# Tower Hub — full text Source: https://www.tower-hub.com · unofficial fan project for The Tower: Idle Tower Defense. Verified data; please link back when you use it. ## Glossary ### Currencies & Resources - **Coins**: The main farming currency, earned from kills and wave bonuses during runs. Spent on workshop upgrades and labs — everything in the long game ultimately converts coins into permanent power. - **Cash**: The in-run currency. Earned during a single run and spent on temporary upgrades while you play; resets when the run ends. - **Gems**: Premium currency earned from ad chests, missions, events and "Bob". Spent on card draws, lab rushes, respecs and event stock. - **Stones**: The Ultimate Weapon currency — used to unlock UWs and buy their upgrades (and unlock card mastery / assist slots). Earned mainly from tournaments and events; long-term, stone investment into econ is the biggest multiplier on how fast your account grows. - **Cells**: Dropped by elite enemies (rays, vampires, scatters). Spent on lab speed-ups — the higher your farming tier, the faster your labs can run. - **Shards**: Module currency. Used together with coins to level modules; earned by shattering spare modules, daily missions and shops. Reroll shards are a separate type used to reroll substats. - **Medals**: Event currency invested into bots. Respeccing medals out of a bot costs gems, so plan the order. - **Bits**: Guild currency spent on guardian chip upgrades. Earned from guild mission chests and the guild store. - **Bob**: Community nickname for the floating gem that drifts across the screen during runs — tap it for bonus gems, up to a handful of times per run. - **Ad gems**: The small gem claim that appears on screen every few minutes. A vault upgrade lets claims stack so AFK farmers don't lose them. - **Interest**: An in-run mechanic that pays a percentage on your unspent cash — one of the reasons hoarding cash briefly can beat spending it instantly. - **Number suffixes (q vs Q)**: The game abbreviates big numbers case-sensitively: K, M, B, T, then q (quadrillion, 1e15), Q (quintillion, 1e18), s (sextillion, 1e21), S (septillion, 1e24). "Small q" and "big Q" are three orders of magnitude apart — misreading them is the classic screenshot mistake. ### Combat & Stats - **eHP**: Effective HP — how much punishment your tower actually survives once health, Death Wave healing, wall, recovery, Chrono Field slow and defense are multiplied together. The standard way to compare defensive builds. - **eDamage**: Effective damage — your real damage output combining bullet damage (with crits) and Ultimate Weapon damage as separate, additive streams. At high waves the UW stream usually dominates. - **Crit / Super Crit**: Chance-based damage multipliers on your projectiles. Super crits stack on top of crits and are a core scaling axis for bullet-damage builds. - **Multishot**: A chance for the tower to fire at several targets at once. More projectiles also means more on-hit procs — one of the quiet multipliers behind Chain Lightning builds. - **Rapid Fire**: A chance to temporarily fire in a rapid burst. Like all attack-speed effects, its hidden value is more procs per second, not just more bullets. - **Bounce Shot**: Projectiles can jump to additional enemies after a hit — chance, range and target count are separate upgrades. The Astral Deliverance module builds an entire archetype around it. - **Damage / Meter (DPM)**: Bonus damage based on how far a projectile has traveled. Nearly worthless on its own — but with Spotlight+ it becomes one of the better damage labs. The textbook "conditional priority". - **Defense % vs Defense Absolute**: Defense % multiplies all incoming damage down and stays useful forever. Defense Absolute subtracts a flat amount per hit — it falls off hard at high waves because it's additive in a multiplicative system. - **Wall**: A destructible barrier in front of your tower. It buys time, blocks hits and (with thorns) reflects percentage damage — one of the strongest defensive lines in the game. - **Thorns**: Reflects a percentage of an attacker's health as damage when they hit your wall or tower. Because it's percentage-based, it scales automatically with enemy health — which grows much faster than enemy damage. - **Orbs**: Projectiles that circle the tower and shred whatever walks into them. The backbone of the Blender playstyle — and deliberately skipped by Orbless builds that want enemies alive inside coin windows. - **Land Mines**: Workshop mines that arm around the tower and detonate on contact. Their chance, damage and radius are separate upgrades; the AoE card and Inner Land Mines UW build on the theme. - **Shockwave**: A periodic blast around the tower that damages and pushes nearby enemies. The Anti-Cube Portal module turns its hits into a damage amplifier. - **Knockback**: Pushes enemies away on hit. Underrated crowd control: distance bought is time bought, and time is damage. - **Death Defy**: A chance to survive a killing blow instead of dying. One of the key labs/cards for pushing deep waves. - **Crowd Control (CC)**: Everything that slows, stuns, knocks back or pulls enemies. CC is a hidden damage multiplier: enemies that stay in range longer eat more bullets, procs and UW ticks. - **Shock**: A debuff (from Chain Lightning's lab) that makes affected enemies take increased damage — it multiplies your whole damage stack, which is why CL-centric builds dominate. - **Coin Bonus**: The umbrella multiplier on coins earned, fed by many sources (workshop, GT, BH lab, modules, perks). The in-game "All Coins Bonuses" menu shows the full breakdown. - **Free Upgrades**: Chance for in-run upgrades to cost nothing. Beyond the economy, some module effects (like Black Hole Digestor) reward stacking free upgrades. - **Wave Skip**: Chance to skip a wave entirely while keeping rewards flowing. Compounds with everything else that scales per wave — a deceptively strong econ stat. - **Enemy Level Skip (ELS)**: Chance that the enemy level doesn't increase on a new wave. Slows enemy scaling relative to your run length — a big lever for pushing. Exists twice: as a utility upgrade and again in Workshop Enhancements (ELS+). - **Heat-up**: Enemies that repeatedly hit your wall or tower ramp up their damage per hit (~4% per hit). The reason a stable frontline eventually breaks if nothing dies. - **Recovery Packages**: Health pickups that drop during runs and heal the tower. Amount, drop chance and maximum are separate stats; the guardian's Ally chip can heal past the normal cap. - **Game Speed**: The in-run speed multiplier. Note the displayed speed and the real simulation speed can drift apart on weaker devices — the community has infographics measuring exactly that. ### Ultimate Weapons - **Ultimate Weapon (UW)**: The nine stone-powered weapons — Golden Tower, Black Hole, Death Wave, Chain Lightning, Chrono Field, Smart Missiles, Poison Swamp, Inner Land Mines, Spotlight. Each has stone upgrades, labs and a plus-ability (UW+). - **UW+**: The upgraded second ability of each Ultimate Weapon (e.g. Golden Combo for GT, Chrono Loop for CF), unlocked with stones after the base UW is developed. - **Golden Tower (GT)**: The econ backbone: multiplies coin income for its duration. Nearly every farming build is planned around GT uptime and syncing it with Black Hole. - **Golden Combo (GT+)**: Golden Tower's plus ability — extends the golden window as you keep killing during it. The efficient GT+/GT-duration path is a community infographic classic. - **Black Hole (BH)**: Pulls enemies into a small area — massive CC and, with its coin-bonus lab, a core econ tool. Perma-BH (100% uptime) is a defining milestone for farming builds. - **BH/GT Sync**: Aligning Black Hole and Golden Tower so their active windows overlap: enemies get pulled together and killed inside the coin-multiplier window. Desynced UWs waste most of their value. - **Death Wave (DW)**: A periodic wave that damages (and with labs, heals from) everything on screen. Doubles as offense and a defensive heartbeat in many builds. - **Chain Lightning (CL)**: Chance-on-hit lightning that arcs between enemies. With the Shock lab it's the strongest damage-side UW in the current meta — instant hit, no travel time, multiplies everything. - **Chrono Field (CF)**: Slows enemies inside its field — pure CC that also feeds your eHP by reducing incoming pressure. Perma-CF is the defensive equivalent of perma-BH. - **Chrono Loop (CF+)**: Chrono Field's plus ability — adds a rotating field with an additional hidden slow component that the community only mapped through testing. - **Smart Missiles (SM)**: Homing missiles with flat damage. Weak in the current meta: raw numbers can't keep pace with exponential enemy health, unlike percentage damage. - **Poison Swamp (PS)**: Damage-over-time pools under enemies. Percentage-flavored area damage that shines with size and uptime investment. - **Inner Land Mines (ILM)**: Mines that arm close to the tower and stun what they hit. The stun (time-in-range) is worth more than the damage. - **Spotlight (SL)**: A cone that multiplies damage dealt to enemies inside it. Positioning-dependent, but the multiplier applies to your entire damage stack — and SL+ is what makes Damage/Meter worth taking. - **UW stone upgrades**: Each UW levels a small set of stats with stones (duration, cooldown, size, damage, chance, quantity — depending on the weapon). Cooldown and duration are usually the uptime levers that matter first. - **UW substats**: Core-module substat rolls that push UW stats past their stone caps — extra duration, reduced cooldown and friends. The final ingredient in most perma-uptime math. - **Perma (BH / GT / CF)**: Shorthand for 100% uptime on an Ultimate Weapon — duration meets cooldown, usually via stones + substats + Multiverse Nexus. Each perma milestone reshapes how a build plays. ### Enemies - **Basic**: The filler enemy: no special traits, minimal reward. Exists to feed your orbs and procs. - **Fast**: Sprints ahead of the pack. Fasts are why pure slow-and-stall setups still need something that snipes. - **Tank**: Slow, oversized health pool. Tanks are where percentage damage (thorns, BH damage) visibly outclasses flat damage. - **Ranged**: Stops at distance and shoots the tower. The reason "kill it before it stops walking" is a defensive stat — and BH has a lab to shut them down entirely. - **Boss**: The big one at wave's end: massive health, real damage. Boss health/attack reduction labs and the boss trade-off perk exist purely for them. - **Protector**: Shields enemies around it until it dies. Kill priority number one — everything behind it is temporarily unkillable. - **Ray**: Elite that locks onto the tower with a beam. Drops cells; on kill-priority lists it sits high because the beam ignores your frontline. - **Scatter**: Elite that splits into smaller enemies when killed. Drops cells — and briefly multiplies the crowd, which proc-based builds actually enjoy. - **Vampire**: The sustain elite — it regenerates and punishes slow kill speed. Drops cells; burst damage handles it, chip damage doesn't. - **Elites**: Rays, scatters and vampires — tougher spawns that drop cells. Elite spawn rate rises with tier, which is why higher tiers fund faster labs. - **Fleet**: Late-game grouped formations that arrive as one package, with their own escort roles and crowd-control resistance. The reason "one big stun" stops being a full answer. - **Mass**: Enemies still alive grow stronger the longer they live (~4% per wave alive). Letting a boss walk for ten waves is how runs die. ### Workshop & Perks - **Workshop**: The permanent coin-powered upgrade tree (Attack / Defense / Utility). Slow, steady, and the foundation everything else multiplies. - **Workshop Enhancements**: A second layer on top of workshop stats that makes maxed lines keep scaling — including its own version of Enemy Level Skip (ELS+). - **Perks**: In-run choices offered as your run progresses — standard boosts, UW boosts and trade-offs. Perk order and bans are a real part of build strategy. - **Trade-off Perks**: High-impact perks with a cost attached. Whether to take one depends entirely on your build — hence all the community infographics. - **Coin Trade-off Perk**: More coins in exchange for a downside elsewhere. For pure farm runs it's usually a yes; the interesting question is how early to grab it. - **Cash Trade-off Perk**: Multiplies cash-per-wave but removes kill cash. Great for wave-bonus-heavy setups, poison for kill-econ ones — the archetypal "know your build" perk. - **50/50 Damage Trade-off Perk**: Halves enemy damage and your own damage at the same time. A defensive lifeline for eHP builds, a dead pick for glass cannons. - **Boss Trade-off Perk**: Weakens boss health but speeds bosses up. Reads scary, plays fine for most builds — a faster boss just meets your wall sooner. - **Perk Bans / Auto-pick**: Labs that let you ban perks from the pool, auto-pick, and rank auto-pick priority. Essential for AFK farming — your build chooses perks even when you're asleep. ### Cards - **Cards**: Equippable boosts drawn with gems and leveled with duplicates. Card slots limit how many you can run — choosing the loadout per situation (farm vs tourney) matters. - **Card Mastery**: A stone-powered upgrade on individual maxed cards that adds a second, stronger effect. Expensive and worth planning — mastery order is a popular community debate. - **Card Presets**: Saved card loadouts you can flip between — the farm-to-tournament switch in two taps. - **Damage / Attack Speed / Critical Chance Cards**: The bread-and-butter offense cards — flat multipliers on your core attack stats. Rarely exciting, rarely wrong. - **Health / Health Regen / Extra Defense Cards**: The defensive mirror image — straight multipliers on survivability for eHP-leaning builds. - **Cash / Coins / Critical Coin Cards**: The econ cards: more cash, more coins, and bonus coins on crits. Farming staples that pay for everything else. - **Range Card**: Extends tower range — more time shooting each enemy, better Spotlight geometry, earlier ranged-enemy kills. - **Slow Aura Card**: A slow field around the tower. Crowd control in card form — everything in range dies a little more thoroughly. - **Enemy Balance Card**: Shifts the spawn mix away from the swarm and toward fewer, meatier enemies. Loved by builds that profit per-enemy, mastered for even stronger control. - **Fortress Card**: Wall-focused defense card — the wall playstyle's best friend. - **Free Upgrades Card**: Raises the free-upgrade chance — economy on its own, and fuel for Black Hole Digestor setups. - **Extra Orb Card**: Adds another orb circling the tower. For Blender builds this is raw kill throughput. - **Plasma Cannon Card**: Empowers wall thorns damage — the card that turns a wall from a shield into a weapon. Its mastery is a fixture of thorn-build math. - **Wave Skip Card**: The card version of wave skip. Its mastery is famous for boosting skipped-wave rewards — a quiet farming powerhouse. - **Intro Sprint Card**: Fast-forwards the early waves of a run. Pure quality of life — the boring part of every run, shortened. - **Land Mine Stun Card**: Adds a stun to land mine hits. Remember: stun time is damage time — this card is CC dressed as utility. - **Recovery Package Chance Card**: More healing drops. Combined with the Shatter Shards lab it also feeds daily shard income — a card with two jobs. - **Death Ray Card**: A beam that periodically burns the strongest thing on screen. Elite and boss insurance in card form. - **Energy Net Card**: Catches and holds enemies in place. More time-in-range, more procs — the CC theme again. - **Super Tower Card**: Periodically supercharges the tower's combat stats. One of the flashiest cards in the game — and its mastery decision is a meme-tier debate. - **Second Wind Card**: A comeback mechanic after your defenses fail — one more chance to stabilize before the run truly ends. - **Demon Mode Card**: A temporary berserk state with boosted offense at a defensive cost. Timing-dependent and beloved by push builds. - **Energy Shield Card**: Blocks hits outright at intervals. Mediocre while farming, jumps to elite status in Legend tournaments where single hits actually threaten you. - **Wave Accelerator Card**: Speeds up enemy spawning. Sounds suicidal, is actually econ: more spawns per minute means more kills per minute — its mastery pushes spawn rates to the cap. - **Berserker Card**: Converts damage you've absorbed into bonus damage. The tankier you build, the harder it hits — an eHP build's favorite offense card. - **Ultimate Crit Card**: Lets Ultimate Weapon damage crit. Since UW damage dominates late, this card scales with your whole endgame. - **Nuke Card**: Periodically wipes the screen. Panic button, boss-wave opener and spawn-wave cleaner in one. - **Area of Effect Card**: Boosts the game's area-damage sources (mines, swamp, missiles, flame bot). A glue card for AoE-flavored builds. ### Modules & Guardian - **Modules**: Equippable gear in four slots — Cannon (damage), Armor (defense), Generator (econ), Core (UWs). Each has a main effect, rarity, substats and, at high rarity, a unique effect. - **Substats**: The secondary rolls on a module ("sub-module effects"). Rerolled with shards; ban labs let you exclude the junk rolls from the pool. - **Ancestral**: The top module rarity, upgradeable through 1–5 stars. Star progress gates the strongest unique effects. - **Assist Modules**: A late-game milestone feature: extra module slots (unlocked with stones) whose equipped modules contribute a scaled-down version of their effects. - **Module Merging**: Combining lower-rarity modules to climb the rarity ladder. The requirements get intricate enough that the community made flow diagrams for it. - **Astral Deliverance (AD)**: Cannon unique built around Bounce Shot: bigger bounce range and projectiles that gain damage with every bounce. The centerpiece of bounce-damage builds. - **Being Annihilator (BA)**: Cannon unique: after a super crit, your next several shots are guaranteed super crits. Streaky, brutal, and the reason super-crit chance thresholds matter. - **Anti-Cube Portal (ACP)**: Armor unique: enemies hit by your Shockwave temporarily take amplified damage. Turns a defensive pulse into a damage window. - **Sharp Fortitude (SF)**: Armor unique for wall builds — sharpens what the wall does back to attackers. The wall-thorns tables comparing it to a standard wall are a community staple. - **Black Hole Digestor (BHD)**: Generator unique: temporary bonus coin income for every free upgrade received on the current wave. Marries the free-upgrade stat to your econ — and loves Wave Skip's mastery. - **Project Funding (PF)**: Generator unique that scales damage with the cash you're holding. Suddenly "don't spend everything instantly" is a damage strategy. - **Dimension Core (DC)**: Core unique that roughly doubles Shock's value — which makes it the natural partner of every Chain Lightning build. - **Multiverse Nexus (MVN)**: The Core ancestral whose effect periodically re-triggers and aligns your Ultimate Weapons — the engine behind perma BH/GT math. Dedicated community calculators exist just for its sync timing. - **Galaxy Compressor (GComp)**: Core unique tied to UW cooldown compression — a load-bearing piece in permanent-uptime plans (perma-CF calculators budget around it). - **Guardian**: The guild companion that sits by your tower and uses chips, powered by bits from guild missions. - **Ally Chip**: Guardian chip that converts an enemy into a healing package that can push the tower's health past its normal recovery cap. - **Attack Chip**: Guardian chip that damages nearby enemies based on the damage they've already taken — a finisher, not an opener. - **Bounty Chip**: Guardian chip (formerly "Steal") that marks elites, bosses and fleets to drop bonus coins on death. Guild-flavored econ. - **Fetch Chip**: Guardian chip that goes and grabs drops for you. Quality of life with real value for AFK farming — its upgrade path even has a community-made optimization sheet. ### Bots - **Bots**: The four medal-powered drones that orbit your battlefield: Flame, Thunder, Golden and Amplify. Medal placement (and event-timed respecs) decides which carry your build. - **Flame Bot**: Sweeps an area with burning damage — the offensive workhorse, boosted further by the AoE card. - **Thunder Bot**: Stuns groups of enemies on its pass. Another entry in the "CC is secretly damage" ledger. - **Golden Bot**: Marks enemies to be worth bonus coins — an econ multiplier that farming builds sync into their GT/BH windows. Cooldown planning has its own labs, medals and community sheets. - **Amplify Bot**: Makes enemies inside its zone take extra damage. Multiplies everyone else's work — bots included. - **Bot Respec**: Resetting invested medals to redistribute them — costs gems, limited per event, discounted through the vault. Plan before you spend. ### Labs & Progression - **Labs**: The coin-powered research system (199 labs and counting) that runs in real time. Lab priority is the most-asked question in the community — speed-ups, discounts and tier lists all orbit it. - **Lab Speed-ups**: Cell-powered multipliers on lab slots. Because cells come from elites, your farming tier directly controls research speed. - **Lab Rushing (gems)**: Finishing a lab instantly with gems. Long labs get progressively discounted per hour rushed — the discount table is worth knowing before you spend. - **Buy Multiplier**: The lab that lets you buy workshop upgrades in bulk. Sounds like comfort, is actually mandatory — late-game numbers make single purchases absurd. - **Battle Condition Reduction**: The lab that blunts tournament battle conditions by a percentage. One of the quiet "tournament power" investments. - **Milestones**: Tier/wave checkpoints that unlock features (labs, assist modules) and pay one-time rewards. "Milestone runs" are pushes made specifically to reach the next unlock. - **Tier**: The difficulty level you start a run at. Higher tiers scale enemies harder but pay better coins, cells and milestones — "what tier should I farm?" is its own genre of tooling. - **Vault**: The Keys-bought upgrade hub, unlocked once you place in the Legends League. Three trees: Power (tower stats, 223 levels), Harmony (quality of life — auto-restart, ad-gem stacking, preset unlocks, cooldown sliders, 67 levels) and Enemy (1,080 levels that weaken specific enemy types). Maxing all of it costs 73,022 Keys. - **Auto Restart**: Vault upgrade that starts the next run automatically when you die. The single most important unlock for overnight farming. - **Relics**: Permanent stat boosts collected from events. Individually small, collectively a real multiplier. - **Events**: The rotating limited-time mode with its own missions, currency and shop — the main source of relics, medals, skins and themed rewards. - **Event Shop**: Where event currency becomes permanent value. Prioritizing relics and long-term unlocks over cosmetics is the standard advice — cosmetics forgive you later. ### Tournaments - **Tournaments**: Twice-weekly brackets of 30 players pushing one run for placement. The main renewable source of stones — league and placement decide the payout. - **Leagues**: The tournament ladder: Copper → Silver → Gold → Platinum → Champion → Legend. Promotion and relegation depend on placement. - **Battle Conditions (BC)**: Tournament modifiers that change how runs play. Higher leagues stack more of them; a lab reduces their impact. They also appear on high tiers (14+) outside tournaments. - **Armored Enemies (BC)**: The battle condition where enemies block your first hits entirely. Attack-speed and multishot builds shrug; slow heavy hitters suffer. - **Boss's Ultimate (BC)**: The battle condition where bosses spawn overhealed beyond their normal health. Boss insurance (Death Ray, thorns) earns its keep here. - **Basic's Ultimate (BC)**: The battle condition where basics can spawn as other enemy types. The wave composition you farmed against stops existing. - **Bracket luck**: Your 30-player bracket is drawn from whoever joins in your window — the same wave count can be rank 4 or rank 14. Tools like thetower.lol's live placement analysis quantify it. - **Respec**: Rebuilding your setup (workshop respec, bot respec, card swaps) specifically for tournaments, then switching back to farm. Serious players maintain two builds. - **Overheal**: Health above the normal maximum — bosses get it from their battle condition, your tower can get it from the guardian's Ally chip. ### Builds & Community Slang - **Glass Cannon (GC)**: All-in damage build that skips most defense: kill everything before it reaches you. Spikes hard in tournaments, falls apart when the killing stops — wall rebuild labs exist mostly for this build. - **eHP build**: The defensive counterpart — stack survivability and let percentage damage (thorns, BH) do the killing. Steady, AFK-friendly, slower spikes. - **Hybrid**: The middle path: enough eHP to survive, enough eDamage to push. Where most accounts end up between the extremes. - **Blender**: The classic early strategy: orbs shred everything that gets close while thorns handle the big stuff. Named for what the area around your tower looks like. - **Orbless**: Builds that deliberately drop orbs so enemies survive to be killed inside coin-multiplier windows (Spotlight, GT/BH) — trading kill speed for income per kill. - **Farming run**: A run tuned for income (coins/cells) at a tier you comfortably sustain, usually overnight. The opposite of a push. - **Push**: A run tuned to reach the highest possible wave or the next milestone, usually with a tournament-style setup. - **AFK-friendly**: A setup that survives and earns without being watched — auto-pick perks, auto-restart, stable eHP. What most farming builds optimize for. - **Creator code**: A code entered in the in-game shop that credits a content creator with supporting their channel — at no cost to the player. Ours is in the footer. - **Whale**: A player who buys the monthly stone packs at scale. Because bought stones compound through econ just like earned ones, stones-per-year is the community's informal whale detector. - **Theorycrafting**: The community sport of modeling the game's math — uptime formulas, eHP spreadsheets, RoI paths. Half the links on our resources page exist because of it. ## Wiki ### Amplify Bot URL: https://www.tower-hub.com/wiki/bot/amplify-bot Amplify Bot is one of the bots you can deploy alongside your tower. While active, it amplifies the damage dealt to enemies inside its range, making it a strong tool for pushing through tougher waves. #### Description Amplify Bot increases the damage dealt to enemies caught within its area of effect while it is active. Anything inside the bot's range takes amplified damage for as long as the activation lasts. #### Unlocking/Upgrading Amplify Bot is bought and upgraded through the Event Shop menu, the same as every other bot. The medals needed to unlock it scale with how many other bots you already own. Each of its four upgrades begins at a base cost of 100 medals, with the price rising by 40 medals per level. #### Duration The Duration upgrade extends how long the bot stays active once triggered. It begins at 20 seconds and can be raised through 30 levels, with each level adding 0.5 seconds. #### Cooldown Cooldown sets the gap between the bot's activations. It starts at 120 seconds and has 15 levels, each one shaving 3 seconds off the wait. #### Bonus The Bonus upgrade raises the damage multiplier applied to enemies in range. It starts at x3.50 and runs for 30 levels, gaining 0.4 per level. #### Range Range determines how large an area the bot covers while active, and it scales with your tower's range. The upgrade starts at 25m and has 18 levels, each adding 2m. #### Cost The full medal costs for unlocking and upgrading Amplify Bot are listed in the cost table below. Level | Cost | Duration | Cooldown | Bonus | Range 1 | 100 | 20.5 | 117 | 3.9 | 27 2 | 140 | 21.0 | 114 | 4.3 | 29 3 | 180 | 21.5 | 111 | 4.7 | 31 4 | 220 | 22.0 | 108 | 5.1 | 33 5 | 260 | 22.5 | 105 | 5.5 | 35 6 | 300 | 23.0 | 102 | 5.9 | 37 7 | 340 | 23.5 | 99 | 6.3 | 39 8 | 380 | 24.0 | 96 | 6.7 | 41 9 | 420 | 24.5 | 93 | 7.1 | 43 10 | 460 | 25.0 | 90 | 7.5 | 45 11 | 500 | 25.5 | 87 | 7.9 | 47 12 | 540 | 26.0 | 84 | 8.3 | 49 13 | 580 | 26.5 | 81 | 8.7 | 51 14 | 620 | 27.0 | 78 | 9.1 | 53 15 | 660 | 27.5 | 75 | 9.5 | 55 16 | 700 | 28.0 | | 9.9 | 57 17 | 740 | 28.5 | | 10.3 | 59 18 | 780 | 29.0 | | 10.7 | 61 19 | 820 | 29.5 | | 11.1 | 20 | 860 | 30.0 | | 11.5 | 21 | 900 | 30.5 | | 11.9 | 22 | 940 | 31.0 | | 12.3 | 23 | 980 | 31.5 | | 12.7 | 24 | 1020 | 32.0 | | 13.1 | 25 | 1060 | 32.5 | | 13.5 | 26 | 1100 | 33.0 | | 13.9 | 27 | 1140 | 33.5 | | 14.3 | 28 | 1180 | 34.0 | | 14.7 | 29 | 1220 | 34.5 | | 15.1 | 30 | 1260 | 35.0 | | 15.5 | Total | | 20400 | 5700 | 20400 | 7920 #### Labs — Amplify Bot Cooldown This lab is unlocked through Milestones at tier 5, wave 90. Each of its 25 levels reduces the bot's cooldown by 1 second, for a total possible reduction of 25 seconds. Be aware that this lab is flagged in the Footguns section, so consider the trade-offs before investing heavily. Level | Time | Cost | Value 1 | 1d 14h 53m | 30.00M | -1 2 | 1d 23h 14m | 60.05M | -2 3 | 2d 7h 47m | 91.60M | -3 4 | 2d 16h 54m | 132.15M | -4 5 | 3d 3h 4m | 201.20M | -5 6 | 3d 14h 56m | 336.25M | -6 7 | 4d 5h 11m | 598.80M | -7 8 | 4d 22h 39m | 1.08B | -8 9 | 5d 20h 13m | 1.91B | -9 10 | 6d 22h 51m | 3.25B | -10 11 | 8d 7h 37m | 5.33B | -11 12 | 9d 23h 39m | 8.41B | -12 13 | 12d 0h 6m | 12.83B | -13 14 | 14d 10h 17m | 18.98B | -14 15 | 17d 7h 29m | 27.34B | -15 16 | 20d 17h 6m | 38.45B | -16 17 | 24d 16h 35m | 52.94B | -17 18 | 29d 7h 26m | 71.53B | -18 19 | 34d 15h 14m | 95.05B | -19 20 | 40d 17h 36m | 124.40B | -20 21 | 47d 16h 12m | 160.63B | -21 22 | 55d 12h 46m | 204.87B | -22 23 | 64d 9h 5m | 258.37B | -23 24 | 74d 6h 59m | 322.54B | -24 25 | 85d 8h 22m | 398.88B | -25 #### Labs — Amplify Bot Duration Unlocked through Milestones at tier 10, wave 50, this lab lengthens each activation of the bot. It has 20 levels that each add 0.5 seconds, giving up to 10 extra seconds of uptime at max level. Level | Time | Cost | Value 1 | 8d 8h 0m | 100.00B | 0.50 2 | 9d 14h 0m | 150.00B | 1.00 3 | 11d 0h 30m | 225.00B | 1.50 4 | 12d 16h 10m | 337.50B | 2.00 5 | 14d 13h 48m | 506.25B | 2.50 6 | 16d 18h 16m | 759.38B | 3.00 7 | 19d 6h 36m | 1.14T | 3.50 8 | 22d 4h 0m | 1.71T | 4.00 9 | 25d 11h 48m | 2.56T | 4.50 10 | 29d 7h 34m | 3.84T | 5.00 11 | 33d 17h 6m | 5.77T | 5.50 12 | 38d 18h 28m | 8.65T | 6.00 13 | 44d 14h 2m | 12.97T | 6.50 14 | 51d 6h 33m | 19.46T | 7.00 15 | 58d 23h 8m | 29.19T | 7.50 16 | 67d 19h 24m | 43.79T | 8.00 17 | 77d 23h 31m | 65.68T | 8.50 18 | 89d 16h 15m | 98.53T | 9.00 19 | 103d 3h 5m | 147.79T | 9.50 20 | 118d 14h 21m | 221.68T | 10.00 ### Bot Bot URL: https://www.tower-hub.com/wiki/bot/bot-bot Bot Bot is a support bot that boosts the effects of your other bots while they are inside its radius. It does nothing on its own, so its value scales with how many other bots you run and how strong they are. #### Description While active, Bot Bot increases the effects of your other bots as long as they are within its radius. It is purely a support bot: it has no effect by itself and only pays off when paired with at least one other bot. #### Unlocking/Upgrading As with every bot, you unlock and upgrade Bot Bot through the Event Shop menu. The medals needed to unlock it depend on how many other bots you have already bought. Each of its four upgrades begins at a base cost of 100 medals, rising by 40 medals per level. #### Duration Duration controls how long Bot Bot stays active each time it fires. It starts at 20 seconds and can be raised through 30 levels, with each level adding 0.5 seconds of active time. #### Cooldown Cooldown sets the gap between activations. It begins at 120 seconds and has 15 levels, each one shaving 3 seconds off the wait. #### Bonus Bonus is the multiplier Bot Bot applies to the other bots inside its range. It starts at x1.05 and has 30 levels, with each level adding 0.5 to the multiplier. #### Range Range sets how far Bot Bot's effect reaches while it is active, and it is amplified by your tower range. It starts at 25m and has 18 levels, each adding 2m. #### Cost The medal cost for each level of every Bot Bot upgrade is listed in the cost table below. Level | Cost | Duration | Cooldown | Bonus | Range 1 | 100 | 20.5 | 117 | 1.05 | 27 2 | 140 | 21.0 | 114 | 1.10 | 29 3 | 180 | 21.5 | 111 | 1.15 | 31 4 | 220 | 22.0 | 108 | 1.20 | 33 5 | 260 | 22.5 | 105 | 1.25 | 35 6 | 300 | 23.0 | 102 | 1.30 | 37 7 | 340 | 23.5 | 99 | 1.35 | 39 8 | 380 | 24.0 | 96 | 1.40 | 41 9 | 420 | 24.5 | 93 | 1.45 | 43 10 | 460 | 25.0 | 90 | 1.50 | 45 11 | 500 | 25.5 | 87 | 1.55 | 47 12 | 540 | 26.0 | 84 | 1.60 | 49 13 | 580 | 26.5 | 81 | 1.65 | 51 14 | 620 | 27.0 | 78 | 1.70 | 53 15 | 660 | 27.5 | 75 | 1.75 | 55 16 | 700 | 28.0 | | 1.80 | 57 17 | 740 | 28.5 | | 1.85 | 59 18 | 780 | 29.0 | | 1.90 | 61 19 | 820 | 29.5 | | 1.95 | 20 | 860 | 30.0 | | 2.00 | 21 | 900 | 30.5 | | 2.05 | 22 | 940 | 31.0 | | 2.10 | 23 | 980 | 31.5 | | 2.15 | 24 | 1020 | 32.0 | | 2.20 | 25 | 1060 | 32.5 | | 2.25 | 26 | 1100 | 33.0 | | 2.30 | 27 | 1140 | 33.5 | | 2.35 | 28 | 1180 | 34.0 | | 2.40 | 29 | 1220 | 34.5 | | 2.45 | 30 | 1260 | 35.0 | | 2.50 | Total | | 20400 | 5700 | 20400 | 7920 #### Labs — Bot Bot Cooldown This lab is unlocked in Milestones at tier 6 wave 90. Each of its 25 levels reduces Bot Bot's cooldown by 1 second, for a total possible reduction of 25 seconds. The research times and costs are shown in the table below. Level | Time | Cost | Value 1 | 1d 14h 53m | 30.00M | -1 2 | 1d 23h 14m | 60.05M | -2 3 | 2d 7h 47m | 91.60M | -3 4 | 2d 16h 54m | 132.15M | -4 5 | 3d 3h 4m | 201.20M | -5 6 | 3d 14h 56m | 336.25M | -6 7 | 4d 5h 11m | 598.80M | -7 8 | 4d 22h 39m | 1.08B | -8 9 | 5d 20h 13m | 1.91B | -9 10 | 6d 22h 51m | 3.25B | -10 11 | 8d 7h 37m | 5.33B | -11 12 | 9d 23h 39m | 8.41B | -12 13 | 12d 0h 6m | 12.83B | -13 14 | 14d 10h 17m | 18.98B | -14 15 | 17d 7h 29m | 27.34B | -15 16 | 20d 17h 6m | 38.45B | -16 17 | 24d 16h 35m | 52.94B | -17 18 | 29d 7h 26m | 71.53B | -18 19 | 34d 15h 14m | 95.05B | -19 20 | 40d 17h 36m | 124.40B | -20 21 | 47d 16h 12m | 160.63B | -21 22 | 55d 12h 46m | 204.87B | -22 23 | 64d 9h 5m | 258.37B | -23 24 | 74d 6h 59m | 322.54B | -24 25 | 85d 8h 22m | 398.88B | -25 #### Labs — Bot Bot Duration This lab is also unlocked in Milestones at tier 6 wave 90. It extends how long Bot Bot stays active, with 20 levels that each add 0.5 seconds for a maximum of 10 extra seconds. See the table below for the per-level costs. Level | Time | Cost | Value 1 | 8d 8h 0m | 100.00B | 0.50 2 | 9d 14h 0m | 150.00B | 1.00 3 | 11d 0h 30m | 225.00B | 1.50 4 | 12d 16h 10m | 337.50B | 2.00 5 | 14d 13h 48m | 506.25B | 2.50 6 | 16d 18h 16m | 759.38B | 3.00 7 | 19d 6h 36m | 1.14T | 3.50 8 | 22d 4h 0m | 1.71T | 4.00 9 | 25d 11h 48m | 2.56T | 4.50 10 | 29d 7h 34m | 3.84T | 5.00 11 | 33d 17h 6m | 5.77T | 5.50 12 | 38d 18h 28m | 8.65T | 6.00 13 | 44d 14h 2m | 12.97T | 6.50 14 | 51d 6h 33m | 19.46T | 7.00 15 | 58d 23h 8m | 29.19T | 7.50 16 | 67d 19h 24m | 43.79T | 8.00 17 | 77d 23h 31m | 65.68T | 8.50 18 | 89d 16h 15m | 98.53T | 9.00 19 | 103d 3h 5m | 147.79T | 9.50 20 | 118d 14h 21m | 221.68T | 10.00 ### Flame Bot URL: https://www.tower-hub.com/wiki/bot/flame-bot Flame Bot is one of the bots you can unlock in The Tower: Idle Tower Defense. When it activates, it burns enemies in an area around the bot, dealing a tick of burn damage every second and weakening the damage those enemies deal back to you. #### Description Flame Bot damages enemies in an area around the bot. Anything it hits is set on fire, taking burn damage over time while the effect lasts. #### Unlocking/Upgrading Like all bots, Flame Bot is bought and upgraded through the Event Shop menu. The medals needed to unlock it depend on how many other bots you have already purchased. Each of its four upgrades starts at a base cost of 100 medals, rising by 40 medals per level. Flame Bot deals burn damage, applying one tick of damage equal to its bot damage each second. #### Damage Reduction Burned enemies deal less damage to you. This upgrade starts at 20% damage reduction and has 25 levels, adding 3% per level. #### Cooldown Cooldown controls the time between Flame Bot's activations. It begins at 75 seconds and has 15 levels, each shaving off 3 seconds. #### Damage This upgrade raises the damage Flame Bot deals when it activates. The calculation factors in your crit and super crit chance and multiplier, following the same damage formula used for Ultimate Weapons. The multiplier starts at x50 tower damage and has 30 levels, increasing by +8x per level. #### Range Range sets how far the bot's effect reaches while active, and it is amplified by your tower range. It starts at 30m and has 15 levels, adding 4m per level. #### Cost The cost table below lists the medal cost for each upgrade level of Flame Bot's four upgrades. Level | Cost | Damage Reduction | Cooldown | Damage | Range 1 | 100 | 23% | 72 | 58x | 34m 2 | 140 | 26% | 69 | 66x | 38m 3 | 180 | 29% | 66 | 74x | 42m 4 | 220 | 32% | 63 | 82x | 46m 5 | 260 | 35% | 60 | 90x | 50m 6 | 300 | 38% | 57 | 98x | 54m 7 | 340 | 41% | 54 | 106x | 58m 8 | 380 | 44% | 51 | 114x | 62m 9 | 420 | 47% | 48 | 122x | 66m 10 | 460 | 50% | 45 | 130x | 70m 11 | 500 | 53% | 42 | 138x | 74m 12 | 540 | 56% | 39 | 146x | 78m 13 | 580 | 59% | 36 | 154x | 82m 14 | 620 | 62% | 33 | 162x | 86m 15 | 660 | 65% | 30 | 170x | 90m 16 | 700 | 68% | | 178x | 17 | 740 | 71% | | 186x | 18 | 780 | 74% | | 194x | 19 | 820 | 77% | | 202x | 20 | 860 | 80% | | 210x 21 | 900 | 83% | | 218x 22 | 940 | 86% | | 226x 23 | 980 | 89% | | 234x 24 | 1020 | 92% | | 242x 25 | 1060 | 95% | | 250x 26 | 1100 | | | 258x 27 | 1140 | | | 266x 28 | 1180 | | | 274x 29 | 1220 | | | 282x 30 | 1260 | | | 290x Total | | 14500 | 5700 | 20400 | 5700 #### Labs — Flame Bot Cooldown This lab is unlocked through Milestones at tier 5 wave 60. Each level reduces Flame Bot's cooldown by 1 second, and with 25 levels you can cut a total of 25 seconds off the cooldown. The lab table below shows the cost per level. Level | Time | Cost | Value 1 | 1d 14h 53m | 30.00M | -1 2 | 1d 23h 14m | 60.05M | -2 3 | 2d 7h 47m | 91.60M | -3 4 | 2d 16h 54m | 132.15M | -4 5 | 3d 3h 4m | 201.20M | -5 6 | 3d 14h 56m | 336.25M | -6 7 | 4d 5h 11m | 598.80M | -7 8 | 4d 22h 39m | 1.08B | -8 9 | 5d 20h 13m | 1.91B | -9 10 | 6d 22h 51m | 3.25B | -10 11 | 8d 7h 37m | 5.33B | -11 12 | 9d 23h 39m | 8.41B | -12 13 | 12d 0h 6m | 12.83B | -13 14 | 14d 10h 17m | 18.98B | -14 15 | 17d 7h 29m | 27.34B | -15 16 | 20d 17h 6m | 38.45B | -16 17 | 24d 16h 35m | 52.94B | -17 18 | 29d 7h 26m | 71.53B | -18 19 | 34d 15h 14m | 95.05B | -19 20 | 40d 17h 36m | 124.40B | -20 21 | 47d 16h 12m | 160.63B | -21 22 | 55d 12h 46m | 204.87B | -22 23 | 64d 9h 5m | 258.37B | -23 24 | 74d 6h 59m | 322.54B | -24 25 | 85d 8h 22m | 398.88B | -25 #### Labs — Flame Bot - Burn Stack This lab is unlocked through Milestones at tier 10 wave 50. It lets repeated Flame Bot hits on the same enemy stack the burn effect, making the burn tick faster. At 2 stacks the enemy takes damage every 0.5 seconds, or 2 ticks per second. The lab has 5 levels, each adding 1 stack per hit, and burn stacks cap at 10. At lab level 1 it takes 10 hits to reach the cap, while at max lab level only 2 hits are needed. The lab table below shows the cost per level. Level | Time | Cost | Value 1 | 45d 15h 0m | 43.00T | 1 2 | 52d 11h 15m | 64.50T | 2 3 | 60d 8h 8m | 96.75T | 3 4 | 69d 9h 21m | 145.13T | 4 5 | 79d 19h 9m | 217.69T | 5 ### Golden Bot URL: https://www.tower-hub.com/wiki/bot/golden-bot Golden Bot is one of the bots you can buy in The Tower: Idle Tower Defense. While it is active, any enemy destroyed inside its range pays out extra coins, making it a core part of most coin-farming setups. #### Description While Golden Bot is active, enemies destroyed inside its range award multiplied coins. It does not deal damage or slow enemies on its own — its job is purely to boost the coin value of kills that happen within its coverage area, so it pays off most when its range overlaps where your tower actually kills things. #### Unlocking/Upgrading Golden Bot is bought and levelled through the Event Shop, the same as every other bot. The medals you pay to unlock it scale with how many bots you already own, so buying it later costs more. Each of its four upgrades starts at 100 medals per level and rises by 40 medals with every level you buy. #### Duration The Duration upgrade extends how long Golden Bot stays active each time it triggers. It begins at 20 seconds and has 30 levels, each adding 0.5 seconds, for a maximum of 35 seconds from upgrades alone. Lab research can push this further, up to 45 seconds. #### Cooldown Cooldown sets the gap between activations. It starts at 120 seconds and has 15 levels, each shaving off 3 seconds, bringing the floor to 75 seconds from upgrades. With the cooldown lab maxed, that drops to 50 seconds. #### Bonus The Bonus upgrade raises the coin multiplier applied to enemies destroyed in the bot's range. It starts at 2.0x and has 30 levels, each adding 0.2x, topping out at 8.0x. #### Range Range determines the area Golden Bot covers while active. It starts at 20m and has 20 levels, each adding 2m, for a maximum of 60m from these upgrades. Relics and vault upgrades can extend it beyond that. On top of this, all bot ranges are amplified by your tower's range, so a longer tower range also widens the bot's effective coverage. #### Cost Each of Golden Bot's four upgrades begins at 100 medals and increases by 40 medals per level. The full per-level medal costs are listed in the cost table below. Level | Cost | Duration | Cooldown | Bonus | Range 1 | 100 | 20.5 | 117 | 2.2 | 22 2 | 140 | 21.0 | 114 | 2.4 | 24 3 | 180 | 21.5 | 111 | 2.6 | 26 4 | 220 | 22.0 | 108 | 2.8 | 28 5 | 260 | 22.5 | 105 | 3.0 | 30 6 | 300 | 23.0 | 102 | 3.2 | 32 7 | 340 | 23.5 | 99 | 3.4 | 34 8 | 380 | 24.0 | 96 | 3.6 | 36 9 | 420 | 24.5 | 93 | 3.8 | 38 10 | 460 | 25.0 | 90 | 4.0 | 40 11 | 500 | 25.5 | 87 | 4.2 | 42 12 | 540 | 26.0 | 84 | 4.4 | 44 13 | 580 | 26.5 | 81 | 4.6 | 46 14 | 620 | 27.0 | 78 | 4.8 | 48 15 | 660 | 27.5 | 75 | 5.0 | 50 16 | 700 | 28.0 | | 5.2 | 52 17 | 740 | 28.5 | | 5.4 | 54 18 | 780 | 29.0 | | 5.6 | 56 19 | 820 | 29.5 | | 5.8 | 58 20 | 860 | 30.0 | | 6.0 | 60 21 | 900 | 30.5 | | 6.2 | 22 | 940 | 31.0 | | 6.4 | 23 | 980 | 31.5 | | 6.6 | 24 | 1020 | 32.0 | | 6.8 | 25 | 1060 | 32.5 | | 7.0 26 | 1100 | 33.0 | | 7.2 27 | 1140 | 33.5 | | 7.4 28 | 1180 | 34.0 | | 7.6 29 | 1220 | 34.5 | | 7.8 30 | 1260 | 35.0 | | 8.0 Total | | 20400 | 5700 | 20400 | 9600 #### Labs — Golden Bot Cooldown Golden Bot Cooldown is a lab unlocked through Milestones at tier 5 wave 80. Each of its 25 levels reduces the bot's cooldown by 1 second, for a total reduction of 25 seconds. Because it is a large, cheap-feeling reduction that is easy to over-prioritise early, it is flagged in the Footguns section — check the level costs in the table below before committing. Level | Time | Cost | Value 1 | 1d 14h 53m | 30.00M | -1 2 | 1d 23h 14m | 60.05M | -2 3 | 2d 7h 47m | 91.60M | -3 4 | 2d 16h 54m | 132.15M | -4 5 | 3d 3h 4m | 201.20M | -5 6 | 3d 14h 56m | 336.25M | -6 7 | 4d 5h 11m | 598.80M | -7 8 | 4d 22h 39m | 1.08B | -8 9 | 5d 20h 13m | 1.91B | -9 10 | 6d 22h 51m | 3.25B | -10 11 | 8d 7h 37m | 5.33B | -11 12 | 9d 23h 39m | 8.41B | -12 13 | 12d 0h 6m | 12.83B | -13 14 | 14d 10h 17m | 18.98B | -14 15 | 17d 7h 29m | 27.34B | -15 16 | 20d 17h 6m | 38.45B | -16 17 | 24d 16h 35m | 52.94B | -17 18 | 29d 7h 26m | 71.53B | -18 19 | 34d 15h 14m | 95.05B | -19 20 | 40d 17h 36m | 124.40B | -20 21 | 47d 16h 12m | 160.63B | -21 22 | 55d 12h 46m | 204.87B | -22 23 | 64d 9h 5m | 258.37B | -23 24 | 74d 6h 59m | 322.54B | -24 25 | 85d 8h 22m | 398.88B | -25 #### Labs — Golden Bot Duration Golden Bot Duration is a lab unlocked through Milestones at tier 10 wave 50. It has 20 levels, each adding 0.5 seconds to the bot's active time, for a maximum of 10 extra seconds. The per-level costs are shown in the table below. Level | Time | Cost | Value 1 | 8d 8h 0m | 100.00B | 0.50 2 | 9d 14h 0m | 150.00B | 1.00 3 | 11d 0h 30m | 225.00B | 1.50 4 | 12d 16h 10m | 337.50B | 2.00 5 | 14d 13h 48m | 506.25B | 2.50 6 | 16d 18h 16m | 759.38B | 3.00 7 | 19d 6h 36m | 1.14T | 3.50 8 | 22d 4h 0m | 1.71T | 4.00 9 | 25d 11h 48m | 2.56T | 4.50 10 | 29d 7h 34m | 3.84T | 5.00 11 | 33d 17h 6m | 5.77T | 5.50 12 | 38d 18h 28m | 8.65T | 6.00 13 | 44d 14h 2m | 12.97T | 6.50 14 | 51d 6h 33m | 19.46T | 7.00 15 | 58d 23h 8m | 29.19T | 7.50 16 | 67d 19h 24m | 43.79T | 8.00 17 | 77d 23h 31m | 65.68T | 8.50 18 | 89d 16h 15m | 98.53T | 9.00 19 | 103d 3h 5m | 147.79T | 9.50 20 | 118d 14h 21m | 221.68T | 10.00 ### Thunder Bot URL: https://www.tower-hub.com/wiki/bot/thunder-bot Thunder Bot is one of the bots you can buy in The Tower. When it activates, it stuns enemies in an area around it, then applies a slowing linger effect once the stun ends. Both the stun and the linger are only 50% effective against Bosses and Elites, so keep that in mind when planning around tough waves. #### Description Thunder Bot stuns enemies in an area around the bot when it activates. Once the stun ends, affected enemies are slowed by a linger effect. Both the stun and the linger are 50% effective against Bosses and Elites. #### Unlocking/Upgrading Like all bots, Thunder Bot is unlocked and upgraded through the Event Shop menu. The medal cost to unlock it depends on how many other bots you have already bought. Each of its three upgrades starts at a base cost of 100 medals and rises by 40 medals per level. #### Duration The Duration upgrade increases how long enemies are stunned. It has 20 levels. #### Cooldown Cooldown is the time between the bot's activations. It starts at 120 seconds and the upgrade has 15 levels. #### Linger The Linger upgrade increases the slow percentage of the linger effect. It starts at 20% and has 20 levels. #### Range The Range upgrade increases the area the bot covers while active. Range is amplified by your tower range, so it scales with your tower's range stat. It has 15 levels. #### Cost The cost table below shows the medal cost for each upgrade level. Level | Cost | Duration | Cooldown | Linger | Range 1 | 100 | 5.5 | 117 | 23% | 28 2 | 140 | 6.0 | 114 | 26% | 31 3 | 180 | 6.5 | 111 | 29% | 34 4 | 220 | 7.0 | 108 | 32% | 37 5 | 260 | 7.5 | 105 | 35% | 40 6 | 300 | 8.0 | 102 | 38% | 43 7 | 340 | 8.5 | 99 | 41% | 46 8 | 380 | 9.0 | 96 | 44% | 49 9 | 420 | 9.5 | 93 | 47% | 52 10 | 460 | 10.0 | 90 | 50% | 55 11 | 500 | 10.5 | 87 | 53% | 58 12 | 540 | 11.0 | 84 | 56% | 61 13 | 580 | 11.5 | 81 | 59% | 64 14 | 620 | 12.0 | 78 | 62% | 67 15 | 660 | 12.5 | 75 | 65% | 70 16 | 700 | 13.0 | | 68% | 17 | 740 | 13.5 | | 71% | 18 | 780 | 14.0 | | 74% | 19 | 820 | 14.5 | | 77% | 20 | 860 | 15.0 | | 80% | | | 9600 | 5700 | 9600 | 5700 #### Labs — Thunder Bot Cooldown This lab is unlocked in Milestones at tier 5 wave 70. It reduces Thunder Bot's cooldown by 1 second per level, with 25 levels for a total 25-second reduction. Note that this lab is mentioned in the Footguns section, so check that before investing heavily. Level | Time | Cost | Value 1 | 1d 14h 53m | 30.00M | -1 2 | 1d 23h 14m | 60.05M | -2 3 | 2d 7h 47m | 91.60M | -3 4 | 2d 16h 54m | 132.15M | -4 5 | 3d 3h 4m | 201.20M | -5 6 | 3d 14h 56m | 336.25M | -6 7 | 4d 5h 11m | 598.80M | -7 8 | 4d 22h 39m | 1.08B | -8 9 | 5d 20h 13m | 1.91B | -9 10 | 6d 22h 51m | 3.25B | -10 11 | 8d 7h 37m | 5.33B | -11 12 | 9d 23h 39m | 8.41B | -12 13 | 12d 0h 6m | 12.83B | -13 14 | 14d 10h 17m | 18.98B | -14 15 | 17d 7h 29m | 27.34B | -15 16 | 20d 17h 6m | 38.45B | -16 17 | 24d 16h 35m | 52.94B | -17 18 | 29d 7h 26m | 71.53B | -18 19 | 34d 15h 14m | 95.05B | -19 20 | 40d 17h 36m | 124.40B | -20 21 | 47d 16h 12m | 160.63B | -21 22 | 55d 12h 46m | 204.87B | -22 23 | 64d 9h 5m | 258.37B | -23 24 | 74d 6h 59m | 322.54B | -24 25 | 85d 8h 22m | 398.88B | -25 #### Labs — Thunder Bot Linger Time This lab is unlocked in Milestones at tier 10 wave 60. It increases the duration of the linger effect by 0.5 seconds per level, with 20 levels for a total of 13 seconds. Level | Time | Cost | Value 1 | 8d 8h 0m | 100.00B | 3.50 2 | 9d 14h 0m | 150.00B | 4.00 3 | 11d 0h 30m | 225.00B | 4.50 4 | 12d 16h 10m | 337.50B | 5.00 5 | 14d 13h 48m | 506.25B | 5.50 6 | 16d 18h 16m | 759.38B | 6.00 7 | 19d 6h 36m | 1.14T | 6.50 8 | 22d 4h 0m | 1.71T | 7.00 9 | 25d 11h 48m | 2.56T | 7.50 10 | 29d 7h 34m | 3.84T | 8.00 11 | 33d 17h 6m | 5.77T | 8.50 12 | 38d 18h 28m | 8.65T | 9.00 13 | 44d 14h 2m | 12.97T | 9.50 14 | 51d 6h 33m | 19.46T | 10.00 15 | 58d 23h 8m | 29.19T | 10.50 16 | 67d 19h 24m | 43.79T | 11.00 17 | 77d 23h 31m | 65.68T | 11.50 18 | 89d 16h 15m | 98.53T | 12.00 19 | 103d 3h 5m | 147.79T | 12.50 20 | 118d 14h 21m | 221.68T | 13.00 ### Area of Effect Card URL: https://www.tower-hub.com/wiki/card/cards-area-of-effect Area of Effect is an epic card in The Tower: Idle Tower Defense. It strengthens several of your area-based attacks at once, making it a useful pick if your build leans on land mines, missiles, or similar effects. #### Area of Effect When equipped, Area of Effect raises the damage dealt by five specific area attacks: Inner Land Mine, Poison Swamp, Smart Missile, Flame Bot, and Land Mine. The size of the bonus depends on the card's level, shown in the data table below. Because the card touches several different sources of damage, it offers the most value when your setup uses more than one of these attacks. If your build relies on only one of them, a more focused card may serve you better. Table: Area of Effect value per card level Card Level | Effect 1 | 5% 2 | 8% 3 | 11% 4 | 14% 5 | 17% 6 | 20% 7 | 25% #### Card Mastery Unlocking the Area of Effect card mastery costs 1000 stones. Once unlocked, it increases the radius of your area of effect attacks, letting them hit enemies across a wider area rather than only boosting their damage. The mastery bonus is not passive. It only takes effect while Area of Effect is equipped in your active loadout, so you need to keep the card slotted to benefit from the larger radius. Table: Area of Effect mastery value per lab level Mastery Level | Value 0 | 2.5% 1 | 5% 2 | 7.5% 3 | 10% 4 | 12.5% 5 | 15% 6 | 17.5% 7 | 20% 8 | 22.5% 9 | 25% ### Attack Speed Card URL: https://www.tower-hub.com/wiki/card/cards-attack-speed Attack Speed is a common card that makes your tower fire more often. The card's effect reads: Increase tower attack speed by [x], with the exact value shown in the table below. Because more shots per second means more damage, more knockback and more chances for on-hit effects to trigger, this is one of the most widely used cards in the game. #### Attack Speed Equipping Attack Speed raises how quickly your tower attacks. The bonus scales with the card's level, so upgrading it steadily increases your fire rate. A faster attack speed multiplies the value of everything else your tower does: raw damage, knockback, and any effect that can trigger on each shot all benefit from more frequent attacks. That makes this card a strong pick in most loadouts, from early rounds through to late-game farming and tournament pushes. Table: Attack Speed value per card level Card Level | Effect 1 | 1.25 2 | 1.40 3 | 1.55 4 | 1.70 5 | 1.85 6 | 2.00 7 | 2.15 #### Card Mastery The Attack Speed card mastery costs 750 stones to unlock. Once unlocked, it increases the card's stat multiplier, making each copy of the card provide a larger attack speed bonus. The mastery bonus is only active while Attack Speed is equipped in your active loadout. If you swap the card out, you lose the mastery benefit until you equip it again. See the table below for the multiplier values at each mastery level. Table: Attack Speed mastery value per lab level Mastery Level | Value 0 | x1.03 1 | x1.06 2 | x1.09 3 | x1.12 4 | x1.15 5 | x1.18 6 | x1.21 7 | x1.24 8 | x1.27 9 | x1.3 ### Berserker Card URL: https://www.tower-hub.com/wiki/card/cards-berserker Berserker is an epic card in The Tower: Idle Tower Defense that turns punishment into power. The more damage your tower soaks up during a round, the harder it hits back, up to a fixed ceiling. #### Berserker While Berserker is equipped, your tower gains bonus damage based on a portion of the total damage it has absorbed during the current round. The bonus keeps building as you take hits, but it cannot push your damage beyond eight times your tower's normal damage, so there is a hard cap on how much value a single round can give you. Because the effect scales with absorbed damage, Berserker matters most in runs where your tower is surviving heavy incoming fire rather than avoiding it entirely. The exact percentage values per card level are listed in the table below. Table: Berserker value per card level Card Level | Effect 1 | 0.8% 2 | 0.9% 3 | 1.0% 4 | 1.1% 5 | 1.2% 6 | 1.3% 7 | 1.4% #### Card Mastery Unlocking the Berserker card mastery costs 750 stones. Once unlocked, it raises the berserk damage cap to x500 for a limited window after you trigger a death defy, letting the card spike far past its usual x8 ceiling in that brief period. Keep in mind the mastery only functions while Berserker is equipped in your active loadout. If you swap the card out, you lose the benefit until you equip it again. Per-level mastery values are shown in the table below. Table: Berserker mastery value per lab level Mastery Level | Value 0 | 30s 1 | 60s 2 | 90s 3 | 120s 4 | 150s 5 | 180s 6 | 210s 7 | 240s 8 | 270s 9 | 300s ### Card Masteries URL: https://www.tower-hub.com/wiki/card/card-masteries Card Masteries are a late-game upgrade layer for your cards in The Tower: Idle Tower Defense. Once unlocked, each mastery adds an extra effect to a specific card, but only while that card is equipped in your loadout. #### Card Mastery Card Masteries become available once you have maxed 30 cards and reached the Card Mastery Milestone at Tier 16, Wave 100. From that point you can unlock masteries individually on the cards page. Each mastery costs a varying amount of stones to unlock. Unlocking it also opens that card's Mastery Labs, where the effect can be levelled further. Keep in mind that a mastery only applies while the card it belongs to is in your active loadout — unequip the card and you lose the effect. #### Card Mastery Lab Time and Coins Every card mastery lab shares the same lab costs and research times, regardless of which card it belongs to. The full breakdown of times and coin costs is shown in the table below. Level | Time | Coins 1 | 20d 20h 0m 0s | 1.10q 2 | 31d 6h 0m 0s | 1.30q 3 | 41d 16h 0m 0s | 2.00q 4 | 52d 2h 0m 0s | 3.40q 5 | 62d 12h 0m 0s | 5.60q 6 | 72d 22h 0m 0s | 7.70q 7 | 83d 8h 0m 0s | 9.10q 8 | 93d 18h 0m 0s | 9.80q 9 | 104d 4h 0m 0s | 10.00q #### Card Mastery Overview The table below lists each Card Mastery, its stone cost to unlock, and how its effect scales as you level it through the mastery labs. For a deeper look at how each mastery performs in practice and which ones are worth prioritising, see the Advanced Analysis page. 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% ### Card Presets URL: https://www.tower-hub.com/wiki/card/card-presets Card Presets let you save multiple card loadouts so you can switch between setups without re-equipping every card by hand. You can store up to 5 presets at once, and they can even be changed mid-round under certain conditions. #### Description You can save up to 5 card presets, giving you quick access to different loadouts for farming, tournaments or pushing waves. Presets can be switched during a round, but only if the locked cards are the same across the presets you are swapping between. If you swap a card while a round is running, that change is saved to the active preset, so be careful not to overwrite a setup you wanted to keep. #### Lab The Card Presets lab is unlocked through Milestones by reaching tier 1 wave 400. It has a single level, so one purchase is all you need — see the cost table below for details. Level | Time | Cost | Value 1 | 0d 13h 53m | 350,000 | Unlocked ### Card Slots URL: https://www.tower-hub.com/wiki/card/card-slots Card slots determine how many cards you can have equipped at the same time, so they directly cap how much power you can bring into a run. You start with a single free slot, and expanding beyond that is one of the main long-term gem sinks in the game. #### Card Slots Your first card slot costs nothing. Every slot after that is bought with gems, and the price climbs as you go, reaching 10,000 gems for slot 22. If you plan to buy all of the gem-purchased slots, expect to spend 58,400 gems in total — the cost table below breaks this down slot by slot. Once you have all the gem slots, you can push further using keys. These key-unlocked slots raise the cap to a maximum of 28 equipped cards. Because each equipped card adds a meaningful bonus, extra slots are among the strongest account-wide upgrades you can buy. Prioritise them once your core card collection is in place, since every new slot is another card working for you in every round. Table: Gem cost per card slot 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 ### Cards URL: https://www.tower-hub.com/wiki/card/cards Cards are purchasable items that grant a special effect while equipped. Each card costs 20 Gems to buy, and the number you can have active at once is limited by your card slots. Individual cards can be levelled up to a maximum of 7 stars by collecting duplicate copies. #### Description Cards are items bought for 20 Gems each. Every card provides its own special effect, but only while it is equipped, and the number you can equip at once is capped by your available card slots. A card's level tops out at 7 stars. #### Locked Cards A card can show a locked icon. During a run, any card with this icon cannot be removed until the round ends. You can still swap to another card preset mid-run, but only if that preset contains exactly the same locked cards — any difference in the locked cards blocks the preset from being selected. While a boss or fleet enemy is alive, every card becomes locked. You cannot change any cards until all bosses and fleet enemies on the field have been killed. #### Card Slots Your equipped card limit is set by how many slots you have unlocked. You can reach 22 slots by spending Gems, at a combined cost of 58,400 Gems. The Key upgrades in the harmony tech tree raise the ceiling further, bringing the maximum to 28 slots in total. #### Costs The cost table below breaks down what you will spend on cards. In short, each new card costs 20 Gems, and raising a card through its star levels requires both duplicate copies and additional Gems. 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 Maxing a single card takes 80 copies of that card, which works out to 1,600 Gems in total. Copies are obtained as you buy cards, so maxing happens gradually as you keep purchasing. #### Costs Per Star Each star level requires a set number of copies and a matching Gem spend. Unlocking a card (1 star) costs 20 Gems, and that unlock copy counts as the first of the 3 copies needed for 2 stars, which costs 40 Gems. From there, 3 stars needs 5 copies for 100 Gems, 4 stars needs 8 copies for 160 Gems, 5 stars needs 12 copies for 240 Gems, 6 stars needs 20 copies for 400 Gems, and 7 stars needs 32 copies for 640 Gems. Across all 31 cards, reaching maximum level on everything requires 49,600 Gems. #### Buying Cards Cards come in three rarities: Common, Rare and Epic. When you buy a card, the game rolls the rarity first and then picks a specific card within that rarity. The odds are 80% Common, 17% Rare and 3% Epic. Once a card is maxed, it drops out of the pool and you can no longer receive it. After every Common card is maxed, the Rare chance rises to 97%. When you own all cards at max level, the buy button stops working entirely, and any event mission asking you to buy a number of cards will complete instantly. #### Milestones A handful of cards cannot be bought until you unlock them through Milestones. If everything else is maxed before you reach these, card purchases stall until the relevant Milestone is cleared. The Milestone-locked cards 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 Despite what some players believe, Death Ray does not have a lower draw rate than other Epics, and there are no hidden requirements to pull it. #### 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 #### List of Cards — Rare Cards Rare cards sit between Commons and Epics, drawn at a 17% base rate. The table below lists all Rare cards and their effects. 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% #### List of Cards — Epic Cards Epic cards are the scarcest pulls at a 3% base rate. The table below lists every Epic card and its effect. 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 Card Mastery becomes available once two conditions are met: 30 of your cards are maxed, and you have unlocked the Card Mastery Milestone at Tier 16, Wave 100. After that, masteries can be unlocked individually from the cards page. A mastery's effect is only active while that card is equipped. Unlocking a mastery costs a varying amount of stones and also opens up that card's Mastery Labs. #### Card Mastery Lab Time and Coins Every card mastery lab shares the same lab costs and research times, shown in the table below. Level | Time | Coins 1 | 20d 20h 0m 0s | 1.10q 2 | 31d 6h 0m 0s | 1.30q 3 | 41d 16h 0m 0s | 2.00q 4 | 52d 2h 0m 0s | 3.40q 5 | 62d 12h 0m 0s | 5.60q 6 | 72d 22h 0m 0s | 7.70q 7 | 83d 8h 0m 0s | 9.10q 8 | 93d 18h 0m 0s | 9.80q 9 | 104d 4h 0m 0s | 10.00q #### Card Mastery Overview The table below shows each Card Mastery, its stone cost, and how the effect scales with levels. Note that the Land Mine Stun figures reflect older scaling values. For deeper analysis of each mastery's impact, see the Advanced Analysis page. 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% #### Common cards The table below lists the Common cards. Name | Description | Lv. 1 | Lv. 2 | Lv. 3 | Lv. 4 | Lv. 5 | Lv. 6 Coins | Increase all coins earned | 1.15 | 1.20 | 1.25 | 1.30 | 1.35 | 1.40 Damage | Increase tower damage | 1.50 | 2.00 | 2.40 | 2.80 | 3.20 | 3.60 Extra Defense | Increase defense percent | 5% | 6% | 7% | 8% | 9% | 10% #### Epic Cards Epic cards are the rarest of the three card rarities, with a 3% draw chance when buying cards. Several of them are also gated behind Milestones before they can enter your pool. #### Lab: Light Speed Shots Light Speed Shots is unlocked in Milestones at Tier 7, Wave 10. Once researched, your projectiles travel to their target instantly after being fired. A shot can still be intercepted: if an untargeted enemy sits between your tower and the target, it blocks the shot and takes the damage instead. Level | Time | Cost | Value 1 | 0d 19h 59m | 3,000,000 | Unlocked #### Lab: Shatter Shards Shatter Shards is unlocked in Milestones at Tier 16, Wave 40. The lab increases how many shards you earn when shattering modules. It has 5 levels, each adding 20% more shards, for a total increase of 100% at max level. Level | Time | Cost | Value 1 | 142d 14h 13m | 10.00T | 20% 2 | 191d 4h 53m | 87.00T | 40% 3 | 256d 10h 58m | 229.20T | 60% 4 | 359d 8h 9m | 547.36T | 80% 5 | 1y 158d 6h 15m | 1.19q | 100% #### Rare Cards Rare cards are the middle rarity, drawn at a 17% base rate when buying cards. Two of them — Recovery Package Chance and Land Mine Stun — must first be unlocked through Milestones before they can appear. ### Cash Card URL: https://www.tower-hub.com/wiki/card/cards-cash Cash is a common card you can slot into your loadout to increase how much cash you earn during a run. Because cash fuels your in-round upgrades, anything that raises your income helps you build faster and push further. The card's effect scales with its level, and it also has a mastery upgrade that adds a secondary benefit. #### Cash Cash is a common card whose effect reads: Increase all cash earned by [x]. Equipping it raises every source of cash income you collect while it's active in your loadout, making it a straightforward economy boost. The exact bonus depends on the card's level, which you can check in the table below. Table: Cash value per card level Card Level | Effect 1 | 1.20 2 | 1.40 3 | 1.60 4 | 1.80 5 | 2.00 6 | 2.20 7 | 2.40 #### Card Mastery Unlocking the Cash card mastery costs 500 stones. Once unlocked, it adds a chance for elites to drop reroll dice when killed, giving you an extra way to stock up on rerolls during a run. The mastery effect only applies while the Cash card is equipped in your active loadout, so you need to keep it slotted to benefit. Table: Cash mastery value per lab level Mastery Level | Value 0 | 0.4% 1 | 0.8% 2 | 1.2% 3 | 1.6% 4 | 2% 5 | 2.4% 6 | 2.8% 7 | 3.2% 8 | 3.6% 9 | 4% ### Coins Card URL: https://www.tower-hub.com/wiki/card/cards-coins Coins is a common card that directly increases how much coin income you earn. It is one of the more straightforward cards in the game, and its value scales with how much of your economy depends on coin generation. #### Coins Coins is a common card in The Tower: Idle Tower Defense. Its effect increases all coins earned by a set amount, shown as [x] in the card's description. Because it applies to all coin income, it benefits every source of coins you have running during a round. The exact multiplier at each card level is listed in the data table below. Table: Coins value per card level Card Level | Effect 1 | 1.15 2 | 1.20 3 | 1.25 4 | 1.30 5 | 1.35 6 | 1.40 7 | 1.45 #### Card Mastery Unlocking the Coins card mastery costs 1250 stones. Once unlocked, it increases the card's stat multiplier, making the coin bonus stronger than the base card alone. Keep in mind the mastery bonus is only active while the Coins card is slotted into your current loadout — unequipping the card removes the benefit entirely. Table: Coins mastery value per lab level Mastery Level | Value 0 | x1.03 1 | x1.06 2 | x1.09 3 | x1.12 4 | x1.15 5 | x1.18 6 | x1.21 7 | x1.24 8 | x1.27 9 | x1.3 ### Critical Chance Card URL: https://www.tower-hub.com/wiki/card/cards-critical-chance Critical Chance is a common card you can slot into your loadout in The Tower: Idle Tower Defense. As the name suggests, it makes your tower land critical hits more often, which feeds into any build that leans on crit damage. #### Critical Chance When equipped, Critical Chance increases your tower's critical chance by a percentage that scales with the card's level. The exact values per level are listed in the table below. Because it is a common card, it is easy to obtain and upgrade early on, making it a straightforward way to push your crit rate higher while you work toward rarer options. Table: Critical Chance value per card level Card Level | Effect 1 | 5% 2 | 6% 3 | 7% 4 | 8% 5 | 9% 6 | 10% 7 | 11% #### Card Mastery Unlocking the Critical Chance card mastery costs 750 stones. Once unlocked, it grants a bonus to Crit Chance, Super Crit chance, and Super Crit Factor, with the bonus size shown in the mastery table below. Keep in mind the mastery bonus is not passive: it only takes effect while the Critical Chance card is equipped in your active loadout. If you swap the card out, you lose the mastery benefit until you slot it back in. Table: Critical Chance mastery value per lab level Mastery Level | Value 0 | +1% 1 | +2% 2 | +3% 3 | +4% 4 | +5% 5 | +6% 6 | +7% 7 | +8% 8 | +9% 9 | +10% ### Critical Coin Card URL: https://www.tower-hub.com/wiki/card/cards-critical-coin Critical Coin is a rare card you can equip in The Tower: Idle Tower Defense. It adds a coin-drop effect tied to critical kills on basic enemies, making it a modest economy boost for runs where your crit rate is high. #### Critical Coin When you have Critical Coin equipped, any basic enemy killed by a critical shot has a percentage chance to drop coins. The exact chance scales with the card's level, which you can see in the table below. Note that the effect only triggers on basic enemies, not elites, bosses, or other special types, and the killing hit must be a critical. If your build rarely lands crits, this card will do very little for you. Table: Critical Coin value per card level Card Level | Effect 1 | 15% 2 | 18% 3 | 21% 4 | 24% 5 | 27% 6 | 30% 7 | 33% #### Card Mastery Unlocking the Critical Coin mastery costs 1000 stones. Once unlocked, it changes the card's effect so that a successful trigger drops two coins instead of one. In practical terms, the base card gives a 33% chance to drop one coin on qualifying basic kills; with the mastery, that same 33% chance drops two coins instead. The mastery only works while Critical Coin is in your active loadout, so you still need to spend a card slot on it to benefit. Table: Critical Coin mastery value per lab level Mastery Level | Value 0 | 10% 1 | 20% 2 | 30% 3 | 40% 4 | 50% 5 | 60% 6 | 70% 7 | 80% 8 | 90% 9 | 100% ### Damage Card URL: https://www.tower-hub.com/wiki/card/cards-damage Damage is a common card in The Tower: Idle Tower Defense. As the name suggests, it boosts how hard your tower hits, making it one of the most straightforward offensive cards you can slot into your loadout. #### Damage When equipped, the Damage card increases your tower's damage by a set amount. The exact value scales with the card's level, which you can see in the data table below. Because it is a common card, Damage is easy to obtain and upgrade early on. It is a reliable pick whenever you want a flat boost to your tower's killing power, especially in the early and mid game before rarer cards become available. Table: Damage value per card level Card Level | Effect 1 | 1.50 2 | 2.00 3 | 2.40 4 | 2.80 5 | 3.20 6 | 3.60 7 | 4.00 #### Card Mastery The Damage card has a mastery upgrade that costs 750 stones to unlock. Once unlocked, it increases the card's stat multiplier, raising the damage bonus the card provides beyond its base values. Keep in mind that the mastery only takes effect while the Damage card is equipped in your active loadout. If you swap it out, you lose the benefit until you slot it back in. Table: Damage mastery value per lab level Mastery Level | Value 0 | x1.4 1 | x1.8 2 | x2.2 3 | x2.6 4 | x3 5 | x3.4 6 | x3.8 7 | x4.2 8 | x4.6 9 | x5 ### Death Ray URL: https://www.tower-hub.com/wiki/card/death-ray Death Ray is a card that projects a beam from your tower, sweeping around it and destroying any standard enemy the beam touches. It is one of the cards that can clear large numbers of regular enemies automatically, but it comes with clear limits on what it can affect. #### Description Death Ray fires a beam from your tower that rotates around it, killing every enemy the beam comes into contact with. It works as an automatic area-clearing tool, sweeping through waves of regular enemies without any input from you once the card is equipped. #### Use Death Ray cannot kill bosses, and it also has no effect on any enemy sitting inside a protector's radius. Keep this in mind when relying on it as your main clearing tool, since protected enemies and bosses will need to be dealt with by other means. At maximum level, the beam's rotation covers more than 180 degrees, widening the area it sweeps with each pass. #### Double Death Ray Double Death Ray is a lab upgrade unlocked through Milestones at tier 3, wave 300. Once researched, each Death Ray activation has a chance to trigger a second beam, and investing more levels into the lab raises that chance. When the upgrade triggers, the second beam always appears directly opposite the first and rotates in the same direction around the tower, effectively doubling your coverage. The lab has 30 levels; the per-level chance values are shown in the table below. Level | Time | Cost | Value 1 | 0d 0h 59m | 2.5M | 1% 2 | 0d 9h 21m | 2.81M | 2% 3 | 0d 17h 53m | 3.42M | 3% 4 | 1d 2h 54m | 5.83M | 4% 5 | 1d 12h 49m | 13.94M | 5% 6 | 2d 0h 6m | 35.25M | 6% 7 | 2d 13h 17m | 82.06M | 7% 8 | 3d 4h 58m | 172.67M | 8% 9 | 3d 23h 49m | 332.58M | 9% 10 | 4d 22h 31m | 595.69M | 10% 11 | 6d 1h 49m | 1.01B | 11% 12 | 7d 10h 30m | 1.62B | 12% 13 | 9d 1h 23m | 2.49B | 13% 14 | 10d 23h 21m | 3.72B | 14% 15 | 13d 5h 18m | 5.38B | 15% 16 | 15d 20h 9m | 7.60B | 16% 17 | 18d 20h 54m | 10.49B | 17% 18 | 22d 8h 32m | 14.21B | 18% 19 | 26d 8h 6m | 18.9B | 19% 20 | 30d 20h 40m | 24.77B | 20% 21 | 35d 23h 19m | 32.01B | 21% 22 | 41d 17h 12m | 40.85B | 22% 23 | 48d 3h 27m | 51.55B | 23% 24 | 55d 7h 16m | 64.37B | 24% 25 | 63d 5h 50m | 79.64B | 25% 26 | 72d 0h 25m | 97.67B | 26% 27 | 81d 16h 17m | 118.82B | 27% 28 | 92d 6h 41m | 143.50B | 28% 29 | 103d 20h 58m | 172.11B | 29% 30 | 116d 12h 28m | 205.12B | 30% ### Demon Mode URL: https://www.tower-hub.com/wiki/card/demon-mode Demon Mode is a card that gives your tower a massive temporary damage boost and full invincibility when activated. It can only be used once per round, so timing it well is the difference between a saved run and a wasted cooldown. #### Description Activating Demon Mode grants 300x projectile damage along with invincibility for a fixed duration. The effect lasts between 180 and 300 seconds depending on the card's level, stepping up in 20-second increments across seven tiers: 180, 200, 220, 240, 260, 280 and 300 seconds. The card can only be triggered once per round, which makes the timing of that single activation the main decision it asks of you. #### Use Demon Mode does not fire on its own — you have to activate it manually. The standard advice is to hold it until your tower is close to dying, since the invincibility window can carry you through the danger and stretch the run further than an early activation would. If you own the Smart Demon Mode Automation, the card joins the game's chain of death-prevention effects and fires automatically when lethal damage would kill you. That chain resolves in a set order, and each effect only triggers if the ones above it could not: - Death Defy is checked first when you take lethal damage. - Energy Shield spends a charge if you take any damage and Death Defy did not trigger. - Second Wind activates on lethal damage when nothing higher-priority is available. - Demon Mode activates next under the same condition. - Nuke is the last resort, triggering with Smart Nuke Automation if everything above it failed. Nuke does not clear projectiles already in flight, but since v27.3 (18 December 2025) its automation also grants 15 seconds of invulnerability. Because Demon Mode sits late in this order, it acts as a deep safety net rather than your first line of defence. #### Recharge Demon Mode Recharge Demon Mode is a lab unlocked through Milestones at tier 14, wave 60. Once researched, Demon Mode becomes usable again after a set number of waves have passed since it activated, instead of being locked to a single use per round. The lab has 7 levels, with each level improving the recharge — see the level table below for the exact wave counts. Level | Time | Cost | Value 1 | 5d 4h 59m | 550,000,000,000 | 1,500 2 | 6d 14h 21m | 1,050,000,000,000 | 1,250 3 | 8d 54m 39s | 1,550,000,000,000 | 1,000 4 | 9d 23h 10m | 2,050,000,000,000 | 750 5 | 14d 1h 58m | 2,560,000,000,000 | 550 6 | 24d 19h 29m | 3,070,000,000,000 | 400 7 | 51d 8h 11m | 3,600,000,000,000 | 300 ### Enemy Balance Card URL: https://www.tower-hub.com/wiki/card/cards-enemy-balance Enemy Balance is a common card that trades a busier battlefield for better income. While it is equipped, more enemies appear in each wave, and every kill pays out more cash than usual. Because your earnings scale with the number of enemies you destroy, both halves of this card push in the same direction: extra spawns mean extra kills, and each of those kills is worth more. The exact cash bonus per level is listed in the table below. #### Enemy Balance Enemy Balance is a common card in The Tower: Idle Tower Defense. Equipping it increases the number of enemies spawned in each wave and raises the amount of cash you earn per kill. This makes it a straightforward economy card. More spawns give you more targets to kill, and the boosted cash per kill means each wave pays out noticeably more than it would without the card. It suits runs where your tower can comfortably handle the heavier enemy pressure, since the extra spawns only help if you can actually clear them. Table: Enemy Balance value per card level Card Level | Effect 1 | 1.30 2 | 1.40 3 | 1.50 4 | 1.60 5 | 1.70 6 | 1.80 7 | 1.90 #### Card Mastery Unlocking the Enemy Balance mastery costs 1000 stones. Once unlocked, it adds a chance for elite enemies to spawn twice. Keep in mind that the mastery is only active while Enemy Balance is equipped in your active loadout. If you swap the card out, you lose the double elite spawn chance until you equip it again. Table: Enemy Balance mastery value per lab level Mastery Level | Value 0 | 6% 1 | 12% 2 | 18% 3 | 24% 4 | 30% 5 | 36% 6 | 42% 7 | 48% 8 | 54% 9 | 60% ### Energy Net URL: https://www.tower-hub.com/wiki/card/energy-net Energy Net is a defensive card that targets bosses. When a boss gets close enough to your tower, the card fires a net that stuns it, buying you time to finish it off before it reaches you. #### Description Energy Net fires a net projectile at bosses, stunning them for a period of time when it hits. The stun only applies to bosses, so the card has no effect on regular enemies. #### Use The card fires automatically once a boss enters your tower's range, so you do not need to trigger it yourself. The net travels at its own movement speed, which scales with your attack speed, and it is not affected by Light Speed Shot. Because the net takes time to travel, a boss will not always be stunned exactly at the tower range line — it may move closer before the net connects. Keep this delay in mind when judging how much safety the stun actually gives you. ### Energy Shield URL: https://www.tower-hub.com/wiki/card/energy-shield Energy Shield is a defensive card that gives your tower a shield able to completely ignore a single attack. Once the shield absorbs a hit, it goes down and begins recharging, coming back after a set number of minutes that shortens as you upgrade the card. Because it negates an entire hit rather than reducing damage, it stays relevant at every stage of the game, and it sits within a wider chain of death-prevention effects that decide which ability saves you first. #### Description Energy Shield creates a shield around your tower that ignores one attack entirely, no matter how much damage that attack would have dealt. After absorbing a hit, the shield is consumed and recharges over time, with the recharge period shrinking at higher card levels — from 20 minutes at the base level down to 8 minutes when maxed. #### Use The recharge runs on game time, not on waves. Wave Skip does not adjust the timer when it skips a level, and Wave Accelerator shortens the game time between waves, so more waves pass during each recharge. Raising Game Speed makes the shield recharge faster in real time, but it does not change how many waves elapse per recharge. Even at maximum level, each recharge spans more than 10 waves, so treat the shield as an occasional save rather than constant protection. Energy Shield is one of several effects that can prevent death, and they resolve in a set order. If lethal damage would be taken, Death Defy may activate first. If it does not, and any damage would be taken, Energy Shield spends a charge instead. If lethal damage would be taken and no higher-priority protection is available, Second Wind activates, followed by Demon Mode with Smart Demon Mode Automation, and finally Nuke with Smart Nuke Automation. Smart Nuke does not destroy projectiles already in flight, but as of v27.3 (18 Dec, 2025) it also grants 15 seconds of invulnerability. #### Energy Shield Extra Hit Energy Shield Extra Hit is a lab unlocked through Milestones at tier 4 wave 300, and it has 2 levels. Each extra hit adds another charge to the shield, letting it absorb multiple attacks before running dry. Charges recover one at a time. If you have lost 2 or more charges, the next charge cannot start recharging until the previous one is fully restored. A charge becomes active as soon as it is ready, even while other charges are still recovering. The per-level details are listed in the table below. Level | Time | Cost | Value 1 | 11d 13h 46m | 40,000,000,000 | 1 2 | 32d 9h 46m | 850,000,000,000 | 2 ### Extra Defense Card URL: https://www.tower-hub.com/wiki/card/cards-extra-defense Extra Defense is a common card that boosts your tower's defense percent by a set amount, shown as [x]% on the card itself. Because defense percent reduces the damage your tower takes from each hit, this card is a straightforward survivability pick for your loadout. #### Extra Defense When you slot Extra Defense into your active loadout, it increases your defense percent by the value printed on the card. Defense percent lowers incoming damage, so the card effectively lets your tower absorb more punishment before falling. The exact bonus scales with the card's level — check the table below for the per-level values. As a common card, Extra Defense is easy to obtain and upgrade, making it one of the more accessible defensive options early on. Table: Extra Defense value per card level Card Level | Effect 1 | 5% 2 | 6% 3 | 7% 4 | 8% 5 | 9% 6 | 10% 7 | 11% #### Card Mastery Unlocking the Extra Defense mastery costs 1000 stones. Once unlocked, it increases the card's stat multiplier, raising the defense percent bonus the card provides beyond its base values. Keep in mind that the mastery only works while Extra Defense is actually equipped in your active loadout. If you swap the card out, you lose the mastery benefit along with the card's own effect, so plan your stone spending