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# Wiki/Enemies
Different Enemies
In the game there are 4 categories of enemies: Normal, Elite, Fleet and Boss. The max spawn cap at any one moment is 150 comprised of caps of 120 Normal enemies, 20 elites, and 10 bosses. Fleet Enemies occupy the Normal enemy spawn cap.
Shared characteristics
Enemies gain 4% more damage per hit(Heat-up Mechanic)
Enemies Lose 50% of their coin value if they are alive for more than 3 waves(Coin decay Mechanic)
Enemy Mass increases by 4% each wave they are alive
Normal Enemies
Normal enemies include Basic, Fast, Range, Tank and Protector. These enemies are in a single group and their chance to spawn in a wave will add to 100% for each wave.
Protectors have special spawn rules with only 1 per wave and a cooldown between the next chance to spawn. There is a limit of 8 at once.
Bosses
Bosses have a 0% spawn rate on normal waves and 100% on boss waves. Boss waves are every 10 waves except when a battle condition reduces the waves. Bosses are immune to Orbs(Excluding Boss Orb Hit Lab), Death Ray, Shockwave and Black Hole. Bosses drop module shards and reroll shards which are further increased after researching the appropriate module-based labs.
Elite Enemies
Elite enemies include Vampire, Ray and Scatter. There is a limit of only 1 spawn per wave or up to 2 at higher waves. All Elite enemies are immune to Orbs, Death Ray, Shockwave and Black Hole. Elite enemies will drop Elite Cells when defeated. The on screen Limit per Elite type is 8. Scatter children do not count towards this limit.
Elite enemies share a total % spawn split between the 3 types, the spawn % are: 1%, 4%, 9%, 16%, 25%, 36%, 49%, 64%, 81% and 100%. The table below shows the percent per elite as shown in game. There is a hidden 0.33 repeating when the value is not divisible by 3.
The displayed chance jumps from 33% to 100% once the background chance for a second elite per wave also reaches 100%. Meaning if the chance says 33%, you’re guaranteed at least one, possibly two elites per wave. If it says 100%, you’re guaranteed two elite per wave.
Single Elite Enemy spawns
Table below shows the rate when 1 elite enemy can spawn.
% T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 T12 T13 T14 T15 T16 T17 T18 T19 T20 T21
0% 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0.33% 500 450 405 365 328 295 266 239 215 194 174 157 141 127 114 41 37 33 30 27 24
1.33% 1000 900 810 729 656 590 531 478 430 387 349 314 282 254 229 102 92 83 75 68 61
3% 1500 1350 1215 1094 984 886 797 717 646 581 523 471 424 381 343 205 185 166 150 135 122
5% 2000 1800 1620 1458 1312 1181 1063 957 861 775 697 628 565 508 458 308 277 250 225 203 182
8% 3000 2700 2430 2187 1968 1771 1594 1435 1291 1162 1046 941 847 763 686 411 370 333 300 270 243
12% 4000 3600 3240 2916 2624 2362 2126 1913 1722 1550 1395 1255 1130 1017 915 617 555 500 450 405 365
16% 5000 4500 4050 3645 3281 2952 2657 2391 2152 1937 1743 1569 1412 1271 1144 823 741 667 600 540 486
21% 6000 5400 4860 4374 3937 3543 3189 2870 2583 2325 2092 1883 1695 1525 1373 1029 926 833 750 675 608
27% 7000 6300 5670 5103 4593 4133 3720 3348 3013 2712 2441 2197 1977 1779 1601 1235 1111 1000 901 811 729
33% 8000 7200 6480 5832 5249 4724 4252 3826 3444 3099 2789 2510 2259 2033 1830 1441 1297 1167 1051 946 851
Double Elite Enemy Spawns
The below table shows the rate when a 2nd elite enemy can spawn.
