Towers & Defenses
Models
Every tower at every upgrade, just like in the game. Click a tower for its details, scroll to zoom, hold the right mouse button to pan.
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Can only be built in the power area (Atlas 8 tiles, each power pylon 6 tiles).
| Tower | Cost | Hits | Damage type | Range |
|---|---|---|---|---|
| MG | 100 gold | Ground · Air | Light | 4.5 |
| Sniper | 175 gold | Ground · Air | Armor-piercing | 9 |
| Mortar | 200 gold | Ground | Explosive | 8 |
| AT Gun | 250 gold | Ground | Armor-piercing | 5.5 |
| Flamethrower | 180 gold | Ground | Fire | 2.5 |
| Rocket Launcher | 300 gold | Ground | Explosive | 7 |
| Ammo Depot | 150 gold | Ground · Air | – | 3 |
| Flak | 175 gold | Air | Explosive | 8 |
| Artillery | 450 gold | Ground | Explosive | entire map |
| Spotter Post | 120 gold | Ground · Air | – | 5 |
| Tesla Coil | 220 gold | Ground | Electric | 1.5 |
| Resonator | 200 gold | Ground · Air | Light | 1.5 |
MG 100 gold
Swarms, all-rounder, also hits flyers. Overheats under sustained fire.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 8 | 7.1 | 4.5 | 57 |
| 2 | 11 | 7.1 | 5 | 79 |
| 3 | 16 | 7.1 | 5.4 | 114 |
Specializations
- Twin MG: Fires at two targets at once.
- .50 Cal: Armor-piercing, 1.6× damage at half fire rate, +50% against flyers.
Crystal weapon
Shard Spray: 1.9× damage, crystal skin has no effect. Crystal rounds shatter: every burst hits 2 more targets in range.
Upgrades: level 2 for 60, level 3 for 100 gold, level 4 (specialization) for 200 gold: Twin MG or .50 Cal.
Emplacements & Combos
- MG Nest: +15% Fire rate per matching tower directly adjacent (diagonals too), up to 3 neighbors
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Armor Cracked: against enemies whose armor was cracked by an AT Gun or an Anti-Materiel Sniper, only 50% armor counts for 3 s
Sniper 175 gold
Long range, armor-piercing, targets the strongest. Also hits flyers.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 150 | 0.6 | 9 | 91 |
| 2 | 210 | 0.6 | 9.9 | 127 |
| 3 | 294 | 0.6 | 10.9 | 178 |
Specializations
- Anti-Materiel: Pierces up to 3 targets in a line.
- Recon: Marks the target for 5 s: +25% damage from all towers. Also spots its range for the Artillery.
Crystal weapon
Prism Shot: 1.8× damage, crystal skin has no effect. The shot refracts in the crystal and pierces up to 4 more enemies along the line.
Upgrades: level 2 for 105, level 3 for 175 gold, level 4 (specialization) for 350 gold: Anti-Materiel or Recon.
Emplacements & Combos
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Sitting Duck: +30% against slowed (wire) or stunned (electric fence) enemies
Mortar 200 gold
Area damage with flight time. Minimum range! No flyers.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 50 | 0.5 | 8 | 25 |
| 2 | 70 | 0.5 | 8.8 | 35 |
| 3 | 98 | 0.5 | 9.7 | 49 |
Specializations
- Battery: 2 shells per salvo, 90% damage each.
- Incendiary Shells: Impact leaves a fire zone with embers for 4 s: 2% of full HP per second, no healing inside.
Crystal weapon
Crystal Seed: 1.3× damage, crystal skin has no effect. More shells per salvo (+1).
Upgrades: level 2 for 120, level 3 for 200 gold, level 4 (specialization) for 400 gold: Battery or Incendiary Shells.
Emplacements & Combos
- Mortar Pit: +15% Damage per matching tower directly adjacent (diagonals too), up to 3 neighbors
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Deflagration: +50% against burning enemies
- Armor Cracked: against enemies whose armor was cracked by an AT Gun or an Anti-Materiel Sniper, only 50% armor counts for 3 s
AT Gun 250 gold
Tank buster: massive single-target damage, slow. No flyers.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 400 | 0.3 | 5.5 | 133 |
| 2 | 560 | 0.3 | 6.1 | 187 |
| 3 | 784 | 0.3 | 6.7 | 261 |
Specializations
- Shaped Charge: Ignores armor completely.