around whether this card earns a permanent slot in your setup. Table: Extra Defense mastery value per lab level Mastery Level | Value 0 | +0.7% 1 | +1.4% 2 | +2.1% 3 | +2.8% 4 | +3.5% 5 | +4.2% 6 | +4.9% 7 | +5.6% 8 | +6.3% 9 | +7.0% ### Extra Orb Card URL: https://www.tower-hub.com/wiki/card/cards-extra-orb Extra Orb is a rare card in The Tower: Idle Tower Defense. It adds another orbiting orb to your defence, giving you an extra way to kill enemies before they reach your tower. #### Extra Orb When equipped, Extra Orb gives you a spinning orb that destroys enemies on contact. Bosses are the exception — the orb does not destroy them, so it will not carry you through boss waves on its own. The card's listed speed value determines how fast the orb spins. Check the table below for the exact values at each level. Table: Extra Orb value per card level Card Level | Effect 1 | .30 2 | .40 3 | .50 4 | .60 5 | .70 6 | .80 7 | 0.90 #### Card Mastery Unlocking the Extra Orb card mastery costs 750 stones. Once unlocked, it grants an orb coin bonus, increasing the coins you earn through your orbs. The bonus is only active while Extra Orb is equipped in your active loadout, so you need to keep the card slotted to benefit from it. Table: Extra Orb mastery value per lab level Mastery Level | Value 0 | x1.04 1 | x1.08 2 | x1.12 3 | x1.16 4 | x1.2 5 | x1.24 6 | x1.28 7 | x1.32 8 | x1.36 9 | x1.4 ### Fortress Card URL: https://www.tower-hub.com/wiki/card/cards-fortress Fortress is a common card you can slot into your loadout in The Tower: Idle Tower Defense. It boosts your tower's defense absolute, making it a straightforward defensive pick when you want to soak up more damage. #### Fortress When equipped, Fortress increases your defense absolute stat. The exact amount it adds scales with the card's level, which you can see in the data table below. Because defense absolute reduces incoming damage by a flat amount, Fortress is most useful when you are building around flat damage reduction rather than percentage-based defense. Table: Fortress value per card level Card Level | Effect 1 | 1.30 2 | 1.45 3 | 1.60 4 | 1.75 5 | 1.90 6 | 2.05 7 | 2.20 #### Card Mastery Unlocking the Fortress card mastery costs 750 stones. Once unlocked, it reduces the time needed to rebuild your wall during a run. Keep in mind that the mastery bonus is only active while Fortress is equipped in your active loadout. If you swap the card out, you lose the rebuild time reduction until you equip it again. Table: Fortress mastery value per lab level Mastery Level | Value 0 | -10s 1 | -20s 2 | -30s 3 | -40s 4 | -50s 5 | -60s 6 | -70s 7 | -80s 8 | -90s 9 | -100s ### Free Upgrades Card URL: https://www.tower-hub.com/wiki/card/cards-free-upgrades Free Upgrades is a rare card that makes the free upgrade rolls during a wave trigger more often. If you rely on free upgrades to push your stats without spending cash mid-run, this card increases how frequently those free points land. #### Free Upgrades Free Upgrades increases all of your free upgrade chances per wave by a percentage shown on the card. Every free upgrade chance you have is boosted, so each wave gives you more opportunities to gain stats for free. The exact percentage per card level is listed in the data table below. Table: Free Upgrades value per card level Card Level | Effect 1 | 4% 2 | 5% 3 | 6% 4 | 7% 5 | 8% 6 | 9% 7 | 10% #### Card Mastery Unlocking the Free Upgrades mastery costs 500 stones. Once unlocked, it lets you lock a stat so it is excluded from free upgrades, giving you control over where your free points go. The mastery is only active while Free Upgrades is equipped in your active loadout, so you need a card slot for it to benefit from the lock. Table: Free Upgrades mastery value per lab level Mastery Level | Value 0 | 1 1 | 2 2 | 3 3 | 4 4 | 5 5 | 6 6 | 7 7 | 8 8 | 9 9 | 10 ### Health Card URL: https://www.tower-hub.com/wiki/card/cards-health Health is a common card in The Tower: Idle Tower Defense. As the name suggests, it makes your tower harder to kill by boosting its health pool, giving you more room to survive incoming damage before a run ends. #### Health When equipped, the Health card increases your tower's health by the amount shown on the card. The exact bonus scales with the card's level, so upgrading the card raises how much extra health it provides. The per-level values are listed in the table below. Because it is a common card, Health is relatively easy to obtain and level up compared with rarer cards. It is a straightforward defensive option that matters most when enemies are getting through your damage output and chipping away at your tower, since a larger health pool buys you more time per run. Table: Health value per card level Card Level | Effect 1 | 1.50 2 | 2.00 3 | 2.40 4 | 2.80 5 | 3.20 6 | 3.60 7 | 4.00 #### Card Mastery Unlocking the Health card mastery costs 750 stones. Once unlocked, it increases the card's stat multiplier, making the health bonus the card provides stronger than its base values. The mastery effect is not passive across your whole account. It only applies while the Health card is equipped in your active loadout, so you need the card in a slot during a run to benefit from the improved multiplier. The mastery values at each level are shown in the table below. Table: Health mastery value per lab level Mastery Level | Value 0 | x1.2 1 | x1.4 2 | x1.6 3 | x1.8 4 | x2 5 | x2.2 6 | x2.4 7 | x2.6 8 | x2.8 9 | x3 ### Health Regen Card URL: https://www.tower-hub.com/wiki/card/cards-health-regen Health Regen is a common card that boosts how quickly your tower recovers health during a round. When equipped, it increases your tower's health regen by a set amount per second, with the exact value depending on the card's level. Because it is a common card, Health Regen is relatively easy to obtain and upgrade compared to rarer cards, making it an accessible option for improving your tower's sustain. #### Health Regen Equipping Health Regen raises your tower's health regeneration by a flat amount per second, shown on the card as [x] / sec. This regeneration ticks continuously, restoring health lost to enemy hits as long as your tower is alive. The card is most useful in builds that rely on outlasting chip damage rather than avoiding hits entirely. If your tower regularly takes small amounts of damage between kills, a higher regen rate can keep your health pool topped up without needing to lean as heavily on other defensive layers. The per-second values at each card level are listed in the data table below. Table: Health Regen value per card level Card Level | Effect 1 | 1.40 2 | 1.60 3 | 1.80 4 | 2.00 5 | 2.20 6 | 2.40 7 | 2.60 #### Card Mastery The Health Regen card mastery costs 750 stones to unlock. Once unlocked, it increases the card's stat multiplier, raising the amount of health regen the card provides per second. The mastery bonus is only active while Health Regen is equipped in your active loadout. If you swap the card out, the multiplier stops applying until you equip it again. The multiplier values at each mastery level are shown in the data table below. Table: Health Regen mastery value per lab level Mastery Level | Value 0 | x1.4 1 | x1.8 2 | x2.2 3 | x2.6 4 | x3 5 | x3.4 6 | x3.8 7 | x4.2 8 | x4.6 9 | x5 ### Intro Sprint Card URL: https://www.tower-hub.com/wiki/card/cards-intro-sprint Intro Sprint is a rare card in The Tower: Idle Tower Defense that lets you skip through early waves quickly. It is designed for players who want to reach their highest wave faster without sitting through the easier opening stages. #### Intro Sprint Intro Sprint is a rare card that increases your wave count by 10 each time, for the first [x] waves or up to your highest wave. During this period, a Boss spawns every wave and you earn no coins. This makes it useful for rushing to higher waves quickly, though you sacrifice coin income while it is active. Table: Intro Sprint value per card level Card Level | Effect 1 | 20 2 | 30 3 | 40 4 | 50 5 | 60 6 | 80 7 | 100 #### Card Mastery The Intro Sprint card mastery costs 1250 stones to unlock. It increases how many waves the card remains active. The mastery only applies while Intro Sprint is equipped in your active loadout. Table: Intro Sprint mastery value per lab level Mastery Level | Value 0 | x1.8 1 | x3.6 2 | x5.4 3 | x7.2 4 | x9 5 | x10.8 6 | x12.6 7 | x14.4 8 | x16.2 9 | x18 ### Land Mine Stun Card URL: https://www.tower-hub.com/wiki/card/cards-land-mine-stun Land Mine Stun is a rare card in The Tower: Idle Tower Defense. It adds a crowd-control effect to your land mines, giving each mine a chance to briefly stop enemies in their tracks. #### Land Mine Stun With Land Mine Stun equipped, your land mines have a 40% chance to stun enemies they hit. The stun lasts for a set number of seconds, shown as [x] on the card, and the duration table below lists the values at each level. The stun does not work on bosses, so its value is in controlling regular waves. It is most useful if your build already relies on land mines as a meaningful part of your defence, since the card does nothing without them. Table: Land Mine Stun value per card level Card Level | Effect 1 | 1.4 2 | 1.8 3 | 2.2 4 | 2.6 5 | 3.0 6 | 3.4 7 | 3.8 #### Card Mastery Unlocking the Land Mine Stun mastery costs 1000 stones. Once unlocked, it gives stunned enemies a chance to miss their attacks, adding a layer of damage avoidance on top of the stun itself. The mastery only functions while Land Mine Stun is in your active loadout. If you unequip the card, you lose the miss chance as well, so it is only worth the stones if the card is a permanent part of your setup. The table below shows how the effect scales. Table: Land Mine Stun mastery value per lab level Mastery Level | Value 0 | 2.5% 1 | 5% 2 | 7.5% 3 | 10% 4 | 12.5% 5 | 15% 6 | 17.5% 7 | 20% 8 | 22.5% 9 | 25% ### Nuke URL: https://www.tower-hub.com/wiki/card/nuke Nuke is a powerful card that lets you wipe out a large portion of the enemies currently on screen with a single activation. It is a manual tool for clearing dangerous waves, and it can also be automated to save your run when things go wrong. #### Description The Nuke card destroys a set percentage of all enemies currently on the field. As you upgrade the card, that percentage increases, allowing you to clear more of the screen with each use. #### Use You must activate Nuke yourself by tapping its card. It is best saved for moments when your tower is about to be overwhelmed by tough enemies, such as Elites or Fleets, letting you clear the danger before it reaches you. With the Smart Nuke Automation lab, Nuke becomes one of several abilities that can prevent your death. When you would take lethal damage, these abilities activate in a specific order. First, Death Defy has a chance to trigger. If it does not, an Energy Shield charge will be consumed to block the hit. If neither of those is available, Second Wind will activate. Next in line is Demon Mode, provided you have its own automation lab. Only if all of those are unavailable will Nuke fire automatically. Note that this automatic Nuke does not destroy projectiles already in flight, but as of version 27.3 (18 December 2025), Smart Nuke Automation also grants you 15 seconds of invulnerability after it triggers. #### Recharge Nuke You can unlock the Recharge Nuke lab in Milestones at tier 14, wave 60. Once researched, your Nuke card will automatically recharge after a set number of waves, allowing you to use it multiple times in a run. The lab has 7 levels, with each level reducing the number of waves required to recharge. The exact wave counts for each level are listed in the table below. Level | Time | Cost | Value 1 | 5d 4h 59m | 550,000,000,000 | 1,500 2 | 6d 14h 21m | 1,050,000,000,000 | 1,250 3 | 8d 54m 39s | 1,550,000,000,000 | 1,000 4 | 9d 23h 10m | 2,050,000,000,000 | 750 5 | 14d 1h 58m | 2,560,000,000,000 | 550 6 | 24d 19h 29m | 3,070,000,000,000 | 400 7 | 51d 8h 11m | 3,600,000,000,000 | 300 ### Plasma Cannon URL: https://www.tower-hub.com/wiki/card/plasma-cannon Plasma Cannon is a card that automatically fires a projectile at any boss that enters your tower's range. The hit deals damage equal to a percentage of the boss's total health, making it a specialised anti-boss tool rather than a general damage source. #### Description When equipped, Plasma Cannon fires a cannon shot at bosses, dealing damage equal to a percentage of the boss's total health. Because the damage scales with the boss's full health pool rather than your own damage stats, it stays relevant against high-health bosses regardless of your build. #### Use The cannon fires automatically when a boss enters tower range. The projectile's travel speed scales with your attack speed, and the Light Speed Shots lab has no effect on it. The shot passes straight through any enemies between your tower and the boss without damaging them, so it only ever hurts the boss itself. Since the damage is a percentage of total health, a sufficiently upgraded Plasma Cannon can kill a boss outright on its own, without needing support from effects like Mark for Death. ### Range Card URL: https://www.tower-hub.com/wiki/card/cards-range Range is a common card in The Tower: Idle Tower Defense that extends how far your tower can reach. Equipping it increases your tower's range, letting you engage enemies from a greater distance. #### Range Range is a common card whose effect reads: Increase tower range by [x]. When equipped, it extends the distance at which your tower can target enemies, which matters when you want your defenses to start dealing damage sooner or cover a wider area. The exact values for each level are shown in the data table below. Table: Range value per card level Card Level | Effect 1 | 1.15 2 | 1.20 3 | 1.25 4 | 1.30 5 | 1.35 6 | 1.40 7 | 1.45 #### Card Mastery The Range card mastery costs 750 stones to unlock. Once unlocked, it adds a damage per meter bonus multiplier, so your tower deals more damage based on how far it is hitting. This bonus only applies while the Range card is equipped in your active loadout. Table: Range mastery value per lab level Mastery Level | Value 0 | x1.2 1 | x1.4 2 | x1.6 3 | x1.8 4 | x2 5 | x2.2 6 | x2.4 7 | x2.6 8 | x2.8 9 | x3 ### Recovery Package Chance Card URL: https://www.tower-hub.com/wiki/card/cards-recovery-package-chance Recovery Package Chance is a rare card you can equip in The Tower: Idle Tower Defense. It increases how often recovery packages spawn while a round is running, giving you more opportunities to pick up health restoration mid-run. #### Recovery Package Chance When equipped, this card raises the spawn chance of recovery packages by the percentage shown on the card. The exact bonus depends on the card's level, which you can check in the data table below. Recovery packages restore health when collected, so a higher spawn chance means more frequent healing during a round. This makes the card most useful in builds that rely on staying alive through sustained damage rather than avoiding hits entirely, particularly in longer runs where chip damage adds up. Because it is a rare card, Recovery Package Chance is relatively easy to obtain and upgrade compared to epic or legendary options, making it an accessible defensive pick early on. Table: Recovery Package Chance value per card level Card Level | Effect 1 | 15% 2 | 18% 3 | 21% 4 | 24% 5 | 27% 6 | 30% 7 | 33% ### Second Wind URL: https://www.tower-hub.com/wiki/card/second-wind Second Wind is a card that brings your tower back from death once per round. When lethal damage would destroy you, the tower revives at half health and gains a temporary invincible shield, with the shield duration scaling from 10 up to 40 seconds depending on the card's level. #### Description Second Wind revives your tower at half health a single time per round when it would otherwise be destroyed. On top of the revive, it wraps the tower in an invincible shield lasting 10/15/20/25/30/35/40 seconds, with the duration tied to the card's level. That invulnerability window is a large part of the card's value: the revive alone would often just delay death by a moment, but the shield gives your defences time to stabilise while nothing can hurt you. #### Use Second Wind sits inside a priority order of death-prevention effects. When your tower takes lethal damage, the game checks each available effect in sequence and only one of them fires: 1. **Death Defy** — checked first; if it triggers, nothing else is needed. 2. **Energy Shield** — if Death Defy did not trigger, an Energy Shield charge is spent to absorb the hit. 3. **Second Wind** — only activates if no higher-priority protection was available. 4. **Demon Mode** — with Smart Demon Mode Automation, it activates if nothing above it did. 5. **Nuke** — with Smart Nuke Automation, it fires as the last resort. It does not clear projectiles already in flight, but as of v27.3 (18 Dec, 2025) Smart Nuke Automation also grants 15 seconds of invulnerability. The practical takeaway: Second Wind only fires when Death Defy and Energy Shield have both failed or run out, so it functions as your mid-tier safety net rather than your first line of defence. #### Labs — Second Wind Blast Second Wind Blast is a lab unlocked through Milestones at tier 3 wave 150. Once researched, triggering Second Wind also wipes out a percentage of the enemies currently spawned, softening the wave that killed you so the invincibility window is less likely to be overwhelmed the moment it ends. The lab has 4 levels, each raising the percentage of spawned enemies cleared. See the level table below for the exact values. Level | Time | Cost | Value 1 | 1d 3h 46m | 1,800,000 | 25% 2 | 1d 17h 39m | 3,000,000 | 50% 3 | 2d 7h 33m | 4,500,000 | 75% 4 | 3d 11h 19m | 75,000,000 | 100% #### Labs — Recharge Second Wind Recharge Second Wind is a lab unlocked through Milestones at tier 14 wave 60. It removes the card's once-per-round limit by letting Second Wind recharge after a set number of waves once it has been used, so it can save you more than once in a long run. The lab has 7 levels, with higher levels reducing how many waves you must wait before Second Wind is ready again. The level table below lists the recharge times. Level | Time | Cost | Value 1 | 5d 4h 59m | 550B | 2,000 2 | 6d 14h 21m | 1,05T | 1,500 3 | 8d 54m 39s | 1,55T | 1,250 4 | 9d 23h 10m | 2,05T | 1,000 5 | 14d 1h 58m | 2,56T | 750 6 | 24d 19h 29m | 3,07T | 550 7 | 51d 8h 11m | 3,6T | 400 ### Slow Aura URL: https://www.tower-hub.com/wiki/card/slow-aura Slow Aura is a defensive card that slows any enemy inside your tower's range by a percentage of its speed. Because the reduction is proportional rather than a flat amount, faster enemies lose more raw speed, but nothing is ever fully stopped by this card alone. #### Description While equipped, Slow Aura applies a percentage-based speed reduction to enemies whenever they are within your tower's range. The effect only applies inside that radius, so enemies move at full speed until they enter it and recover if they leave it. #### Use Slow Aura stacks multiplicatively with other speed-reduction effects, specifically the Chrono Field ultimate weapon and the -40% enemy speed / x2.5 enemy damage perk. Because each effect multiplies the enemy's remaining speed rather than adding together, the combined slow can never push an enemy's speed all the way to zero. Keep this in mind when planning a slow-focused build: pairing Slow Aura with Chrono Field and the perk still leaves enemies crawling forward, so you need enough damage or crowd control to deal with them before they reach the tower. ### Super Tower Card URL: https://www.tower-hub.com/wiki/card/cards-super-tower Super Tower is an epic card that gives your tower a short burst of extra damage. When it triggers, your tower enters a super state for 15 seconds, during which its damage is increased by the card's listed multiplier. After each activation, the card goes on a 30-second cooldown before it can trigger again. #### Super Tower Super Tower is an epic card. Its effect reads: the tower becomes super for 15 seconds, with tower damage increased by a set multiplier, followed by a 30-second cooldown. Because the boost only lasts 15 seconds out of every 45-second cycle at most, Super Tower works as a periodic damage spike rather than a constant bonus. The exact damage multiplier scales with the card's level — see the table below for the values at each tier. Table: Super Tower value per card level Card Level | Effect 1 | 2.5 2 | 2.9 3 | 3.3 4 | 3.7 5 | 4.1 6 | 4.5 7 | 5.0 #### Card Mastery Unlocking the Super Tower mastery costs 1000 stones. Once unlocked, 35% of the super tower damage bonus is also applied to your Ultimate Weapons while the super state is active, and the card's cooldown is reduced. The mastery only functions while Super Tower is equipped in your active loadout. If you swap the card out, you lose the mastery benefit until you equip it again. The reduced cooldown means more frequent super windows, which in turn means more uptime on both the tower damage boost and the Ultimate Weapon bonus. See the table below for the cooldown values at each level. Table: Super Tower mastery value per lab level Mastery Level | Value 0 | -3s 1 | -6s 2 | -9s 3 | -12s 4 | -15s 5 | -18s 6 | -21s 7 | -24s 8 | -27s 9 | -30s ### Ultimate Crit Card URL: https://www.tower-hub.com/wiki/card/cards-ultimate-crit Ultimate Crit is an epic card in The Tower: Idle Tower Defense. It gives your ultimate weapons a chance to critically hit, using your tower's existing crit factor for the damage calculation. #### Ultimate Crit When equipped, Ultimate Crit adds a percentage chance for your ultimate weapons to deal critical damage. The size of that critical hit is not set by the card itself — it uses your Tower Crit Factor, so anything that raises your crit factor also makes these ultimate crits hit harder. The card matters most once you rely on ultimate weapons for a large share of your damage. Before that point, the crit chance it provides has little to multiply, and other cards will usually contribute more to your run. Table: Ultimate Crit value per card level Card Level | Effect 1 | 1% 2 | 1.33% 3 | 1.66% 4 | 2% 5 | 2.33% 6 | 2.66% 7 | 3% #### Card Mastery Unlocking the Ultimate Crit mastery costs 750 stones. Once unlocked, it increases the crit chance your ultimate weapons gain from the card. The mastery is not a permanent account-wide bonus. It only takes effect while Ultimate Crit is in your active loadout, so you need to keep the card equipped to benefit from the extra crit chance. Table: Ultimate Crit mastery value per lab level Mastery Level | Value 0 | +0.3% 1 | +0.7% 2 | +1.0% 3 | +1.3% 4 | +1.7% 5 | +2.0% 6 | +2.3% 7 | +2.7% 8 | +3.0% 9 | +3.3% ### Wave Accelerator Card URL: https://www.tower-hub.com/wiki/card/cards-wave-accelerator Wave Accelerator is an epic card in The Tower: Idle Tower Defense. It shortens the downtime between waves, letting you move through rounds faster during a run. #### Wave Accelerator Wave Accelerator is an epic card. When equipped, it reduces the cooldown between waves by a percentage, so the next wave begins sooner after the previous one ends. This matters when you want to speed up the pace of a run. Less waiting between waves means you reach later waves more quickly, which can help with farming or pushing through rounds where the idle time would otherwise slow you down. The exact percentage depends on the card's level, shown in the table below. Table: Wave Accelerator value per card level Card Level | Effect 1 | 30% 2 | 34% 3 | 38% 4 | 42% 5 | 46% 6 | 50% 7 | 54% #### Card Mastery The Wave Accelerator card mastery costs 1000 stones to unlock. Once unlocked, it increases the spawn rate acceleration, making enemies appear faster on top of the card's base effect. The mastery only applies while Wave Accelerator is equipped in your active loadout. If you remove the card, you lose the mastery benefit until you equip it again. Table: Wave Accelerator mastery value per lab level Mastery Level | Value 0 | 110% 1 | 120% 2 | 130% 3 | 140% 4 | 150% 5 | 160% 6 | 170% 7 | 180% 8 | 190% 9 | 200% ### Wave Skip Card URL: https://www.tower-hub.com/wiki/card/cards-wave-skip Wave Skip is a rare card that gives you a chance to bypass a wave entirely while still collecting rewards from it. It is a useful tool for speeding up runs and pushing through waves faster than normal. #### Wave Skip When equipped, Wave Skip gives you a percentage chance to skip a wave as it begins. When the effect triggers, you still earn coins and cash, calculated at 1.10 times the value of the previous wave. The exact trigger chance depends on the card's level, which you can see in the data table below. Because skipped waves still pay out, Wave Skip lets you progress more quickly without sacrificing income, making it valuable for farming runs where speed matters. Table: Wave Skip value per card level Card Level | Effect 1 | 9% 2 | 10% 3 | 11% 4 | 13% 5 | 15% 6 | 17% 7 | 19% #### Card Mastery Unlocking the Wave Skip card mastery costs 1000 stones. Once unlocked, it adds a chance for the wave skip effect to trigger twice, letting you skip two waves in a single activation. The mastery bonus is only active while Wave Skip is equipped in your active loadout. If you swap the card out, the mastery effect stops applying until you equip it again. Table: Wave Skip mastery value per lab level Mastery Level | Value 0 | 10% 1 | 15% 2 | 20% 3 | 25% 4 | 30% 5 | 35% 6 | 40% 7 | 45% 8 | 50% 9 | 55% ### Bits URL: https://www.tower-hub.com/wiki/currency/currency-bits Bits are one of the guild-linked currencies in The Tower: Idle Tower Defense. Their entire purpose is feeding the Chip system: you spend them to unlock and upgrade Chips and to open additional Chip Slots, so your Bit income directly limits how fast your Chips develop. #### Bits Bits are a dedicated currency with a single focus: the Chip system. You spend them to unlock and upgrade Chips, and to purchase extra Chip Slots. Because they have no other use, every Bit you earn goes toward strengthening your Chips in some way. #### Sources You get Bits from two places, both tied to guilds. The first is Guild Weekly Reward Chests, which pay out Bits based on your weekly results. The second is the Guild Store, where you can buy Bits with Tokens. Guild Store stock resets when a new Guild Season begins, so each season gives you a fresh set of purchases. #### Weekly Reward Chest Breakdown If you hit the maximum weekly reward total every week, you build up roughly 740 Bits over a four-week month and about 1,480 Bits across a full eight-week Guild Season. The table below shows how the chest rewards break down by week. Guild Contribution | Bits 100 | 10 250 | 25 500 | 50 750 | 100 Weekly Total (Max) | 185 #### Guild Store Breakdown Bits can also be bought from the Guild Store with Tokens, giving you a way to top up beyond what the weekly chests provide. The table below lists the available purchases; remember that the store resets at the start of each Guild Season. Purchase | Cost ( Tokens ) | Bits Received 1st | 25 | 25 2nd | 50 | 25 3rd | 75 | 25 Season Total | 150 | 75 #### Uses Bits have exactly two uses: upgrading Chips you already own and buying additional Chip Slots so you can equip more Chips at once. The cost table below details what each upgrade and slot costs. Unlock | Cost ( Bits ) Guardian (includes 1st Chip slot) | 100 2nd Chip slot | 200 3rd Chip slot | 300 4th Chip slot | Currently unavailable Total (available) | 600 ### Cash URL: https://www.tower-hub.com/wiki/currency/currency-cash Cash is the currency you spend inside a run on temporary upgrades. Unlike Coins, it resets between runs, so everything you earn and spend only matters for the attempt you're currently playing. #### Cash Cash is the in-run currency used to buy temporary upgrades while a run is active. It doesn't carry over between runs — you earn it, spend it, and start fresh next time. #### Earning Cash You earn Cash during a run from several sources: defeating enemies, completing waves, the Cash / Wave upgrade, and Interest as a form of passive income. Each enemy has a base value of $1. That value rises by $1 every 10 waves up to wave 200, then the growth slows to $1 every 20 waves. The table below shows how enemy value scales. Table: Enemy Value Breakdown Wave | Enemy Value ($) 1-9 | $1 10 | $2 20 | $3 30 | $4 40 | $5 50 | $6 60 | $7 70 | $8 80 | $9 90 | $10 100 | $11 ... | 200 | $21 220 | $22 240 | $23 260 | $24 #### Cash Flow + How to Improve it At the end of every wave, two systems pay out Cash automatically: Cash per Wave and Interest. Understanding how they interact is key to keeping your upgrades funded in longer runs. #### Cash per Wave Cash per Wave is a flat payout you receive automatically when a wave ends. It scales with your upgrades and how far you've progressed, and it's always applied first at the end of a wave — before Interest is calculated. #### Interest Interest pays you a percentage of the Cash you're currently holding, rewarding you for keeping unspent Cash on hand. There's a cap on how much Interest you can gain per wave, so hoarding past that point earns you nothing extra. Because Cash per Wave is added before Interest is worked out, the flat payout can push your balance up into a higher Interest payout if you were sitting below the cap. #### Improving Cash Flow How much Cash you have depends heavily on how deep into a run you get, so investing in Cash Flow early pays off later. You can improve it through: - Cash Bonus upgrades (Workshop and Lab) - Cash / Wave upgrades (Workshop and Lab) - Interest / Wave upgrades (Workshop and Lab) - Max Interest upgrades (Lab) - The Cash card (Cards) - The Enemy Balance card (Cards) - Golden Tower (Ultimate Weapon) - Cash Bonus or Cash/Wave sub-module effects (modules) #### Cash Bonus The Cash Bonus enhancement unlocks for free once you complete the Workshop Enhancement Labs. Unlocking it raises your Cash Bonus multiplier by x1, and each level after that adds 0.01x. The enhancement also boosts Cash per Wave, Interest percentage, and Max Interest per wave by 1% per upgrade. It caps at level 400, giving a 5x bonus — see the level table below for the full progression. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s ### Coins URL: https://www.tower-hub.com/wiki/currency/currency-coins Coins are the core currency of The Tower: Idle Tower Defense. You spend them in the workshop to strengthen your tower before a run, and in the lab on permanent research, so almost every part of progression ties back to how many coins you can bring in. #### Coins Coins are the backbone of the game's economy. Before a run starts, you can put coins into workshop upgrades that shape how your tower performs, and outside of runs the lab offers further upgrades that also cost coins. Because both of these systems draw on the same pool, your long-term progress is largely a question of how efficiently you can earn and reinvest coins. #### Getting Coins There are four ways to earn coins. Killing enemies pays out coins for every enemy type except Basic Enemies. The Coins / Wave upgrade gives you a steady income each wave. Completing daily missions rewards coins, and reaching milestones pays out as well. #### Improving Coin Flow How many coins you earn comes down to two things: how far into a run you can push, and which upgrades you have invested in. There are many ways to raise your income. Playing on a higher tier increases coin yield, and the workshop and lab both offer upgrades to Coins / Kill and Coins / Wave. Several cards help too: the Coins card, the Enemy Balance card, and the Critical Coin card can all be used and upgraded. On the ultimate weapon side, buying and upgrading Golden Tower boosts income, and there are dedicated lab upgrades for the Black Hole, Spotlight, and Death Wave coin bonuses. Generator modules contribute as well, and certain sub-module effects improve things like Coins / Kill, Coins / Wave, Golden Tower bonus, duration, cooldown, Black Hole size, Death Wave quantity, or Spotlight angle. Perks can raise your coin bonus, Death Wave quantity, Golden Tower bonus, or Black Hole duration, or grant a random coin-generating ultimate weapon, and the Standard Perks Bonus lab upgrade amplifies those perks. The Improve Trade-Off Perks lab upgrade pairs with the Coin Trade-Off perk, and the guardian's Bounty Chip adds a small bonus on top. Keep in mind that higher tiers only pay off if you can survive deep enough into the run. Spawn rates and the share of non-basic enemies grow with each wave, so a tier where you stall early can earn less than a lower tier you clear comfortably. Finding the right balance between tier and your highest reachable wave is strongly recommended. #### Coin Bonus The Coin Bonus enhancement unlocks after you have spent 50 billion coins on Utility enhancements. Unlocking it raises your Coin Bonus multiplier by x1, and each level beyond that adds 0.01x, up to a maximum level of 200 for a 3x bonus in total. Because the enhancement applies to both the tier bonus and Coins / Kill, its effective benefit is squared, making it one of the strongest coin investments once you can afford it. The cost table below lists the per-level prices. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.25B | 11.25B 3 | 1.03x | 12.46B | 23.71B 4 | 1.04x | 27.42B | 51.14B 5 | 1.05x | 54.50B | 105.64B 6 | 1.06x | 96.85B | 202.49B 7 | 1.07x | 157.45B | 359.94B 8 | 1.08x | 239.17B | 599.11B 9 | 1.09x | 344.79B | 943.90B 10 | 1.10x | 477.01B | 1.42T 11 | 1.11x | 638.46B | 2.06T 12 | 1.12x | 831.70B | 2.89T 13 | 1.13x | 1.06T | 3.95T 14 | 1.14x | 1.32T | 5.27T 15 | 1.15x | 1.63T | 6.90T 16 | 1.16x | 1.97T | 8.87T 17 | 1.17x | 2.36T | 11.23T 18 | 1.18x | 5.59T | 16.83T 19 | 1.19x | 9.84T | 26.67T 20 | 1.20x | 15.26T | 41.94T 21 | 1.21x | 22.02T | 63.96T 22 | 1.22x | 30.29T | 94.24T 23 | 1.23x | 40.24T | 134.49T 24 | 1.24x | 52.08T | 186.56T 25 | 1.25x | 65.99T | 252.55T 26 | 1.26x | 82.19T | 334.75T 27 | 1.27x | 100.89T | 435.64T 28 | 1.28x | 122.32T | 557.96T 29 | 1.29x | 146.71T | 704.67T 30 | 1.30x | 174.29T | 878.95T 31 | 1.31x | 205.32T | 1.08q 32 | 1.32x | 288.06T | 1.37q 33 | 1.33x | 390.25T | 1.76q 34 | 1.34x | 514.70T | 2.28q 35 | 1.35x | 664.46T | 2.94q 36 | 1.36x | 842.82T | 3.78q 37 | 1.37x | 1.05q | 4.84q 38 | 1.38x | 1.30q | 6.14q 39 | 1.39x | 1.59q | 7.72q 40 | 1.40x | 1.92q | 9.64q 41 | 1.41x | 2.30q | 11.94q 42 | 1.42x | 2.73q | 14.67q 43 | 1.43x | 3.22q | 17.89q 44 | 1.44x | 3.78q | 21.67q 45 | 1.45x | 4.41q | 26.07q 46 | 1.46x | 5.11q | 31.18q 47 | 1.47x | 5.90q | 37.08q 48 | 1.48x | 6.77q | 43.85q 49 | 1.49x | 7.74q | 51.59q 50 | 1.50x | 8.82q | 60.41q 51 | 1.51x | 10.01q | 70.42q 52 | 1.52x | 13.01q | 83.43q 53 | 1.53x | 16.58q | 100.00q 54 | 1.54x | 20.77q | 120.77q 55 | 1.55x | 25.67q | 146.44q 56 | 1.56x | 31.36q | 177.80q 57 | 1.57x | 37.93q | 215.73q 58 | 1.58x | 45.47q | 261.20q 59 | 1.59x | 54.09q | 315.29q 60 | 1.60x | 63.90q | 379.19q 61 | 1.61x | 75.02q | 454.21q 62 | 1.62x | 87.57q | 541.78q 63 | 1.63x | 101.69q | 643.47q 64 | 1.64x | 117.52q | 760.99q 65 | 1.65x | 135.22q | 896.21q 66 | 1.66x | 154.95q | 1.05Q 67 | 1.67x | 176.87q | 1.23Q 68 | 1.68x | 201.18q | 1.43Q 69 | 1.69x | 228.07q | 1.66Q 70 | 1.70x | 257.74q | 1.92Q 71 | 1.71x | 290.41q | 2.21Q 72 | 1.72x | 326.30q | 2.53Q 73 | 1.73x | 365.65q | 2.90Q 74 | 1.74x | 408.72q | 3.31Q 75 | 1.75x | 455.77q | 3.76Q 76 | 1.76x | 507.08q | 4.27Q 77 | 1.77x | 562.94q | 4.83Q 78 | 1.78x | 623.66q | 5.46Q 79 | 1.79x | 689.55q | 6.15Q 80 | 1.80x | 760.97q | 6.91Q 81 | 1.81x | 838.25q | 7.74Q 82 | 1.82x | 921.76q | 8.67Q 83 | 1.83x | 1.01Q | 9.68Q 84 | 1.84x | 1.11Q | 10.79Q 85 | 1.85x | 1.21Q | 12.00Q 86 | 1.86x | 1.33Q | 13.33Q 87 | 1.87x | 1.45Q | 14.77Q 88 | 1.88x | 1.58Q | 16.35Q 89 | 1.89x | 1.72Q | 18.07Q 90 | 1.90x | 1.86Q | 19.93Q 91 | 1.91x | 2.02Q | 21.95Q 92 | 1.92x | 2.19Q | 24.15Q 93 | 1.93x | 2.37Q | 26.52Q 94 | 1.94x | 2.57Q | 29.09Q 95 | 1.95x | 2.77Q | 31.86Q 96 | 1.96x | 2.99Q | 34.86Q 97 | 1.97x | 3.23Q | 38.08Q 98 | 1.98x | 3.48Q | 41.56Q 99 | 1.99x | 3.74Q | 45.30Q 100 | 2.00x | 4.02Q | 49.31Q 101 | 2.01x | 4.31Q | 53.63Q 102 | 2.02x | 4.63Q | 58.26Q 103 | 2.03x | 4.96Q | 63.22Q 104 | 2.04x | 5.31Q | 68.53Q 105 | 2.05x | 5.69Q | 74.22Q 106 | 2.06x | 6.08Q | 80.30Q 107 | 2.07x | 6.49Q | 86.79Q 108 | 2.08x | 6.93Q | 93.73Q 109 | 2.09x | 7.40Q | 101.12Q 110 | 2.10x | 7.88Q | 109.01Q 111 | 2.11x | 8.40Q | 117.40Q 112 | 2.12x | 8.94Q | 126.34Q 113 | 2.13x | 9.51Q | 135.85Q 114 | 2.14x | 10.10Q | 145.95Q 115 | 2.15x | 10.73Q | 156.68Q 116 | 2.16x | 11.39Q | 168.08Q 117 | 2.17x | 12.09Q | 180.16Q 118 | 2.18x | 12.82Q | 192.98Q 119 | 2.19x | 13.58Q | 206.56Q 120 | 2.20x | 14.38Q | 220.94Q 121 | 2.21x | 15.22Q | 236.16Q 122 | 2.22x | 16.10Q | 252.25Q 123 | 2.23x | 17.02Q | 269.27Q 124 | 2.24x | 17.98Q | 287.25Q 125 | 2.25x | 18.99Q | 306.24Q 126 | 2.26x | 20.04Q | 326.28Q 127 | 2.27x | 21.14Q | 347.42Q 128 | 2.28x | 22.29Q | 369.72Q 129 | 2.29x | 23.49Q | 393.21Q 130 | 2.30x | 24.75Q | 417.96Q 131 | 2.31x | 26.06Q | 444.01Q 132 | 2.32x | 27.42Q | 471.44Q 133 | 2.33x | 28.85Q | 500.28Q 134 | 2.34x | 30.33Q | 530.61Q 135 | 2.35x | 31.88Q | 562.49Q 136 | 2.36x | 33.49Q | 595.97Q 137 | 2.37x | 35.16Q | 631.13Q 138 | 2.38x | 36.91Q | 668.04Q 139 | 2.39x | 38.72Q | 706.77Q 140 | 2.40x | 40.61Q | 747.38Q 141 | 2.41x | 42.58Q | 789.96Q 142 | 2.42x | 44.62Q | 834.58Q 143 | 2.43x | 46.74Q | 881.32Q 144 | 2.44x | 48.95Q | 930.27Q 145 | 2.45x | 51.24Q | 981.50Q 146 | 2.46x | 53.61Q | 1.04s 147 | 2.47x | 56.08Q | 1.09s 148 | 2.48x | 58.64Q | 1.15s 149 | 2.49x | 61.30Q | 1.21s 150 | 2.50x | 64.05Q | 1.28s 151 | 2.51x | 66.91Q | 1.34s 152 | 2.52x | 69.87Q | 1.41s 153 | 2.53x | 72.93Q | 1.48s 154 | 2.54x | 76.11Q | 1.56s 155 | 2.55x | 79.40Q | 1.64s 156 | 2.56x | 82.81Q | 1.72s 157 | 2.57x | 86.33Q | 1.81s 158 | 2.58x | 89.98Q | 1.90s 159 | 2.59x | 93.76Q | 1.99s 160 | 2.60x | 97.66Q | 2.09s 161 | 2.61x | 101.70Q | 2.19s 162 | 2.62x | 105.87Q | 2.30s 163 | 2.63x | 110.19Q | 2.41s 164 | 2.64x | 114.65Q | 2.52s 165 | 2.65x | 119.26Q | 2.64s 166 | 2.66x | 124.02Q | 2.77s 167 | 2.67x | 128.93Q | 2.90s 168 | 2.68x | 134.01Q | 3.03s 169 | 2.69x | 139.24Q | 3.17s 170 | 2.70x | 144.65Q | 3.31s 171 | 2.71x | 150.23Q | 3.46s 172 | 2.72x | 155.98Q | 3.62s 173 | 2.73x | 161.92Q | 3.78s 174 | 2.74x | 168.04Q | 3.95s 175 | 2.75x | 174.35Q | 4.12s 176 | 2.76x | 180.85Q | 4.30s 177 | 2.77x | 187.56Q | 4.49s 178 | 2.78x | 194.46Q | 4.69s 179 | 2.79x | 201.58Q | 4.89s 180 | 2.80x | 208.91Q | 5.10s 181 | 2.81x | 216.46Q | 5.31s 182 | 2.82x | 224.23Q | 5.54s 183 | 2.83x | 232.23Q | 5.77s 184 | 2.84x | 240.47Q | 6.01s 185 | 2.85x | 248.94Q | 6.26s 186 | 2.86x | 257.66Q | 6.52s 187 | 2.87x | 266.63Q | 6.78s 188 | 2.88x | 275.86Q | 7.06s 189 | 2.89x | 285.35Q | 7.35s 190 | 2.90x | 295.11Q | 7.64s 191 | 2.91x | 305.14Q | 7.95s 192 | 2.92x | 315.45Q | 8.26s 193 | 2.93x | 326.04Q | 8.59s 194 | 2.94x | 336.93Q | 8.92s 195 | 2.95x | 348.12Q | 9.27s 196 | 2.96x | 359.62Q | 9.63s 197 | 2.97x | 371.42Q | 10.00s 198 | 2.98x | 383.54Q | 10.39s 199 | 2.99x | 395.99Q | 10.78s 200 | 3.00x | 408.77Q | 11.19s ### Currency URL: https://www.tower-hub.com/wiki/currency/currency The Tower runs on several currencies, each with its own sources and uses. Some, like Cash, reset every run, while others, like Coins and Gems, persist and drive your long-term progression. Knowing where each one comes from and what it buys helps you plan upgrades and farming routes. This page covers all six currencies: Cash, Coins, Gems, Power Stones, Medals and Elite Cells. #### Overview — Cash Cash is the currency you spend inside a run on temporary upgrades. It does not carry over between runs. You earn Cash by defeating enemies, finishing waves, the Cash/Wave upgrade, and Interest. Enemies start at a base value of $1, which rises by $1 every 10 waves up to wave 200, then slows to $1 every 20 waves after that. At the end of each wave, two systems pay out. Cash per Wave gives you a flat amount that scales with your upgrades and wave progress, and it is always applied first. Interest then pays a percentage of the Cash you are currently holding, up to a per-wave cap. Because Cash per Wave lands before Interest is calculated, it can push your balance up into a larger Interest payout if you were sitting below the cap. How much Cash you see depends heavily on how deep into a run you get, so improving your cash flow matters more the further you progress. You can raise it through the Cash Bonus and Cash/Wave upgrades in the Workshop and Lab, Interest/Wave and Max Interest in the Lab, the Cash and Enemy Balance cards, the Golden Tower ultimate weapon, and Cash Bonus or Cash/Wave sub-module effects. The Cash Bonus workshop enhancement unlocks free once you finish the Workshop Enhancement labs. Unlocking it adds x1 to the Cash Bonus multiplier, with a further 0.01x per level, and each level also raises cash per wave, interest percentage and max interest by 1%. It caps at level 400 for a 5x bonus. Table: Enemy Value Breakdown Wave | Enemy Value ($) 1-9 | $1 10 | $2 20 | $3 30 | $4 40 | $5 50 | $6 60 | $7 70 | $8 80 | $9 90 | $10 100 | $11 ... | 200 | $21 220 | $22 240 | $23 260 | $24 Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Overview — Coins Coins are the backbone of the game. You spend them in the Workshop on upgrades that strengthen your tower before a run, and in the Lab on research. There are four sources of Coins: killing enemies other than Basics, the Coins/Wave upgrade, daily missions, and milestones. Your coin income scales with how far you push in a run and which upgrades you own. Ways to improve it include playing higher tiers, upgrading Coins/Kill and Coins/Wave in the Workshop and Lab, the Coins, Enemy Balance and Critical Coin cards, the Golden Tower ultimate weapon, the Black Hole, Spotlight and Death Wave coin bonus labs, Generator modules, and sub-module effects that boost coin stats or related ultimate weapon stats. Perks that raise Coin Bonus, Death Wave Quantity, Golden Tower Bonus or Black Hole Duration also help, as does a random ultimate weapon perk that generates coins. These pair with the Standard Perks Bonus lab, the Improve Trade-Off Perks lab alongside the Coin Trade-Off perk, and the guardian's Bounty chip, though the chip's impact is currently small. Higher tiers yield more coins, but only pay off if you can reach high enough waves, since spawn rates and the share of non-basic enemies grow with each wave. A middle ground between tier and achievable wave count is usually the most efficient farm. The Coin Bonus enhancement unlocks after spending 50 billion coins on Utility enhancements. It adds x1 to the Coin Bonus multiplier on unlock and 0.01x per level, up to level 200 for a 3x bonus. Because it multiplies both the tier bonus and Coins/Kill, its overall benefit is effectively squared. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.25B | 11.25B 3 | 1.03x | 12.46B | 23.71B 4 | 1.04x | 27.42B | 51.14B 5 | 1.05x | 54.50B | 105.64B 6 | 1.06x | 96.85B | 202.49B 7 | 1.07x | 157.45B | 359.94B 8 | 1.08x | 239.17B | 599.11B 9 | 1.09x | 344.79B | 943.90B 10 | 1.10x | 477.01B | 1.42T 11 | 1.11x | 638.46B | 2.06T 12 | 1.12x | 831.70B | 2.89T 13 | 1.13x | 1.06T | 3.95T 14 | 1.14x | 1.32T | 5.27T 15 | 1.15x | 1.63T | 6.90T 16 | 1.16x | 1.97T | 8.87T 17 | 1.17x | 2.36T | 11.23T 18 | 1.18x | 5.59T | 16.83T 19 | 1.19x | 9.84T | 26.67T 20 | 1.20x | 15.26T | 41.94T 21 | 1.21x | 22.02T | 63.96T 22 | 1.22x | 30.29T | 94.24T 23 | 1.23x | 40.24T | 134.49T 24 | 1.24x | 52.08T | 186.56T 25 | 1.25x | 65.99T | 252.55T 26 | 1.26x | 82.19T | 334.75T 27 | 1.27x | 100.89T | 435.64T 28 | 1.28x | 122.32T | 557.96T 29 | 1.29x | 146.71T | 704.67T 30 | 1.30x | 174.29T | 878.95T 31 | 1.31x | 205.32T | 1.08q 32 | 1.32x | 288.06T | 1.37q 33 | 1.33x | 390.25T | 1.76q 34 | 1.34x | 514.70T | 2.28q 35 | 1.35x | 664.46T | 2.94q 36 | 1.36x | 842.82T | 3.78q 37 | 1.37x | 1.05q | 4.84q 38 | 1.38x | 1.30q | 6.14q 39 | 1.39x | 1.59q | 7.72q 40 | 1.40x | 1.92q | 9.64q 41 | 1.41x | 2.30q | 11.94q 42 | 1.42x | 2.73q | 14.67q 43 | 1.43x | 3.22q | 17.89q 44 | 1.44x | 3.78q | 21.67q 45 | 1.45x | 4.41q | 26.07q 46 | 1.46x | 5.11q | 31.18q 47 | 1.47x | 5.90q | 37.08q 48 | 1.48x | 6.77q | 43.85q 49 | 1.49x | 7.74q | 51.59q 50 | 1.50x | 8.82q | 60.41q 51 | 1.51x | 10.01q | 70.42q 52 | 1.52x | 13.01q | 83.43q 53 | 1.53x | 16.58q | 100.00q 54 | 1.54x | 20.77q | 120.77q 55 | 1.55x | 25.67q | 146.44q 56 | 1.56x | 31.36q | 177.80q 57 | 1.57x | 37.93q | 215.73q 58 | 1.58x | 45.47q | 261.20q 59 | 1.59x | 54.09q | 315.29q 60 | 1.60x | 63.90q | 379.19q 61 | 1.61x | 75.02q | 454.21q 62 | 1.62x | 87.57q | 541.78q 63 | 1.63x | 101.69q | 643.47q 64 | 1.64x | 117.52q | 760.99q 65 | 1.65x | 135.22q | 896.21q 66 | 1.66x | 154.95q | 1.05Q 67 | 1.67x | 176.87q | 1.23Q 68 | 1.68x | 201.18q | 1.43Q 69 | 1.69x | 228.07q | 1.66Q 70 | 1.70x | 257.74q | 1.92Q 71 | 1.71x | 290.41q | 2.21Q 72 | 1.72x | 326.30q | 2.53Q 73 | 1.73x | 365.65q | 2.90Q 74 | 1.74x | 408.72q | 3.31Q 75 | 1.75x | 455.77q | 3.76Q 76 | 1.76x | 507.08q | 4.27Q 77 | 1.77x | 562.94q | 4.83Q 78 | 1.78x | 623.66q | 5.46Q 79 | 1.79x | 689.55q | 6.15Q 80 | 1.80x | 760.97q | 6.91Q 81 | 1.81x | 838.25q | 7.74Q 82 | 1.82x | 921.76q | 8.67Q 83 | 1.83x | 1.01Q | 9.68Q 84 | 1.84x | 1.11Q | 10.79Q 85 | 1.85x | 1.21Q | 12.00Q 86 | 1.86x | 1.33Q | 13.33Q 87 | 1.87x | 1.45Q | 14.77Q 88 | 1.88x | 1.58Q | 16.35Q 89 | 1.89x | 1.72Q | 18.07Q 90 | 1.90x | 1.86Q | 19.93Q 91 | 1.91x | 2.02Q | 21.95Q 92 | 1.92x | 2.19Q | 24.15Q 93 | 1.93x | 2.37Q | 26.52Q 94 | 1.94x | 2.57Q | 29.09Q 95 | 1.95x | 2.77Q | 31.86Q 96 | 1.96x | 2.99Q | 34.86Q 97 | 1.97x | 3.23Q | 38.08Q 98 | 1.98x | 3.48Q | 41.56Q 99 | 1.99x | 3.74Q | 45.30Q 100 | 2.00x | 4.02Q | 49.31Q 101 | 2.01x | 4.31Q | 53.63Q 102 | 2.02x | 4.63Q | 58.26Q 103 | 2.03x | 4.96Q | 63.22Q 104 | 2.04x | 5.31Q | 68.53Q 105 | 2.05x | 5.69Q | 74.22Q 106 | 2.06x | 6.08Q | 80.30Q 107 | 2.07x | 6.49Q | 86.79Q 108 | 2.08x | 6.93Q | 93.73Q 109 | 2.09x | 7.40Q | 101.12Q 110 | 2.10x | 7.88Q | 109.01Q 111 | 2.11x | 8.40Q | 117.40Q 112 | 2.12x | 8.94Q | 126.34Q 113 | 2.13x | 9.51Q | 135.85Q 114 | 2.14x | 10.10Q | 145.95Q 115 | 2.15x | 10.73Q | 156.68Q 116 | 2.16x | 11.39Q | 168.08Q 117 | 2.17x | 12.09Q | 180.16Q 118 | 2.18x | 12.82Q | 192.98Q 119 | 2.19x | 13.58Q | 206.56Q 120 | 2.20x | 14.38Q | 220.94Q 121 | 2.21x | 15.22Q | 236.16Q 122 | 2.22x | 16.10Q | 252.25Q 123 | 2.23x | 17.02Q | 269.27Q 124 | 2.24x | 17.98Q | 287.25Q 125 | 2.25x | 18.99Q | 306.24Q 126 | 2.26x | 20.04Q | 326.28Q 127 | 2.27x | 21.14Q | 347.42Q 128 | 2.28x | 22.29Q | 369.72Q 129 | 2.29x | 23.49Q | 393.21Q 130 | 2.30x | 24.75Q | 417.96Q 131 | 2.31x | 26.06Q | 444.01Q 132 | 2.32x | 27.42Q | 471.44Q 133 | 2.33x | 28.85Q | 500.28Q 134 | 2.34x | 30.33Q | 530.61Q 135 | 2.35x | 31.88Q | 562.49Q 136 | 2.36x | 33.49Q | 595.97Q 137 | 2.37x | 35.16Q | 631.13Q 138 | 2.38x | 36.91Q | 668.04Q 139 | 2.39x | 38.72Q | 706.77Q 140 | 2.40x | 40.61Q | 747.38Q 141 | 2.41x | 42.58Q | 789.96Q 142 | 2.42x | 44.62Q | 834.58Q 143 | 2.43x | 46.74Q | 881.32Q 144 | 2.44x | 48.95Q | 930.27Q 145 | 2.45x | 51.24Q | 981.50Q 146 | 2.46x | 53.61Q | 1.04s 147 | 2.47x | 56.08Q | 1.09s 148 | 2.48x | 58.64Q | 1.15s 149 | 2.49x | 61.30Q | 1.21s 150 | 2.50x | 64.05Q | 1.28s 151 | 2.51x | 66.91Q | 1.34s 152 | 2.52x | 69.87Q | 1.41s 153 | 2.53x | 72.93Q | 1.48s 154 | 2.54x | 76.11Q | 1.56s 155 | 2.55x | 79.40Q | 1.64s 156 | 2.56x | 82.81Q | 1.72s 157 | 2.57x | 86.33Q | 1.81s 158 | 2.58x | 89.98Q | 1.90s 159 | 2.59x | 93.76Q | 1.99s 160 | 2.60x | 97.66Q | 2.09s 161 | 2.61x | 101.70Q | 2.19s 162 | 2.62x | 105.87Q | 2.30s 163 | 2.63x | 110.19Q | 2.41s 164 | 2.64x | 114.65Q | 2.52s 165 | 2.65x | 119.26Q | 2.64s 166 | 2.66x | 124.02Q | 2.77s 167 | 2.67x | 128.93Q | 2.90s 168 | 2.68x | 134.01Q | 3.03s 169 | 2.69x | 139.24Q | 3.17s 170 | 2.70x | 144.65Q | 3.31s 171 | 2.71x | 150.23Q | 3.46s 172 | 2.72x | 155.98Q | 3.62s 173 | 2.73x | 161.92Q | 3.78s 174 | 2.74x | 168.04Q | 3.95s 175 | 2.75x | 174.35Q | 4.12s 176 | 2.76x | 180.85Q | 4.30s 177 | 2.77x | 187.56Q | 4.49s 178 | 2.78x | 194.46Q | 4.69s 179 | 2.79x | 201.58Q | 4.89s 180 | 2.80x | 208.91Q | 5.10s 181 | 2.81x | 216.46Q | 5.31s 182 | 2.82x | 224.23Q | 5.54s 183 | 2.83x | 232.23Q | 5.77s 184 | 2.84x | 240.47Q | 6.01s 185 | 2.85x | 248.94Q | 6.26s 186 | 2.86x | 257.66Q | 6.52s 187 | 2.87x | 266.63Q | 6.78s 188 | 2.88x | 275.86Q | 7.06s 189 | 2.89x | 285.35Q | 7.35s 190 | 2.90x | 295.11Q | 7.64s 191 | 2.91x | 305.14Q | 7.95s 192 | 2.92x | 315.45Q | 8.26s 193 | 2.93x | 326.04Q | 8.59s 194 | 2.94x | 336.93Q | 8.92s 195 | 2.95x | 348.12Q | 9.27s 196 | 2.96x | 359.62Q | 9.63s 197 | 2.97x | 371.42Q | 10.00s 198 | 2.98x | 383.54Q | 10.39s 199 | 2.99x | 395.99Q | 10.78s 200 | 3.00x | 408.77Q | 11.19s #### Overview — Gems Gems are a core currency for buying special items and upgrades. You can get Gems from floating Gems that appear around your tower (nicknamed Bob), worth two Gems each, with up to 10 per run spawning roughly every 400–500 waves and never more than once per 15 minutes. Ad Gems appear on screen about every 10 minutes and give five per claim. Other sources include offer walls/TapJoy, the free daily and weekly Gems in the store, tournaments, daily missions, weekly rewards from daily missions, guild weekly reward chests, milestones, exchanging Medals or Chips, and buying them with real money through the Tower Web Store, Google Play or the App Store. You spend Gems on cards, card slots, lab slots, rushing lab upgrades, modules and tournament tickets. #### Overview — Power Stones Power Stones are a premium currency spent on buying and upgrading Ultimate Weapons. Any purchase of 500 or more stones triggers a confirmation prompt. You can earn Power Stones from tournaments, exchanging Medals, weekly rewards from daily missions, and milestones. They can also be bought through monthly stone packs and other promotional offers on the Tower Web Store, Google Play or the App Store. #### Overview — Medals Medals are spent exclusively in the Event Shop. You earn them from event missions, weekly rewards from daily missions, and the guardian when it has the Fetch module equipped. Medals do not expire when an event ends, so you can hold onto them for a future Event Shop. The shop's stock can include Gems, Power Stones, shards, themes, music, bots, and relics during event reruns. #### Overview — Elite Cells Elite Cells are dropped by Elite enemies and spent on lab boosts. The only way to get them is killing the three Elite types: Vampire, Ray and Scatter. On tiers 1 through 13, each Elite drops between 1 and X cells, where X is your current tier, averaging (1+X)/2 cells per kill. From tier 14 onward, base drops follow fixed values per tier, shown in the table below. To increase your Elite Cell income, upgrade the Death Wave Cell Bonus lab, farm higher tiers and higher waves, take the Cells Bonus in Workshop Enhancements, and use the Enemy Balance, Wave Skip and Intro Sprint masteries, which raise cells per run or cells per hour. The Cells/Kill enhancement unlocks after spending 500 billion coins on Utility enhancements. It adds x1 on unlock and 0.01x per level, capping at level 200 for a 3x bonus. Table: Base Cells Per Elite Per Tier Tier | Minimum Cells | Maximum Cells | Average | % Increase of Average from Prior 14 | 7 | 14 | 10.5 | 50% (= 10.5 / 7) 15 | 11 | 15 | 13 | 23.8% (=13 / 10.5) 16 | 12 | 16 | 14 | 7.69% 17 | 12 | 17 | 14.5 | 3.57% 18 | 12 | 18 | 15 | 3.45% 19 | 15 | 19 | 17 | 13.3% 20 | 15 | 20 | 17.5 | 2.94% 21 | 15 | 21 | 18 | 2.86% #### Overview — Bits Bits are the currency behind Chips: you spend them to unlock and upgrade Chips, and to buy extra Chip Slots. Nothing else uses them, so every Bit you earn goes towards that system. You get Bits from Guild Weekly Reward Chests, or by buying them in the Guild Store with Tokens. Store purchases reset when a new Guild Season begins, so any unpurchased stock doesn't carry over. If you earn the maximum weekly amount, you're looking at roughly 740 Bits across a four-week month, or about 1,480 Bits over a full eight-week Guild Season. The tables below break down the sources and costs in detail. Guild Contribution | Bits 100 | 10 250 | 25 500 | 50 750 | 100 Weekly Total (Max) | 185 Purchase | Cost ( Tokens ) | Bits Received 1st | 25 | 25 2nd | 50 | 25 3rd | 75 | 25 Season Total | 150 | 75 Unlock | Cost ( Bits ) Guardian (includes 1st Chip slot) | 100 2nd Chip slot | 200 3rd Chip slot | 300 4th Chip slot | Currently unavailable Total (available) | 600 #### Overview — Tokens Tokens come from Weekly Challenge boxes and Guild Reward Chests. Their only purpose is spending in the Guild shop, where you trade them for items — including Bits. If you're working on your Chips, Tokens are the link between guild activity and Chip progression. #### Overview — Shards Details on Shards are still being put together. Check back once this section is complete. #### Overview The game hands out multiple currencies as you play through its modes and events, and each one has its own job. No single currency does everything — each feeds a specific upgrade path, and together they all contribute to making your tower stronger. Learning which currency powers which system means you can target the right activities for the upgrades you want. ### Elite Cells URL: https://www.tower-hub.com/wiki/currency/currency-elite-cells Elite Cells are a special currency in The Tower: Idle Tower Defense. You spend them on lab boosts, so a steady supply matters once you start pushing those upgrades. Unlike common currencies, Elite Cells come from a single source: killing Elite enemies. How many you earn depends on the tier you farm and a few upgrades you can invest in. #### Elite Cell Elite Cells are a currency dropped by Elite enemies. Their only purpose is to pay for lab boosts, so everything you collect feeds directly into your lab progression. #### Acquiring Elite Cells The only way to get Elite Cells is by defeating Elite enemies: Vampire, Ray and Scatter. No other enemy type drops them. On Tiers 1 through 13, each Elite you kill drops between 1 and X cells, where X is the tier you are playing. That works out to an average of (1+X)/2 cells per Elite, so higher tiers pay noticeably more per kill. From Tier 14 onwards, the drop uses fixed base values per Elite instead of the 1-to-X range. The exact amounts for each tier are listed in the table below. Table: Base Cells Per Elite Per Tier Tier | Minimum Cells | Maximum Cells | Average | % Increase of Average from Prior 14 | 7 | 14 | 10.5 | 50% (= 10.5 / 7) 15 | 11 | 15 | 13 | 23.8% (=13 / 10.5) 16 | 12 | 16 | 14 | 7.69% 17 | 12 | 17 | 14.5 | 3.57% 18 | 12 | 18 | 15 | 3.45% 19 | 15 | 19 | 17 | 13.3% 20 | 15 | 20 | 17.5 | 2.94% 21 | 15 | 21 | 18 | 2.86% #### Improving Elite Cell Flow There are several ways to raise the number of Elite Cells you bring in: 1. Upgrade the Death Wave Cell Bonus in the lab. 2. Farm on higher tiers, since each Elite drops more cells there. 3. Farm to higher waves within a run. 4. Take the Cells Bonus in Workshop Enhancements. 5. Use the Enemy Balance, Wave Skip and Intro Sprint masteries. These either raise the cells you earn per run or increase how many you earn per hour. #### Cells/Kill Bonus The Cells/Kill Bonus is a Workshop Enhancement that multiplies the cells each kill gives you. It only becomes available after you have spent 500 billion coins on Utility enhancements. Unlocking it sets your Cells/Kill to x1, and every level after that adds 0.01x to the multiplier. It caps at level 200, which gives you a 3x bonus. The cost per level is shown in the table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.25B | 11.25B 3 | 1.03x | 12.46B | 23.71B 4 | 1.04x | 27.42B | 51.14B 5 | 1.05x | 54.50B | 105.64B 6 | 1.06x | 96.85B | 202.49B 7 | 1.07x | 157.45B | 359.94B 8 | 1.08x | 239.17B | 599.11B 9 | 1.09x | 344.79B | 943.90B 10 | 1.10x | 477.01B | 1.42T 11 | 1.11x | 638.46B | 2.06T 12 | 1.12x | 831.70B | 2.89T 13 | 1.13x | 1.06T | 3.95T 14 | 1.14x | 1.32T | 5.27T 15 | 1.15x | 1.63T | 6.90T 16 | 1.16x | 1.97T | 8.87T 17 | 1.17x | 2.36T | 11.23T 18 | 1.18x | 5.59T | 16.83T 19 | 1.19x | 9.84T | 26.67T 20 | 1.20x | 15.26T | 41.94T 21 | 1.21x | 22.02T | 63.96T 22 | 1.22x | 30.29T | 94.24T 23 | 1.23x | 40.24T | 134.49T 24 | 1.24x | 52.08T | 186.56T 25 | 1.25x | 65.99T | 252.55T 26 | 1.26x | 82.19T | 334.75T 27 | 1.27x | 100.89T | 435.64T 28 | 1.28x | 122.32T | 557.96T 29 | 1.29x | 146.71T | 704.67T 30 | 1.30x | 174.29T | 878.95T 31 | 1.31x | 205.32T | 1.08q 32 | 1.32x | 288.06T | 1.37q 33 | 1.33x | 390.25T | 1.76q 34 | 1.34x | 514.70T | 2.28q 35 | 1.35x | 664.46T | 2.94q 36 | 1.36x | 842.82T | 3.78q 37 | 1.37x | 1.05q | 4.84q 38 | 1.38x | 1.30q | 6.14q 39 | 1.39x | 1.59q | 7.72q 40 | 1.40x | 1.92q | 9.64q 41 | 1.41x | 2.30q | 11.94q 42 | 1.42x | 2.73q | 14.67q 43 | 1.43x | 3.22q | 17.89q 44 | 1.44x | 3.78q | 21.67q 45 | 1.45x | 4.41q | 26.07q 46 | 1.46x | 5.11q | 31.18q 47 | 1.47x | 5.90q | 37.08q 48 | 1.48x | 6.77q | 43.85q 49 | 1.49x | 7.74q | 51.59q 50 | 1.50x | 8.82q | 60.41q 51 | 1.51x | 10.01q | 70.42q 52 | 1.52x | 13.01q | 83.43q 53 | 1.53x | 16.58q | 100.00q 54 | 1.54x | 20.77q | 120.77q 55 | 1.55x | 25.67q | 146.44q 56 | 1.56x | 31.36q | 177.80q 57 | 1.57x | 37.93q | 215.73q 58 | 1.58x | 45.47q | 261.20q 59 | 1.59x | 54.09q | 315.29q 60 | 1.60x | 63.90q | 379.19q 61 | 1.61x | 75.02q | 454.21q 62 | 1.62x | 87.57q | 541.78q 63 | 1.63x | 101.69q | 643.47q 64 | 1.64x | 117.52q | 760.99q 65 | 1.65x | 135.22q | 896.21q 66 | 1.66x | 154.95q | 1.05Q 67 | 1.67x | 176.87q | 1.23Q 68 | 1.68x | 201.18q | 1.43Q 69 | 1.69x | 228.07q | 1.66Q 70 | 1.70x | 257.74q | 1.92Q 71 | 1.71x | 290.41q | 2.21Q 72 | 1.72x | 326.30q | 2.53Q 73 | 1.73x | 365.65q | 2.90Q 74 | 1.74x | 408.72q | 3.31Q 75 | 1.75x | 455.77q | 3.76Q 76 | 1.76x | 507.08q | 4.27Q 77 | 1.77x | 562.94q | 4.83Q 78 | 1.78x | 623.66q | 5.46Q 79 | 1.79x | 689.55q | 6.15Q 80 | 1.80x | 760.97q | 6.91Q 81 | 1.81x | 838.25q | 7.74Q 82 | 1.82x | 921.76q | 8.67Q 83 | 1.83x | 1.01Q | 9.68Q 84 | 1.84x | 1.11Q | 10.79Q 85 | 1.85x | 1.21Q | 12.00Q 86 | 1.86x | 1.33Q | 13.33Q 87 | 1.87x | 1.45Q | 14.77Q 88 | 1.88x | 1.58Q | 16.35Q 89 | 1.89x | 1.72Q | 18.07Q 90 | 1.90x | 1.86Q | 19.93Q 91 | 1.91x | 2.02Q | 21.95Q 92 | 1.92x | 2.19Q | 24.15Q 93 | 1.93x | 2.37Q | 26.52Q 94 | 1.94x | 2.57Q | 29.09Q 95 | 1.95x | 2.77Q | 31.86Q 96 | 1.96x | 2.99Q | 34.86Q 97 | 1.97x | 3.23Q | 38.08Q 98 | 1.98x | 3.48Q | 41.56Q 99 | 1.99x | 3.74Q | 45.30Q 100 | 2.00x | 4.02Q | 49.31Q 101 | 2.01x | 4.31Q | 53.63Q 102 | 2.02x | 4.63Q | 58.26Q 103 | 2.03x | 4.96Q | 63.22Q 104 | 2.04x | 5.31Q | 68.53Q 105 | 2.05x | 5.69Q | 74.22Q 106 | 2.06x | 6.08Q | 80.30Q 107 | 2.07x | 6.49Q | 86.79Q 108 | 2.08x | 6.93Q | 93.73Q 109 | 2.09x | 7.40Q | 101.12Q 110 | 2.10x | 7.88Q | 109.01Q 111 | 2.11x | 8.40Q | 117.40Q 112 | 2.12x | 8.94Q | 126.34Q 113 | 2.13x | 9.51Q | 135.85Q 114 | 2.14x | 10.10Q | 145.95Q 115 | 2.15x | 10.73Q | 156.68Q 116 | 2.16x | 11.39Q | 168.08Q 117 | 2.17x | 12.09Q | 180.16Q 118 | 2.18x | 12.82Q | 192.98Q 119 | 2.19x | 13.58Q | 206.56Q 120 | 2.20x | 14.38Q | 220.94Q 121 | 2.21x | 15.22Q | 236.16Q 122 | 2.22x | 16.10Q | 252.25Q 123 | 2.23x | 17.02Q | 269.27Q 124 | 2.24x | 17.98Q | 287.25Q 125 | 2.25x | 18.99Q | 306.24Q 126 | 2.26x | 20.04Q | 326.28Q 127 | 2.27x | 21.14Q | 347.42Q 128 | 2.28x | 22.29Q | 369.72Q 129 | 2.29x | 23.49Q | 393.21Q 130 | 2.30x | 24.75Q | 417.96Q 131 | 2.31x | 26.06Q | 444.01Q 132 | 2.32x | 27.42Q | 471.44Q 133 | 2.33x | 28.85Q | 500.28Q 134 | 2.34x | 30.33Q | 530.61Q 135 | 2.35x | 31.88Q | 562.49Q 136 | 2.36x | 33.49Q | 595.97Q 137 | 2.37x | 35.16Q | 631.13Q 138 | 2.38x | 36.91Q | 668.04Q 139 | 2.39x | 38.72Q | 706.77Q 140 | 2.40x | 40.61Q | 747.38Q 141 | 2.41x | 42.58Q | 789.96Q 142 | 2.42x | 44.62Q | 834.58Q 143 | 2.43x | 46.74Q | 881.32Q 144 | 2.44x | 48.95Q | 930.27Q 145 | 2.45x | 51.24Q | 981.50Q 146 | 2.46x | 53.61Q | 1.04s 147 | 2.47x | 56.08Q | 1.09s 148 | 2.48x | 58.64Q | 1.15s 149 | 2.49x | 61.30Q | 1.21s 150 | 2.50x | 64.05Q | 1.28s 151 | 2.51x | 66.91Q | 1.34s 152 | 2.52x | 69.87Q | 1.41s 153 | 2.53x | 72.93Q | 1.48s 154 | 2.54x | 76.11Q | 1.56s 155 | 2.55x | 79.40Q | 1.64s 156 | 2.56x | 82.81Q | 1.72s 157 | 2.57x | 86.33Q | 1.81s 158 | 2.58x | 89.98Q | 1.90s 159 | 2.59x | 93.76Q | 1.99s 160 | 2.60x | 97.66Q | 2.09s 161 | 2.61x | 101.70Q | 2.19s 162 | 2.62x | 105.87Q | 2.30s 163 | 2.63x | 110.19Q | 2.41s 164 | 2.64x | 114.65Q | 2.52s 165 | 2.65x | 119.26Q | 2.64s 166 | 2.66x | 124.02Q | 2.77s 167 | 2.67x | 128.93Q | 2.90s 168 | 2.68x | 134.01Q | 3.03s 169 | 2.69x | 139.24Q | 3.17s 170 | 2.70x | 144.65Q | 3.31s 171 | 2.71x | 150.23Q | 3.46s 172 | 2.72x | 155.98Q | 3.62s 173 | 2.73x | 161.92Q | 3.78s 174 | 2.74x | 168.04Q | 3.95s 175 | 2.75x | 174.35Q | 4.12s 176 | 2.76x | 180.85Q | 4.30s 177 | 2.77x | 187.56Q | 4.49s 178 | 2.78x | 194.46Q | 4.69s 179 | 2.79x | 201.58Q | 4.89s 180 | 2.80x | 208.91Q | 5.10s 181 | 2.81x | 216.46Q | 5.31s 182 | 2.82x | 224.23Q | 5.54s 183 | 2.83x | 232.23Q | 5.77s 184 | 2.84x | 240.47Q | 6.01s 185 | 2.85x | 248.94Q | 6.26s 186 | 2.86x | 257.66Q | 6.52s 187 | 2.87x | 266.63Q | 6.78s 188 | 2.88x | 275.86Q | 7.06s 189 | 2.89x | 285.35Q | 7.35s 190 | 2.90x | 295.11Q | 7.64s 191 | 2.91x | 305.14Q | 7.95s 192 | 2.92x | 315.45Q | 8.26s 193 | 2.93x | 326.04Q | 8.59s 194 | 2.94x | 336.93Q | 8.92s 195 | 2.95x | 348.12Q | 9.27s 196 | 2.96x | 359.62Q | 9.63s 197 | 2.97x | 371.42Q | 10.00s 198 | 2.98x | 383.54Q | 10.39s 199 | 2.99x | 395.99Q | 10.78s 200 | 3.00x | 408.77Q | 11.19s ### Gems URL: https://www.tower-hub.com/wiki/currency/currency-gems Gems are one of the core currencies in The Tower: Idle Tower Defense, used to buy special items and upgrades that other currencies can't cover. Because they feed into several important systems, knowing how to collect them steadily — and where they're best spent — makes a real difference to your progress. #### Gems Gems are a core currency in The Tower, sitting alongside coins and other resources. Their role is to unlock special items and upgrades rather than everyday purchases, so they tend to be the bottleneck for long-term account growth rather than moment-to-moment runs. #### Acquiring Gems You have several ways to build up your Gem supply: - Floating Gems (often nicknamed Bob) drift around your tower during a run. Tapping one gives you two Gems. Up to ten can appear per run, spawning roughly every 400–500 waves, with a cap of one spawn per 15 minutes. - Ad Gems appear on screen about every ten minutes and pay out five Gems per claim. - Offer walls and TapJoy tasks reward Gems for completing external offers. - The store gives out free Gems daily, plus a free weekly Gem. - Tournaments award Gems based on participation and results. - You can buy Gems directly with real money through the Tower Web Store online, or the Google Play Store and Apple App Store in-game. - Medals earned from Events and Chips earned from Guilds can both be exchanged for Gems. - Daily Missions pay Gems on completion, and their Weekly Rewards — along with Guild Weekly Reward Chests — add more. - Reaching Milestones also grants Gems. #### Spending Gems Gems go towards some of the most impactful purchases in the game: - Cards and additional card slots - Extra lab slots, letting you run more research at once - Rushing lab upgrades to skip waiting time - Modules - Tournament tickets Which of these to prioritise depends on where you are in the game, but card slots and lab slots are permanent unlocks, while rushing labs and tickets are consumable spends. ### Keys URL: https://www.tower-hub.com/wiki/currency/currency-keys Keys are a special currency you earn by competing in Legend Tournaments. Unlike coins or gems, they have a single purpose: unlocking unique Tower upgrades through the Tech Trees found in the Vault. #### Keys You earn Keys by placing anywhere from 1st to 15th in a Legend Tournament, so you do not need to win the event to come away with some. Once you have them, Keys are spent in the Vault, where they pay for unique Tower upgrades within the Tech Trees. If you want to progress those upgrades, consistent high placements in Legend Tournaments are your only source, so treat each tournament as a chance to stock up. ### Medals URL: https://www.tower-hub.com/wiki/currency/currency-medals Medals are a currency tied to the game's Events. You earn them through event-related activities and spend them in the Event Shop, and unlike some event rewards they stay in your account after an Event finishes. #### Medals Medals are the currency used to buy items from the Event Shop. They sit alongside the game's other currencies but have a single purpose: everything you buy with them comes from that one shop. #### Obtaining Medals There are three ways to earn Medals. You can complete Event Missions while an Event is running, collect Weekly Rewards from Daily Missions, or use a Guardian with the Fetch module equipped. #### Spending Medals Medals can only be spent in the Event Shop, but they do not expire when an Event ends. If nothing in the current shop appeals to you, you can hold onto your Medals and spend them during a future Event instead. The Event Shop stocks Gems, Power Stones, Shards, Themes, Music and Bots. Relics also appear in the shop, but only while an Event rerun is active. #### Relics Relics are gated behind the Medals you earn during their specific Event. Only Medals gained while that Event is live count toward unlocking its Relic — Medals saved from an earlier Event or picked up from Daily Mission boxes do not contribute to the total. ### Power Stones URL: https://www.tower-hub.com/wiki/currency/currency-power-stones Power Stones are one of the premium currencies in The Tower: Idle Tower Defense, and they sit at the centre of the Ultimate Weapon system. If you want to unlock or improve Ultimate Weapons, you will need a steady supply of them. #### Power Stones Power Stones are a premium currency spent on buying and upgrading Ultimate Weapons. Because they are harder to come by than standard currencies, it is worth planning your spending carefully rather than upgrading impulsively. Any purchase of 500 Power Stones or more triggers a confirmation message before it goes through, giving you a chance to back out of large spends. #### Acquiring Power Stones You can earn Power Stones through regular play in several ways. Tournaments award them based on your participation, and you can exchange Medals for them. They also appear in the weekly rewards from Daily Missions and are granted through Milestones. If you want to buy them directly, Monthly Stone Packs and other promotional offers are available through The Tower Web Store online, or in-game via the Google Play Store and Apple App Store. ### Shards URL: https://www.tower-hub.com/wiki/currency/currency-shards Module Shards are one of the currencies in The Tower: Idle Tower Defense, tied to the game's module system. Community documentation on this currency is still being written, so specific details on how you earn and spend them are not yet available. ### Tokens URL: https://www.tower-hub.com/wiki/currency/currency-tokens Tokens are one of the currencies you can collect in The Tower: Idle Tower Defense. They come from group activities and are spent on guild-related rewards. You earn Tokens from two sources: boxes given out through Weekly Challenges and Guild Reward Chests. Once you have some, you can spend them in the Guild shop to pick up items offered there. ### Boss Labs URL: https://www.tower-hub.com/wiki/enemy/boss-labs Boss labs are a pair of lab researches that weaken boss enemies during your rounds. Both are unlocked through Milestones at tier 9 wave 20, and each one targets a single boss stat across every wave you face. #### Description — Boss Health Boss Health is a lab you unlock in Milestones at tier 9 wave 20. Each level you research lowers the health of boss enemies on every wave, not just boss waves at certain tiers. The lab has 30 levels in total, and the per-level costs and effects are listed in the table below. Level | Time | Cost | Value 1 | 2d 7h 33m | 40,000,000,000 | -0.30% 2 | 2d 15h 54m | 80,010,000,000 | -0.60% 3 | 3d 0h 27m | 120,070,000,000 | -0.90% 4 | 3d 9h 34m | 160,330,000,000 | -1.20% 5 | 3d 19h 44m | 200,970,000,000 | -1.50% 6 | 4d 7h 36m | 242,260,000,000 | -1.80% 7 | 4d 21h 51m | 284,530,000,000 | -2.10% 8 | 5d 15h 19m | 328,130,000,000 | -2.40% 9 | 6d 12h 53m | 373,510,000,000 | -2.70% 10 | 7d 15h 31m | 421,140,000,000 | -3.00% 11 | 9d 0h 17m | 471,550,000,000 | -3.30% 12 | 10d 16h 19m | 525,320,000,000 | -3.60% 13 | 12d 16h 46m | 583,080,000,000 | -3.90% 14 | 15d 2h 57m | 645,500,000,000 | -4.20% 15 | 18d 0h 9m | 713,310,000,000 | -4.50% 16 | 21d 9h 46m | 787,270,000,000 | -4.80% 17 | 25d 9h 15m | 868,200,000,000 | -5.10% 18 | 30d 0h 6m | 956,960,000,000 | -5.40% 19 | 35d 7h 54m | 1,050,000,000,000 | -5.70% 20 | 41d 10h 16m | 1,160,000,000,000 | -6.00% 21 | 48d 8h 52m | 1,280,000,000,000 | -6.30% 22 | 56d 5h 26m | 1,410,000,000,000 | -6.60% 23 | 65d 1h 45m | 1,550,000,000,000 | -6.90% 24 | 74d 23h 39m | 1,710,000,000,000 | -7.20% 25 | 86d 1h 2m | 1,880,000,000,000 | -7.50% 26 | 98d 7h 49m | 2,070,000,000,000 | -7.80% 27 | 111d 22h 0m | 2,270,000,000,000 | -8.10% 28 | 126d 21h 37m | 2,490,000,000,000 | -8.40% 29 | 143d 8h 43m | 2,740,000,000,000 | -8.70% 30 | 161d 9h 28m | 3,000,000,000,000 | -9.00% #### Description — Boss Attack Boss Attack is a lab you unlock in Milestones at tier 9 wave 20. Researching it reduces the attack of boss enemies at all waves, so bosses deal less damage to your tower throughout the round. Like Boss Health, it has 30 levels. #### Description Boss labs directly modify the stats of boss enemies while a round is running. One thing to keep in mind: once you start researching labs that change enemy stats, the usual base relationships between enemy types stop holding true. For example, boss health will no longer reliably sit at twenty times basic enemy health if you have also been researching basic health reductions, so treat those baseline multipliers as a starting point rather than a fixed rule. ### Brick Discriptions URL: https://www.tower-hub.com/wiki/enemy/brick-discriptions Bricks are one of the enemy types you will face in The Tower: Idle Tower Defense. Knowing what each Brick does helps you plan your defences and avoid being caught off guard as waves get harder. This page covers every Brick that appears in the game. Each entry explains how that Brick behaves, what makes it dangerous, and how it differs from the others, so you can recognise threats on sight and adjust your setup accordingly. ### Common Enemy Labs URL: https://www.tower-hub.com/wiki/enemy/common-enemy-labs Common Enemy labs are a pair of research options that directly weaken the basic enemies you face in every round. By lowering their health and attack, these labs make standard waves easier to survive and faster to clear. #### Description — Common Enemy Health Common Enemy Health is a lab you unlock through Milestones by reaching tier 9 wave 10. Each level you research reduces the health of basic enemies across all waves, so they die sooner to your damage output. The lab has 30 levels in total; the exact reduction per level is listed in the cost table below. Level | Time | Cost | Value 1 | 2d 7h 33m | 20,000,000,000 | -0.40% 2 | 2d 15h 54m | 40,000,000,000 | -0.80% 3 | 3d 0h 27m | 60,070,000,000 | -1.20% 4 | 3d 9h 34m | 80,330,000,000 | -1.60% 5 | 3d 19h 44m | 100,970,000,000 | -2.00% 6 | 4d 7h 36m | 122,260,000,000 | -2.40% 7 | 4d 21h 51m | 144,530,000,000 | -2.80% 8 | 5d 15h 19m | 168,130,000,000 | -3.20% 9 | 6d 12h 53m | 193,510,000,000 | -3.60% 10 | 7d 15h 31m | 221,140,000,000 | -4.00% 11 | 9d 0h 17m | 251,550,000,000 | -4.40% 12 | 10d 16h 19m | 285,320,000,000 | -4.80% 13 | 12d 16h 46m | 323,080,000,000 | -5.20% 14 | 15d 2h 57m | 365,500,000,000 | -5.60% 15 | 18d 0h 9m | 413,310,000,000 | -6.00% 16 | 21d 9h 46m | 467,270,000,000 | -6.40% 17 | 25d 9h 15m | 528,200,000,000 | -6.80% 18 | 30d 0h 6m | 596,960,000,000 | -7.20% 19 | 35d 7h 54m | 674,450,000,000 | -7.60% 20 | 41d 10h 16m | 761,600,000,000 | -8.00% 21 | 48d 8h 52m | 859,420,000,000 | -8.40% 22 | 56d 5h 26m | 968,940,000,000 | -8.80% 23 | 65d 1h 45m | 1,090,000,000,000 | -9.20% 24 | 74d 23h 39m | 1,230,000,000,000 | -9.60% 25 | 86d 1h 2m | 1,380,000,000,000 | -10.00% 26 | 98d 7h 49m | 1,550,000,000,000 | -10.40% 27 | 111d 22h 0m | 1,730,000,000,000 | -10.80% 28 | 126d 21h 37m | 1,930,000,000,000 | -11.20% 29 | 143d 8h 43m | 2,160,000,000,000 | -11.60% 30 | 161d 9h 28m | 2,400,000,000,000 | -12.00% #### Description — Common Enemy Attack Common Enemy Attack is also unlocked in Milestones at tier 9 wave 10. Researching it lowers the attack of basic enemies on every wave, reducing the damage your tower takes from standard foes. Like the health lab, it has 30 levels. #### Description Both Common Enemy labs modify the stats of basic enemies during rounds. Keep in mind that once you research them, the usual base ratios between enemy types stop holding true. For example, boss health is normally a fixed multiple of basic enemy health, but researching basic health breaks that relationship, so comparisons based on default modifiers will no longer be accurate. ### Elite Enemies URL: https://www.tower-hub.com/wiki/enemy/elite-enemies Elite enemies are a special class of foe made up of three types: Vampire, Ray and Scatter. They are far tougher than regular enemies, come with built-in immunities to several of your tools, and are the source of Elite Cells when you kill them. How many elites appear on a wave depends on your wave number. Early on you can only see one per wave, while higher waves can roll up to two. The tables below break down the exact spawn chances for each case. #### Elite Enemies The three elite types are Vampire, Ray and Scatter. A wave can spawn at most one elite until you reach higher waves, where a second spawn becomes possible. Every elite is immune to Orbs, Death Ray, Shockwave and Black Hole, so you cannot rely on those to clear them. Defeating an elite rewards you with Elite Cells. Each elite type is also capped at 8 on screen at once, though Scatter children are not counted towards that cap. The three types share a single spawn chance that is split between them. The underlying chance climbs through fixed steps as waves increase: 1%, 4%, 9%, 16%, 25%, 36%, 49%, 64%, 81% and finally 100%. The in-game display divides this across the three elites, and when the total is not divisible by three a hidden repeating 0.33 is tucked into the split, which is why the shown values do not always add up cleanly. The displayed chance behaves a little differently once double spawns enter the picture. When the background chance of a second elite reaches 100%, the number you see jumps straight from 33% to 100%. In practice, a displayed 33% means you are guaranteed at least one elite that wave with a chance of a second, while a displayed 100% means you are guaranteed two elites. #### Single Elite Enemy spawns The table below lists the spawn rate for each elite type during the waves where only a single elite can appear. Use it to see how likely each of the three types is on a given wave before double spawns unlock. % | 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 Once you reach waves where a second elite can spawn, the odds change. The table below shows the spawn rate per elite type when two elites are possible on a wave, so you can see how the split shifts compared to the single-spawn table. % | 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 ### Enemies URL: https://www.tower-hub.com/wiki/enemy/enemies Enemies are the hostile units that march on your Tower each round and try to destroy it. They come in several distinct types, each with its own behaviour, stats and immunities, and understanding those differences is central to building a defence that holds up at higher waves. This page covers the four enemy categories, the shared mechanics that affect every enemy, and the labs that let you weaken specific enemy types. #### Description Enemies are the opposing units in the game whose only goal is to reach and attack your Tower. Multiple kinds exist, and each one pressures your defence in a different way. #### Different Enemies Enemies fall into four categories: Normal, Elite, Fleet and Boss. A maximum of 150 enemies can be on screen at once, split into separate caps of 120 Normal enemies, 20 Elites and 10 Bosses. Fleet Enemies count toward the Normal enemy cap. #### Shared characteristics Three mechanics apply to enemies generally. Their damage rises by 4% with each hit they land, often called the heat-up mechanic. Any enemy still alive after more than 3 waves loses 50% of its coin value, known as coin decay. An enemy's mass also grows by 4% for every wave it remains alive. #### Normal Enemies The Normal category contains Basic, Fast, Range, Tank and Protector enemies. These five form a single spawn group, and their individual spawn chances within a wave always total 100%. Protectors follow special rules: only one can spawn per wave, a cooldown applies before the next chance to spawn, and no more than 8 can be on screen at once. #### Bosses Bosses never appear on normal waves (0% spawn rate) but are guaranteed on boss waves, which occur every 10 waves unless a battle condition shortens the interval. They are immune to Orbs (unless you have the Boss Orb Hit lab), Death Ray, Shockwave and Black Hole. Killing a boss drops module shards and reroll shards, with the amounts increased once you have researched the relevant module-based labs. #### Elite Enemies Elites consist of the Vampire, Ray and Scatter. Normally only one can spawn per wave, rising to two at higher waves. All Elites are immune to Orbs, Death Ray, Shockwave and Black Hole, and each one defeated drops Elite Cells. A maximum of 8 of each Elite type can be on screen at once; Scatter children do not count toward that limit. The three Elite types share a single spawn percentage that climbs through fixed steps: 1%, 4%, 9%, 16%, 25%, 36%, 49%, 64%, 81% and 100%. The in-game display splits this between the three types, with a hidden repeating 0.33 when the value is not divisible by 3. Once the background chance of a second Elite per wave also reaches 100%, the displayed value jumps from 33% to 100%. In practice, a displayed 33% means at least one Elite is guaranteed with a chance of a second, while 100% guarantees two per wave. #### Single Elite Enemy spawns The table below lists the spawn rates that apply while only one Elite can appear per wave. % | 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 table below lists the spawn rates that apply once a second Elite per wave becomes possible. % | 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 Note: this section is based on community research and the V28.3 patch notes, so some details may be inaccurate. Fleet Enemies — Saboteur, Commander and Overcharge — appear on Tier 14 and beyond. They are immune to Orbs, Death Ray, Shockwave, knockback, and both Black Hole damage and pull. They also resist Chrono Field, Chrono Loop (CF+), Thunder Bot, Poison Swamp Stun and Land Mine Stun at 50% effectiveness. The Plasma Cannon card cannot target them, and they do not collide with other enemies. Commander and Overcharge stop once they enter your Tower's range, while Saboteur closes in fully on the Tower itself. Against Thorns they have 85% resistance, and Thorn damage is calculated from their current health rather than their maximum. Fleet Enemies attack very slowly at Wave 1, with their attack rate scaling up to its maximum by Wave 4000. #### Overview Saboteur still counts as attacking for the purposes of thorn effects, but it does not trigger Energy Shield or break The Wall. Overcharge damage is fixed at its Wave 1 value for that tier. The table below summarises the Fleet Enemy types. Table: 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** #### Fleet Rewards When killed, Fleet Enemies have an 80% chance to drop reroll shards and a 20% chance to drop module shards. Exact amounts are listed in the table below. Table: Fleet Rewards Tiers | Reroll Shards (80%) | Wave | Module Shards (20%, 5% per type) T14 | 1080 | 1 | 5 T15 | 1200 | 250 | 6 T16 | 1350 | 500 | 7 T17 | 1500 | 750 | 8 T18 | 1650 | 1000 | 9 T19 | 1800 | 1250 | 10 T20 | 1950 | 1500 | 11 T21 | 2100 | 1750 | 12 | | 2000 | 13 | | 2250 | 14 | | 2500 | 15 | | 2750 | 16 | | 3000 | 17 | | 3250 | 18 | | 3500 | 19 | | 3750 | 20 | | 4000 | 21 | | 4250 | 22 | | 4500 | 23 | | 4750 | 24 | | 5000+ | 25 #### Fleet Enemy Spawns Fleet Enemies are never missed: if you wave-skip past a wave where one was due, it still spawns. Each Fleet Enemy arrives with an escort of related enemies, apparently a random count between 10 and 14, and the exact spawn moment within the wave is random. Since v28.3 these escorts have their own separate cap, so they are guaranteed to appear and can push the total enemy count above the usual limit. Table: Fleet Companions Fleet | Companions Overcharge | Ranged Commander | Tank Saboteur | Fast #### Fleets at Higher Waves on All Tiers Fleets now exist on every tier. On Tier 1 they begin at wave 15,000, and each higher tier brings that start point 250 waves earlier (Tier 2 at 14,750, Tier 3 at 14,500, and so on). After their first appearance they spawn every 100 waves. Table: 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 In battle condition tiers and tournaments, bonus Fleet spawns continue the pattern carried over from lower tiers' high waves. If a regular fleet is present at the same time, the bonus spawns do not drop rewards. Table: 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 #### Enemy Details — Basic — Common Enemy Health This lab is unlocked through Milestones at tier 9 wave 10. It lowers the health of basic enemies across all waves and has 30 levels. Per-level values are shown in the table below. Level | Time | Cost | Value 1 | 2d 7h 33m | 20,000,000,000 | -0.40% 2 | 2d 15h 54m | 40,000,000,000 | -0.80% 3 | 3d 0h 27m | 60,070,000,000 | -1.20% 4 | 3d 9h 34m | 