% T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 T12 T13 T14 T15 T16 T17 T18 T19 T20 T21
0.33% 8000 7200 6480 5832 5249 4724 4252 3826 3444 3099 2789 2510 2259 2033 1830 1441 1297 1167 1051 946 851
1.33% 9000 8100 7290 6561 5905 5314 4783 4305 3874 3487 3138 2824 2542 2288 2059 1647 1482 1334 1201 1081 973
3% 10000 9000 8100 7290 6561 5905 5314 4783 4305 3874 3487 3138 2824 2542 2288 1853 1667 1500 1351 1216 1094
5% 11000 9900 8910 8019 7217 6495 5846 5261 4735 4262 3835 3452 3107 2796 2516 2058 1853 1667 1501 1351 1216
8% 12000 10800 9720 8748 7873 7086 6377 5740 5166 4649 4184 3766 3389 3050 2745 2264 2038 1834 1651 1486 1337
12% 13000 11700 10530 9477 8529 7676 6909 6218 5596 5036 4533 4080 3672 3304 2974 2470 2223 2001 1801 1621 1459
16% 14000 12600 11340 10206 9185 8267 7440 6696 6027 5424 4881 4394 3954 3559 3203 2676 2408 2168 1951 1756 1580
21% 15000 13500 12150 10935 9841 8857 7972 7174 6457 5811 5230 4708 4236 3813 3432 2882 2594 2334 2101 1891 1702
27% 16000 14400 12960 11664 10497 9448 8503 7653 6887 6199 5579 5022 4519 4067 3660 3088 2779 2501 2251 2026 1824
33% 17000 15300 13770 12393 11153 10038 9034 8131 7318 6586 5928 5336 4801 4321 3889 3294 2964 2668 2402 2161 1945
Fleet Enemies
Disclaimer: This article covers information gathered by the community, and details from the V28.3 patch notes. Some information may be inaccurate.
Fleet Enemies include Saboteur, Commander, and Overcharge and can be encountered on T14 and beyond. Fleet enemies are Immune to Orbs, Death Ray, shockwave, knockback, Black Hole Damage, and Black Hole Pull. They have 50% resistance to Chrono Field, Chrono Loop(CF+), Thunder Bot, Poison Swamp Stun, and Land Mine Stun. The Plasma Cannon card cannot target fleet enemies. Fleet enemies do not collide with other enemies. Commander and Overcharge will both enter the Tower Range before stopping while Saboteur will fully approach the tower. They have an 85% resistance to Thorns, and Thorn damage will only deal a percentage of their current health instead of their maximum.
Fleet Enemies start with a very slow attack rate at Wave 1, which reaches its maximum on Wave 4000.
Overview
Fleet Enemy Overview
Fleet Enemy Description Speed Health Attack
Saboteur Selects an ultimate weapon on tower hit, decreasing its upgrade level by 1 and deactivating the ultimate weapon if it reaches 0. Wall hits do not affect ultimate weapons. 2x 20x 0*
Commander Empowers enemies within an area, providing a 1.15x boost to health, mass, and speed with each pulse, capped to 8 boosts per enemy. This pulse does not affect bosses. 0.5x 20x N/A
Overcharge Shoots a returning projectile at the Tower, dealing 1.4x damage with each hit. Fires a final projectile on death. 1x 20x Wave 1**
*Saboteur still registers as attacking for thorn effects, but does not proc Energy Shield or break The Wall.
**Overcharge damage is locked to Wave 1's damage for that tier.
Fleet Enemy Spawns
Fleet enemies will always spawn when they should. Wave skipping a wave where a Fleet Enemy would spawn will spawn the fleet enemy. Fleet enemies spawn with a group of their related enemies. The count of spawned enemies appears to be a random number in the 10-14 range. Fleet spawn time is random within the wave it will spawn. As of v28.3, the Fleet enemy spawn buddies have their own cap, so they are guaranteed and can raise the overall enemy count.
Fleet Companions
Fleet Companions
Overcharge Ranged
Commander Tank
Saboteur Fast
Fleets at Higher Waves on All Tiers
Fleets have been added to all tiers. Tier 1 will have Fleets starting at wave 15,000, and each subsequent tier will have Fleets appear 250 waves earlier (T2 = 14,750, T3 = 14,500, etc). Once they appear, they will spawn every 100 waves.