- Penetrator: Hits everything along the line of fire.
Crystal weapon
Crystal Core: 1.8× damage, crystal skin has no effect. Ignores all armor and pierces up to 3 more enemies along the line.
Upgrades: level 2 for 150, level 3 for 250 gold, level 4 (specialization) for 500 gold: Shaped Charge or Penetrator.
Emplacements & Combos
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Sitting Duck: +30% against slowed (wire) or stunned (electric fence) enemies
- Cracks armor: every hit lowers armor to 50% for 3 s – MG, Flak and Rockets benefit
Flamethrower 180 gold
Area damage in a cone (60°): hits ALL ground enemies in it and sets them on fire.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 2 | 10 | 2.5 | 20 |
| 2 | 3 | 10 | 2.8 | 30 |
| 3 | 4 | 10 | 3 | 40 |
Specializations
- Napalm: The ground in the cone keeps burning for 3 s – embers: 2% of full HP per second, no healing inside.
- High Pressure: 1.5× range and 1.4× damage, narrower cone (36°).
Crystal weapon
Crystal Flame: 1.5× damage, crystal skin has no effect. Enemies burn 1.5× as long, range grows to 1.25×.
Upgrades: level 2 for 108, level 3 for 180 gold, level 4 (specialization) for 360 gold: Napalm or High Pressure.
Emplacements & Combos
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Sets on fire: burning enemies take +50% from Mortar, Rockets and Artillery (Deflagration)
- Oil + Fire: oiled enemies take 150% fire damage and burn 2× as long; burning enemies on a natural oil field set the whole field ablaze
Rocket Launcher 300 gold
12 rockets into an area, long reload. No flyers.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 25 × 12 | 0.1 | 7 | 38 |
| 2 | 35 × 12 | 0.1 | 7.7 | 53 |
| 3 | 49 × 12 | 0.1 | 8.5 | 74 |
Specializations
- Cluster Munitions: Each rocket splits into 3 bomblets (40% damage).
- Quick Loader: Reload time only 65 %.
Crystal weapon
Crystal Swarm: 1.8× damage, crystal skin has no effect. 4 extra rockets per salvo.
Upgrades: level 2 for 180, level 3 for 300 gold, level 4 (specialization) for 600 gold: Cluster Munitions or Quick Loader.
Emplacements & Combos
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Deflagration: +50% against burning enemies
- Armor Cracked: against enemies whose armor was cracked by an AT Gun or an Anti-Materiel Sniper, only 50% armor counts for 3 s
Ammo Depot 150 gold
Towers in range fire faster (does not stack).
Specializations
- Large Depot: Effect radius 6 instead of 3 tiles.
- Special Ammo: Towers in range: +20% damage against armor.
Crystal weapon
Crystal Ammo: Towers in range also reload 15 % faster and hit armor better.
Upgrades: level 2 for 90, level 3 for 150 gold, level 4 (specialization) for 300 gold: Large Depot or Special Ammo.
Flak 175 gold
Air defense: barrage fire with area damage – hits ONLY flyers.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 18 | 4 | 8 | 72 |
| 2 | 25 | 4 | 8.8 | 100 |
| 3 | 35 | 4 | 9.7 | 140 |
Specializations
- Radar: One and a half times the range.
- Dual-Purpose: Also fires at ground targets (50% damage).
Crystal weapon
Crystal Flak: 1.8× damage, crystal skin has no effect. Also fires at ground targets (50 % damage) and reloads 1.5× as fast.
Upgrades: level 2 for 105, level 3 for 175 gold, level 4 (specialization) for 350 gold: Radar or Dual-Purpose.