80,330,000,000 | -1.60% 5 | 3d 19h 44m | 100,970,000,000 | -2.00% 6 | 4d 7h 36m | 122,260,000,000 | -2.40% 7 | 4d 21h 51m | 144,530,000,000 | -2.80% 8 | 5d 15h 19m | 168,130,000,000 | -3.20% 9 | 6d 12h 53m | 193,510,000,000 | -3.60% 10 | 7d 15h 31m | 221,140,000,000 | -4.00% 11 | 9d 0h 17m | 251,550,000,000 | -4.40% 12 | 10d 16h 19m | 285,320,000,000 | -4.80% 13 | 12d 16h 46m | 323,080,000,000 | -5.20% 14 | 15d 2h 57m | 365,500,000,000 | -5.60% 15 | 18d 0h 9m | 413,310,000,000 | -6.00% 16 | 21d 9h 46m | 467,270,000,000 | -6.40% 17 | 25d 9h 15m | 528,200,000,000 | -6.80% 18 | 30d 0h 6m | 596,960,000,000 | -7.20% 19 | 35d 7h 54m | 674,450,000,000 | -7.60% 20 | 41d 10h 16m | 761,600,000,000 | -8.00% 21 | 48d 8h 52m | 859,420,000,000 | -8.40% 22 | 56d 5h 26m | 968,940,000,000 | -8.80% 23 | 65d 1h 45m | 1,090,000,000,000 | -9.20% 24 | 74d 23h 39m | 1,230,000,000,000 | -9.60% 25 | 86d 1h 2m | 1,380,000,000,000 | -10.00% 26 | 98d 7h 49m | 1,550,000,000,000 | -10.40% 27 | 111d 22h 0m | 1,730,000,000,000 | -10.80% 28 | 126d 21h 37m | 1,930,000,000,000 | -11.20% 29 | 143d 8h 43m | 2,160,000,000,000 | -11.60% 30 | 161d 9h 28m | 2,400,000,000,000 | -12.00% #### Enemy Details — Basic — Common Enemy Attack This lab is unlocked through Milestones at tier 9 wave 10. It lowers the attack of basic enemies across all waves and has 30 levels. #### Enemy Details — Basic Common Enemy labs alter basic enemy stats during rounds. Once researched, the default stat ratios between enemy types stop being reliable — for example, boss health will no longer always equal 20 times basic health if you have researched basic health reduction. #### Enemy Details — Ranged — Fast Enemy Health This lab is unlocked through Milestones at tier 9 wave 20. It lowers the health of fast enemies across all waves and has 30 levels. Per-level values are shown in the table below. Level | Time | Cost | Value 1 | 2d 7h 33m | 30,000,000,000 | -0.40% 2 | 2d 15h 54m | 60,010,000,000 | -0.80% 3 | 3d 0h 27m | 90,070,000,000 | -1.20% 4 | 3d 9h 34m | 120,330,000,000 | -1.60% 5 | 3d 19h 44m | 150,970,000,000 | -2.00% 6 | 4d 7h 36m | 182,260,000,000 | -2.40% 7 | 4d 21h 51m | 214,530,000,000 | -2.80% 8 | 5d 15h 19m | 248,130,000,000 | -3.20% 9 | 6d 12h 53m | 283,510,000,000 | -3.60% 10 | 7d 15h 31m | 321,140,000,000 | -4.00% 11 | 9d 0h 17m | 361,550,000,000 | -4.40% 12 | 10d 16h 19m | 405,320,000,000 | -4.80% 13 | 12d 16h 46m | 453,080,000,000 | -5.20% 14 | 15d 2h 57m | 505,500,000,000 | -5.60% 15 | 18d 0h 9m | 563,310,000,000 | -6.00% 16 | 21d 9h 46m | 627,270,000,000 | -6.40% 17 | 25d 9h 15m | 698,200,000,000 | -6.80% 18 | 30d 0h 6m | 776,960,000,000 | -7.20% 19 | 35d 7h 54m | 864,450,000,000 | -7.60% 20 | 41d 10h 16m | 961,600,000,000 | -8.00% 21 | 48d 8h 52m | 1,070,000,000,000 | -8.40% 22 | 56d 5h 26m | 1,190,000,000,000 | -8.80% 23 | 65d 1h 45m | 1,320,000,000,000 | -9.20% 24 | 74d 23h 39m | 1,470,000,000,000 | -9.60% 25 | 86d 1h 2m | 1,630,000,000,000 | -10.00% 26 | 98d 7h 49m | 1,810,000,000,000 | -10.40% 27 | 111d 22h 0m | 2,000,000,000,000 | -10.80% 28 | 126d 21h 37m | 2,210,000,000,000 | -11.20% 29 | 143d 8h 43m | 2,450,000,000,000 | -11.60% 30 | 161d 9h 28m | 2,700,000,000,000 | -12.00% #### Enemy Details — Ranged — Fast Enemy Attack This lab is unlocked through Milestones at tier 9 wave 20. It lowers the attack of fast enemies across all waves and has 30 levels. #### Enemy Details — Ranged — Fast Enemy Speed This lab is unlocked through Milestones at tier 9 wave 300. It lowers the movement speed of fast enemies across all waves and has 30 levels. Per-level values are shown in the table below. Level | Time | Cost | Value 1 | 2d 18h 39m | 60,000,000,000 | -0.40% 2 | 3d 3h 1m | 120,010,000,000 | -0.80% 3 | 3d 11h 34m | 180,070,000,000 | -1.20% 4 | 3d 20h 40m | 240,330,000,000 | -1.60% 5 | 4d 6h 51m | 300,970,000,000 | -2.00% 6 | 4d 18h 43m | 362,260,000,000 | -2.40% 7 | 5d 8h 58m | 424,530,000,000 | -2.80% 8 | 6d 2h 26m | 488,130,000,000 | -3.20% 9 | 7d 0h 0m | 553,510,000,000 | -3.60% 10 | 8d 2h 38m | 621,140,000,000 | -4.00% 11 | 9d 11h 24m | 691,550,000,000 | -4.40% 12 | 11d 3h 25m | 765,320,000,000 | -4.80% 13 | 13d 3h 53m | 843,080,000,000 | -5.20% 14 | 15d 14h 3m | 925,500,000,000 | -5.60% 15 | 18d 11h 15m | 1,010,000,000,000 | -6.00% 16 | 21d 20h 52m | 1,110,000,000,000 | -6.40% 17 | 25d 20h 21m | 1,210,000,000,000 | -6.80% 18 | 30d 11h 13m | 1,320,000,000,000 | -7.20% 19 | 35d 19h 1m | 1,430,000,000,000 | -7.60% 20 | 41d 21h 23m | 1,560,000,000,000 | -8.00% 21 | 48d 19h 58m | 1,700,000,000,000 | -8.40% 22 | 56d 16h 33m | 1,850,000,000,000 | -8.80% 23 | 65d 12h 52m | 2,010,000,000,000 | -9.20% 24 | 75d 10h 46m | 2,190,000,000,000 | -9.60% 25 | 86d 12h 9m | 2,380,000,000,000 | -10.00% 26 | 98d 18h 56m | 2,590,000,000,000 | -10.40% 27 | 112d 9h 7m | 2,810,000,000,000 | -10.80% 28 | 127d 8h 43m | 3,050,000,000,000 | -11.20% 29 | 143d 19h 50m | 3,320,000,000,000 | -11.60% 30 | 161d 20h 35m | 3,600,000,000,000 | -12.00% #### Enemy Details — Ranged Fast enemies move twice as quickly as basic enemies and have a base value of 2 coins. Fast Enemy labs alter fast enemy stats during rounds. Once researched, the default stat ratios between enemy types stop being reliable — for example, boss health will no longer always equal 20 times basic health if you have researched basic health reduction. #### Enemy Details — Ray — Tank Enemy Health This lab is unlocked through Milestones at tier 9 wave 20. It lowers the health of tank enemies across all waves and has 30 levels. #### Enemy Details — Ray — Tank Enemy Attack This lab is unlocked through Milestones at tier 9 wave 20. It lowers the attack of tank enemies across all waves and has 30 levels. #### Enemy Details — Ray Tank enemies move at half the speed of basic enemies but have five times the health, and they carry a base value of 4 coins. Tank Enemy labs alter tank enemy stats during rounds. Once researched, the default stat ratios between enemy types stop being reliable — for example, boss health will no longer always equal 20 times basic health if you have researched basic health reduction. #### Enemy Details — Commander — Ranged Enemy Health This lab is unlocked through Milestones at tier 9 wave 20. It lowers the health of ranged enemies across all waves and has 30 levels. #### Enemy Details — Commander — Ranged Enemy Attack This lab is unlocked through Milestones at tier 9 wave 20. It lowers the attack of ranged enemies across all waves and has 30 levels. #### Enemy Details — Commander — Ranged Enemy Range This lab is unlocked at tier 13 wave 80. It reduces the attack range of the Ranged enemy type and has 30 levels. Per-level values are shown in the table below. Level | Time | Cost(T) | Value 1 | 2d 16h 47m | 1.0 | -0.50% 2 | 5d 9h 35m | 1.4 | -1.00% 3 | 8d 2h 23m | 2.0 | -1.50% 4 | 10d 19h 11m | 2.7 | -2.00% 5 | 13d 11h 59m | 3.8 | -2.50% 6 | 16d 4h 46m | 5.4 | -3.00% 7 | 18d 21h 34m | 7.5 | -3.50% 8 | 21d 14h 22m | 10.5 | -4.00% 9 | 24d 7h 10m | 14.8 | -4.50% 10 | 26d 23h 58m | 20.7 | -5.00% 11 | 29d 16h 46m | 28.9 | -5.50% 12 | 32d 9h 33m | 40.5 | -6.00% 13 | 35d 2h 21m | 56.7 | -6.50% 14 | 37d 19h 9m | 79.4 | -7.00% 15 | 40d 11h 57m | 111.1 | -7.50% 16 | 43d 4h 45m | 155.6 | -8.00% 17 | 45d 21h 33m | 217.8 | -8.50% 18 | 48d 14h 20m | 304.9 | -9.00% 19 | 51d 7h 8m | 426.9 | -9.50% 20 | 53d 23h 56m | 597.6 | -10.00% 21 | 56d 16h 44m | 836.7 | -10.50% 22 | 59d 9h 32m | 1171.4 | -11.00% 23 | 62d 2h 20m | 1639.9 | -11.50% 24 | 64d 19h 7m | 2295.9 | -12.00% 25 | 67d 11h 55m | 3214.2 | -12.50% 26 | 70d 4h 43m | 4499.9 | -13.00% 27 | 72d 21h 31m | 6299.8 | -13.50% 28 | 75d 14h 19m | 8819.8 | -14.00% 29 | 78d 7h 6m | 12347.7 | -14.50% 30 | 80d 23h 54m | 17286.7 | -15.00% #### Enemy Details — Commander Ranged enemies fire projectiles at your Tower from a distance and have a base value of 2 coins. Ranged Enemy labs alter ranged enemy stats during rounds. Once researched, the default stat ratios between enemy types stop being reliable — for example, boss health will no longer always equal 20 times basic health if you have researched basic health reduction. #### Enemy Details — Fast Enemy Health — Boss Health This lab is unlocked through Milestones at tier 9 wave 20. It lowers boss health across all waves and has 30 levels. Per-level values are shown in the table below. Level | Time | Cost | Value 1 | 2d 7h 33m | 40,000,000,000 | -0.30% 2 | 2d 15h 54m | 80,010,000,000 | -0.60% 3 | 3d 0h 27m | 120,070,000,000 | -0.90% 4 | 3d 9h 34m | 160,330,000,000 | -1.20% 5 | 3d 19h 44m | 200,970,000,000 | -1.50% 6 | 4d 7h 36m | 242,260,000,000 | -1.80% 7 | 4d 21h 51m | 284,530,000,000 | -2.10% 8 | 5d 15h 19m | 328,130,000,000 | -2.40% 9 | 6d 12h 53m | 373,510,000,000 | -2.70% 10 | 7d 15h 31m | 421,140,000,000 | -3.00% 11 | 9d 0h 17m | 471,550,000,000 | -3.30% 12 | 10d 16h 19m | 525,320,000,000 | -3.60% 13 | 12d 16h 46m | 583,080,000,000 | -3.90% 14 | 15d 2h 57m | 645,500,000,000 | -4.20% 15 | 18d 0h 9m | 713,310,000,000 | -4.50% 16 | 21d 9h 46m | 787,270,000,000 | -4.80% 17 | 25d 9h 15m | 868,200,000,000 | -5.10% 18 | 30d 0h 6m | 956,960,000,000 | -5.40% 19 | 35d 7h 54m | 1,050,000,000,000 | -5.70% 20 | 41d 10h 16m | 1,160,000,000,000 | -6.00% 21 | 48d 8h 52m | 1,280,000,000,000 | -6.30% 22 | 56d 5h 26m | 1,410,000,000,000 | -6.60% 23 | 65d 1h 45m | 1,550,000,000,000 | -6.90% 24 | 74d 23h 39m | 1,710,000,000,000 | -7.20% 25 | 86d 1h 2m | 1,880,000,000,000 | -7.50% 26 | 98d 7h 49m | 2,070,000,000,000 | -7.80% 27 | 111d 22h 0m | 2,270,000,000,000 | -8.10% 28 | 126d 21h 37m | 2,490,000,000,000 | -8.40% 29 | 143d 8h 43m | 2,740,000,000,000 | -8.70% 30 | 161d 9h 28m | 3,000,000,000,000 | -9.00% #### Enemy Details — Fast Enemy Health — Boss Attack This lab is unlocked through Milestones at tier 9 wave 20. It lowers boss attack across all waves and has 30 levels. #### Enemy Details — Fast Enemy Health Bosses move at 30% of basic enemy speed, have 20 times the health, and carry a base value of 5 coins. One appears every 10 waves. See the Bosses section above for full details of their behaviour and immunities. Boss labs alter boss stats during rounds. Once researched, the default stat ratios between enemy types stop being reliable — for example, boss health will no longer always equal 20 times basic health if you have researched basic health reduction. #### Enemy Details — Tank Enemy Health — Protector Health This lab is unlocked through Milestones at tier 9 wave 20. It lowers the health of protector enemies on every wave, and it has 30 levels. #### Enemy Details — Tank Enemy Health — Protector Radius This lab is unlocked through Milestones at tier 9 wave 20. It shrinks the radius of a protector's effect on all waves, and it has 30 levels. #### Enemy Details — Tank Enemy Health — Protector Damage Reduction This lab is unlocked through Milestones at tier 9 wave 20. It cuts the damage reduction that protectors grant, across all waves, and it has 20 levels. Per-level values are listed in the table below. Level | Time | Cost | Value 1 | 2d 18h 39m | 80,000,000,000 | -0.30% 2 | 3d 3h 1m | 150,000,000,000 | -0.60% 3 | 3d 11h 34m | 220,070,000,000 | -0.90% 4 | 3d 20h 40m | 290,330,000,000 | -1.20% 5 | 4d 6h 51m | 360,970,000,000 | -1.50% 6 | 4d 18h 43m | 432,260,000,000 | -1.80% 7 | 5d 8h 58m | 504,530,000,000 | -2.10% 8 | 6d 2h 26m | 578,130,000,000 | -2.40% 9 | 7d 0h 0m | 653,510,000,000 | -2.70% 10 | 8d 2h 38m | 731,140,000,000 | -3.00% 11 | 9d 11h 24m | 811,550,000,000 | -3.30% 12 | 11d 3h 25m | 895,320,000,000 | -3.60% 13 | 13d 3h 53m | 983,080,000,000 | -3.90% 14 | 15d 14h 3m | 1,080,000,000,000 | -4.20% 15 | 18d 11h 15m | 1,170,000,000,000 | -4.50% 16 | 21d 20h 52m | 1,280,000,000,000 | -4.80% 17 | 25d 20h 21m | 1,390,000,000,000 | -5.10% 18 | 30d 11h 13m | 1,510,000,000,000 | -5.40% 19 | 35d 19h 1m | 1,630,000,000,000 | -5.70% 20 | 41d 21h 23m | 1,770,000,000,000 | -6.00% #### Enemy Details — Tank Enemy Health Protectors shield nearby enemies: anything inside their range cannot be instantly killed and takes 60% reduced damage. They are worth 3 coins at base value, only appear on tier 2 or higher, and no more than 10 can be alive at once. Protector labs adjust how protectors perform during a round. Once you have researched them, the standard base modifiers between enemy types stop being reliable — for example, boss health will not always be exactly 20 times basic health if basic health has been researched. #### Enemy Details — Ranged Enemy Range — Vampire Enemy Attack Unlocks at tier 19 wave 60. This lab reduces Vampire attack by a percentage per level, but it does not affect their drain effect. It has 30 levels, with values shown in the table below. Level | Time | Cost(Q) | Value 1 | 10d 19h 11m | 0.25 | -0.40% 2 | 21d 14h 22m | 0.50 | -0.80% 3 | 32d 9h 33m | 0.75 | -1.20% 4 | 43d 4h 45m | 1.00 | -1.60% 5 | 53d 23h 56m | 1.25 | -2.00% 6 | 64d 19h 7m | 1.50 | -2.40% 7 | 75d 14h 19m | 1.75 | -2.80% 8 | 86d 9h 30m | 2.00 | -3.20% 9 | 97d 4h 41m | 2.25 | -3.60% 10 | 107d 23h 53m | 2.50 | -4.00% 11 | 118d 19h 4m | 2.75 | -4.40% 12 | 129d 14h 15m | 3.00 | -4.80% 13 | 140d 9h 27m | 3.25 | -5.20% 14 | 151d 4h 38m | 3.50 | -5.60% 15 | 161d 23h 49m | 3.75 | -6.00% 16 | 172d 19h 0m | 4.00 | -6.40% 17 | 183d 14h 12m | 4.25 | -6.80% 18 | 194d 9h 23m | 4.50 | -7.20% 19 | 205d 4h 34m | 4.75 | -7.60% 20 | 215d 23h 46m | 5.00 | -8.00% 21 | 226d 18h 57m | 5.25 | -8.40% 22 | 237d 14h 8m | 5.50 | -8.80% 23 | 248d 9h 20m | 5.75 | -9.20% 24 | 259d 4h 31m | 6.00 | -9.60% 25 | 269d 23h 42m | 6.25 | -10.00% 26 | 280d 18h 54m | 6.50 | -10.40% 27 | 291d 14h 5m | 6.75 | -10.80% 28 | 302d 9h 16m | 7.00 | -11.20% 29 | 313d 4h 27m | 7.25 | -11.60% 30 | 323d 23h 39m | 7.50 | -12.00% #### Enemy Details — Ranged Enemy Range — Vampire Enemy Health Unlocks at tier 19 wave 60. This lab reduces the maximum health of Vampire enemies by a percentage per level, over 30 levels. #### Enemy Details — Ranged Enemy Range — Garlic Thorns Unlocked at tier 2 wave 1000, with 10 upgrades available. While a Vampire elite is channeling its ranged attack on your tower, this lab makes it take a percentage of your thorns damage each second. The percentages per level are in the table below. Level | Time | Cost | Value 1 | 1d 3h 13m | 4,500 | 0.5 2 | 1d 6h 5m | 7,100 | 1.0 3 | 1d 9h 49m | 13,300 | 1.5 4 | 1d 14h 59m | 26,700 | 2.0 5 | 1d 22h 5m | 50,900 | 2.5 6 | 2d 7h 33m | 89,500 | 3.0 7 | 2d 19h 45m | 146,100 | 3.5 8 | 3d 11h 5m | 224,300 | 4.0 9 | 4d 5h 54m | 327,700 | 4.5 10 | 5d 4h 32m | 459,900 | 5.0 #### Enemy Details — Ranged Enemy Range Vampires have double the health of a basic enemy. Their beam deals 2% of your tower's maximum health per second and switches off all tower regeneration while it is active. They are worth 4 coins at base value. Vampire attacks cannot be strengthened or weakened by perks or other modifiers. When a vampire beam is hitting your tower, tower regen and lifesteal are disabled, but wall regen keeps working. #### Enemy Details — Protector Radius — Ray Enemy Attack Unlocks at tier 19 wave 60. This lab reduces Ray attack by a percentage per level, across 30 levels. #### Enemy Details — Protector Radius — Ray Enemy Health Unlocks at tier 19 wave 60. This lab reduces Ray health by a percentage per level, across 30 levels. #### Enemy Details — Protector Radius Rays have the same health as a basic enemy. They charge up for 30 seconds, then fire a beam that hits for twice a basic enemy's damage. They are worth 4 coins at base value and are immune to knockback. Ray labs change how Ray enemies behave during rounds. After researching them, the usual base modifiers between enemy types no longer apply cleanly — boss health, for instance, will not always be 20 times basic health if basic health has been researched. #### Enemy Details — Vampire Enemy Health — Scatter Enemy Attack Unlocks at tier 19 wave 60. This lab reduces Scatter attack by a percentage per level, over 30 levels. #### Enemy Details — Vampire Enemy Health — Scatter Enemy Health Unlocks at tier 19 wave 60. This lab reduces Scatter health by a percentage per level, over 30 levels. #### Enemy Details — Vampire Enemy Health — Lightning Amplifier - Scatter This lab is unlocked through Milestones at tier 16 wave 60. It boosts Chain Lightning damage against Scatters with each consecutive hit, and the bonus is additive — every value stacks on top of the original damage from the first hit. See the table below for the per-level values. level | Time | Cost | Value 1 | 8d 8h 0m | 100.00B | x1.25 2 | 9d 8h 0m | 150.00B | x2.5 3 | 10d 10h 52m | 225.00B | x3.75 4 | 11d 16h 59m | 337.50B | x5 5 | 13d 2h 42m | 506.25B | x6.25 6 | 14d 16h 28m | 759.38B | x7.5 7 | 16d 10h 45m | 1.14T | x8.75 8 | 18d 10h 8m | 1.71T | x10 9 | 20d 15h 11m | 2.56T | x11.25 10 | 23d 2h 36m | 3.84T | x12.5 11 | 25d 21h 10m | 5.77T | x13.75 12 | 28d 23h 42m | 8.65T | x15 13 | 32d 11h 11m | 12.97T | x16.25 14 | 36d 8h 41m | 19.46T | x17.5 15 | 40d 17h 25m | 29.19T | x18.75 16 | 45d 14h 42m | 43.79T | x20 17 | 51d 2h 4m | 65.68T | x21.25 18 | 57d 5h 12m | 98.53T | x22.5 19 | 64d 1h 59m | 147.79T | x23.75 20 | 71d 18h 33m | 221.68T | x25 21 | 80d 9h 15m | 332.53T | x26.25 22 | 90d 46m 11s | 498.79T | x27.5 23 | 100d 20h 3m | 748.18T | x28.75 24 | 112d 22h 28m | 1.12q | x30 25 | 126d 11h 43m | 1.68q | x31.25 26 | 141d 16h 0m | 2.53q | x32.5 27 | 158d 16h 0m | 3.79q | x33.75 28 | 177d 16h 58m | 5.68q | x35 29 | 199d 46m 25s | 8.52q | x36.25 30 | 222d 21h 59m | 12.78q | x37.5 #### Enemy Details — Vampire Enemy Health Scatters have double the health of a basic enemy. They split in half four times, and each split halves the health of the resulting enemies. They are worth 4 coins at base value. Only a single split scatter will drop Elite Cells when defeated. Scatter labs alter Scatter stats and interactions during rounds, so once researched, the standard base modifiers between enemies (like boss health being 20 times basic) may no longer be accurate. #### Enemy Details — Scatter Enemy Attack Saboteurs have 20 times the health of a basic enemy. When one hits your tower it disables a random Ultimate Weapon, which comes back online once the Saboteur dies. A Saboteur will rest against your wall without damaging it and cannot debuff the tower in that state. Its attacks are rolled against thorns, but not against Energy Shield. #### Enemy Details — Scatter Enemy Health These enemies have 20 times the health of a basic enemy. They empower other enemies in an area around them, granting a buff to enemy health. #### Enemy Details — Lightning Amplifier - Scatter This enemy has 20 times the health of a basic enemy. It fires a projectile at your tower that returns, and each subsequent hit deals double damage. ### Enemy Balance URL: https://www.tower-hub.com/wiki/enemy/enemy-balance Enemy Balance is an enemy-type card that trades a tougher wave for better rewards. Equipping it increases the cash you earn from each kill, but it also raises the number of enemies that spawn during a round. #### Description Enemy Balance raises the cash payout for every enemy you kill. The trade-off is that more enemies spawn per round while the card is equipped, so your tower faces a larger wave in exchange for the higher per-kill reward. #### Use On average, Enemy Balance multiplies the number of enemies spawned by 1.8x. Because spawned enemies can drop both cash and coins, the extra spawns make the card useful for boosting both currencies at once. Keep in mind that the card's own multiplier only applies to cash — it does not directly increase the coins you earn, so any coin gain comes purely from the additional enemies rather than the multiplier itself. ### Fast Enemy Labs URL: https://www.tower-hub.com/wiki/enemy/fast-enemy-labs Fast Enemy Labs are a set of milestone-unlocked lab researches that weaken fast enemies during rounds. Each lab targets one stat — health, attack, or speed — and applies its reduction at every wave, making fast enemies easier to manage as you progress. #### Description — Fast Enemy Health This lab becomes available through Milestones once you reach tier 9 wave 20. Researching it lowers the health of fast enemies across all waves, so they take fewer hits to kill. It has 30 levels, and the per-level costs and effects are shown in the table below. Level | Time | Cost | Value 1 | 2d 7h 33m | 30,000,000,000 | -0.40% 2 | 2d 15h 54m | 60,010,000,000 | -0.80% 3 | 3d 0h 27m | 90,070,000,000 | -1.20% 4 | 3d 9h 34m | 120,330,000,000 | -1.60% 5 | 3d 19h 44m | 150,970,000,000 | -2.00% 6 | 4d 7h 36m | 182,260,000,000 | -2.40% 7 | 4d 21h 51m | 214,530,000,000 | -2.80% 8 | 5d 15h 19m | 248,130,000,000 | -3.20% 9 | 6d 12h 53m | 283,510,000,000 | -3.60% 10 | 7d 15h 31m | 321,140,000,000 | -4.00% 11 | 9d 0h 17m | 361,550,000,000 | -4.40% 12 | 10d 16h 19m | 405,320,000,000 | -4.80% 13 | 12d 16h 46m | 453,080,000,000 | -5.20% 14 | 15d 2h 57m | 505,500,000,000 | -5.60% 15 | 18d 0h 9m | 563,310,000,000 | -6.00% 16 | 21d 9h 46m | 627,270,000,000 | -6.40% 17 | 25d 9h 15m | 698,200,000,000 | -6.80% 18 | 30d 0h 6m | 776,960,000,000 | -7.20% 19 | 35d 7h 54m | 864,450,000,000 | -7.60% 20 | 41d 10h 16m | 961,600,000,000 | -8.00% 21 | 48d 8h 52m | 1,070,000,000,000 | -8.40% 22 | 56d 5h 26m | 1,190,000,000,000 | -8.80% 23 | 65d 1h 45m | 1,320,000,000,000 | -9.20% 24 | 74d 23h 39m | 1,470,000,000,000 | -9.60% 25 | 86d 1h 2m | 1,630,000,000,000 | -10.00% 26 | 98d 7h 49m | 1,810,000,000,000 | -10.40% 27 | 111d 22h 0m | 2,000,000,000,000 | -10.80% 28 | 126d 21h 37m | 2,210,000,000,000 | -11.20% 29 | 143d 8h 43m | 2,450,000,000,000 | -11.60% 30 | 161d 9h 28m | 2,700,000,000,000 | -12.00% #### Description — Fast Enemy Attack Unlocked in Milestones at tier 9 wave 20, this lab reduces how much damage fast enemies deal at every wave. It has 30 levels, letting you steadily chip away at the threat fast enemies pose to your tower. #### Description — Fast Enemy Speed This lab unlocks later than the other two, at tier 9 wave 300 in Milestones. Each level slows fast enemies down at all waves, giving your tower more time to hit them before they reach it. It has 30 levels, with details in the table below. Level | Time | Cost | Value 1 | 2d 18h 39m | 60,000,000,000 | -0.40% 2 | 3d 3h 1m | 120,010,000,000 | -0.80% 3 | 3d 11h 34m | 180,070,000,000 | -1.20% 4 | 3d 20h 40m | 240,330,000,000 | -1.60% 5 | 4d 6h 51m | 300,970,000,000 | -2.00% 6 | 4d 18h 43m | 362,260,000,000 | -2.40% 7 | 5d 8h 58m | 424,530,000,000 | -2.80% 8 | 6d 2h 26m | 488,130,000,000 | -3.20% 9 | 7d 0h 0m | 553,510,000,000 | -3.60% 10 | 8d 2h 38m | 621,140,000,000 | -4.00% 11 | 9d 11h 24m | 691,550,000,000 | -4.40% 12 | 11d 3h 25m | 765,320,000,000 | -4.80% 13 | 13d 3h 53m | 843,080,000,000 | -5.20% 14 | 15d 14h 3m | 925,500,000,000 | -5.60% 15 | 18d 11h 15m | 1,010,000,000,000 | -6.00% 16 | 21d 20h 52m | 1,110,000,000,000 | -6.40% 17 | 25d 20h 21m | 1,210,000,000,000 | -6.80% 18 | 30d 11h 13m | 1,320,000,000,000 | -7.20% 19 | 35d 19h 1m | 1,430,000,000,000 | -7.60% 20 | 41d 21h 23m | 1,560,000,000,000 | -8.00% 21 | 48d 19h 58m | 1,700,000,000,000 | -8.40% 22 | 56d 16h 33m | 1,850,000,000,000 | -8.80% 23 | 65d 12h 52m | 2,010,000,000,000 | -9.20% 24 | 75d 10h 46m | 2,190,000,000,000 | -9.60% 25 | 86d 12h 9m | 2,380,000,000,000 | -10.00% 26 | 98d 18h 56m | 2,590,000,000,000 | -10.40% 27 | 112d 9h 7m | 2,810,000,000,000 | -10.80% 28 | 127d 8h 43m | 3,050,000,000,000 | -11.20% 29 | 143d 19h 50m | 3,320,000,000,000 | -11.60% 30 | 161d 20h 35m | 3,600,000,000,000 | -12.00% #### Description Fast Enemy labs directly alter fast enemy stats while a round is running. Keep in mind that researching these labs breaks the default stat relationships between enemy types — for example, boss health is normally a fixed multiple of basic enemy health, but once you start modifying one type's stats, those built-in ratios no longer hold. ### Fleet Enemies URL: https://www.tower-hub.com/wiki/enemy/fleet-enemies Fleet Enemies are a special enemy class that shows up from Tier 14 onward, made up of three types: Saboteur, Commander, and Overcharge. They behave differently from standard enemies in almost every way — what hurts them, how they move, and what they drop. Everything here comes from community testing plus the V28.3 patch notes, so treat the details as best current knowledge rather than confirmed fact. #### Fleet Enemies Three enemy types fall under the Fleet umbrella: Saboteur, Commander, and Overcharge, and you will only meet them on T14 or higher. A long list of your usual tools simply does not work on them — Orbs, Death Ray, shockwave, knockback, and both Black Hole damage and pull all fail to connect. Chrono Field, Chrono Loop (CF+), Thunder Bot, Poison Swamp stun, and Land Mine stun do function, but only at half strength. The Plasma Cannon card will not even select them as a target. Fleets pass straight through other enemies instead of colliding with them. Where each type stops differs: Commander and Overcharge halt once they are inside your Tower Range, whereas the Saboteur keeps coming until it reaches the tower itself. Thorns are heavily blunted against them at 85% resistance, and whatever Thorn damage does land is calculated from their current health rather than their maximum. Their attack rate scales with wave count. At Wave 1 they attack extremely slowly, and this ramps up until hitting its ceiling at Wave 4000. #### Overview Two quirks are worth knowing. The Saboteur counts as attacking for the purposes of Thorn effects, yet it never triggers Energy Shield and cannot damage The Wall. Overcharge, meanwhile, never scales its damage — it stays fixed at whatever Wave 1 dealt on that tier. The table below summarises the per-type details. Table: 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** #### Fleet Rewards Killing a Fleet enemy pays out one of two currencies. Reroll shards are the common result at an 80% drop chance, with module shards making up the remaining 20%. Exact amounts per enemy type are listed in the rewards table. Table: Fleet Rewards Tiers | Reroll Shards (80%) | Wave | Module Shards (20%, 5% per type) T14 | 1080 | 1 | 5 T15 | 1200 | 250 | 6 T16 | 1350 | 500 | 7 T17 | 1500 | 750 | 8 T18 | 1650 | 1000 | 9 T19 | 1800 | 1250 | 10 T20 | 1950 | 1500 | 11 T21 | 2100 | 1750 | 12 | | 2000 | 13 | | 2250 | 14 | | 2500 | 15 | | 2750 | 16 | | 3000 | 17 | | 3250 | 18 | | 3500 | 19 | | 3750 | 20 | | 4000 | 21 | | 4250 | 22 | | 4500 | 23 | | 4750 | 24 | | 5000+ | 25 #### Fleet Enemy Spawns Fleet spawns are guaranteed — if a wave is due to produce one, it will, and wave-skipping past that point still forces the Fleet enemy to appear. Each one arrives alongside a pack of matching escort enemies, with the group size looking like a random roll somewhere between 10 and 14. The moment it appears within its assigned wave is also randomised. Since v28.3, these escort packs sit under their own separate cap. That means the whole group is guaranteed to spawn and can push the total enemy count above the normal limit. Table: Fleet Companions Fleet | Companions Overcharge | Ranged Commander | Tank Saboteur | Fast #### Fleets at Higher Waves on All Tiers Fleets are no longer exclusive to the top tiers — every tier gets them eventually if you push far enough. On Tier 1 they begin appearing at wave 15,000, and each tier above that moves the first appearance 250 waves sooner: 14,750 on T2, 14,500 on T3, and so on down the line. After their debut, they keep coming back every 100 waves. Table: 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 carry the pattern over from the high-wave Fleets of lower tiers. One caveat: if a regular Fleet is present at the same time, the bonus ones drop nothing. Table: 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 ### Protector Labs URL: https://www.tower-hub.com/wiki/enemy/protector-labs Protector labs are a set of three lab researches that weaken protector enemies during your rounds. Each one targets a different protector stat, and all three apply at every wave once researched. #### Description — Protector Health Protector Health is a lab unlocked through Milestones at tier 9 wave 20. Each level lowers the health of protector enemies on all waves, making them easier to kill before they can shield other enemies. The lab has 30 levels, and the per-level values are listed in the cost table below. Level | Time | Cost | Value 1 | 2d 7h 33m | 40,000,000,000 | -0.30% 2 | 2d 15h 54m | 80,010,000,000 | -0.60% 3 | 3d 0h 27m | 120,070,000,000 | -0.90% 4 | 3d 9h 34m | 160,330,000,000 | -1.20% 5 | 3d 19h 44m | 200,970,000,000 | -1.50% 6 | 4d 7h 36m | 242,260,000,000 | -1.80% 7 | 4d 21h 51m | 284,530,000,000 | -2.10% 8 | 5d 15h 19m | 328,130,000,000 | -2.40% 9 | 6d 12h 53m | 373,510,000,000 | -2.70% 10 | 7d 15h 31m | 421,140,000,000 | -3.00% 11 | 9d 0h 17m | 471,550,000,000 | -3.30% 12 | 10d 16h 19m | 525,320,000,000 | -3.60% 13 | 12d 16h 46m | 583,080,000,000 | -3.90% 14 | 15d 2h 57m | 645,500,000,000 | -4.20% 15 | 18d 0h 9m | 713,310,000,000 | -4.50% 16 | 21d 9h 46m | 787,270,000,000 | -4.80% 17 | 25d 9h 15m | 868,200,000,000 | -5.10% 18 | 30d 0h 6m | 956,960,000,000 | -5.40% 19 | 35d 7h 54m | 1,050,000,000,000 | -5.70% 20 | 41d 10h 16m | 1,160,000,000,000 | -6.00% 21 | 48d 8h 52m | 1,280,000,000,000 | -6.30% 22 | 56d 5h 26m | 1,410,000,000,000 | -6.60% 23 | 65d 1h 45m | 1,550,000,000,000 | -6.90% 24 | 74d 23h 39m | 1,710,000,000,000 | -7.20% 25 | 86d 1h 2m | 1,880,000,000,000 | -7.50% 26 | 98d 7h 49m | 2,070,000,000,000 | -7.80% 27 | 111d 22h 0m | 2,270,000,000,000 | -8.10% 28 | 126d 21h 37m | 2,490,000,000,000 | -8.40% 29 | 143d 8h 43m | 2,740,000,000,000 | -8.70% 30 | 161d 9h 28m | 3,000,000,000,000 | -9.00% #### Description — Protector Radius Protector Radius is unlocked through Milestones at tier 9 wave 20, the same requirement as the other protector labs. Researching it shrinks the radius of protector enemies at all waves, which reduces the area their protection covers. It has 30 levels. #### Description — Protector Damage Reduction Protector Damage Reduction is also unlocked at tier 9 wave 20 in Milestones. Its levels cut the damage reduction that protector enemies have on all waves, so your damage dealers lose less output when hitting them. Unlike the other two protector labs, this one has 20 levels. The cost table below shows the values per level. Level | Time | Cost | Value 1 | 2d 18h 39m | 80,000,000,000 | -0.30% 2 | 3d 3h 1m | 150,000,000,000 | -0.60% 3 | 3d 11h 34m | 220,070,000,000 | -0.90% 4 | 3d 20h 40m | 290,330,000,000 | -1.20% 5 | 4d 6h 51m | 360,970,000,000 | -1.50% 6 | 4d 18h 43m | 432,260,000,000 | -1.80% 7 | 5d 8h 58m | 504,530,000,000 | -2.10% 8 | 6d 2h 26m | 578,130,000,000 | -2.40% 9 | 7d 0h 0m | 653,510,000,000 | -2.70% 10 | 8d 2h 38m | 731,140,000,000 | -3.00% 11 | 9d 11h 24m | 811,550,000,000 | -3.30% 12 | 11d 3h 25m | 895,320,000,000 | -3.60% 13 | 13d 3h 53m | 983,080,000,000 | -3.90% 14 | 15d 14h 3m | 1,080,000,000,000 | -4.20% 15 | 18d 11h 15m | 1,170,000,000,000 | -4.50% 16 | 21d 20h 52m | 1,280,000,000,000 | -4.80% 17 | 25d 20h 21m | 1,390,000,000,000 | -5.10% 18 | 30d 11h 13m | 1,510,000,000,000 | -5.40% 19 | 35d 19h 1m | 1,630,000,000,000 | -5.70% 20 | 41d 21h 23m | 1,770,000,000,000 | -6.00% #### Description Protector labs modify the stats of protector enemies while a round is running. One side effect worth knowing: once you start researching enemy-stat labs, the usual base ratios between enemy types stop holding true. For example, boss health is normally a fixed multiple of basic enemy health, but if you have researched basic health reduction, that multiple no longer applies. Keep this in mind when comparing enemy stats or planning around specific breakpoints. ### Ranged Enemy Labs URL: https://www.tower-hub.com/wiki/enemy/ranged-enemy-labs Ranged Enemy labs are a set of research options that weaken the ranged enemy type during your rounds. Each lab targets one stat — health, attack or range — and applies its reduction at all waves once researched. #### Description — Ranged Enemy Health This lab is unlocked through Milestones at tier 9, wave 20. It lowers the health of ranged enemies at every wave, making them quicker to kill. It has 30 levels, and the per-level values are shown in the cost table below. Level | Time | Cost | Value 1 | 2d 7h 33m | 30,000,000,000 | -0.40% 2 | 2d 15h 54m | 60,010,000,000 | -0.80% 3 | 3d 0h 27m | 90,070,000,000 | -1.20% 4 | 3d 9h 34m | 120,330,000,000 | -1.60% 5 | 3d 19h 44m | 150,970,000,000 | -2.00% 6 | 4d 7h 36m | 182,260,000,000 | -2.40% 7 | 4d 21h 51m | 214,530,000,000 | -2.80% 8 | 5d 15h 19m | 248,130,000,000 | -3.20% 9 | 6d 12h 53m | 283,510,000,000 | -3.60% 10 | 7d 15h 31m | 321,140,000,000 | -4.00% 11 | 9d 0h 17m | 361,550,000,000 | -4.40% 12 | 10d 16h 19m | 405,320,000,000 | -4.80% 13 | 12d 16h 46m | 453,080,000,000 | -5.20% 14 | 15d 2h 57m | 505,500,000,000 | -5.60% 15 | 18d 0h 9m | 563,310,000,000 | -6.00% 16 | 21d 9h 46m | 627,270,000,000 | -6.40% 17 | 25d 9h 15m | 698,200,000,000 | -6.80% 18 | 30d 0h 6m | 776,960,000,000 | -7.20% 19 | 35d 7h 54m | 864,450,000,000 | -7.60% 20 | 41d 10h 16m | 961,600,000,000 | -8.00% 21 | 48d 8h 52m | 1,070,000,000,000 | -8.40% 22 | 56d 5h 26m | 1,190,000,000,000 | -8.80% 23 | 65d 1h 45m | 1,320,000,000,000 | -9.20% 24 | 74d 23h 39m | 1,470,000,000,000 | -9.60% 25 | 86d 1h 2m | 1,630,000,000,000 | -10.00% 26 | 98d 7h 49m | 1,810,000,000,000 | -10.40% 27 | 111d 22h 0m | 2,000,000,000,000 | -10.80% 28 | 126d 21h 37m | 2,210,000,000,000 | -11.20% 29 | 143d 8h 43m | 2,450,000,000,000 | -11.60% 30 | 161d 9h 28m | 2,700,000,000,000 | -12.00% #### Description — Ranged Enemy Attack This lab is also unlocked through Milestones at tier 9, wave 20. It reduces how much damage ranged enemies deal at all waves, which helps your tower survive their hits. It has 30 levels. #### Description — Ranged Enemy Range This lab unlocks at tier 13, wave 80. It shrinks the attack range of ranged enemies, so they have to get closer before they can fire on your tower. It has 30 levels, with the per-level values listed in the table below. Level | Time | Cost(T) | Value 1 | 2d 16h 47m | 1.0 | -0.50% 2 | 5d 9h 35m | 1.4 | -1.00% 3 | 8d 2h 23m | 2.0 | -1.50% 4 | 10d 19h 11m | 2.7 | -2.00% 5 | 13d 11h 59m | 3.8 | -2.50% 6 | 16d 4h 46m | 5.4 | -3.00% 7 | 18d 21h 34m | 7.5 | -3.50% 8 | 21d 14h 22m | 10.5 | -4.00% 9 | 24d 7h 10m | 14.8 | -4.50% 10 | 26d 23h 58m | 20.7 | -5.00% 11 | 29d 16h 46m | 28.9 | -5.50% 12 | 32d 9h 33m | 40.5 | -6.00% 13 | 35d 2h 21m | 56.7 | -6.50% 14 | 37d 19h 9m | 79.4 | -7.00% 15 | 40d 11h 57m | 111.1 | -7.50% 16 | 43d 4h 45m | 155.6 | -8.00% 17 | 45d 21h 33m | 217.8 | -8.50% 18 | 48d 14h 20m | 304.9 | -9.00% 19 | 51d 7h 8m | 426.9 | -9.50% 20 | 53d 23h 56m | 597.6 | -10.00% 21 | 56d 16h 44m | 836.7 | -10.50% 22 | 59d 9h 32m | 1171.4 | -11.00% 23 | 62d 2h 20m | 1639.9 | -11.50% 24 | 64d 19h 7m | 2295.9 | -12.00% 25 | 67d 11h 55m | 3214.2 | -12.50% 26 | 70d 4h 43m | 4499.9 | -13.00% 27 | 72d 21h 31m | 6299.8 | -13.50% 28 | 75d 14h 19m | 8819.8 | -14.00% 29 | 78d 7h 6m | 12347.7 | -14.50% 30 | 80d 23h 54m | 17286.7 | -15.00% #### Description All three Ranged Enemy labs modify the stats of ranged enemies while a round is running. One side effect worth knowing: researching these labs breaks the default stat ratios between enemy types. For example, boss health is normally a fixed multiple of basic enemy health, but once you have researched basic enemy health reductions, that multiple no longer holds true. Keep this in mind when comparing enemy stats or planning around specific breakpoints. ### Ray Labs URL: https://www.tower-hub.com/wiki/enemy/ray-labs Ray Labs are a pair of enemy-focused lab researches that weaken Ray enemies during your rounds. Both become available once you reach Tier 19 Wave 60, and each one targets a single Ray stat, letting you chip away at how hard these enemies hit and how much punishment they can take. #### Description — Ray Enemy Attack This lab reduces the attack of Ray enemies by a percentage that grows with each level researched. It has 30 levels in total, and you can start researching it after reaching Tier 19 Wave 60. Because it cuts incoming Ray damage directly, it matters most on runs where Ray hits are a meaningful threat to your tower's survival. The per-level costs and reduction values are listed in the cost table below. Level | Time | Cost(Q) | Value 1 | 10d 19h 11m | 0.25 | -0.40% 2 | 21d 14h 22m | 0.50 | -0.80% 3 | 32d 9h 33m | 0.75 | -1.20% 4 | 43d 4h 45m | 1.00 | -1.60% 5 | 53d 23h 56m | 1.25 | -2.00% 6 | 64d 19h 7m | 1.50 | -2.40% 7 | 75d 14h 19m | 1.75 | -2.80% 8 | 86d 9h 30m | 2.00 | -3.20% 9 | 97d 4h 41m | 2.25 | -3.60% 10 | 107d 23h 53m | 2.50 | -4.00% 11 | 118d 19h 4m | 2.75 | -4.40% 12 | 129d 14h 15m | 3.00 | -4.80% 13 | 140d 9h 27m | 3.25 | -5.20% 14 | 151d 4h 38m | 3.50 | -5.60% 15 | 161d 23h 49m | 3.75 | -6.00% 16 | 172d 19h 0m | 4.00 | -6.40% 17 | 183d 14h 12m | 4.25 | -6.80% 18 | 194d 9h 23m | 4.50 | -7.20% 19 | 205d 4h 34m | 4.75 | -7.60% 20 | 215d 23h 46m | 5.00 | -8.00% 21 | 226d 18h 57m | 5.25 | -8.40% 22 | 237d 14h 8m | 5.50 | -8.80% 23 | 248d 9h 20m | 5.75 | -9.20% 24 | 259d 4h 31m | 6.00 | -9.60% 25 | 269d 23h 42m | 6.25 | -10.00% 26 | 280d 18h 54m | 6.50 | -10.40% 27 | 291d 14h 5m | 6.75 | -10.80% 28 | 302d 9h 16m | 7.00 | -11.20% 29 | 313d 4h 27m | 7.25 | -11.60% 30 | 323d 23h 39m | 7.50 | -12.00% #### Description — Ray Enemy Health This lab reduces the health of Ray enemies by a percentage that increases as you research more of its 30 levels. Like the attack lab, it unlocks at Tier 19 Wave 60. Lower Ray health means your damage output kills them faster, which is useful when Rays are surviving long enough to stack up or leak through your defences. #### Description Both Ray labs modify Ray enemy stats during rounds rather than in the background. One important side effect: once you have researched any of these reductions, the usual base stat relationships between enemy types stop holding true. For example, a boss is normally balanced around having twenty times the health of a basic enemy, but if you have reduced basic health through labs, that multiplier will no longer line up. Keep this in mind when comparing enemy stats or planning around specific breakpoints. ### Scatter Labs URL: https://www.tower-hub.com/wiki/enemy/scatter-labs Scatter Labs are a set of lab researches that target Scatter enemies, one of the enemy types you face during rounds. By investing in these labs, you can directly reduce how hard Scatters hit, lower how much health they have, and make your Chain Lightning progressively stronger against them. #### Description — Scatter Enemy Attack This lab becomes available once you reach Tier 19 Wave 60. Each level researched reduces the attack stat of Scatter enemies by a percentage, so they deal less damage to your tower. The lab has 30 levels in total; the per-level values are listed in the cost table below. Level | Time | Cost(Q) | Value 1 | 10d 19h 11m | 0.25 | -0.40% 2 | 21d 14h 22m | 0.50 | -0.80% 3 | 32d 9h 33m | 0.75 | -1.20% 4 | 43d 4h 45m | 1.00 | -1.60% 5 | 53d 23h 56m | 1.25 | -2.00% 6 | 64d 19h 7m | 1.50 | -2.40% 7 | 75d 14h 19m | 1.75 | -2.80% 8 | 86d 9h 30m | 2.00 | -3.20% 9 | 97d 4h 41m | 2.25 | -3.60% 10 | 107d 23h 53m | 2.50 | -4.00% 11 | 118d 19h 4m | 2.75 | -4.40% 12 | 129d 14h 15m | 3.00 | -4.80% 13 | 140d 9h 27m | 3.25 | -5.20% 14 | 151d 4h 38m | 3.50 | -5.60% 15 | 161d 23h 49m | 3.75 | -6.00% 16 | 172d 19h 0m | 4.00 | -6.40% 17 | 183d 14h 12m | 4.25 | -6.80% 18 | 194d 9h 23m | 4.50 | -7.20% 19 | 205d 4h 34m | 4.75 | -7.60% 20 | 215d 23h 46m | 5.00 | -8.00% 21 | 226d 18h 57m | 5.25 | -8.40% 22 | 237d 14h 8m | 5.50 | -8.80% 23 | 248d 9h 20m | 5.75 | -9.20% 24 | 259d 4h 31m | 6.00 | -9.60% 25 | 269d 23h 42m | 6.25 | -10.00% 26 | 280d 18h 54m | 6.50 | -10.40% 27 | 291d 14h 5m | 6.75 | -10.80% 28 | 302d 9h 16m | 7.00 | -11.20% 29 | 313d 4h 27m | 7.25 | -11.60% 30 | 323d 23h 39m | 7.50 | -12.00% #### Description — Scatter Enemy Health Unlocked at Tier 19 Wave 60, this lab cuts the health of Scatter enemies by a percentage per level, letting you kill them faster. It has 30 levels to research. #### Description — Lightning Amplifier - Scatter You unlock this lab through Milestones at Tier 16 Wave 60. It increases the damage Chain Lightning deals to Scatter enemies with each consecutive hit on them. The bonus is additive, meaning every extra hit adds its value on top of the original damage from the first hit rather than multiplying it. See the table below for the values per level. level | Time | Cost | Value 1 | 8d 8h 0m | 100.00B | x1.25 2 | 9d 8h 0m | 150.00B | x2.5 3 | 10d 10h 52m | 225.00B | x3.75 4 | 11d 16h 59m | 337.50B | x5 5 | 13d 2h 42m | 506.25B | x6.25 6 | 14d 16h 28m | 759.38B | x7.5 7 | 16d 10h 45m | 1.14T | x8.75 8 | 18d 10h 8m | 1.71T | x10 9 | 20d 15h 11m | 2.56T | x11.25 10 | 23d 2h 36m | 3.84T | x12.5 11 | 25d 21h 10m | 5.77T | x13.75 12 | 28d 23h 42m | 8.65T | x15 13 | 32d 11h 11m | 12.97T | x16.25 14 | 36d 8h 41m | 19.46T | x17.5 15 | 40d 17h 25m | 29.19T | x18.75 16 | 45d 14h 42m | 43.79T | x20 17 | 51d 2h 4m | 65.68T | x21.25 18 | 57d 5h 12m | 98.53T | x22.5 19 | 64d 1h 59m | 147.79T | x23.75 20 | 71d 18h 33m | 221.68T | x25 21 | 80d 9h 15m | 332.53T | x26.25 22 | 90d 46m 11s | 498.79T | x27.5 23 | 100d 20h 3m | 748.18T | x28.75 24 | 112d 22h 28m | 1.12q | x30 25 | 126d 11h 43m | 1.68q | x31.25 26 | 141d 16h 0m | 2.53q | x32.5 27 | 158d 16h 0m | 3.79q | x33.75 28 | 177d 16h 58m | 5.68q | x35 29 | 199d 46m 25s | 8.52q | x36.25 30 | 222d 21h 59m | 12.78q | x37.5 #### Description Scatter labs change how Scatter enemies behave and interact with your defences during rounds. One side effect to be aware of: once you start researching enemy stat labs, the usual base relationships between enemy types stop holding true. For example, a Boss will no longer always have exactly 20 times the health of a Basic if you have researched Basic health reduction. ### Tank Enemy Labs URL: https://www.tower-hub.com/wiki/enemy/tank-enemy-labs Tank Enemy labs let you directly weaken one of the tougher regular enemy types you face during rounds. By researching them, you lower the health and attack of tank enemies at every wave, making them easier to kill and less punishing when they reach your tower. #### Description — Tank Enemy Health Tank Enemy Health is a lab you unlock through Milestones by reaching tier 9 wave 20. Once researched, it reduces the health of tank enemies on every wave, so they take less damage to bring down. The lab has 30 levels, with each level lowering tank health further. The per-level values are listed in the cost table below. Level | Time | Cost | Value 1 | 2d 7h 33m | 30,000,000,000 | -0.40% 2 | 2d 15h 54m | 60,010,000,000 | -0.80% 3 | 3d 0h 27m | 90,070,000,000 | -1.20% 4 | 3d 9h 34m | 120,330,000,000 | -1.60% 5 | 3d 19h 44m | 150,970,000,000 | -2.00% 6 | 4d 7h 36m | 182,260,000,000 | -2.40% 7 | 4d 21h 51m | 214,530,000,000 | -2.80% 8 | 5d 15h 19m | 248,130,000,000 | -3.20% 9 | 6d 12h 53m | 283,510,000,000 | -3.60% 10 | 7d 15h 31m | 321,140,000,000 | -4.00% 11 | 9d 0h 17m | 361,550,000,000 | -4.40% 12 | 10d 16h 19m | 405,320,000,000 | -4.80% 13 | 12d 16h 46m | 453,080,000,000 | -5.20% 14 | 15d 2h 57m | 505,500,000,000 | -5.60% 15 | 18d 0h 9m | 563,310,000,000 | -6.00% 16 | 21d 9h 46m | 627,270,000,000 | -6.40% 17 | 25d 9h 15m | 698,200,000,000 | -6.80% 18 | 30d 0h 6m | 776,960,000,000 | -7.20% 19 | 35d 7h 54m | 864,450,000,000 | -7.60% 20 | 41d 10h 16m | 961,600,000,000 | -8.00% 21 | 48d 8h 52m | 1,070,000,000,000 | -8.40% 22 | 56d 5h 26m | 1,190,000,000,000 | -8.80% 23 | 65d 1h 45m | 1,320,000,000,000 | -9.20% 24 | 74d 23h 39m | 1,470,000,000,000 | -9.60% 25 | 86d 1h 2m | 1,630,000,000,000 | -10.00% 26 | 98d 7h 49m | 1,810,000,000,000 | -10.40% 27 | 111d 22h 0m | 2,000,000,000,000 | -10.80% 28 | 126d 21h 37m | 2,210,000,000,000 | -11.20% 29 | 143d 8h 43m | 2,450,000,000,000 | -11.60% 30 | 161d 9h 28m | 2,700,000,000,000 | -12.00% #### Description — Tank Enemy Attack Tank Enemy Attack is unlocked through Milestones at tier 9 wave 20, the same requirement as the health lab. Researching it decreases the attack of tank enemies at all waves, reducing the damage they deal to your tower. It has 30 levels in total. #### Description Both Tank Enemy labs modify the stats of tank enemies during rounds rather than boosting your own tower. One thing to keep in mind: because these labs change individual enemy stats, the default ratios between enemy types stop being reliable once you invest in them. For example, boss health is normally a fixed multiple of basic enemy health, but researching basic health breaks that relationship. Plan your lab spending with this in mind if you rely on those ratios for comparisons. ### Vampire Labs URL: https://www.tower-hub.com/wiki/enemy/vampire-labs Vampire labs let you weaken Vampire enemies directly by researching permanent modifiers to their stats. Each lab targets a specific part of how Vampires behave in combat, so their value depends on how much trouble this enemy type gives you. #### Description — Vampire Enemy Attack This lab lowers the attack stat of Vampire enemies by a percentage. It reduces their attack only, not their Drain effect, so their life-stealing behaviour is unaffected. It unlocks at Tier 19 Wave 60 and has 30 levels, with the exact reduction per level shown in the cost table below. Level | Time | Cost(Q) | Value 1 | 10d 19h 11m | 0.25 | -0.40% 2 | 21d 14h 22m | 0.50 | -0.80% 3 | 32d 9h 33m | 0.75 | -1.20% 4 | 43d 4h 45m | 1.00 | -1.60% 5 | 53d 23h 56m | 1.25 | -2.00% 6 | 64d 19h 7m | 1.50 | -2.40% 7 | 75d 14h 19m | 1.75 | -2.80% 8 | 86d 9h 30m | 2.00 | -3.20% 9 | 97d 4h 41m | 2.25 | -3.60% 10 | 107d 23h 53m | 2.50 | -4.00% 11 | 118d 19h 4m | 2.75 | -4.40% 12 | 129d 14h 15m | 3.00 | -4.80% 13 | 140d 9h 27m | 3.25 | -5.20% 14 | 151d 4h 38m | 3.50 | -5.60% 15 | 161d 23h 49m | 3.75 | -6.00% 16 | 172d 19h 0m | 4.00 | -6.40% 17 | 183d 14h 12m | 4.25 | -6.80% 18 | 194d 9h 23m | 4.50 | -7.20% 19 | 205d 4h 34m | 4.75 | -7.60% 20 | 215d 23h 46m | 5.00 | -8.00% 21 | 226d 18h 57m | 5.25 | -8.40% 22 | 237d 14h 8m | 5.50 | -8.80% 23 | 248d 9h 20m | 5.75 | -9.20% 24 | 259d 4h 31m | 6.00 | -9.60% 25 | 269d 23h 42m | 6.25 | -10.00% 26 | 280d 18h 54m | 6.50 | -10.40% 27 | 291d 14h 5m | 6.75 | -10.80% 28 | 302d 9h 16m | 7.00 | -11.20% 29 | 313d 4h 27m | 7.25 | -11.60% 30 | 323d 23h 39m | 7.50 | -12.00% #### Description — Vampire Enemy Health This lab cuts the maximum health of Vampire enemies by a percentage, letting you kill them faster. It unlocks at Tier 19 Wave 60 and has 30 levels of research. #### Description — Garlic Thorns Garlic Thorns unlocks at Tier 2 Wave 1000 and has 10 upgrades. Once researched, Vampire elites take a percentage of your thorns damage per second while they are using their ranged attack, punishing them for staying at range. The damage percentage per upgrade level is listed in the table below. Level | Time | Cost | Value 1 | 1d 3h 13m | 4,500 | 0.5 2 | 1d 6h 5m | 7,100 | 1.0 3 | 1d 9h 49m | 13,300 | 1.5 4 | 1d 14h 59m | 26,700 | 2.0 5 | 1d 22h 5m | 50,900 | 2.5 6 | 2d 7h 33m | 89,500 | 3.0 7 | 2d 19h 45m | 146,100 | 3.5 8 | 3d 11h 5m | 224,300 | 4.0 9 | 4d 5h 54m | 327,700 | 4.5 10 | 5d 4h 32m | 459,900 | 5.0 #### Description Vampire labs alter the stats of Vampire enemies during rounds. Once you research one of these labs, the base stat relationships between enemies stop holding true. For example, a boss will no longer always have twenty times the health of a basic enemy if you have researched basic enemy health reductions. ### 100% AFK Orb Devo URL: https://www.tower-hub.com/wiki/guide/guides-100-afk-orb-devo 100% AFK Orb Devo is a farming setup for The Tower: Idle Tower Defense, designed by Yugiohcd10. The goal is a run you can leave fully unattended while using orbs in a devo-style build. #### 100% AFK Orb Devo Because this setup is very sensitive to patch changes, the written details can go out of date quickly. A live, continuously updated version of the guide is maintained on Yugi Tower, so check there for the current state of the build before copying anything. ### 50s SMax URL: https://www.tower-hub.com/wiki/guide/guides-50s-smax The 50s SMax guide is a community strategy written and maintained by Yugiohcd10. Because the approach is highly sensitive to balance patches, the author keeps it current as a living document rather than a static page. #### 50s SMax This guide was designed and written by Yugiohcd10. Its recommendations can shift quickly when patches land, so instead of a fixed write-up, the author maintains a live version that reflects the current state of the game. You can find the up-to-date version through the Google Docs link below. Check back after major updates, since details may have been revised to match the latest patch. ### AdvancedAnalysis URL: https://www.tower-hub.com/wiki/guide/advancedanalysis Advanced Analysis is a community-driven wiki page for The Tower: Idle Tower Defense that collects player-made breakdowns and findings which go beyond the information the game itself gives you. It is organised by topic, and the notes below explain how to find what you need on the page and how to add your own work to it. This section is reserved for an upcoming wiki implementation and has no content yet. #### Navigating Advanced Analysis There are two main ways to find content on this page. The first is the table of contents, which lets you jump straight to a section or subsection. For example, if you want to read about the Black Hole Digestor, you would go to "Modules-Themselves" and then open the "Black Hole Digestor" section from there. The second method is your browser's built-in search. On PC this is usually opened with "ctrl + F", while on mobile you look for your browser app's "Find on page" option. Type a keyword and step through every match on the page. When viewing images, tapping a thumbnail on mobile should open it in full. On PC, once an image is open you can click "See Full Image" in the top left to view it at a higher resolution. #### Contributing to Advanced Analysis Before adding anything, make sure your work is still accurate for the current released version of the game. Content here should be analysis that is not documented anywhere in the game itself — that is what makes it Advanced Analysis rather than basic info. Submissions should be uploaded in thumbnail format with the "Wrap text around this item" option turned off. The caption and description should follow this order: author(s) if known, a quick description, then a comma-separated list of tags that are not already mentioned in the description. On the caption, highlight the tag list and change the text type to "Subscript" so it displays smaller. If a piece of content legitimately fits in more than one place, you may copy and paste it with its caption into the other sections, but keep this to a maximum of three sections. If you need help, have suggestions, or want someone else to upload content on your behalf so you can avoid making a Fandom account, you can ping (not direct message) Yugiohcd10 on Discord, or reach u/HubbyLord on Reddit. ### Beginner Guide URL: https://www.tower-hub.com/wiki/guide/beginner-guide This guide walks you through your first steps in The Tower: Idle Tower Defense, with the goal of clearing tier 1 and getting a foothold in tier 2. It draws on community guides from the game's Discord, including a tier 1 completion guide last updated for v0.14.8 — much of that advice still holds for tier 1 in the current version. Right now, tier 1 revolves around a turtle build: you make your tower's defence so strong that enemies simply cannot hurt it. Tier 1 is the only tier where this approach works, so enjoy it while it lasts. #### Overview This guide walks you through your first steps in The Tower: Idle Tower Defense, with the goal of clearing tier 1 and getting a foothold in tier 2. It draws on community guides from the game's Discord, including a tier 1 completion guide last updated for v0.14.8 — much of that advice still holds for tier 1 in the current version. Right now, tier 1 revolves around a turtle build: you make your tower's defence so strong that enemies simply cannot hurt it. Tier 1 is the only tier where this approach works, so enjoy it while it lasts. #### Workshop Between Rounds Between runs, spend your coins in the workshop with these priorities. **Economy** - **Cash & Coins/Wave** — Early on, per-wave bonuses scale quickly and give you easy access to cash for in-run upgrades and coins for workshop upgrades. - **Cash Bonus & Coins/Kill** — Enemy spawns ramp up later in a round. Once you can pass wave 100, start putting coins into Cash Bonus. - **Interest** — A decent early boost to cash, but it caps out at $50 of interest until you unlock max interest at tier 2 wave 80, so don't invest heavily here. **Health & Defence** - **Def Abs** — Your most useful in-round stat when starting out, but it only needs about 50 workshop levels. Overshooting is fine; the coin cost at low levels is trivial long-term. - **Health** — Raise it a little at a time early on (1–2 levels). It matters much more later. - **Def%** — Once Def Abs hits level 50, start pushing this with coins. - **Thorns** — Your main damage source. To dodge rounding issues, keep the value 1% above a fraction breakpoint (for example 6%, 11%, 21%, 26%). #### Upgrades - Step 1 — Workshop During a Run During a run, follow this rough order for your cash: 1. Boost Cash/Wave for the first 5–9 waves. 2. Boost Coins/Wave for roughly waves 10–20. 3. Boost Cash Bonus and Coins/Kill until enemies start getting damage through your Def Abs. 4. Improve Def Abs. 5. When Def Abs gets too expensive, put coins into thorns if you can reach the next fraction breakpoint — fewer hits per enemy means less damage taken. #### Upgrades - Step 2 The steps above should be enough to unlock tier 2. Keep farming tier 1 anyway — tier 2 is roughly 20 times harder than tier 1, an extreme jump that tiers 3–9 don't repeat. While you farm, start folding new stats into your build so you can push further on tier 1 and prepare for the move up. This is also the point where you stop relying on Def Abs. Long-term progression comes from either more HP or more damage, and HP scales faster on its own than damage does. Switching to a health build now is easier than trying to out-damage everything. Surviving on health means keeping enemies away from the tower and healing back damage as fast as it comes in. #### Workshop Between Round Keep levelling the earlier stats until they can be maxed during a run, and start adding these to your build. **Economy** - **Coins/Kill Bonus** — This is how you'll make money now, so raise it. It takes 20 million coins to max, but every level along the way helps you earn that much. - **Cash Bonus** — Start investing; this becomes your main cash source later. - **Coins/Wave** — Not very important since most coins come from kills. Max it once 20 million coins is pocket change. - **Cash/Wave** — Your early-round income before Cash Bonus takes over. Leave it alone in the workshop and level it in rounds instead. **Survival** - **Lifesteal** — Becomes your main healing source. It only heals off tower projectile damage. - **Knockback** — Gains value once you have orbs, since it can knock enemies into them. This lets you kill enemies without thorns and survive longer, though bosses will still reach the tower. - **Orbs** — Orb speed makes hits more reliable, while orb quantity gives more chances to connect. Orbs plus knockback sharply reduce how often your tower gets hit. **Damage** - **Attack Speed** — More shots fired. Pairs with knockback by hitting enemies more often, and improves lifesteal through more frequent hits. - **Damage** — Improves lifesteal. - **Crit Chance & Crit Factor** — Both improve lifesteal. Crit Factor's final levels get very expensive, so don't expect to max it quickly. - **Range** — Ignore for now. Upgrading it doesn't hurt, but it won't help much yet. - **Damage/meter** — Behaves more like damage per 10 meters. It boosts lifesteal by raising damage and works well alongside strong knockback. - **Multishot** — Work on this once you can max attack speed within a run. - Then repeat the same pattern with rapid fire once multishot can be maxed in a run, and again with bounce shot once rapid fire can be maxed. - **Super Crit** — Very useful, but hold off unlocking it until 100 million coins isn't a stretch. #### Upgrades - Step 2 — Workshop During a Run In-run spending builds on the step 1 routine: 1. Repeat the step 1 phases (economy first, then defence). 2. Once Def Abs starts losing effectiveness and getting pricey, shift your focus to health. 3. Improve orb- and lifesteal-related stats as needed — orbs to clear enemies when knockback is piling too many up at once, lifesteal when incoming damage starts outpacing your healing. For help with cards and labs, check the dedicated guides on those systems. #### Transitioning to Tier 2 & Beyond Tier 2 is harder, but it pays out nearly double the coins. Once you can reliably reach wave 1000 on tier 1, test your tier 2 progress every few rounds. Around wave 300 on tier 2, it should overtake tier 1 as your better coin source. When you make the jump, stop upgrading Def Abs during runs. Health and Def% take over as your survival core, and reducing incoming hits through knockback while letting orbs clean up enemies becomes the key to lasting longer. ### Beginner's Exploration Guide URL: https://www.tower-hub.com/wiki/guide/beginner-s-exploration-guide This guide offers direction for new players who want guidance but prefer discovering many game systems themselves. You'll find general priorities rather than prescriptive "correct" choices, letting you experiment and learn what works for your playstyle. The guide deliberately skips some mechanics so you can encounter them naturally—check other resources once you reach tier 10-15 if you want deeper optimization. Making suboptimal decisions early rarely causes permanent problems. As long as you sidestep the major pitfalls, you can undo most choices or they'll become irrelevant as you progress. This guide takes an opinionated but hands-off approach: it steers you toward priorities without declaring what is definitively right or wrong. You're encouraged to try different approaches and form your own conclusions, except where actions create serious long-term obstacles. Certain game systems are intentionally not covered here—Perks, synchronizing Underworld and bots after toggling them, and specific upgrades that excel early but falter later are left for you to discover. Other guides document these topics thoroughly. #### Beginner Objectives Focus on these objectives in roughly this order of importance. **Rush Tiers**: Your highest tier unlocks better daily mission rewards. Regularly attempt to beat your personal best and reach wave 100 to advance to the next tier. Collect any milestones you earn, and look specifically for milestones above wave 100 that grant rewards beyond gems, stones, or coins. **Complete Daily Missions**: Finish 35 missions weekly to claim all weekly reward boxes. Higher boxes contain better prizes. **Collect Gems**: Gems spent on lab slots, cards, card slots, and modules are universally useful. During runs, gems orbit your tower and also appear every 10-15 minutes on your screen's left side. **Farm Coins**: Use coins to upgrade your Workshop between runs and fund lab research. Workshop upgrades help you meet your goals—this guide won't specify which ones to prioritize. Keep coins in reserve so labs can begin their next research level immediately upon completion. Choose farming tiers based on your playstyle: tier 1 might suit overnight farming, while other tiers offer different reward distributions. Coins per hour matters, but consider all rewards. At tier 10-15, you can fully reset the Workshop for 150 gems (a respec), refunding all spent coins. Delay unlocking the wall until you've completed the Workshop Respec lab, have 150 spare gems, and have invested several levels into the three Workshop Discount labs. Then test the wall over dozens of runs before respecting if desired. Track your progress via lifetime coins and lifetime stones—listed as "Coins Earned" and "Stones Earned" in your stats menu (gear icon, main screen). These two currencies matter most. **Research Lab Levels**: Activate all five labs and keep them researching. The clock icon on the left toggles auto-progression to the next level—leave it on unless you dislike seeing incomplete labs. Farm enough cells to maintain the 1.5x speed-up, eventually advancing to 2x. If you regret starting an expensive lab, coins refund when you begin something else. This guide avoids recommending specific labs due to some creating restrictions later, though the Range lab's slider now negates old warnings against it. **Buy Cards**: Purchase cards until most are unlocked and leveled to your satisfaction. The final epic cards take time due to randomness; decide whether to chase them or spend gems elsewhere. Most cards can be swapped mid-run, but unlock additional card slots once swapping becomes tedious or you want to add a card without removing another. Final card levels offer real benefits but demand many gems. **Equip Modules**: Modules grant a primary effect based on level plus rerollable substats. Spending upgrade shards on modules carries no penalty since they refund for free. Purchasing modules is costly, so prioritize five lab slots and useful card slots first. **Participate in Events**: Complete event missions for medals. Medals carry over between events and purchase relics in the event store. Buy themes and songs once you have surplus medals—they grant coin bonuses without needing to be active. Avoid spending medals on gems, stones, or shards since bots need many medals to function well. Do purchase some stones with medals. Like Workshop coins, a bot respec refunds medals, so early purchases won't lock you in. **Compete in Tournaments**: Tournaments offer bonus rewards on Tuesdays and Fridays. Save your first tournament ticket for a tourney mission or until the window closes. **Join a Guild**: Guilds unlock weekly boxes through members' daily mission progress and operate their own store similar to events. Joining an active guild has no downside. Once guilds open, you may face acceptance delays—climbing the tournament ladder helps since guilds can see that metric. #### Footguns Most early choices in The Tower can be corrected with a bit of time. A footgun is different: it is a mistake so costly to recover from that avoiding it entirely is the only sensible option. **Do not wreck your phone.** The Tower currently has no offline farming, so progress means leaving the game running for many hours a day, every day, and most phones simply are not built for that kind of sustained load on the screen and battery. There are workarounds. Android emulators let you play on a PC or Mac, and cloud saving moves your progress between devices smoothly. A spare old handset also handles the game surprisingly well — just watch the battery, because a swollen one is a genuine hazard. **Do not buy an ultimate weapon outside Golden Tower, Black Hole, or Death Wave until you have a long-term UW plan.** New UWs are painfully expensive early on, so this guide gives firm direction: Golden Tower first, Black Hole second, Death Wave third. That ordering is widely followed, though not everyone agrees, and the remaining UWs involve more personal judgement — see the UW selection guide for those. Randomness matters here: with nine UWs in the pool, one of these three might not appear among your options until your seventh pick, which is the point where every leftover UW is guaranteed to show. If neither Golden Tower nor Black Hole is offered as your first UW, you have three routes: take Death Wave if it appears and hope the others come soon, consult a spoiler-heavy guide about future UW directions, or start over with the "New Account" button in Settings under Account. Be warned that restarting wipes your shop purchases, including the no-ads boost. Landing all three of GT, BH, and DW within your first five UWs still counts as a good outcome. Before buying anything outside those three, read an UW guide first — by the time you can afford the next one, upgrading what you already own is often the smarter move. You can safely preview your UW options without committing; the offers stay fixed until you actually pick one. **Do not spend stones on UW cooldown.** There are exactly two exceptions: bringing Golden Tower and Death Wave down to 3m 20s so they line up with Black Hole's cooldown, and you may do this even before owning Black Hole. Golden Tower takes priority over Death Wave for this. Other UW upgrades are not footguns — Golden Tower bonus and duration, Black Hole size and duration, Death Wave damage and quantity, and any stat on UWs that have no cooldown are all fair game. Once both GT and DW are synced with BH, start building your own upgrade plan. **Do not research bot cooldown in the lab.** This covers the four Event Shop bots: Golden Bot, Amplify Bot, Thunder Bot, and Flame Bot. Strong midgame strategies exist that use zero bot cooldown labs, and since these labs have no slider, you cannot throttle them once trained. **Do not trade away current progress and fun for labs that take months or years to pay back.** Weigh the rising cost and shrinking returns of each extra level against what the early levels of a different lab would give you. A +0.1x gain, for instance, is a 10% improvement on a 1.0x multiplier but only 5% on 2.0x. Game Speed level 7 is not worth rushing — hold off until all five lab slots are unlocked and running at 1.5x with cells left over, because other labs will get you to that point faster. Labs Speed similarly stops being a good deal around level 25-30, with three exceptions: you have played for a month or two and know how far ahead you want to plan, you genuinely cannot tell which labs you need right now, or you want something cheap on coins because you will be away from the game for a while. This part is opinionated — pick the trade-offs that suit how you play. **Do not overspend real money in the shop.** Buy nothing until your first UW is locked in and you are happy with it, since a bad pick may push you toward restarting. If you will play for more than a week or two, the Disable Ads boost earns its price for almost everyone. Beyond that, the Starter Pack and Epic Pack are the next best value thanks to their permanent coin bonuses, followed by Premium Passes. This guide takes no position on Event Boosts or Stone Packs — that call is entirely yours. Gem Packs sit at the bottom of the value list for most players, since the no-ads boost and other sources already supply gems. ### CF Guide URL: https://www.tower-hub.com/wiki/guide/cf-guide Chrono Field (CF) is one of the ultimate weapons you effectively must develop to keep progressing, particularly once you reach the late game. The catch is that it demands a large stone investment before it pulls its weight. The upside is that there is almost no way to ruin a CF build, but there are still a few decisions worth understanding before you commit resources. #### Overview CF is considered a mandatory ultimate weapon for late-game progression. Its main drawback is cost: it only becomes genuinely useful after heavy stone spending. The reassuring part is that the upgrade path is very forgiving, so the real questions are about sequencing and efficiency rather than avoiding mistakes. #### Uptime Your first goal with CF is keeping it active for the entire run. Full uptime is reached at either a 1:00 or 1:10 cycle, and since 1:00 costs fewer stones, it is the target almost everyone aims for. There are two routes to get there: the duration lab and stone upgrades. The lab provides 30 levels worth 30 seconds of duration, while stones cover 40 seconds, which together total 1:10. The question is how to split the work between them. #### Labs vs Stone The duration lab is slow. The final level alone takes 111 days without any lab speed, and even with lab speed at level 50 (and no relics) it still runs close to two months. Without lab speed, the last ten levels together take 667 days, or 334 days with lab speed 50. This is not meant to put you off, but to make clear what maxing CF actually involves. Because of these timers, you should put duration into a lab slot the moment you are able, even if you are not ready to spend stones on CF yet. The alternative is paying stones instead: the final ten duration levels cost 2,705 stones. Depending on where you are in progression, saving that can also take months, though potentially less than a year. This is effectively the one place in the game where you can trade stones for time. Spending as much of the duration as possible through the lab frees your stones for other uses, though deliberately stalling a maxed CF can also cost you, since faster tournament progress earns stones sooner. The common recommendation is to take the lab to level 26 or 27, which balances the lab time against the stones you need to spend. #### Slow Slow can actively hurt you early on. While CF is active, slowed enemies bunch up, and if you push slow above 40% before CF has 100% uptime, the field can drop a large stacked group onto your tower all at once when it ends. At high waves that release can overwhelm you, so hold slow back until uptime is secured. #### Range & Damage Reduction Damage reduction is the simpler of the two labs: it is not especially valuable in the current state of the game. If you run an eHP build it can be worth taking to around level 10-15 at most, since the time invested is largely wasted once you move to damage builds. The range lab, by contrast, is required, but it comes with caveats. The same enemy build-up problem caused by slow applies to range: too many levels too early let enemies pile up further from the tower, making the eventual release harder to survive. Start this lab when CF uptime is nearly finished. Range also zooms the screen out whether or not CF is active, so enemies spawn further away and your coins per hour drop slightly. Most players consider that a minor price for the chip damage mitigation it provides in both tournaments and farming. #### Summary As soon as you unlock CF, start the duration lab. With stones, push the cooldown to 1:00, then work duration up to 1:00 as well. You can track your progress on the Chrono Field page. The goal is to finish duration through a mix of lab and stones with the lab landing around level 25-27. Once uptime is at 100%, move on to the range lab and max out slow. There is no real risk in maxing CF's stats, because it is largely an all-or-nothing weapon built around uptime, which makes the whole upgrade path very linear. ### Coin Guide - Basics URL: https://www.tower-hub.com/wiki/guide/coin-guide-basics Coins drive nearly all of your progression in The Tower, so building a strong coin economy early pays off for the rest of the game. As you unlock more ways to boost coin income, the same core ideas keep applying. This guide covers how coins are earned, why coins per kill overtakes coins per wave, and how multipliers and syncing combine to produce huge payouts. #### Overview Coins are one of the main engines of progress. If you understand how your coin economy works from the start, everything else in the game moves more smoothly. The tools that accelerate coin earning unlock gradually. Once you have them, the concepts here let you scale your income quickly instead of guessing at upgrades. #### Coins/Wave Coins per wave (CPW) is the weakest coin source in the game over the long run, simply because fewer multipliers exist to make it grow. It still has a place. Very early on, especially in the opening stages of tier 1 and again each time you unlock a higher tier, CPW helps you build up coins quickly. Because it falls off, stop upgrading CPW in the lab by level 20. You may not even take it that far, but that level is a safe ceiling. #### Coins/Kill Coins per kill (CPK) is where the overwhelming majority of your coins will come from. To understand why CPK gets so large, you need to understand multipliers and syncing. #### Multipliers Every coin multiplier in the game multiplies with every other one. Your packs, themes, CPK workshop upgrades, Ultimate Weapon coin bonuses and more all stack multiplicatively when they apply to the same enemy, which is what lets CPK reach extreme values. For example, Black Hole maxes out at 11x and Golden Tower at 20.75x. When both are active on the same kill, that enemy drops 228.25x the normal coins. Because of this stacking, adding a brand new multiplier usually gains you more than pushing an already well-developed multiplier further. To make these bonuses actually overlap on the same enemies, you need syncing. #### Syncing Ultimate Weapon and bot bonuses are not active for the whole round. Syncing means getting your UWs and bots to fire together as often as possible so their coin bonuses combine on the same kills. The trick is simple: make the cooldowns multiples of each other, with 1:1 being the most common target. Golden Tower starts at 5:00 (300 seconds) and Black Hole at 3:20 (200 seconds). Lower GT's cooldown to 200 seconds and it will always fire alongside BH. Alternatively, reduce BH to 2:30 (150 seconds) so it triggers twice for every GT activation. The Multiverse Nexus armor module can mimic this effect, synchronizing Death Wave, Golden Tower and Black Hole by averaging their cooldowns with a small penalty. Ratios above 1:1 come with a cost. At 1:1, you need to save enough stones to upgrade GT and BH once each before touching either cooldown, or the sync breaks. At 2:1, you must fund two GT upgrades and one BH upgrade at the same time. If you spend the stones early, the sync breaks and your combined activations become less frequent. #### Coins/Kill Sources Several unlocks raise your coin income. Some boost your overall coin bonus, while others raise the Coins/Kill stat in the workshop directly. - Packs: bought with real money (starter pack, epic pack, disable ads). Also raise CPW. - Coin Card: scales with card level. Also raises CPW. - Enemy Balance: indirectly adds coins by spawning more enemies that drop them. - Tier: coin value rises with each tier. Also raises CPW. - Themes: unlocked with medals. Also raise CPW. - Relics: certain relics increase coins; see the relics page for specifics. Also raise CPW. - Coins/Kill: upgraded through the workshop and the lab. - Golden Tower: an Ultimate Weapon, with a supporting lab. - Black Hole: an Ultimate Weapon; its coin bonus requires the lab. - Spotlight: an Ultimate Weapon; its coin bonus requires the lab. - Death Wave: an Ultimate Weapon; its coin bonus requires the lab. - Coin Bot: a bot from the event shop, upgraded with medals. #### Summary The bulk of your economy will come from coins per kill. Focus on syncing your Ultimate Weapons and stacking multipliers on the same enemies to squeeze the most coins out of every run. #### Daily Missions Daily missions are one last coin source. Early on, the rewards can make up a meaningful chunk of your income, and since the payout scales with tiers unlocked, pushing to unlock more tiers is a legitimate way to raise it. The rewards cap out in the tens of millions, so as your economy grows, daily missions shrink into a minor slice of your total coins. ### Common Abbreviations URL: https://www.tower-hub.com/wiki/guide/common-abbreviations The Tower community uses a lot of shorthand when discussing builds, stats, and progress. This page collects the most common abbreviations so you can follow guides and forum posts without guessing what each acronym means. Keep in mind that some abbreviations have more than one meaning. Always check the context to make sure the definition matches how the term is being used. Some acronyms in this game carry multiple meanings depending on the situation. When you come across an abbreviation, look at the surrounding context to confirm which definition applies before assuming. #### Ultimate Weapons (UW) When you see a "+" attached to an Ultimate Weapon abbreviation, it refers to the Ultimate Weapon Plus (UW+) ability. UW+ abilities are unlocked with stones after you have unlocked all 9 Ultimate Weapons. The number that follows the "+" indicates the level of that UW+ ability, starting at 0 when first unlocked. You may also see extra letters appended to a UW abbreviation. These suffixes point to a specific stat belonging to that Ultimate Weapon. The table below lists the known suffixes and what they stand for. BH - Black Hole CF - Chrono Field CL - Chain Lightning DW - Death Wave GT - Golden Tower ILM - Inner Land Mines PS - Poison Swamp SL - Spotlight SM - Smart Missiles d - Damage dur - Duration CD - CoolDown b - Bonus q - Quantity c - Chance A - Angle SR - Speed Reduction #### Cards A "#" or "m" after a card abbreviation refers to that card's Mastery. Card Mastery becomes available for purchase with stones once you reach Tier 16 Wave 100 and have maxed all cards. The number after the symbol indicates the lab level of that Mastery, starting at 0 at base unlock. The table below lists common card abbreviations. CC - Critical Chance or Critical Coin DM - Demon Mode DR - Death Ray EB - Enemy Balance EN - Energy Net EO - Extra Orbs ES - Energy Shield FU - Free Upgrades IS - Intro Sprint PC - Plasma Cannon RPC - Recovery Package Chance SA - Slow Aura ST - Super Tower SW - Second Wind UW Crit - Ultimate Crit WA - Wave Accelerator WS - Wave Skip Zerk - Berserker #### Labs The table below lists abbreviations commonly used when referring to lab research topics. DDR - Double Death Ray CFR - Chrono Field Damage Reduction SLM - Spotlight Missile SPB - Standard Perk Bonus #### Workshop (WS) A "+" after a Workshop stat abbreviation points to the Workshop Enhancements (WS+) version of that stat. Not every Workshop stat has a WS+ counterpart, and some WS+ upgrades do not correspond to a base Workshop stat. The table below lists common Workshop abbreviations. ASPD - Attack Speed BSC - Bounce Shot Chance BSR - Bounce Shot range BST - Bounce Shot Target CPK - Coins per Kill C%/Crit Chance - Critical Chance CritF - Critical Factor DD - Death Defy DEF% - Defense $ DPM (D/M) - Damage Per Meter ELS/EALS/EHLS - Enemy (/Attack/Health) Level Skip FU - Free Upgrades KN - Knockback LMC - Land Mine Chance LMD - Land Mine Damage LMR - Land Mine Radius MSC - Multishot Chance MST - Multishot Targets RFC - Rapid Fire Chance SCC - Super Critical Chance SCM - Super Critical Multiplier SW - Shock Wave SWs - ShockWave size SWf - Shockwave frequecy #### Modules The table below lists abbreviations used for Modules and their related terms. ACP - Anti-Cube Portal AD - Astral Deliverance AS - Amplifying Strike BA - Being Annihilator BHD - Black Hole Digestor DC - Dimension Core DP - Death Penalty GComp - Galaxy Compressor HB - Havoc Bringer HC - Harmony Conductor MH - Magnetic Hook MVN/MN - Multiverse Nexus NMP - Negative Mass Projector OC/Om - Om Chip PC - Primordial Collapse PF - Project Funding PH - Pulsar Harvester SD - Space Displacer SF - Sharp Fortitude SH - Singularity Harness SR - Shrink Ray WR/WHR - Wormhole Redirector #### Common Lazy Talk The table below covers informal shorthand and slang that players use in community discussions. These terms may not appear in the game itself but come up frequently in guides and chat. BC - Battle Condition BW - Bounce Web, a strategy that involves maximizing projectile counts to trigger Pulsar Harvester more frequently. CB - Coin Bonus CC - Crowd Control (anything that hinders enemies from hitting you) CPM - Coins per Minute CPH - Coins per Hour CTO - Coins Trade-off Perk (x1.80 coins, but Tower Max Health -70%) Disco - Dissonance Devo - Devolve, encompasses strategies that devolve killing power to a specific time or place for coin benefit DWEW - Death Wave Effective Wave eHP - Effective Health Points. How much damage you can survive, after taking any damage mitigation into account. ePaths - Effective Paths Collection. A set of Google sheets to help calculate specific ROI of upgrades per player. F2P - Free to Play GC - Glass Cannon LTC - Life Time Coins LTS - Life Time Stones P2P - Pay to Play PB - Personal Best PWR - Perk Wave Requirement RNG - random number generator, refers to random chance ROI - Return on Investment SMEW - Smart Missile Effective Wave, wave where SM volley stops killing in SMax Devo SPB - Standard Perk Bonus a Perk lab T(D)C - Tower (Data) Collection, a huge compilation of incredibly useful optimisation tools by Cris and community WAWSIS - Wave Accelerator + Wave Skip + Intro Sprint. This used to be a tournament tactic based on running out the clock with high card levels, but is now more commonly a high tier farming tactic using the WAWSIS card masteries. #### Number notation The Tower uses its own notation for large numbers. It begins with the familiar K for thousand and M for million, then continues into less common prefixes. The table below shows the full sequence so you can read damage numbers, costs, and other large values correctly. Letter(s) | Name | Scientific Notation K | Thousand | 10 3 M | Million | 10 6 B | Billion | 10 9 T | Trillion | 10 12 q | Quadrillion | 10 15 Q | Quintillion | 10 18 s | Sextillion | 10 21 S | Septillion | 10 24 O | Octillion | 10 27 N | Nonillion | 10 30 D | Decillion | 10 33 aa | Undecillion | 10 36 ab | Duodecillion | 10 39 ac | Tredecillion | 10 42 ad | Quattuordecillion | 10 45 ae | Quindecillion | 10 48 af | Sexdecillion | 10 51 ag | Septendecillion | 10 54 ah | Octodecillion | 10 57 ai | Novemdecillion | 10 60 aj | Vigintillion | 10 63 ak | Unvigintillion | 10 66 al | Duovigintillion | 10 69 am | Trevigintillion | 10 72 an | Quattuorvigintillion | 10 75 ao | Quinvigintillion | 10 78 ap | Sexvigintillion | 10 81 aq | Septemvigintillion | 10 84 ar | Octovigintillion | 10 87 as | Novemvigintillion | 10 90 at | Trigintillion | 10 93 au | Untrigintillion | 10 96 av | Duotrigintillion | 10 99 ### Devo Guide URL: https://www.tower-hub.com/wiki/guide/devo-guide Devo is a farming approach where you deliberately weaken your tower, stripping most stats