Low Tier Spawning
Tier First Spawn Wave Spawn Frequency
Waves / Fleet
Tier 1 15,000 100
Tier 2 14,750 100
Tier 3 14,500 100
Tier 4 14,250 100
Tier 5 14,000 100
Tier 6 13,750 100
Tier 7 13,500 100
Tier 8 13,250 100
Tier 9 13,000 100
Tier 10 12,750 100
Tier 11 12,500 100
Tier 12 12,250 100
Tier 13 12,000 100
Fleets in Battle Condition Tiers and Tournaments
Bonus spawns are a continuation of the high wave fleets from lower tiers. The bonus ones will not have drops if there's a regular fleet around.
Spawning Behavior
Tier First Wave Frequency
Wave/fleet
Bonus Spawn
First Wave
Frequency
Wave / Fleet
Tier 14+
(Legends prior to V27.3)
895 30 N/A N/A
Tier 14 2495 1000 11,750 100
Tier 15 1495 750 11,500 100
Tier 16 995 500 11,250 100
Tier 17 495 250 11,000 100
Tier 17+ (Legends from V27.3+) 895 30
Tier 18 95 100 10,750 100
Tier 19 45 50 10,500 100
Tier 20 5 10 waves/1 fleet 10,250 100
Tier 21 5 10 waves/2 fleets 10,000 100
Tier 22 5 10 waves/3 fleets 9,750 100
Tier 23 5 10 waves/3 fleets 9,500 100
Tier 24 5 10 waves/3 fleets 9,250 100
Fleet Rewards
Upon death, fleet enemies will drop reroll shards or module shards.
Chance Drop
80% Reroll Shards
5% Cannon Module Shards
5% Armor Module Shards
5% Generator Module Shards
5% Core Module Shards
# Workshop
## Workshop Upgrades
### Attack Upgrades
Damage • Attack Speed • Critical Chance • Critical Factor • Range • Damage Per Meter • Multishot Chance • Multishot Targets • Rapid Fire Chance • Rapid Fire Duration • Bounce Shot Chance • Bounce Shot Targets • Bounce Shot Range • Super Crit Chance • Super Crit Mult • Rend Armor Chance • Rend Armor Mult
### Defense Upgrades
Health • Health Regen • Defense % • Defense Absolute • Thorn Damage • Lifesteal • Knockback Chance • Knockback Force • Orb Speed • Orbs • Shockwave Size • Shockwave Frequency • Land Mine Chance • Land Mine Damage • Land Mine Radius • Death Defy • Wall Health • Wall Rebuild
### Utility Upgrades
Cash Bonus • Cash / Wave • Coins / Kill Bonus • Coins/Wave • Free Attack Upgrade • Free Defense Upgrade • Free Utility Upgrade • Interest / Wave • Recovery Amount • Max Recovery • Package Chance • Enemy Attack Level Skip • Enemy Health Level Skip
### Ultimate Weapons
Chain Lightning • Smart Missiles • Death Wave • Chrono Field • Inner Land Mines • Golden Tower • Poison Swamp • Black Hole • Spotlight
## Workshop Enhancement
### Attack Upgrades
Damage • Rend Max • Critical Factor • Damage/Meter • Super Crit Mult • Attack Speed
### Defense Upgrades
Health • Health Regen • Wall Health • Land Mine Damage • Defense Absolute • Orbs Size
### Utility Upgrades
Cash Bonus • Coin Bonus • Cells/Kill Bonus • Free Upgrades • Recovery Packages • Enemy Level Skip
# Cards
Description
Cards are items that can be bought for 20 Gems, which give a special effect based on what card you have equipped. You can only have a certain amount of cards equipped, depending on how many slots you have. A card can have a max level of 7.
Locked Cards
Cards can have a locked icon. When in a run, cards with this icon can never be removed until the round ends. It is possible to switch to other card presets containing all the same locked cards during a run, but any differences in locked cards will prevent the preset from being selected.
