary tower, while the other one improves spells charges +1. In random store it's worth 180-220 stars to get just one of these (during 50% discount). But the problem is, game will not tell you when such a great treasure appears, so be careful. Check every red arena manualy to see it's contents.

If you found it — hold your horses! Save that arena until later stage (account lvl 90). You will need to beat it 20 times to maximise outcome and that will happen only in late-game. Gears and Mirrors are not considered 'best' reward by game itself, so they drop often. Use stars to reroll rewards if you didn't received desired loot — it will cost you only 10. Hense, even doing it for second time (25 stars) is worth it, since in shop you would give 200 stars. It is also improtant to have VIP active for double drop.

The last time i was able to get 10 legendary gears from one of such arenas, while spending only 60 stars. Won all 20 rounds, got 6 gears normally, other 4 rerolled. Unfortunately, 10 rounds dropped the 'best' rewards (some legendary tower shards) which could'nt be rerolled. Game has it's own undrestanding of good and bad, which often is not true for a player.

And don't forget to equip hero called Duelist, since he allows to beat the same arena with same rewards AGAIN for few extra times. I suggest piling up 500+ stars and improving Duelist to 50 lvl (he get's 3 arena recharges), while holding on any VIP-cards you got from mail.
PvP mines 200+ lvl
How to beat high lvl mines
So, you probably already bumped into hardcore mines 200+ lvl, which are soo hard that none of your towers can kill even smallest rat. That is completly normal, noone can kill it anyway. Then how did people managed to get there and what you can do about it? Well, here you go:

First way — bugs
This is the classic way to play any game: find and use some sort of bug while developers haven't found about it. For example, some undergound-spawning bosses are bugged and creating 10 times more weak creeps than they should. Your job is to place slowing tower and call all waves early, then just put all your prime into Slammer and kill those little guys to get 2000-3000 prime during first round. This will allow you to build strong defense from get go and stun-lock other type of creeps.

Second way — holding door
Since you cannot kill anyone by normal means, you have to stall it... As you know, our base regenerates HP on it's own. If you allow only a small portion of creeps to pass by, eventually health will be restored back to 20. Use Engineering tower, since it returns 100% of prime spent for selling it. Wait for creeps to appear and split them by placing Engineer somewhere in the middle of wave. Then find any means to make path very long and remove / rebuild entrance and exit, forcing all monsters to move back and forth over and over. It will take a lot of time and practice, but will grant you victory in about 3 minutes of time.

Problems
Sure thing, there are some annoying enemy types and arena types where you can't really use those tricks. The only advice would be to swap it until you get proper one xD If someone managed to rise it to 250-1000 lvl, than there is already some sort of abuse available, you just have to figure it out. In order to stall it better make sure to equip Meteor spell, stunning Lighting and flying Crusher tower.
FAQ (frequently asked questions)
Is this another pay to win?
Yes, after many changes done in 2019 Defenders 2 is no longer "free to win game". If you want strong towers — have to buy VIP account status and stars during major events. Also getting gears to upgrade legendary towers is now real-cash only option.

How to eatn stars?
Connect to facebook to get some, watch adds, beat friend's arenas, open chests, participate in events, do achievements and login daily... Or just donate.

How do i spend stars?
Mostly for shop refreshes (1 star) in order to find good random deals.

What happens if i speed up arena unlocking for stars?
You will get access to it immediately, reducing timer to zero. After playing once, that arena becomes locked again, in other words, it's not worth early on. Alas, after 80 account lvl that's the best way to progress fast, since epic arenas have great rewards and yield enormous ammount of experience.

Which towers i should upgrade?
Most of the towers have their ways to influence battle, so the short answer is — upgrade them all. There are few weak ones: Poison Shooter and Slowing Tower (you will not need these after lvl 15). Read "leveling" and "towers" sections to know more.

Which spells are better?
AoE damage is good until 50 lvl. First improve Mine and Poison Cloud, swap them with Bomb and Fire Ball. The most effective spell is Deadly Strike. It is 10 times better than any other spell, since gives up to 120% towers damage at mid/late game. The main problem with damaging spells — after some time enemies become way too healthy, so bold dmg does nothing to them. Stuns, slows and curses are much better.

When i will unlock all map areas?
Reach lvl 63 to reveal last zone. 90 account lvl is max.

How many rune ranks are there?
Seven (they have different ammount of stars — 1-7). Stronger runes are unlocked as you level up, so i suggest rushing trough game. Rune types: grey < green < blue < purple < orange < red < teal.

How do i spend silver for good?
Use it on inventory expansions, towers evolution and most importantly — to buy runes in shop. Don't hesitate to pile up silver early on, even if it reaches 100,000. Top tower upgrades worth 55,000 each.

Where do i get runes?
There is a special shop section, which you can refresh. That's the place where to spend silver to get strong runes. Always have atleast 25,000 extra silver in your pocket to afford hot deals (-50% discount). Orange runes worth 11,000 silver and capable of improving tower damage themendously. This is also a good place to spend starts to get shop rerolls faster. Do it only after unlocking all 6 trading slots!