back to basics so your bullets stop killing enemies. Instead, enemies pile up and your Death Wave ultimate weapon finishes them off, letting you push the DW health bonus to its x7 cap and, in more advanced setups, stack large coin bonuses. This page currently covers Basic Devo only and is a work in progress. Note that as of version 0.24.4, a major Death Wave update means parts of this guide no longer apply. This page is a work in progress and only covers Basic Devo for now. Important: as of version 0.24.4, a major update to the Death Wave ultimate weapon means this guide is out of date and no longer fully applicable. Devo is short for devolving your tower, and the term covers any variant of that strategy used to farm coins. The default form of devo focuses on raising tower HP by up to x7 so you can survive longer runs. #### Types of Devo The main variants are Max Devo, Crescent Devo, Orb Devo, LM Devo, and SM Devo. #### Full Devo Explanation Devo means running your tower in a deliberately weakened state, with most stats kept at bare minimum so your bullets kill as few enemies as possible. Survivors accumulate on screen until Death Wave sweeps through and kills them, which at the basic level is enough to max the DW health bonus at x7. The more advanced variants build on that foundation to chase coin bonuses instead. You can hold this weakened state for a long stretch of a run by combining high workshop damage with selective stat increases partway through, sustaining yourself on lifesteal alone. #### Requirements You can technically start around 1 billion lifetime coins, but at that point the gains over a blender build are modest. For a meaningful improvement, 10 to 15 billion lifetime coins is the recommended range. #### UW Sync Black Hole and Golden Tower must be synced together, otherwise your coin gains will be underwhelming. Syncing Death Wave as well makes Max Devo run at its most efficient, and syncing Smart Missiles matters if you plan to run SM Devo. #### Death Wave Investment There are several viable paths for DW spending. Since modules were introduced, you can compensate for fewer DW upgrades by levelling core and cannon modules and rerolling for higher-rarity DW effects on them. Minimal investment means either no upgrades at all or a handful of damage upgrades plus the second wave. The sole goal here is reaching x7 HP, after which you switch to whatever farming method you prefer. The higher your lifetime coins, the easier x7 becomes even with a weak DW. Optimal investment is about 800 stones: syncing DW with GT and BH at 3:20 on top of the minimal setup. The shorter cooldown makes reaching x7 far more consistent and opens up the Max Devo strategy. Multiverse Nexus can give you that sync earlier than the stone cost suggests, but its cooldown penalty means you should still aim to sync naturally if you go down that route. Investing beyond that point does raise coin output, but DW, GT, and BH all get pricey as their cooldowns drop. If you want to spend more, maxing Chrono Field first is the recommended move. #### Cards Core cards: Enemy Balance, Cash, Coins, Crit Coin, HP, Fortress, Def %, Damage, Berzerker (which helps DW enormously), and Wave Skip. For early devo, keep damage cards unequipped at the start of a run and only slot them in once DW stops being able to kill, so your early waves stay optimised. Once you have spare slots, Crit Chance is a strong pickup. The ASPD card can lift your lifesteal after your bullets no longer one-shot enemies, and it is easy to test when that point arrives. Slow Aura is also useful for taking the edge off incoming damage. #### Workshop Finish the respec lab before you start. Open with equal levels in HP and Damage, plus enough Def Abs to carry you through at least the first few hundred waves while your HP builds up. From there, level HP at twice the rate of Damage until you can comfortably max HP during a run. Then pour levels into Damage until the two are equal, and after that level Damage at twice the rate of HP. Sprinkle in extra Def Abs levels whenever it helps. #### Stats to Max Defense %, Lifesteal, Cash Bonus, Cash / Wave, Coins / Kill, Coins / Wave, and Interest / Wave. #### Stats to Ignore Attack Speed, Multishot Chance, Rapid Fire Chance, Bounce Shot Chance, all free upgrades, Land Mine Chance, Thorns, and Range. #### Optional Stats These stats are situational: they suit setups like lazy devo, or help you transition into blender or GC mid-run by spending cash. #### Maxable Multi Shot Targets, Rapid Fire Duration, Bounce Shot Targets, Defy Death, Packages, Shock Wave Freq, and Knockback Chance can all be maxed. Crit Chance can be maxed for lazy devo, but early on it works against you because your bullets keep killing and x7 becomes harder to reach. Crit Factor is fairly cheap for 100 levels; only push beyond that if the cost is trivial for you. The same goes for DPM at 100 levels. Thorns needs restraint: experiment during runs and find a sweet spot, starting somewhere between 5% and 20%, then top up with cash mid-run if needed. Knockback Force can be maxed, but if you do, avoid adding multishot chance during the run. This pairing smooths out transitions. #### Special Notes Orbs offer a lot of flexibility in devo: you might max orb speed and pick up an orb or two during the run, or ignore them entirely. Super Crit is worth unlocking as soon as it is comfortably affordable. Buy a few cheap upgrades, then finish it with cash. It boosts your DW dramatically. For Shockwave Size, aim for 1.7 to 1.9 to support orb devo. #### Early Devo Early devo is the default form of the strategy, and its goal is simply maxing the HP multiplier. It can be a slog without solid damage behind you, since weak bullets limit both your lifesteal and how long DW keeps killing. Begin the run with no crit chance and no damage cards so enemies stack up properly in the early waves, then equip those cards as you start needing the kills. High Def Abs pulls a lot of weight here, keeping incoming damage low even deep into a run. Once your coin income is strong enough that x7 comes easily, you can graduate to lazy devo, where certain stats get maxed and the run mostly plays itself. #### Tips and Tricks Overdid it on bullet output? Pull your damage or berzerker card out of the slot and enemies will start piling up again. Watch your lifesteal while you do this, and it works best when your workshop HP is very high. Aim for a tower range of 40 to 45m. Dropping to 30m is acceptable for Max Devo but usually too tight for orb devo, and you lose coin bot coverage twice over: the bot shrinks at smaller ranges, and the orb line's tighter travel pattern leaves less of it covered. You no longer need to offset DW, and doing so early in a run can actually cost you coins. Later in a max devo run, though, offsetting can extend your run: switch DW off, then reactivate it when roughly 5 seconds of BH remain so BH damage softens the pack first. #### Surviving Low lifetime coins make this harder, but it gets easier as you progress. Def Abs is the single biggest survival tool: with enough levels, you can go several hundred waves without taking damage, even on mid tiers. Eventually you will shift into lifesteal mode. Ease in attack speed first, then bounce shot or rapid fire, testing the timing as you go. Once your workshop is strong enough, you can skip the gradual approach entirely and simply wait until you can max attack speed in one go. ### Dissonant Runs Guide URL: https://www.tower-hub.com/wiki/guide/dissonant-runs-guide Dissonant Runs are a challenge mode where you give up most of one stat category in exchange for an Echo bonus on completion. This guide covers the recommended order for tackling them, what each run type removes from your tower, how to set up your workshop, modules and cards for each variant, and a detailed look at a high-tier Ultimate Weapon dissonant build for glass cannon players. #### 1. General Advice Work through the runs in this sequence: Attack first, then Ultimate Weapon, then Health, and finally Utility. Begin at Tier 1 and climb from there — every completed run grants an Echo bonus that makes your tower stronger for the next attempt. When you reach the tier where you can no longer progress, cycle between the Attack, Health and Utility variants to nudge each one higher; plenty of players just wait roughly a month and retry. Kick off every dissonant run from the tier you normally farm at. That way your regular income still benefits even if the run falls short of a full clear. #### 2. What Each Run Type Costs You Every dissonant variant wipes out the bulk of one stat category, so it pays to know precisely what you're sacrificing before you commit to a setup. The table below lists what each run type strips away. Attack Dissonant (no Attack stats) | Defense/Health Dissonant (no Defense stats) | Utility Dissonant (no Utility stats) | UW Dissonant (no Ultimate Weapons) 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 Multiplier Rend Armor Chance Rend Armor Multiplier | Health Health Regen Defense % Defense Absolute Thorn Damage Lifesteal Knockback Chance Knockback Force Orb Speed Orbs Max Shockwave Size Shockwave Frequency Land Mine Chance Land Mine Damage Land Mine Radius Death Defy Wall Health | Cash Bonus Cash / Wave Coins / Kill Bonus Coins Per 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 | Chain Lightning Smart Missiles Death Wave Chrono Field Inner Land Mines Golden Tower Poison Swamp Black Hole Spotlight #### 3.1 Attack Dissonant Run ("Max eHP") With projectiles gone, survival comes entirely from soaking damage — think of it as tanking the whole run. Ultimate Weapons remain active and are useful for keeping crowds under control. Respec your workshop: move all attack coin into defense, and pull any coin or cell bonuses out of utility. If you have coin sitting in both Wall Health and Wall Health+, jot down those base levels first so you can put them back afterwards. Swap Summon Guardian out for Ally (or whichever card you prefer). For modules, relevel if necessary — cannon module level is irrelevant here because attack substats do nothing. Cannon is dead weight except for DP, and on Generator, PF, RB and PH won't help. A sample setup: DP on Cannon; SF and OA on Armor; GC and SH on Generator; PCol and HC on Core. If you own an Ass'd Mod, use it in the second cannon slot. Check section 5 for cards and perks, clear any bans that would get in the way, and once the run starts, turn off auto-pick perks and revisit your target priority. #### 3.2 UW Dissonant Run ("Heavy eHP / Hybrid") Losing all Ultimate Weapons means the run rests on effective health plus whatever damage stats suit your build. The respec mirrors the attack run: shift attack coin into defense, strip coin and cell bonuses from utility, and record your WS/WS+ base levels beforehand. Replace Summon Guardian with Ally or a card of your choosing. On modules, GC on Generator and everything on Core except MH are useless or worse. A workable loadout: DP on Cannon; SF and OA on Armor; PH and SH on Generator; MH on Core (its substats are irrelevant). Slot an Ass'd Mod second on the cannon if available. Cards and perks are covered in section 5 — lift bans where needed, disable auto-pick perks during the run, and tune target priority as required. A specialised high-tier version of this run for Glass Cannon builds gets a full breakdown in section 4. #### 3.3 Health (Defense) Dissonant Run ("Glass Cannon / Crowd Control") This variant is pure offence: any single hit ends you, and triangles or other unusual enemy shapes will finish you quickly. That's the price of going all-in on damage. Move every point of defense coin into damage during your respec, and clear coin and cell bonuses out of utility — again, note your WS/WS+ bases first. Trade Summon Guardian for Ally or your preferred card. Module-wise, SR on Cannon is a liability, and on Armor only OA and NMP (combined with the Extra Orbs card) do anything. Try DP on Cannon; OA and NMP on Armor; PF and PH on Generator; PC and DC on Core, with an Ass'd Mod in the spare cannon slot if you have one. Section 5 has the card and perk details. Remove obstructive bans, then during the run switch off auto-pick perks and adjust targeting as needed. #### 3.4 Utility Dissonant Run ("eHP / Glass Cannon") Pick the variant that matches how you farm — the payoff is income worth as much as triple your usual earnings. Empty utility completely and redirect that coin into damage or health, whichever fits your build. If a big pile of coin has been sitting in eHP or eAttack lines, this is the moment to cash it in. Write down WS/WS+ base levels before respeccing, and swap Summon Guardian for Ally or another card. BHD on Generator is the only real module trap here. A suggested arrangement: DP on Cannon; SF and OA on Armor; PH and PF on Generator; PC and DC on Core; Ass'd Mod in the second cannon slot if owned. Recovery packages don't exist in this run, which rules out GComp for permanent Black Hole. If you're running PF, the Starting Cash lab is worth a look. See section 5 for cards and perks, drop any bans in the way, and manage perks and targeting manually once the run begins. Whichever variant you just completed, undo the setup afterwards: work back through your checklist to reinstate your usual WS/WS+ levels, modules, cards, bans and perk settings. #### 4. Deep Dive: High-Tier UW Disco (Glass Cannon Build) The core of this setup is bullet damage backed up by land mines and inner land mines. Nothing here is a hard requirement — extra investment anywhere tends to pay off — but damage should dominate the build. #### Why land mines still matter during UW disco Space Displacer keeps producing Inner Land Mines even with Ultimate Weapons switched off, and their stun works as normal. Magnetic Hook also launches ILM; it's normally a weak core module, yet in UW disco it becomes one of the few cores worth running and does a great job of controlling scatter-type enemies. #### Range: go max, not min Testing (credited to /u/priesten) showed maximum range clearing on the order of 2,000 extra waves compared to minimum range, and there are three reasons behind that gap. First, damage output climbs with range — the author's relative figures put it at something like x4 versus x43.5. Second, with slows like Poison Swamp and Chrono Field unavailable, range itself acts as your crowd control by making enemies cross a much larger distance before reaching you. Third, a wide radius lets bounce shots chain across the entire screen, which is crucial given how much this build leans on stacking Bounce Shot with Astral Deliverance. #### Land mines vs. bullet damage scaling Astral Deliverance multiplies bullet damage rather than adding to it. In testing, pairing Astral Deliverance in the primary cannon slot with Amplifying Strike in the (Epic-only) ass'd mod slot was worth several thousand additional waves. While your bounce chance is still low, ordinary land mines hit incredibly hard and deserve priority — put investment into Wall Skip+ for their sake, and remember to unban the associated perk. As you close in on roughly 100% bounce chance through ass'd mods and vault upgrades, and reach the current ceiling of 22 bounce targets, bullet damage takes off to more than 1,000 times your mine output. At full bounce chance with 22 targets, Astral Deliverance can stack to a multiplier of around x400,000, leaving every other damage source far behind. Before you cross that threshold, though, mines can still beat your bullets — so keep them fed early on. #### Module & Substat Recommendations The table below lays out suggested modules and substats for this build. Slot | Main | Sub / Notes Cannon | AD (Astral Deliverance) | AS (Amplifying Strike) in the secondary slot — or possibly Havoc Bringer (untested, but since enemies die very fast, instantly maxing Rend might be very strong). Substats: max Bounce Chance and Bounce Targets first, then whatever adds the most damage elsewhere. Armor | SD (Space Displacer) | ACP in the sub slot. Substats: prioritize Shockwave Cooldown and Shockwave Size — aim for 200+ range and 4+ shockwave size. Round out with Death Defy and orb-related substats. Generator | PF (Project Funding) | Either SH or PH depending on bot quality — PH is excellent in tournaments, but here you have little time to land shots, so SH (max bot coverage) is generally the better pick unless your bots aren't strong. Core | Magnetic Hook | Substats don't matter for this slot. Chip | Scout | Boosts damage substantially. #### Perks & Targeting Grab the enemy-slowing perk when it appears. For target priority, place Ranged and Fast enemies above everything else (the author's preference is Fast ahead of Ranged, though trying the reverse is encouraged), with Closest sitting underneath. #### Bot rotation trick (Amp Bot + Thunder Bot) If you have enough bots to run both Amp Bot and Thunder Bot at 50 seconds, you can use Thunder Bot to cover the gap in Amp Bot's uptime. It's worth picking up Bot-Bot before adding Thunder Bot to the rotation. Start with Thunder Bot switched off and slow the game speed down. Just before the Amp Bot and Bot-Bot duration is about to run out, open the menu and switch Thunder Bot back on. Assuming all your bots share a 50-second duration, Amp Bot drops at the 45-second mark — Thunder Bot then fires during that roughly five-second exposed window and stuns everything until Amp Bot comes back online. This shrinks the period where you have no active bot buffs to almost nothing. The reported result was around 8,000 waves cleared in T18 with this build, and the author believes it may also be viable for clearing T19. #### 5. Card & Module Reference The original walkthrough rates every card and module in a full matrix with Attack, Defense, Utility and UW columns. The tables below reproduce the card effects, module abbreviations and perk effects used in that matrix, so you can look up any entry the guide references. Symbol | Meaning ✗ | Useless for this run type ? | Depends on your setup / not confirmed ✓ | Probably helpful ✓✓ | Recommended ✓✓✓ | Use this for advanced/super tactics (e.g. priesten's build above) #### Card effects referenced The table below lists the effects of each card named in the ratings matrix, so you can check what a card actually does before following its rating. Card | Attack | Defence | Utility | UW | Card | +Mastery | Card | +Mastery | Card | +Mastery | Card | +Mastery Damage | X | X | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ Attack Speed | X | X | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ Health | ✓✓ | ✓✓ | X | X | ✓ | ✓ | ✓ | ✓ Health Regen | ✓✓ | ✓✓ | X | X | ✓ | ✓ | ✓ | ✓ Range | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓✓✓ | ✓✓✓ Cash | ? | ? | ? | ? | ? | ? | ? | ? Coins | X | X | X | X | X | X | X | X Slow Aura | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ Critical Chance | X | X | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ Enemy Balance | X | X | X | X | X | X | X | X Extra Defense | ✓ | ✓ | X | X | ✓ | ✓ | ✓ | ✓ Fortress | X | X | X | X | X | X | X | X Free Upgrades | ✓ | ✓ | ✓ | ✓ | X | X | ✓ | ✓ Extra Orbs | ✓✓ | ✓✓ | X | X | ✓✓ | ✓✓ | ✓✓ | ✓✓ Plasma Cannon | ✓✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ Critical Coin | X | X | X | X | X | X | X | X Wave Skip | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ Intro Sprint | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ Land Mine Stun | ✓✓ | ✓✓ | X | X | ✓✓ | ✓✓ | ✓✓✓ | ✓✓✓ Recovery Package Chance | ✓ | ✓ | ✓ | ✓ | X | X | ✓ | ✓ Death Ray | ✓✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ Energy Net | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ Super Tower | X | X | ✓ | ✓✓ | ✓ | ✓✓ | ✓✓ | ✓✓ Second Wind | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ Demon Mode | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ Energy Shield | ✓ | ✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓ | ✓ Wave Accelerator | ✓ | X | ✓ | X | ✓ | X | ✓ | X Berserker | X | X | ✓ | ✓ | ✓ | ✓ | ? | ? Ultimate Crit | X | X | ✓✓ | ✓✓ | ✓✓ | ✓✓ | X | X Nuke | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ Area of Effect | ? | ? | ? | ? | ? | ? | ✓ | ✓ #### Module abbreviations referenced The matrix uses short abbreviations for each module. The table below expands them so you can match each abbreviation to its module. | Module | Attack | Defense | Utility | UW Cannon | AD | ✓ | ? | ✓ | ✓✓✓ BA | X | ? | ? | ? DP | ✓✓✓ | ✓✓ | ✓✓ | ✓✓ HB | X | ? | ? | ? SR | ✓ | ✓ | ✓ | ✓ AS | X | ✓ | ✓ | ✓✓ Armor | ACP | X | ✓ | ✓ | ✓✓✓ NMP | ✓ | ✓ | ✓ | ✓ WR | ? | ? | X | ? SD | ✓✓ | X | ✓ | ✓✓✓ SF | ✓✓ | X | ✓✓ | ✓✓ OA | ✓✓✓ | ✓ | ✓ | ✓ Generator | SH | ✓ | ✓ | ✓ | ✓ GC | ✓ | ✓ | X | X PH | X | ✓✓ | ✓✓ | ✓✓ BHD | X | X | X | X PF | X | ✓✓ | ✓✓ | ✓✓✓ RB | X | ✓ | X | ✓ Core | OC | X | ✓ | ✓ | X HC | ✓ | X | ✓ | X DC | X | ✓✓ | ✓✓ | X MN | X | X | X | X MH | | | | ? PC | ✓✓ | ✓✓ | ✓✓ | X #### Perk effects referenced (from the matrix legend) The matrix legend references several perks by effect. The table below lists what each of those perks does, as used in the original walkthrough. Perk | Attack | Defense | Utility | UW x1.20 Max Health | ✓✓ | X | ✓ | ✓✓ x1.15 Damage | X | ✓✓ | ✓✓ | ? x1.15 All Coin Bonuses | X | X | X | X x1.15 Defense Absolute | X | X | X | X x1.15 Cash Bonus | ? | ? | X | ? x1.75 Health Regen | ✓✓ | X | ✓ | ✓✓ Interest x1.50 | X | X | X | X Land Mine Damage x3.50 | ? | X | ? | ✓✓ Free Upgrade Chance for All +5.0% | ? | ? | X | ? Defense Percent +4.00 | ✓✓ | X | ✓ | ✓✓ Bounce Shot +2 | X | ✓ | ✓ | ✓ Perk Wave Requirement −20.00% | ✓✓ | ✓✓ | ✓✓ | ✓✓ Orbs +1 | ✓✓ | ✓✓ | ✓✓ | ✓✓ Unlock a Random Ultimate Weapon | ? | ? | ? | X Increase Max Game Speed +1.00 | ✓ | ✓ | ✓ | ✓✓ 4 More Smart Missiles | ✓✓ | ✓✓ | ✓✓ | X Swamp Radius x1.5 | ✓✓ | ✓✓ | ✓✓ | X +1 Wave on Death Wave | ? | ? | ? | X Extra Set of Inner Mines | ✓✓ | ✓✓ | ✓✓ | X Golden Tower Bonus x1.5 | ? | ? | ? | X Chain Lightning Damage x2 | X | ✓✓ | ✓✓ | X Chrono Field Duration +5s | ✓✓ | ✓✓ | ✓✓ | X Black Hole Duration +12.0s | ✓✓ | ✓✓ | ✓✓ | X Spotlight Damage Bonus x1.5 | ✓✓ | ✓✓ | ✓✓ | X x1.50 Tower Damage, but Bosses Have 8x More Health ||?|| ✓||?||? x1.80 Coins, but Tower Max Health −70% | X | ? | X | X Enemies Have -50% Health, but Tower Health Regen and Lifesteal -90% || X|| ✓✓|| ✓||? Enemies Damage -50%, but Tower Damage -50% | ✓✓ | X | ? | ? Ranged Enemies Attack Distance Reduced, but Tower Ranged Enemies Damage x3 ||?||?||?||? Enemies Speed -40%, But Enemies Damage x2.5 | ? | X | ? | ? x12.00 Cash Per Wave, but Enemy Kill Don't Give Cash || X|| X||?|| X Tower Health Regen x8.00, but Tower Max Max Health -60% ||?|| X||?||? Boss Health -70%, But Boss Speed +50% | ? | ? | ? | ? Lifesteal x2.50, But Knockback force -70% | ? | X | ? | ? #### 6. Credits The Attack, UW, Health and Utility checklists come from u/NebulaMajor6064. The card, module and perk matrix and the "what you're missing" breakdown come from u/eike23. The high-tier UW Disso Glass Cannon deep-dive comes from u/priesten. Everything here is compiled from r/TheTowerGame community threads. Community guides are updated frequently as game balance shifts, so check the original threads for the latest corrections before relying on specific numbers. ### Event Guide URL: https://www.tower-hub.com/wiki/guide/event-guide Events in The Tower: Idle Tower Defense are time-limited challenges that reward medals and relics. This guide covers strategies for completing event quests efficiently, from general approaches to specific quest walkthroughs. This guide provides strategies for completing event quests with minimal hassle. Be aware that many quests are designed for players further into the game and may require specific ultimate weapons, unlocks, or cards. These prerequisites are necessary to earn the medals tied to those quests. #### Overview Events are structured as a series of challenges that award medals upon completion. Reaching certain medal thresholds unlocks relics, and each event also includes a store where you can spend currency on additional relics, themes, and other items. Collecting as many medals as possible during each event is important to avoid missing out on relics and to maximize the bonuses they provide. #### General methods A large portion of event quests can be finished simply by playing the game as you normally would. Running rounds, starting labs, and pulling cards all contribute to quest progress. Many medals can be earned passively by letting the game run in the background, though a handful of quests do require more active attention. If a quest calls for an ultimate weapon you do not own, the random ultimate weapon perk can provide it. WAWSIS, which stands for Wave Accelerator, Wave Skip, and Intro Sprint, is a commonly used strategy for quickly reaching high waves or accessing stronger enemies, and it appears in several of the methods below. #### Specific quests The following sections break down individual quest types, explaining any quirks and offering methods to complete them efficiently. #### Kill [x] enemy This quest asks you to kill a set number of a specific enemy type. Most of these are straightforward, though elites tend to spawn earlier on higher tiers, making those tiers more efficient for elite-focused quests. The Enemy Balance card is particularly useful here since it increases the number of enemies per wave, and with mastery it can cause elites to spawn in pairs. Wave Accelerator also helps by reducing the downtime between waves, keeping enemies flowing in more consistently. #### Reach wave [x] on any tier One of the simplest quests to finish. Pick a low tier where you can survive for a long time and let a run play out. This pairs well with other quests, especially kill quests, since you will naturally be defeating enemies along the way. If you want to speed things up, WAWSIS will get you to high waves much faster. #### Reach wave [x] without any cards equipped Another straightforward quest. Since no cards can be used, there are no tricks to speed this up beyond picking the right tier. The game requires you to complete this on your highest tier minus two, which keeps it manageable. #### Take no damage for [x] consecutive waves This is easy to clear by heading to tier 1 with a solid defense absolute stat. If you find yourself taking chip damage, the Extra Defense and Fortress cards can help, though they are usually not needed. Wave Accelerator is useful for speeding up completion. Note that Wave Skip and Intro Sprint do not count toward this quest since they bypass waves rather than playing through them. #### Kill [x] bosses outside of tower range Head to a low tier where your bounce shots can one-shot bosses. If you own the Death Wave ultimate weapon, this quest becomes trivial since anything killed by Death Wave counts as being outside tower range. WAWSIS is helpful for reaching boss waves quickly. #### Claim ad gems/tap floating gems These quests simply require you to wait and collect gems as they appear. Purchasing the disable ads DLC makes the ad gem portion slightly less tedious, but it is not necessary. There is no way to speed these quests up directly, though a tech tree option allows ads to stack beyond one, letting you step away and claim several at once. #### Death defy [x] times/let energy shield save Both of these quests require your tower to actually take hits. Activate Intro Sprint and queue into the highest tier available to you. When a boss lands a hit, Energy Shield and Death Defy will absorb some of the damage. Once you die, start another run and repeat the process. Second Wind can serve as a backup by tanking a hit when neither Energy Shield nor Death Defy triggers. #### Kill enemies while in demon mode/Kill enemies with nuke These two quests share a similar strategy and are more hands-on than most. It is best to complete them as soon as they appear. Queue into the highest tier you can access with Wave Accelerator and Enemy Balance equipped. Remove any one-shot cards like Death Ray or Extra Orb, along with any damage-boosting cards, to keep enemies alive longer. Once the round starts, disable your damage-dealing ultimate weapons such as Spotlight, Smart Missiles, and Chain Lightning. Wait until the intro sprint ends or the enemy cap is reached, then activate Demon Mode followed by Nuke. After Demon Mode ends, repeat the cycle. If you have unlocked Demon Mode and Nuke recharge in the tech tree, a slower but more passive approach is to simply enable them and let the run continue. Using WAWSIS to reach waves where enemies survive longer can also speed things up. #### Stun enemies using land mine stun card/kill enemies using workshop landmines Both of these can be finished by entering a low tier and letting the run play out. Turning off damage ultimate weapons can help by ensuring more enemies are hit by landmines instead of being killed by other sources, but leave Spotlight active since it boosts landmine damage. Enemy Balance is very effective here because it increases the number of enemies that can trigger or be hit by landmines. #### Skip [x] waves The intended method is the Wave Skip card, but it is slow. Equipping Intro Sprint is far more efficient and will complete this quest quickly. For the fastest results, combine it with WAWSIS. #### Buy cards/Buy modules/merge to get modules These quests are lower priority since they cost gems. To complete them, simply purchase cards or buy modules and merge duplicates. If you already own every card, the buy cards quest will max out automatically. For the merge quest, having module drop rate labs researched allows you to use rare modules dropped by bosses as merge material. #### Hit the same enemy with [x] smart missiles Enter the highest tier you can handle with Energy Shield or Second Wind equipped. When a boss is about to strike your tower, activate Missile Barrage to guarantee the hits land. Without Missile Barrage, you are relying on random chance for the boss to approach while missiles are already firing. Regular enemies die too quickly to be reliable targets, though smaller quest requirements can still be finished without a boss. WAWSIS can help you reach waves with tougher bosses faster. #### Kill [x] enemies inside of Spotlight This quest essentially completes itself. Just keep Spotlight active during your runs and the kills will accumulate naturally. WAWSIS can speed up the process. #### Kill [x] enemies with Inner Land Mines/hit with Inner Land Mines These quests are trickier but become easier on higher tiers where enemies push further into your defenses and reach the Inner Land Mines. Magnetic Hook and Space Displacer both help by extending the reach of your Inner Land Mines to hit more enemies. Space Displacer is especially valuable because it can provide Inner Land Mines even if you do not own the ultimate weapon, though at significantly reduced damage. #### Have [x] enemies in the same Black Hole This quest tends to complete on its own during normal play. Devo builds will finish it effortlessly, though they are not required. The Black Hole duration perk or workshop upgrades make this easier by giving enemies more time to be pulled in. Alternatively, high enemy spawn rates from later waves combined with Enemy Balance can also make this much simpler, particularly when Protectors are present to provide orb immunity. #### Poison [x] enemies with Poison Swamp This one is harder than it sounds, because your tower range usually covers the whole swamp, so enemies die before the poison can tag them. Devo builds have no trouble here since they skip knockback, but any build that knocks enemies away makes the mission awkward. There are two main fixes. The first is to take the Poison Swamp radius perk on top of a well-upgraded base radius, which lets the swamp spill outside your tower range partway through a run. The second is to shrink your range instead: keep the range lab low and remove any range card so the swamp extends past it naturally. Either way, you need a decent base swamp radius for this to work. Enemy Balance is a big help too, since it packs more enemies into the swamp and racks up poisons faster. #### Kill [x] enemies with Smart Missiles The simplest route is to farm runs in lower tiers, where missiles clean up waves quickly and the kills pile up. If you have Missile Barrage unlocked, you can fire it alongside Demon Mode and Nuke to work on several missions at once. Enemy Balance helps here as well, since more enemies on screen means more targets caught in the area damage. #### Hit [x] enemies with Chain Lightning Once Chain Lightning is unlocked this mission mostly takes care of itself, and it goes even faster with high attack speed. As with other hit-count missions, Wave Accelerator and Enemy Balance both make a noticeable difference by feeding you more enemies per wave. ### Footguns URL: https://www.tower-hub.com/wiki/guide/footguns Footguns are upgrades that can actively set your account behind, sometimes taking months or even years to correct if they can be corrected at all. In the current state of the game, most footguns will lower your maximum potential rather than completely remove your ability to compete with other players. A footgun is not the same thing as ordinary resource misallocation. Waiting too long to unlock five lab slots, skipping tournaments and missing stones, or unlocking the Wall early and needing a respec are all setbacks, but they are not footguns in this sense. #### Overview Footguns are upgrades that can actively set your account behind, sometimes taking months or even years to correct if they can be corrected at all. In the current state of the game, most footguns will lower your maximum potential rather than completely remove your ability to compete with other players. A footgun is not the same thing as ordinary resource misallocation. Waiting too long to unlock five lab slots, skipping tournaments and missing stones, or unlocking the Wall early and needing a respec are all setbacks, but they are not footguns in this sense. #### Ultimate Weapons: Ultimate weapon picks are permanent, even though you will eventually own all of them. Upgrades to ultimate weapons are also permanent and cannot be undone, so the decisions below deserve real care. #### Choosing an ultimate weapon Picking an ultimate weapon cannot be reversed, and each new pick costs more than the last. Grabbing a weaker option early when a stronger choice exists can leave your account meaningfully behind. The fix is simply to unlock more ultimate weapons until you have what you need, but that becomes an expensive path. To sidestep this entirely, consult the ultimate weapon guide before spending. #### Black Hole Cooldown Lowering Black Hole's cooldown before Golden Tower is synced to it can hurt you. Each cooldown reduction makes it more expensive to bring Golden Tower to a 1:1 sync ratio, and that sync is central to your coin income (see the coin guide for the reasoning). The good news is that this footgun eventually self-corrects: either you invest enough to bring Golden Tower back to 1:1, or Black Hole's cooldown maxes out and settles into its best sync with a maxed Golden Tower cooldown at 2:1. #### Changing the cooldown of any ultimate weapon Many strategies depend on ultimate weapons being synced, even between weapons that do not obviously pair. One version of devo, for example, relies on Smart Missiles to weaken enemies and extend the run, and that only works if Smart Missiles is timed correctly. Before touching any cooldown, check which strategies exist and which syncs they demand. Some setups tolerate being off a 1:1 ratio, but many require it, and missing those syncs can lock you out of entire strategies. #### Not immediately going straight for natural GT/BH sync when possible This is a common misconception. Players often underestimate or simply do not know that your bonus per Golden Tower activation jumps by an entire order of magnitude and then some. Many also assume Multiverse Nexus is a simple "get out of natural sync" card early on, which is absolutely not the case. Even up to mythic, MVN shaves potential uptime off your cooldowns by adding seconds to your average ultimate weapon cooldowns, making the module itself a minor footgun until it is levelled further or you reach later sync with Death Wave and eventually permanent or very low cooldown GT/BH/DW. MVN works best as training wheels to support farming while you push toward natural sync, since ultimate weapon desync as a strategy usually means either pouring all future stones into the same weapon for a long stretch (think maxed Black Hole cooldown) or having a failsafe that will not wreck your economy. Even while running MVN on the road to GT/BH sync, keep putting stones in so you reach at least a 3:20 natural sync. You will thank yourself in the long run. #### Lab upgrades: Lab upgrades are permanent and, with the exception of range, cannot be switched off once researched. At the moment, the only labs where having more upgrades can be worse than having fewer are the ones below. #### Bot Cooldowns Bot medal upgrades can be respecced, but lab upgrades cannot, which makes resyncing bots to your ultimate weapons or to each other expensive and difficult. This matters less early on, but it becomes a real hindrance later when bot effects grow stronger, since bots synergise very well with ultimate weapons and with each other once their stats are decent. A sync with Golden Bot is crucial for some farming strategies, so it pays to know which cooldowns you want to hit. A 69-second MVN sync, for instance, is something a maxed Golden Bot cannot respec down to match. To avoid this, sync your bots (excluding Flame Bot) by taking 6 medal and 2 lab cooldown upgrades to reach a 100-second cooldown, then adding further upgrades in intervals of 5 seconds (1 medal plus 2 labs) or 10 seconds (3 medals plus 1 lab) until the bot sits at half of your GT/DW sync cooldown. This gives you a 2:1 sync against any ultimate weapon sync that is a multiple of 10 seconds. If a bot clashes with your strategy, you can simply turn it off in the medals menu. At max cooldowns, all bots (excluding Flame Bot) along with Black Hole and Death Wave land on a 50-second cooldown while Golden Tower sits at 100. There is also a tech tree upgrade that adds sliders to bot cooldowns for more precise syncing. #### Chrono field range Chrono Field range zooms the screen out, which makes enemies spawn further from the tower and take longer to kill, lowering your coins per hour. In practice the CPH difference is minimal and is usually outweighed by the benefit in tournaments. You will want to max this lab despite the downside, since it is typically a net positive. ### Frequently Asked Questions URL: https://www.tower-hub.com/wiki/guide/frequently-asked-questions Some parts of The Tower look like bugs until you understand how they work under the hood. This page collects the questions players ask most often and explains what is actually going on, or points you to the guide that covers the topic in full. #### Overview Many features of the game get reported as bugs simply because their behaviour is not obvious at first glance. The answers below cover the most common points of confusion, with links to deeper guides where one exists. #### Which UW Should I Select? Picking your Ultimate Weapons is one of the biggest decisions in the game, so it has its own dedicated guide. Check the "Which UW do I select?" page for a full breakdown and recommendations. #### Why Don't The Coins On The Stats Page Equal Total Coins? Version 27 changed how coin breakdowns are displayed, and the per-source numbers will not add up to your total. That is expected, not a bug. The short version: whenever two or more coin multipliers overlap, the coins from that overlap get credited to each source involved. So Golden Tower, Black Hole, Spotlight, Death Wave and Golden Bot can all count some of the same coins, inflating their individual figures. A simple example shows why. Say a wave drops 100 base coins with a 20x Golden Tower multiplier and a 10x Black Hole multiplier, and every coin is earned while both are active. Your total is 100 x 20 x 10 = 20,000 coins. The stats page reasons like this: without GT you would have earned 100 x 10 = 1,000, so GT is credited with 19,000. Without BH you would have earned 100 x 20 = 2,000, so BH is credited with 18,000. Adding those gives 37,000 even though you only earned 20,000, because both were active at once. Real runs are messier than this example. Some enemies die while only one multiplier is running, or while neither is, and Spotlight, Death Wave and Golden Bot all add their own overlaps on top. #### Why is (BH, GB, SL) Negative? Seeing a negative coin value for Black Hole, Golden Bot or Spotlight is a known visual bug. It is purely a display issue and has no effect on the coins you actually earned. #### Is perk math correct in game Perk calculations have their own quirks. The Perks page explains how the numbers work and what to expect. #### Do Themes/Skins Stack? Whether theme and skin bonuses combine is covered in full on the Themes page. #### What Does a Certain Abbreviation Mean? The community uses a lot of shorthand (GT, BH, SL and so on). The Common Abbreviations page lists what each one stands for. #### When Should I get Wall? Advice on Wall timing varies, but there is a real reason not to rush it. Early on the Wall hurts you more than it helps: it does not apply thorns quickly enough, so enemies survive their hits and heat up, dealing much more damage than they would have otherwise. Readiness comes down to two things. First, income: you want to be earning hundreds of billions of coins per day so you can afford the essential Wall labs. Second, lab capacity: you want at least three lab slots so you can push Wall thorns higher, level Wall regeneration, and boost the Wall's health and fortification at the same time. Treat the Wall as a long-term investment that will cost trillions of coins before it pays off properly. #### I had enough abs defense to not take any damage, why did I die? There is a heat-up mechanic the game never really explains. Every time an enemy hits you or your Wall and survives, its damage is multiplied by 1.04x. Stack enough of those hits and an enemy can blow through defence% and absolute defence that would normally reduce its damage to zero. This catches early players most often, because low thorns% means enemies live through many hits and rack up large multipliers. As you progress and your thorn damage improves, enemies die on their first or second hit and heat-up stops being a problem. #### What Should I Spend Medals On? Medal spending priorities are covered in the dedicated Medals Guide. ### Gem Guide URL: https://www.tower-hub.com/wiki/guide/gem-guide Gems are a premium currency that you accumulate gradually, and there are very few ways to speed up how many you earn. That scarcity means spending them well matters more than almost any other resource decision you make. This guide lays out a sensible order of priorities so your gems go where they will do the most for your progression. #### Overview Gems are one of the most important currencies in the game, earned slowly over time with limited options for acquiring them faster. Because of this, efficient spending is a constant concern for most players. The priorities below reflect what tends to give the best return at each stage of progression, starting with lab slots and moving through cards, modules, relics and lab rushing. #### Priorities Your first gem purchases should be lab slots. Labs are the main bottleneck on progression, so opening your second lab slot early keeps your account advancing at a steady pace. After that, focus on unlocking three key cards: Attack Speed, Enemy Balance and Coins, along with the card slots needed to equip all three. Once those are in place, buy your third lab slot, then unlock the Health and Cash cards and the slots to run them. Your fourth lab slot comes next, followed by unlocking two cards from Crit Coin, Wave Skip and Extra Orbs, plus two more slots for them. The fifth lab slot rounds out this opening phase. After your fifth lab slot, aim to pick up one Epic module of each type. Do not chase specific epics at this stage. Newer players often cannot make use of certain unique effects yet, since some require other unlocks first, such as Havoc Bringer needing Rend Armor, or Core modules depending on particular Ultimate Weapons. The real goal here is the raw stat boost epics offer over rares, plus access to stronger sub-module effects through rerolls. With the basics covered, you can start spreading gems across cards, modules, relics and lab rushing based on your situation. Cards give powerful bonuses and are needed for daily and biweekly events, and maxing out 30 cards eventually unlocks Card Masteries for even stronger effects. Plan to keep buying cards until you own them all, and at minimum buy enough every two weeks to finish the buy 80 cards event, which costs 1600 gems. Common cards are especially strong early on, though you can ease off once they are nearly done, as long as you still complete the event. Card slots let you equip more cards at once. They have a hard cap, but many players sit below it for a long time because their current build does not need more. Before buying a new slot, ask yourself whether you have a card that would meaningfully improve your build if equipped right now. If yes, buy the slot. If not, keep buying and upgrading cards until the answer changes. Modules provide stat multipliers for Attack, Health, Coins and UW Damage, a wide range of substat effects, and unique abilities on natural Epic modules. Because modules drop randomly, you will sink a lot of gems into them over time. Early on, spend enough that your modules do not sit at their level cap, since a capped module cannot improve its substats even if you have the shards to do it. Modules sometimes appear on special banners that let you target a specific module or category, or that boost drop rates. These are rarely announced far ahead, so saving gems for a hypothetical banner is usually not worth it, but when one is active it can be worth shifting your spending toward it. Relics rotate through the Event Shop on a weekly cycle. Buying every relic that appears would drain an enormous number of gems and is generally worse value than modules and card levels. Instead, hold some gems in reserve and pick out the relics you actually want each time the shop rotates. Finally, gems can rush lab timers, but this is usually a poor choice early on when so many other things compete for your gems. If you do rush, know that the gem rate improves for every lab you have fully completed, shown as a gold box on the lab screen, and longer labs are cheaper to rush per unit of time. Both factors make lab rushing far more attractive in the mid and late game than at the start. ### Guardian Guide URL: https://www.tower-hub.com/wiki/guide/guardian-guide The Guardian is an add-on for your tower that you buy for 200 bits from the guild menu. Once you own it, it fights alongside your tower using chips, each of which grants a distinct ability. Every chip has its own upgrades, paid for with bits, and the Guardian only has one chip slot to begin with. You can purchase additional slots with more bits if you want to run several chips at once. The Guardian is purchased from the guild menu for 200 bits. After that purchase it becomes part of your setup and can be equipped with chips that give it active abilities during a round. #### Chips The Guardian comes with two chips already available: Attack and Ally. Three more chips can be bought separately: Steal, Fetch and Summon. In broad terms, Attack fires a projectile that scales with the damage an enemy has already taken, Ally turns an enemy into a recovery package, Bounty attaches a coin bonus to enemies, Fetch sends the Guardian out to find various currencies, and Summon spawns extra enemies while applying a cash multiplier. Most chips share the same upgrade structure: one upgrade for cooldown, one for the number of targets, and one for the chip's signature effect. Fetch and Summon are the exceptions, each having two unique upgrades instead of one. Every chip upgrade is bought with bits. The Guardian starts with a single chip slot. Extra slots can be bought with bits, letting you combine multiple chips in one run. #### Attack Attack makes the Guardian fire a small red projectile at the lowest-health enemy. The hit deals a percentage of the damage that enemy has already taken, so the more hurt the target is, the harder the projectile lands. The chip has its own cooldown and a set number of targets it can hit per activation. At base level it deals 1% of damage taken, fires every 120 seconds, and hits a single target. #### Attack — Usage Treat this chip as an execute. Because its damage is a percentage of missing health, it finishes off enemies that your tower has already worn down rather than doing meaningful work on fresh targets. It pairs naturally with percentage-based damage sources such as black hole or plasma cannon, since it adds its own scaling on top of theirs. At higher upgrade levels this interaction becomes significant: a 20% Attack chip can, for example, push a 54% plasma cannon hit up to an effective 64%. Time the cooldown so it fires alongside your ultimate weapons and benefits from the damage they have just dealt. Raising the target count improves overall efficiency and raises the odds of the projectile landing on high-priority enemies like bosses and protectors. #### Ally Ally converts an enemy into a recovery package. The package heals for a percentage, with a cap on the effect that scales off your current maximum recovery, and the chip runs on its own cooldown. #### Ally — Usage Because Ally's packages can push your HP above the normal recovery package maximum, it is a useful tool for eHP builds. Its value drops off later in the game, where HP scaling becomes comparatively weak, but it can still pull weight when farming earlier tiers. If you want the raised recovery cap to matter, invest heavily in both the recovery amount and the cooldown upgrades so the effect triggers often and heals for more each time. #### Bounty Bounty tags enemies with a coin bonus. It has a cooldown and affects a set number of targets each time it activates. It starts at a 0.01x bonus, a 120 second cooldown, and one target. #### Bounty — Usage Bounty has no direct combat impact, much like golden bot. Its entire purpose is coin farming. As with other coin multipliers, you get the most out of it by syncing its cooldown to Golden Bot so the tagged enemies are killed while the GT multiplier is running. #### Fetch Fetch sends the Guardian searching for gems, medals, a module, module shards, or coins. Each activation has a percentage chance to find something, runs on a cooldown, and carries a separate percentage chance of finding double in a single proc. It begins at a 10% find chance, a 120 second cooldown, and a 2% double-find chance. Its cooldown upgrade costs 2 extra bits per level compared to the norm and caps out at 60 seconds. #### Fetch — Usage Like Bounty, Fetch does nothing for you in combat. Its worth is in the currencies it digs up: gems, medals and similar resources become far easier to farm once you have some luck invested. Prioritise find chance over the other two upgrades. A point of double-find is worth picking up roughly every four to five standard upgrades, and the cooldown should be levelled regularly so the sheer number of attempts generates more procs. There is no need to sync Fetch with ultimate weapons, since it gains nothing from their bonuses. #### Summon Summon opens a portal that spawns enemies at a rate of 2 per second. The portal stays open for a set duration, the chip has a cooldown, and while active it applies a global cash multiplier. It starts with a 140 second cooldown, a 5 second duration, and a 1x cash bonus. #### Summon — Usage Summon mainly exists to feed enemies into Golden Bot, which strengthens GT+. Even before you have GT+, it provides a modest but real bump in coin income because the spawned enemies drop coins, tanks especially. The cash multiplier is also worthwhile, particularly at higher duration upgrades, though it loses relevance late game when cash matters less to your build. Syncing the chip to Golden Bot is strongly recommended: the cash bonuses stack, and the extra enemies are killed while GT is active. ### Guides URL: https://www.tower-hub.com/wiki/guide/guides This page collects community guides for The Tower: Idle Tower Defense, grouped by how far into the game you are. Whether you are still clearing your first tiers or fine-tuning a late-game build, there is a guide here aimed at your stage. Each section below explains what its guides cover and when they are worth reading. #### Beginner Guides These guides are aimed at new players and focus on the decisions that matter in the opening stretch of the game. They are designed to carry you through tiers 1 and 2 and to help you make early choices you will not regret later. The Common Abbreviations list decodes the shorthand the community uses, which makes every other guide easier to follow. The Beginner Guide walks you through completing tiers 1 and 2 and introduces basic builds, while the Beginner's Exploration Guide takes a different stance: it argues you will have more fun figuring out the early tiers yourself, so it sticks to general objectives, specific mistakes to avoid, and a few pieces of concrete advice. The FAQ answers the questions new players ask most, many of which are actually intended mechanics rather than bugs. The Footguns guide covers upgrades you should avoid, or at least understand fully, before buying, because a wrong choice there can take months to undo or may be permanent. Thinking about Perks explains how to use perks well and get the most out of them, and Rushing Tiers covers features that help you squeeze extra waves out of the early to mid game. #### Resource Guides These guides help you spend the game's currencies and resources where they count. The Medals Guide gives a priority order for the event shop, covering bot unlocks and upgrades, and the Event Guide explains how to earn as many medals as possible from each event. The Gem Guide helps you find the best use for your gems. Which UW do I select? helps you decide which Ultimate Weapons to pick and why. The Coin Guide covers the fundamentals of earning more coins, including what syncing Ultimate Weapons means, how to do it, and why it matters. The Guardian guide explains how to use the guardian effectively within your build. #### Build Guides These guides help you progress by optimising your stats. The right strategy differs from player to player depending on your progress and which Ultimate Weapons you have, so rather than fixed instructions they teach the concepts and upgrades that lead to success. See the table below for the individual build guides. Health Build Early-Mid Game | This build focuses on using hp to progress. This build will be most useful for new and mid-game players. If you are still on tier 1, you should use the beginner guide above before moving to this build. UW Requirements: | N/A Orb Devo Early-Late Mid Game | This Orb Devo guide, created by Tremnen, takes into consideration DW changes and BH placement changes. Up-to-date, UW Requirements: | GT/BH Sync, BH Size at Least 38m SMAX Devo Mid Game | This SMAX Devo guide, created by Tremnen, takes into consideration DW changes and BH placement changes. Accurate as of v26 UW Requirements: | GT/BH/SM Sync 50s SMax Devo Late Mid - Late Game | This 50s SMAX Devo guide, created by Yugiohcd10, adjusts SMax into higher CD cooldowns and later game technologies. Contains an early entry and late entry strategy. Accurate as of v26 UW Requirements: | Early Entry: Min CDs of GT,DW,BH,GB and 50s SM. GT duration > 55s. See Guide for full lists of requirements Orbless Late Mid-Late Game | This guide is targeted to guide players to decide if they are ready for orbless and which orbless style is right for them. It also gives an outline of what an orbless run looks like. Accurate as of V26. UW Requirements: | Varies between orbless variants. Please reference Guide. 100% AFK Orb Devo Late Mid-Late Game | This Guide, created by Yugiohcd10, is focused on taking orb devo and removing all micromanaging of stats in order to be 100% AFK. Covers both wall hoard and CF Hoard/Swirly Orb Devo as well as guide to eHP, Hybrid, and Glass Canon use. Accurate as of V26. UW Requirements: | Varies between the orb devo variants. Please reference Guide. #### Advanced Guides These guides dig into the finer details of the game and help you optimise builds using its quirks. They assume you already have a solid grasp of the fundamentals, so they are best read once the earlier sections feel familiar. The Effective Paths Sheet is an external Google Sheet that lets you enter your own tower stats and see the most efficient use of coins, stones, and time across health, damage, and economy. It is a community-built tool, and the FAQ entry "Who are the coolest guys here?" credits everyone involved in making it. ### Guides / Thinking about Perks URL: https://www.tower-hub.com/wiki/guide/guides-thinking-about-perks Perks open up surprisingly early, around Tier 2, and they can push your tower well past what it could normally handle, no matter how you play or whether you spend money. Handled badly they can backfire, but more often they are the thing that gets you over the line on a milestone or farming goal. This guide covers how to think about perks rather than just listing them: which labs matter, how your priorities shift between short runs and long-term progression, and how to approach picks depending on what a run is for. Perks do not appear in Tournaments at all — they exist purely to strengthen your individual runs. #### Understanding Perks In their raw state, perks show up every 200 waves as a forced pick between two random options. That basic version is nowhere near enough if you want to crack into higher tiers, though even undeveloped perks add meaningful survivability to farming runs. The real power comes from the perk labs. Without them, perks are a gamble that can hurt you as easily as help you. With the right lab investment behind them, they become one of the strongest tools you have for reaching goals your tower otherwise could not. Everything in this guide is built around that idea: using perks deliberately, as a catalyst, rather than taking whatever the game hands you. #### Early use - Priorities Freshly unlocked perks are weak. You get two options, no way to ban anything, and no control over your first pick. Sooner or later you will be offered two trade-off perks that would both wreck your run, leaving you to either swallow one or ignore perks for the rest of that attempt. At this stage your lab slots are precious and there are honestly stronger places to put them. That said, if you want perks to start pulling their weight, the first essential buy is one level of Perk Option Quantity, which raises your choices to three. It costs 200 million undiscounted. It helps to split your thinking into short term and long term. Short term covers individual runs plus daily and weekly missions. Long term covers labs, relics, themes and similar permanent progression. Perks sit somewhere in between: they transform your short-term runs immediately, while their long-term lab cost is modest enough to be worth paying early. Even a single level of Option Quantity means you will far less often be trapped between two run-ending trade-offs. After that, Ban Perks is the cheap early pick — use it to remove options you consider dead weight. Start by banning trade-offs that do nothing for your build, and leave long-investment perks like the investing perk for your third or fourth ban slot. #### Established Towers This section assumes you are in or approaching midgame. You likely have three perk choices per pick, possibly First Perk Choice as well, your lab setup is built up or close to its final slot, and your farming runs clear at least 1,000 waves. Perhaps a few milestones sit just a couple of hundred waves out of reach. If that sounds like you, the way forward is to stop picking perks on instinct and start breaking down what each run actually needs. The next two sections do exactly that for the two most common run types. #### Coin runs Say your long-term progression is healthy but your per-run income feels flat. The first perk to chase is Perk Wave Requirement reduction. Even with four options and first pick, you are not guaranteed to see all three copies, so take it whenever it appears — especially if your maximum wave is still under 2,000. Second priority is less obvious. Your instinct says coins, and often that is right, particularly if the coin trade-off perk shows up or if your runs on higher tiers cap out just past 1,000 waves. But on lower tiers, where runs stretch long and most of your income arrives after wave 2,000, you want perks that pay off over distance: Free Upgrade Chance, Game Speed, or the trade-off that halves enemy damage at the cost of halving your own. If luck goes your way and you land two or three wave-requirement reductions, game speed and some free upgrades all before wave 2,000, the plan does not change — it is still a coin run. Grab a coin perk or the Golden Tower 1.5x bonus if one appears, and otherwise fill remaining picks with standard survivability: Defense %, Damage, Health and so on. #### Milestone Runs Milestone attempts live and die on survivability. Perk Wave Requirement reduction is still your first grab, followed by Free Upgrades when the target sits in the thousands of waves. Free Upgrades reward active play. Micromanage the opening hundred waves or so — run the cash card if it helps you hold max interest — and funnel the free levels into battle upgrades that are expensive or nearly maxed, things like Critical Factor, Bounce Range, landmine radius or damage-per-metre. Those final workshop levels get pricey fast, and how you handle the early waves can decide whether the milestone happens at all. If your build uses Super Crit or the enemy attack/health skip, prioritise those, since their costs climb quickest. For shorter milestone pushes, skip Free Upgrades and lean on Defense %, Health and Attack perks instead. Even so, never dismiss free upgrades entirely — once a single wave's earnings can barely buy one battle upgrade, their value spikes hard. There is also a subtler way to improve your perk pool mid-run. Imagine an early pick offering a random Ultimate Weapon, Health, Damage, and a boost for an ultimate you have barely touched. Damage or Health feels correct, but the right call is the useless UW perk. Each ultimate can only carry one boost perk, so taking it removes it from the pool permanently and raises the odds of strong perks later. When every option is bad, pick the one that costs you the least and clears itself out of rotation. Only Perk Wave Requirement reduction rivals this kind of pool thinning. One warning: after you hold 20 perks, the gap between picks grows, so check the Perk Waves Required details before leaning too hard on this approach. #### Priority Perks Priority order is always relative to your run goals, but worked examples help when you are calculating Waves Required. The orders below assume ideal conditions and maximum quantity on each perk, with the running total of perks taken shown in brackets. One common route for a standard run: (3) PWR, then (4) the -50/-50 damage trade-off, (5) game speed, (10) free upgrades, (17) coin perks, (23) Def%, (28) Damage at roughly equal footing with (33) Health, and finally (41) Ultimate Weapon perks. Here the coin perks grouping covers the 1.8 coin perk and the Gold Tower x1.5 boost. A second route suits runs where you front-load utility: (3) PWR, (4) game speed, then (17) single-quantity perks, (22) Bounce or Orb at roughly equal priority, and from there your favoured perks based on the run's conditions and goals. Single-quantity perks include, but are not limited to, the -50/-50 trade-off, 1.8 coin, and all UW perks. Treat these as starting templates rather than fixed rules, and adjust the order whenever a specific mission or run condition demands it. #### Common Pitfalls, Footguns and misconceptions Some perk-related investments look appealing on paper but do not pay off at the moment. A few examples to be aware of: The Waves Required lab is costly and time-consuming, and offers little appeal past level 10. Auto Pick Perks is also costly and time-consuming, and needs multi-stage preparation before it becomes viable. It only earns its place after your other perk labs are already levelled. First Choice perk is still a must-get, but be aware it does not cover Trade-off Perks. You cannot use it to cheese the 1.8 coin trade-off. ### Health Build URL: https://www.tower-hub.com/wiki/guide/health-build Health builds, often called effective health or eHP builds, focus on maximizing your tower's health pool and reducing incoming damage. These setups dominate the early game because health scales efficiently through tiers 1-9. However, you'll eventually need to transition to damage-focused builds for late-game progress, so this guide assumes you'll spec out of health builds down the road and provides guidance on when to stop investing in certain upgrades. Health builds, often called effective health or eHP builds, focus on maximizing your tower's health pool and reducing incoming damage. These setups dominate the early game because health scales efficiently through tiers 1-9. However, you'll eventually need to transition to damage-focused builds for late-game progress, so this guide assumes you'll spec out of health builds down the road and provides guidance on when to stop investing in certain upgrades. #### Strengths Starting a health build requires minimal investment compared to other strategies. You don't need any Ultimate Weapons to begin, and the build makes it significantly easier to unlock early tier milestones and relics. #### Weaknesses Protectors pose a serious challenge, especially when you're just starting out. The build also has a limited ceiling for progression and can struggle against vampire enemies. #### Required Unlocks to Start — Workshop On the Attack tab, unlock through Rapid Fire. Bounce Shot is optional. For Defense, unlock through Orbs, with Land Mines being optional initially. On the Utility tab, unlock through Free Upgrades. No Ultimate Weapons are mandatory, though Golden Tower and Black Hole will accelerate your progress if you have them. #### Required Unlocks to Start — Cards While no specific cards are mandatory, aim for at least 6 card slots to accommodate: Enemy Balance, Coins, Cash, Critical Coin, Health, and Attack Speed. #### Required Unlocks to Start — Labs You don't need any specific lab upgrades to begin, but having all five lab slots unlocked is strongly recommended. #### Bots No bots are essential, but Golden Bot provides valuable support for this build. #### Modules While no modules are required, Wormhole Redirector dramatically improves your survivability if you have access to it. #### Details — Workshop Prioritize maxing the inexpensive, quick-to-complete workshop upgrades first, especially those on the defense tab. This strategy lets Free Upgrades target Health more frequently during rounds. After finishing the cheap upgrades, shift your attention to Health and Damage. Many players maintain a cost ratio between these two stats, typically keeping them equal or spending twice as much on Health. Eventually you'll unlock Enemy Level Skip, at which point you should invest in both Enemy Attack Level Skip (EALS) and Enemy Health Level Skip (EHLS). EALS extends how many waves you survive, while EHLS keeps protectors manageable for longer. These upgrades cost substantially and won't become priorities until later. #### Details — Labs This guide assumes you have five lab slots available. If you haven't unlocked all five yet, doing so will let you properly develop your build. #### Lab 1 Max out Game Speed to level 7. Lab Speed should also reach level 99. While Lab Speed previously wasn't recommended due to poor returns at higher levels, the introduction of lab speedups changed this. The final levels of certain labs like Super Crit Chance can take years to complete, and Lab Speed cuts that dramatically when combined with speedups and relics. #### Lab 2 Max Attack Speed to level 99. This stat influences multiple game mechanics. Higher projectile frequency improves both knockback and damage per second. Knockback reduces how often enemies hit your tower, which benefits survivability across all build types. #### Lab 3 Take Health to level 40-50, which provides enough progression benefit without over-investing in a stat that becomes less relevant late game. Def % should reach level 23. This stat has a 98% hard cap achievable during farming with a level 23 lab, maxed Standard Bonus Perk Lab at level 25, a maxed Def% card, and a Def% stat on an ancestral module. Max Orb Speed to level 20 since orbs serve as your primary damage dealer. Extra Orb Adjuster needs only level 1. Extra Extra Orbs should reach level 2, though this is expensive and represents a long-term goal. Max BH Damage to level 10. #### Lab 4 Cash Bonus should reach level 40-50. Coins/Kill needs level 50-70 depending on when you unlock Golden Tower. Max Golden Tower Duration to level 20. Golden Tower Bonus should reach level 20-25, with duration taking priority since the bonus becomes expensive and may not justify maxing based on your progression stage. Max BH Coin Bonus to level 20. Max Spotlight Coin Bonus to level 20. For perk labs, max everything except Waves Required and Auto Perks. Waves Required should sit at a level following the pattern 4n+1, while Auto Perks is entirely your choice. #### Lab 5 Use this slot flexibly, pulling from labs 3 and 4 as needed. Also consider Package After Boss, Crit Factor, Damage, and DPM labs. Crit Factor and Damage specifically help when protectors become difficult to eliminate. #### Details — Cards This section covers cards with important interactions for health builds. Health is self-explanatory. Extra Defense builds your effective health pool. Extra Orbs handle most enemy elimination. Attack Speed functions as described in the lab section. Plasma Cannon at level 1 reduces maximum boss hits from 3 to 2 when combined with thorns, and at level 7 reduces it to just 1 hit. Damage and Berserker both increase your damage output to help kill protectors. Avoid Energy Net because it immobilizes bosses, giving other enemies more time to position behind the boss where they can land hits you'd otherwise avoid. This build kills bosses by absorbing their hits. #### Ultimate Weapons No Ultimate Weapons are mandatory, but Spotlight and Black Hole both benefit basic health builds. Death Wave also works well with HP builds. Spotlight increases damage to speed up protector kills while providing a coin boost. Black Hole deals percentage-based damage over time, efficiently handling protectors when you've developed its duration and damage labs. At maximum development, Black Hole can inflict 84% of enemy health per activation. #### Round Information Most runs involve raising health to survive deeper into waves. Use these guidelines to identify what needs improvement: If bosses kill you in one hit, increase your health. If you die to consecutive boss hits, you need more lifesteal through Attack Speed, damage, or crit factor. If regular enemies kill you, improve crowd control via attack speed or orbs, though other methods exist. If protectors let enemies reach you, increase your damage. You can make these adjustments between rounds using coins and labs, or during your next run by rebalancing cash upgrades. #### Other Info Beyond the two Ultimate Weapons mentioned, Chrono Field also helps eHP builds. The challenge with CF is the substantial stone investment needed to max it and make it feel impactful, plus the time required for its labs. If you've completed most items in this guide and are considering transitioning to a different strategy, taking CF first and starting its lengthy labs might benefit you. This UW provides the best chip damage reduction available and enhances other hit-avoidance upgrades. Garlic Thorns proves valuable for destroying Vampires, which cause many deaths. Orb Boss Hit at levels 1-3 combined with level 6 Plasma Cannon reduces boss hits to 1 when using thorns. Level 1 requires 3 orb hits, level 2 needs 2 orb hits, and level 3 requires just 1 orb hit. This lab serves no other purpose for HP builds, but researching it becomes useful when you switch to a damage build. ### Hybrid Guide URL: https://www.tower-hub.com/wiki/guide/hybrid-guide A hybrid build splits your investment evenly between damage and health stats, giving you a tower that can both kill enemies and survive hits. It's the standard approach for farming through most of the game's tiers, and it remains relevant even at the highest level of tournament play. Hybrid means putting equal effort into damage and health-related stats rather than specialising in one or the other. The result is a balanced tower that kills efficiently while still taking hits, which suits farming runs in T1 through T11. T12 hybrid farming is still possible if your Wall is well developed, but from that point on you're better off switching to a Glass Cannon build for farming. In tournaments, though, even the top players continue to run hybrid builds. ### Intro Sprint URL: https://www.tower-hub.com/wiki/guide/intro-sprint Intro Sprint is a card that fast-forwards the opening of a run. While it is active, the wave counter jumps ahead in steps of 10 until it either completes its set number of waves or catches up to the highest wave you have previously reached in the tier you are currently running. #### Description During Intro Sprint, waves advance by 10 at a time, stopping after a fixed number of waves or when you reach your highest wave for the current tier, whichever comes first. A boss spawns on every one of these waves, and you earn no coins while the sprint is running. #### Use The card has several effects beyond its in-game text. Bosses that appear during the sprint cannot drop modules or reroll dice, and you only receive 20% of the normal cells from sprint waves. The sprint counts as 9 wave skips, which feeds into cash, free upgrades, and enemy level skips. You also cannot manually trigger Demon Mode, Nuke, or Missile Barrage while the sprint is in progress. If you want out before it finishes, tap the Intro Sprint icon that appears beneath your cash, coin, and gem totals in the top left of the screen to cancel it early. ### Legend Battle Conditions URL: https://www.tower-hub.com/wiki/guide/legend-battle-conditions Legend is the only league that runs thirteen conditions at once: four fixed slots, five drawn at random from a pool of sixteen, and four Overheats that only exist in Legend. On top of that, three decay mechanics run in every tournament and every regular tier without ever appearing on the conditions panel. Most of what circulates about these numbers is second hand, and some of it is quietly wrong because one player's research level got published as the game's base rate. Everything on this page marked as verified was read directly out of the game's code, and where the community figure and the game disagree, we say so. #### How a Battle Condition is built Legend's condition table holds exactly 26 entries. Sixteen of those are the random pool, four are the Overheats, and the remaining six cover the fixed slots — including both halves of the Death Defy Down / Energy Shields Down pair, which the table carries together even though only one is active per tournament. That accounts for five of the six; the last entry we have not identified. Legend is the fifth of five league tables and the only one carrying Overheats at all; the others hold 21 entries each. Every entry has three parts: which condition it is, the wave it switches on at, and a list of values — one per heat level. Twenty-two of Legend's twenty-six carry a full nineteen-value list. Only the four Overheats use a flat number, which is why they are the ones that can be quoted as a single figure. The heat level is global. It is not tracked per condition: it starts at 1 and steps up each time you pass one of the tournament's heat increase waves. A condition then contributes the value sitting at that heat level, and contributes exactly zero while you are below its activation wave. That single detail explains a lot of confusing behaviour. Conditions do not each ramp on their own schedule — they share one schedule and differ only in the numbers attached to it. It is also why the Overheats seem to appear out of nowhere: they carry an activation wave deep into the run instead of scaling from wave 1. #### The four Legend Overheats These four are Legend-only and sit as one block in the game's condition table. Two of them strip your Workshop, two of them add enemies. More Fleets and More Elites share one formula: they fire every max(1, 101 − value) waves. More Fleets has a value of 1, giving 100 waves. More Elites has a value of 96, giving 5. Both run on their own counters and neither replaces the normal Fleet and Elite spawn cycles, which keep going underneath. Table: Legend Overheats, read from the game's condition table Overheat | From wave | Interval | Effect per step More Fleets | 1000 | every 100 waves | one extra Fleet Damage Decay | 1500 | every 10 waves | Attack Workshop levels removed Health Decay | 1500 | every 10 waves | Defense Workshop levels removed More Elites | 2000 | every 5 waves | one extra Elite #### Damage Decay and Health Decay Both switch on at wave 1500 and both tick every 10 waves. The game's own values are 35 for Damage Decay and 50 for Health Decay, and what actually gets removed each step is that value scaled by your Battle Condition Reduction research, rounded up. This is where the widely quoted "28 and 40 levels" comes from. Those are the base values after a 20% Battle Condition Reduction — 35 × 0.8 = 28 and 50 × 0.8 = 40. They are one player's numbers, not the game's, and if your research sits anywhere else your own figures differ. The table below is the honest version. The practical consequence is unchanged either way: Health drains faster than Damage because 50 is simply a bigger number than 35 on the same clock. Survivability collapses before damage does, and that ordering is not a separate mechanic. Table: Workshop levels removed every 10 waves from wave 1500 Battle Condition Reduction | Damage Decay (base 35) | Health Decay (base 50) 0% | 35 | 50 10% | 32 | 45 20% | 28 | 40 30% | 25 | 35 40% | 21 | 30 #### Enemy Level Skip and Skip Decay The Skip Reduction condition does not remove your [[workshop/enemy-level-skip|Enemy Level Skip]], it scales it. The multiplier is 1 − value × 0.01, further softened by your reduction research — and here two research lines add together rather than multiplying: the general Battle Condition Reduction and the dedicated Enemy Level Skip line. A value of 55 gives ×0.45 with no research, and 1 − 55 × 0.01 × 0.71 = ×0.6095 at 29% total reduction. Those are the figures everyone quotes and the formula reproduces them exactly. Reduction research buys back a fixed fraction of what the condition took, which is why it feels weak early and compounds well later. Skip Decay then eats what is left. The step is 1 percentage point scaled by Battle Condition Reduction only — and note precisely what that does: it shrinks the size of each step, never the interval. The interval itself is 100 − value waves, which is 20 waves at a value of 80. One caveat applies to both, and to every tournament condition figure you will ever read: these values are not single numbers. In Legend each of them is a list of nineteen values, one per heat level, and the condition steps up as you cross the tournament's heat increase waves. There are eighteen of those waves, and the schedule appears to finish at wave 1000. So ×0.45 and "every 20 waves" are the values at maximum heat. For anyone running deep they are simply correct, because you are at maximum heat for the whole run that matters. They are only too harsh for the first thousand waves, where both conditions are genuinely milder than the quoted figure. #### What Legend can actually draw The five random slots are drawn from a fixed list, and Legend's list holds sixteen conditions — not the seventeen usually quoted. Every league has its own list: Silver, Gold and Platinum share the same fourteen, Champion adds Ultimate Weapon Durations for fifteen, and Legend adds Mass Enforcement on top of that for sixteen. The difference from the community figure is one single entry, and it is worth knowing which: Orb Resistance is in the game — it scales the damage your orbs deal — but it is in no league's pool. Legend cannot draw it. Everything else in the usual list checks out exactly. Table: Legend's 16 drawable conditions Category | Conditions Resistances (5) | Death Ray, Thorns, Knockback, Armored Enemies, Plasma Cannon Enhancements (4) | Enemy Speed, Enemy Attack Speed, More Enemies, Mass Enforcement Ultimate enemies (6) | Protector, Tank, Boss, Basic, Fast, Ranged Other (1) | Ultimate Weapon Durations Table: Pool size by league League | Pool size | Adds Silver / Gold / Platinum | 14 | — Champion | 15 | Ultimate Weapon Durations Legend | 16 | + Mass Enforcement #### Stun, Miss and Death Defy decay These three are not Battle Conditions. They are always on, in tournaments and in regular tiers, and nothing displays them. Each enemy carries its own three counters, and a fresh enemy always starts at full effectiveness — which is the whole point. They punish holding one enemy alive indefinitely and barely touch a build that kills things, because the counters die with the enemy. Stun decay is the one most people get slightly wrong. It runs on cumulative stunned seconds, not on the number of stuns applied. Each stun's effective length is the raw duration scaled by the enemy's current stun effectiveness, and effectiveness is then multiplied by 0.995 raised to the power of that effective length. One long stun costs exactly as much as several short ones adding to the same time — but short stuns burn the budget more slowly per application, which is why a 2.5-second [[uw/inner-land-mines|Inner Land Mine]] stun outlasts a 10-second [[uw/poison-swamp|Poison Swamp]] stun over a long fight. Stuns also do not stack: the enemy takes the longer of its current and new stun timer. Miss decay only advances when a miss actually happens. The multiply sits inside the branch that runs on a successful miss, so an enemy that keeps connecting never degrades your miss chance against it. Death Defy decay works the same way and is the mildest of the three, because it takes lethal damage from the same enemy to trigger at all. Table: The three decay constants, read from the game Mechanic | Constant | Advances on | After 3 triggers Stun Decay | 0.995 | each cumulative stunned second | 10s stun → about 9.07s Miss Decay | 0.875 | each successful miss | 30% → 20.1% Death Defy Decay | 0.9 | each successful Death Defy | 42% → 30.6% Table: A 10-second stun applied repeatedly to the same enemy Application | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 Effective stun (s) | 10.00 | 9.51 | 9.07 | 8.67 | 8.30 | 7.96 | 7.65 | 7.36 | 7.09 | 6.85 #### What this changes about stun locks By the tenth application, a 10-second stun is down to 6.85 seconds — below a 7-second Shockwave interval. That is the wave at which a stun lock stops holding, and it is a hard ceiling no amount of stun research moves. It is also why [[uw/inner-land-mines|Inner Land Mine]] stun behaves so differently from [[uw/poison-swamp|Poison Swamp]] stun in practice despite both being "stun". At 2.5 seconds per hit, ten applications still leave about 2.25 seconds and twenty leave about 2.02. The numbers look unimpressive and the behaviour is the opposite: a Boss that used to be held indefinitely now starts walking after roughly one full cycle of mines. #### Reading the conditions before a run A useful order of operations, rather than memorising all seventeen: check which Ultimate Enemy conditions are active, check which of them ignore the crowd control you actually rely on, and only then decide your [[uw/black-hole|Black Hole]] configuration and module split. Black Hole is the first real decision because Ultimate Fast, Ultimate Tank and Ultimate Ranged are not attracted by it and take no damage from it. With none of those three active, permanent uptime traps most regular enemies indefinitely. With Ranged Ultimate active it can work against you: your projectiles concentrate on the trapped enemies while the Ultimate Ranged walks to firing position with nothing pushing it back. Ultimate Protector is the condition that no amount of crowd control answers. While its Ultimate is up it ignores Chrono Field slow and rotation, knockback, Shockwave and every stun source, and walks straight at you. Black Hole still pulls it but deals it no damage. If Protector's Ultimate is drawn alongside Fast, Tank or Ranged Ultimate, you need a damage answer, not a control one. #### Sources and credit The constants, activation waves and formulas on this page were read out of the game's v28 build directly: the condition table, the wave counters in the new-wave routine, and the three decay constants on the enemy object. The framing, the condition interactions and the practical advice come from hiro29's Legend Battle Conditions guide, which is the most thorough public write-up of this system that exists and is worth reading in full. We checked its numbers rather than repeating them — nearly all of them held up exactly, including a worked stun example that reproduces to within a hundredth of a second. Two things came out differently: the 28/40 decay figures, which turned out to be one player's research level rather than the game's rate, and the size of the random pool, which is sixteen rather than seventeen because Legend cannot draw Orb Resistance. Where hiro29 flags something as untested — the More Elites scenarios around Scatters, simultaneous Ray shots and Commander-buffed Vampires, and whether Thunder Bot's Fleet resistance behaves like its Boss and Elite resistance — we have not verified those either, and they are open questions rather than mechanics. ### Medals Guide URL: https://www.tower-hub.com/wiki/guide/medals-guide Medals are a currency that builds up more slowly than stones, and while plenty of players rate stones as the more valuable of the two, medals are the harder one to stockpile in the amounts you need. That makes your spending order genuinely important, since a poor choice can set you back a long time. #### Overview Medals are a currency that builds up more slowly than stones, and while plenty of players rate stones as the more valuable of the two, medals are the harder one to stockpile in the amounts you need. That makes your spending order genuinely important, since a poor choice can set you back a long time. #### Order A sensible spending order looks like this: 1) Past event relics with high value. If a lab speed or coins relic from a previous event is up for sale, grab it first. The other relics are optional. 