When a boss or fleet enemy is alive, all cards become locked and cannot be changed until all bosses/fleet enemies are killed.
Card Slots
The amount of cards you can have equipped depends on how many slots you have. The max amount of slots is 22 through Gems (for a total of 58,400 Gems), but 28 in total with the Key upgrades in the harmony tech tree.
Costs
Slot Gem Cost
1 Free
2 50
3 100
4 200
5 300
6 400
7 500
8 600
9 750
10 1000
11 1200
12 1400
13 1600
14 1800
15 2500
16 3500
17 4500
18 5500
19 6500
20 7500
21 8500
22 10000
Maxing A Card
To max a card you need 80 copies of 1 card, costing a total of 1600 Gems. You will obtain copies of cards when buying cards.
Costs Per Star
1-star (unlock): 20 gems
2-star: 3 copies, 40 gems - the unlock card will count as 1/3 toward 2-stars
3-star: 5 copies, 100 gems
4-star: 8 copies, 160 gems
5-star: 12 copies, 240 gems
6-star: 20 copies, 400 gems
7-Star: 32 copies, 640 gems
With a total of 31 cards, 49600 gems are needed to reach max level for all cards.
Buying Cards
Cards can be 1 of 3 rarities: Common, Rare and Epic. When buying cards, the rarity is chosen first then a card is selected within that rarity. The chance of getting each rarity is: Common: 80%, Rare: 17%, epic: 3%.
When card is maxed, you can no longer receive that card. Once all commons have been bought, the chance to buy a rare card is 97%. When all cards are purchased, you can no longer use the buy card button. The event mission to buy [x] cards will complete instantly after all cards are bought.
Milestones
Some cards cannot be bought until they are unlocked in Milestones. If all other cards are maxed before these are unlocked, you will not be able to buy more cards until a Milestone is unlocked. These cards and their unlocks are:
Recovery Package Chance - Rare - Tier 2 Wave 750
Land Mine Stun - Rare - Tier 7 Wave 250
Nuke - Epic - Tier 11 Wave 10
Ultimate Crit - Epic - Tier 14 Wave 50
Area of Effect - Epic - Tier 20 Wave 80
Note: Despite anecdotal evidence, Death Ray DOES NOT have a lower draw rate than standard epics, and no special requirements are needed to draw it.
List of Cards
Common Cards
Rarity Name Description Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5 Lv. 6 Lv. 7
Common Damage Increase tower damage by [x] 1.50 2.00 2.40 2.80 3.20 3.60 4.00
Common Attack Speed Increase tower attack speed by [x] 1.25 1.40 1.55 1.70 1.85 2.00 2.15
Common Health Increase tower health by [x] 1.50 2.00 2.40 2.80 3.20 3.60 4.00
Common Health Regen Increase tower health regen by [x] / sec 1.40 1.60 1.80 2.00 2.20 2.40 2.60
Common Range Increase tower range by [x] 1.15 1.20 1.25 1.30 1.35 1.40 1.45
Common Cash Increase all cash earned by [x] 1.20 1.40 1.60 1.80 2.00 2.20 2.40
Common Coins Increase all coins earned by [x] 1.15 1.20 1.25 1.30 1.35 1.40 1.45
Common Slow Aura All enemies in tower range speed decreased by [x]% 13% 16% 19% 22% 25% 28% 31%
Common Critical Chance Increase critical chance by [x]% 5% 6% 7% 8% 9% 10% 11%
Common Enemy Balance Increase enemies spawned each wave, cash earned per kill increased by [x] 1.30 1.40 1.50 1.60 1.70 1.80 1.90
Common Extra Defense Increase defense percent by [x]% 5% 6% 7% 8% 9% 10% 11%