What do i do with keys?
Open chests. They randomly generate 3-5 per day.

Is there official wiki?
Yes: https://prime-world-defenders-2.fandom.com/wiki/Prime_World:_Defenders_2_Wikia
FAQ part 2
How PvP rating works?
Read about it here: https://prime-world-defenders-2.fandom.com/wiki/Locations_and_Modes

When do you unlock normal mines?
Account levels: 5, 12, 13, 14, 19, 21, 25, 27, 31, 35, 36, 48, 52, 57, 59, 63.

When do you unlock league mines?
Account levels: 9, 17, 20, 29, 33, 50, 54, 61.

How many chests can be there at once?
Five.

When can we unlock two last researches?
Laboratories and Equipment are not even in development — "never".

If you reroll reward for stars, will you get better one?
It won't be worse, but you can get the same one you had when rolled.

Heroes are working during fights for PvP mines?
Yes.

Does it really generates anomalies when you unlock arena for stars on Epic?
No, it has nothing to do with stars. Anomalies will spawn randomly, sometimes replaced by disasters / totems.

Creeps destroying my towers, what should i do?
You can use Taunt rune (5-th slot) to make any tower become a tank, choose among those towers which improve HP with upgrades: Air Guard, Electric, Shiny Crest or Stone. Stone is cheapest, so you can save more prime with it.

League Prime Thistle is useless?
Yes. To get it you have to participate in different contests, becuase it will take ages to farm 100 parts. And by the time you able to hold creeps 161 lvl to farm parts, there is no need to get it anyway. Also it's dps is low.

League Shiny Crest is useless?
Yes. But it has +2,8% more chance to fear (compared to Horrifying Tower) + taunt ability and grows HP with upgrades. It attacks only 1 creep at a time. Also you can take both Crest and Horrifyer for more fear.

Tornado is useless?
It can throw creeps beyond towers to force extra movement. It wins some time for you to shoot those spinned in the air and you can pair it with Air Guard for funny result.

How many locations are there in Defenders 2?
Arenas may look very different, but there are only 10 locations. Twilight Desert gives the best possibilities for building mazes, while Overgrown Tomb — the least.

Can i buy legendary towers for silver?
Not sure anymore, check random shop, in 2019 you could find them for 66,000 silver.
List of changes
  • 27.06.2019 added "Mosters Part 2" section.
  • 29.06.2019 added "Tower or spell?" and "Runes" section. I did not translated russian grid for runes, since it was not informative in a first place, but instead deeply explained math behind dmg bonuses;
  • 30.06.2019 added "Battle Magic" and "Resources" sections, guide is fully translated now;
  • 14.07.2019: slight text correction to leveling section, since we got new hero patch (Steam);
  • 30.07.2019: major guide overhaul, added Flying Towers and Tornado sections. Corrected many mistypes and grammar mistakes;
  • 16.08.2019: added many new sections: heroes, events, legendary gears farming, PvP mines 200+, as well as some info about VIP. Still have to add some nice pics, but overall guide is finished;
  • 13.11.2019: major overhaul, corrected mistakes, updated info, decreased size, reduced ammount of water and words like "you, will, have, need, be, can, tower";
  • 2020: updated some info due to major changes done to Defenders 2. Guide is finished, i no longeer intend to work on it.
12 Comments
LotusBlade  [author] Dec 16, 2019 @ 6:54am 
You can get those chests by piling them up and not opening at all while unlocking new areas.
Grayo Dec 16, 2019 @ 5:06am 
you can't have that amount of chests, i believe this was changed. i been on 5 chests for over a week now.
LotusBlade  [author] Jun 30, 2019 @ 6:17am 
Guide was updated with all the info that i wanted to add.
LotusBlade  [author] May 24, 2019 @ 9:24pm 
Well there is probably no english place to find game friends, in russian comunity there is "VK" where players can discuss game and join forces.
bradylarson1960 May 24, 2019 @ 5:46am 
So in order to take advantage of the friends system and profile swap, I need to have Facebook friends who also play Defenders? Since I am older, 59 haha, none of my friends enjoy gaming like I do. Any suggestions one where to meet other players to become friends with?
LotusBlade  [author] Mar 9, 2019 @ 9:58am 
To sell a card open your tower inventory, click any card and you will see a selling button in bottom right corner. You can also "lock" them to prevent accident sellings. To sell a rune, choose a card then go to the runes tab and do the same.
bradylarson1960 Mar 8, 2019 @ 9:58pm 
Can anyone tell me how to sell unwanted cards from my inventory?
Cockadoodledoo Feb 22, 2019 @ 2:48pm 
Quote: "There is a big secret about tonnels, but i can't tell you, since developers will fix it asap — can you figure out on your own?"

Thats not sporty, saying A but not B.
Please
wombocombo Feb 9, 2019 @ 2:14pm 
cheers buddy, big help ! keep up the good work
LotusBlade  [author] Jan 29, 2019 @ 6:11pm 
This is just about half of information, i am still tranlating it and adding new content.