2) Songs and Themes. The theme bonus is small on its own, but it stacks into a meaningful coin bonus over time. Picking up both costs 400 medals per event, and there are currently three songs available, each giving +0.6% coins. 3) Stones. One or two packs at most. The rising cost makes each extra pack worse value, and many players skip stone packs entirely to keep medals free for bot upgrades. 4) Gems. Only worth considering before you have all labs unlocked, and even then a single pack at most, purely to speed up lab unlocks. Gems are easy to come by elsewhere, so once all 5 labs are open, stop buying them. 5) Bots. Spend the rest here, following the priority below. #### Bot Order Do not unlock all 4 bots before upgrading them. Bots are very weak when first unlocked, and nearly all of their value comes from upgrades, so unlock one and invest in it before moving on. Leave cooldown alone unless you know exactly what you are doing or are not concerned with optimisation. 1) Golden Bot. After unlocking, put medals into range and bonus, with nothing in cooldown. Range is the strongest upgrade, but keep it only a couple of levels ahead of bonus. Move on to the next bot once range and bonus are maxed or at least well developed. Cooldown gives little benefit unless you are chasing a sync with GT/BH, and syncing Golden Bot only pays off when its range and bonus are already high and the GT/BH sync has strong multipliers. 2) Amplify Bot. Focus on range and bonus. Range matters more, because it raises the chance of the boss passing through the bot's area. Once range is well upgraded, work on bonus for a better damage modifier. 3) Thunder Bot. This one needs to be maxed to be useful. It is good for crowd control, but at low levels it can actually cause problems for some builds. 4) Flame Bot. Only invest here once everything else is maxed or properly levelled. ### Milestones URL: https://www.tower-hub.com/wiki/guide/milestones Milestones are one-time rewards tied to your progression. As you push to higher waves on each tier, you unlock currencies, labs, cards, themes, and relics automatically. You do not need to do anything special to earn them beyond reaching the required tier and wave. Once a milestone is available, the Milestones button shows how many rewards are waiting to be claimed. #### Description Milestones are progress-based rewards that unlock as you reach specific tiers and waves. They include currencies, labs, cards, themes, and relics. #### Rewards When you hit the required tier and wave, the Milestones button displays the number of unclaimed rewards. Tap it to collect everything you have earned. Tier 23 milestones include lab unlocks for each Fleet and its respective Ultimate Battle Condition. The exact order these labs unlock in is not confirmed. Tiers 1, 2 & 3 Tiers 1, 2 & 3 Tier Tier 1 Tier 2 Tier 3 Wave Standard Premium Standard Premium Standard Premium 10 10 Coins 50 Coins 250 Coins 350 Coins Guilds 5k Coins 20 10 Gems 10 Gems Buy Multiplier 500 Coins 10 Gems 15 Gems 30 Labs 10 Gems Range 25 Gems Damage/Meter 7.5k Coins 40 150 Coins 300 Coins Workshop Attack Discount 1k Coins 10k Coins 10k COins 50 15 Gems 15 Gems Workshop Defense Discount 30 Gems Shockwave Size 30 Gems 60 Tournaments 20 Gems Workshop Utility Discount 1k Coins 25k Coins 25k Coins 70 Events 600 20 Gems 30 Gems 25 Gems 35 Gems 80 1.5k Coins 8k Coins Interest % 5k Coins Orb Speed 50k Coins Max Interest 90 20 Gems 20 Gems Modules 25k Coins 30 Gems 40 Gems 100 Tier 2 50 Gems Tier 3 50 Gems Tier 4 70 Gems 150 Lab Speed 2.5k Coins Unlock Perks 100k Coins Second Wind Blast 300k 200 20 Gems 25 Gems 25 Gems 30 Gems Package After Boss 1m Coins 250 More Round Stats 30k First Perk Choice 200k Coins Death Wave Labs 1m Coins 300 25 Gems 25 Gems 30 Gems 35 Gems Double Death Ray 2.5m Coins 400 Card Presets 100k Coins Improve Trade-Off Perks 3m Coins Spotlight Missiles 5m Coins 500 25 Gems 30 Gems 30 Gems 40 Gems 30 Gems 40 Gems 750 30 Gems 35 Gems Recovery Package Chance 5 Stones 35 Gems 45 Gems 1,000 30 Gems 40 Gems Garlic Thorns 45 Gems 5 Stones 10 Stones 1,250 30 Gems 40 Gems 5 Stones 10 Stones 35 Gems 50 Gems 1,500 5 Stones 10 Stones 35 Gems 45 Gems 5 Stones 15 Stones 2,000 30 Gems 40 Gems 40 Gems 50 Gems 40 Gems 60 Gems 2,500 Shuriken Skin 10 Stones 10 Stones Donut Skin Yin-Yang Skin 15 Stones 4,500 Relic: Coins +2% 15 Stones Relic: Lab Speed +1.5% 20 Stones Relic: Critical Factor +2% 20 Stones Totals 1,660 Coins 141,450 Coins 250 Coins 3.33m Coins 35k Coins 9.89m coins 235 Gems 360 Gems 180 Gems 380 Gems 205 Gems 385 Gems 5 Stones 35 Stones 15 Stones 35 Stones 10 Stones 60 Stones Tier | Tier 1 | Tier 2 | Tier 3 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | 10 Coins | 50 Coins | 250 Coins | 350 Coins | Guilds | 5k Coins 20 | 10 Gems | 10 Gems | Buy Multiplier | 500 Coins | 10 Gems | 15 Gems 30 | Labs | 10 Gems | Range | 25 Gems | Damage/Meter | 7.5k Coins 40 | 150 Coins | 300 Coins | Workshop Attack Discount | 1k Coins | 10k Coins | 10k COins 50 | 15 Gems | 15 Gems | Workshop Defense Discount | 30 Gems | Shockwave Size | 30 Gems 60 | Tournaments | 20 Gems | Workshop Utility Discount | 1k Coins | 25k Coins | 25k Coins 70 | Events | 600 | 20 Gems | 30 Gems | 25 Gems | 35 Gems 80 | 1.5k Coins | 8k Coins | Interest % | 5k Coins | Orb Speed | 50k Coins Max Interest 90 | 20 Gems | 20 Gems | Modules | 25k Coins | 30 Gems | 40 Gems 100 | Tier 2 | 50 Gems | Tier 3 | 50 Gems | Tier 4 | 70 Gems 150 | Lab Speed | 2.5k Coins | Unlock Perks | 100k Coins | Second Wind Blast | 300k 200 | 20 Gems | 25 Gems | 25 Gems | 30 Gems | Package After Boss | 1m Coins 250 | More Round Stats | 30k | First Perk Choice | 200k Coins | Death Wave Labs | 1m Coins 300 | 25 Gems | 25 Gems | 30 Gems | 35 Gems | Double Death Ray | 2.5m Coins 400 | Card Presets | 100k Coins | Improve Trade-Off Perks | 3m Coins | Spotlight Missiles | 5m Coins 500 | 25 Gems | 30 Gems | 30 Gems | 40 Gems | 30 Gems | 40 Gems 750 | 30 Gems | 35 Gems | Recovery Package Chance | 5 Stones | 35 Gems | 45 Gems 1,000 | 30 Gems | 40 Gems | Garlic Thorns | 45 Gems | 5 Stones | 10 Stones 1,250 | 30 Gems | 40 Gems | 5 Stones | 10 Stones | 35 Gems | 50 Gems 1,500 | 5 Stones | 10 Stones | 35 Gems | 45 Gems | 5 Stones | 15 Stones 2,000 | 30 Gems | 40 Gems | 40 Gems | 50 Gems | 40 Gems | 60 Gems 2,500 | Shuriken Skin | 10 Stones | 10 Stones | Donut Skin | Yin-Yang Skin | 15 Stones 4,500 | Relic: Coins +2% | 15 Stones | Relic: Lab Speed +1.5% | 20 Stones | Relic: Critical Factor +2% | 20 Stones Totals | 1,660 Coins | 141,450 Coins | 250 Coins | 3.33m Coins | 35k Coins | 9.89m coins 235 Gems | 360 Gems | 180 Gems | 380 Gems | 205 Gems | 385 Gems 5 Stones | 35 Stones | 15 Stones | 35 Stones | 10 Stones | 60 Stones Tiers 4, 5 & 6 Tier Tier 4 Tier 5 Tier 6 Wave Standard Premium Standard Premium Standard Premium 10 50k Coins 100k Coins 150k Coins 300k Coins Auto Pick Ranking 600k Coins 20 20 Gems 25 Gems 20 Gems 25 Gems 20 Gems 25 Gems 30 Workshop Respec 150k Coins Defense % 500k Coins Land Mine Damage 900k Coins Reroll Daily Missions Land Mine Decay 40 25 Gems 30 Gems Ban Perks 30 Gems 25 Gems 30 Gems 50 Auto Pick Perks 200k Coins 500k Coins 750k Coins Extra Orb Adjuster 1.3m Coins 60 30 Gems 40 Gems Flame Bot Cooldown 40 Gems Bot Bot Cooldown 2.5m Coins 70 Common Drop Chance 250k Coins Thunder Bot Cooldown 1m Coins 5 Stones 10 Stones Reroll Shards Daily Mission Shards 80 Perk Option Quantity 300K Coins Golden Bot Cooldown 45 Gems Extra Extra Orbs 4m Coins 90 Unlock Dissonance 45 Gems Amplify Bot Cooldown 2.5m Coins 35 Gems 60 Gems 100 Tier 5 70 Gems Tier 6 80 Gems Tier 7 85 Gems 150 Target Priority 1m Coins Black Hole Damage 3m Coins Recovery Package Amount 7m Coins Black Hole Coins Bonus Recovery Package Max Recovery Package Chance 200 Golden Tower Bonus 1.5m Coins Super Crit Chance 5m Coins 40 Gems 50 Gems Golden Tower Duration Super Crit Multiplier 250 35 Gems 45 Gems 5 Stones 10 Stones 5 Stones 10 Stones 300 Energy Shield Extra Hits 8m Coins 35 Gems 50 Gems 40 Gems 60 Gems 400 40 Gems 50 Gems 45 Gems 60 Gems 45 Gems 10 Stones 500 40 Gems 10 Stones Extra Black Hole 14m Coins 50 Gems 70 Gems 750 45 Gems 60 Gems 50 Gems 70 Gems Orb Boss Hit 20m Coins 1,000 5 Stones 10 Stones 5 Stones 10 Stones 10 Stones 15 Stones 1,250 50 Gems 70 Gems 55 Gems 75 Gems 60 Gems 80 Gems 1,500 5 Stones 10 Stones 10 Stones 15 Stones 10 Stones 15 Stones 2,000 60 Gems 80 Gems 70 Gems 90 Gems 75 Gems 100 Gems 2,500 Smile Skin 15 Stones 20 Stones Butterfly Skin Sheep Skin 20 Stones 4,500 Relic: Damage +2% 25 Stones Relic: Health +1.5% 25 Stones Relic: Defense Absolute +2% 25 Stones Totals 50k Coins 11.5m Coins 650k Coins 27.05m Coins 1.0m Coins 36.3m coins 380 Gems 515 Gems 275 Gems 565 Gems 390 Gems 560 Gems 10 Stones 70 Stones 40 Stones 60 Stones 30 Stones 105 Stones Tiers 4, 5 & 6 Tier | Tier 4 | Tier 5 | Tier 6 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | 50k Coins | 100k Coins | 150k Coins | 300k Coins | Auto Pick Ranking | 600k Coins 20 | 20 Gems | 25 Gems | 20 Gems | 25 Gems | 20 Gems | 25 Gems 30 | Workshop Respec | 150k Coins | Defense % | 500k Coins | Land Mine Damage | 900k Coins Reroll Daily Missions | Land Mine Decay 40 | 25 Gems | 30 Gems | Ban Perks | 30 Gems | 25 Gems | 30 Gems 50 | Auto Pick Perks | 200k Coins | 500k Coins | 750k Coins | Extra Orb Adjuster | 1.3m Coins 60 | 30 Gems | 40 Gems | Flame Bot Cooldown | 40 Gems | Bot Bot Cooldown | 2.5m Coins 70 | Common Drop Chance | 250k Coins | Thunder Bot Cooldown | 1m Coins | 5 Stones | 10 Stones Reroll Shards Daily Mission Shards 80 | Perk Option Quantity | 300K Coins | Golden Bot Cooldown | 45 Gems | Extra Extra Orbs | 4m Coins 90 | Unlock Dissonance | 45 Gems | Amplify Bot Cooldown | 2.5m Coins | 35 Gems | 60 Gems 100 | Tier 5 | 70 Gems | Tier 6 | 80 Gems | Tier 7 | 85 Gems 150 | Target Priority | 1m Coins | Black Hole Damage | 3m Coins | Recovery Package Amount | 7m Coins Black Hole Coins Bonus | Recovery Package Max | Recovery Package Chance 200 | Golden Tower Bonus | 1.5m Coins | Super Crit Chance | 5m Coins | 40 Gems | 50 Gems Golden Tower Duration | Super Crit Multiplier 250 | 35 Gems | 45 Gems | 5 Stones | 10 Stones | 5 Stones | 10 Stones 300 | Energy Shield Extra Hits | 8m Coins | 35 Gems | 50 Gems | 40 Gems | 60 Gems 400 | 40 Gems | 50 Gems | 45 Gems | 60 Gems | 45 Gems | 10 Stones 500 | 40 Gems | 10 Stones | Extra Black Hole | 14m Coins | 50 Gems | 70 Gems 750 | 45 Gems | 60 Gems | 50 Gems | 70 Gems | Orb Boss Hit | 20m Coins 1,000 | 5 Stones | 10 Stones | 5 Stones | 10 Stones | 10 Stones | 15 Stones 1,250 | 50 Gems | 70 Gems | 55 Gems | 75 Gems | 60 Gems | 80 Gems 1,500 | 5 Stones | 10 Stones | 10 Stones | 15 Stones | 10 Stones | 15 Stones 2,000 | 60 Gems | 80 Gems | 70 Gems | 90 Gems | 75 Gems | 100 Gems 2,500 | Smile Skin | 15 Stones | 20 Stones | Butterfly Skin | Sheep Skin | 20 Stones 4,500 | Relic: Damage +2% | 25 Stones | Relic: Health +1.5% | 25 Stones | Relic: Defense Absolute +2% | 25 Stones Totals | 50k Coins | 11.5m Coins | 650k Coins | 27.05m Coins | 1.0m Coins | 36.3m coins 380 Gems | 515 Gems | 275 Gems | 565 Gems | 390 Gems | 560 Gems 10 Stones | 70 Stones | 40 Stones | 60 Stones | 30 Stones | 105 Stones Tiers 7, 8 & 9 Tier Tier 7 Tier 8 Tier 9 Wave Standard Premium Standard Premium Standard Premium 10 Light Speed Shots 3m Coins Wall Health 6m Coins Common Enemy Health 15m Coins Wall Rebuild Common Enemy Attack 20 25 Gems 30 Gems Unmerge Module 30 Gems Fast Enemy Health 35 Gems Fast Enemy Attack 30 Missile Despawn Time 5m Coins 5 Stones 5 Stones Tank Enemy Health 45 Gems Missile Amplifier Missile Explosion Tank Enemy Attack Missile Radius 40 Inner Mines Blast Radius 30 Gems 30 Gems 40 Gems Ranged Enemy Health 10 Stones Inner Mines Rotation Speed Ranged Enemy Attack Inner Mines Stun 50 Swamp Radius 7m Coins Missile Barrage 12m Coins Boss Enemy Health 50 Gems Swamp Stun Swamp Stun Chance Missile Barrage Quantity Boss Enemy Attack Swamp Stun Time 60 Chain Lightning Shock 10 Stones 35 Gems 50 Gems Protector Enemy Health 3.5m Coins Shock Chance Protector Enemy Attack Shock Multiplier 70 5m Coins 10m Coins 10m Coins 20m Coins 40 Gems 50 Gems 80 Spotlight Coin Bonus 10 Stones 5 Stones 10 Stones 70 Gems 80 Gems 90 Chrono Field Duration 15m Coins 40 Gems 60 Gems 5 Stones 10 Stones Chrono Field Range Chrono Damage Reduction Chrono Field Damage Reduction 100 Tier 8 100 Gems Tier 9 110 Gems Tier 10 130 Gems 150 40 Gems 50 Gems 45 Gems 50 Gems 50 Gems 50 Gems 200 45 Gems 60 Gems 5 Stones 15 Stones 5 Stones 10 Stones 250 Card: Land Mine Stun 10 Stones 50 Gems 60 Gems 55 Gems 60 Gems 300 50 Gems 70 Stones Super Tower Bonus 15 Stones Fast Enemy 15 Stones 400 5 Stones 15 Stones 60 Gems 75 Gems Protector Damage Red 80 Gems 500 50 Gems 75 Gems 10 Stones 15 Stones 10 Stones 15 Stones 750 10 Stones 15 Stones 70 Gems 85 Gems 75 Gems 90 Gems 1,000 60 Gems 85 Gems 10 Stones 20 Stones 10 Stones 20 Stones 1,250 10 Stones 15 Stones 75 Gems 100 Gems 75 Gems 100 Gems 1,500 70 Gems 100 Gems 10 Stones 20 Stones 10 Stones 20 Stones 2,000 10 Stones 20 Stones 85 Gems 110 Gems 85 Gems 120 Gems 2,500 Fried Egg Skin 20 Stones 25 Stones Mush-mush Skin Turtle Skin 25 Stones 4,500 Relic: Coins +5% 25 Stones Relic: Damage / Meter +5% 30 Stones Relic: Health +5% 30 Stones Totals 5m Coins 40m Coins 10m Coins 38m Coins 0 Coins 18.5m Coins 340 Gems 600 Gems 490 Gems 770 Gems 450 Gems 890 Gems 35 Stones 140 Stones 70 Stones 130 Stones 40 Stones 155 Stones Tiers 7, 8 & 9 Tier | Tier 7 | Tier 8 | Tier 9 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | Light Speed Shots | 3m Coins | Wall Health | 6m Coins | Common Enemy Health | 15m Coins Wall Rebuild | Common Enemy Attack 20 | 25 Gems | 30 Gems | Unmerge Module | 30 Gems | Fast Enemy Health | 35 Gems Fast Enemy Attack 30 | Missile Despawn Time | 5m Coins | 5 Stones | 5 Stones | Tank Enemy Health | 45 Gems Missile Amplifier Missile Explosion | Tank Enemy Attack Missile Radius 40 | Inner Mines Blast Radius | 30 Gems | 30 Gems | 40 Gems | Ranged Enemy Health | 10 Stones Inner Mines Rotation Speed | Ranged Enemy Attack Inner Mines Stun | 50 | Swamp Radius | 7m Coins | Missile Barrage | 12m Coins | Boss Enemy Health | 50 Gems Swamp Stun Swamp Stun Chance | Missile Barrage Quantity | Boss Enemy Attack Swamp Stun Time 60 | Chain Lightning Shock | 10 Stones | 35 Gems | 50 Gems | Protector Enemy Health | 3.5m Coins Shock Chance | Protector Enemy Attack Shock Multiplier | 70 | 5m Coins | 10m Coins | 10m Coins | 20m Coins | 40 Gems | 50 Gems 80 | Spotlight Coin Bonus | 10 Stones | 5 Stones | 10 Stones | 70 Gems | 80 Gems 90 | Chrono Field Duration | 15m Coins | 40 Gems | 60 Gems | 5 Stones | 10 Stones Chrono Field Range Chrono Damage Reduction Chrono Field Damage Reduction 100 | Tier 8 | 100 Gems | Tier 9 | 110 Gems | Tier 10 | 130 Gems 150 | 40 Gems | 50 Gems | 45 Gems | 50 Gems | 50 Gems | 50 Gems 200 | 45 Gems | 60 Gems | 5 Stones | 15 Stones | 5 Stones | 10 Stones 250 | Card: Land Mine Stun | 10 Stones | 50 Gems | 60 Gems | 55 Gems | 60 Gems 300 | 50 Gems | 70 Stones | Super Tower Bonus | 15 Stones | Fast Enemy | 15 Stones 400 | 5 Stones | 15 Stones | 60 Gems | 75 Gems | Protector Damage Red | 80 Gems 500 | 50 Gems | 75 Gems | 10 Stones | 15 Stones | 10 Stones | 15 Stones 750 | 10 Stones | 15 Stones | 70 Gems | 85 Gems | 75 Gems | 90 Gems 1,000 | 60 Gems | 85 Gems | 10 Stones | 20 Stones | 10 Stones | 20 Stones 1,250 | 10 Stones | 15 Stones | 75 Gems | 100 Gems | 75 Gems | 100 Gems 1,500 | 70 Gems | 100 Gems | 10 Stones | 20 Stones | 10 Stones | 20 Stones 2,000 | 10 Stones | 20 Stones | 85 Gems | 110 Gems | 85 Gems | 120 Gems 2,500 | Fried Egg Skin | 20 Stones | 25 Stones | Mush-mush Skin | Turtle Skin | 25 Stones 4,500 | Relic: Coins +5% | 25 Stones | Relic: Damage / Meter +5% | 30 Stones | Relic: Health +5% | 30 Stones Totals | 5m Coins | 40m Coins | 10m Coins | 38m Coins | 0 Coins | 18.5m Coins 340 Gems | 600 Gems | 490 Gems | 770 Gems | 450 Gems | 890 Gems 35 Stones | 140 Stones | 70 Stones | 130 Stones | 40 Stones | 155 Stones Tiers 10, 11 & 12 Tier Tier 10 Tier 11 Tier 12 Wave Standard Premium Standard Premium Standard Premium 10 20m Coins 40m Coins Card: Nuke 100m COins Wall Invincibility 150m Coins 20 40 Gems 40 Gems 45 Gems 45 Gems 45 Gems 45 Gems 30 5 Stones 10 Stones 5 Stones 10 Stones 10 Stones 15 Stones 40 Module Shard Cost 50 Gems 50 Gems 60 Gems 50 Gems 60 Gems Module Coin Cost Rare Drop Chance Substat Effect Bans 50 Flame Bot Burn Stack 60 Gems 5 Stones 10 Stones 10 Stones 15 Stones Thunder Bot Linger Time Golden Bot Duration Amplify Bot Duration 60 5 Stones 10 Stones 50m Coins 150m Coins Workshop Enhancement 300m Coins 70 Wall Thorns 65m Coins 5 Stones 10 Stones 10 Stones 15 Stones Wall Regen 80 60 Gems 70 Gems 60 Gems 80 Gems 90 Gems 90 Gems 90 5 Stones 10 Stones 5 Stones 15 Stones 10 Stones 15 Stones 100 Tier 11 140 Gems Tier 12 150 Gems Tier 13 160 Gems 150 60 Gems 60 Gems 60 Gems 70 Gems 15 Stones 20 Stones 200 5 Stones 15 Stones Enemy Attack Level Skip 15 Stones 70 Gems 80 Gems Enemy Health Level Skip 250 60 Gems 70 Gems 70 Gems 80 Gems 15 Stones 20 Stones 300 10 Stones 15 Stones 10 Stones 15 Stones 90 Gems 105 Gems 400 65 Gems 85 Gems 75 Gems 90 Gems 15 Stones 20 Stones 500 10 Stones 15 Stones 10 Stones 15 Stones 100 Gems 125 Gems 750 80 Gems 100 Gems 80 Gems 100 Gems 15 Stones 20 Stones 1,000 10 Stones 20 Stones 10 Stones 20 Stones 100 Gems 145 Gems 1,250 80 Gems 115 Gems 80 Gems 120 Gems 15 Stones 20 Stones 1,500 10 Stones 20 Stones 15 Stones 20 Stones 100 Gems 160 Gems 2,000 90 Gems 130 Gems 90 Gems 140 Gems 20 Stones 25 Stones 2,500 Cheese Skin 25 Stones 25 Stones Cat Skin Skull Skin 30 Stones 4,500 Relic: Damage / Meter +5% 30 Stones Relic: Defense Absolute +10% 35 Stones Relic: Lab Speed +10% 40 Stones Totals 20m Coins 105m Coins 50m Coins 250m Coins 0 Coins 450m coins 535 Gems 920 Gems 610 Gems 935 Gems 645 Gems 970 Gems 60 Stones 170 Stones 90 Stones 165 Stones 135 Stones 255 Stones Tiers 10, 11 & 12 Tier | Tier 10 | Tier 11 | Tier 12 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | 20m Coins | 40m Coins | Card: Nuke | 100m COins | Wall Invincibility | 150m Coins 20 | 40 Gems | 40 Gems | 45 Gems | 45 Gems | 45 Gems | 45 Gems 30 | 5 Stones | 10 Stones | 5 Stones | 10 Stones | 10 Stones | 15 Stones 40 | Module Shard Cost | 50 Gems | 50 Gems | 60 Gems | 50 Gems | 60 Gems Module Coin Cost Rare Drop Chance Substat Effect Bans 50 | Flame Bot Burn Stack | 60 Gems | 5 Stones | 10 Stones | 10 Stones | 15 Stones Thunder Bot Linger Time Golden Bot Duration Amplify Bot Duration 60 | 5 Stones | 10 Stones | 50m Coins | 150m Coins | Workshop Enhancement | 300m Coins 70 | Wall Thorns | 65m Coins | 5 Stones | 10 Stones | 10 Stones | 15 Stones Wall Regen 80 | 60 Gems | 70 Gems | 60 Gems | 80 Gems | 90 Gems | 90 Gems 90 | 5 Stones | 10 Stones | 5 Stones | 15 Stones | 10 Stones | 15 Stones 100 | Tier 11 | 140 Gems | Tier 12 | 150 Gems | Tier 13 | 160 Gems 150 | 60 Gems | 60 Gems | 60 Gems | 70 Gems | 15 Stones | 20 Stones 200 | 5 Stones | 15 Stones | Enemy Attack Level Skip | 15 Stones | 70 Gems | 80 Gems Enemy Health Level Skip 250 | 60 Gems | 70 Gems | 70 Gems | 80 Gems | 15 Stones | 20 Stones 300 | 10 Stones | 15 Stones | 10 Stones | 15 Stones | 90 Gems | 105 Gems 400 | 65 Gems | 85 Gems | 75 Gems | 90 Gems | 15 Stones | 20 Stones 500 | 10 Stones | 15 Stones | 10 Stones | 15 Stones | 100 Gems | 125 Gems 750 | 80 Gems | 100 Gems | 80 Gems | 100 Gems | 15 Stones | 20 Stones 1,000 | 10 Stones | 20 Stones | 10 Stones | 20 Stones | 100 Gems | 145 Gems 1,250 | 80 Gems | 115 Gems | 80 Gems | 120 Gems | 15 Stones | 20 Stones 1,500 | 10 Stones | 20 Stones | 15 Stones | 20 Stones | 100 Gems | 160 Gems 2,000 | 90 Gems | 130 Gems | 90 Gems | 140 Gems | 20 Stones | 25 Stones 2,500 | Cheese Skin | 25 Stones | 25 Stones | Cat Skin | Skull Skin | 30 Stones 4,500 | Relic: Damage / Meter +5% | 30 Stones | Relic: Defense Absolute +10% | 35 Stones | Relic: Lab Speed +10% | 40 Stones Totals | 20m Coins | 105m Coins | 50m Coins | 250m Coins | 0 Coins | 450m coins 535 Gems | 920 Gems | 610 Gems | 935 Gems | 645 Gems | 970 Gems 60 Stones | 170 Stones | 90 Stones | 165 Stones | 135 Stones | 255 Stones Tiers 13, 14 & 15 Tier Tier 13 Tier 14 Tier 15 Wave Standard Premium Standard Premium Standard Premium 10 Max Rend Armor Multi 300m Coins 1.5b Coins 3.0b Coins 15b Coins 30b Coins 20 50 Gems 50 Gems BH Disable Ranged 75 Gems 100 Gems 100 Gems 30 15 Stones 20 Stones 20 Stones 30 Stones 30 Stones 40 Stones 40 60 Gems 60 Gems Wall Fortification 90 Gems 120 Gems 120 Gems 50 15 Stones 20 Stones Card: UW Crit 30 Stones 30 Stones 40 Stones 60 300m Coins 600m Coins Recharge Barrage 6b Coins 30b Coins 60b Coins Recharge Second Wind Recharge Demon Mode Recharge Nuke 70 15 Stones 20 Stones 20 Stones 30 Stones 30 Stones 40 Stones 80 Ranged Enemy Range Lab 100 Gems 150 Gems 150 Gems 200 Gems 200 Gems 90 15 Stones 20 Stones 20 Stones 30 Stones 30 Stones 40 Stones 100 Tier 14 180 Gems Tier 15 200 Gems 200 Gems 250 Gems 150 20 Stones 25 Stones 30 Stones 40 Stones 40 Stones 50 Stones 200 100 Gems 100 Gems 150 Gems 150 Gems 200 Gems 200 Gems 250 20 Stones 25 Stones 30 Stones 40 Stones 40 Stones 50 Stones 300 100 Gems 130 Gems 200 Gems 300 Gems Tier 16 400 Gems 400 20 Stones 25 Stones 30 Stones 40 Stones 40 Stones 50 Stones 500 115 Gems 150 Gems 150 Gems 200 Gems 200 Gems 250 Gems 750 20 Stones 25 Stones 30 Stones 40 Stones 40 Stones 50 Stones 1,000 130 Gems 180 Gems 200 Gems 250 Gems 250 Gems 300 Gems 1,250 20 Stones 25 Stones 30 Stones 40 Stones 40 Stones 50 Stones 1,500 150 Gems 200 Gems 200 Gems 300 Gems 250 Gems 350 Gems 2,000 25 Stones 30 Stones 40 Stones 50 Stones 50 Stones 70 Stones 2,500 Creepy Clown Skin 30 Stones 50 Stones Panda Skin Tech Tree Skin 75 Stones 4,500 Coins +10% 45 Stones Tower Damage +10% 60 Stones Critical Factor +10% 100 Stones Totals 300m Coins 900m Coins 1.5b Coins 9b Coins 45b Coins 90b Coins 705 Gems 1,150 Gems 1,050 Gems 1,715 Gems 1,520 Gems 2,170 Gems 185 Stones 310 Stones 300 Stones 430 Stones 370 Stones 655 Stones Tiers 13, 14 & 15 Tier | Tier 13 | Tier 14 | Tier 15 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | Max Rend Armor Multi | 300m Coins | 1.5b Coins | 3.0b Coins | 15b Coins | 30b Coins 20 | 50 Gems | 50 Gems | BH Disable Ranged | 75 Gems | 100 Gems | 100 Gems 30 | 15 Stones | 20 Stones | 20 Stones | 30 Stones | 30 Stones | 40 Stones 40 | 60 Gems | 60 Gems | Wall Fortification | 90 Gems | 120 Gems | 120 Gems 50 | 15 Stones | 20 Stones | Card: UW Crit | 30 Stones | 30 Stones | 40 Stones 60 | 300m Coins | 600m Coins | Recharge Barrage | 6b Coins | 30b Coins | 60b Coins Recharge Second Wind Recharge Demon Mode Recharge Nuke 70 | 15 Stones | 20 Stones | 20 Stones | 30 Stones | 30 Stones | 40 Stones 80 | Ranged Enemy Range Lab | 100 Gems | 150 Gems | 150 Gems | 200 Gems | 200 Gems 90 | 15 Stones | 20 Stones | 20 Stones | 30 Stones | 30 Stones | 40 Stones 100 | Tier 14 | 180 Gems | Tier 15 | 200 Gems | 200 Gems | 250 Gems 150 | 20 Stones | 25 Stones | 30 Stones | 40 Stones | 40 Stones | 50 Stones 200 | 100 Gems | 100 Gems | 150 Gems | 150 Gems | 200 Gems | 200 Gems 250 | 20 Stones | 25 Stones | 30 Stones | 40 Stones | 40 Stones | 50 Stones 300 | 100 Gems | 130 Gems | 200 Gems | 300 Gems | Tier 16 | 400 Gems 400 | 20 Stones | 25 Stones | 30 Stones | 40 Stones | 40 Stones | 50 Stones 500 | 115 Gems | 150 Gems | 150 Gems | 200 Gems | 200 Gems | 250 Gems 750 | 20 Stones | 25 Stones | 30 Stones | 40 Stones | 40 Stones | 50 Stones 1,000 | 130 Gems | 180 Gems | 200 Gems | 250 Gems | 250 Gems | 300 Gems 1,250 | 20 Stones | 25 Stones | 30 Stones | 40 Stones | 40 Stones | 50 Stones 1,500 | 150 Gems | 200 Gems | 200 Gems | 300 Gems | 250 Gems | 350 Gems 2,000 | 25 Stones | 30 Stones | 40 Stones | 50 Stones | 50 Stones | 70 Stones 2,500 | Creepy Clown Skin | 30 Stones | 50 Stones | Panda Skin | Tech Tree Skin | 75 Stones 4,500 | Coins +10% | 45 Stones | Tower Damage +10% | 60 Stones | Critical Factor +10% | 100 Stones Totals | 300m Coins | 900m Coins | 1.5b Coins | 9b Coins | 45b Coins | 90b Coins 705 Gems | 1,150 Gems | 1,050 Gems | 1,715 Gems | 1,520 Gems | 2,170 Gems 185 Stones | 310 Stones | 300 Stones | 430 Stones | 370 Stones | 655 Stones Tiers 16, 17 & 18 Tier Tier 16 Tier 17 Tier 18 Wave Standard Premium Standard Premium Standard Premium 10 30b Coins 60b Coins 60b Coins 150b Coins 100b Coins 300b Coins 20 60 Gems 60 Gems 80 Gems 80 Gems 110 Gems 110 Gems 30 20 Stones 30 Stones 30 Stones 35 Stones 35 Stones 40 Stones 40 Shatter Shards 90 Gems 100 Gems 100 Gems 125 Gems 125 Gems 50 Swamp Rend - Basic Enemies 30 Stones 30 Stones 35 Stones 30 Stones 45 Stones Swamp Rend - Additional Enemies 60 Chain Thunder 120b Coins 100b Coins 300b Coins 200b Coins 500b Coins Lightning Amplifier - Scatters 70 25 Stones 30 Stones 30 Stones 35 Stones 30 Stones 45 Stones 80 120 Gems 120 Gems 150 Gems 150 Gems 220 Gems 200 Gems 90 25 Stones 30 Stones Dissonance Echo Lab 35 Stones 35 Stones 40 Stones 100 Card Mastery Unlock 150 Gems 180 Gems 180 Gems 250 Gems 250 Gems 150 25 Stones 35 Stones 30 Stones 40 Stones 40 Stones 55 Stones 200 120 Gems 120 Gems 160 Gems 180 Gems 200 Gems 200 Gems 250 25 Stones 35 Stones 30 Stones 40 Stones 45 Stones 50 Stones 300 Tier 17 160 Gems Tier 18 250 Gems Tier 19 400 Gems 400 30 Stones 35 Stones 30 Stones 45 Stones 40 Stones 55 Stones 500 150 Gems 180 Gems 200 Gems 220 Gems 200 Gems 260 Gems 750 25 Stones 35 Stones 30 Stones 45 Stones 40 Stones 50 Stones 1,000 150 Gems 180 Gems 220 Gems 280 Gems Battle Condition Reduction 300 Gems 1,250 25 Stones 35 Stones 35 Stones 45 Stones 40 Stones 50 Stones 1,500 150 Gems 200 Gems 220 Gems 300 Gems 250 Gems 350 Gems 2,000 25 Stones 35 Stones 35 Stones 50 Stones 50 Stones 70 Stones 2,500 Cactus Skin 50 Stones 80 Stones Dragon Skin Rhino Skin 110 Stones 4,500 Tower Health +10% 60 Stones Damage / Meter +10% 100 Stones Lab Speed +10% 130 Stones Totals 30b Coins 180b Coins 160b Coins 450b Coins 300b Coins 800b coins 750 Gems 1,260 Gems 1,310 Gems 1,740 Gems 1,355 Gems 2,195 Gems 225 Stones 440 Stones 390 Stones 505 Stones 385 Stones 740 Stones Tiers 16, 17 & 18 Tier | Tier 16 | Tier 17 | Tier 18 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | 30b Coins | 60b Coins | 60b Coins | 150b Coins | 100b Coins | 300b Coins 20 | 60 Gems | 60 Gems | 80 Gems | 80 Gems | 110 Gems | 110 Gems 30 | 20 Stones | 30 Stones | 30 Stones | 35 Stones | 35 Stones | 40 Stones 40 | Shatter Shards | 90 Gems | 100 Gems | 100 Gems | 125 Gems | 125 Gems 50 | Swamp Rend - Basic Enemies | 30 Stones | 30 Stones | 35 Stones | 30 Stones | 45 Stones Swamp Rend - Additional Enemies 60 | Chain Thunder | 120b Coins | 100b Coins | 300b Coins | 200b Coins | 500b Coins Lightning Amplifier - Scatters 70 | 25 Stones | 30 Stones | 30 Stones | 35 Stones | 30 Stones | 45 Stones 80 | 120 Gems | 120 Gems | 150 Gems | 150 Gems | 220 Gems | 200 Gems 90 | 25 Stones | 30 Stones | Dissonance Echo Lab | 35 Stones | 35 Stones | 40 Stones 100 | Card Mastery Unlock | 150 Gems | 180 Gems | 180 Gems | 250 Gems | 250 Gems 150 | 25 Stones | 35 Stones | 30 Stones | 40 Stones | 40 Stones | 55 Stones 200 | 120 Gems | 120 Gems | 160 Gems | 180 Gems | 200 Gems | 200 Gems 250 | 25 Stones | 35 Stones | 30 Stones | 40 Stones | 45 Stones | 50 Stones 300 | Tier 17 | 160 Gems | Tier 18 | 250 Gems | Tier 19 | 400 Gems 400 | 30 Stones | 35 Stones | 30 Stones | 45 Stones | 40 Stones | 55 Stones 500 | 150 Gems | 180 Gems | 200 Gems | 220 Gems | 200 Gems | 260 Gems 750 | 25 Stones | 35 Stones | 30 Stones | 45 Stones | 40 Stones | 50 Stones 1,000 | 150 Gems | 180 Gems | 220 Gems | 280 Gems | Battle Condition Reduction | 300 Gems 1,250 | 25 Stones | 35 Stones | 35 Stones | 45 Stones | 40 Stones | 50 Stones 1,500 | 150 Gems | 200 Gems | 220 Gems | 300 Gems | 250 Gems | 350 Gems 2,000 | 25 Stones | 35 Stones | 35 Stones | 50 Stones | 50 Stones | 70 Stones 2,500 | Cactus Skin | 50 Stones | 80 Stones | Dragon Skin | Rhino Skin | 110 Stones 4,500 | Tower Health +10% | 60 Stones | Damage / Meter +10% | 100 Stones | Lab Speed +10% | 130 Stones Totals | 30b Coins | 180b Coins | 160b Coins | 450b Coins | 300b Coins | 800b coins 750 Gems | 1,260 Gems | 1,310 Gems | 1,740 Gems | 1,355 Gems | 2,195 Gems 225 Stones | 440 Stones | 390 Stones | 505 Stones | 385 Stones | 740 Stones Tiers 19, 20, & 21 Tier Tier 19 Tier 20 Tier 21 Wave Standard Premium Standard Premium Standard Premium 10 300b Coins 600b Coins 600b Coins 1500b Coins 1T Coins 3T Coins 20 70 Gems 70 Gems 90 Gems 90 Gems 120 Gems 120 Gems 30 20 Stones 30 Stones 30 Stones 35 Stones 35 Stones 40 Stones 40 Assist Module 70 Gems 120 Gems 120 Gems 140 Gems 140 Gems 50 Assist Module Lab 30 Stones 30 Stones 35 Stones 30 Stones 45 Stones 60 Elite Health/Attack Labs 1500b Coins Group 2 BC Labs 3000b Coins Enhancement Coin Discount Lab 5T Coins 70 25 Stones 30 Stones 30 Stones 35 Stones 30 Stones 45 Stones 80 150 Gems 120 Gems Area of Effect Card 140 Gems 120 Gems 120 Gems 90 25 Stones 30 Stones 30 Stones 35 Stones 35 Stones 40 Stones 100 Group 1 BC Labs 150 Gems 180 Gems 160 Gems 250 Gems 250 Gems 150 25 Stones 35 Stones 30 Stones 40 Stones 40 Stones 55 Stones 200 150 Gems 150 Gems 180 Gems 180 Gems 220 Gems 250 Gems 250 25 Stones 35 Stones 30 Stones 40 Stones 45 Stones 50 Stones 300 Tier 20 160 Gems Tier 21 240 Gems 280 Gems 400 Gems 400 30 Stones 35 Stones 30 Stones 45 Stones 40 Stones 55 Stones 500 Group 3 BC Labs 200 Gems 200 Gems 260 Gems 300 Gems 300 gems 750 25 Stones 35 Stones 30 Stones 45 Stones 40 Stones 50 Stones 1,000 180 Gems 220 Gems 220 Gems 280 Gems Group 4 BC Labs 350 Gems 1,250 25 Stones 35 Stones 35 Stones 45 Stones 40 Stones 50 Stones 1,500 200 Gems 250 Gems 250 Gems 350 Gems 320 Gems 400 Gems 2,000 25 Stones 35 Stones 35 Stones 45 Stones 50 Stones 70 Stones 2,500 Atomic Skin 50 Stones 80 Stones Cyber Skin Eclipse 110 Stones 4,500 Tower Damage +10% 60 Stones Ultimate damage +8% 100 Stones Lab Speed +10% 130 Stones Totals 300b Coins 2.1T Coins 600b Coins 4.5T Coins 1T Coins 8T Coins 750 Gems 1,390 Gems 1,260 Gems 1,820 Gems 1,750 Gems 2,330 Gems 225 Stones 440 Stones 390 Stones 505 Stones 385 Stones 740 Stones Group 1 BCs: Resistances Group 2 BCs: Enemy/spawn Buffs Group 3 BCs: Enemy Ultimates Group 4 BCs: Player Durations/Reductions Tiers 19, 20, & 21 Tier | Tier 19 | Tier 20 | Tier 21 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | 300b Coins | 600b Coins | 600b Coins | 1500b Coins | 1T Coins | 3T Coins 20 | 70 Gems | 70 Gems | 90 Gems | 90 Gems | 120 Gems | 120 Gems 30 | 20 Stones | 30 Stones | 30 Stones | 35 Stones | 35 Stones | 40 Stones 40 | Assist Module | 70 Gems | 120 Gems | 120 Gems | 140 Gems | 140 Gems 50 | Assist Module Lab | 30 Stones | 30 Stones | 35 Stones | 30 Stones | 45 Stones 60 | Elite Health/Attack Labs | 1500b Coins | Group 2 BC Labs | 3000b Coins | Enhancement Coin Discount Lab | 5T Coins 70 | 25 Stones | 30 Stones | 30 Stones | 35 Stones | 30 Stones | 45 Stones 80 | 150 Gems | 120 Gems | Area of Effect Card | 140 Gems | 120 Gems | 120 Gems 90 | 25 Stones | 30 Stones | 30 Stones | 35 Stones | 35 Stones | 40 Stones 100 | Group 1 BC Labs | 150 Gems | 180 Gems | 160 Gems | 250 Gems | 250 Gems 150 | 25 Stones | 35 Stones | 30 Stones | 40 Stones | 40 Stones | 55 Stones 200 | 150 Gems | 150 Gems | 180 Gems | 180 Gems | 220 Gems | 250 Gems 250 | 25 Stones | 35 Stones | 30 Stones | 40 Stones | 45 Stones | 50 Stones 300 | Tier 20 | 160 Gems | Tier 21 | 240 Gems | 280 Gems | 400 Gems 400 | 30 Stones | 35 Stones | 30 Stones | 45 Stones | 40 Stones | 55 Stones 500 | Group 3 BC Labs | 200 Gems | 200 Gems | 260 Gems | 300 Gems | 300 gems 750 | 25 Stones | 35 Stones | 30 Stones | 45 Stones | 40 Stones | 50 Stones 1,000 | 180 Gems | 220 Gems | 220 Gems | 280 Gems | Group 4 BC Labs | 350 Gems 1,250 | 25 Stones | 35 Stones | 35 Stones | 45 Stones | 40 Stones | 50 Stones 1,500 | 200 Gems | 250 Gems | 250 Gems | 350 Gems | 320 Gems | 400 Gems 2,000 | 25 Stones | 35 Stones | 35 Stones | 45 Stones | 50 Stones | 70 Stones 2,500 | Atomic Skin | 50 Stones | 80 Stones | Cyber Skin | Eclipse | 110 Stones 4,500 | Tower Damage +10% | 60 Stones | Ultimate damage +8% | 100 Stones | Lab Speed +10% | 130 Stones Totals | 300b Coins | 2.1T Coins | 600b Coins | 4.5T Coins | 1T Coins | 8T Coins 750 Gems | 1,390 Gems | 1,260 Gems | 1,820 Gems | 1,750 Gems | 2,330 Gems 225 Stones | 440 Stones | 390 Stones | 505 Stones | 385 Stones | 740 Stones Tiers 22, 23, & 24 Tier | Tier 22 | Tier 23 | Tier 24 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | 10T Coins | 15T Coins | 25T Coins | 50T Coins | 250T Coins | 350T 20 | 70 Gems | 100 Gems | 70 Gems | 100 Gems | 125 Gems | 150 Gems 30 | 20 Stones | 30 Stones | 30 Stones | 35 Stones | 35 Stones | 40 Stones 40 | 70 Gems | 100 Gems | Fleet Ultimate BC Lab | 100 Gems | 125 Gems | 150 Gems 50 | 20 Stones | 35 Stones | Fleet Ultimate BC Lab | 35 Stones | 35 Stones | 40 Stones 60 | 90 Gems | 25T Coins | Fleet Ultimate BC Lab | 100T Coins | 125 Gems | 500T Coins 70 | 20 Stones | 35 Stones | 30 Stones | 40 Stones | 35 Stones | 45 Stones 80 | 90 Gems | 150 Gems | 80 Gems | 150 Gems | 125 Gems | 200 Gems 90 | 20 Stones | 35 Stones | 30 Stones | 40 Stones | 35 Stones | 45 Stones 100 | 120 Gems | 150 Gems | 150 Gems | 200 Gems | 150 Gems | 200 Gems 150 | 25 Stones | 35 Stones | 30 Stones | 40 Stones | 35 Stones | 50 Stones 200 | 120 Gems | 150 Gems | 150 Gems | 200 Gems | 150 Gems | 200 Gems 250 | 25 Stones | 35 Stones | 30 Stones | 45 Stones | 35 Stones | 50 Stones 300 | Tier 23 | 175 Gems | Unlock Tier 24 | 200 Gems | 150 Gems | 300 Gems 400 | 25 Stones | 35 Stones | 40 Stones | 45 Stones | 40 Stones | 55 Stones 500 | 120 Gems | 200 Gems | 200 Gems | 300 Gems | 175 Gems | 350 Gems 750 | 25 Stones | 35 Stones | 40 Stones | 45 Stones | 40 Stones | 55 Stones 1000 | 120 Gems | 200 Gems | 250 Gems | 300 Gems | 250 Gems | 400 Gems 1250 | 30 Stones | 35 Stones | 50 Stones | 50 Stones | 50 Stones | 60 Stones 1500 | 150 Gems | 250 Gems | 350 Gems | 400 Gems | 400 Gems | 500 Gems 2000 | 30 Stones | 35 Stones | 50 Stones | 50 Stones | 60 Stones | 70 Stones 2500 | Vortex Skin | 50 Stones | 65 Stones | Stellar Skin | Cosmic Skin | 110 Stones 4500 | Lab Speed +10% | 60 Stones | Coins Bonus +10% | 100 Stones | Tower Damage +10% | 130 Stones Totals | 10T Coins | 40T Coins | 25T Coins | 150T Coins | 250T Coins | 850T Coins 950 Gems | 1475 Gems | 1320 Gems | 1950 Gems | 1775 Gems | 2450 Gems 240 Stones | 450 Stones | 395 Stones | 525 Stone | 400 Stones | 750 Stones Table: Totals | Free | Paid | Totals Coins | - | - | 1.3q~ Gems | 19230 | 23955 | 43185 Stones | 4430 | 7870 | 12300 #### 1 2 3 The milestone rewards for tiers 1, 2, and 3 are listed in the table below. Tiers 1, 2 & 3 Tier | Tier 1 | Tier 2 | Tier 3 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | 10 Coins | 50 Coins | 250 Coins | 350 Coins | Guilds | 5k Coins 20 | 10 Gems | 10 Gems | Buy Multiplier | 500 Coins | 10 Gems | 15 Gems 30 | Labs | 10 Gems | Range | 25 Gems | Damage/Meter | 7.5k Coins 40 | 150 Coins | 300 Coins | Workshop Attack Discount | 1k Coins | 10k Coins | 10k COins 50 | 15 Gems | 15 Gems | Workshop Defense Discount | 30 Gems | Shockwave Size | 30 Gems 60 | Tournaments | 20 Gems | Workshop Utility Discount | 1k Coins | 25k Coins | 25k Coins 70 | Events | 600 | 20 Gems | 30 Gems | 25 Gems | 35 Gems 80 | 1.5k Coins | 8k Coins | Interest % | 5k Coins | Orb Speed | 50k Coins Max Interest 90 | 20 Gems | 20 Gems | Modules | 25k Coins | 30 Gems | 40 Gems 100 | Tier 2 | 50 Gems | Tier 3 | 50 Gems | Tier 4 | 70 Gems 150 | Lab Speed | 2.5k Coins | Unlock Perks | 100k Coins | Second Wind Blast | 300k 200 | 20 Gems | 25 Gems | 25 Gems | 30 Gems | Package After Boss | 1m Coins 250 | More Round Stats | 30k | First Perk Choice | 200k Coins | Death Wave Labs | 1m Coins 300 | 25 Gems | 25 Gems | 30 Gems | 35 Gems | Double Death Ray | 2.5m Coins 400 | Card Presets | 100k Coins | Improve Trade-Off Perks | 3m Coins | Spotlight Missiles | 5m Coins 500 | 25 Gems | 30 Gems | 30 Gems | 40 Gems | 30 Gems | 40 Gems 750 | 30 Gems | 35 Gems | Recovery Package Chance | 5 Stones | 35 Gems | 45 Gems 1,000 | 30 Gems | 40 Gems | Garlic Thorns | 45 Gems | 5 Stones | 10 Stones 1,250 | 30 Gems | 40 Gems | 5 Stones | 10 Stones | 35 Gems | 50 Gems 1,500 | 5 Stones | 10 Stones | 35 Gems | 45 Gems | 5 Stones | 15 Stones 2,000 | 30 Gems | 40 Gems | 40 Gems | 50 Gems | 40 Gems | 60 Gems 2,500 | Shuriken Skin | 10 Stones | 10 Stones | Donut Skin | Yin-Yang Skin | 15 Stones 4,500 | Relic: Coins +2% | 15 Stones | Relic: Lab Speed +1.5% | 20 Stones | Relic: Critical Factor +2% | 20 Stones Totals | 1,660 Coins | 141,450 Coins | 250 Coins | 3.33m Coins | 35k Coins | 9.89m coins 235 Gems | 360 Gems | 180 Gems | 380 Gems | 205 Gems | 385 Gems 5 Stones | 35 Stones | 15 Stones | 35 Stones | 10 Stones | 60 Stones #### 10 11 12 The milestone rewards for tiers 10, 11, and 12 are listed in the table below. Tiers 10, 11 & 12 Tier | Tier 10 | Tier 11 | Tier 12 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | 20m Coins | 40m Coins | Card: Nuke | 100m COins | Wall Invincibility | 150m Coins 20 | 40 Gems | 40 Gems | 45 Gems | 45 Gems | 45 Gems | 45 Gems 30 | 5 Stones | 10 Stones | 5 Stones | 10 Stones | 10 Stones | 15 Stones 40 | Module Shard Cost | 50 Gems | 50 Gems | 60 Gems | 50 Gems | 60 Gems Module Coin Cost Rare Drop Chance Substat Effect Bans 50 | Flame Bot Burn Stack | 60 Gems | 5 Stones | 10 Stones | 10 Stones | 15 Stones Thunder Bot Linger Time Golden Bot Duration Amplify Bot Duration 60 | 5 Stones | 10 Stones | 50m Coins | 150m Coins | Workshop Enhancement | 300m Coins 70 | Wall Thorns | 65m Coins | 5 Stones | 10 Stones | 10 Stones | 15 Stones Wall Regen 80 | 60 Gems | 70 Gems | 60 Gems | 80 Gems | 90 Gems | 90 Gems 90 | 5 Stones | 10 Stones | 5 Stones | 15 Stones | 10 Stones | 15 Stones 100 | Tier 11 | 140 Gems | Tier 12 | 150 Gems | Tier 13 | 160 Gems 150 | 60 Gems | 60 Gems | 60 Gems | 70 Gems | 15 Stones | 20 Stones 200 | 5 Stones | 15 Stones | Enemy Attack Level Skip | 15 Stones | 70 Gems | 80 Gems Enemy Health Level Skip 250 | 60 Gems | 70 Gems | 70 Gems | 80 Gems | 15 Stones | 20 Stones 300 | 10 Stones | 15 Stones | 10 Stones | 15 Stones | 90 Gems | 105 Gems 400 | 65 Gems | 85 Gems | 75 Gems | 90 Gems | 15 Stones | 20 Stones 500 | 10 Stones | 15 Stones | 10 Stones | 15 Stones | 100 Gems | 125 Gems 750 | 80 Gems | 100 Gems | 80 Gems | 100 Gems | 15 Stones | 20 Stones 1,000 | 10 Stones | 20 Stones | 10 Stones | 20 Stones | 100 Gems | 145 Gems 1,250 | 80 Gems | 115 Gems | 80 Gems | 120 Gems | 15 Stones | 20 Stones 1,500 | 10 Stones | 20 Stones | 15 Stones | 20 Stones | 100 Gems | 160 Gems 2,000 | 90 Gems | 130 Gems | 90 Gems | 140 Gems | 20 Stones | 25 Stones 2,500 | Cheese Skin | 25 Stones | 25 Stones | Cat Skin | Skull Skin | 30 Stones 4,500 | Relic: Damage / Meter +5% | 30 Stones | Relic: Defense Absolute +10% | 35 Stones | Relic: Lab Speed +10% | 40 Stones Totals | 20m Coins | 105m Coins | 50m Coins | 250m Coins | 0 Coins | 450m coins 535 Gems | 920 Gems | 610 Gems | 935 Gems | 645 Gems | 970 Gems 60 Stones | 170 Stones | 90 Stones | 165 Stones | 135 Stones | 255 Stones #### 13 14 15 The milestone rewards for tiers 13, 14, and 15 are listed in the table below. Tiers 13, 14 & 15 Tier | Tier 13 | Tier 14 | Tier 15 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | Max Rend Armor Multi | 300m Coins | 1.5b Coins | 3.0b Coins | 15b Coins | 30b Coins 20 | 50 Gems | 50 Gems | BH Disable Ranged | 75 Gems | 100 Gems | 100 Gems 30 | 15 Stones | 20 Stones | 20 Stones | 30 Stones | 30 Stones | 40 Stones 40 | 60 Gems | 60 Gems | Wall Fortification | 90 Gems | 120 Gems | 120 Gems 50 | 15 Stones | 20 Stones | Card: UW Crit | 30 Stones | 30 Stones | 40 Stones 60 | 300m Coins | 600m Coins | Recharge Barrage | 6b Coins | 30b Coins | 60b Coins Recharge Second Wind Recharge Demon Mode Recharge Nuke 70 | 15 Stones | 20 Stones | 20 Stones | 30 Stones | 30 Stones | 40 Stones 80 | Ranged Enemy Range Lab | 100 Gems | 150 Gems | 150 Gems | 200 Gems | 200 Gems 90 | 15 Stones | 20 Stones | 20 Stones | 30 Stones | 30 Stones | 40 Stones 100 | Tier 14 | 180 Gems | Tier 15 | 200 Gems | 200 Gems | 250 Gems 150 | 20 Stones | 25 Stones | 30 Stones | 40 Stones | 40 Stones | 50 Stones 200 | 100 Gems | 100 Gems | 150 Gems | 150 Gems | 200 Gems | 200 Gems 250 | 20 Stones | 25 Stones | 30 Stones | 40 Stones | 40 Stones | 50 Stones 300 | 100 Gems | 130 Gems | 200 Gems | 300 Gems | Tier 16 | 400 Gems 400 | 20 Stones | 25 Stones | 30 Stones | 40 Stones | 40 Stones | 50 Stones 500 | 115 Gems | 150 Gems | 150 Gems | 200 Gems | 200 Gems | 250 Gems 750 | 20 Stones | 25 Stones | 30 Stones | 40 Stones | 40 Stones | 50 Stones 1,000 | 130 Gems | 180 Gems | 200 Gems | 250 Gems | 250 Gems | 300 Gems 1,250 | 20 Stones | 25 Stones | 30 Stones | 40 Stones | 40 Stones | 50 Stones 1,500 | 150 Gems | 200 Gems | 200 Gems | 300 Gems | 250 Gems | 350 Gems 2,000 | 25 Stones | 30 Stones | 40 Stones | 50 Stones | 50 Stones | 70 Stones 2,500 | Creepy Clown Skin | 30 Stones | 50 Stones | Panda Skin | Tech Tree Skin | 75 Stones 4,500 | Coins +10% | 45 Stones | Tower Damage +10% | 60 Stones | Critical Factor +10% | 100 Stones Totals | 300m Coins | 900m Coins | 1.5b Coins | 9b Coins | 45b Coins | 90b Coins 705 Gems | 1,150 Gems | 1,050 Gems | 1,715 Gems | 1,520 Gems | 2,170 Gems 185 Stones | 310 Stones | 300 Stones | 430 Stones | 370 Stones | 655 Stones #### 16 17 18 The milestone rewards for tiers 16, 17, and 18 are listed in the table below. Tiers 16, 17 & 18 Tier | Tier 16 | Tier 17 | Tier 18 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | 30b Coins | 60b Coins | 60b Coins | 150b Coins | 100b Coins | 300b Coins 20 | 60 Gems | 60 Gems | 80 Gems | 80 Gems | 110 Gems | 110 Gems 30 | 20 Stones | 30 Stones | 30 Stones | 35 Stones | 35 Stones | 40 Stones 40 | Shatter Shards | 90 Gems | 100 Gems | 100 Gems | 125 Gems | 125 Gems 50 | Swamp Rend - Basic Enemies | 30 Stones | 30 Stones | 35 Stones | 30 Stones | 45 Stones Swamp Rend - Additional Enemies 60 | Chain Thunder | 120b Coins | 100b Coins | 300b Coins | 200b Coins | 500b Coins Lightning Amplifier - Scatters 70 | 25 Stones | 30 Stones | 30 Stones | 35 Stones | 30 Stones | 45 Stones 80 | 120 Gems | 120 Gems | 150 Gems | 150 Gems | 220 Gems | 200 Gems 90 | 25 Stones | 30 Stones | Dissonance Echo Lab | 35 Stones | 35 Stones | 40 Stones 100 | Card Mastery Unlock | 150 Gems | 180 Gems | 180 Gems | 250 Gems | 250 Gems 150 | 25 Stones | 35 Stones | 30 Stones | 40 Stones | 40 Stones | 55 Stones 200 | 120 Gems | 120 Gems | 160 Gems | 180 Gems | 200 Gems | 200 Gems 250 | 25 Stones | 35 Stones | 30 Stones | 40 Stones | 45 Stones | 50 Stones 300 | Tier 17 | 160 Gems | Tier 18 | 250 Gems | Tier 19 | 400 Gems 400 | 30 Stones | 35 Stones | 30 Stones | 45 Stones | 40 Stones | 55 Stones 500 | 150 Gems | 180 Gems | 200 Gems | 220 Gems | 200 Gems | 260 Gems 750 | 25 Stones | 35 Stones | 30 Stones | 45 Stones | 40 Stones | 50 Stones 1,000 | 150 Gems | 180 Gems | 220 Gems | 280 Gems | Battle Condition Reduction | 300 Gems 1,250 | 25 Stones | 35 Stones | 35 Stones | 45 Stones | 40 Stones | 50 Stones 1,500 | 150 Gems | 200 Gems | 220 Gems | 300 Gems | 250 Gems | 350 Gems 2,000 | 25 Stones | 35 Stones | 35 Stones | 50 Stones | 50 Stones | 70 Stones 2,500 | Cactus Skin | 50 Stones | 80 Stones | Dragon Skin | Rhino Skin | 110 Stones 4,500 | Tower Health +10% | 60 Stones | Damage / Meter +10% | 100 Stones | Lab Speed +10% | 130 Stones Totals | 30b Coins | 180b Coins | 160b Coins | 450b Coins | 300b Coins | 800b coins 750 Gems | 1,260 Gems | 1,310 Gems | 1,740 Gems | 1,355 Gems | 2,195 Gems 225 Stones | 440 Stones | 390 Stones | 505 Stones | 385 Stones | 740 Stones #### 19 20 21 The milestone rewards for tiers 19, 20, and 21 are listed in the table below. Battle Conditions unlocked at these tiers fall into four groups. Group 1 covers Resistances, Group 2 covers Enemy and spawn Buffs, Group 3 covers Enemy Ultimates, and Group 4 covers Player Durations and Reductions. Tiers 19, 20, & 21 Tier | Tier 19 | Tier 20 | Tier 21 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | 300b Coins | 600b Coins | 600b Coins | 1500b Coins | 1T Coins | 3T Coins 20 | 70 Gems | 70 Gems | 90 Gems | 90 Gems | 120 Gems | 120 Gems 30 | 20 Stones | 30 Stones | 30 Stones | 35 Stones | 35 Stones | 40 Stones 40 | Assist Module | 70 Gems | 120 Gems | 120 Gems | 140 Gems | 140 Gems 50 | Assist Module Lab | 30 Stones | 30 Stones | 35 Stones | 30 Stones | 45 Stones 60 | Elite Health/Attack Labs | 1500b Coins | Group 2 BC Labs | 3000b Coins | Enhancement Coin Discount Lab | 5T Coins 70 | 25 Stones | 30 Stones | 30 Stones | 35 Stones | 30 Stones | 45 Stones 80 | 150 Gems | 120 Gems | Area of Effect Card | 140 Gems | 120 Gems | 120 Gems 90 | 25 Stones | 30 Stones | 30 Stones | 35 Stones | 35 Stones | 40 Stones 100 | Group 1 BC Labs | 150 Gems | 180 Gems | 160 Gems | 250 Gems | 250 Gems 150 | 25 Stones | 35 Stones | 30 Stones | 40 Stones | 40 Stones | 55 Stones 200 | 150 Gems | 150 Gems | 180 Gems | 180 Gems | 220 Gems | 250 Gems 250 | 25 Stones | 35 Stones | 30 Stones | 40 Stones | 45 Stones | 50 Stones 300 | Tier 20 | 160 Gems | Tier 21 | 240 Gems | 280 Gems | 400 Gems 400 | 30 Stones | 35 Stones | 30 Stones | 45 Stones | 40 Stones | 55 Stones 500 | Group 3 BC Labs | 200 Gems | 200 Gems | 260 Gems | 300 Gems | 300 gems 750 | 25 Stones | 35 Stones | 30 Stones | 45 Stones | 40 Stones | 50 Stones 1,000 | 180 Gems | 220 Gems | 220 Gems | 280 Gems | Group 4 BC Labs | 350 Gems 1,250 | 25 Stones | 35 Stones | 35 Stones | 45 Stones | 40 Stones | 50 Stones 1,500 | 200 Gems | 250 Gems | 250 Gems | 350 Gems | 320 Gems | 400 Gems 2,000 | 25 Stones | 35 Stones | 35 Stones | 45 Stones | 50 Stones | 70 Stones 2,500 | Atomic Skin | 50 Stones | 80 Stones | Cyber Skin | Eclipse | 110 Stones 4,500 | Tower Damage +10% | 60 Stones | Ultimate damage +8% | 100 Stones | Lab Speed +10% | 130 Stones Totals | 300b Coins | 2.1T Coins | 600b Coins | 4.5T Coins | 1T Coins | 8T Coins 750 Gems | 1,390 Gems | 1,260 Gems | 1,820 Gems | 1,750 Gems | 2,330 Gems 225 Stones | 440 Stones | 390 Stones | 505 Stones | 385 Stones | 740 Stones #### 4 5 6 The milestone rewards for tiers 4, 5, and 6 are listed in the table below. Tiers 4, 5 & 6 Tier | Tier 4 | Tier 5 | Tier 6 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | 50k Coins | 100k Coins | 150k Coins | 300k Coins | Auto Pick Ranking | 600k Coins 20 | 20 Gems | 25 Gems | 20 Gems | 25 Gems | 20 Gems | 25 Gems 30 | Workshop Respec | 150k Coins | Defense % | 500k Coins | Land Mine Damage | 900k Coins Reroll Daily Missions | Land Mine Decay 40 | 25 Gems | 30 Gems | Ban Perks | 30 Gems | 25 Gems | 30 Gems 50 | Auto Pick Perks | 200k Coins | 500k Coins | 750k Coins | Extra Orb Adjuster | 1.3m Coins 60 | 30 Gems | 40 Gems | Flame Bot Cooldown | 40 Gems | Bot Bot Cooldown | 2.5m Coins 70 | Common Drop Chance | 250k Coins | Thunder Bot Cooldown | 1m Coins | 5 Stones | 10 Stones Reroll Shards Daily Mission Shards 80 | Perk Option Quantity | 300K Coins | Golden Bot Cooldown | 45 Gems | Extra Extra Orbs | 4m Coins 90 | Unlock Dissonance | 45 Gems | Amplify Bot Cooldown | 2.5m Coins | 35 Gems | 60 Gems 100 | Tier 5 | 70 Gems | Tier 6 | 80 Gems | Tier 7 | 85 Gems 150 | Target Priority | 1m Coins | Black Hole Damage | 3m Coins | Recovery Package Amount | 7m Coins Black Hole Coins Bonus | Recovery Package Max | Recovery Package Chance 200 | Golden Tower Bonus | 1.5m Coins | Super Crit Chance | 5m Coins | 40 Gems | 50 Gems Golden Tower Duration | Super Crit Multiplier 250 | 35 Gems | 45 Gems | 5 Stones | 10 Stones | 5 Stones | 10 Stones 300 | Energy Shield Extra Hits | 8m Coins | 35 Gems | 50 Gems | 40 Gems | 60 Gems 400 | 40 Gems | 50 Gems | 45 Gems | 60 Gems | 45 Gems | 10 Stones 500 | 40 Gems | 10 Stones | Extra Black Hole | 14m Coins | 50 Gems | 70 Gems 750 | 45 Gems | 60 Gems | 50 Gems | 70 Gems | Orb Boss Hit | 20m Coins 1,000 | 5 Stones | 10 Stones | 5 Stones | 10 Stones | 10 Stones | 15 Stones 1,250 | 50 Gems | 70 Gems | 55 Gems | 75 Gems | 60 Gems | 80 Gems 1,500 | 5 Stones | 10 Stones | 10 Stones | 15 Stones | 10 Stones | 15 Stones 2,000 | 60 Gems | 80 Gems | 70 Gems | 90 Gems | 75 Gems | 100 Gems 2,500 | Smile Skin | 15 Stones | 20 Stones | Butterfly Skin | Sheep Skin | 20 Stones 4,500 | Relic: Damage +2% | 25 Stones | Relic: Health +1.5% | 25 Stones | Relic: Defense Absolute +2% | 25 Stones Totals | 50k Coins | 11.5m Coins | 650k Coins | 27.05m Coins | 1.0m Coins | 36.3m coins 380 Gems | 515 Gems | 275 Gems | 565 Gems | 390 Gems | 560 Gems 10 Stones | 70 Stones | 40 Stones | 60 Stones | 30 Stones | 105 Stones #### 7 8 9 The milestone rewards for tiers 7, 8, and 9 are listed in the table below. Tiers 7, 8 & 9 Tier | Tier 7 | Tier 8 | Tier 9 Wave | Standard | Premium | Standard | Premium | Standard | Premium 10 | Light Speed Shots | 3m Coins | Wall Health | 6m Coins | Common Enemy Health | 15m Coins Wall Rebuild | Common Enemy Attack 20 | 25 Gems | 30 Gems | Unmerge Module | 30 Gems | Fast Enemy Health | 35 Gems Fast Enemy Attack 30 | Missile Despawn Time | 5m Coins | 5 Stones | 5 Stones | Tank Enemy Health | 45 Gems Missile Amplifier Missile Explosion | Tank Enemy Attack Missile Radius 40 | Inner Mines Blast Radius | 30 Gems | 30 Gems | 40 Gems | Ranged Enemy Health | 10 Stones Inner Mines Rotation Speed | Ranged Enemy Attack Inner Mines Stun | 50 | Swamp Radius | 7m Coins | Missile Barrage | 12m Coins | Boss Enemy Health | 50 Gems Swamp Stun Swamp Stun Chance | Missile Barrage Quantity | Boss Enemy Attack Swamp Stun Time 60 | Chain Lightning Shock | 10 Stones | 35 Gems | 50 Gems | Protector Enemy Health | 3.5m Coins Shock Chance | Protector Enemy Attack Shock Multiplier | 70 | 5m Coins | 10m Coins | 10m Coins | 20m Coins | 40 Gems | 50 Gems 80 | Spotlight Coin Bonus | 10 Stones | 5 Stones | 10 Stones | 70 Gems | 80 Gems 90 | Chrono Field Duration | 15m Coins | 40 Gems | 60 Gems | 5 Stones | 10 Stones Chrono Field Range Chrono Damage Reduction Chrono Field Damage Reduction 100 | Tier 8 | 100 Gems | Tier 9 | 110 Gems | Tier 10 | 130 Gems 150 | 40 Gems | 50 Gems | 45 Gems | 50 Gems | 50 Gems | 50 Gems 200 | 45 Gems | 60 Gems | 5 Stones | 15 Stones | 5 Stones | 10 Stones 250 | Card: Land Mine Stun | 10 Stones | 50 Gems | 60 Gems | 55 Gems | 60 Gems 300 | 50 Gems | 70 Stones | Super Tower Bonus | 15 Stones | Fast Enemy | 15 Stones 400 | 5 Stones | 15 Stones | 60 Gems | 75 Gems | Protector Damage Red | 80 Gems 500 | 50 Gems | 75 Gems | 10 Stones | 15 Stones | 10 Stones | 15 Stones 750 | 10 Stones | 15 Stones | 70 Gems | 85 Gems | 75 Gems | 90 Gems 1,000 | 60 Gems | 85 Gems | 10 Stones | 20 Stones | 10 Stones | 20 Stones 1,250 | 10 Stones | 15 Stones | 75 Gems | 100 Gems | 75 Gems | 100 Gems 1,500 | 70 Gems | 100 Gems | 10 Stones | 20 Stones | 10 Stones | 20 Stones 2,000 | 10 Stones | 20 Stones | 85 Gems | 110 Gems | 85 Gems | 120 Gems 2,500 | Fried Egg Skin | 20 Stones | 25 Stones | Mush-mush Skin | Turtle Skin | 25 Stones 4,500 | Relic: Coins +5% | 25 Stones | Relic: Damage / Meter +5% | 30 Stones | Relic: Health +5% | 30 Stones Totals | 5m Coins | 40m Coins | 10m Coins | 38m Coins | 0 Coins | 18.5m Coins 340 Gems | 600 Gems | 490 Gems | 770 Gems | 450 Gems | 890 Gems 35 Stones | 140 Stones | 70 Stones | 130 Stones | 40 Stones | 155 Stones ### Orb Devo URL: https://www.tower-hub.com/wiki/guide/orb-devo Orb Devo is a coin-farming strategy built around hoarding enemies and killing them with your orbs while Black Hole and Golden Tower are active together. By stripping your tower's ability to kill things on its own, you let huge crowds build up, then cash in when your ultimate weapons fire with every multiplier running. The version summarised here is Tremnen's community guide, accurate as of v25.3 and updated for Death Wave changes and Black Hole positioning. For the latest revisions, check Tremnen's Orb Devo document directly. #### Orb Devo ## Base requirements You need Black Hole and Golden Tower firing in sync, which Multiverse Nexus can do for you. Equip the Extra Orb card with the Extra Orb Adjuster lab, set your tower range to 69.5m using cash during the run, and set the Extra Orb card to 60m. If you use the Wall, tune Shockwave to roughly 1.4 so basics get juggled to the bottom of the stack (around 1.65-1.75 without the Wall). Your workshop should be heavily devo'd into defensive options, and Black Hole needs a minimum range of about 38-42m so it can pick up every brick — more range gives better coverage. ## Workshop devo basics The point of devo is removing anything that kills enemies too quickly, so that as many enemies as possible are on screen when Black Hole and Golden Tower go off. In the workshop and via substats, keep the following at zero: - **Attack:** Attack Speed, Multishot Chance, Rapidfire Chance, Bounce Shot Chance - **Defense:** Knockback Chance, Orbs, Shockwave Size (set to the shuffle distance instead), Landmine Chance, Landmine Radius - **Utility:** Free Attack Upgrade, Free Defense Upgrade, Free Utility Upgrade Thorns is the exception: start it at zero, then push it up with cash during the run to trim basics. As spawns ramp up you will slowly raise it to about 34%. A substat can cover this if your workshop is at zero. Optional devo targets include Crit Chance (extends how long damage devo stays viable), Range (many players leave it at the 30m base), and Landmine Damage (relevant if you run Land Mine Stun with Landmine Radius, or want Land Mine Orbless with Spotlight). ## Cards Required: Extra Orbs, Coins, Crit Coin, Cash, Enemy Balance, Health, Extra Defense. Economy picks: Wave Skip and Wave Accelerator. For defense, take Regen if you use the Wall or a Wormhole Redirector mod; otherwise take Recovery Package Chance, especially with Galaxy Compressor. Situational picks: Fortress helps early in a run. Land Mine Stun is strong only with Mythic or Ancestral Landmine Radius, and only once landmine damage is irrelevant — you want the stun, not the kills, so do not un-devo Landmine Chance. ## Nice to have Maxed Black Hole Coin and Black Hole Damage labs, both Extra Extra Orb labs, Death Wave (a major boost to HP, coins and cells), Spotlight for its coin bonus, 25s Black Hole Duration with the perk so Protectors die within two cycles at max Black Hole Damage, the Extra Black Hole lab, Garlic Thorns, lower cooldowns on Black Hole, Golden Tower and Death Wave, Extra Orb Mastery, and a Golden Bot synced to your Black Hole and Golden Tower. ## Strategy Hoard enemies and tank them with eHP. When Black Hole and Golden Tower fire together, the crowd is pulled into the Black Hole and your orbs kill the bricks. After setup, spend cash on defensive options: Enemy Attack Skips, the Wall if you have it, Health, Regen (with Wall or Wormhole Redirector), Defense Absolute, Def% and so on. Micromanage Thorns to trim basics, since they are worth fewer coins than tanks. When you are about to die, use cash to max Free Ups and ride the blender strategy until the run ends. ## Pitfalls Protectors are the biggest nuisance — maxed Black Hole Damage with 25s duration guarantees they die within two ultimate weapon cycles. Because your bullets deal almost no damage, Elites and Bosses are killed mostly through Thorns. ## How to improve Prioritise survival stats, and lower ultimate weapon cooldowns while keeping Black Hole and Golden Tower synced. ## Perk priorities Economy: Perk Wave Requirement, Coin Trade Off, Golden Tower Bonus, Black Hole Duration, Coin, Extra Death Wave Wave, Cash. Defensive: Regen Trade Off, Regen, Defense%, Max HP, Defense Absolute, 50/50 Damage Trade Off. ## Survival priorities by progression **Low lifetime coin (sub 1T):** On T1 or T2, pump Defense Absolute in the workshop to roughly 1000, then prioritise Health since large package recovery is your best early survival tool. Regen from a Wormhole mod only becomes worthwhile near 5000 levels — before that it scales poorly. Aim to get Health to about 5000 so you can cash-max it in run. **Lab goals:** Defense % to level 23 (caps Def% with an Ancestral substat and maxed Standard Perk Bonus), Death Wave Health, Health to level 50, maxed Standard Perk Bonus, and Enemy Attack Level Skips. **Early mid game (3-200T):** Wormhole Redirector is generally the best mod option, and you always want the highest-rarity Def% substat available. Landmine Radius on a Mythic-or-better armor mod makes Land Mine Stun very strong late in runs by stunning huge groups. Thorns also helps hit Wall Thorns breakpoints, reduces scatter through wall damage, and extends your end-of-run blender. ## Thorns trimming Between activations (pre-Wall), your goal is to clear as many basics as possible so the stack holds the maximum number of tanks. Shockwave naturally shuffles tanks to the back, but you need to raise Thorns gradually to keep pace with basic spawn rates — around 15-20% is a good starting point. ### Orbless Guide URL: https://www.tower-hub.com/wiki/guide/orbless-guide Orbless is a family of farming builds built around one idea: stack the coin bonuses from Spotlight, Golden Tower and Black Hole by only killing enemies while all three overlap. It is the natural next step after a synced GT/BH Blender or Devo setup, and the payoff is a much higher coin rate than killing everything indiscriminately. The name covers a family of builds rather than a single setup, because there are several valid ways to survive and several valid ways to kill. What they all share is the same discipline: kills happen inside the Spotlight beam while GT and BH are active, and kills outside that overlap (called spillage) are kept to a minimum. There are two questions every orbless build answers: how you stay alive, and how you kill. Neither has a single correct answer, and the options are not mutually exclusive. For survival, the three main approaches are an eHP Wall build using Wall Fortification and Wall Regen, permanent Black Hole, and a glass cannon juggling style. You can mix them freely. A glass cannon setup might juggle regular enemies while relying on the Wall to handle bosses, or you might let BH control standard enemies while the Wall deals with bosses. For killing, the defining requirement is a method that only removes enemies inside the Spotlight beam. Bounce shot with restricted range, Chain Lightning and Spotlight Missiles are all valid, and you can combine them as your tower demands. ## Prerequisites Some requirements are non-negotiable regardless of which variant you run: - A devo'd workshop, with the ability to cash max every stat you need except Rend and ELS. - Perk labs: 4 quantity, 4 bans, SPB 25 and ITO 10 are ideal. Auto perk does not work here, because you frequently need to hold off on taking perks. - Synchronised GT/BH with a second Black Hole and uptime above 50%. Multiverse Nexus can achieve the sync, but watch the uptime if yours is below ancestral. Low uptime means you will see little gain over a Max/Orb Devo build. Permanent GT/BH is highly desirable. - GT bonus of 16x or better, and the BH Coins lab maxed. - BH size that fully covers your tower range (44–48m at 30m range). Bigger is better. - Spotlight with 3 beams, at least 40° of stone-invested angle and at least a 20x bonus. More angle improves both damage and coin coverage. The SL angle substat on your Core module is highly desirable, and a higher bonus both extends your orbless phase and cuts spillage. - Be cautious with SL4. With three beams, one beam always points at a BH, but a fourth beam creates gaps where neither BH sits inside SL coverage. You want roughly 60° or more of angle before committing to SL4. - SL Coins lab maxed. You also need a survival plan suited to very long runs, since orbless shines at 7000+ waves where enemy density is extreme: - **Wall:** minimum Wall Regen 10 and Wall Thorns 11, with Health, Health Regen, Wall Health and Wall Fortification raised as needed. Supporting labs are SPB 25 and Def % 23. Use an ancestral Armor module with ancestral def %, plus the best health regen and wall health you can manage, and the maxed Defense card. Early in a run, if your uptime is low, you may need thorns devo'd so enemies do not die to thorns outside the kill zone. - **Permanent BH:** stops standard enemies from chipping you so you can tank bosses. Elites, especially vampires, can be a problem without the Wall, but combining both lasts far longer than either alone. The Disable Ranged Enemies card is absolutely required for this approach. - **Glass cannon:** maxed Crowd Control makes juggling trivial, leaving only rays and bosses as threats. If you have the stones for max CF, you presumably have an answer for those. Finally, you need a kill method confined to the Spotlight beam: - **Bullet orbless:** the most basic form. The SL bonus lets you kill at least 20 times faster inside the beam, so your bullets do the work. Damage boosters include DPM (which conveniently drops its bonus when enemies fall into your wall during BH downtime, reducing spillage), Rend Armor for an 8x bullet damage bonus, and Astral Deliverance. AD is the standout: it adds damage to each successive bounce, and a minimum bounce shot range keeps those bounces localised to the BH clump. AD needs to be mythic or better to be worthwhile. At legendary the fourth-bounce bonus is only 3.8x, versus 6.5x at mythic and 10.5x at ancestral, and the higher-rarity bounce chance substat raises the average bounce count substantially. Target Priority 2 is essentially mandatory: "In Spotlight" maximises your coin rate, while "Closest" works but causes spillage and can cost you a significant chunk of CPM. - **Chain Lightning:** the second easiest option, effectively an extension of bullet orbless. CL does enormous damage, so outside of T12 farming it will usually be too aggressive early in a run. The standard play is to start with bullet orbless and switch CL on once bullets stop killing. Ideally you want Shock unlocked with the multiplier maxed and Shock chance at 10 or better, and CL damage kept at or below 596x until you know your tower better. - **Spotlight Missiles:** the classic method, since SLM only targets enemies inside the beam. Requires the maxed SLM lab, SM unlocked, at least 34x damage, and maxed Missile Amp and Radius. Maxing the radius lab is fine: enemies outside the beam survive the hit but still get tagged with Missile Amp, so they die quickly once they enter SL. - **ILM+ (SLIME):** outside the scope of this guide. Skye's SLIME guide covers it if you want to pursue that build. ## Nice to Haves Not required, but worth having: - For lower-uptime builds, a mythic or better Singularity Harness and a synced Golden Bot. Golden Bot is another coin multiplier, and at low uptime, syncing it to GT/BH and running Singularity Harness instead of Galaxy Compressor earns noticeably more. Once uptime is high enough (roughly above 60%), GComp usually wins by pushing cooldowns down and uptime up. Test both to find your crossover. - Anticube Portal can extend your orbless phase by 1000 waves at ancestral. - Deathwave is yet another coin multiplier to stack and adds health for Wall builds. The cell bonus is a nice extra but not really part of the build. Ideally DW is synced to GT with the DW coin lab maxed. Quantity is the most important stone stat, since you want to tag as many enemies as possible. Limit DW damage upgrades where you can, because DW kills indiscriminately outside SL. - Landmines add damage in a small area, but cannot be your primary kill method because they need kills to spawn. Keep LM Radius minimised to avoid spillage and max LM damage. Since mines only spawn where an enemy died, minimal spillage means they only appear in your kill zone. - Target Priority 2 is essential for bullet builds and still valuable for SLM or other UW-based setups, either to trim basics and protectors or to focus fire into SL. ## Phases of an Orbless Run An orbless run has five phases. Towers using more than one kill method may cycle through multiple orbless phases, and some phases get skipped depending on the build. 1. **Start of run.** Remove all damage-increasing cards and turn off every damage UW except DW. Even devo'd, your tower is too strong to avoid spillage at this point, which is fine: spawn rates are low and you have no perks yet. Focus on perking up (favouring PWR and coin perks as usual, plus the SL perk, which is beneficial), upgrading ELS, and maxing the DW health bonus if you use DW. Avoid damage perks. 2. **Optional DW-only Max Devo phase.** After the DW kill ring falls, Max Devo can out-earn an early orbless attempt because your killing method is still too strong to avoid spillage. You can extend this phase by equipping damage cards, as long as you remember to strip them when you switch to orbless. Whether you bother depends on uptime: high uptime favours going straight to orbless, while long stacking times favour trimming basics with target priority and tagging the full stack with the DW coin bonus. 3. **Initial orbless phase.** Your battle upgrades remain untouched apart from ELS. Enemy density and stats have grown enough that enemies no longer die instantly outside SL, so you can begin your orbless kill method (turn it on if it is UW-based). Keep upgrading ELS only, and take no perks except defensive ones your build depends on. This phase can last anywhere from hundreds to thousands of waves. 4. **Balancing upgrades.** Eventually enemy stats catch up and you stop killing efficiently. Now you add damage carefully: too much and you tip back into indiscriminate killing and spillage. Use strategic battle upgrades, perk picks and card swaps to keep damage in the sweet spot. Once you start upgrading damage, you are effectively on a timer, because there is only so much damage you can add. 5. **Optional transition to another orbless style.** When one method stops killing, you often do not need to abandon orbless entirely. A typical sequence is bullet orbless into SLM orbless, back to bullet, then into CL orbless. Transitions are usually governed by reversible damage sources: cards can carry your first bullet phase, and once it fades you switch to SLM and strip the cards rather than pushing bullet damage higher. Eventually you will have maxed every damage upgrade, taken every damage perk and equipped every damage card. When your income drops below the run's average because kills can no longer keep pace with respawns and coin decay sets in, the orbless phase is over. You can either end the run to maximise coins, or shift into blender to maximise cells. Depending on your tower, late-run blender income may be good enough to justify continuing. ## Building the Tower Orbless starts from a devo tower. **Workshop:** leave these at 0 unless noted. Items marked optional can be levelled for a lazier setup. One major exception: high-level glass cannon juggling builds (usually with heavily upgraded SLM) often max attack speed, multishot, rapid fire, bounce and knockback. - Attack Speed - Crit Chance (optional) - Range - DPM (optionally 100 levels) - Multishot Chance - Rapid Fire Chance - Bounce Shot Chance - Bounce Shot Range (especially important for bullet orbless) - Thorns (optional if using Wall) - Knockback Chance (optional) - Orbs - Landmine Chance - Landmine Radius - Free Upgrades Set Shockwave Size to 1.35, the ideal size to tag everything with ACP and sift basics below tanks for trimming. Level damage stats to whatever is reasonable for your LTC (the guide author levels Damage to 5600 and Super Crit Multi to 100). **Cards:** build at least two presets sharing your common farming and survival cards. The early preset strips all damage-increasing cards (Damage, Critical Chance, Berserker and potentially Attack Speed). The late preset carries them. ### Rushing Tiers URL: https://www.tower-hub.com/wiki/guide/rushing-tiers This guide covers how to push past wave milestones on tiers your regular build cannot handle. It assumes you have the standard 99% thorns cap. Rushing means abandoning your normal setup for one built purely to survive a handful of boss waves, and it rewards repetition more than raw stats. This guide exists to help you claim tier milestones that would otherwise be out of reach. Everything here is written with the standard 99% thorns maximum in mind. #### Overview A tier rush means swapping your everyday build for one tuned to squeeze extra waves out of a tier that is too strong for ordinary progression. The payoff is concentrated in very early milestones, roughly the first 100 waves, and the strategy loses nearly all value beyond that. It shines most on low tiers where enemy scaling is still mild. With some fortune it can even work on Tier 14, though the Heat mechanic blunts it there. Tier 15 is the hard cutoff: plasma cannon and thorn damage are weakened further, and the waves needed to unlock the next tier rise from 100 to 300, so the approach stops paying off. #### Death defy This upgrade gives you up to a 30% chance to shrug off a killing blow. The percentage is unreliable on its own, but because it resolves before every other death-prevention effect, it strengthens nearly all of them — demon mode, missile barrage and nuke being the exceptions. #### Energy shield This card soaks up a single hit, or as many as three once lab upgrades are in, before entering a lengthy recharge. Expect it to fire only once during a rush that uses wave accelerator. Paired with plasma cannon, a blocked hit can secure a boss kill and buy you roughly ten more waves. A Death Defy proc leaves the shield's charge intact. #### Plasma cannon It is easy to dismiss this card, but at max level it deals enough damage that your 99% thorns can finish a boss in one hit, taking a lot of pressure off death defy and energy shield. If you push thorns to 100% through a relic or substat, even the second-to-last level is enough. #### Second wind The most obviously useful card here: it effectively guarantees you live through one attack. The catch is that it only works once per rush, since its cooldown runs for hundreds of waves and is unavailable while rushing is still viable. Because the card grants invulnerability for a while, you do not need plasma cannon to survive the hit. A nearly maxed second wind, combined with friendly boss spawn timing, can carry you about 20 extra waves under intro sprint, and it always secures at least 10. The blast lab upgrade adds value by clearing more enemies, and a Death Defy trigger keeps the card available. #### Demon mode Think of this as a manually triggered second wind that lasts longer. The limitation is that it cannot be turned on while intro sprint is running, so save it for the end of the sequence — either once intro sprint has ended or after you cancel it early. #### Nuke A manual boss-killing option that forgives sloppy timing far more than missile barrage does, though its damage is unreliable when the card is underleveled. A successful kill earns you about ten more waves. Keep it as your final manual play, and note that it cannot be fired during intro sprint. #### Missile barrage If you have this unlocked, it can take out an early-wave boss, especially with missile amplifier researched. The best use is on the wave 10 or 20 boss, sparing an energy shield charge for later. Like the other manual cards, it is unavailable while intro sprint is active. #### Intro sprint This card shortens the climb back to your previous best wave and beyond. Because non-maxed nukes, boss spawn timing and death defy are all random, faster runs mean faster retries until the dice land your way. It also gives a high-level second wind room to cover a second boss wave. #### Wave accelerator A niche pick. At high levels it can stretch second wind across two bosses, or let demon mode run long enough to reach a second boss wave. #### Slow aura/chrono field Both of these let you fine-tune boss timing by holding a boss back for a moment. One approach: equip slow aura to delay a boss so second wind triggers later or so you can start demon mode later, then remove it before the next spawn so the following boss arrives sooner and lands inside your protection window. Chrono field works similarly — time it to be up for the first boss and down for the second, or just toggle it off once the first boss is dealt with. #### Wave Skip When a boss wave is skipped, the boss simply never spawns, which can buy a little breathing room if luck is on your side. At max level (19% chance) it serves as useful counterplay on Tier 14 against the Heat reductions to plasma cannon and thorn damage. It does nothing while intro sprint is active. #### Modules Death penalty outright kills a percentage of enemies with the first shot, bosses included, while harmony conductor gives enemies caught in poison swamp a chance to deal no damage yet still take a thorns tick. Slotting either can hand you a few extra waves for free. #### Extra Orb This card adds more orbs circling your tower, which helps when ranged enemies are the problem — sniping you in one hit or stripping away your Second Wind or Energy Shield before a boss arrives. #### Health Card Straightforward: extra health means a better chance of simply tanking boss hits, reducing how heavily you lean on everything else listed here. #### Black Hole Use this to thin out the enemies between bosses, particularly once it deals 2% of an enemy's max HP per second. #### What a rush might look like Tank the first boss through eHP if you can; fall back on missile barrage if you cannot. Let energy shield handle the next boss, or several if you have multiple charges unlocked. Once the shield is spent, second wind takes over and clears one or two bosses — this is the point to switch intro sprint off. Trigger demon mode right as the following boss connects so the duration might carry into the next boss wave. Close out with nuke for one more kill. Death Defy procs, Wave Skip and boss spawn timing will swing the outcome heavily, so run the attempt repeatedly until you hit your target wave. #### Tier 14 Tier 14 is where the heat conditions kick in, and they change how several of your tools behave. The unlock requirement for Tier 15 is still wave 100, but Plasma Cannon and thorn damage drop to 80% effectiveness, orbs and Death Ray lose their one-shot ability and deal 50% damage instead, and bosses arrive every 9 waves rather than every 10. That means you face 11 bosses on the way to wave 100, with the final one at wave 99. Death Defy and Wave Skip are central to this run, and you want to hold Nuke, Second Wind, Demon Mode and your Energy Shield charges in reserve for as long as you can. The baseline requirements are at least 1.4B health, two Energy Shield charges, and every card at level 7 — the card levels genuinely matter here. Your equipped cards should be Demon Mode, Nuke, Second Wind, Energy Shield, Energy Net, Extra Orb, Recovery Package Chance, Cash, Plasma Cannon, Extra Defense, Death Ray, Slow Aura, Health and Attack Speed. For waves 1 to 36, the bosses at 9, 18 and 27 are manageable: wave 9 will burn both Energy Shield charges, wave 18 can be tanked directly, and wave 27 costs one charge but can also be tanked. Once wave 27 is active, swap in Wave Skip. If wave 36 is not skipped, restart the run, because that boss will eat your Second Wind. From waves 37 to 90, once wave 36 is skipped, drop Wave Skip and put Cash back in. The sequence then runs as follows: Nuke on wave 45, both Energy Shield charges spent on wave 54, Second Wind consumed on wave 63, Demon Mode on wave 72 with Wave Skip re-equipped until wave 81, and both Energy Shields used again on wave 90. Each of these can shift 9 waves later if Death Defy triggers, so be ready to adapt. For waves 91 to 100 there is a single boss left, at wave 99. Focus on surviving the regular enemies and let Energy Net pin the boss in place long enough for the wave counter to tick over to 100. Once it does, Tier 15 is unlocked. ### SMAX Devo URL: https://www.tower-hub.com/wiki/guide/smax-devo SMAX Devo is a devo build that pairs Smart Missiles with a synced Black Hole and Golden Tower. The idea is to hold a large pile of enemies on screen, tank them with eHP, and then let Black Hole gather them into a ball so Smart Missiles can wipe the stack while coin multipliers are active. The guide below is based on community author Tremnen's version, updated for v25.3 to account for Death Wave changes and Black Hole positioning changes. #### SMAX Devo
Before attempting SMAX Devo you need Black Hole and Golden Tower firing together (Multiverse Nexus works for this), Smart Missiles synced to that pair, a workshop heavily devo'd toward defensive options, and enough economy to cash-max your damage stats early in a run (workshop Damage around 5k or higher). If you run Wall, set Shockwave to roughly 1.65-1.75 so it juggles basics to the bottom of the stack; without Wall, around 1.4 is the optimal shuffle distance.