Common Fortress Increase defense absolute by [x] 1.30 1.45 1.60 1.75 1.90 2.05 2.20
Rare Cards
Rarity Name Description Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5 Lv. 6 Lv. 7
Rare Free Upgrades Increases all free upgrade chances per wave by [x]% 4% 5% 6% 7% 8% 9% 10%
Rare Extra Orb A spinning orb with a speed of [x] that destroys enemies on contact (except bosses) .30 .40 .50 .60 .70 .80 0.90
Rare Plasma Canon Fire one big plasma shot at a boss dropping its health by [x]% 30% 34% 38% 42% 46% 50% 54%
Rare Critical Coin If a basic enemy dies from a critical shot it has a chance to drop coins of [x]% 15% 18% 21% 24% 27% 30% 33%
Rare Wave Skip Chance to skip a wave and earning coins and cash equal to the previous wave x1.10 of [x]% 9% 10% 11% 13% 15% 17% 19%
Rare Intro Sprint Waves Increases by 10 each time, for the first [x] waves or up to your highest wave. A Boss spawns every waves and no coins are earned during Intro Sprint. 20 30 40 50 60 80 100
Rare Land Mine Stun Land mines have a 40% chance to stun enemies for [x] sec (except bosses) 1.4 1.8 2.2 2.6 3.0 3.4 3.8
Rare Recovery Package Chance Increase recovery package spawn chance by [x]% 15% 18% 21% 24% 27% 30% 33%
Epic Cards
Rarity Name Description Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5 Lv. 6 Lv. 7
Epic Death Ray A powerful ray that destroys enemies on contact (except bosses), with a duration of # sec 2.3 sec 2.7 sec 3.1 sec 3.5 sec 3.9 sec 4.4 sec 4.9 sec
Epic Energy Net Fire a special net at a boss immobilizing it for # sec 2.5 sec 2.8 sec 3.1 sec 3.4 sec 3.7 sec 4.0 sec 4.3 sec
Epic Super Tower The tower becomes super for 15 seconds, tower damage increased by [x] (30 sec cooldown) 2.5 2.9 3.3 3.7 4.1 4.5 5.0
Epic Second Wind Revive the tower with half health once per round and creates an invincible shield for [x] sec 10 sec 15 sec 20 sec 25 sec 30 sec 35 sec 40 sec
Epic Demon Mode Once per Round: Activate Demon Mode. Grants 300x Projectile Damage & Invincibility for [x] sec 180 sec 200 sec 220 sec 240 sec 260 sec 280 sec 300 sec
Epic Energy Shield Shield that ignores a single attack, replenishes after [x] min 20 min 18 min 16 min 14 min 12 min 10 min 8 min
Epic Wave Accelerator Reduce the cooldown between waves by [x]% 30% 34% 38% 42% 46% 50% 54%
Epic Berserker Increase damage by [x] of total damage absorbed this round (max of x8 tower damage) 0.8% 0.9% 1.0% 1.1% 1.2% 1.3% 1.4%
Epic Ultimate Crit Ultimate weapons gain a [x]% chance to deal critical damage of (Tower Crit Factor) 1% 1.33% 1.66% 2% 2.33% 2.66% 3%
Epic Nuke Destroys [x] of enemies. 25% 35% 45% 55% 65% 80% 100%
Epic Area of Effect Increase area of effect damage for Inner Land Mine, Poison Swamp, Smart Missile, Flame Bot, and Land Mine by [x] 5% 8% 11% 14% 17% 20% 25%
Card Mastery
When 30 cards are maxed and the player has unlocked the Card Mastery Milestone at Tier 16, Wave 100, Card Masteries are unlocked. Card Masteries can be individually unlocked on the cards page. A card must be equipped to have that mastery effect active. Unlocking a Card Mastery costs a varying amount of stones and unlocks that card's Mastery Labs.