Emplacements & Combos
- Flak Belt: +15% Range per matching tower directly adjacent (diagonals too), up to 2 neighbors
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Armor Cracked: against enemies whose armor was cracked by an AT Gun or an Anti-Materiel Sniper, only 50% armor counts for 3 s
Artillery 450 gold
Whole map, but only at observed tiles (Spotter, sniper “Recon” or the Atlas searchlight). Target selectable: largest group, first (closest to the Atlas), strongest or support. Slow, huge impact. No flyers – tiles with only flyers are ignored.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 220 | 0.2 | – | 44 |
| 2 | 308 | 0.2 | – | 62 |
| 3 | 431 | 0.2 | – | 86 |
Specializations
- Barrage: 3 impacts at 40% damage each, spread across the cluster.
- Precision: 2.6× damage, but half the blast radius. Range stays: entire map.
Crystal weapon
Crystal Fuse: 1.5× damage, crystal skin has no effect. Every impact is followed by 2 after-shards with 40 % damage on the tiles next to it.
Upgrades: level 2 for 270, level 3 for 450 gold, level 4 (specialization) for 900 gold: Barrage or Precision.
Emplacements & Combos
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Deflagration: +50% against burning enemies
- Armor Cracked: against enemies whose armor was cracked by an AT Gun or an Anti-Materiel Sniper, only 50% armor counts for 3 s
Spotter Post 120 gold
Scouts the terrain: Artillery fires ONLY at targets on spotted tiles. Deals no damage itself.
Specializations
- Radar: Spotting radius 8 tiles.
- Fire Control: Artillery impacts within this post's radius deal +15% damage.
Crystal weapon
Crystal Lens: Enemies in its range take +15 % damage from all towers.
Upgrades: level 2 for 72, level 3 for 120 gold, level 4 (specialization) for 240 gold: Radar or Fire Control.
Emplacements & Combos
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
Tesla Coil 220 gold
Chain lightning: triggers as soon as an enemy stands right next to the coil and jumps from there from enemy to enemy across neighboring tiles – up to 3 tiles. In water the whole body of water is electrified. No stun, ground only.
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 24 | 0.7 | 1.5 | 16 |
| 2 | 34 | 0.7 | 1.7 | 23 |
| 3 | 47 | 0.7 | 1.8 | 31 |
Specializations
- High Voltage: Chain 5 instead of 3 tiles, up to 19 strikes per discharge.
- Overload: +40% damage per strike.
Crystal weapon
Crystal Conductor: 1.5× damage, crystal skin has no effect. The chain jumps 2 tiles further and hits 2× as many enemies.
Upgrades: level 2 for 132, level 3 for 220 gold, level 4 (specialization) for 440 gold: High Voltage or Overload.
Emplacements & Combos
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Water: if a hit enemy stands in water, the bolt hits the whole body of water – and jumps on from there.
- With Electric Fence: the fence stuns (combo “Steady Target” for armor piercing), the Tesla Coil deals the damage in the crowd.
Resonator 200 gold
Sonic pulse that makes crystals vibrate: enemies on the tiles right next to it (ground and air) are in resonance – +20% damage from all towers – and anything that dies there drops splinters as if on crystal ground (10% of its kill gold, not twice).
| Level | Damage | Shots/s | Range | DPS |
|---|---|---|---|---|
| 1 | 0 | 1 | 1.5 | 0 |
| 2 | 0 | 1 | 1.7 | 0 |
| 3 | 0 | 1 | 1.8 | 0 |
Specializations
- Deep Resonance: Enemies in resonance take +35% instead of +20% damage from all towers (same radius).
- Breaking Frequency: Crystal skin has no effect in range – area damage hits Mirror and Bulwark in full.
Crystal weapon
Crystal Choir: Stronger resonance (+15 percentage points), and crystal skin has no effect in its radius.
Upgrades: level 2 for 120, level 3 for 200 gold, level 4 (specialization) for 400 gold: Deep Resonance or Breaking Frequency.
Emplacements & Combos
- Sandbag Emplacement: with 3+ sandbags directly around it +20% range
- Resonance: enemies in range take +20% damage from all towers – several resonators don't stack.
- Breaking Frequency: crystal skin has no effect in range – Mortar, Artillery, Rockets and flames hit Mirror and Bulwark in full.