The point of a workshop devo is to strip out anything that kills enemies too quickly, so that kills happen only when your multipliers are up. Keep these workshop stats at zero: Attack Speed, Multishot Chance, Rapidfire Chance, Bounce Shot Chance, Knockback Chance, Orbs, Shockwave Size, Landmine Chance, Landmine Radius, and all three Free Upgrade lines. Thorns also starts at zero but gets raised with cash during the run to trim basics, climbing toward roughly 34% as spawn rates increase (a Thorns substat works if your workshop is at zero). Optional devo targets include Crit Chance (extends how long you can run damage devo strategies), Range (leave at the 30m base unless your strategy says otherwise), and Landmine Damage if you use Land Mine Stun or want a Spotlight orbless setup.
Required cards are Coins, Crit Coin, Cash, Enemy Balance, Health, Extra Defense, Berserker, Damage and Crit. Wave Skip and Wave Accelerator cover economy. For defence, take Regen if you use Wall or the Wormhole Recombinator mod, otherwise Recovery Package Chance (especially with Galaxy Compressor). Nice-to-haves include Ultimate Weapon Crit and Land Mine Stun — but only bring Land Mine Stun once landmine damage is irrelevant, because you want the stun, not the kills, and it needs Mythic or Ancestral Land Mine Radius to shine.
Helpful labs and unlocks: maxed Black Hole Coin and Black Hole Damage labs, Death Wave for its HP, coin and cell gains, Spotlight for its coins, a 25-second Black Hole duration with perk (so protectors die in two cycles once you move to Orb Devo), the Extra Black Hole lab, Garlic Thorns, lower cooldowns on Black Hole, Golden Tower, Death Wave and Smart Missiles, the UW crit card, and a synced coin bot if you are not running Galaxy Compressor.
The core loop is to hoard enemies and eHP-tank them until Black Hole and Golden Tower fire together, pulling everything into the Black Hole so Smart Missiles can clear the bricks. Offset Smart Missiles by a few seconds after Black Hole so the pile has time to ball up, and offset further as your Black Hole Damage grows so the stack keeps clearing for longer. During the run, spend cash on offence first — Crit, Crit Factor, Damage, Super Crit, Super Crit Factor and Enemy Health Level Skips — then on defence: Enemy Attack Skips, Wall if you have it, Health, Regen (with Wall or Wormhole Redirector), Defense Absolute and Def%. Micromanage Thorns to trim basics, since they are worth fewer coins. Once Smart Missiles can no longer clear the stack in one volley, transition to Orb Devo, and when death looks likely, cash-max Free Ups and ride the Blender strategy to the end.
Because this is a damage-based build, progress depends heavily on stones, labs and enhancements, though protectors bother it less than they do Orb Devo. To push further, improve both survival and damage; Smart Missile Amp lab (plus some radius and quantity) usually beats pouring stones into raw SM damage, and lowering cooldowns helps as long as Black Hole, Golden Tower and Smart Missiles stay synced.
Perk priorities on the economy side: Perk Wave Requirement, Coin Trade Off, Golden Tower Bonus, Black Hole Duration, Coin, Extra Death Wave Wave, Cash, Damage, then Damage/Boss Health Trade Off. Defensively: Regen Trade Off (skip it if your Wall health or fortification is too low), Regen, Defense%, Max HP and Defense Absolute.
Survival priorities shift with your lifetime coins. Below roughly 1T, Defense Absolute is your friend — push it to about 1000 in the workshop if you are devoing in T1 or T2, then lean on Health, since large package recovery tends to be the best early survival tool. Regen only really pays off with a Wormhole mod once you approach 5000 levels in it, as it scales poorly before that. Aim to get workshop Health near 5000 so you can cash-max it in run. Lab goals for survival: Defense% to level 23 (so you cap def% with an ancestral substat and maxed Standard Perk Bonus), Death Wave Health, Health to level 50, maxed Standard Perk Bonus, and Enemy Attack Level Skips.
In the early-mid game (around 3-200T lifetime coins) you should have mod options. Wormhole is generally the strongest pick, and you always want the highest-rarity Def% substat you can find. Landmine Radius on a Mythic-or-better armour mod makes Land Mine Stun excellent at the tail end of runs by stunning huge groups, and a Thorns substat helps both with Wall Thorns breakpoints and with extending blender at the end.
On thorns trimming: between activations (pre-Wall), you want as few basics around the tower as possible so you collect the maximum number of tanks. Shockwave naturally shuffles tanks to the back of the pile, but you need to raise thorns gradually to keep pace with basic spawn rates — around 15-20% thorns is a good starting point.
### Strategies URL: https://www.tower-hub.com/wiki/guide/strategies Once you reach the midgame, raw health becomes the backbone of your run. This strategy is built around stacking as much of it as possible while letting thorns and orbs do the actual killing for you. Health is the priority in the midgame. Buy it whenever it is available, regardless of how steep the cash and coin costs climb, and keep up with the health lab research as well. Your kills come from a few key sources. Thorns should be fully maxed, since most enemies will die by hitting you rather than being shot. Orb speed should also be maxed, and shockwave helps by shoving enemies into your orbs. Equip the Inner Orbs card, plus Death Ray if you have it. For cards, the essentials are Health, Coins, Extra Defense and Free Upgrades. On top of those, Slow Aura and Range are strong picks because slower enemies spend more time in orb range and get hit more often. Plasma Cannon or Energy Net are also worth considering: the aim is to soften bosses up enough that a single thorns hit finishes them instead of needing two. When picking perks, grab the perk requirement options when they appear, then prioritise Health, the -50% enemy damage / -50% tower damage trade (which effectively doubles your health pool), and Defense %. Once your health is fully maxed, you can start layering on offensive cards like Attack, Crit Chance and possibly a Super Tower, and put more into Death Wave. The point is not to switch to an attack build — it is to push your health even higher, ideally to absurd, game-straining levels. ### Target Priority URL: https://www.tower-hub.com/wiki/guide/target-priority Target Priority is a setting that controls which enemy type your tower shoots at first when multiple enemies are inside its range. Instead of leaving the tower to pick targets on its own, you can tell it to focus on a specific kind of threat. This matters most when certain enemies are more dangerous to your run than others, or when you want damage concentrated on a particular target rather than spread across whatever happens to be closest. #### Description Target Priority lets you decide which enemy type the tower concentrates its fire on, as long as that enemy is within the tower's range. When several enemy types are in range at once, the tower will prefer the type you have selected rather than choosing freely. Use this when a specific enemy type is causing problems, such as one that survives too long or threatens your defences more than the rest of the wave. Directing your tower's attention to that type helps you deal with the biggest threat first. #### Lab The Target Priority lab is unlocked through Milestones once you reach tier 4 wave 150. It has 2 levels to research. See the table below for the details of each level. Level | Time | Cost | Ability 1 | 1d 23h 59m | 1,000,000 | Select 1 enemy type to be targeted, Other enemies will be selected by closest 2 | 8d 0h 0m | 1,000,000,000 | Sort priority for all enemies, able to also sort by closest and spotlight ### Tier-Specific Guide URL: https://www.tower-hub.com/wiki/guide/tier-specific-guide Most guides for The Tower go deep on a single topic, which is fine until you realise you don't know which guides even apply to you yet. Every tier unlocks new mechanics, so the right advice at Tier 3 can be useless or actively harmful at Tier 15. This page gives you a short overview of each tier: what to focus on, and just as importantly, what to avoid. Plenty of choices in this game can't be undone, so knowing what not to do early saves you a lot of pain later. First, some basics that apply no matter what tier you're on. #### Overview & Basics Each section of this guide covers one tier: what unlocks, what to prioritise, and which mistakes to sidestep. Because many decisions in The Tower are permanent, the "what not to do" parts matter just as much as the recommendations. Before the tier-by-tier breakdown, the sections below cover fundamentals that stay relevant across the whole game: how different enemy types work, how to climb tiers quickly, how coin farming and defense interact, why tournaments demand a different approach, and how to swap builds without wasting resources. #### Enemies: Normal enemies (Basic, Fast, Tank and Ranged) can be controlled with Knockback and killed by Orbs, Black Hole, Death Ray or Thorns. The standard approach is to hold them at the edge of your tower's range with Knockback or Black Hole so your Orbs can finish them. Elite enemies (Scatter, Vampire and Ray) show up more frequently as waves climb. Orbs and Black Hole don't work on them; only Knockback and Thorns are effective. You either push them back and burn them down with damage, or let them reach you and lean on Thorns. Bosses arrive every 10 rounds and shrug off almost everything except Thorns, Plasma Cannon and Energy Net. In the midgame, a common kill pattern is to let Plasma Cannon strip 54% of the boss's health, after which Thorns can one-shot it, provided your MaxHP is high enough to tank the hit. If you've mastered the Energy Net card, it can multiply boss damage by up to 20x, letting raw DPS handle them instead. #### Tiers & Blenders Unlocking new tiers should be a priority. Your highest unlocked tier directly scales the coin rewards from Daily Missions and Weekly Boxes: at Tier 1 a completed mission pays 25 coins, while at Tier 18 the same mission pays 500,000,000. Early on, that gap is enormous. The simplest way to push tiers is the Blender Thorns build. Knockback pins normal enemies at the edge of your range, Orbs positioned at that edge instantly kill them, and Plasma Cannon plus Thorns combine to two-shot bosses. Run this to Wave 100 and the next tier unlocks. #### Coins & Defense Efficient coin farming means reaching higher waves, and higher waves introduce elite enemies that break the usual tools. Elites ignore Orbs, Death Ray, Shockwave and Black Hole, and each type has its own twist: Rays attack from range so they're hard to kill before they fire; Vampires attack from partial range, resist Thorns somewhat, and shut off your Lifesteal and Health Regen while attacking (Wall Regen still works); Scatters split when killed, producing up to 16 children, so even a one-shot Thorns kill means taking 1+2+4+8+16 = 31 hits per Scatter. The upside is Perks. They can add +25% defense and cut enemy damage by 55%, pushing your total defense to 99.1%. Without Perks the Defense% cap is 85.5%, which means you take 16.111x more damage than at 99.1%. Perks can also multiply Health Regen by up to x45.6, making it one of the most valuable stats in the game. Meanwhile, damage only gains about 80% from a full set of decent perks, so Perks favour defensive builds far more than offensive ones. Defense and farming naturally go together. The typical defensive farming pattern is to keep enemies alive as long as possible with Knockback or a permanent Black Hole, then kill everything at once when Golden Tower, Death Wave and Black Hole are all active. With Lv.9 Extra Orbs mastery, enemies killed by Orbs also grant a 1.4x coin multiplier, so the strongest version of this strategy holds everything with Knockback, waits for GT+DW+BH to line up, then lets Black Hole drag the entire wave into Orb range. #### Tournaments & DPS Tournaments strip away Perks entirely. That alone means you'll take at least 16.1x more damage than you would in a farming run, which guts defensive builds. Battle Conditions make it worse, with modifiers like Thorns dealing only 5% of normal damage or certain enemies being immune to Black Hole. Because of this, DPS builds are almost always the meta for competitive tournament play at higher levels. #### Swapping Builds Modules can be swapped freely using the Restore Level feature. If you farm with a Lv.100 Galaxy Compressor but want a Lv.100 Crowd Funding for tournaments, restoring Galaxy Compressor refunds all of its shards and coins at no cost, ready to reinvest. A Workshop Respec costs 150 gems and can be repeated as many times as you like. A Bot Respec costs 300 gems but is limited to once per event. Most labs are permanent once researched, though the Range and Shockwave labs can be adjusted between rounds. #### Your first Ultimate Weapon (UW) This is the single most important decision you make at Tier 1, and the only one you cannot reverse. If Golden Tower appears as an option, take it — it is the best Ultimate Weapon in the game, boosting coin income by at least +20% early and scaling enormously into the late game. Passing on it now risks not seeing it again until your seventh UW. It also gets a noticeable power spike after Tier 4, Wave 200. Your next-best options are Death Wave or Black Hole. Spotlight is strong late but demands heavy investment, leans on ancestral sub-modules, and does not spike until Tier 7, Wave 80, where it grants x3 coins on kills inside its beam — nearly useless early. Chain Lightning is the best pure DPS option. Smart Missiles and Inner Landmines are inconsistent and miss often, and Landmines needs an event-limited core module to shine. Chrono Field only helps once you have other damage sources. Poison Swamp tries to do everything and does none of it well. Chain Lightning, Smart Missiles, Chrono Field, Inner Landmines and Poison Swamp all spike at Tier 7. There is roughly an 88% chance you are offered Golden Tower, Death Wave, Black Hole or Spotlight on your first pick. If you land in the unlucky 12%, restarting the account is worth serious consideration. If you must choose between Death Wave and Black Hole: Black Hole is actively harmful early, since it gathers enemies and then dumps them all on your tower at once. After Tier 5, Wave 150 it flips into a midgame monster, granting x11 coins on kills inside it, and with around 2807 stones invested it can permanently pull in all common enemies so it never ends. Death Wave is merely decent early but easy to sync with Golden Tower since both start on a 300s cooldown. It gives 1.5x coins from affected enemies and up to x5.25 max HP, then spikes hard at Tier 3, Wave 250 with 2.5x coins and 12.5x health, and adds x3 cells from affected enemies late game for faster lab research. Death Wave is arguably better early and late, while Black Hole dominates the midgame — pick based on which stage you care about more. #### Coins / Wave vs. Coins / Kill Coins per Kill wins in the late game and at high waves, where you can push enemy spawn counts up — more enemies means more kills means more coins. Early on, though, Coins per Wave is the clear winner. Some early waves spawn no bonus enemies at all, so Coins per Kill can literally pay out zero. Coins per Wave is consistent every wave and scales better at this stage. #### DPS vs. Defense Raw damage carries you through the first few hours. Once you unlock Thorns and raise it to at least 5%, switch to stacking Defense Absolute. Damage builds are vulnerable to bad luck — five tanks spawning together can simply overwhelm you. Defense Absolute removes that variance: if enemies hit for 100 and your Defense Absolute is above 100, it does not matter what spawns. It also scales well at Tier 1. #### Gem usage At this stage your only gem sinks are Cards and Lab Speed, and buying Lab Speed will drain coins you cannot afford to lose. Spend every gem on cards, as often as you can, until all of them are maxed. #### Lab usage Research priority at this tier: Game Speed first, then Coins per Wave, then Defense Absolute, then everything else. #### Must-read: Range Labs Range is not a stat you simply max out — different builds want opposite values, so read this before touching the lab. High-range builds include Glass Cannon, where more range means more time shooting and therefore more damage, and the 0-damage knockback permastall, where high range keeps wave 1 enemies away from your Thorns and orbs so the first enemies stay alive, fill the enemy cap, and stop stronger enemies from spawning. That build earns very little but can push high tiers in tournaments. Low-range builds include Blender, where you match range to your orbs so knockback pins enemies at the edge and orbs shred everything; Black Hole builds, where a smaller range lets Black Hole cover your whole field and swallow enemies before they die for the x11 coin bonus or a permanent stall; and Devo, an income-focused build that lowers damage, range and knockback to hoard enemies until Golden Tower, Death Wave and Black Hole all fire together, killing them centrally where Gold Bot can reach. Late-game Devo may instead kill with orbs for a x1.4 coin bonus from card masteries. You can adjust the Range Lab between 1x and 4x to suit your build, but only while outside of battle — set it before you start a run. #### Main goal: Lab Speed Lab Your real objective at Tier 2 is reaching Tier 1, Wave 150, which unlocks the Lab Speed lab. Lab speed becomes a major bottleneck later in the game, and a maxed Lab Speed lab grants x4 research speed. It takes a very long time to max, so start it as soon as it unlocks. #### Coin farming: The simplest method is to keep upgrading Coins per Wave and spam Retry on Tier 2, which carries a 1.8x coin multiplier and is the better stage for Coins per Wave farming. Tier 1 can be better if you have time to actively play: you reach higher waves with more enemies and get more time to buy Coins per Wave and Coins per Kill upgrades with cash mid-run. Quick tip: tapping your cash, coin or gem counter in the top left during a battle toggles the display between total currencies and currencies per minute. #### 2nd Ultimate Weapon The priority order is unchanged from Tier 1: Golden Tower first, then Death Wave, then Black Hole, then Spotlight, then everything else. #### Gem & Lab usage: By now, your gem and coin income should be steady enough to support some key upgrades. Prioritize buying your third card slot and third lab slot. For lab research, a good order is Game Speed, then Lab Speed, then whichever labs are cheapest. Avoid upgrading your Range stat in the lab. #### Modules Modules unlock at Tier 2, wave 90, just before you reach Tier 3. They are a complex system, but here are the core concepts. Epic-rarity modules come with unique abilities, like letting Health Regen heal above your max HP or instantly killing a percentage of enemies. You level up modules using shards, which you mostly get from shattering other modules. Higher levels grant better stats and allow for more sub-modules, which are re-rollable abilities. You can increase a module's rank by merging identical modules into it. For example, merging two Epic+ modules into a Mythical+ one creates an Ancestral version. Higher ranks improve the ability, raise the max level, and allow for better sub-modules. It's often best to save your gems for module banners. Since you can only equip four modules at a time, pulling randomly can leave you with many unused epics. Banners give you a 50% chance to pull the featured epic, making it much easier to get duplicates for merging. While modules are powerful, their major power spikes are tied to much later tiers. For now, focus your resources on cards, card slots, and lab slots. #### Guilds Guilds allow up to 30 players to team up. You contribute by completing Weekly Missions, which award tokens to both you and your guild. As the guild hits contribution milestones, everyone receives a large payout of tokens and bits. Tokens can be spent on cosmetic items that provide a small coin bonus, as well as some powerful relics. Bits are currently used to upgrade your Guardian, which has a minimal effect on gameplay. #### Unlock Perks Your first major goal in Tier 3 is to unlock Perks. To do this, you need to go back and beat Tier 2, wave 150, which unlocks a lab research that takes three days. Start it as soon as you can. Once researched, you'll be offered a choice between two new perks every 200 waves during a run. Perks reset when a run ends, making each attempt unique. At this stage, some of the best perks are: - **-20% Perk Wave Requirement:** This lets you earn perks more frequently, which is excellent for long runs. It can stack up to three times. - **-50% damage dealt, -50% damage taken:** Since you'll be relying on orbs and thorns to kill enemies, your own damage stat is less important. Halving the damage you take is a huge survivability boost. - **Defense +5%:** This can stack up to five times, significantly increasing your damage reduction and letting you survive much longer. #### First Perk Choice and Garlic Thorns With perks unlocked, you should be able to reach Tier 2, wave 1000. Doing so unlocks the research for First Perk Choice and Garlic Thorns. First Perk Choice lets you pick your first perk instead of getting a random one, but the lab to unlock it is very expensive. Garlic Thorns allows a portion of your Thorns damage to affect Vampire enemies, which are normally immune. This is a huge help for long runs and opens up cell farming, though Vampires will remain a threat until you unlock Wall Regen much later. #### Death Wave labs At Tier 3, wave 250, you can unlock the labs for Death Wave Health Bonus and Death Wave Coin Bonus. The coin bonus lab increases the Death Wave coin multiplier from 1.5x to 2.5x. The health bonus lab raises the max HP multiplier from 5.25x to 12.5x, making you substantially tankier in long runs. #### Daily Mission Shards Once you reach Tier 4, wave 70, you can unlock the Daily Mission Shards lab. This lab provides up to 50 extra shards for each daily mission you complete, adding up to 300 extra shards per day. Since shards are essential for leveling up your modules, this is one of the best labs to max out early. #### Events and Bots Tier 5 unlocks four frequency labs, one for each bot: Flame Bot, Thunder Bot, Golden Bot and Amplify Bot. Each one shaves up to 25 seconds off that bot's cooldown. Flame Bot's floor drops from 30s to 5s, while the other three go from a 75s minimum down to 50s. The catch is synchronization. Your bots are worth the most when they fire at the same time as Golden Tower, Black Hole and Death Wave, so the right Golden Bot cooldown depends entirely on your current ultimate weapon timers. Chasing the 50s floor is usually a mistake: it costs 5700 medals in cooldown upgrades plus the full -25s from the lab, and the moment your UW cooldowns drop again, the sync breaks. Spending 2800 medals with -15s from the lab to sit at 75s is far cheaper and much easier to re-sync as your UWs improve. The table below lists the medal spend and lab level needed to match each UW cooldown step from 200s down to 100s. One edge case: 88s UWs are an ultra-lategame setup requiring permanent Black Hole, permanent Death Wave and the -12s Golden Tower cooldown sub-module. Even there, syncing Golden Bot to 88s leaves it active for only half of GT's duration, while a 50s cooldown with 40s duration keeps it up for roughly 80% of GT's window on average. If you've already maxed the lab to -25s, you can still find sync points at certain UW cooldowns by adjusting medal investment, and the Multiverse Nexus core module with GT, BH and DW cooldown sub-modules opens up even more combinations. A community spreadsheet linked below maps out every achievable cooldown and the sub-modules required, with syncable options colour-coded by medal cost. #### Pitfall: Black Hole Damage lab At Tier 5 wave 150 you unlock Black Hole Coins and Black Hole Damage. The damage lab scales up to 2% damage per second, enough to kill most enemies within about 50 seconds inside a Black Hole. Whether that's good depends entirely on how you play. If you want kills inside Black Hole for the coin bonus, the extra damage helps. But Black Hole is also the backbone of the strongest perma-stall strategy in the game: with cooldown and duration both at 50s and enough size to cover your tower's range, every enemy gets pulled in and held forever. Unlike other stall setups, enemies inside a Black Hole never attack your tower, so they never ramp up their 4%-per-attack damage, and they clog the spawn cap so new enemies stop appearing. Black Hole Damage undermines this by killing the enemies you're trying to hold. The lab cannot be unresearched. If there's any chance you'll want perma-Black Hole later, leave this one on the backlog until you're sure. #### Must have: Black Hole Coin Bonus Black Hole Coin Bonus scales up to x11 coins from enemies killed inside a Black Hole. If your Black Hole is synced with Golden Tower and Death Wave, that works out to roughly an x11 multiplier on your coin income. This is one of the highest-priority labs in the game and should be researched as soon as you can. #### Module power spike Tier 10 wave 40 brings a big jump in module progression through three new labs. The standout cuts the shard cost of levelling modules by up to 30%, and the discount applies retroactively: you can use Restore Level to reclaim everything you've spent so far, then reinvest it all at the cheaper rate. The second lab doubles your chance of rare module drops from bosses. The third reduces the coin cost of module upgrades, which is nice but far less impactful than the other two. #### Bot duration labs Tier 10 wave 50 unlocks four more bot labs: up to 7 Flame Bot stacks, up to +10s Golden Bot duration, up to +10s Amplify Bot duration, and up to +13s Thunder Bot linger time. Flame Bot Stacks is a trap. Even fully maxed, Flame Bot tops out at 1470x damage per second, which is trivial next to something like Chain Lightning. Worse, if you run a Devo strategy — keeping enemies alive until GT, DW and BH fire together so kills pay out bonus coins — extra Flame Bot damage kills enemies early with no coin multiplier attached. And since Flame Bot also grants up to 80% damage resistance, you can't just switch it off. Skip this lab. Golden Bot Duration is useful but has a hard ceiling on value. Synced with your UWs, Golden Bot only needs to outlast Death Wave, because income after DW ends is only 40% of what it is during DW's 2.5x multiplier. Death Wave lasts roughly its Quantity times 4 seconds, and Quantity caps at 9, so a total of 36s Golden Bot duration covers you until the ultra lategame. Amplify Bot duration and Thunder Bot linger time, on the other hand, are worth pushing as high as you can afford without breaking your UW sync. #### Wall Regen & Wall Thorns Reaching wave 70 on Tier 10 opens up two labs that change how defensive builds play. Wall Thorns lets your Wall apply thorns damage equal to as much as 20% of your tower's own thorns value, which is enough for the Wall to kill most enemies after five or six hits. Wall Regen lets the Wall recover health at up to 300% of your tower's Health Regen stat, and crucially, Vampire enemies cannot switch this regeneration off. These two labs are the point where Wall-focused and generally defensive setups start farming deep into runs. Because Vampires can no longer stop your healing, the main counter to defensive play is gone, and Wormhole Redirector stops being necessary. That frees your armor module slot for something like Anti-Cube Portal, which can multiply your damage by up to x25 against enemies caught by shockwaves for 7 seconds. #### Tier 11 Tier 11 brings two major unlocks: nuke at wave 10, and enemy level skips at wave 200. Nuke is required for certain event missions and can also stretch your tournament and milestone runs further. Enemy level skips are widely considered the most important upgrade in the entire game. Attack level skips benefit ehp builds, health level skips benefit gc builds, and hybrid or tournament-focused setups should split their investment evenly between the two. Getting both EALS and EHLS to 200 costs 5.26T each. Expect to stay on Tier 11 for a long time, because the jump to Tier 12 is rough. Many champion-league players run 10k+ wave farms here (particularly after disso runs), which can take 12–14 hours or more. You'll want enough card slots to fit wave accelerator and wave skip for those marathon sessions. A minimum 14-card ehp loadout looks like: coins, crit coins, cash, free ups, wave skip, slow, health, regen, extra defense, land mine stun, crit chance, energy shield, wave accelerator and enemy balance. Once you unlock slots 15 and 16, second wind and recovery package chance are strong picks — recovery package chance pairs especially well with galaxy compressor setups chasing permanent black hole, lower synchs, or more common module drops. #### GT + DW + BH + MVN These four aren't locked to any one tier, but they scale slowly and are easy to misplay, so they belong in this guide. Here's what each one does: Golden Tower can multiply your coins by up to x43.125 for as long as 80 seconds, with a cooldown floor of 88 seconds. If GT is sitting inactive or out of sync, you may be missing out on 97.7% of your possible income. Black Hole traps and damages enemies while granting up to x11 coins. With a maximum uptime of 54 seconds against a minimum cooldown of 46 seconds, it can be kept running permanently. Any time it isn't active or synced, you could be forfeiting 91% of your potential income. Death Wave gives x2.5 coins and x3 cells from enemies struck by Effect Waves or Death Wave itself. Its effective duration is roughly (Quantity × 4) seconds plus however long the Death Wave Ring survives before its damage pool runs dry, capping at 36 seconds with a 37-second minimum cooldown. When it or Effect Waves aren't active or synced, you're losing around 60% of your potential income. Multiverse Nexus ties the cooldowns of GT, DW and BH together automatically, setting each one to (Total Cooldown)/3 plus a modifier. That modifier shrinks as MVN gains ranks, bottoming out at -10 seconds at Ancestral level. #### Cooldown Sync'ing Before anything else, read the Events and Bots guide in the Tier 5 section — keeping Golden Bot synced with your UWs matters just as much as syncing the UWs with each other. The short version: start with a 2:1 ratio between Black Hole and Golden Tower/Death Wave. That means 150s BH against 300s GT and DW, then upgrade in steps of five to 140:280, 130:260, and so on. Once your Multiverse Nexus reaches Ancestral, pivot towards MVN instead. The long version is that there are seven possible strategies: 6:1 BH:GTDW (good) — Getting BH to 50s while GT and DW stay at 300s costs 2,040 stones total. You can invest into perma-BH for combat, stalling or killing all normal enemies while staying synced with GT, DW and Golden Bot. Income is mediocre (C-), but the combat value is excellent (A+). 5:1 BH:GTDW (bad) — Both options here are poor. A 60:300 sync costs 1,778 stones but leaves BH non-permanent, so it dumps a wave of enemies on you every 60 seconds and gets you killed. A 50:250 sync costs 2,470 stones, and Golden Bot can't sync with 250s until its cooldown reaches a 50s minimum, which is extremely expensive in medals. 4:1 BH:GTDW (mixed) — At 70:280 the cost is 1,604 stones and everything is terrible. At 60:240 the cost is 2,396 stones; you have neither perma-BH nor good income, though Golden Bot can sync at 120s cooldown for 0 medals. At 50:200 everything is great: 3,750 stones, perma-BH, and Golden Bot syncs with only 100s cooldown. 3:1 BH:GTDW (bad) — At 100:300 the cost is only 910 stones, so it's cheap to enter, and Golden Bot syncs fairly cheaply at every stage. The problem is that 2:1 is simply better. 2:1 BH:GTDW (good) — At 150:300 the cost is just 230 stones, the cheapest non-MVN sync available. At 120:240 the cost is 1,202 stones with a Golden Bot medal cost of 0. It's cheaper than every ratio above and only loses to 1:1 and MVN starting at 200s cooldown. Everyone eventually lands on 50s BH with 100s GT/DW anyway for combat reasons. 1:1 BH:GTDW (meh) — Not strictly bad, but outclassed on both sides. A 100:200 sync costs 1,710 stones, which is steep early on, and MVN outclasses it heavily in the midgame. With 2:1 cheaper and MVN better, 1:1 has no real niche. Reaching a 100s sync costs 9,060 stones, so perma-BH for combat takes forever to afford. MVN (very good) — Multiverse Nexus is the cheapest, easiest, most effective and most flexible sync strategy. If you want GT/BH/DW sync for farming but perma-BH plus Dimension Core for tournaments, you can swap by investing 2,040 stones into BH cooldown and switching modules back and forth. It also reaches sync times impossible otherwise: as low as 54s with one sub-module, 51s with two, or 50s with three. Surprisingly, MVN becomes a detriment in the ultra-late game. Equipping it means you can't run a different core module that might push you to higher waves for more coins and cells. Perma-BH is hard to achieve with MVN equipped unless you turn off GT and DW or max their cooldowns — though MVN with BH alone can pull BH down to 40s, which helps in tournaments once GT and DW have done their jobs (10b cash, 12.5x max HP). And once every attribute of these UWs is maxed, you actually earn about 6% more coins without MVN: with 36s uptime and 37s cooldown on DW, a 50s MVN sync leaves DW active only 74% of the time, while GT with 80s uptime and 88s cooldown stays up 91% of the time without MVN. Adding MVN at that stage trades +9% GT uptime for -26% DW uptime, a net loss of around 6% income. This only applies once the UWs are fully maxed with five or more ancestral sub-modules. The recommended starting path: spend 230 stones on BH cooldown for a 150:300 ratio. When you later get ancestral MVN, that gives you (150+300+300)/3-10 = a 240s sync, which lines up neatly with Golden Bot's 120s cooldown — a 300s to 240s sync for 230 stones and 0 medals. That frees your stones and medals for things like GT Bonus and GB Bonus before you have to worry about cooldowns. #### Duration Sync'ing Duration matters because the multipliers stack. With DW, BH and GT all active you get x27.5 xGT. With BH and GT active but no DW, only x11 xGT. With GT alone, just xGT. In raw value terms, GT Duration is worth about 1/70th of DW Quantity and 1/10th of BH. Having all three UWs active together is enormously better than any one firing on its own. DW Quantity is the most effective upgrade, but also the most expensive, which drags down its cost-effectiveness. Working through the full upgrade sequence, BH Duration is almost always the most cost-effective pick because of how cheap it is. Beyond stone upgrades, there are several other ways to extend effective duration: An ancestral core module can roll "+3 Death Wave Quantity", adding more than 12s of Death Wave duration. Letting enemies live outside your UWs but always killing them inside the UWs lets enemies spawn continuously up to the enemy cap. To kill them within the UW window, use Black Hole to pull enemies into your orbs, or sync Smart Missiles with the other UWs to nuke enemies roughly every 20 seconds. Perks can grant +4s Death Wave, +12s Black Hole, and x1.5 GT Bonus. Labs provide up to +20s GT Duration. One caveat: maxing durations with stones only provides an 82% boost compared to investing nothing into durations at all. Cooldowns are usually the more important investment. ### UW Tier List: Best Ultimate Weapons in The Tower (2026) URL: https://www.tower-hub.com/wiki/guide/uw-tier-list Nine Ultimate Weapons, and every new pick costs more stones than the last — so the order you unlock and upgrade them shapes your whole account. This tier list is different from most: alongside the community pick order, it shows where a real Legend-league account actually put 53,547 stones, and what 50 logged long runs (waves 3,188–6,523) say about which weapons actually deal the damage and earn the coins. Every number on this page comes from verified cost tables, a decoded save file, or in-game battle reports — nothing is estimated. #### The tier list at a glance Tiers here mean pick-and-invest priority for a normal farming-focused account, not raw power in a vacuum. Economy weapons top the list because coins buy everything else: workshop levels, lab speed, and ultimately the damage weapons themselves. This matches the community pick order (see the linked Which UW Do I Select guide) and, as the data sections below show, it is exactly how the coin ledger of real runs behaves. Table: Pick-and-invest priority for a farming-focused account Tier | Ultimate Weapon | Role | Verdict S | Golden Tower | Economy | First pick, no contest. Unlocking it already boosts cash and coins, and its Golden Combo ability becomes your single biggest coin source. S | Black Hole | Economy + control | Feels weak on unlock, becomes an economy and protector-killing pillar once its labs come in. Sync it with Golden Tower; the bonuses stack multiplicatively. A | Death Wave | Economy + health | Strong at nearly every stage since its rework: coin bonus and health multiplier apply on hit, so it stays useful long after it stops killing. A | Spotlight | Damage + coins | A 3x coin bonus with constant uptime plus a serious damage multiplier through the mid game. A | Chrono Field | Crowd control | The king of crowd control. After its first activation it can stay up permanently. Second-biggest stone investment on my account for a reason. B | Chain Lightning | Damage | Cheap to make strong; carries mid-game damage. On my CL-focused build it deals over half of all damage in logged runs. C | Inner Land Mines | Utility (stun) | A cheap, wide stun that keeps bosses and elites off you. 625 stones on my account bought a real effect. Shines in a damage meta, less in today's hybrid meta. C | Poison Swamp | Damage (situational) | Reworked in v26; needs a developed Chrono Field to keep enemies in the swamp. Before that point it underperforms almost everything. C | Smart Missiles | Damage (late) | The classic guides call it the late-game damage ceiling, but the investment needed before it outperforms Chain Lightning is enormous, and in the current hybrid meta that payoff sits at the very end of the road. Last project on this list, and my account agrees: 0 stones. #### Unlock order and what each slot costs Unlock costs are per slot, not per weapon: your first Ultimate Weapon costs 5 stones no matter which one you take, the ninth costs 3,000. All nine slots together cost exactly 9,705 stones. That escalation is why pick order matters so much: an early slot wasted on Poison Swamp costs you the same 5 stones, but the coins you didn't earn compound for months. My recommended order: Golden Tower, Black Hole, Death Wave, Spotlight, Chrono Field, Chain Lightning, Inner Land Mines, Poison Swamp, and Smart Missiles last. The classic community order takes Smart Missiles 7th, ahead of the two situational picks; I disagree for the reasons in the tier table: the stone investment it demands before it beats Chain Lightning is the largest commitment on this list, and in the current hybrid meta that project belongs at the very end. One refinement stands either way: if you can keep a 3x lab boost running continuously, take Chain Lightning 5th and push Chrono Field to 6th or 7th, because the boost cuts Chrono Field's long lab times down to size. Each UW+ ability (Smite, Golden Combo, Kill Wall …) additionally costs a flat 975 stones to unlock in-game. Table: Stone cost per unlock slot (verified against the cost tables) Slot | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th Stones | 5 | 50 | 150 | 300 | 800 | 1,250 | 1,750 | 2,400 | 3,000 #### Where a real Legend account put 53,547 stones This is the actual stone allocation of my Legend-league account, decoded straight from the save file: 9,705 stones on the nine unlock slots and 43,842 in upgrades. Two things stand out. First, the two biggest investments are an economy weapon and a crowd-control weapon, not damage: Golden Tower and Chrono Field together hold more stones than everything else combined. Second, Smart Missiles and Poison Swamp sit at zero upgrade stones even on a Legend account — they are genuinely late-game projects, which is worth remembering when a tier list tells you to unlock them last. Table: Upgrade stones per UW (decoded save, August 2026) Ultimate Weapon | Upgrade stones | UW+ ability | UW+ status Golden Tower | 13,838 | Golden Combo | Unlocked, level 7 Chrono Field | 10,456 | Chrono Loop | Unlocked, level 4 Black Hole | 5,740 | Consume | Locked Death Wave | 5,393 | Kill Wall | Locked Spotlight | 4,374 | Light Range | Unlocked, level 0 Chain Lightning | 3,416 | Smite | Locked Inner Land Mines | 625 | Charged Mine | Locked Smart Missiles | 0 | Cover Fire | Locked Poison Swamp | 0 | Death Creep | Locked #### What 50 logged runs say about damage Averaged over the last 50 long farming runs on this account (waves 3,188 to 6,523, from 374 logged battle reports), the damage ledger looks like this. Context matters when reading it: this is a Chain-Lightning-focused hybrid build, and Smart Missiles / Poison Swamp / Inner Land Mines sit at or near zero upgrade stones — their shares are low because they are uninvested, not because they are weak. What the table really shows is that a B-tier damage weapon with only 3,416 stones in it can carry more than half of an account's total damage, which is exactly the cost-efficiency argument for taking Chain Lightning before Smart Missiles. Table: Average share of total damage per source, last 50 long runs Damage source | Avg. share of run damage Chain Lightning | 53.5% Orbs | 32.7% Guardian (electrons) | 9.0% Black Hole | 4.2% Projectiles | 0.5% Everything else (Thorns, Death Wave, mines, swamp, missiles) | < 0.2% combined #### What the runs say about coins The same 50 runs, coin side. The game reports each bonus line relative to total coins earned, and because the multipliers stack with each other the lines overlap — they deliberately do not sum to 100%. Read them as "how big is this lever": Golden Combo alone is worth almost half of everything earned, and the four economy UW lines (Golden Combo, Golden Tower, Black Hole, Death Wave) each out-earn the biggest damage weapon's coin line. This is the empirical version of the tier list above — the economy weapons literally pay for the rest of the account. Table: Average coin-bonus lines relative to total coins, last 50 long runs Coin source | Avg. share of total coins Golden Combo (Golden Tower's UW+ ability) | 46.2% Wave skip | 35.5% Golden Tower (base) | 17.5% Black Hole | 16.4% Golden Bot | 14.4% Spotlight | 11.2% Death Wave | 9.9% Orbs | 4.3% Critical coin | 0.5% #### When this ranking changes Three progression points bend the list. Early game (first three slots): nothing changes — Golden Tower, Black Hole and Death Wave are the consensus opening in that order, and the coin data above shows why. Mid game: if you can keep a 3x lab boost running continuously, swap Chain Lightning ahead of Chrono Field (5th instead of 6th); the boost shrinks Chrono Field's brutal lab times, which is its main cost. Late game: Poison Swamp starts performing once a developed Chrono Field (ideally with CF+ levels) keeps enemies inside it, and Inner Land Mines' stun gets more valuable the more concentrated your damage becomes. Smart Missiles stay the final project: fully invested they can become a dominant damage source, but that point sits behind the largest stone commitment on this list — start it only when everything else on your account is where you want it. #### FAQ **What is the best Ultimate Weapon in The Tower?** Golden Tower. Unlocking it alone boosts cash and coins, and in 50 logged long runs its Golden Combo ability averaged 46.2% of all coins earned — the single biggest lever in the game. **What order should I unlock Ultimate Weapons in?** Golden Tower → Black Hole → Death Wave → Spotlight → Chrono Field → Chain Lightning → Inner Land Mines → Poison Swamp → Smart Missiles. If you can run a 3x lab boost continuously, take Chain Lightning 5th and Chrono Field 6th or 7th. **How many stones does it cost to unlock all Ultimate Weapons?** Exactly 9,705 stones for the nine slots (5, 50, 150, 300, 800, 1,250, 1,750, 2,400 and 3,000). Upgrading them costs far more — this account has 43,842 stones in upgrades on top. **Are damage Ultimate Weapons worth it?** Eventually, yes — but the run data is blunt about priorities: economy UW coin lines (Golden Combo 46.2%, Golden Tower 17.5%, Black Hole 16.4%) dwarf everything else, and those coins buy your damage later. Chain Lightning is the cost-efficient damage pick: 3,416 stones invested, over half of all run damage delivered. **Is Smart Missiles good in The Tower?** Only at the very end of the road. Heavily invested it can become a dominant damage source, but the stone cost of reaching the point where it outperforms Chain Lightning is the largest commitment on this list — which is why it sits last here, and why this Legend account still has 0 stones in it. ### Which UW do I select? URL: https://www.tower-hub.com/wiki/guide/which-uw-do-i-select Picking Ultimate Weapons matters more than most decisions in The Tower because each new pick costs more than the last. Every UW has a use, but some pay off immediately while others only shine once you have labs, upgrades, or other UWs to back them up. Skye's tool at what-uw-should-i-pick.netlify.app walks you through the right choice based on what you already own and what options you're offered. It isn't fully up to date, but it's still useful for understanding the reasoning behind why a given UW is or isn't worth taking. Picking Ultimate Weapons matters more than most decisions in The Tower because each new pick costs more than the last. Every UW has a use, but some pay off immediately while others only shine once you have labs, upgrades, or other UWs to back them up. Skye's tool at what-uw-should-i-pick.netlify.app walks you through the right choice based on what you already own and what options you're offered. It isn't fully up to date, but it's still useful for understanding the reasoning behind why a given UW is or isn't worth taking. #### General Ranking 1. Golden Tower Golden Tower is a huge economy boost that makes overall progress feel noticeably faster. Simply unlocking it gives an immediate 20% increase to both cash and coins. It should be your first priority over any other pick. 2. Black Hole Black Hole feels weak when you first unlock it, because most of its power comes from labs. Its labs let it generate coins and deal damage equal to a percentage of enemy health per second. Be careful with cooldown reduction here: most of its economic value comes from being synced with other UWs, especially Golden Tower, since the coin bonuses stack multiplicatively. A well-levelled Black Hole duration and cooldown, combined with its damage percentage, also helps kill protectors on any build. 3. Death Wave Since the 0.24.3 rework, Death Wave is a strong pick at nearly every stage of the game. Without labs it gives 1.5x coins on enemies it hits and boosts your health up to 5x. Labs raise those to 2.5x coins and 12.5x health, and can add up to 3x Elite Cells, currently the only way to increase Elite Cell gains within a run. The bonuses apply on hit rather than on kill, so they stay useful well past the point where Death Wave can still kill things. Syncing it with the UWs above is again valuable because the coin bonus stacks multiplicatively. 4. Spotlight Spotlight seriously improves your damage and also has a coin lab. Taking it early can feel strange since damage may not be your focus yet, but it's still worth picking over most other UWs. It provides a 3x coin bonus with constant uptime, and at max coverage it can easily cover most of the area. The SLM lab plus its damage boost also make your damage much stronger through the mid game. 5. Chrono Field Chrono Field is the king of crowd control. After its first activation it can stay up 100% of the time. The slow makes it far harder for enemies to reach and hit you, and increasing its range stops more enemies from slipping past your orbs. Note: if you're grabbing your 5th UW before you can dedicate a 3x lab boost, take Chrono Field 5th. If you can run a 3x lab boost continuously, take it 6th or 7th instead, since the boost greatly reduces its lab time. 6. Chain Lightning Chain Lightning used to be a support UW, good mainly for stripping armor or applying debuffs. The 0.24 update buffed its damage scaling, turning it into a much stronger damage dealer than before. It's also fairly cheap to upgrade into a powerful state, giving strong mid-game damage that helps you handle elites while you build up Chrono Field. Note: if you can run one 3x lab boost constantly, take Chain Lightning 5th when you have the choice. 7. Smart Missiles Smart Missiles are your main damage output in the late game, dwarfing every other damage source, especially when paired with Spotlight. Their labs make them even deadlier by turning the damage into AoE and amplifying it. The cost of making Smart Missiles fully outperform Chain Lightning is the main reason to take Chain Lightning first. 8. Inner Land Mine Being listed second-to-last doesn't make Inner Land Mine bad. It has a stun with a great radius once upgraded, letting you stun bosses and elites so Smart Missiles get more time to fire on a closer, more concentrated target. The rotation also allows stun-locking for a good stretch of time, enabling even more Smart Missile barrages. It's cheap to upgrade, so its effects show quickly. It was stronger in a damage-focused meta than in the hybrid meta most players currently run. 9. Poison Swamp Poison Swamp was heavily reworked in V26. As it stands, it's a very impactful UW once you have a developed Chrono Field, ideally with CF+ levels. Developing it before then isn't advised, since its consistency will be low and it will underperform almost every other UW. It can deal very high damage if enemies can be poisoned and then kept away from your tower for a long time, because its damage ramps up over time. ### Attack Research URL: https://www.tower-hub.com/wiki/lab/lab-category-attack-research Attack Research Damage Max Lv 100 | Attack Speed Max Lv 99 Critical Factor Max Lv 99 | Range Max Lv 80 Damage/Meter Max Lv 99 | Super Crit Chance Max Lv 50 Super Crit Mult Max Lv 40 | Max Rend Armor Multiplier Max Lv 30 Light Speed Shots Max Lv 1 | ### Battle Condition URL: https://www.tower-hub.com/wiki/lab/lab-category-battle-condition Battle Condition Battle Condition Reduction Max Lv 10 | Battle Condition Reduction Group 1 Max Lv 20 Battle Condition Reduction Group 2 Max Lv 20 | Battle Condition Reduction Group 3 Max Lv 10 Battle Condition Reduction Group 4 Max Lv 10 | ### Bot Research URL: https://www.tower-hub.com/wiki/lab/lab-category-bot-research Bot Research Flame Bot Cooldown Max Lv 25 | Thunder Bot Cooldown Max Lv 25 Golden Bot Cooldown Max Lv 25 | Amplify Bot Cooldown Max Lv 25 Flame Bot - Burn Stacks Max lv 5 | Thunder Bot - Linger Time Max lv 20 Golden Bot - Duration Max lv 20 | Amplify Bot - Duration Max lv 20 ### Card Research URL: https://www.tower-hub.com/wiki/lab/lab-category-card-research Card Research Second Wind Blast Max Lv 4 | Double Death Ray Max Lv 30 Extra Orb Adjuster Max Lv 1 | Extra Extra Orbs Max Lv 2 Energy Shield Extra Hit Max Lv 2 | Super Tower Bonus Max Lv 30 Recharge Second Wind Max Lv 7 | Recharge Demon Mode Max Lv 7 Recharge Nuke Max Lv 7 | Card Mastery (1 lab per card) Max Lv 9 ### Defense Research URL: https://www.tower-hub.com/wiki/lab/lab-category-defense-research Defense Research Health Max Lv 100 | Health Regen Max Lv 100 Defense Absolute Max Lv 100 | Defense % Max Lv 50 Orb Speed Max Lv 20 | Land Mine Damage Max Lv 20 Land Mine Decay Max Lv 35 | Shockwave Size Max Lv 20 Orb Boss Hit Max Lv 10 | Wall Health Max Lv 50 Wall Rebuild Max Lv 20 | Wall Regen Max Lv 30 Wall Thorn Max Lv 20 | Wall Invincibility Max Lv 10 Wall Fortification Max lv 60 | Garlic Thorns Max Lv 10 ### Echo Lab URL: https://www.tower-hub.com/wiki/lab/echo-lab Echo Lab refers to the four Dissonant Echo labs, which let a slice of the Dissonance Boost you earn on one tier carry over to every other tier. Each lab targets a different stat category, so you choose whether the echoed boost improves your damage, survivability, economy or ultimate weapons. #### Description Dissonant Echo Boost can raise tower damage, tower health, your coin multiplier or ultimate weapon damage, depending on which lab you level. The strength of the echo is tied to the Dissonance Boost you reach on a given tier. There is one lab for each Dissonant category: Dissonant Echo - Attack, Dissonant Echo - Defense, Dissonant Echo - Utility and Dissonant Echo - Ultimate Weapon. Putting more levels into a lab raises the percentage of your Dissonance Boost that echoes across to all tiers. #### Labs Each of the four labs has 20 levels. The echo chance starts at 0.5% and every level adds another 0.5%, topping out at 10.5% Dissonant Echo Boost when maxed. The cost of each level doubles over the previous one, so the later levels get expensive quickly. The figures in the cost table below were recorded with level 0 lab speed, no lab discount and no relics that reduce lab costs, so your own costs and times may be lower. Level | Value | Time | Coins 1 | 1.0% | 20d 20h | 1q 2 | 1.5% | 41d 16h | 2.25q 3 | 2.0% | 62d 12h | 5.06q 4 | 2.5% | 83d 8h | 11.39q 5 | 3.0% | 104d 4h | 25.63q 6 | 3.5% | 125d | 57.67q 7 | 4.0% | 145d 20h | 129.75q 8 | 4.5% | 166d 16h | 291.93q 9 | 5.0% | 187d 12h | 656.84q 10 | 5.5% | 208d 8h | 1.48Q 11 | 6.0% | 229d 4h | 3.33Q 12 | 6.5% | 250d | 7.48Q 13 | 7.0% | 270d 20h | 16.83Q 14 | 7.5% | 291d 16h | 37.88Q 15 | 8.0% | 312d 12h | 85.22Q 16 | 8.5% | 333d 8h | 191.75Q 17 | 9.0% | 354d 4h | 431.44Q 18 | 9.5% | 1y 10d | 970.74Q 19 | 10.0% | 1y 30d 20h | 2.18s 20 | 10.5% | 1y 51d 16h | 4.91s #### Dissonant Echo Boost per Tier The echoed boost for each tier is worked out as: (Dissonant Boost - 1) multiplied by your lab percentage. The resulting bonus is additive with the boost already on the receiving tier. For example, with the lab at level 0 (0.5%) and the maximum Dissonance Boosts reached on tiers 1 through 10: a 3x Dissonance Boost echoes a 0.10x bonus to all tiers, while a 5x boost echoes 0.20x. A tier sitting at 5x would then effectively run at 5.20x, or 3.10x if it was at 3x. The table below lists the echoed boost per lab level for the maximum 3x and 5x Dissonance Boosts. Lab | Percent | 3x | 5x 0 | 0.5% | 0.01 | 0.02 1 | 1.0% | 0.02 | 0.04 2 | 1.5% | 0.03 | 0.06 3 | 2.0% | 0.04 | 0.08 4 | 2.5% | 0.05 | 0.1 5 | 3.0% | 0.06 | 0.12 6 | 3.5% | 0.07 | 0.14 7 | 4.0% | 0.08 | 0.16 8 | 4.5% | 0.09 | 0.18 9 | 5.0% | 0.1 | 0.2 10 | 5.5% | 0.11 | 0.22 11 | 6.0% | 0.12 | 0.24 12 | 6.5% | 0.13 | 0.26 13 | 7.0% | 0.14 | 0.28 14 | 7.5% | 0.15 | 0.3 15 | 8.0% | 0.16 | 0.32 16 | 8.5% | 0.17 | 0.34 17 | 9.0% | 0.18 | 0.36 18 | 9.5% | 0.19 | 0.38 19 | 10.0% | 0.2 | 0.4 20 | 10.5% | 0.21 | 0.42 ### Enemy Research URL: https://www.tower-hub.com/wiki/lab/lab-category-enemy-research Enemies Research Common Enemy Health Max Lv 30 | Common Enemy Attack Max Lv 30 Fast Enemy Health Max Lv 30 | Fast Enemy Attack Max Lv 30 Fast Enemy Speed Max Lv 30 | Tank Enemy Health Max Lv 30 Tank Enemy Attack Max Lv 30 | Ranged Enemy Health Max Lv 30 Ranged Enemy Attack Max Lv 30 | Boss Health Max Lv 30 Boss Attack Max Lv 30 | Protector Health Max Lv 30 Protector Radius Max Lv 30 | Protector Damage Reduction Max Lv 20 Ranged Enemy Range Max Lv 30 | Vampire Enemy Attack Max Lv 30 Vampire Enemy Health Max Lv 30 | Ray Enemy Attack Max Lv 30 Ray Enemy Health Max Lv 30 | Scatter Enemy Attack Max Lv 30 Scatter Enemy Health Max Lv 30 | ### Garlic Thorns URL: https://www.tower-hub.com/wiki/lab/lab-garlic-thorns Garlic Thorns is a lab upgrade that targets Vampire elite enemies. Once researched, Vampires suffer a percentage of your thorns damage every second while they are using their ranged attack, giving you a way to chip away at an enemy that normally stays out of thorns range. #### Garlic Thorns You unlock Garlic Thorns by reaching wave 1000 on tier 2. The lab has 10 upgrade levels, each increasing the effect. While a Vampire elite is channeling its ranged attack, this lab forces it to take a percentage of your thorns damage per second. Because Vampires attack from a distance, your normal thorns never touch them — Garlic Thorns closes that gap by applying thorns-based damage during their attack window. The exact percentages per level are listed in the table below. This lab matters most once Vampires become a regular threat in your runs. If your build already invests heavily in thorns damage, Garlic Thorns converts that investment into steady damage against an elite that would otherwise be handled only by your tower's direct attacks. Level | Time | Cost | Value 1 | 1d 3h 13m | 4,500 | 0.5 2 | 1d 6h 5m | 7,100 | 1.0 3 | 1d 9h 49m | 13,300 | 1.5 4 | 1d 14h 59m | 26,700 | 2.0 5 | 1d 22h 5m | 50,900 | 2.5 6 | 2d 7h 33m | 89,500 | 3.0 7 | 2d 19h 45m | 146,100 | 3.5 8 | 3d 11h 5m | 224,300 | 4.0 9 | 4d 5h 54m | 327,700 | 4.5 10 | 5d 4h 32m | 459,900 | 5.0 ### Lab Upgrades URL: https://www.tower-hub.com/wiki/lab/lab-upgrades Labs are where you research permanent upgrades that raise your scaling and maximum caps. Most lab upgrades must first be unlocked through Milestones before you can research them, and each research takes real time to complete. #### Description Lab upgrades are permanent improvements bought through the lab screen. They cover a wide range of effects, from improving how your tower scales to raising maximum caps on stats. Most individual labs are gated behind Milestones, so you need to hit the required milestone before the research becomes available. #### Features of Research The labs page includes several features that affect how research works or improve quality of life. Switching labs: If you are partway through a research, you can tap the lab and swap to a different one. The coins you paid are refunded, and your progress is kept and shown as a green lab time. When you return to that research later, you pay the coin cost again but keep the time progress. Auto Research: A small clock icon sits to the left of the progress bar on each lab. Turning it on makes that lab automatically begin the next level of the same research as soon as the current one finishes. Lab Search: When picking a new research, you can type a lab's name into the search bar to filter the list instead of scrolling. Lab History: The History tab shows every lab you have completed in chronological order, along with the date and time each one finished. #### Number of Labs You start with a single lab slot, unlocked through Milestones at tier 1 wave 30. Additional slots can be purchased with gems, up to a maximum of five labs running in parallel. Buying all of them costs 4,900 gems in total; the per-slot breakdown is in the cost table below. Lab Number | 1 | 2 | 3 | 4 | 5 Cost | Free | 100 | 400 | 1,400 | 3,000 #### Rushing Labs You can spend gems to skip lab time, but only the entire remaining duration of a research — partial skips are not possible. Longer researches have built-in discounts, so rushing them costs fewer gems per unit of time than rushing short ones. Gold-boxing a lab (completing every level of it) improves your gem rush efficiency. Each fully gold-boxed lab adds 0.015x to your gem efficiency, stacking additively, so the more labs you finish, the cheaper rushing becomes. Exact rush costs are shown in the table below. Table: Credit to Shantymatic for calculations (Outdated due to gem rush efficiency update) Time | Gems | Gems/Day rate | Discount 1 hour | 7.5 | 180 | 0% 1 day | 163 | 163 | 9% 1 week | 1000 | 142.9 | 21% 30 days | 3550 | 118.3 | 34% 90 days | 8000 | 88.9 | 51% 360 days | 25000 | 69.4 | 61% >360 days | 25000 | N/A | N/A #### Boosting Labs Labs can be sped up using Elite Cells. Open the lab, select "Speed Up", pick a duration of 1, 8, or 24 hours, then pick a multiplier from 1.5x up to 8x. The lab then shows the Elite Cell cost for that combination. Since v25.5, all boosts use a flat rate. Boost costs rise much faster than the multiplier itself. Going from 1.5x to 2x is a ~33% relative speed increase, but the cost jumps by roughly 6.67 times. Because of this, spreading boosts across several labs is usually better value than pushing one lab to a high multiplier — unless your cell generation is strong enough to refill the cost before the boost expires. As an example, seven separate 1.5x one-hour boosts cost 105 cells and skip 3.5 hours of research, while a single 2x one-hour boost costs 100 cells and only skips 1 hour. Boosts can also be set to queue automatically when they expire, configured through the same Speed Up menu with your chosen multiplier and duration. Note that a speed boost only ticks down while that lab is actively slotted for research. Boost | Duration | Cost One lab | Cost All labs | Effective time skip | Cost per lab per hour of effective time skip 1.5x | 1 hr | 15 | 75 | 0.5 | 30 1.5x | 8 hrs | 120 | 600 | 4 1.5x | 24 hrs | 360 | 1 800 | 12 2x | 1 hr | 100 | 500 | 1 | 100 2x | 8 hrs | 800 | 4 000 | 8 2x | 24 hrs | 2 400 | 12 000 | 24 3x | 1 hr | 840 | 4 200 | 2 | 420 3x | 8 hrs | 6 720 | 33 600 | 16 3x | 24 hrs | 20 160 | 100 800 | 48 4x | 1 hr | 3 360 | 16 800 | 3 | 1 120 4x | 8 hrs | 26 880 | 134 400 | 24 4x | 24 hrs | 80 640 | 403 200 | 72 5x | 1 hr | 11 900 | 59 500 | 4 | 2 975 5x | 8 hrs | 95 200 | 476 000 | 32 5x | 24 hrs | 285 600 | 1 428 000 | 96 6x | 1 hr | 60 000 | 300 000 | 5 | 12 000 6x | 8 hrs | 480 000 | 2 400 000 | 40 6x | 24 hrs | 1 440 000 | 7 200 000 | 120 7x | 1 hr | 250 000 | 1 250 000 | 6 | ~ 41 667 7x | 8 hr | 2 000 000 | 10 000 000 | 48 7x | 24 hr | 6 000 000 | 30 000 000 | 144 8x | 1 hr | 1 000 000 | 5 000 000 | 7 | ~ 142 857 8x | 8 hr | 8 000 000 | 40 000 000 | 56 8x | 24 hr | 24 000 000 | 120 000 000 | 168 #### List of Lab Upgrades The full list of lab upgrades, including their effects and costs, is shown in the table below. Main Research Main Research Game Speed Max Lv 7 Starting Cash Max Lv 99 Workshop Attack Discount Max Lv 99 Workshop Defense Discount Max Lv 99 Workshop Utility Discount Max Lv 99 Labs Coin Discount Max Lv 99 Labs Speed Max Lv 99 Buy multiplier Max Lv 4 More Round Stats Max Lv 1 Target Priority Max Lv 2 Card Presets Max Lv 1 Workshop Respec Max Lv 1 Reroll Daily Missions Max Lv 1 Workshop Enhancement Max Lv 1 Enhancment Coin Discount Max Lv 100 Game Speed Max Lv 7 | Starting Cash Max Lv 99 Workshop Attack Discount Max Lv 99 | Workshop Defense Discount Max Lv 99 Workshop Utility Discount Max Lv 99 | Labs Coin Discount Max Lv 99 Labs Speed Max Lv 99 | Buy multiplier Max Lv 4 More Round Stats Max Lv 1 | Target Priority Max Lv 2 Card Presets Max Lv 1 | Workshop Respec Max Lv 1 Reroll Daily Missions Max Lv 1 | Workshop Enhancement Max Lv 1 Enhancment Coin Discount Max Lv 100 | Attack Research Damage Max Lv 100 Attack Speed Max Lv 99 Critical Factor Max Lv 99 Range Max Lv 80 Damage/Meter Max Lv 99 Super Crit Chance Max Lv 50 Super Crit Mult Max Lv 40 Max Rend Armor Multiplier Max Lv 30 Light Speed Shots Max Lv 1 Attack Research Damage Max Lv 100 | Attack Speed Max Lv 99 Critical Factor Max Lv 99 | Range Max Lv 80 Damage/Meter Max Lv 99 | Super Crit Chance Max Lv 50 Super Crit Mult Max Lv 40 | Max Rend Armor Multiplier Max Lv 30 Light Speed Shots Max Lv 1 | Defense Research Health Max Lv 100 Health Regen Max Lv 100 Defense Absolute Max Lv 100 Defense % Max Lv 50 Orb Speed Max Lv 20 Land Mine Damage Max Lv 20 Land Mine Decay Max Lv 35 Shockwave Size Max Lv 20 Orb Boss Hit Max Lv 10 Wall Health Max Lv 50 Wall Rebuild Max Lv 20 Wall Regen Max Lv 30 Wall Thorn Max Lv 20 Wall Invincibility Max Lv 10 Wall Fortification Max lv 60 Garlic Thorns Max Lv 10 Defense Research Health Max Lv 100 | Health Regen Max Lv 100 Defense Absolute Max Lv 100 | Defense % Max Lv 50 Orb Speed Max Lv 20 | Land Mine Damage Max Lv 20 Land Mine Decay Max Lv 35 | Shockwave Size Max Lv 20 Orb Boss Hit Max Lv 10 | Wall Health Max Lv 50 Wall Rebuild Max Lv 20 | Wall Regen Max Lv 30 Wall Thorn Max Lv 20 | Wall Invincibility Max Lv 10 Wall Fortification Max lv 60 | Garlic Thorns Max Lv 10 Utility Research Cash Bonus Max Lv 99 Cash / Wave Max Lv 99 Coins / Kill Bonus Max Lv 99 Coins/wave Max Lv 99 Interest Max Lv 99 Max Interest Max Lv 15 Package After Boss Max Lv 1 Recovery Package Amount Max Lv 20 Recovery Package Max Max Lv 20 Recovery Package Chance Max Lv 20 Enemy Attack Level Skip Max Lv 20 Enemy Health Level Skip Max Lv 20 Utility Research Cash Bonus Max Lv 99 | Cash / Wave