Card Mastery Overview
Below is a table showing the different Card Masteries, their stone costs, and how the effects are amplified with levels:
Card Mastery Description Stone Cost 0 1 2 3 4 5 6 7 8 9
Damage Increases card stat multiplier 750 x1.4 x1.8 x2.2 x2.6 x3 x3.4 x3.8 x4.2 x4.6 x5
Attack Speed Increases card stat multiplier 750 x1.03 x1.06 x1.09 x1.12 x1.15 x1.18 x1.21 x1.24 x1.27 x1.3
Health Increases card stat multiplier 750 x1.2 x1.4 x1.6 x1.8 x2 x2.2 x2.4 x2.6 x2.8 x3
Health Regen Increases card stat multiplier 750 x1.4 x1.8 x2.2 x2.6 x3 x3.4 x3.8 x4.2 x4.6 x5
Range Adds damage per meter bonus multiplier 750 x1.2 x1.4 x1.6 x1.8 x2 x2.2 x2.4 x2.6 x2.8 x3
Cash Adds chance for elites to drop reroll dice 500 0.4% 0.8% 1.2% 1.6% 2% 2.4% 2.8% 3.2% 3.6% 4%
Coins Increases card stat multiplier 1250 x1.03 x1.06 x1.09 x1.12 x1.15 x1.18 x1.21 x1.24 x1.27 x1.3
Slow Aura Reduces enemy attack speed 1000 x1.05 x1.1 x1.15 x1.2 x1.25 x1.3 x1.35 x1.4 x1.45 x1.5
Critical Chance Bonus to Crit Chance, super Crit chance, and Super Crit Factor 750 +1% +2% +3% +4% +5% +6% +7% +8% +9% +10%
Enemy Balance Chance for double elite spawn 1000 6% 12% 18% 24% 30% 36% 42% 48% 54% 60%
Extra Defense Increases card stat multiplier 1000 +0.7% +1.4% +2.1% +2.8% +3.5% +4.2% +4.9% +5.6% +6.3% +7.0%
Fortress Reduces wall rebuild time 750 -10s -20s -30s -40s -50s -60s -70s -80s -90s -100s
Free Upgrades Lock a stat from free ups 500 1 2 3 4 5 6 7 8 9 10
Extra Orb Orb coin bonus 750 x1.04 x1.08 x1.12 x1.16 x1.2 x1.24 x1.28 x1.32 x1.36 x1.4
Plasma Cannon Percent of plasma cannon applied to elites 1250 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Critical Coin Percent chance to drop two coins instead of one. [Critical coin only adds a 33% chance to drop 1 coin on Basics. This becomes 33% chance to drop 2 coins on Basics.] 1000 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
Wave Skip Chance to double wave skip 1000 10% 15% 20% 25% 30% 35% 40% 45% 50% 55%
Intro Sprint Increases how many waves it's active 1250 x1.8 x3.6 x5.4 x7.2 x9 x10.8 x12.6 x14.4 x16.2 x18
Land Mine Stun Chance stunned enemies will miss attacks 1000 2.5% 5% 7.5% 10% 12.5% 15% 17.5% 20% 22.5% 25%
Package Chance Packages have a chance to drop common modules 1000 0.4% 0.8% 1.2% 1.6% 2% 2.4% 2.8% 3.2% 3.6% 4%
Death Ray Death ray partially pierces protector shield 750 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Energy Net Damage multi to bosses when trapped and 10s after 750 x2 x4 x6 x8 x10 x12 x14 x16 x18 x20
Super Tower 35% of super tower bonus is applied to UWs, reduces cooldown 1000 -3s -6s -9s -12s -15s -18s -21s -24s -27s -30s
Second Wind Increases HP regen for 400 waves when triggered 1000 x1.9 x2.8 x3.7 x4.6 x5.5 x6.4 x7.3 x8.2 x9.1 x10
Demon Mode Lingering damage multi for 300 waves 1000 x1.5 x2 x2.5 x3 x3.5 x4 x4.5 x5 x5.5 x6
Energy Shield Energy shield activates a blast that repels all enemies back by a percent of tower max range and destroy[s] all enemy projectiles. The charge times of Rays are reset. 1000 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Wave Accelerator Increases spawn rate acceleration 1000 110% 120% 130% 140% 150% 160% 170% 180% 190% 200%
Berserker Increases damage cap from berserk to x500 for a limited time after death defy 750 30s 60s 90s 120s 150s 180s 210s 240s 270s 300s
Ultimate Crit Increases UW crit chance 750 +0.3% +0.7% +1.0% +1.3% +1.7% +2.0% +2.3% +2.7% +3.0% +3.3%
Nuke Reduces enemy attack speed for 300 waves after Nuke use 750 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Area of Effect Increases Area of Effect radius 1000 2.5% 5% 7.5% 10% 12.5% 15% 17.5% 20% 22.5% 25%
# Waves and Rounds
Rounds and waves are not interchangeable terms. Each has set definitions used throughout the game.