Max Lv 99 Coins / Kill Bonus Max Lv 99 | Coins/wave Max Lv 99 Interest Max Lv 99 | Max Interest Max Lv 15 Package After Boss Max Lv 1 | Recovery Package Amount Max Lv 20 Recovery Package Max Max Lv 20 | Recovery Package Chance Max Lv 20 Enemy Attack Level Skip Max Lv 20 | Enemy Health Level Skip Max Lv 20 Ultimate Weapon Research Missiles Despawn Time Max Lv 20 Missiles Explosion Max Lv 1 Missiles Radius Max Lv 20 Chrono Field Duration Max Lv 30 Chrono Field Damage Reduction Max Lv 1 Chrono Field Reduction % Max Lv 30 Swamp Radius Max Lv 30 Swamp Stun Max Lv 1 Swamp Stun Chance Max Lv 30 Swamp Stun Time Max Lv 30 Golden Tower Bonus Max Lv 25 Golden Tower Duration Max Lv 20 Chain Lightning Shock Max Lv 1 Shock Chance Max Lv 30 Shock Multiplier Max Lv 14 Death Wave Health Max Lv 30 Death Wave Coin Bonus Max Lv 20 Inner Mine Blast Radius Max Lv 20 Inner Mine Rotation Speed Max Lv 20 Chrono Field Range Max Lv 20 Missle Amplifier Max Lv 25 Missile Barrage Max Lv 1 Missile Barrage Quantity Max Lv 6 Inner Mine Stun Max Lv 1 Black Hole Damage Max Lv 10 Extra Black Hole Max Lv 1 Black Hole Coins Bonus Max Lv 20 Spotlight Coin Bonus Max Lv 20 Spotlight Missiles Max Lv 18 Black Hole Disable Ranged Enemies Max lv 1 Recharge Missile Barrage Max lv 7 Swamp Rend - Basic Enemies Max lv 30 Swamp Rend - Additional Enemies Max lv 6 Chain Thunder Max lv 30 Lightning Amplifier Max lv 30 Death Wave Cell Bonus Max lv 20 Death Wave Damage Amplifier Max lv 30 Death Wave Armor Stripping Max lv 10 Inner Land Mine - Chrono Jump Max lv 10 Ultimate Weapon Research Missiles Despawn Time Max Lv 20 | Missiles Explosion Max Lv 1 Missiles Radius Max Lv 20 | Chrono Field Duration Max Lv 30 Chrono Field Damage Reduction Max Lv 1 | Chrono Field Reduction % Max Lv 30 Swamp Radius Max Lv 30 | Swamp Stun Max Lv 1 Swamp Stun Chance Max Lv 30 | Swamp Stun Time Max Lv 30 Golden Tower Bonus Max Lv 25 | Golden Tower Duration Max Lv 20 Chain Lightning Shock Max Lv 1 | Shock Chance Max Lv 30 Shock Multiplier Max Lv 14 | Death Wave Health Max Lv 30 Death Wave Coin Bonus Max Lv 20 | Inner Mine Blast Radius Max Lv 20 Inner Mine Rotation Speed Max Lv 20 | Chrono Field Range Max Lv 20 Missle Amplifier Max Lv 25 | Missile Barrage Max Lv 1 Missile Barrage Quantity Max Lv 6 | Inner Mine Stun Max Lv 1 Black Hole Damage Max Lv 10 | Extra Black Hole Max Lv 1 Black Hole Coins Bonus Max Lv 20 | Spotlight Coin Bonus Max Lv 20 Spotlight Missiles Max Lv 18 | Black Hole Disable Ranged Enemies Max lv 1 Recharge Missile Barrage Max lv 7 | Swamp Rend - Basic Enemies Max lv 30 Swamp Rend - Additional Enemies Max lv 6 | Chain Thunder Max lv 30 Lightning Amplifier Max lv 30 | Death Wave Cell Bonus Max lv 20 Death Wave Damage Amplifier Max lv 30 | Death Wave Armor Stripping Max lv 10 Inner Land Mine - Chrono Jump Max lv 10 | Card Research Second Wind Blast Max Lv 4 Double Death Ray Max Lv 30 Extra Orb Adjuster Max Lv 1 Extra Extra Orbs Max Lv 2 Energy Shield Extra Hit Max Lv 2 Super Tower Bonus Max Lv 30 Recharge Second Wind Max Lv 7 Recharge Demon Mode Max Lv 7 Recharge Nuke Max Lv 7 Card Mastery (1 lab per card) Max Lv 9 Card Research Second Wind Blast Max Lv 4 | Double Death Ray Max Lv 30 Extra Orb Adjuster Max Lv 1 | Extra Extra Orbs Max Lv 2 Energy Shield Extra Hit Max Lv 2 | Super Tower Bonus Max Lv 30 Recharge Second Wind Max Lv 7 | Recharge Demon Mode Max Lv 7 Recharge Nuke Max Lv 7 | Card Mastery (1 lab per card) Max Lv 9 Perk Research Unlock Perks Max Lv 1 Waves Required Max Lv 100 Auto Pick Perks Max Lv 1 Standard Perks Bonus Max Lv 25 Perk Option Quantity Max Lv 2 First Perk Choice Max Lv 1 Ban Perks Max Lv 8 Improve Trade-Off Perks Max Lv 10 Auto Pick Ranking Max Lv 32 Perk Research Unlock Perks Max Lv 1 | Waves Required Max Lv 100 Auto Pick Perks Max Lv 1 | Standard Perks Bonus Max Lv 25 Perk Option Quantity Max Lv 2 | First Perk Choice Max Lv 1 Ban Perks Max Lv 8 | Improve Trade-Off Perks Max Lv 10 Auto Pick Ranking Max Lv 32 | Bot Research Flame Bot Cooldown Max Lv 25 Thunder Bot Cooldown Max Lv 25 Golden Bot Cooldown Max Lv 25 Amplify Bot Cooldown Max Lv 25 Flame Bot - Burn Stacks Max lv 5 Thunder Bot - Linger Time Max lv 20 Golden Bot - Duration Max lv 20 Amplify Bot - Duration Max lv 20 Bot Research Flame Bot Cooldown Max Lv 25 | Thunder Bot Cooldown Max Lv 25 Golden Bot Cooldown Max Lv 25 | Amplify Bot Cooldown Max Lv 25 Flame Bot - Burn Stacks Max lv 5 | Thunder Bot - Linger Time Max lv 20 Golden Bot - Duration Max lv 20 | Amplify Bot - Duration Max lv 20 Enemies Research Common Enemy Health Max Lv 30 Common Enemy Attack Max Lv 30 Fast Enemy Health Max Lv 30 Fast Enemy Attack Max Lv 30 Fast Enemy Speed Max Lv 30 Tank Enemy Health Max Lv 30 Tank Enemy Attack Max Lv 30 Ranged Enemy Health Max Lv 30 Ranged Enemy Attack Max Lv 30 Boss Health Max Lv 30 Boss Attack Max Lv 30 Protector Health Max Lv 30 Protector Radius Max Lv 30 Protector Damage Reduction Max Lv 20 Ranged Enemy Range Max Lv 30 Vampire Enemy Attack Max Lv 30 Vampire Enemy Health Max Lv 30 Ray Enemy Attack Max Lv 30 Ray Enemy Health Max Lv 30 Scatter Enemy Attack Max Lv 30 Scatter Enemy Health Max Lv 30 Enemies Research Common Enemy Health Max Lv 30 | Common Enemy Attack Max Lv 30 Fast Enemy Health Max Lv 30 | Fast Enemy Attack Max Lv 30 Fast Enemy Speed Max Lv 30 | Tank Enemy Health Max Lv 30 Tank Enemy Attack Max Lv 30 | Ranged Enemy Health Max Lv 30 Ranged Enemy Attack Max Lv 30 | Boss Health Max Lv 30 Boss Attack Max Lv 30 | Protector Health Max Lv 30 Protector Radius Max Lv 30 | Protector Damage Reduction Max Lv 20 Ranged Enemy Range Max Lv 30 | Vampire Enemy Attack Max Lv 30 Vampire Enemy Health Max Lv 30 | Ray Enemy Attack Max Lv 30 Ray Enemy Health Max Lv 30 | Scatter Enemy Attack Max Lv 30 Scatter Enemy Health Max Lv 30 | Module Research Common Drop Chance Max Lv 10 Reroll Shards Max Lv 100 Daily Mission Shards Max Lv 50 Module Shard Costs Max Lv 30 Module Coin Cost Max Lv 30 Rare Drop Chance Max Lv 10 Unmerge Module Max Lv 1 Shatter Shards Max lv 5 Cannon Effect Bans Max Lv 4 Armor Effect Bans Max lv 4 Generator Effect Bans Max Lv 3 Core Effect Bans Max lv 7 Assist Module Substats Max Lv 30 Assist Module Bonus Max Lv 30 Module Research Common Drop Chance Max Lv 10 | Reroll Shards Max Lv 100 Daily Mission Shards Max Lv 50 | Module Shard Costs Max Lv 30 Module Coin Cost Max Lv 30 | Rare Drop Chance Max Lv 10 Unmerge Module Max Lv 1 | Shatter Shards Max lv 5 Cannon Effect Bans Max Lv 4 | Armor Effect Bans Max lv 4 Generator Effect Bans Max Lv 3 | Core Effect Bans Max lv 7 Assist Module Substats Max Lv 30 | Assist Module Bonus Max Lv 30 Battle Condition Battle Condition Reduction Max Lv 10 Battle Condition Reduction Group 1 Max Lv 20 Battle Condition Reduction Group 2 Max Lv 20 Battle Condition Reduction Group 3 Max Lv 10 Battle Condition Reduction Group 4 Max Lv 10 Battle Condition Battle Condition Reduction Max Lv 10 | Battle Condition Reduction Group 1 Max Lv 20 Battle Condition Reduction Group 2 Max Lv 20 | Battle Condition Reduction Group 3 Max Lv 10 Battle Condition Reduction Group 4 Max Lv 10 | ### Laboratory URL: https://www.tower-hub.com/wiki/lab/laboratory The Laboratory, often called the labs, is where you buy upgrades that are separate from those in the Workshop. These include scaling upgrades, maximum cap increases, and other improvements. Every lab upgrade costs coins and takes time to finish, and while it is running it occupies one of your labs. Because of this, time becomes a major limit on progress later in the game, so keeping your labs busy is important. #### Description The Laboratory, often called the labs, is where you buy upgrades that are separate from those in the Workshop. These include scaling upgrades, maximum cap increases, and other improvements. Every lab upgrade costs coins and takes time to finish, and while it is running it occupies one of your labs. Because of this, time becomes a major limit on progress later in the game, so keeping your labs busy is important. #### Amount Of Labs You can have a maximum of 5 labs. #### Cost Unlocking all 5 labs costs 4900 Gems in total. Even though this is expensive if you are not spending real money, it is still worth unlocking them over time, or at least getting 4. The cost table below shows the full breakdown. Lab 1 | unlocked for free upon reaching wave 30 in T1 for the first time. Lab 2 | 100 gems Lab 3 | 400 gems Lab 4 | 1400 gems Lab 5 | 3000 gems #### Rushing Labs You can rush labs with Gems to finish them sooner. Before version 0.17, rushing cost 1 Gem for every 8 minutes skipped. In version 0.17, the developers changed the system and greatly lowered the cost for longer rush times. The tables below show the old and updated costs, with bold values marking the changed prices. Table: Version 0.16 Time | Time (in seconds) | Cost (in gems) 0 seconds | 0 | 0 1 second | 1 | 0.0020833 1 minute | 60 | 0.125 1 hour | 3600 | 7.5 1 day | 86400 | 180 1 week | 604800 | 1260 30 days | 2592000 | 5400 Table: Version 0.17 Time | Time (in seconds) | Cost (in gems) | Discount applied 0 seconds | 0 | 0 | 0.00 1 second | 1 | 0.002083 | 1.00 1 minute | 60 | 0.125 | 1.00 1 hour | 3600 | 7.5 | 1.00 1 day | 86400 | 163 | 0.91 1 week | 604800 | 1000 | 0.79 30 days | 2592000 | 3550 | 0.66 #### Lab Upgrades For the full list of lab upgrades, see the linked lab upgrades page. ### Labs Coin Discount URL: https://www.tower-hub.com/wiki/lab/labs-coin-discount Labs Coin Discount is a research option in the Labs that makes every other lab cheaper to buy with coins. It does not reduce its own research cost, so you pay full price for each level of the discount itself. #### Description When you research Labs Coin Discount, the coin price of all your other lab researches drops. This applies to every lab except itself, so you always pay the standard cost for Labs Coin Discount levels. The more you invest here, the more coins you save on everything else you want to research. #### Lab You unlock this lab by reaching tier 1 wave 30 in Milestones. It has 99 levels, and each level increases the discount applied to your other labs. Check the table below for the exact cost and discount per level. Level | Cost | Time | Value 1 | 40 | 0d 0h 0m | 0.30% 2 | 83 | 0d 0h 9m | 0.60% 3 | 210 | 0d 0h 23m | 0.90% 4 | 517 | 0d 0h 44m | 1.20% 5 | 1,100 | 0d 1h 13m | 1.50% 6 | 2,070 | 0d 1h 52m | 1.80% 7 | 3,510 | 0d 2h 42m | 2.10% 8 | 5,550 | 0d 3h 45m | 2.40% 9 | 8,270 | 0d 5h 1m | 2.70% 10 | 11,790 | 0d 6h 31m | 3.00% 11 | 16,200 | 0d 8h 17m | 3.30% 12 | 21,620 | 0d 10h 19m | 3.60% 13 | 28,150 | 0d 12h 39m | 3.90% 14 | 35,890 | 0d 15h 16m | 4.20% 15 | 44,940 | 0d 18h 13m | 4.50% 16 | 55,400 | 0d 21h 29m | 4.80% 17 | 67,380 | 1d 1h 5m | 5.10% 18 | 80,990 | 1d 5h 3m | 5.40% 19 | 96,310 | 1d 9h 33m | 5.70% 20 | 113,450 | 1d 14h 5m | 6.00% 21 | 132,510 | 1d 19h 11m | 6.30% 22 | 153,580 | 2d 0h 40m | 6.60% 23 | 176,770 | 2d 6h 34m | 6.90% 24 | 202,170 | 2d 12h 54m | 7.20% 25 | 229,870 | 2d 19h 39m | 7.50% 26 | 259,970 | 3d 2h 51m | 7.80% 27 | 292,560 | 3d 10h 29m | 8.10% 28 | 327,730 | 3d 18h 36m | 8.40% 29 | 365,580 | 4d 3h 11m | 8.70% 30 | 406,200 | 4d 12h 14m | 9.00% 31 | 449,660 | 4d 21h 47m | 9.30% 32 | 496,070 | 5d 7h 50m | 9.60% 33 | 545,500 | 5d 18h 23m | 9.90% 34 | 598,050 | 6d 5h 28m | 10.20% 35 | 653,790 | 6d 17h 3m | 10.50% 36 | 712,810 | 7d 5h 11m | 10.80% 37 | 775,190 | 7d 17h 52m | 11.10% 38 | 841,010 | 8d 7h 6m | 11.40% 39 | 910,340 | 8d 20h 53m | 11.70% 40 | 983,280 | 9d 11h 14m | 12.00% 41 | 1,060,000 | 10d 2h 10m | 12.30% 42 | 1,140,000 | 10d 17h 41m | 12.60% 43 | 1,220,000 | 11d 9h 48m | 12.90% 44 | 1,310,000 | 12d 2h 30m | 13.20% 45 | 1,400,000 | 12d 19h 50m | 13.50% 46 | 1,500,000 | 13d 13h 46m | 13.80% 47 | 1,600,000 | 14d 8h 19m | 14.10% 48 | 1,710,000 | 15d 3h 30m | 14.40% 49 | 1,810,000 | 15d 23h 20m | 14.70% 50 | 1,930,000 | 16d 19h 48m | 15.00% 51 | 2,040,000 | 17d 16h 59m | 15.30% 52 | 2,170,000 | 18d 14h 43m | 15.60% 53 | 2,290,000 | 19d 13h 11m | 15.90% 54 | 2,420,000 | 20d 12h 19m | 16.20% 55 | 2,560,000 | 21d 12h 7m | 16.50% 56 | 2,700,000 | 22d 12h 38m | 16.80% 57 | 2,840,000 | 23d 13h 50m | 17.10% 58 | 2,990,000 | 24d 15h 44m | 17.40% 59 | 3,150,000 | 25d 18h 21m | 17.70% 60 | 3,310,000 | 26d 21h 40m | 18.00% 61 | 3,470,000 | 28d 1h 44m | 18.30% 62 | 3,640,000 | 29d 6h 31m | 18.60% 63 | 3,810,000 | 30d 12h 2m | 18.90% 64 | 3,990,000 | 31d 18h 18m | 19.20% 65 | 4,180,000 | 33d 1h 19m | 19.50% 66 | 4,360,000 | 34d 9h 5m | 19.80% 67 | 4,560,000 | 35d 17h 38m | 20.10% 68 | 4,760,000 | 37d 2h 56m | 20.40% 69 | 4,960,000 | 38d 13h 1m | 20.70% 70 | 5,170,000 | 39d 23h 53m | 21.00% 71 | 5,390,000 | 41d 11h 32m | 21.30% 72 | 5,610,000 | 42d 23h 59m | 21.60% 73 | 5,840,000 | 44d 13h 14m | 21.90% 74 | 6,070,000 | 46d 3h 18m | 22.20% 75 | 6,300,000 | 47d 18h 10m | 22.50% 76 | 6,550,000 | 49d 9h 51m | 22.80% 77 | 6,800,000 | 51d 2h 23m | 23.10% 78 | 7,050,000 | 52d 19h 43m | 23.40% 79 | 7,310,000 | 54d 13h 55m | 23.70% 80 | 7,570,000 | 56d 8h 57m | 24.00% 81 | 7,840,000 | 58d 4h 50m | 24.30% 82 | 8,120,000 | 60d 1h 34m | 24.60% 83 | 8,400,000 | 61d 23h 10m | 24.90% 84 | 8,690,000 | 63d 21h 38m | 25.20% 85 | 8,980,000 | 65d 20h 58m | 25.50% 86 | 9,280,000 | 67d 21h 11m | 25.80% 87 | 9,580,000 | 69d 22h 18m | 26.10% 88 | 9,890,000 | 72d 0h 17m | 26.40% 89 | 10,200,000 | 74d 3h 11m | 26.70% 90 | 10,530,000 | 76d 6h 58m | 27.00% 91 | 10,850,000 | 78d 11h 40m | 27.30% 92 | 11,180,000 | 80d 17h 17m | 27.60% 93 | 11,520,000 | 82d 23h 49m | 27.90% 94 | 11,860,000 | 85d 7h 16m | 28.20% 95 | 12,210,000 | 87d 15h 39m | 28.50% 96 | 12,570,000 | 90d 0h 59m | 28.80% 97 | 12,930,000 | 92d 11h 14m | 29.10% 98 | 13,290,000 | 94d 22h 27m | 29.40% 99 | 13,670,000 | 97d 10h 36m | 29.70% ### Labs Speed URL: https://www.tower-hub.com/wiki/lab/labs-speed Labs Speed is a researchable upgrade in The Tower: Idle Tower Defense that shortens how long your other lab research takes to finish. Because lab time is one of the main bottlenecks on progression, this research has an outsized effect on how quickly everything else in the lab advances. #### Description Labs Speed reduces the amount of time each piece of lab research needs to complete. One quirk worth knowing: raising this research's level does not speed up future levels of Labs Speed itself. However, lab speed bonuses you earn from relics do apply to it, so relics still shorten each level of this research even though the research cannot accelerate itself. For every other research in the lab, the speed bonus from Labs Speed stacks multiplicatively with the lab speed bonus from your relics, rather than additively. The combined bonus is calculated as (Bonus from Lab Speed Research) x (Bonus from Relics). So a x1.25 relic bonus paired with a x2.98 research bonus gives a total of x3.725, not x3.23. Because of that multiplicative interaction, relics that boost lab speed are especially valuable. If one shows up during an event, it is well worth prioritising. #### Lab You unlock the lab through Milestones at tier 1, wave 150. Labs Speed has 99 levels, and the cost table below shows what each level requires. Note that increasing your lab speed does not help with the lab time event mission, so do not level it expecting progress there. Level | Time | Cost | Value 1 | 0d 0h 0m | 40 | 1.02 2 | 0d 0h 9m | 83 | 1.04 3 | 0d 0h 22m | 211 | 1.06 4 | 0d 0h 42m | 522 | 1.08 5 | 0d 1h 8m | 1,120 | 1.10 6 | 0d 1h 42m | 2,100 | 1.12 7 | 0d 2h 25m | 3,580 | 1.14 8 | 0d 3h 17m | 5,670 | 1.16 9 | 0d 4h 19m | 8,470 | 1.18 10 | 0d 5h 32m | 12,120 | 1.20 11 | 0d 6h 54m | 16,710 | 1.22 12 | 0d 8h 28m | 22,360 | 1.24 13 | 0d 10h 12m | 29,200 | 1.26 14 | 0d 12h 7m | 37,340 | 1.28 15 | 0d 14h 14m | 46,910 | 1.30 16 | 0d 16h 31m | 58,010 | 1.32 17 | 0d 19h 0m | 70,780 | 1.34 18 | 0d 21h 41m | 85,340 | 1.36 19 | 1d 0h 33m | 101,810 | 1.38 20 | 1d 3h 36m | 120,310 | 1.40 21 | 1d 6h 50m | 140,970 | 1.42 22 | 1d 10h 16m | 163,910 | 1.44 23 | 1d 13h 54m | 189,260 | 1.46 24 | 1d 17h 42m | 217,150 | 1.48 25 | 1d 21h 42m | 247,700 | 1.50 26 | 2d 1h 54m | 281,050 | 1.52 27 | 2d 6h 16m | 317,310 | 1.54 28 | 2d 10h 50m | 356,620 | 1.56 29 | 2d 15h 34m | 399,110 | 1.58 30 | 2d 20h 30m | 444,900 | 1.60 31 | 3d 1h 37m | 494,140 | 1.62 32 | 3d 6h 54m | 546,930 | 1.64 33 | 3d 12h 23m | 603,430 | 1.66 34 | 3d 18h 2m | 663,760 | 1.68 35 | 3d 23h 52m | 728,050 | 1.70 36 | 4d 5h 52m | 796,430 | 1.72 37 | 4d 12h 4m | 869,040 | 1.74 38 | 4d 18h 25m | 946,010 | 1.76 39 | 5d 0h 57m | 1,030,000 | 1.78 40 | 5d 7h 40m | 1,110,000 | 1.80 41 | 5d 14h 32m | 1,200,000 | 1.82 42 | 5d 21h 35m | 1,300,000 | 1.84 43 | 6d 4h 48m | 1,400,000 | 1.86 44 | 6d 12h 11m | 1,510,000 | 1.88 45 | 6d 19h 44m | 1,620,000 | 1.90 46 | 7d 3h 27m | 1,730,000 | 1.92 47 | 7d 11h 20m | 1,860,000 | 1.94 48 | 7d 19h 22m | 1,990,000 | 1.96 49 | 8d 3h 34m | 2,120,000 | 1.98 50 | 8d 11h 56m | 2,260,000 | 2.00 51 | 8d 20h 28m | 2,400,000 | 2.02 52 | 9d 5h 9m | 2,560,000 | 2.04 53 | 9d 13h 59m | 2,720,000 | 2.06 54 | 9d 22h 59m | 2,880,000 | 2.08 55 | 10d 8h 8m | 3,050,000 | 2.10 56 | 10d 17h 26m | 3,230,000 | 2.12 57 | 11d 2h 54m | 3,420,000 | 2.14 58 | 11d 12h 30m | 3,610,000 | 2.16 59 | 11d 22h 16m | 3,810,000 | 2.18 60 | 12d 8h 11m | 4,020,000 | 2.20 61 | 12d 18h 14m | 4,230,000 | 2.22 62 | 13d 4h 27m | 4,450,000 | 2.24 63 | 13d 14h 48m | 4,680,000 | 2.26 64 | 14d 1h 18m | 4,920,000 | 2.28 65 | 14d 11h 57m | 5,170,000 | 2.30 66 | 14d 22h 44m | 5,420,000 | 2.32 67 | 15d 9h 40m | 5,680,000 | 2.34 68 | 15d 20h 44m | 5,960,000 | 2.36 69 | 16d 7h 57m | 6,240,000 | 2.38 70 | 16d 19h 18m | 6,520,000 | 2.40 71 | 17d 6h 48m | 6,820,000 | 2.42 72 | 17d 18h 26m | 7,130,000 | 2.44 73 | 18d 6h 12m | 7,440,000 | 2.46 74 | 18d 18h 7m | 7,770,000 | 2.48 75 | 19d 6h 10m | 8,100,000 | 2.50 76 | 19d 18h 20m | 8,450,000 | 2.52 77 | 20d 6h 39m | 8,800,000 | 2.54 78 | 20d 19h 6m | 9,170,000 | 2.56 79 | 21d 7h 41m | 9,540,000 | 2.58 80 | 21d 20h 24m | 9,920,000 | 2.60 81 | 22d 9h 14m | 10,320,000 | 2.62 82 | 22d 22h 13m | 10,720,000 | 2.64 83 | 23d 11h 19m | 11,140,000 | 2.66 84 | 24d 0h 33m | 11,570,000 | 2.68 85 | 24d 13h 55m | 12,000,000 | 2.70 86 | 25d 3h 24m | 12,450,000 | 2.72 87 | 25d 17h 1m | 12,910,000 | 2.74 88 | 26d 6h 45m | 13,380,000 | 2.76 89 | 26d 20h 37m | 13,870,000 | 2.78 90 | 27d 10h 37m | 14,360,000 | 2.80 91 | 28d 0h 44m | 14,870,000 | 2.82 92 | 28d 14h 58m | 15,380,000 | 2.84 93 | 29d 5h 20m | 15,910,000 | 2.86 94 | 29d 19h 49m | 16,460,000 | 2.88 95 | 30d 10h 26m | 17,010,000 | 2.90 96 | 31d 1h 10m | 17,580,000 | 2.92 97 | 31d 16h 0m | 18,160,000 | 2.94 98 | 32d 6h 59m | 18,750,000 | 2.96 99 | 32d 22h 4m | 19,360,000 | 2.98 ### Main Research URL: https://www.tower-hub.com/wiki/lab/lab-category-main-research Main Research Game Speed Max Lv 7 | Starting Cash Max Lv 99 Workshop Attack Discount Max Lv 99 | Workshop Defense Discount Max Lv 99 Workshop Utility Discount Max Lv 99 | Labs Coin Discount Max Lv 99 Labs Speed Max Lv 99 | Buy multiplier Max Lv 4 More Round Stats Max Lv 1 | Target Priority Max Lv 2 Card Presets Max Lv 1 | Workshop Respec Max Lv 1 Reroll Daily Missions Max Lv 1 | Workshop Enhancement Max Lv 1 Enhancment Coin Discount Max Lv 100 | ### Module Research URL: https://www.tower-hub.com/wiki/lab/lab-category-module-research Module Research Common Drop Chance Max Lv 10 | Reroll Shards Max Lv 100 Daily Mission Shards Max Lv 50 | Module Shard Costs Max Lv 30 Module Coin Cost Max Lv 30 | Rare Drop Chance Max Lv 10 Unmerge Module Max Lv 1 | Shatter Shards Max lv 5 Cannon Effect Bans Max Lv 4 | Armor Effect Bans Max lv 4 Generator Effect Bans Max Lv 3 | Core Effect Bans Max lv 7 Assist Module Substats Max Lv 30 | Assist Module Bonus Max Lv 30 ### Perk Labs URL: https://www.tower-hub.com/wiki/lab/perk-labs Perk labs are the lab chain that opens up the perk system and then refines how perks behave during a run. Once you have access to perks, these labs let you earn them faster, make them stronger, and control which ones you are offered or automatically given. #### Perk Labs — Unlock Perks This is the entry point of the perk lab chain. Completing it allows perks to appear during your rounds, and it is also the prerequisite for every other perk lab. It has a single level, so one completion is enough to open up the rest of the chain. Level | Time | Cost | Value 1 | 3d 11h 19m | 1,500,000 | Unlocked #### Perk Labs — Waves Required Available once Unlock Perks is finished, this lab lowers the base number of waves you need to clear before the next perk becomes available in a run. It has 100 levels, so it is a long-term sink that steadily speeds up how often perks arrive. The exact wave count follows the perk waves required calculation described on the Perks page. Level | Time | Cost | Value 1 | 0d 1h 39m | 100K | -1.00 2 | 0d 5h 1m | 220K | -2.00 3 | 0d 8h 33m | 940K | -3.00 4 | 0d 12h 34m | 5,26M | -4.00 5 | 0d 17h 29m | 20,98M | -5.00 6 | 0d 23h 46m | 63,1M | -6.00 7 | 1d 7h 57m | 156,22M | -7.00 8 | 1d 18h 38m | 336,94M | -8.00 9 | 2d 8h 29m | 656,26M | -9.00 10 | 3d 2h 11m | 1,18B | -10.00 11 | 4d 0h 29m | 2B | -11.00 12 | 5d 4h 10m | 3,22B | -12.00 13 | 6d 14h 3m | 4,98B | -13.00 14 | 8d 7h 1m | 7,43B | -14.00 15 | 10d 7h 58m | 10,76B | -15.00 16 | 12d 17h 49m | 15,19B | -16.00 17 | 15d 13h 34m | 20,97B | -17.00 18 | 18d 20h 12m | 28,4B | -18.00 19 | 22d 14h 46m | 37,79B | -19.00 20 | 26d 22h 20m | 49,52B | -20.00 21 | 31d 19h 59m | 64B | -21.00 22 | 37d 8h 53m | 81,68B | -22.00 23 | 43d 14h 7m | 103,07B | -23.00 24 | 50d 12h 56m | 128,37B | -24.00 25 | 58d 6h 30m | 159,25B | -25.00 26 | 66d 20h 5m | 195,32B | -26.00 27 | 76d 6h 57m | 237,63B | -27.00 28 | 86d 16h 21m | 286,98B | -28.00 29 | 98d 1h 38m | 344,21B | -29.00 30 | 110d 12h 8m | 410,23B | -30.00 31 | 124d 1h 12m | 486B | -31.00 32 | 138d 18h 14m | 572,59B | -32.00 33 | 154d 16h 37m | 671,09B | -33.00 34 | 171d 21h 49m | 782,71B | -34.00 35 | 190d 11h 16m | 908,71B | -35.00 36 | 210d 10h 27m | 1,05T | -36.00 37 | 231d 20h 51m | 1,21T | -37.00 38 | 254d 20h 1m | 1,39T | -38.00 39 | 279d 9h 29m | 1,58T | -39.00 40 | 305d 14h 48m | 1,8T | -40.00 41 | 333d 13h 33m | 2,05T | -41.00 42 | 363d 7h 21m | 2,32T | -42.00 43 | 394d 21h 49m | 2,61T | -43.00 44 | 428d 10h 35m | 2,94T | -44.00 45 | 463d 23h 21m | 3,3T | -45.00 46 | 501d 13h 45m | 3,69T | -46.00 47 | 541d 7h 32m | 4,12T | -47.00 48 | 583d 6h 23m | 4,59T | -48.00 49 | 627d 12h 4m | 5,1T | -49.00 50 | 674d 2h 20m | 5,65T | -50.00 51 | 723d 2h 57m | 6,25T | -51.00 52 | 774d 15h 43m | 6,9T | -52.00 53 | 828d 18h 28m | 7,6T | -53.00 54 | 885d 13h 1m | 8,36T | -54.00 55 | 945d 1h 12m | 9,18T | -55.00 56 | 1007d 8h 54m | 10,07T | -56.00 57 | 1072d 14h 1m | 11,01T | -57.00 58 | 1140d 18h 25m | 12,03T | -58.00 59 | 1212d 0h 3m | 13,13T | -59.00 60 | 1286d 8h 50m | 14,3T | -60.00 61 | 1363d 22h 43m | 15,55T | -61.00 62 | 1444d 19h 41m | 16,89T | -62.00 63 | 1529d 1h 42m | 18,32T | -63.00 64 | 1616d 18h 47m | 19,85T | -64.00 65 | 1708d 0h 57m | 21,47T | -65.00 66 | 1802d 22h 13m | 23,21T | -66.00 67 | 1901d 12h 39m | 25,05T | -67.00 68 | 2003d 22h 0m | 27T | -68.00 69 | 2110d 5h 18m | 29,08T | -69.00 70 | 2220d 11h 40m | 31,28T | -70.00 71 | 2334d 19h 34m | 33,61T | -71.00 72 | 2453d 7h 6m | 36,08T | -72.00 73 | 2576d 0h 26m | 38,7T | -73.00 74 | 2703d 1h 43m | 41,46T | -74.00 75 | 2834d 13h 6m | 44,38T | -75.00 76 | 2970d 12h 0m | 47,46T | -76.00 77 | 3111d 3h 1m | 50,71T | -77.00 78 | 3256d 9h 57m | 54,14T | -78.00 79 | 3406d 11h 51m | 57,74T | -79.00 80 | 3561d 10h 57m | 61,54T | -80.00 81 | 3721d 9h 31m | 65,54T | -81.00 82 | 3886d 9h 50m | 69,74T | -82.00 83 | 4056d 14h 11m | 74,15T | -83.00 84 | 4232d 0h 52m | 78,78T | -84.00 85 | 4412d 20h 12m | 83,64T | -85.00 86 | 4640d 18h 31m | 88,74T | -86.00 87 | 4790d 20h 0m | 94,09T | -87.00 88 | 4922d 9h 31m | 99,68T | -88.00 89 | 5191d 14h 55m | 105,55T | -89.00 90 | 5400d 16h 0m | 111,68T | -90.00 91 | 5615d 17h 30m | 118,1T | -91.00 92 | 5836d 19h 30m | 124,81T | -92.00 93 | 6064d 1h 11m | 131,82T | -93.00 94 | 6297d 13h 0m | 139,14T | -94.00 95 | 6537d 9h 25m | 146,78T | -95.00 96 | 6783d 16h 55m | 154,76T | -96.00 97 | 7036d 13h 55m | 163,07T | -97.00 98 | 7296d 2h 59m | 171,75T | -98.00 99 | 7562d 10h 32m | 180,78T | -99.00 100 | 7835d 15h 13m | 190,2T | -100.00 #### Perk Labs — Standard Perk Bonus Unlocked after completing Unlock Perks, this lab adds a multiplier that strengthens standard perks. The bonus applies differently depending on the perk type. For multiplicative perks the calculation is (1 + perk base × quantity) × (1 + standard perk bonus), while additive perks use Perk Base × quantity × (1 + standard perk bonus). The Perks page covers how standard perks are calculated in more detail. Level | Time | Cost | Value 1 | 0d 1h 39m | 100,000 | 1% 2 | 0d 5h 34m | 280,000 | 2% 3 | 0d 9h 39m | 1,360,000 | 3% 4 | 0d 14h 14m | 7,840,000 | 4% 5 | 0d 19h 42m | 31,420,000 | 5% 6 | 1d 2h 32m | 94,600,000 | 6% 7 | 1d 11h 17m | 234,280,000 | 7% 8 | 1d 22h 32m | 505,360,000 | 8% 9 | 2d 12h 56m | 984,340,000 | 9% 10 | 3d 7h 11m | 1,770,000,000 | 10% 11 | 4d 6h 2m | 3,000,000,000 | 11% 12 | 5d 10h 16m | 4,830,000,000 | 12% 13 | 6d 20h 43m | 7,470,000,000 | 13% 14 | 8d 14h 14m | 11,140,000,000 | 14% 15 | 10d 15h 44m | 16,140,000,000 | 15% 16 | 13d 2h 9m | 22,780,000,000 | 16% 17 | 15d 22h 27m | 31,460,000,000 | 17% 18 | 19d 5h 39m | 42,600,000,000 | 18% 19 | 23d 0h 46m | 56,690,000,000 | 19% 20 | 27d 8h 53m | 74,290,000,000 | 20% 21 | 32d 7h 6m | 96,000,000,000 | 21% 22 | 37d 20h 32m | 122,530,000,000 | 22% 23 | 44d 2h 20m | 154,610,000,000 | 23% 24 | 51d 1h 42m | 193,090,000,000 | 24% 25 | 58d 19h 50m | 238,880,000,000 | 25% #### Perk Labs — First Perk Choice This lab unlocks through Milestones at tier 2 wave 250, provided Unlock Perks is done. It has 1 level and lets you nominate one standard perk that is guaranteed to appear as an option for the first perk of each round. You set it outside of a run, from the top right corner of the home screen. Level | Time | Cost | Value 1 | 4d 15h 6m | 1,000,000,000 | Unlocked #### Perk Labs — Improve Trade-Off Perks Unlocked via Milestones at tier 2 wave 400 after Unlock Perks is complete, this lab multiplies the upside you get from trade-off perks. It has 10 levels. Note that it does not boost the ranged enemy trade-off perk. Level | Time | Cost | Value 1 | 1d 0h 59m | 600,000,000 | 1% 2 | 1d 14h 54m | 700,030,000 | 2% 3 | 2d 5h 0m | 801,180,000 | 3% 4 | 2d 19h 40m | 910,140,000 | 4% 5 | 3d 11h 24m | 1,050,000,000 | 5% 6 | 4d 4h 49m | 1,250,000,000 | 6% 7 | 5d 0h 38m | 1,600,000,000 | 7% 8 | 5d 23h 39m | 2,200,000,000 | 8% 9 | 7d 2h 46m | 3,230,000,000 | 9% 10 | 8d 10h 58m | 4,920,000,000 | 10% #### Perk Labs — Auto Perk Pick Unlocked through Milestones at tier 4 wave 50 once Unlock Perks is finished, this 1-level lab adds a toggleable auto-picker. When active, the game selects a perk for you whenever one is offered. You can switch it on or off mid-run by tapping the perk bar at the top of the screen. If a perk offering contains nothing from your auto perk ranking, the first perk in the list is taken. Level | Time | Cost | Value 1 | 4d 23h 26m | 100,000,000 | Unlocked #### Perk Labs — Perk Option Quantity Available from Milestones at tier 4 wave 80 after Unlock Perks, this lab adds extra choices to each perk offering. Its 2 levels raise the number of perks shown per selection up to a maximum of four, giving you more flexibility every time you pick. Level | Time | Cost | Value 1 | 4d 23h 26m | 200,000,000 | +1 2 | 10d 4h 26m | 2,000,000,000 | +2 #### Perk Labs — Ban Perks Unlocked at tier 5 wave 40 through Milestones, with Unlock Perks as a prerequisite. It lets you block specific perks from ever showing up as choices during a round, thinning the pool so the perks you actually want appear more often. Bans are managed from the home screen while you are not in a run. The lab has 8 levels. Level | Time | Cost | Value 1 | 2d 7h 33m | 10.00M | 1 2 | 4d 15h 6m | 100.00M | 2 3 | 9d 6h 13m | 1.00B | 3 4 | 20d 19h 59m | 15.00B | 4 5 | 41d 16h 0m 15m | 100.00B | 5 6 | 83d 8h 0m | 1.00T | 6 7 | 166d 15h 59m | 100.00T | 7 8 | 333d 8h 0m | 1.00q | 8 #### Perk Labs — Auto Pick Ranking This lab unlocks through Milestones at tier 6 wave 10 and requires Auto Pick Perks to be completed first. It lets you rank perks in priority order so the auto-picker takes your most valued options when several are available. Each of its 32 levels adds one more perk to your ranked list. The ranking takes precedence over First Perk Choice: for example, if your first choice is set to perk waves required but Golden Tower sits higher in your ranking and both appear in the opening offer, Golden Tower is picked instead. Level | Time | Cost | Value 1 | 1d 23h 46m | 100.00K | 1 2 | 2d 5h 21m | 180.00K | 2 3 | 2d 11h 18m | 878.82K | 3 4 | 2d 18h 27m | 4.46M | 4 5 | 3d 4h 11m | 15.66M | 5 6 | 3d 18h 20m | 42.28M | 6 7 | 4d 15h 12m | 95.64M | 7 8 | 5d 21h 34m | 191.02M | 8 9 | 7d 16h 38m | 348.06M | 9 10 | 10d 4h 4m | 591.04M | 10 11 | 13d 11h 58m | 949.28M | 11 12 | 17d 20h 52m | 1.46B | 12 13 | 23d 11h 42m | 2.16B | 13 14 | 30d 13h 52m | 3.09B | 14 15 | 39d 9h 8m | 4.31B | 15 16 | 50d 3h 44m | 5.88B | 16 17 | 63d 4h 18m | 7.87B | 17 18 | 78d 17h 50m | 10.33B | 18 19 | 97d 3h 49m | 13.36B | 19 20 | 118d 18h 3m | 17.04B | 20 21 | 143d 20h 49m | 21.47B | 21 22 | 172d 20h 45m | 26.74B | 22 23 | 206d 2h 53m | 32.96B | 23 24 | 244d 42m 18s | 40.26B | 24 25 | 287d 19s | 48.76B | 25 26 | 335d 11h 1m | 58.60B | 26 27 | 1y 24d 20h | 69.91B | 27 28 | 1y 85d 15h | 82.84B | 28 29 | 1y 153d 6h | 97.58B | 29 30 | 1y 228d 6h | 114.27B | 30 31 | 1y 311d 3h | 133.10B | 31 32 | 2y 37d 9h | 154.26B | 32 #### Perk Labs Taken together, perk labs both grant access to perks and improve how they work over the course of a run, from how quickly they arrive to how strongly they perform and how much control you have over the selection. ### Perk Research URL: https://www.tower-hub.com/wiki/lab/lab-category-perk-research Perk Research Unlock Perks Max Lv 1 | Waves Required Max Lv 100 Auto Pick Perks Max Lv 1 | Standard Perks Bonus Max Lv 25 Perk Option Quantity Max Lv 2 | First Perk Choice Max Lv 1 Ban Perks Max Lv 8 | Improve Trade-Off Perks Max Lv 10 Auto Pick Ranking Max Lv 32 | ### Second Wind Labs URL: https://www.tower-hub.com/wiki/lab/second-wind-labs Second Wind is a defensive mechanic that gives you another chance when your tower would otherwise fall. Two labs in the Labs tree build on it: Second Wind Blast adds a clearing effect when it triggers, and Recharge Second Wind lets the effect come back after a set number of waves instead of being spent for the rest of the run. #### Labs — Second Wind Blast Second Wind Blast is unlocked through Milestones at tier 3 wave 150. Once researched, triggering Second Wind also wipes out a percentage of the enemies that have spawned, thinning the wave that overwhelmed you and giving your tower room to recover. The lab has 4 levels, each raising the share of spawned enemies the blast clears. The exact percentages per level are listed in the data table below. Level | Time | Cost | Value 1 | 1d 3h 46m | 1,800,000 | 25% 2 | 1d 17h 39m | 3,000,000 | 50% 3 | 2d 7h 33m | 4,500,000 | 75% 4 | 3d 11h 19m | 75,000,000 | 100% #### Labs — Recharge Second Wind Recharge Second Wind is unlocked through Milestones at tier 14 wave 60. Normally Second Wind is a one-time save, but this lab allows it to recharge and become available again a set number of waves after it activates. The lab has 7 levels, improving how quickly Second Wind comes back online. Check the data table below for the recharge values at each level. Level | Time | Cost | Value 1 | 5d 4h 59m | 550B | 2,000 2 | 6d 14h 21m | 1,05T | 1,500 3 | 8d 54m 39s | 1,55T | 1,250 4 | 9d 23h 10m | 2,05T | 1,000 5 | 14d 1h 58m | 2,56T | 750 6 | 24d 19h 29m | 3,07T | 550 7 | 51d 8h 11m | 3,6T | 400 ### Shatter Shards URL: https://www.tower-hub.com/wiki/lab/lab-shatter-shards Shatter Shards is a lab that increases how many shards you receive when you shatter modules. If you regularly break down unwanted modules for shards, this lab raises the return on every shatter. #### Shatter Shards You unlock this lab through Milestones by reaching tier 16 wave 40. Once researched, each shatter of a module yields more shards than the base amount. The lab has 5 levels, and each level adds 20% more shards from shattering, for a maximum increase of 100% at max level. That means fully researched, every module you shatter gives double the shards. Check the table below for the per-level costs and timings. Level | Time | Cost | Value 1 | 142d 14h 13m | 10.00T | 20% 2 | 191d 4h 53m | 87.00T | 40% 3 | 256d 10h 58m | 229.20T | 60% 4 | 359d 8h 9m | 547.36T | 80% 5 | 1y 158d 6h 15m | 1.19q | 100% ### Ultimate Weapon Research URL: https://www.tower-hub.com/wiki/lab/lab-category-ultimate-weapon-research Ultimate Weapon Research Missiles Despawn Time Max Lv 20 | Missiles Explosion Max Lv 1 Missiles Radius Max Lv 20 | Chrono Field Duration Max Lv 30 Chrono Field Damage Reduction Max Lv 1 | Chrono Field Reduction % Max Lv 30 Swamp Radius Max Lv 30 | Swamp Stun Max Lv 1 Swamp Stun Chance Max Lv 30 | Swamp Stun Time Max Lv 30 Golden Tower Bonus Max Lv 25 | Golden Tower Duration Max Lv 20 Chain Lightning Shock Max Lv 1 | Shock Chance Max Lv 30 Shock Multiplier Max Lv 14 | Death Wave Health Max Lv 30 Death Wave Coin Bonus Max Lv 20 | Inner Mine Blast Radius Max Lv 20 Inner Mine Rotation Speed Max Lv 20 | Chrono Field Range Max Lv 20 Missle Amplifier Max Lv 25 | Missile Barrage Max Lv 1 Missile Barrage Quantity Max Lv 6 | Inner Mine Stun Max Lv 1 Black Hole Damage Max Lv 10 | Extra Black Hole Max Lv 1 Black Hole Coins Bonus Max Lv 20 | Spotlight Coin Bonus Max Lv 20 Spotlight Missiles Max Lv 18 | Black Hole Disable Ranged Enemies Max lv 1 Recharge Missile Barrage Max lv 7 | Swamp Rend - Basic Enemies Max lv 30 Swamp Rend - Additional Enemies Max lv 6 | Chain Thunder Max lv 30 Lightning Amplifier Max lv 30 | Death Wave Cell Bonus Max lv 20 Death Wave Damage Amplifier Max lv 30 | Death Wave Armor Stripping Max lv 10 Inner Land Mine - Chrono Jump Max lv 10 | ### Utility Research URL: https://www.tower-hub.com/wiki/lab/lab-category-utility-research Utility Research Cash Bonus Max Lv 99 | Cash / Wave Max Lv 99 Coins / Kill Bonus Max Lv 99 | Coins/wave Max Lv 99 Interest Max Lv 99 | Max Interest Max Lv 15 Package After Boss Max Lv 1 | Recovery Package Amount Max Lv 20 Recovery Package Max Max Lv 20 | Recovery Package Chance Max Lv 20 Enemy Attack Level Skip Max Lv 20 | Enemy Health Level Skip Max Lv 20 ### Wall Labs URL: https://www.tower-hub.com/wiki/lab/wall-labs Wall labs are a set of research options that strengthen the Wall, a defensive structure that absorbs enemy hits before they reach your tower. Each lab improves a different aspect of the Wall, from raw health and rebuild speed to regeneration, thorn damage and temporary invincibility. All Wall labs are unlocked through Milestones at specific tiers and waves. #### Lab — Wall Health Wall Health has 50 upgrades. Each level increases the maximum health of the Wall, letting it soak up more damage before it breaks. The bonus from this lab is added on top of the Wall health value you have in the workshop. See the cost table below for per-level details. Level | Time | Cost | Value 1 | 0d 5h 33m | 1B | +2% 2 | 0d 5h 37m | 1,2B | +4% 3 | 0d 5h 46m | 1,4B | +6% 4 | 0d 5h 59m | 1,6B | +8% 5 | 0d 6h 19m | 1,81B | +10% 6 | 0d 6h 45m | 2,02B | +12% 7 | 0d 7h 19m | 2,24B | +14% 8 | 0d 8h 1m | 2,46B | +16% 9 | 0d 8h 51m | 2,7B | +18% 10 | 0d 9h 50m | 2,94B | +20% 11 | 0d 10h 59m | 3,2B | +22% 12 | 0d 12h 18m | 3,47B | +24% 13 | 0d 13h 47m | 3,76B | +26% 14 | 0d 15h 26m | 4,07B | +28% 15 | 0d 17h 17m | 4,41B | +30% 16 | 0d 19h 18m | 4,76B | +32% 17 | 0d 21h 32m | 5,14B | +34% 18 | 0d 23h 57m | 5,55B | +36% 19 | 1d 2h 34m | 5,99B | +38% 20 | 1d 5h 24m | 6,46B | +40% 21 | 1d 8h 26m | 6,97B | +42% 22 | 1d 11h 42m | 7,51B | +44% 23 | 1d 15h 10m | 8,09B | +46% 24 | 1d 18h 53m | 8,72B | +48% 25 | 1d 22h 49m | 9,39B | +50% 26 | 2d 2h 59m | 10,1B | +52% 27 | 2d 7h 23m | 10,87B | +54% 28 | 2d 12h 1m | 11,69B | +56% 29 | 2d 16h 55m | 12,57B | +58% 30 | 2d 22h 3m | 13,5B | +60% 31 | 3d 3h 26m | 14,49B | +62% 32 | 3d 9h 4m | 15,55B | +64% 33 | 3d 14h 58m | 16,67B | +66% 34 | 3d 21h 8m | 17,86B | +68% 35 | 4d 3h 33m | 19,12B | +70% 36 | 4d 10h 15m | 20,46B | +72% 37 | 4d 17h 13m | 21,87B | +74% 38 | 5d 0h 27m | 23,36B | +76% 39 | 5d 7h 58m | 24,94B | +78% 40 | 5d 15h 45m | 26,6B | +80% 41 | 5d 23h 50m | 28,36B | +82% 42 | 6d 8h 12m | 30,2B | +84% 43 | 6d 16h 51m | 32,14B | +86% 44 | 7d 1h 47m | 34,17B | +88% 45 | 7d 11h 2m | 36,31B | +90% 46 | 7d 20h 34m | 38,55B | +92% 47 | 8d 6h 24m | 40,9B | +94% 48 | 8d 16h 32m | 43,36B | +96% 49 | 9d 2h 58m | 45,93B | +98% 50 | 9d 13h 43m | 48,61B | +100% #### Lab — Wall Rebuild Wall Rebuild has 20 upgrades. Each level reduces the time it takes for the Wall to rebuild after being destroyed, measured in seconds. This reduction is applied to the rebuild time set by your workshop value. A faster rebuild means less time spent without your Wall's protection, so this lab matters most once enemies are breaking the Wall regularly. Level | Time | Cost | Value 1 | 0d 13h 53m | 1,600,000,000 | -10.0s 2 | 1d 1h 1m | 1,910,000,000 | -20.0s 3 | 1d 12h 20m | 2,230,000,000 | -30.0s 4 | 2d 0h 14m | 2,610,000,000 | -40.0s 5 | 2d 13h 11m | 3,040,000,000 | -50.0s 6 | 3d 3h 49m | 3,550,000,000 | -60.0s 7 | 3d 20h 51m | 4,150,000,000 | -70.0s 8 | 4d 17h 6m | 4,860,000,000 | -80.0s 9 | 5d 17h 26m | 5,690,000,000 | -90.0s 10 | 6d 22h 51m | 6,650,000,000 | -100.0s 11 | 8d 10h 24m | 7,750,000,000 | -110.0s 12 | 10d 5h 12m | 9,020,000,000 | -120.0s 13 | 12d 8h 26m | 10,460,000,000 | -130.0s 14 | 14d 21h 23m | 12,080,000,000 | -140.0s 15 | 17d 21h 22m | 13,890,000,000 | -150.0s 16 | 21d 9h 46m | 15,920,000,000 | -160.0s 17 | 25d 12h 1m | 18,160,000,000 | -170.0s 18 | 30d 5h 40m | 20,640,000,000 | -180.0s 19 | 35d 16h 14m | 23,360,000,000 | -190.0s 20 | 41d 21h 23m | 26,330,000,000 | -200.0s #### Lab — Wall Regen Wall Regen has 30 upgrades. It lets the Wall regenerate health based on a percentage of your tower's Health Regen stat. This lab is also a requirement for making use of Wall Fortification, since the extra health granted beyond the Wall's maximum can only be healed through Wall Regen. Level | Time | Cost | Value 1 | 1d 3h 46m | 30.00B | 10.00% 2 | 1d 9h 21m | 35.10B | 20.00% 3 | 1d 15h 16m | 40.35B | 30.00% 4 | 1d 22h 38m | 45.72B | 40.00% 5 | 2d 9h 32m | 51.21B | 50.00% 6 | 3d 3h 15m | 56.81B | 60.00% 7 | 4d 8h 14m | 62.52B | 70.00% 8 | 6d 6h 21m | 68.32B | 80.00% 9 | 9d 4h 50m | 74.22B | 90.00% 10 | 13d 12h 24m | 80.22B | 100.00% 11 | 19d 15h 18m | 86.31B | 110.00% 12 | 22d 13h 59m | 92.49B | 120.00% 13 | 25d 23h 17m | 98.76B | 130.00% 14 | 29d 20h 47m | 105.12B | 140.00% 15 | 34d 8h 18m | 111.56B | 150.00% 16 | 39d 11h 57m | 118.09B | 160.00% 17 | 45d 10h 8m | 124.70B | 170.00% 18 | 52d 5h 40m | 131.40B | 180.00% 19 | 60d 1h 43m | 138.18B | 190.00% 20 | 69d 1h 58m | 145.03B | 200.00% 21 | 79d 10h 40m | 151.97B | 210.00% 22 | 91d 8h 40m | 158.99B | 220.00% 23 | 105d 1h 34m | 166.08B | 230.00% 24 | 120d 19h 48m | 173.26B | 240.00% 25 | 138d 22h 47m | 180.51B | 250.00% 26 | 159d 19h 0m | 187.83B | 260.00% 27 | 183d 18h 15m | 195.23B | 270.00% 28 | 211d 7h 47m | 202.71B | 280.00% 29 | 243d 33m 49s | 210.26B | 290.00% 30 | 279d 11h 26m | 217.89B | 300.00% #### Lab — Wall Thorns Wall Thorns has 20 levels. It allows the Wall to deal thorn damage to enemies that attack it, calculated as a percentage of your tower's thorn damage. If your build already invests in thorns, this lab lets the Wall contribute damage while it tanks hits. Level | Time | Cost | Value 1 | 1d 3h 46m | 30B | 1% 2 | 1d 12h 7m | 38,1B | 2% 3 | 1d 20h 49m | 46,35B | 3% 4 | 2d 6h 58m | 54,72B | 4% 5 | 2d 20h 39m | 63,21B | 5% 6 | 3d 17h 8m | 71,81B | 6% 7 | 5d 0h 54m | 80,52B | 7% 8 | 7d 1h 48m | 89,32B | 8% 9 | 10d 3h 3m | 98,22B | 9% 10 | 14d 13h 24m | 107,22B | 10% 11 | 20d 19h 4m | 116,31B | 11% 12 | 29d 7h 56m | 125,49B | 12% 13 | 40d 17h 29m | 134,76B | 13% 14 | 55d 14h 55m | 144,12B | 14% 15 | 74d 17h 9m | 153,56B | 15% 16 | 98d 18h 54m | 163,09B | 16% 17 | 128d 16h 42m | 172,7B | 17% 18 | 165d 8h 56m | 182,4B | 18% 19 | 209d 19h 53m | 192,18B | 19% 20 | 263d 3h 46m | 202,03B | 20% #### Lab — Wall Invincibility Wall Invincibility has 10 upgrades. After the Wall rebuilds, it becomes invincible for a number of seconds, up to a maximum of 10 seconds at the highest level. During this window enemies cannot damage the Wall, giving it time to start regenerating before it takes hits again. Level | Time | Cost | Value 1 | 3d 11h 19m | 300,000,000,000 | 1.0s 2 | 4d 1h 14m | 351,000,000,000 | 2.0s 3 | 4d 15h 29m | 403,030,000,000 | 3.0s 4 | 5d 7h 11m | 455,800,000,000 | 4.0s 5 | 6d 2h 26m | 509,190,000,000 | 5.0s 6 | 7d 4h 28m | 563,130,000,000 | 6.0s 7 | 8d 17h 48m | 617,580,000,000 | 7.0s 8 | 11d 0h 15m | 672,500,000,000 | 8.0s 9 | 14d 7h 3m | 727,860,000,000 | 9.0s 10 | 18d 22h 57m | 783,630,000,000 | 10.0s #### Lab — Wall Fortification Wall Fortification is unlocked in Milestones at tier 14 wave 60 and has 60 levels. It allows the Wall to regenerate beyond its normal maximum health, building up an oversized health pool. Because the extra health is gained through regeneration, this lab requires Wall Regen to heal any health above the maximum. Level | Time | Cost | Value 1 | 2d 7h 33m | 300,000,000,000 | 20% 2 | 2d 10h 4m | 300,070,000,000 | 40% 3 | 2d 12h 40m | 300,440,000,000 | 60% 4 | 2d 15h 25m | 301,410,000,000 | 80% 5 | 2d 18h 22m | 303,280,000,000 | 100% 6 | 2d 21h 33m | 306,350,000,000 | 120% 7 | 3d 1h 0m | 310,920,000,000 | 140% 8 | 3d 4h 46m | 317,290,000,000 | 160% 9 | 3d 8h 53m | 325,760,000,000 | 180% 10 | 3d 13h 23m | 336,620,000,000 | 200% 11 | 3d 18h 18m | 350,200,000,000 | 220% 12 | 3d 23h 39m | 366,770,000,000 | 240% 13 | 4d 5h 29m | 386,640,000,000 | 260% 14 | 4d 11h 50m | 410,110,000,000 | 280% 15 | 4d 18h 43m | 437,480,000,000 | 300% 16 | 5d 2h 10m | 469,050,000,000 | 320% 17 | 5d 10h 13m | 505,120,000,000 | 340% 18 | 5d 18h 53m | 545,990,000,000 | 360% 19 | 6d 4h 12m | 591,960,000,000 | 380% 20 | 6d 14h 11m | 643,330,000,000 | 400% 21 | 7d 52m 50s | 700,400,000,000 | 420% 22 | 7d 12h 17m | 763,470,000,000 | 440% 23 | 8d 27m 55s | 832,840,000,000 | 460% 24 | 8d 13h 24m | 908,810,000,000 | 480% 25 | 9d 3h 9m | 991,680,000,000 | 500% 26 | 9d 17h 43m | 1,080,000,000,000 | 520% 27 | 10d 9h 9m | 1,180,000,000,000 | 540% 28 | 11d 1h 26m | 1,280,000,000,000 | 560% 29 | 11d 18h 38m | 1,400,000,000,000 | 580% 30 | 12d 12h 44m | 1,520,000,000,000 | 600% 31 | 13d 7h 47m | 1,650,000,000,000 | 620% 32 | 14d 3h 49m | 1,790,000,000,000 | 640% 33 | 15d 0h 49m | 1,940,000,000,000 | 660% 34 | 15d 22h 50m | 2,100,000,000,000 | 680% 35 | 16d 21h 53m | 2,270,000,000,000 | 700% 36 | 17d 21h 59m | 2,440,000,000,000 | 720% 37 | 18d 23h 9m | 2,630,000,000,000 | 740% 38 | 20d 1h 26m | 2,830,000,000,000 | 760% 39 | 21d 4h 49m | 3,040,000,000,000 | 780% 40 | 22d 9h 21m | 3,270,000,000,000 | 800% 41 | 23d 15h 2m | 3,500,000,000,000 | 820% 42 | 24d 21h 54m | 3,750,000,000,000 | 840% 43 | 26d 5h 58m | 4,010,000,000,000 | 860% 44 | 27d 15h 16m | 4,280,000,000,000 | 880% 45 | 29d 1h 48m | 4,560,000,000,000 | 900% 46 | 30d 13h 36m | 4,860,000,000,000 | 920% 47 | 32d 2h 40m | 5,170,000,000,000 | 940% 48 | 33d 17h 3m | 5,490,000,000,000 | 960% 49 | 35d 8h 45m | 5,830,000,000,000 | 980% 50 | 37d 1h 48m | 6,180,000,000,000 | 1000% 51 | 38d 20h 12m | 6,550,000,000,000 | 1020% 52 | 40d 15h 59m | 6,930,000,000,000 | 1040% 53 | 42d 13h 10m | 7,330,000,000,000 | 1060% 54 | 44d 11h 46m | 7,740,000,000,000 | 1080% 55 | 46d 11h 48m | 8,170,000,000,000 | 1100% 56 | 48d 13h 17m | 8,620,000,000,000 | 1120% 57 | 50d 16h 16m | 9,080,000,000,000 | 1140% 58 | 52d 20h 43m | 9,560,000,000,000 | 1160% 59 | 55d 2h 42m | 10,060,000,000,000 | 1180% 60 | 57d 10h 12m | 10,570,000,000,000 | 1200% #### Lab All Wall labs are unlocked through Milestones. Wall Health and Wall Rebuild become available at tier 8 wave 10; Wall Health adds to your workshop value while Wall Rebuild reduces the workshop rebuild time. Wall Regen and Wall Thorns unlock at tier 10 wave 70, with Wall Regen applying a percentage of tower regen to the Wall and Wall Thorns letting the Wall reflect a percentage of tower thorns when attacked. Wall Invincibility unlocks at tier 12 wave 10 and makes the Wall briefly invincible after rebuilding. Wall Fortification unlocks at tier 14 wave 60 and lets the Wall regenerate past its maximum health, provided you also have Wall Regen. ### Assist Module Labs URL: https://www.tower-hub.com/wiki/module/assist-module-labs Table: Assist Module Main Effect / Substat Labs Level | Time | Cost (Q Coins) | Value 1 | 10d 19h 11m | 0.25 | 1% 2 | 21d 14h 22m | 0.5 | 2% 3 | 32d 9h 33m | 0.75 | 3% 4 | 43d 4h 45m | 1 | 4% 5 | 53d 23h 56m | 1.25 | 5% 6 | 64d 19h 7m | 1.5 | 6% 7 | 75d 14h 19m | 1.75 | 7% 8 | 86d 9h 30m | 2 | 8% 9 | 97d 4h 41m | 2.25 | 9% 10 | 107d 23h 53m | 2.5 | 10% 11 | 118d 19h 4m | 2.75 | 11% 12 | 129d 14h 15m | 3 | 12% 13 | 140d 9h 27m | 3.25 | 13% 14 | 151d 4h 38m | 3.5 | 14% 15 | 161d 23h 49m | 3.75 | 15% 16 | 172d 19h 0m | 4 | 16% 17 | 183d 14h 12m | 4.25 | 17% 18 | 194d 9h 23m | 4.5 | 18% 19 | 205d 4h 34m | 4.75 | 19% 20 | 215d 23h 46m | 5 | 20% 21 | 226d 18h 57m | 5.25 | 21% 22 | 237d 14h 8m | 5.5 | 22% 23 | 248d 9h 20m | 5.75 | 23% 24 | 259d 4h 31m | 6 | 24% 25 | 269d 23h 42m | 6.25 | 25% 26 | 280d 18h 54m | 6.5 | 26% 27 | 291d 14h 5m | 6.75 | 27% 28 | 302d 9h 16m | 7 | 28% 29 | 313d 4h 27m | 7.25 | 29% 30 | 323d 23h 39m | 7.5 | 30% ### Epic Module Unique Effect URL: https://www.tower-hub.com/wiki/module/epic-module-unique-effect Epic modules come with unique effects that change how parts of your tower behave, and several of them have quirks that are not obvious from their in-game descriptions. This page covers the mechanical details of those effects for cannons, armor, generators and cores, so you know exactly what you are getting when you equip one. #### Cannons Amplifying Strike deals its damage as Impact ultimate weapon damage. The effect has a duration, and that duration is refreshed whenever you kill a new boss or elite enemy, so on waves with plenty of elites you can keep it running continuously. The exact values for each rarity are listed in the table below. Module | Ability | Epic | Legendary | Mythic | Ancestral Astral Deliverance | Bounce shot's range is increased by 3% of the tower's total range. Each bounce increases the projectile's damage by [x]% | 20 | 40 | 60 | 80 Being Annihilator | Increase Super Crit chance by [x]%. On Super Crit: Next 5 Shots guarantee a Super Crit. | 5 | 7 | 10 | 14 Death Penalty | Chance of [x]% to mark an enemy for death when it spawns, causing the first hit to destroy it. | 5 | 8 | 11 | 15 Havoc Bringer | [x]% chance for rend armor to instantly go to max. | 10 | 13 | 15 | 20 Shrink Ray | Attacks have a 1% chance to apply a non-stacking effect that decreases the enemy's mass by [x]% | 10 | 20 | 30 | 40 Amplifying Strike | On Boss, Elite, or Fleet Kill: Increases Tower Damage by 5x for [x]s. | 5 | 11 | 18 | 26 #### Armor Space Displacer interacts with the Inner Land Mines ultimate weapon. If you have not unlocked ILM, the module applies the level 1 x30 damage multiplier instead. If you do have ILM unlocked, your own ILM stats and effects are used, which means sub-effects like an increased ILM damage multiplier will raise the total damage dealt. There is also a useful interaction with Negative Mass Projector and Anti Cube Portal: enemies still register as being hit by shockwaves or orbs for the purposes of those effects even when they are immune to the effects themselves. Module | Ability | Epic | Legendary | Mythic | Ancestral Anti-Cube Portal | Enemies take [x]x damage for 7s after they are hit by a shockwave. | 10 | 15 | 20 | 25 Negative Mass Projector | If an orb doesn't kill the enemy it will apply a stacking debuff, reducing its damage and speed by [x]% per hit, to a max reduction of 50% | 1.0 | 1.5 | 2.0 | 2.5 Wormhole Redirector | Health Regen can heal up to [x]% of Package Max Recovery | 25 | 50 | 75 | 100 Space Displacer | Landmines have a [x]% chance to spawn as an Inner Land Mine (20 max) instead of a normal mine. These mines autonomously move and organize around the tower. | 15 | 20 | 25 | 30 Sharp Fortitude | Increase the Wall's health and regen by x[x]. Enemies take +1% increased damage from wall thorns per subsequent hit. | 1.25 | 1.5 | 2 | 2.5 Orbital Augment | Adds [x] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets) | 2 | 4 | 6 | 8 #### Generators The unique effects for generator epic modules are listed in the table below. Module | Ability | Epic | Legendary | Mythic | Ancestral Singularity Harness | Increase the range of each bot by +[x]m. Enemies hit by the Flame Bot receive double damage. | 5 | 8 | 11 | 15 Galaxy Compressor | Collecting a recovery package reduced the cooldown of all Ultimate Weapons except Poison Swamp by [x]s. | 10 | 13 | 17 | 20 Pulsar Harvester | Each time a projectile hits an enemy, there is a [x]% chance that it will reduce the enemy's Health and Attack level by 1 (diminishing returns after 100 reductions) | 1.0 | 1.5 | 2.0 | 2.5 Black Hole Digestor | Temporarily get [x]% extra Coins/ Kill Bonus for each free upgrade you got on the current wave. Free Upgrades can not increase Tower Range. | 3 | 5 | 7 | 10 Project Funding | Tower damage is multiplied by [x]% of the number of digits in your current cash | 12.5 | 25 | 50 | 100 Restorative Bonus | Packages grant a 50% attack speed boost for [x]s, decaying for 60 seconds. | 15 | 20 | 25 | 30 #### Notes A few unique effects have edge cases worth knowing about. Project Funding's multiplier will never drop below x1.00, and its effective multiplier follows the formula (1 + Log(cash) x rarity multiplier). Black Hole Digestor grants its bonus whenever a free upgrade triggers, whether or not any free upgrades are actually available. If every upgrade in a category is already maxed, you still receive the bonus when a free upgrade triggers on that category. Pulsar Harvester suffers diminishing returns once it has reduced 100 levels on an enemy. Restorative Bonus is refreshed in full when you pick up another Recovery Package rather than stacking, so grabbing a second package resets the duration instead of adding to it. #### Cores Dimension Core doubles the shock multiplier in an additive way. With the shock lab maxed, the base shock multiplier is 1.66x (1 + 0.66). After the Dimension Core effect doubles it, that becomes 2.32x (1 + 1.32). Stacking is additive and follows the form 1 + 1.32 x n, so at 20 stacks you reach 1 + 1.32 x 20, a 27.4x total multiplier once fully stacked. Values for other core modules are shown in the table below. Module | Ability | Epic | Legendary | Mythic | Ancestral Om Chip | Spotlight will rotate to focus a boss. Bosses reflect the light around it to nearby enemies, increasing by x[x] the damage they receive. | 2 | 4 | 7 | 15 Harmony Conductor | [x]% chance of poisoned enemies to miss-attack (bosses chance is halved). | 15 | 20 | 25 | 30 Dimension Core | Chain lightning have 60% chance of hitting the initial target. Shock chance and multiplier is doubled. If shock is applied again to the same enemy the shock multiplier will add up to a max stack of [x]. | 5 | 10 | 15 | 20 Multiverse Nexus | Death Wave, Golden Tower and Black Hole will always activate at the same time, but the cooldown will be the average of those +/-[x]s. | 20 | 10 | 1 | -10 Magnetic Hook | [x] Inner Land Mines are fired at Bosses and Fleets as they enter Tower range. 25% of Elites have Inner Land Mines fired at them as they enter Tower range. | 1 | 2 | 3 | 4 Primordial Collapse | Spawns one additional Black Hole. Damage from enemies within a Black Hole is decreased by [x]% | 60 | 65 | 75 | 90 ### Module Labs URL: https://www.tower-hub.com/wiki/module/module-labs Module labs are a set of lab researches focused on your modules. They cover how often bosses drop common and rare modules, how many shards you earn from various sources, and how much it costs to level modules up. Later labs also let you unmerge modules, gain more from shattering, and ban unwanted effects when rerolling. Each lab is unlocked through Milestones at a specific tier and wave, and most have multiple levels that stack their effect as you research them. #### — Common Drop Chance This lab is unlocked in Milestones at Tier 4 Wave 70. It raises the chance that bosses drop common modules, which matters because the base common drop chance starts at only 2%. The lab has 10 levels, and maxing it adds a total of 1% to your common drop chance. See the level table below for the per-level values. Level | Time | Cost | Value 1 | 4d 4h 0m | 5,000,000 | +0.10% 2 | 4d 12h 21m | 40,000,000 | +0.20% 3 | 4d 20h 50m | 114,250,000 | +0.30% 4 | 5d 5h 39m | 282,700,000 | +0.40% 5 | 5d 14h 58m | 610,030,000 | +0.50% 6 | 6d 1h 1m | 1,170,000,000 | +0.60% 7 | 6d 12h 0m | 2,030,000,000 | +0.70% 8 | 7d 0h 10m | 3,290,000,000 | +0.80% 9 | 7d 13h 45m | 5,020,000,000 | +0.90% 10 | 8d 5h 0m | 7,320,000,000 | +1.00% #### — Reroll Shards Unlocked in Milestones at Tier 4 Wave 70, this lab increases the number of reroll shards that bosses drop. It has 100 levels, and fully researched it adds 100 reroll shards to boss drops. The table below breaks down the gain per level. Level | Time | Cost | Value 1 | 1d 9h 20m | 900,000 | +1 2 | 1d 10h 11m | 2,920,000 | +2 3 | 1d 11h 4m | 13,940,000 | +3 4 | 1d 11h 59m | 39,800,000 | +4 5 | 1d 12h 56m | 85,430,000 | +5 6 | 1d 13h 54m | 115,260,000 | +6 7 | 1d 14h 55m | 253,390,000 | +7 8 | 1d 15h 57m | 383,680,000 | +8 9 | 1d 17h 0m | 549,810,000 | +9 10 | 1d 18h 5m | 755,280,000 | +10 11 | 1d 19h 12m | 1,000,000,000 | +11 12 | 1d 20h 21m | 1,300,000,000 | +12 13 | 1d 21h 31m | 1,640,000,000 | +13 14 | 1d 22h 42m | 2,040,000,000 | +14 15 | 1d 23h 55m | 2,490,000,000 | +15 16 | 2d 1h 10m | 3,000,000,000 | +16 17 | 2d 2h 26m | 3,570,000,000 | +17 18 | 2d 3h 43m | 4,200,000,000 | +18 19 | 2d 5h 3m | 4,900,000,000 | +19 20 | 2d 6h 23m | 5,670,000,000 | +20 21 | 2d 7h 45m | 6,510,000,000 | +21 22 | 2d 9h 9m | 7,430,000,000 | +22 23 | 2d 10h 34m | 8,430,000,000 | +23 24 | 2d 12h 1m | 9,500,000,000 | +24 25 | 2d 13h 29m | 10,660,000,000 | +25 26 | 2d 14h 58m | 11,900,000,000 | +26 27 | 2d 16h 29m | 13,230,000,000 | +27 28 | 2d 18h 1m | 14,650,000,000 | +28 29 | 2d 19h 35m | 16,160,000,000 | +29 30 | 2d 21h 10m | 17,760,000,000 | +30 31 | 2d 22h 47m | 19,470,000,000 | +31 32 | 3d 0h 25m | 21,270,000,000 | +32 33 | 3d 2h 4m | 23,170,000,000 | +33 34 | 3d 3h 45m | 25,180,000,000 | +34 35 | 3d 5h 27m | 27,290,000,000 | +35 36 | 3d 7h 11m | 29,510,000,000 | +36 37 | 3d 8h 56m | 31,850,000,000 | +37 38 | 3d 10h 43m | 34,290,000,000 | +38 39 | 3d 12h 30m | 36,850,000,000 | +39 40 | 3d 14h 20m | 39,530,000,000 | +40 41 | 3d 16h 10m | 42,330,000,000 | +41 42 | 3d 18h 2m | 45,240,000,000 | +42 43 | 3d 19h 56m | 48,290,000,000 | +43 44 | 3d 21h 50m | 51,450,000,000 | +44 45 | 3d 23h 47m | 54,750,000,000 | +45 46 | 4d 1h 44m | 58,170,000,000 | +46 47 | 4d 3h 43m | 61,730,000,000 | +47 48 | 4d 5h 43m | 65,420,000,000 | +48 49 | 4d 7h 45m | 69,250,000,000 | +49 50 | 4d 9h 48m | 73,210,000,000 | +50 51 | 4d 11h 52m | 77,310,000,000 | +51 52 | 4d 13h 58m | 81,560,000,000 | +52 53 | 4d 16h 4m | 85,950,000,000 | +53 54 | 4d 18h 13m | 90,490,000,000 | +54 55 | 4d 20h 22m | 95,170,000,000 | +55 56 | 4d 22h 33m | 100,000,000,000 | +56 57 | 5d 0h 46m | 104,990,000,000 | +57 58 | 5d 2h 59m | 110,130,000,000 | +58 59 | 5d 5h 14m | 115,420,000,000 | +59 60 | 5d 7h 31m | 120,880,000,000 | +60 61 | 5d 9h 48m | 126,490,000,000 | +61 62 | 5d 12h 7m | 132,260,000,000 | +62 63 | 5d 14h 28m | 138,200,000,000 | +63 64 | 5d 16h 49m | 144,300,000,000 | +64 65 | 5d 19h 12m | 150,560,000,000 | +65 66 | 5d 21h 36m | 157,000,000,000 | +66 67 | 6d 0h 2m | 163,610,000,000 | +67 68 | 6d 2h 29m | 170,390,000,000 | +68 69 | 6d 4h 57m | 177,340,000,000 | +69 70 | 6d 7h 27m | 184,470,000,000 | +70 71 | 6d 9h 57m | 191,780,000,000 | +71 72 | 6d 12h 30m | 199,270,000,000 | +72 73 | 6d 15h 3m | 206,930,000,000 | +73 74 | 6d 17h 38m | 214,790,000,000 | +74 75 | 6d 20h 14m | 222,820,000,000 | +75 76 | 7d 22h 51m | 231,050,000,000 | +76 77 | 7d 1h 30m | 239,460,000,000 | +77 78 | 7d 4h 10m | 248,060,000,000 | +78 79 | 7d 6h 51m | 256,860,000,000 | +79 80 | 7d 9h 33m | 265,840,000,000 | +80 81 | 7d 12h 17m | 275,030,000,000 | +81 82 | 7d 15h 2m | 284,410,000,000 | +82 83 | 7d 17h 48m | 293,990,000,000 | +83 84 | 7d 20h 36m | 303,770,000,000 | +84 85 | 7d 23h 25m | 313,750,000,000 | +85 86 | 8d 2h 15m | 323,940,000,000 | +86 87 | 8d 5h 7m | 334,330,000,000 | +87 88 | 8d 7h 59m | 344,930,000,000 | +88 89 | 8d 10h 53m | 355,740,000,000 | +89 90 | 8d 13h 49m | 366,760,000,000 | +90 91 | 8d 16h 45m | 378,000,000,000 | +91 92 | 8d 19h 43m | 389,440,000,000 | +92 93 | 8d 22h 42m | 401,110,000,000 | +93 94 | 9d 1h 43m | 412,990,000,000 | +94 95 | 9d 4h 44m | 425,090,000,000 | +95 96 | 9d 7h 47m | 437,410,000,000 | +96 97 | 9d 10h 51m | 449,950,000,000 | +97 98 | 9d 13h 57m | 462,720,000,000 | +98 99 | 9d 17h 3m | 475,710,000,000 | +99 100 | 9d 20h 11m | 488,930,000,000 | +100 #### — Daily Mission Shards This lab unlocks in Milestones at Tier 4 Wave 70 and boosts the shards you receive from daily missions. Across its 50 levels, it adds up to 50 extra shards per mission, making it a steady source of extra income once researched. Per-level values are listed in the table below. Level | Time | Cost | Value 1 | 1d 9h 19m | 1.2M | +1 2 | 1d 10h 11m | 4.2M | +2 3 | 1d 11h 6m | 25.2M | +3 4 | 1d 12h 6m | 82.2M | +4 5 | 1d 13h 12m | 192.3M | +5 6 | 1d 14h 25m | 376.3M | +6 7 | 1d 15h 46m | 649.3M | +7 8 | 1d 17h 14m | 1.03B | +8 9 | 1d 18h 51m | 1.5B | +9 10 | 1d 20h 37m | 2.1B | +10 11 | 1d 22h 33m | 3.0B | +11 12 | 2d 0h 38m | 3.9B | +12 13 | 2d 2h 53m | 5.1B | +13 14 | 2d 5h 20m | 6.5B | +14 15 | 2d 7h 57m | 8.2B | +15 16 | 2d 10h 45m | 10.1B | +16 17 | 2d 13h 45m | 12.2B | +17 18 | 2d 16h 57m | 14.7B | +18 19 | 2d 20h 21m | 17.5B | +19 20 | 2d 23h 57m | 20.5B | +20 21 | 3d 3h 46m | 24.0B | +21 22 | 3d 7h 48m | 27.7B | +22 23 | 3d 12h 4m | 31.9B | +23 24 | 3d 16h 33m | 36.5B | +24 25 | 3d 21h 15m | 41.4B | +25 26 | 4d 2h 12m | 46.8B | +26 27 | 4d 7h 23m | 52.7B | +27 28 | 4d 12h 48m | 59.05B | +28 29 | 4d 18h 28m | 65.8B | +29 30 | 5d 0h 23m | 73.1B | +30 31 | 5d 6h 32m | 81.0B | +31 32 | 5d 12h 58m | 89.3B | +32 33 | 5d 19h 38m | 98.3B | +33 34 | 6d 2h 34m | 107.8B | +34 35 | 6d 9h 47m | 117.9B | +35 36 | 6d 17h 15m | 128.6B | +36 37 | 7d 0h 59m | 139.9B | +37 38 | 7d 9h 0m | 151.9B | +38 39 | 7d 17h 18m | 164.6B | +39 40 | 8d 1h 52m | 177.9B | +40 41 | 8d 10h 43m | 192.0B | +41 42 | 8d 19h 52m | 206.7B | +42 43 | 9d 5h 17m | 222.2B | +43 44 | 9d 15h 1m | 238.5B | +44 45 | 10d 1h 2m | 255.5B | +45 46 | 10d 11h 20m | 273.3B | +46 47 | 10d 21h 57m | 292.01B | +47 48 | 11d 8h 52m | 311.4B | +48 49 | 11d 20h 5m | 331.7B | +49 50 | 12d 7h 36m | 352.9B | +50 #### — Module Shard Cost Unlocked in Milestones at Tier 10 Wave 40, this lab reduces the shard cost of levelling up your modules. It has 30 levels, and at maximum research it cuts shard costs by 30%. Given how expensive higher module levels become, this is one of the more valuable long-term module labs. The cost per level is shown in the table below. Level | Time | Cost | Value 1 | 5d 4h 59m | 5,000,000,000 | -1% 2 | 5d 9h 11m | 5,120,000,000 | -2% 3 | 5d 13h 28m | 5,960,000,000 | -3% 4 | 5d 17h 55m | 8,420,000,000 | -4% 5 | 5d 22h 36m | 13,520,000,000 | -5% 6 | 6d 3h 35m | 22,350,000,000 | -6% 7 | 6d 8h 56m | 36,030,000,000 | -7% 8 | 6d 14h 41m | 55,760,000,000 | -8% 9 | 6d 20h 54m | 82,760,000,000 | -9% 10 | 7d 3h 38m | 118,310,000,000 | -10% 11 | 7d 10h 56m | 163,690,000,000 | -11% 12 | 7d 18h 51m | 220,230,000,000 | -12% 13 | 8d 3h 26m | 289,280,000,000 | -13% 14 | 8d 12h 44m | 372,220,000,000 | -14% 15 | 8d 22h 48m | 470,450,000,000 | -15% 16 | 9d 19h 40m | 585,390,000,000 | -16% 17 | 9d 21h 24m | 718,480,000,000 | -17% 18 | 10d 10h 2m | 871,180,000,000 | -18% 19 | 10d 23h 36m | 1,040,000,000,000 | -19% 20 | 11d 14h 10m | 1,240,000,000,000 | -20% 21 | 12d 5h 46m | 1,460,000,000,000 | -21% 22 | 12d 22h 27m | 1,710,000,000,000 | -22% 23 | 13d 16h 14m | 1,980,000,000,000 | -23% 24 | 14d 11h 12m | 2,280,000,000,000 | -24% 25 | 15d 7h 21m | 2,620,000,000,000 | -25% 26 | 16d 4h 45m | 2,980,000,000,000 | -26% 27 | 17d 3h 27m | 3,380,000,000,000 | -27% 28 | 18d 3h 28m | 3,810,000,000,000 | -28% 29 | 19d 4h 51m | 4,280,000,000,000 | -29% 30 | 20d 7h 39m | 4,790,000,000,000 | -30% #### — Module Coin Cost This lab is unlocked in Milestones at Tier 10 Wave 40 and lowers the coin cost of levelling up modules. It has 30 levels and provides a 30% reduction to coin costs when fully researched, pairing naturally with the Module Shard Cost lab to make upgrades cheaper overall. #### — Rare Drop Chance Unlocked in Milestones at Tier 10 Wave 40, this lab increases the chance that bosses drop rare modules. The base rare drop chance is 0.5%, so every point here is a meaningful relative gain. The lab has 10 levels and adds a total of 1% to your rare drop chance at maximum. The table below shows the per-level progression. Level | Time | Cost | Value 1 | 8d 16h 20m | 70B | +0.10% 2 | 9d 3h 27m | 76B | +0.20% 3 | 9d 14h 44m | 128,57B | +0.30% 4 | 10d 2h 19m | 306,83B | +0.40% 5 | 10d 14h 25m | 714B | +0.50% 6 | 11d 3h 14m | 1,47T | +0.60% 7 | 11d 17h 0m | 2,72T | +0.70% 8 | 12d 7h 57m | 4,61T | +0.80% 9 | 13d 0h 18m | 7,32T | +0.90% 10 | 13d 18h 19m | 11,01T | +1.00% #### — Unmerge Module This lab is unlocked in Milestones at Tier 8 Wave 20 and has a single level. Once researched, it lets you reverse module merges. How an unmerge resolves depends on how the module was made. If the merge required a duplicate epic+ module, unmerging returns the lower-level module along with that epic+. If the merge accepted any module of the right rarity, unmerging instead converts the module into shards of the unmerged type. The table below covers the specifics. Level | Time | Cost | Value 1 | 2d 0hr 0m | 10,000,000 | Unlocked #### — Shatter Shards Unlocked in Milestones at Tier 16 Wave 40, this lab increases the shards you earn when shattering modules. It has 5 levels, each adding 20% more shards from shattering, for a total increase of 100% at maximum. This makes shattering unwanted modules far more rewarding in the late game. Per-level values are in the table below. Level | Time | Cost | Value 1 | 142d 14h 13m | 10.00T | 20% 2 | 191d 4h 53m | 87.00T | 40% 3 | 256d 10h 58m | 229.20T | 60% 4 | 359d 8h 9m | 547.36T | 80% 5 | 1y 158d 6h 15m | 1.19q | 100% #### — Cannon Effect Bans This lab is unlocked at Tier 10 Wave 40 and lets you ban specific effects when rerolling cannon modules, so banned effects no longer appear as reroll outcomes. It has 4 levels, granting 4 total bans. The table below lists the details. Level | Time | Cost | Value 1 | 37d 12h 0m 0s | 500.00B | 1 2 | 91d 16h 0m 0s | 50.00T | 2 3 | 162d 12h 0m 0s | 5.00q | 3 4 | 204d 4h 0m 0s | 50.00q | 4 #### — Armor Effect Bans Unlocked at Tier 10 Wave 40, this lab allows you to ban specific effects when rerolling armor modules, removing them from the pool of possible results. It has 4 levels, giving you 4 total bans to work with. #### — Generator Effect Bans This lab unlocks at Tier 10 Wave 40 and lets you ban chosen effects when rerolling generator modules, narrowing the possible outcomes. It has 3 levels, providing 3 total bans. See the table below for more detail. Level | Time | Cost | Value 1 | 62d 12h 0m 0s | 5.00T | 1 2 | 162d 12h 0m 0s | 500T | 2 3 | 204d 4h 0m 0s | 50.00q | 3 #### — Core Effect Bans Unlocked at Tier 10 Wave 40, this lab enables you to ban specific effects when rerolling core modules so they no longer appear. It has 7 levels, the most of any effect ban lab, for 7 total bans. The table below shows the specifics. Level | Time | Cost | Value 1 | 16d 16h 0m 0s | 50.00B | 1 2 | 62d 12h 0m 0s | 5.00T | 2 3 | 91d 16h 0m 0s | 50.00T | 3 4 | 125d 0h 0m 0s | 500.00T | 4 5 | 162d 12h 0m 0s | 5.00q | 5 6 | 204d 4h 0m 0s | 50.00q | 6 7 | 250d 0h m 0s | 500.00q | 7 #### — Assist Module Labs The assist module labs are summarised in the data table below. Table: Assist Module Main Effect / Substat Labs Level | Time | Cost (Q Coins) | Value 1 | 10d 19h 11m | 0.25 | 1% 2 | 21d 14h 22m | 0.5 | 2% 3 | 32d 9h 33m | 0.75 | 3% 4 | 43d 4h 45m | 1 | 4% 5 | 53d 23h 56m | 1.25 | 5% 6 | 64d 19h 7m | 1.5 | 6% 7 | 75d 14h 19m | 1.75 | 7% 8 | 86d 9h 30m | 2 | 8% 9 | 97d 4h 41m | 2.25 | 9% 10 | 107d 23h 53m | 2.5 | 10% 11 | 118d 19h 4m | 2.75 | 11% 12 | 129d 14h 15m | 3 | 12% 13 | 140d 9h 27m | 3.25 | 13% 14 | 151d 4h 38m | 3.5 | 14% 15 | 161d 23h 49m | 3.75 | 15% 16 | 172d 19h 0m | 4 | 16% 17 | 183d 14h 12m | 4.25 | 17% 18 | 194d 9h 23m | 4.5 | 18% 19 | 205d 4h 34m | 4.75 | 19% 20 | 215d 23h 46m | 5 | 20% 21 | 226d 18h 57m | 5.25 | 21% 22 | 237d 14h 8m | 5.5 | 22% 23 | 248d 9h 20m | 5.75 | 23% 24 | 259d 4h 31m | 6 | 24% 25 | 269d 23h 42m | 6.25 | 25% 26 | 280d 18h 54m | 6.5 | 26% 27 | 291d 14h 5m | 6.75 | 27% 28 | 