Waves
Waves have 2 phases: length and cooldown. These phases have separate timers and once both timers complete, the next wave will begin. The length is when enemies spawn while the cooldown does not have any spawns. Waves can be tracked on the wave counter next to the tower health bar.
Timers at x1 Speed
Normal Wave
Length Cooldown
26.00 Seconds 9.00 Seconds
*Wave cooldown is halved for tournaments
Rounds
Rounds are the entire run. Rounds start at wave 1 and end when you die. If an ability can be used once per round, it can only be used once until you die.
Tower
The tower sits center of the screen with the workshop upgrades available at the bottom. The workshop menu can be collapsed by clicking the same icon that is currently opened.
Above the workshop is a summary of the tower stats. Damage, Health regen and all coin bonuses are listed above the health bar. The health bar sits above the workshop on the left hand side of the screen. Activation buttons and wall health bar will appear above the tower health bar when available.
Game speed is located above the wave counter.
Enemies
There are 6 enemy type (see: Enemies). Enemy information can be viewed during a round in the Wave Info Menu by clicking the wave counter on the right side of the screen. This menu will show all enemy types and their stats. This includes spawn rate.
Health and damage for basic enemies are located next to the wave counter on the bottom right of the screen.
Currencies
There are 7 main currencies: Cash, Coins, Gems, Power Stones, Medals, Keys, and 5 types of Shards. The top left corner shows 3 currencies: Cash, Coins and Gems. By clicking on the currencies you can switch the display from current owned to currency/min for cash and coins.
Cash is used for upgrades during a round. Cash is earned during rounds from killing enemies, and at the end of each wave. Temporary boots to Cash multipliers can come from Cards, Sub-modules, and Ultimate Weapons.
Coins are used for Workshop Upgrades, Lab Research, and upgrading Modules. Coins are earned during rounds from completing daily and weekly missions, killing enemies, at the end of each wave, participating in Tournaments, and completing Milestones. Temporary boosts to coin multipliers can come from Cards, Modules, Sub-modules, Bots, and Ultimate Weapons. Permanent Coin multipliers can be unlocked in Milestones, purchased for Medals during events, and purchased for real world money.
Gems are used for buying Cards, unlocking Card Slots, rushing Labs, unlocking Lab Slots, & buying Modules. Gems can be earned by watching ads, completing 3rd party offers from the Offer Wall, a daily free Gem bonus, completing daily and weekly Missions, purchased during events in exchange for Medals, are found floating during rounds, and for participating in Tournaments. Gems can also be purchased for real world money.
Power Stones are used for unlocking and upgrading Ultimate Weapons. Stones can be earned for participating in Tournaments, purchased during events in exchange for Medals, and are. Power Stone packs can be purchased for real world money available ~monthly.
Medals are earned for completing Event Missions and spent in the Event Shop. Medals can be spent purchasing other currencies, unlocking Bots, and upgrading Bots.
Keys are earned through placements in the Legends Tier of Tournament. Their use is found in The Vault.
Shards are used for upgrading Modules. The 5 kinds of Shards are Reroll, Attack, Defense, Utility, and Ultimate Weapon. Each type of Shard upgrades it's respective Module, and Reroll Shards are used to reroll Sub-modules. Shards can be earned completing daily missions, shattering common or rare modules, and for participating in Tournaments.
Under gems, Energy Shield charges will be shown when equipped.