302d 9h 16m | 7 | 28% 29 | 313d 4h 27m | 7.25 | 29% 30 | 323d 23h 39m | 7.5 | 30% Module labs let you research better drop chances for common and rare modules, increase the shards you earn, and reduce the cost of upgrading your modules. ### Modules URL: https://www.tower-hub.com/wiki/module/modules Modules are equippable upgrades that become available once you reach Tier 2 wave 90, and they provide some of the strongest long-term progression in the game. Each module belongs to one of four types and boosts a different part of your tower, from raw damage through to Ultimate Weapon power. This page covers how modules are earned and upgraded, how the merging system raises their rarity, and how their main, sub-module and unique effects work. #### Modules There are four module types, each tied to a different area of your tower's power. Cannon modules focus on attack, Armor modules focus on defense, Generator modules focus on utility, and Core modules focus on Ultimate Weapons. #### Acquiring Modules You unlock modules by reaching Tier 2 wave 90. From that point you can pull modules using module tickets or gems, and you receive 10 free tickets the first time the feature opens. How further tickets are earned is not yet determined. Gem pulls cost 20 gems for a single draw or 200 gems for a ten-draw. There is always a Standard Banner with the normal chances of pulling each epic, and sometimes an extra featured banner runs alongside it with different odds. Each banner lets you view the distribution of epic pull rates so you can see exactly how your chances are affected. Modules you already own at 5-star Ancestral are less likely to be pulled again. Every purchased module is randomly assigned one of three rarities: Common, Rare or Epic. On the Standard Banner, Common modules have a 68.5% chance, Rare modules 29%, and Epic modules 2.5%. Pulled epics are often called "natural epics" or "unique" modules. Bad luck protection, known as a pity pull, guarantees an epic after 150 pulls without one, and every ten-pull is guaranteed to contain at least one rare module. #### Upgrading Modules You level modules up with shards and coins to improve their main stat. Every module begins with two sub-module effects (often called sub-stats), and further effect slots open at module levels 41, 101, 141 and 161. A module's maximum level depends on its rarity, so merging a module into a higher rarity lets you push it to a new level cap and, where applicable, strengthens its unique effect. Shards come from several sources. Shattering modules gives 5 shards per common and 10 per rare, and if a module has been merged, shattering it returns the combined value of everything that went into it. You can also earn shards from daily events or buy them in the event shop and the Guild store. Natural epics can only be shattered once you have formed a 5-star Ancestral of the same type. The restore button resets a module for free, refunding every shard and coin you spent on it. Reroll shards are not refunded, but all sub-module effects are kept, including ones that normally require higher levels. Because of this, there is no downside to keeping several modules with different effect sets and moving levels between them as you swap equipment. Rarity | Rare | Rare+ | Epic | Epic+ | Legendary | Legendary+ | Mythic | Mythic+ | Ancestral | 1* | 2* | 3* | 4* | 5* Max Level | 30 | 40 | 60 | 80 | 100 | 120 | 140 | 160 | 200 | 220 | 240 | 260 | 280 | 300 Max Sub-Stats | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 5 | 6 | 6 | 6 | 6 | 6 | 6 Epic Copies (Total) | | | 1 | 2 | 2 | 4 | 4 | 4 | 8 | 10 | 12 | 14 | 16 | 18 #### Boss Drops Bosses can drop reroll shards along with common and rare modules. Reroll shards have a 15% drop chance, and the quantity you receive scales with the tier you are playing. Common modules start at a 2% drop chance while rare modules have a 0.5% base chance, and both of these rates can be raised through their respective labs. The drop amounts by tier are listed in the table below. Tier | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 Shards | 1 | 2 | 3 | 4 | 6 | 8 | 12 | 18 | 25 | 32 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 #### Merging Modules A module's starting rarity fixes how far it can be merged and which rarities it can reach. Common modules cannot be merged at all. Rare modules can be merged up to Legendary+. Epic modules can be merged all the way to Ancestral with 5 stars, and Ancestral is the only rarity that uses stars. #### What is Merging? Merging raises the rarity of a primary module, which increases both the value and the scaling of its main stat and lifts the highest level that module can reach. Two points catch many players out. Rare modules never gain a unique ability from merging, even if you push them to epic or beyond. They also keep their original name forever, so a merged rare will never be identical to an epic you pulled with gems. #### Merge Materials The full list of merge materials is shown in game when you select modules to merge, and it uses two kinds of icon. The module icon represents a natural module, while the wildcard icon, which looks like orbs, stands in for any suitable module. The primary module always appears on the left of the merge equation and is simply the first module you tap. Everything shown after the "+" is the material cost: a module icon means the material must be the same module as the primary at the rarity displayed, while a wildcard icon accepts any module of the same type (Cannon, Armor, Generator or Core) at the rarity displayed. Ancestral modules can be raised to 5 stars. Each star costs a natural epic+ module and increases the main effect. #### Merge Walkthrough This walkthrough follows the in-game example of merging a module from rare to rare+. On the first selection screen the list was filtered by type (armor) and rarity (rare). Once the module to be merged was chosen, only valid merge materials were displayed and selectable, which makes it easy to see what the merge will consume. Note that the primary rare keeps its name throughout, and merging it to epic does not grant a unique effect. It remains useful afterwards, since it can still serve as wildcard material when you later merge a natural epic. #### Module Stats Modules carry three kinds of stats: the Main Effect, Sub-Module Effects, and Unique Effects. #### Main Effect The main effect boosts tower damage, health, Coin Bonus or Ultimate Weapon damage depending on the module's type. It is the only stat that grows when you level the module up. Reaching levels 41, 101, 141, 161, 201 and 241 also unlocks additional slots for sub-module effects. #### Cost The shard and coin cost for each module level is listed in the table below. Level | Shard | Coin | Total Shard | Total Coins 1 | 0 | 0 | 0 | 0 2 | 7 | 10,000 | 14 | 20,000 11 | 20 | 45,000 | 108 | 210,000 21 | 40 | 120,000 | 353 | 810,000 31 | 75 | 350,000 | 838 | 2,540,000 41 | 120 | 1,000,000 | 1,708 | 7,440,000 51 | 180 | 3,000,000 | 2,968 | 19,440,000 61 | 250 | 25,000,000 | 4,838 | 71,440,000 71 | 350 | 100,000,000 | 7,438 | 396,440,000 81 | 500 | 350,000,000 | 11,088 | 1,650,000,000 91 | 700 | 350,000,000 | 16,288 | 5,150,000,000 101 | 1,000 | 8,000,000,000 | 23,588 | 16,300,000,000 111 | 1,300 | 8,000,000,000 | 33,888 | 96,300,000,000 121 | 1,800 | 32,000,000,000 | 47,388 | 200,300,000,000 131 | 2,500 | 32,000,000,000 | 66,088 | 520,300,000,000 141 | 3,000 | 500,000,000,000 | 91,588 | 1,310,000,000,000 151 | 4,000 | 500,000,000,000 | 122,588 | 6,310,000,000,000 161 | 5,000 | 10T | 163,588 | 20,81T 162 | 5,000 | 60T | 168.588 | 80,81T 171 | 6250 | 510T | 220,463 | 2.87q 181 | 7500 | 1.01q | 289,838 | 10.73q 191 | 8750 | 1.51q | 371,713 | 23.57q 201 | 10,000 | 2.5q | 592,588 | 41.91q 221 | 15,000 | 265q | 718,588 | 2.02Q 241 | 20,000 | 1.00Q | 1,071,088 | 144.46Q 261 | 30,000 | 106.00Q | 1,576,088 | 804.46Q 281 | 40,000 | 411.00Q | 2,281,088 | 5.79s 300 | 49,500 | 886.00Q | 3,136,088 | 18.07s #### Sub-Module Effects Which sub-module effects a module can roll depends on its type. Cannon modules, for example, roll effects that boost damage workshop stats. A sub-module effect's rarity is rolled independently of the module's own rarity, but the highest rarity an effect can reach matches the module's current rarity. A legendary module can therefore hold a common effect, yet that same effect could be rerolled up to legendary. The exact chances for each sub-module rarity are shown in the tables below, and the full list of possible effects is covered on the sub-module effects page. Effects you want to keep can be locked so rerolls leave them alone, though locking raises the reroll cost. There is also an Auto Roll feature: you define which effects and rarities you would accept, and the game rerolls rapidly until it hits one of them. Auto Roll can be cancelled partway through if you change your mind. If you have researched effect bans, such as Cannon Effect Bans, you can mark chosen effects as banned so they never appear in your reroll pool. Rarity | Common | Rare | Epic | Legendary | Mythic | Ancestral Chance | 46.2% | 40% | 10% | 2.5% | 1.0% | 0.3% Locks | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 Cost | 10 | 40 | 160 | 500 | 1000 | 1600 | 2250* | 3000* #### Unique Effects Unique Effects belong only to modules that were drawn as epics. Merging a rare module up to epic will never give it a unique ability; natural epics are the sole source of these effects. #### Assist Modules Assist Modules let you equip a second module into a slot you already have filled. The feature unlocks as a milestone reward at Tier 19, wave 40, and each assist slot costs 1000 stones to open. Once unlocked, the slotted assist module contributes a weaker version of its unique effect, main effect and substats on top of your primary module. A fresh assist slot starts with the unique effect at Epic quality plus a 1% bonus to the main and sub effects. You can raise these efficiency percentages with stones, and with lab research that unlocks at Tier 19, wave 50. The tables below show the upgrade costs and efficiency values. Two restrictions apply. First, you cannot pair two modules that share the same name in one slot. Second, the assist module keeps its own level, separate from the primary copy, and you need to level it with module shards before it grants anything beyond its first two substats and a stronger main effect. Quantity-based substats, such as Inner Land Mine quantity, use a floor function rather than rounding. That means partial gains are discarded: an ancestral Death Wave effect that grants 3 waves needs at least 34% efficiency to actually add a wave, because 33% only yields +0.99, which floors to +0. Assist bonuses also respect the same hard caps as normal stats. They cannot push you past limits such as 98% defense, 90% Chrono Field slow, 150s Wall rebuild, 7s Shockwave Frequency, 40% Death Defy, or 37s Inner Land Mine cooldown. Since patch v27.1, the multiplier stat on every assist module applies multiplicatively. Before that patch, only the assist generator was multiplicative, while the cannon, armor and core assists were additive. Table: Assist Module Rarity of Unique Effect Stone Cost | Rarity 1000 | Epic(unlock) 1000 | Legendary 1200 | Mythic 1400 | Ancestral Total: 4600 Stones Table: Assist Module Main Effect / Substat Stone Upgrade Value | Stones Cost (This Level) | Total Cost (Cumulative) | Stones Needed to Max 1% | 0 | 0 | 8073 2% | 15 | 15 | 8058 3% | 18 | 33 | 8040 4% | 21 | 54 | 8019 5% | 24 | 78 | 7995 6% | 27 | 105 | 7968 7% | 30 | 135 | 7938 8% | 33 | 168 | 7905 9% | 36 | 204 | 7869 10% | 39 | 243 | 7830 11% | 42 | 285 | 7788 12% | 45 | 330 | 7743 13% | 48 | 378 | 7695 14% | 51 | 429 | 7644 15% | 54 | 483 | 7590 16% | 57 | 540 | 7533 17% | 60 | 600 | 7473 18% | 63 | 663 | 7410 19% | 66 | 729 | 7344 20% | 69 | 798 | 7275 21% | 72 | 870 | 7203 22% | 75 | 945 | 7128 23% | 78 | 1023 | 7050 24% | 81 | 1104 | 6969 25% | 84 | 1188 | 6885 26% | 87 | 1275 | 6798 27% | 90 | 1365 | 6708 28% | 93 | 1458 | 6615 29% | 96 | 1554 | 6519 30% | 99 | 1653 | 6420 31% | 102 | 1755 | 6318 32% | 105 | 1860 | 6213 33% | 108 | 1968 | 6105 34% | 111 | 2079 | 5994 35% | 114 | 2193 | 5880 36% | 117 | 2310 | 5763 37% | 120 | 2430 | 5643 38% | 123 | 2553 | 5520 39% | 126 | 2679 | 5394 40% | 129 | 2808 | 5265 41% | 132 | 2940 | 5133 42% | 135 | 3075 | 4998 43% | 138 | 3213 | 4860 44% | 141 | 3354 | 4719 45% | 144 | 3498 | 4575 46% | 147 | 3645 | 4428 47% | 150 | 3795 | 4278 48% | 153 | 3948 | 4125 49% | 156 | 4104 | 3969 50% | 159 | 4263 | 3810 51% | 162 | 4425 | 3648 52% | 165 | 4590 | 3483 53% | 168 | 4758 | 3315 54% | 171 | 4929 | 3144 55% | 174 | 5103 | 2970 56% | 177 | 5280 | 2793 57% | 180 | 5460 | 2613 58% | 183 | 5643 | 2430 59% | 186 | 5829 | 2244 60% | 189 | 6018 | 2055 61% | 192 | 6210 | 1863 62% | 195 | 6405 | 1668 63% | 198 | 6603 | 1470 64% | 201 | 6804 | 1269 65% | 204 | 7008 | 1065 66% | 207 | 7215 | 858 67% | 210 | 7425 | 648 68% | 213 | 7638 | 435 69% | 216 | 7854 | 219 70% | 219 | 8073 | 0 Total: 8073 Stones Table: Assist Module Main Effect / Substat Labs Level | Time | Cost (Q Coins) | Value 1 | 10d 19h 11m | 0.25 | 1% 2 | 21d 14h 22m | 0.5 | 2% 3 | 32d 9h 33m | 0.75 | 3% 4 | 43d 4h 45m | 1 | 4% 5 | 53d 23h 56m | 1.25 | 5% 6 | 64d 19h 7m | 1.5 | 6% 7 | 75d 14h 19m | 1.75 | 7% 8 | 86d 9h 30m | 2 | 8% 9 | 97d 4h 41m | 2.25 | 9% 10 | 107d 23h 53m | 2.5 | 10% 11 | 118d 19h 4m | 2.75 | 11% 12 | 129d 14h 15m | 3 | 12% 13 | 140d 9h 27m | 3.25 | 13% 14 | 151d 4h 38m | 3.5 | 14% 15 | 161d 23h 49m | 3.75 | 15% 16 | 172d 19h 0m | 4 | 16% 17 | 183d 14h 12m | 4.25 | 17% 18 | 194d 9h 23m | 4.5 | 18% 19 | 205d 4h 34m | 4.75 | 19% 20 | 215d 23h 46m | 5 | 20% 21 | 226d 18h 57m | 5.25 | 21% 22 | 237d 14h 8m | 5.5 | 22% 23 | 248d 9h 20m | 5.75 | 23% 24 | 259d 4h 31m | 6 | 24% 25 | 269d 23h 42m | 6.25 | 25% 26 | 280d 18h 54m | 6.5 | 26% 27 | 291d 14h 5m | 6.75 | 27% 28 | 302d 9h 16m | 7 | 28% 29 | 313d 4h 27m | 7.25 | 29% 30 | 323d 23h 39m | 7.5 | 30% ### Reroll Shards URL: https://www.tower-hub.com/wiki/module/module-labs-reroll-shards Reroll Shards are the currency you spend to reroll the sub-stats on your modules, and bosses are your main source of them. The Reroll Shards lab boosts how many of those shards each boss drops, which directly speeds up how often you can reroll module effects. #### Reroll Shards You unlock this lab through Milestones by reaching wave 70 on tier 4. Once researched, it increases the number of reroll shards that bosses drop when killed. The lab has 100 levels, and each level adds one extra reroll shard per boss drop, for a total of 100 additional shards at max level. The per-level costs are listed in the table below. This lab matters most once you are actively farming and rerolling modules, since shard income from bosses is the bottleneck on how many reroll attempts you get. If you are still early and not yet rerolling sub-stats, the lab can wait; once module optimisation becomes your focus, the extra shards per boss add up quickly over a run. Level | Time | Cost | Value 1 | 1d 9h 20m | 900,000 | +1 2 | 1d 10h 11m | 2,920,000 | +2 3 | 1d 11h 4m | 13,940,000 | +3 4 | 1d 11h 59m | 39,800,000 | +4 5 | 1d 12h 56m | 85,430,000 | +5 6 | 1d 13h 54m | 115,260,000 | +6 7 | 1d 14h 55m | 253,390,000 | +7 8 | 1d 15h 57m | 383,680,000 | +8 9 | 1d 17h 0m | 549,810,000 | +9 10 | 1d 18h 5m | 755,280,000 | +10 11 | 1d 19h 12m | 1,000,000,000 | +11 12 | 1d 20h 21m | 1,300,000,000 | +12 13 | 1d 21h 31m | 1,640,000,000 | +13 14 | 1d 22h 42m | 2,040,000,000 | +14 15 | 1d 23h 55m | 2,490,000,000 | +15 16 | 2d 1h 10m | 3,000,000,000 | +16 17 | 2d 2h 26m | 3,570,000,000 | +17 18 | 2d 3h 43m | 4,200,000,000 | +18 19 | 2d 5h 3m | 4,900,000,000 | +19 20 | 2d 6h 23m | 5,670,000,000 | +20 21 | 2d 7h 45m | 6,510,000,000 | +21 22 | 2d 9h 9m | 7,430,000,000 | +22 23 | 2d 10h 34m | 8,430,000,000 | +23 24 | 2d 12h 1m | 9,500,000,000 | +24 25 | 2d 13h 29m | 10,660,000,000 | +25 26 | 2d 14h 58m | 11,900,000,000 | +26 27 | 2d 16h 29m | 13,230,000,000 | +27 28 | 2d 18h 1m | 14,650,000,000 | +28 29 | 2d 19h 35m | 16,160,000,000 | +29 30 | 2d 21h 10m | 17,760,000,000 | +30 31 | 2d 22h 47m | 19,470,000,000 | +31 32 | 3d 0h 25m | 21,270,000,000 | +32 33 | 3d 2h 4m | 23,170,000,000 | +33 34 | 3d 3h 45m | 25,180,000,000 | +34 35 | 3d 5h 27m | 27,290,000,000 | +35 36 | 3d 7h 11m | 29,510,000,000 | +36 37 | 3d 8h 56m | 31,850,000,000 | +37 38 | 3d 10h 43m | 34,290,000,000 | +38 39 | 3d 12h 30m | 36,850,000,000 | +39 40 | 3d 14h 20m | 39,530,000,000 | +40 41 | 3d 16h 10m | 42,330,000,000 | +41 42 | 3d 18h 2m | 45,240,000,000 | +42 43 | 3d 19h 56m | 48,290,000,000 | +43 44 | 3d 21h 50m | 51,450,000,000 | +44 45 | 3d 23h 47m | 54,750,000,000 | +45 46 | 4d 1h 44m | 58,170,000,000 | +46 47 | 4d 3h 43m | 61,730,000,000 | +47 48 | 4d 5h 43m | 65,420,000,000 | +48 49 | 4d 7h 45m | 69,250,000,000 | +49 50 | 4d 9h 48m | 73,210,000,000 | +50 51 | 4d 11h 52m | 77,310,000,000 | +51 52 | 4d 13h 58m | 81,560,000,000 | +52 53 | 4d 16h 4m | 85,950,000,000 | +53 54 | 4d 18h 13m | 90,490,000,000 | +54 55 | 4d 20h 22m | 95,170,000,000 | +55 56 | 4d 22h 33m | 100,000,000,000 | +56 57 | 5d 0h 46m | 104,990,000,000 | +57 58 | 5d 2h 59m | 110,130,000,000 | +58 59 | 5d 5h 14m | 115,420,000,000 | +59 60 | 5d 7h 31m | 120,880,000,000 | +60 61 | 5d 9h 48m | 126,490,000,000 | +61 62 | 5d 12h 7m | 132,260,000,000 | +62 63 | 5d 14h 28m | 138,200,000,000 | +63 64 | 5d 16h 49m | 144,300,000,000 | +64 65 | 5d 19h 12m | 150,560,000,000 | +65 66 | 5d 21h 36m | 157,000,000,000 | +66 67 | 6d 0h 2m | 163,610,000,000 | +67 68 | 6d 2h 29m | 170,390,000,000 | +68 69 | 6d 4h 57m | 177,340,000,000 | +69 70 | 6d 7h 27m | 184,470,000,000 | +70 71 | 6d 9h 57m | 191,780,000,000 | +71 72 | 6d 12h 30m | 199,270,000,000 | +72 73 | 6d 15h 3m | 206,930,000,000 | +73 74 | 6d 17h 38m | 214,790,000,000 | +74 75 | 6d 20h 14m | 222,820,000,000 | +75 76 | 7d 22h 51m | 231,050,000,000 | +76 77 | 7d 1h 30m | 239,460,000,000 | +77 78 | 7d 4h 10m | 248,060,000,000 | +78 79 | 7d 6h 51m | 256,860,000,000 | +79 80 | 7d 9h 33m | 265,840,000,000 | +80 81 | 7d 12h 17m | 275,030,000,000 | +81 82 | 7d 15h 2m | 284,410,000,000 | +82 83 | 7d 17h 48m | 293,990,000,000 | +83 84 | 7d 20h 36m | 303,770,000,000 | +84 85 | 7d 23h 25m | 313,750,000,000 | +85 86 | 8d 2h 15m | 323,940,000,000 | +86 87 | 8d 5h 7m | 334,330,000,000 | +87 88 | 8d 7h 59m | 344,930,000,000 | +88 89 | 8d 10h 53m | 355,740,000,000 | +89 90 | 8d 13h 49m | 366,760,000,000 | +90 91 | 8d 16h 45m | 378,000,000,000 | +91 92 | 8d 19h 43m | 389,440,000,000 | +92 93 | 8d 22h 42m | 401,110,000,000 | +93 94 | 9d 1h 43m | 412,990,000,000 | +94 95 | 9d 4h 44m | 425,090,000,000 | +95 96 | 9d 7h 47m | 437,410,000,000 | +96 97 | 9d 10h 51m | 449,950,000,000 | +97 98 | 9d 13h 57m | 462,720,000,000 | +98 99 | 9d 17h 3m | 475,710,000,000 | +99 100 | 9d 20h 11m | 488,930,000,000 | +100 ### Sub-Module Effects URL: https://www.tower-hub.com/wiki/module/sub-module-effects Every module in The Tower can carry Sub-Module Effects, which are additional stat rolls attached to the module. The rarity of each sub-module is rolled separately from the module's own rarity, so an Epic module can hold a Rare or even a Common sub-module. Sub-modules can be rerolled with reroll shards if you want different effects. You can lock a sub-module you want to keep so that slot is excluded from the reroll, but locking raises the shard cost. One important limit: bonus stats from Assist Module sub-module effects do not break through hard caps. Caps such as 98% defense, 90% Chrono Field speed reduction, 150s Wall rebuild, 7s Shockwave Frequency and 37s Inner Land Mine cooldown still apply no matter how many sub-module bonuses you stack. Sub-Module Effects are available on all modules, and each sub-module's rarity is independent of the module it sits on. An Epic module can roll a Rare or Common sub-module, and vice versa. You reroll sub-modules with reroll shards. Locking a sub-module protects that slot from being rerolled, but each lock increases the cost of the roll. See the Modules page for the broader submodule mechanics. Keep in mind that extra stats granted by Assist Module sub-module effects cannot push a stat past its hard cap. The caps that matter here include 98% defense, 90% slow on Chrono Field speed reduction, 150s Wall rebuild, 7s Shockwave Frequency and 37s Inner Land Mine cooldown. #### Cannon Submodules (Attack) Cannon sub-modules provide attack-focused effects, boosting the offensive side of your tower. The full list of available effects and their values is shown in the table below. | Common | Rare | Epic | Legendary | Mythic | Ancestral Attack Speed | 0.3 | 0.5 | 0.7 | 1 | 3 | 5 Crit Chance [%] | 2 | 3 | 4 | 6 | 8 | 10 Crit Factor | 2 | 4 | 6 | 8 | 12 | 15 Attack Range [m] | 2 | 4 | 8 | 12 | 20 | 30 Damage / Meter [m] | 0.005 | 0.01 | 0.025 | 0.04 | 0.075 | 0.15 Multishot Chance [%] | n/a | 3 | 5 | 7 | 10 | 13 Multishot Targets | n/a | n/a | 1 | 2 | 3 | 4 Rapid Fire Chance [%] | n/a | 2 | 4 | 6 | 9 | 12 Rapid Fire Duration | n/a | 0.4s | 0.8s | 1.4s | 2.5s | 3.5s Bounce Shot Chance | n/a | 2% | 3% | 5% | 9% | 12% Bounce Shot Targets | n/a | n/a | 1 | 2 | 3 | 4 Bounce Shot Range | n/a | 0.5m | 0.8m | 1.2m | 1.8m | 2.0m Super Crit Chance | n/a | n/a | 3% | 5% | 7% | 10% Super Crit Multi | n/a | n/a | 2 | 3 | 5 | 7 Rend Armor Chance | n/a | n/a | n/a | 2% | 5% | 8% Rend Armor Multi | n/a | n/a | n/a | 2% | 5% | 8% Max Rend Armor Multi | n/a | n/a | n/a | 200% | 300% | 500% #### Armor Submodules (Defense) Armor sub-modules cover defensive effects, improving your tower's ability to survive. The table below lists each effect you can roll. | Common | Rare | Epic | Legendary | Mythic | Ancestral Health Regen [%] | 20 | 40 | 60 | 100 | 200 | 400 Defense [%] | 1 | 2 | 3 | 5 | 6 | 8 Defense Absolute [%] | 15 | 25 | 40 | 100 | 500 | 1000 Thorns Damage | n/a | n/a | 2 | 4 | 7 | 10 Lifesteal [%] | n/a | n/a | 0.3 | 0.5 | 1.5 | 2.0 Knockback Chance [%] | n/a | n/a | 2 | 4 | 6 | 9 Knockback Force | n/a | n/a | 0.1 | 0.4 | 0.9 | 1.5 Orb Speed | n/a | n/a | 1 | 1.5 | 2 | 3 Orbs | n/a | n/a | n/a | n/a | 1 | 2 Shockwave Size | n/a | n/a | 0.1 | 0.3 | 0.7 | 1 Shockwave Frequency [s] | n/a | n/a | -1 | -2 | -3 | -4 Land Mine Damage [%] | n/a | 30 | 50 | 150 | 500 | 800 Land Mine Chance [%] | n/a | 1.5 | 3 | 6 | 9 | 12 Land Mine Radius | n/a | 0.1 | 0.15 | 0.3 | 0.75 | 1 Death Defy | n/a | n/a | n/a | 1.5% | 3.5% | 5% Wall Health [%] | n/a | n/a | 20 | 40 | 90 | 120 Wall Rebuild [s] | n/a | n/a | -20 | -40 | -80 | -100 #### Generator Submodules (Utility) Generator sub-modules grant utility effects that support your economy and general tower function rather than raw damage or defence. See the table below for the available rolls. | Common | Rare | Epic | Legendary | Mythic | Ancestral Cash Bonus | 0.1 | 0.2 | 0.3 | 0.5 | 1.2 | 2.5 Cash / Wave | 30 | 50 | 100 | 200 | 500 | 1000 Coins / Kill Bonus | 0.1 | 0.2 | 0.3 | 0.4 | 0.5 | 0.6 Coins / Wave | 20 | 35 | 60 | 120 | 200 | 350 Free Attack Upgrade [%] | 2 | 4 | 6 | 8 | 10 | 12 Free Defense Upgrade [%] | 2 | 4 | 6 | 8 | 10 | 12 Free Utility Upgrade [%] | 2 | 4 | 6 | 8 | 10 | 12 Interest / Wave [%] | n/a | n/a | 2 | 4 | 6 | 8 Recovery Amount [%] | n/a | n/a | 3 | 5 | 7 | 10 Max Recovery | n/a | n/a | 0.4 | 0.7 | 1.0 | 1.5 Package Chance [%] | n/a | n/a | 5 | 8 | 11 | 15 Enemy Attack Level Skip [%] | n/a | n/a | 2 | 4 | 6 | 8 Enemy Health Level Skip [%] | n/a | n/a | 2 | 4 | 6 | 8 #### Cores Sub Modules (Ultimate Weapons) Core sub-modules affect your Ultimate Weapons. If you have already maxed Spotlight angle at 90 degrees, or maxed Chrono Field duration or cooldown through Workshop stats and/or labs, those specific sub effects are removed from the roll pool for free, so you will not waste rerolls on stats you can no longer use. The table below shows the effects you can roll. | Common | Rare | Epic | Legendary | Mythic | Ancestral Golden Tower - Bonus | n/a | n/a | 1 | 2 | 3 | 4 Golden Tower - Duration [s] | n/a | n/a | n/a | 2 | 4 | 7 Golden Tower - Cooldown [s] | n/a | n/a | n/a | -5 | -8 | -12 Black Hole - Size [m] | 2 | 4 | 6 | 8 | 10 | 12 Black Hole - Duration [s] | n/a | n/a | n/a | 2 | 3 | 4 Black Hole - Cooldown [s] | n/a | n/a | n/a | -2 | -3 | -4 Spotlight - Bonus | 1.2 | 2.5 | 3.5 | 10 | 15 | 20 Spotlight - Angle* | n/a | n/a | 3 | 6 | 11 | 15 Chrono Field - Duration [s]* | n/a | n/a | n/a | 4 | 7 | 10 Chrono Field - Speed Reduction [%] | n/a | n/a | 3 | 8 | 11 | 15 Chrono Field - Cooldown [s]* | n/a | n/a | n/a | -4 | -7 | -10 Death Wave - Damage [x] | 8 | 15 | 25 | 50 | 100 | 250 Death Wave - Quantity | n/a | n/a | n/a | 1 | 2 | 3 Death Wave - Cooldown [s] | n/a | n/a | n/a | -6 | -10 | -13 Smart Missiles - Damage | 8 | 15 | 25 | 50 | 100 | 250 Smart Missiles - Quantity | n/a | n/a | 1 | 2 | 4 | 5 Smart Missiles - Cooldown [s] | n/a | n/a | n/a | -2 | -4 | -6 Inner Land Mines - Damage [x] | 8 | 15 | 25 | 50 | 100 | 250 Inner Land Mines - Quantity | n/a | n/a | n/a | 1 | 2 | 3 Inner Land Mines - Cooldown [s] | n/a | n/a | -5 | -8 | -10 | -13 Poison Swamp - Damage [x] | 8 | 15 | 25 | 50 | 100 | 250 Poison Swamp - Duration [s] | n/a | n/a | n/a | 2 | 5 | 10 Poison Swamp - Cooldown [s] | n/a | -2 | -4 | -6 | -8 | -10 Chain Lightning - Damage [x] | 8 | 15 | 25 | 50 | 100 | 250 Chain Lightning - Quantity | n/a | n/a | 1 | 2 | 3 | 4 Chain Lightning - Chance [%] | 2 | 4 | 6 | 9 | 12 | 15 ### Patch V0.10 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-10 Version 0.10 expanded the research tree with inner mines blast radius and rotation upgrades plus a Chrono Field range research, alongside a visual refresh for Chrono Field. Smart missiles and land mines received sizable damage buffs, while the Enemy Balance card's cash bonus was reduced from x1.5 to x1.3 to account for the extra income its added enemies already provide. The update also made the game end stats panel available after tournament rounds and fixed a 0 health visual bug with deathwave active and a Golden Tower positioning issue on iOS. #### Change list ### Patch V0.11 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-11 Version 0.11 introduced several new gameplay systems, including Demon Mode, Wave Skip, and Critical Chance, alongside a Tier 5 lab research for card presets and one additional max card slot. Smart missiles received notable buffs to base damage, per-level scaling, and missile count. The update also fixed a range of issues, from Second Wind failing against ranged units to store pricing errors, iOS crashes, and incorrect upgrade costs from buy multipliers. #### Change list ### Patch V0.12 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-12 Version 0.12 added the Recovery Package utility upgrades and the Intro Sprint card, along with a new Tier 4 lab research for respeccing the workshop. The end-of-round stats panel was expanded to track things like death wave bonuses, golden tower gains, waves skipped, and real round time. Smaller fixes included the demon mode duration display, workshop buy multiplier support, and wave-skip coins no longer inflating the round-end coin stat. #### Change list ### Patch V0.13 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-13 Version 0.13 introduced the perk system, letting players on tier 3 and higher pick randomized perks at set wave milestones, alongside seven new lab researches to customize how perks work. The update also brought cross-platform cloud saves, a tournament info panel, and quality-of-life additions like remembered workshop multipliers, a x100 buy option, and an ultimate weapon toggle. Numerous balance tweaks adjusted health regen and defense scaling, golden tower coin bonuses, land mines, poison swamp, smart missiles, and several trade-off perk values. A long list of bug fixes addressed crashes, perk display issues, and translation errors. #### Change list ### Patch V0.14 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-14 V0.14 introduced the Black Hole ultimate weapon and the epic Energy Shield card, alongside new lab enhancement panels that display research bonuses on ultimate weapon and card detail screens. Several new perks arrived, including a second Black Hole and guaranteed recovery packages after boss rounds, and tier 12 was added with max card slots raised to 16. Tournaments were reworked to scale difficulty much faster, now labeled Tier 2+, Tier 5+, etc., with a purple background to distinguish them. Balance changes buffed poison swamp, chain lightning, and landmine damage while reducing enemy damage scaling at tier 7 and above to help defensive builds. #### Change list ### Patch V0.15 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-15 Version 0.15 introduced the events system, a two-week cycle of missions that award currency for gems, stones, limited themes, and new robotic companions called bots that fight alongside your tower. The update also added the Champion league for tier 10+ players, new super critical attack upgrades and research, and rebalanced ultimate weapons by shifting their damage scaling from linear to exponential. Rounding it out were quality-of-life fixes like tournament end notifications, saved auto-pick perk states, and corrections to health, damage stat, and spawn bugs. #### Change list ### Patch V0.16 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-16 Version 0.16 introduced leaderboards for highest wave and tier, with tier taking precedence over wave, alongside three new cards (Wave Accelerator, Berserker, Fortress), a 7th level for all cards, and one extra card slot. Many upgrades saw raised max levels and new exponential scaling breakpoints, pushing late-game damage, defense, and regen growth higher. A music manager with three new tracks arrived, extra orbs were reworked to use fixed distances instead of tower range, and tournament difficulty scaling increased to shorten rounds. The update also delivered UI improvements and a batch of bug fixes. #### Change list ### Patch V0.17 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-17 Version 0.17 introduced the Spotlight ultimate weapon along with supporting research, including a spotlight coin bonus, spotlight missiles, and an advanced target priority option that lets players sort priorities rather than pick just one. Ultimate weapon unlocks also began offering three choices instead of two, and a new Amplify event bot arrived with frequency upgrades. Lab rushing costs were overhauled so longer research times discount the gem price significantly. The update also fixed a range of bugs covering events, perks, resume rounds, and stat display errors. #### Change list ### Patch V0.18 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-18 Version 0.18 introduced the milestones system, which became the new way to unlock game features, cards, lab research, and premium currency by reaching higher waves on each tier. It also added the Protector enemy to counter instant-kill strategies, Tier 13, and a faster cooldown wave timer to speed up runs. Players also got new milestone-unlocked cards, a large batch of lab research including bot frequency and enemy debuff upgrades, and new perks. Rounding out the update were performance improvements, a wave detail panel, a 120 FPS option, and various UI fixes. #### Change list ### Patch V0.19 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-19 Version 0.19 added daily missions with weekly rewards, four new workshop upgrades including The Wall and Render Armor, and eight supporting labs. A major bug fix removed double-counted multipliers on amplify, spotlight, shock, and protectors, with partial compensation buffs to amp bot and spotlight damage. Economy changes raised coin bonuses at tier 10+ while cutting coins from long-juggled enemies, and tournaments got shorter rounds with reduced enemy speed. Quality-of-life additions included boss damage breakdowns, collapsible buttons, round stats, and improved cloud saves. #### Change list ### Patch V0.2 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-2 Version 0.2 introduced tournaments, a twice-weekly competition where groups of 30 players race for the highest wave over 24 hours to earn ranked prizes. The update also added three new cards—Death Ray, Plasma Cannon, and Energy Net—along with a Buy Multiplier lab research. Players benefited from a long list of fixes covering lab timers, orb upgrades, coin calculations, and pause-related freezes, plus small quality-of-life touches like upgrade descriptions in the workshop and harder higher tiers. #### Change list ### Patch V0.20 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-20 Version 0.20 expanded the endgame with tiers 14 and 15, which introduced battle conditions that modify fights with special rules. It also added relics as permanent stacking collectibles, tower skin avatars for tournaments, the Ultimate Crit card, and a lightspeed lab research that removes projectile travel time. Players gained a 4,500 milestone reward per tier, adjustable Range lab levels, and a Poison Swamp visual overhaul, alongside fixes for cloud saves, ultimate weapon glitches, and targeting bugs. #### Change list ### Patch V0.21 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-21 V0.21 overhauled tournaments for Silver tier and above by applying two battle conditions that scale harder in higher tiers and intensify over later waves. It also introduced PLUS upgrades, a new unique ability for each Ultimate Weapon unlocked once you own them all, and kept Ultimate Weapon timers synchronized throughout a round. The rest of the update was quality-of-life and stability work: locked cards during boss fights, a cap on UW toggling, cloud save improvements, six upcoming event relics, and a batch of bug fixes. #### Change list ### Patch V0.22 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-22 Version 0.22 added the module system, unlocked through Milestones at Tier 2, Wave 90. Players could equip modules in four categories—Cannon, Armor, Generator, and Core—each with a main stat and random sub-stats, plus unique effects on Epic modules. The update also raised the Def% limit from 90% to 98% and fixed bounce shot performance problems and Ranged attacks not charging Berserk. #### Change list ### Patch V0.23 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-23 Version 0.23 introduced Elite enemies—Vampire, Scatter, and Ray—that appear across all tiers with rising frequency at higher waves and drop Elite Cells used to speed up lab research. The update also added a workshop enhancements panel unlocked through labs, two new active card slots, the Nuke epic card, and recharge labs for limited-use abilities. Module management improved with favorites, unmerging, and a reroll rollback option, alongside a wave of bug fixes including the removal of Black Hole freeze through physics optimization. #### Change list ### Patch V0.24 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-24 Version 0.24 was one of the game's largest updates, headlined by a full bot redesign that made their timing work like Ultimate Weapons with in-run toggles, plus a complete Death Wave rework built around a persistent damage pool and utility-granting Effect Waves. Every Ultimate Weapon received adjustments, new labs and upgrades were added across the board, and three new tiers arrived alongside rebalanced T14+ scaling. A major engine rewrite improved lag recovery and fixed spawn rates across game speeds, while tournaments saw new Battle Conditions, Champion-tier changes, and increased enemy scaling. Numerous quality-of-life additions, including a Claim All Milestones button, hit text options, and a bot respec, rounded out the update. #### Change list ### Patch V0.25 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-25 Version 0.25 introduced Card Mastery, a stone-based upgrade system for fully collected cards that unlocks new labs, gated behind the T16W100 milestone. Tournaments were heavily reworked with a new Legends league, Keys currency and Vault upgrade trees, protected lower tiers, adjusted promotion and demotion rules, and mailed unclaimed rewards. Labs received broad quality-of-life improvements including search, favorites, history, and auto-research, alongside a new Cinematic Mode and more forgiving round resume rules. The update also delivered a long list of balance changes and bug fixes across cards, perks, modules, and Ultimate Weapons. #### Change list ### Patch V0.26 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-26 Version 0.26 was a major update headlined by Guilds, a deliberately lightweight social system where up to 30 players earn Guild Tokens through weekly challenges and shared chests. Those tokens feed into Guardians, a new customizable tower support system, along with cosmetics for profiles and towers. The update also overhauled modules with featured banners, shattering, a level 300 cap, and new substats, while Poison Swamp, Inner Land Mines, and Ultimate Weapons received significant buffs. A full cloud save backend migration, expanded vault trees, and a long list of bug fixes rounded out the release. #### Change list ### Patch V0.27 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-27 V0.27 is a major content update that added Tiers 19-21 alongside a new enemy type called Fleets, which spawn in groups at Tier 14 and above and resist direct targeting. The update introduced Assist Modules as a secondary module slot system, the Area of Effect card, and new labs across multiple categories. Several core systems were overhauled, including a refactored attack speed calculation, Guardian chip reworks, and a new Om Chip unique effect. Tournaments were shortened through ELS battle conditions and other adjustments, and numerous quality-of-life features were added including Lab Speed Up Auto Queue, purchase confirmations, and expanded end-of-round stats. #### Change list ### Patch V0.28 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-28 Version 0.28 introduced Dissonance, a per-tier difficulty modifier that disables a chosen workshop tab in exchange for a stat boost, alongside Bot Bot, five unlockable Bot+ abilities, and the Synchronicity pathing upgrade. It also added Overheat conditions to shorten high-wave runs and tournaments, and a rotating relic section in the Event Store. The release was followed by hotfixes that corrected Dissonant Boost values after the coin bonus shipped higher than intended, settling at 5x for Attack, Defense, and Ultimate Weapons and 3x for Utility. #### Change list ### Patch V0.3 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-3 Version 0.3 introduced Ultimate Upgrades, a new tier of permanent tower improvements unlocked with power stones earned through tournament participation. The update brought five ultimate weapons (Smart Missiles, Land Mines, Chain Lightning, Chrono Field, and Death Field) and included multiple rounds of balance adjustments to their damage, range, and mechanics. Enemy health and attack damage scaling were modified at higher tiers, and several calculation errors affecting lab and card bonuses were corrected. The Tower also launched on iOS with this version, alongside quality-of-life improvements like tournament history tracking and better mobile UI adaptation. #### Change list ### Patch V0.5 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-5 Version 0.5 expanded the game with translations into 8 new languages, four new cards (Enemy Balance, Critical Coin, Super Tower, and Second Wind), and new defense upgrades including Land Mines and Death Defy. It also delivered a broad balance pass: high-tier enemy attack damage was reduced, Smart Missiles became cheaper to upgrade with a higher cap, and ultimate weapons gained higher max damage levels alongside buffs to chain lightning, death wave, and inner land mines. Golden Tower and chain lightning proc chance were nerfed to compensate. Numerous bug fixes addressed pause-related issues, UI overflows, and lab research problems, plus confirmation prompts for gem spending and research swaps. #### Change list ### Patch V0.6 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-6 Version 0.6 focused heavily on rebalancing defensive strategies, buffing health scaling, regen, and absolute defense while nerfing lifesteal, which had become overpowered. Waves past roughly 60 now scale harder to keep rounds from dragging past an hour, and enemies deal ramping damage on consecutive hits. Android players got cloud saves and back button support, alongside iOS and tablet UI improvements. Smart missiles were improved with better range adaptation and higher missile counts, plus various bug fixes and tournament tweaks. #### Change list ### Patch V0.7 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-7 Version 0.7 expanded the upgrade pool with new stats for missiles, Chrono Field, Swamp, Golden Tower, land mines, and orb speed, giving players more ways to shape their builds. It also introduced target priorities and additional round stats for deeper run information. The daily gem gift moved to an 8 AM availability, late-game performance was significantly improved, and bugs like the death ray rotation stall and Second Wind animation failures were fixed. #### Change list ### Patch V0.8 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-8 Version 0.8 expanded the game's progression by adding tier 11 and introducing new upgrades like Second Wind Blast, Double Death Ray, and Inner Orb options. The update increased wave difficulty for longer runs to shorten round times, while boosting coin bonuses at higher tiers to make them more rewarding. Players also saw significant performance improvements for extended sessions, along with various fixes for floating text, tournaments, and game stability. #### Change list ### Patch V0.9 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-9 Version 0.9 introduced the Chain Lightning Shock unlock along with its chance and multiplier upgrades, giving players a new way to amplify lightning damage. Death Wave gained two economy-boosting perks: increased max health and bonus coins per kill. The update also tweaked some lab cost equations, fixed iOS push notifications, corrected the inner orb distance adjuster's minimum value, and included further crash fixes. #### Change list ### Patch v0.4.0 URL: https://www.tower-hub.com/wiki/patch/version-history-v0-4-0 Version 0.4.0 introduced two new ultimate weapons, Poison Swamp and Golden Tower, and raised the highest tier to 10. Smart missiles, death wave, and land mines all received damage buffs, along with health, health regen, and defense absolute. The update also added interest display after each wave, two new music tracks, and fixes for round freezing, free upgrade application, and various UI issues. #### Change list ### Version History URL: https://www.tower-hub.com/wiki/patch/version-history Version 28 introduced Dissonance, a per-tier difficulty modifier that disables one workshop tab in exchange for a stat boost, alongside Bot Bot and five unlockable Bot+ abilities that expand bot customization. The update also added Overheat, a high-wave mechanic that shortens runs in tiers and tournaments, plus a rotating legacy relic section in the Event Store. Post-launch, the developers corrected an unintended Dissonant coin bonus, temporarily capping boosts at 2x before restoring Attack, Defense, and Ultimate Weapon to 5x and settling Utility at 3x in follow-up hotfixes. #### Change list ### Challenges URL: https://www.tower-hub.com/wiki/system/challenges The Tower regularly gives you extra goals to chase beyond simply pushing waves. These challenges are the game's recurring tasks and competitions, and they reward you for playing consistently and improving your tower over time. The challenges you will run into fall into a handful of categories, each covered on its own page. Tournaments are competitive brackets where your runs are ranked against other players. Events are limited-time activities with their own objectives and rewards. Milestones are long-term goals tied to your overall progress, while Daily Missions are short tasks that refresh each day and encourage regular play. Tiers track your advancement through the game's difficulty ladder. Use the links on this page to jump to the specific challenge type you want to read about. ### Chips URL: https://www.tower-hub.com/wiki/system/chips Chips are abilities your Guardian activates during a run. Each one has a distinct effect, from damaging enemies to pulling in bonus loot, and each can be upgraded with bits. All chips share the same targeting behaviour, so it's worth understanding those rules before investing in upgrades. When a chip activates, the Guardian targets the enemies closest to it, and it only has a limited range. If nothing is close enough when the chip would fire, the activation is wasted and nothing happens. If a chip can hit multiple targets, it will still go off as long as at least one enemy is in range, even if fewer are present than its maximum. Chips ignore your target priority settings entirely. They make no attempt to pick the ideal target for their effect — proximity is all that matters. The upgrade values shown for each chip are figures actually observed by players in game, not projections that assume the scaling curve stays the same at higher levels. That said, based on how Bots and Ultimate Weapons scale, there's reason to believe chip upgrades and their costs are linear until maxed. #### Attack Chip Attack makes the Guardian strike the enemies with the most missing health, dealing damage equal to a percentage of the health they've already lost. Against bosses this is cut in half. Because the damage scales with lost health rather than a flat value, the chip could in theory work like a Plasma Cannon against regular enemies: with enough upgrades it might hit multiple targets, hit hard, and fire more often. That potential still needs proper testing at higher upgrade levels to confirm. You'll know it's about to fire when a red sphere appears orbiting the Guardian. #### Attack Chip — Upgrades The upgrade table below lists the observed costs and values for each level of Attack. Percentage | Bits | Cooldown | Bits | Targets | Bits 1% | 0 | 120s | 0 | 1 | 0 2% | 25 | 119s | 1 | 2 | 100 3% | 50 | 118s | 2 | 3 | 200 4% | 75 | 117s | 3 | 4 | 300 5% | 100 | 116s | 4 | 5 | 400 6% | 125 | 115s | 5 | 6 | 500 7% | 150 | 114s | 6 | 7 | 600 8% | 175 | 113s | 7 | 8 | 700 9% | 200 | 112s | 8 | 9 | 800 10% | 225 | 111s | 9 | 10 | 900 11% | 250 | 110s | 10 | | 12% | 275 | 109s | 11 | | 13% | 300 | 108s | 12 | | 14% | 325 | 107s | 13 | | 15% | 350 | 106s | 14 | | 16% | 375 | 105s | 15 | | 17% | 400 | 104s | 16 | | 18% | 425 | 103s | 17 | | 19% | 450 | 102s | 18 | | 20% | 475 | 101s | 19 | | | | 100s | 20 | | | | 99s | 21 | | | | 98s | 22 | | | | 97s | 23 | | | | 96s | 24 | | | | 95s | 25 | | | | 94s | 26 | | | | 93s | 27 | | | | 92s | 28 | | | | 91s | 29 | | | | 90s | 30 | | | | 89s | 31 | | | | 88s | 32 | | | | 87s | 33 | | | | 86s | 34 | | | | 85s | 35 | | | | 84s | 36 | | | | 83s | 37 | | | | 82s | 38 | | | | 81s | 39 | | | | 80s | 40 | | | | 79s | 41 | | | | 78s | 42 | | | | 77s | 43 | | | | 76s | 44 | | | | 75s | 45 | | | | 74s | 46 | | | | 73s | 47 | | | | 72s | 48 | | | | 71s | 49 | | | | 70s | 50 | | | | 69s | 51 | | | | 68s | 52 | | | | 67s | 53 | | | | 66s | 54 | | | | 65s | 55 | | | | 64s | 56 | | | | 63s | 57 | | | | 62s | 58 | | | | 61s | 59 | | | | 60s | 60 | | | | 59s | 61 | | | | 58s | 62 | | | | 57s | 63 | | | | 56s | 64 | | | | 55s | 65 | | | | 54s | 66 | | | | 53s | 67 | | | | 52s | 68 | | | | 51s | 69 | | | | 50s | 70 | | | | 49s | 71 | | | | 48s | 72 | | | | 47s | 73 | | | | 46s | 74 | | | | 45s | 75 | | | | 44s | 76 | | | | 43s | 77 | | | | 42s | 78 | | | | 41s | 79 | | | | 40s | 80 | | | | 39s | 81 | | | | 38s | 82 | | | | 37s | 83 | | | | 36s | 84 | | | | 35s | 85 | | | | 34s | 86 | | | | 33s | 87 | | | | 32s | 88 | | | | 31s | 89 | | | | 30s | 90 | | Total | 4750 | | 4095 | | 4500 #### Ally Chip Ally converts an enemy into an Ally Recovery Package, which can heal your tower past its normal maximum recovery limit. These packages are a separate item from standard recovery packages. They don't count toward effects that interact with regular packages, such as the Galaxy Compressor module. #### Ally Chip — Upgrades Fully upgrading Ally costs 14,470 bits in total, which works out to roughly 71 weeks of saving. The table below breaks down the per-level costs and values. Recovery Amount | Bits | Cooldown | Bits | Max Recovey | Bits 1% | 0 | 120s | 0 | 1.1x | 0 2% | 10 | 119s | 1 | 1.2x | 1 3% | 15 | 118s | 2 | 1.3x | 2 4% | 20 | 117s | 3 | 1.4x | 3 5% | 25 | 116s | 4 | 1.5x | 4 6% | 30 | 115s | 5 | 1.6x | 5 7% | 35 | 114s | 6 | 1.7x | 6 8% | 40 | 113s | 7 | 1.8x | 7 9% | 45 | 112s | 8 | 1.9x | 8 10% | 50 | 111s | 9 | 2.0x | 9 11% | 55 | 110s | 10 | 2.1x | 10 12% | 60 | 109s | 11 | 2.2x | 11 13% | 65 | 108s | 12 | 2.3x | 12 14% | 70 | 107s | 13 | 2.4x | 13 15% | 75 | 106s | 14 | 2.5x | 14 16% | 80 | 105s | 15 | 2.6x | 15 17% | 85 | 104s | 16 | 2.7x | 16 18% | 90 | 103s | 17 | 2.8x | 17 19% | 95 | 102s | 18 | 2.9x | 18 20% | 100 | 101s | 19 | 3.0x | 19 21% | 105 | 100s | 20 | 3.1x | 20 22% | 110 | 99s | 21 | 3.2x | 21 23% | 115 | 98s | 22 | 3.3x | 22 24% | 120 | 97s | 23 | 3.4x | 23 25% | 125 | 96s | 24 | 3.5x | 24 26% | 130 | 95s | 25 | 3.6x | 25 27% | 135 | 94s | 26 | 3.7x | 26 28% | 140 | 93s | 27 | 3.8x | 27 29% | 145 | 92s | 28 | 3.9x | 28 30% | 150 | 91s | 29 | 4.0x | 29 31% | 155 | 90s | 30 | 4.1x | 30 32% | 160 | 89s | 31 | 4.2x | 31 33% | 165 | 88s | 32 | 4.3x | 32 34% | 170 | 87s | 33 | 4.4x | 33 35% | 175 | 86s | 34 | 4.5x | 34 36% | 180 | 85s | 35 | 4.6x | 35 37% | 185 | 84s | 36 | 4.7x | 36 38% | 190 | 83s | 37 | 4.8x | 37 39% | 195 | 82s | 38 | 4.9x | 38 40% | 200 | 81s | 39 | 5.0x | 39 41% | 205 | 80s | 40 | 5.1x | 40 42% | 210 | 79s | 41 | 5.2x | 41 43% | 215 | 78s | 42 | 5.3x | 42 44% | 220 | 77s | 43 | 5.4x | 43 45% | 225 | 76s | 44 | 5.5x | 44 46% | 230 | 75s | 45 | 5.6x | 45 47% | 235 | 74s | 46 | 5.7x | 46 48% | 240 | 73s | 47 | 5.8x | 47 49% | 245 | 72s | 48 | 5.9x | 48 50% | 250 | 71s | 49 | 6.0x | 49 | | 70s | 50 | 6.1x | 50 | | 69s | 51 | 6.2x | 51 | | 68s | 52 | 6.3x | 52 | | 67s | 53 | 6.4x | 53 | | 66s | 54 | 6.5x | 54 | | 65s | 55 | 6.6x | 55 | | 64s | 56 | 6.7x | 56 | | 63s | 57 | 6.8x | 57 | | 62s | 58 | 6.9x | 58 | | 61s | 59 | 7.0x | 59 | | 60s | 60 | 7.1x | 60 | | 59s | 61 | 7.2x | 61 | | 58s | 62 | 7.3x | 62 | | 57s | 63 | 7.4x | 63 | | 56s | 64 | 7.5x | 64 | | 55s | 65 | 7.6x | 65 | | 54s | 66 | 7.7x | 66 | | 53s | 67 | 7.8x | 67 | | 52s | 68 | 7.9x | 68 | | 51s | 69 | 8.0x | 69 | | 50s | 70 | 8.1x | 70 | | 49s | 71 | 8.2x | 71 | | 48s | 72 | 8.3x | 72 | | 47s | 73 | 8.4x | 73 | | 46s | 74 | 8.5x | 74 | | 45s | 75 | 8.6x | 75 | | 44s | 76 | 8.7x | 76 | | 43s | 77 | 8.8x | 77 | | 42s | 78 | 8.9x | 78 | | 41s | 79 | 9.0x | 79 | | 40s | 80 | 9.1x | 80 | | 39s | 81 | 9.2x | 81 | | 38s | 82 | 9.3x | 82 | | 37s | 83 | 9.4x | 83 | | 36s | 84 | 9.5x | 84 | | 35s | 85 | 9.6x | 85 | | 34s | 86 | 9.7x | 86 | | 33s | 87 | 9.8x | 87 | | 32s | 88 | 9.9x | 88 | | 31s | 89 | 10.0x | 89 | | 30s | 90 | | Total | 6370 | | 4095 | | 4005 #### Bounty Chip Bounty marks nearby non-common enemies so they pay out extra coins when killed. The bonus is calculated from every coin multiplier active on the target at the moment it dies, multiplied by the chip's own Bounty Multiplier stat. Effects like Golden Bot, Death Wave, Golden Tower, Black Hole and Spotlight all feed into the total, so Bounty pays out most when your coin bonuses are stacked up. #### Bounty Chip — Upgrades The upgrade table below lists the observed costs and values for each level of Bounty. Multiplier | Bits | Cooldown | Bits | Targets | Bits x0.01 | 0 | 120 | 0 | 1 | 0 x0.02 | 1 | 119 | 2 | 2 | 100 x0.03 | 2 | 118 | 4 | 3 | 200 x0.04 | 3 | 117 | 6 | 4 | 300 x0.05 | 4 | 116 | 8 | 5 | 400 x0.06 | 5 | 115 | 10 | 6 | 500 x0.07 | 6 | 114 | 12 | 7 | 600 x0.08 | 7 | 113 | 14 | 8 | 700 x0.09 | 8 | 112 | 16 | 9 | 800 x0.10 | 9 | 111 | 18 | 10 | 900 x0.11 | 10 | 110 | 20 | | x0.12 | 11 | 109 | 22 | | x0.13 | 12 | 108 | 24 | | x0.14 | 13 | 107 | 26 | | x0.15 | 14 | 106 | 28 | | x0.16 | 15 | 105 | 30 | | x0.17 | 16 | 104 | 32 | | x0.18 | 17 | 103 | 34 | | x0.19 | 18 | 102 | 36 | | x0.20 | 19 | 101 | 38 | | x0.21 | 20 | 100 | 40 | | x0.22 | 21 | 99 | 42 | | x0.23 | 22 | 98 | 44 | | x0.24 | 23 | 97 | 46 | | x0.25 | 24 | 96 | 48 | | x0.26 | 25 | 95 | 50 | | x0.27 | 26 | 94 | 52 | | x0.28 | 27 | 93 | 54 | | x0.29 | 28 | 92 | 56 | | x0.30 | 29 | 91 | 58 | | x0.31 | 30 | 90 | 60 | | x0.32 | 31 | 89 | 62 | | x0.33 | 32 | 88 | 64 | | x0.34 | 33 | 87 | 66 | | x0.35 | 34 | 86 | 68 | | x0.36 | 35 | 85 | 70 | | x0.37 | 36 | 84 | 72 | | x0.38 | 37 | 83 | 74 | | x0.39 | 38 | 82 | 76 | | x0.41 | 39 | 81 | 78 | | x0.41 | 40 | 80 | 80 | | x0.42 | 41 | 79 | 82 | | x0.43 | 42 | 78 | 84 | | x0.44 | 43 | 77 | 86 | | x0.45 | 44 | 76 | 88 | | x0.46 | 45 | 75 | 90 | | x0.47 | 46 | 74 | 92 | | x0.48 | 47 | 73 | 94 | | x0.49 | 48 | 72 | 96 | | x0.50 | 49 | 71 | 98 | | x0.51 | 50 | 70 | 100 | | x0.52 | 51 | 69 | 102 | | x0.53 | 52 | 68 | 104 | | x0.54 | 53 | 67 | 106 | | x0.55 | 54 | 66 | 108 | | x0.56 | 55 | 65 | 110 | | x0.57 | 56 | 64 | 112 | | x0.58 | 57 | 63 | 114 | | x0.59 | 58 | 62 | 116 | | x0.60 | 59 | 61 | 118 | | x0.61 | 60 | 60 | 120 | | x0.62 | 61 | | | | x0.63 | 62 | | | | x0.64 | 63 | | | | x0.65 | 64 | | | | x0.66 | 65 | | | | x0.67 | 66 | | | | x0.68 | 67 | | | | x0.69 | 68 | | | | x0.70 | 69 | | | | x0.71 | 70 | | | | x0.72 | 71 | | | | x0.73 | 72 | | | | x0.74 | 73 | | | | x0.75 | 74 | | | | x0.76 | 75 | | | | x0.77 | 76 | | | | x0.78 | 77 | | | | x0.79 | 78 | | | | x0.80 | 79 | | | | x0.81 | 80 | | | | x0.82 | 81 | | | | x0.83 | 82 | | | | x0.84 | 83 | | | | x0.85 | 84 | | | | x0.86 | 85 | | | | x0.87 | 86 | | | | x0.88 | 87 | | | | x0.89 | 88 | | | | x0.90 | 89 | | | | x0.91 | 90 | | | | x0.92 | 91 | | | | x0.93 | 92 | | | | x0.94 | 93 | | | | x0.95 | 94 | | | | x0.96 | 95 | | | | x0.97 | 96 | | | | x0.98 | 97 | | | | x0.99 | 98 | | | | x1.00 | 99 | | | | Total | 4950 | | 3660 | | 4500 #### Fetch Chip Fetch sends the Guardian out to find and collect hidden loot during a run. The possible finds are coins, Gems, Medals, Shards and Modules. #### Droptable The drop table below shows what Fetch can bring back and how likely each reward is. Item | Chance (%) | Daily Cap Gems | 4 | 20 Medal | 2 | 10 Reroll Shard | 3 | Cannon Shard | 1 | Armor Shard | 1 | Generator Shard | 1 | Core Shard | 1 | Common Module | 0.4 | 5 Rare Module | 0.1 | 2 Coins | 86.5 | #### Fetch Chip — Upgrades The table below lays out an estimated optimal upgrade path for Fetch, so you can prioritise the levels that give the best return for your bits. Cooldown | Bits | Find Chance | Bits | Double Find Chance | Bits 120s | 0 | 10% | 0 | 2% | 0 119s | 2 | 11% | 20 | 3% | 10 118s | 4 | 12% | 25 | 4% | 15 117s | 6 | 13% | 30 | 5% | 20 116s | 8 | 14% | 35 | 6% | 25 115s | 10 | 15% | 40 | 7% | 30 114s | 12 | 16% | 45 | 8% | 35 113s | 14 | 17% | 50 | 9% | 40 112s | 16 | 18% | 55 | 10% | 45 111s | 18 | 19% | 60 | 11% | 50 110s | 20 | 20% | 65 | 12% | 55 109s | 22 | 21% | 70 | 13% | 60 108s | 24 | 22% | 75 | 14% | 65 107s | 26 | 23% | 80 | 15% | 70 106s | 28 | 24% | 85 | 16% | 75 105s | 30 | 25% | 90 | 17% | 80 104s | 32 | 26% | 95 | 18% | 85 103s | 34 | 27% | 100 | 19% | 90 102s | 36 | 28% | 105 | 20% | 95 101s | 38 | 29% | 110 | 21% | 100 100s | 40 | 30% | 115 | 22% | 105 99s | 42 | 31% | 120 | 23% | 110 98s | 44 | 32% | 125 | 24% | 115 97s | 46 | 33% | 130 | 25% | 120 96s | 48 | 34% | 135 | 26% | 125 95s | 50 | 35% | 140 | 27% | 130 94s | 52 | 36% | 145 | 28% | 135 93s | 54 | 37% | 150 | 29% | 140 92s | 56 | 38% | 155 | 30% | 145 91s | 58 | 39% | 160 | 31% | 150 90s | 60 | 40% | 165 | 32% | 155 89s | 62 | 41% | 170 | 33% | 160 88s | 64 | 42% | 175 | 34% | 165 87s | 66 | 43% | 180 | 35% | 170 86s | 68 | 44% | 185 | 36% | 175 85s | 70 | 45% | 190 | 37% | 180 84s | 72 | 46% | 195 | 38% | 185 83s | 74 | 47% | 200 | 39% | 190 82s | 76 | 48% | 205 | 40% | 195 81s | 78 | 49% | 210 | 41% | 200 80s | 80 | 50% | 215 | 42% | 205 79s | 82 | | | 43% | 210 78s | 84 | | | 44% | 215 77s | 86 | | | 45% | 220 76s | 88 | | | 46% | 225 75s | 90 | | | 47% | 230 74s | 92 | | | 48% | 235 73s | 94 | | | 49% | 240 72s | 96 | | | 50% | 245 71s | 98 | | | | 70s | 100 | | | | 69s | 102 | | | | 68s | 104 | | | | 67s | 106 | | | | 66s | 108 | | | | 65s | 110 | | | | 64s | 112 | | | | 63s | 114 | | | | 62s | 116 | | | | 61s | 118 | | | | 60s | 120 | | | | Total | 3660 | | 4700 | | 6120 #### Summon Chip Summon spawns two enemies per second while it's active, drawn from the Basic, Tank, Ranged and Fast types. On top of that, every enemy killed during the activation pays a cash bonus — not just the ones the chip summoned. Summoned enemies never gain Ultimate status, even if the Battle Condition for their type is active. This chip launched in Season 5 with an incorrect in-game description, which caused some confusion before it was corrected on The Tower's Discord server. #### Summon Chip — Upgrades The upgrade table below lists the observed costs and values for each level of Summon. Cooldown | Bits | Duration | Bits | Cash Bonus | Bits 140s | 0 | 5s | 0 | x1.0 | 0 139s | 1 | 6s | 15 | x2.0 | 100 138s | 3 | 7s | 25 | x3.0 | 200 137s | 5 | 8s | 35 | x4.0 | 300 136s | 7 | 9s | 45 | x5.0 | 400 135s | 9 | 10s | 55 | x6.0 | 500 134s | 11 | 11s | 65 | x7.0 | 600 133s | 13 | 12s | 75 | x8.0 | 700 132s | 15 | 13s | 85 | x9.0 | 800 131s | 17 | 14s | 95 | x10.0 | 900 130s | 19 | 15s | 105 | | 129s | 21 | 16s | 115 | | 128s | 23 | 17s | 125 | | 127s | 25 | 18s | 135 | | 126s | 27 | 19s | 145 | | 125s | 29 | 20s | 155 | | 124s | 31 | 21s | 165 | | 123s | 33 | 22s | 175 | | 122s | 35 | 23s | 185 | | 121s | 37 | 24s | 195 | | 120s | 39 | 25s | 205 | | 119s | 41 | 26s | 215 | | 118s | 43 | 27s | 225 | | 117s | 45 | 28s | 235 | | 116s | 47 | 29s | 245 | | 115s | 49 | 30s | 255 | | 114s | 51 | 31s | 265 | | 113s | 53 | 32s | 275 | | 112s | 55 | 33s | 285 | | 111s | 57 | 34s | 295 | | 110s | 59 | 35s | 305 | | 109s | 61 | | | | 108s | 63 | | | | 107s | 65 | | | | 106s | 67 | | | | 105s | 69 | | | | 104s | 71 | | | | 103s | 73 | | | | 102s | 75 | | | | 101s | 77 | | | | 100s | 79 | | | | 99s | 81 | | | | 98s | 83 | | | | 97s | 85 | | | | 96s | 87 | | | | 95s | 89 | | | | 94s | 91 | | | | 93s | 93 | | | | 92s | 95 | | | | 91s | 97 | | | | 90s | 99 | | | | 89s | 101 | | | | 88s | 103 | | | | 87s | 105 | | | | 86s | 107 | | | | 85s | 109 | | | | 84s | 111 | | | | 83s | 113 | | | | 82s | 115 | | | | 81s | 117 | | | | 80s | 119 | | | | 79s | 121 | | | | 78s | 123 | | | | 77s | 125 | | | | 76s | 127 | | | | 75s | 129 | | | | 74s | 131 | | | | 73s | 133 | | | | 72s | 135 | | | | 71s | 137 | | | | 70s | 139 | | | | Total | 4,900 Bits | Total | 4,800 Bits | Total | 4,500 Bits Total | 14,200 Bits #### Scout Chip Scout marks all enemies on screen. While the effect is running, every enemy counts as being farther from your tower than it really is for damage calculations — useful if your setup benefits from distance-based damage. #### Scout Chip — Upgrades The upgrade table below lists the observed costs and values for each level of Scout. Cooldown | Bits | Range Bonus | Bits | Duration | Bits 105s | 0 | 2.0x | 0 | 5s | 0 104s | 1 | x2.1 | 10 | 6s | 10 103s | 3 | x2.2 | 15 | 7s | 20 102s | 5 | x2.3 | 20 | 8s | 30 101s | 7 | x2.4 | 25 | 9s | 40 100s | 9 | x2.5 | 30 | 10s | 50 99s | 11 | x2.6 | 35 | 11s | 60 98s | 13 | x2.7 | 40 | 12s | 70 97s | 15 | x2.8 | 45 | 13s | 80 96s | 17 | x2.9 | 50 | 14s | 90 95s | 19 | x3.0 | 55 | 15s | 100 94s | 21 | x3.1 | 60 | 16s | 110 93s | 23 | x3.2 | 65 | 17s | 120 92s | 25 | x3.3 | 70 | 18s | 130 91s | 27 | x3.4 | 75 | 19s | 140 90s | 29 | x3.5 | 80 | 20s | 150 89s | 31 | x3.6 | 85 | 21s | 160 88s | 33 | x3.7 | 90 | 22s | 170 87s | 35 | x3.8 | 95 | 23s | 180 86s | 37 | x3.9 | 100 | 24s | 190 85s | 39 | x4.0 | 105 | 25s | 200 84s | 41 | x4.1 | 110 | 26s | 210 83s | 43 | x4.2 | 115 | 27s | 220 82s | 45 | x4.3 | 120 | 28s | 230 81s | 47 | x4.4 | 125 | 29s | 240 80s | 49 | x4.5 | 130 | 30s | 250 79s | 51 | x4.6 | 135 | 31s | 260 78s | 53 | x4.7 | 140 | 32s | 270 77s | 55 | x4.8 | 145 | 33s | 280 76s | 57 | x4.9 | 150 | 34s | 290 75s | 59 | x5.0 | 155 | 35s | 300 74s | 61 | x5.1 | 160 | | 73s | 63 | x5.2 | 165 | | 72s | 65 | x5.3 | 170 | | 71s | 67 | x5.4 | 175 | | 70s | 69 | x5.5 | 180 | | 69s | 71 | x5.6 | 185 | | 68s | 73 | x5.7 | 190 | | 67s | 75 | x5.8 | 195 | | 66s | 77 | x5.9 | 200 | | 65s | 79 | x6.0 | 205 | | 64s | 81 | | | | 63s | 83 | | | | 62s | 85 | | | | 61s | 87 | | | | 60s | 89 | | | | 59s | 91 | | | | 58s | 93 | | | | 57s | 95 | | | | 56s | 97 | | | | 55s | 99 | | | | 54s | 101 | | | | 53s | 103 | | | | 52s | 105 | | | | 51s | 107 | | | | 50s | 109 | | | | 49s | 111 | | | | 48s | 113 | | | | 47s | 115 | | | | 46s | 117 | | | | 45s | 119 | | | | 44s | 121 | | | | 43s | 123 | | | | 42s | 125 | | | | 41s | 127 | | | | 40s | 129 | | | | 39s | 131 | | | | 38s | 133 | | | | 37s | 135 | | | | 36s | 137 | | | | 35s | 139 | | | | Total | 4900 | | 4300 | | 4650 ### Content Creator Page URL: https://www.tower-hub.com/wiki/system/content-creator-page The Tower: Idle Tower Defense runs a creator code programme that lets you support a content creator whenever you spend money on the game. Entering a creator's code sends a slice of your purchase revenue to that creator, and it costs you nothing extra. #### Overview When you buy content in The Tower, you can enter a creator code so that a small share of the proceeds goes to that creator. For in-game purchases, the code is entered in the settings tab. For purchases made through the Webstore, the code is entered on the Webstore itself. Once entered, a code stays active for 30 days, or until you enter a different code or reapply the same one. The code's owner receives 5% of revenue from in-app purchases and 8% of revenue from Webstore purchases, with no added cost on your end. In some cases you may also see an option to tip the creator directly. The programme is currently closed access, so new creators cannot apply to join at this time. ### Contributors URL: https://www.tower-hub.com/wiki/system/contributors This page is the coordination hub for people who help maintain the wiki. It gathers everything a contributor needs in one place: a list of tasks that need doing, a record of completed work, editing guidance, trusted data sources, useful tools, and ways to reach other contributors. This page brings together the resources used to keep the wiki up to date. You will find action lists, contact details, information sources, editing help, and tools, all aimed at making it easier for contributors to update and improve wiki content. #### Action List The action list tracks wiki content that needs updating or adding. Entries may come straight from patch notes or from revisiting older pages that need attention. If you spot something missing that belongs here, add it yourself. Items on the list are generally small jobs that should take under 20 minutes each. There is no formal project leader by design, so if you see a task you want to handle, volunteer for it and take ownership. The table below lists the current open actions. Table: Action List Patch | Topic | Owner | Completed? | Notes V27 | Review what guides may need updating. | | | V27 | Wiki Front page Content Creator link and Site notice | Yugiohcd10 | No | Awaiting active code N/A | Add images for ingame icons of Ultimate Weapons. | My wife left me Jr. | No | low priority. N/A | Add images for medals, elite cells, keys, bits, and tokens in the currencies page | My wife left me Jr. | No | low priority. V25.7.2 | Update Relic and Theme | SvenTheSkull | Yes | #### Change Log The change log is a record of tasks that were completed on the action list and then removed from it. It preserves a history of what has been done, so you can check whether a piece of work has already been handled. The table below shows completed actions. Table: Change Log Patch | Topic | Owner | Completed? | Notes N/A | Wiki Front page Redesign with leaderboard | Yugiohcd10 | Yes | V27 | Ally reworked | Yugiohcd10 | Yes | V27 | Attack Enhancment caps | Yugiohcd10 | Yes | V27 | Defense enhancment caps | Yugiohcd10 | Yes | V27 | Utility enhancement caps | Yugiohcd10 | Yes | V27 | Confirm Fleet Spawn on T14+(Legends) | Yugiohcd10 | Yes | V27 | Add Fleets enemy info and pictures onto Enemy page | Yugiohcd10 | yes | Not indiviual sections yet V27 | Link new labs to milestones | Yugiohcd10 | Yes | V27 | Daily mission values/Tier | Yugiohcd10 | Yes | V27 | Four groups of Battle Condition Reduction labs, reducing the effect of specific Battle Conditions by a percentage. | Yugiohcd10 | Yes | V27 | Lab Speed Up can now be queued up, reading the multiplier and duration set in the Speed Up menu | Yugiohcd10 | Yes | V27 | Lab Speed Ups only tick down while a lab is in progress | Yugiohcd10 | Yes | V27 | Added purchase confirmation for upgrades that cost >= 500 stones to help reduce misclicks | Yugiohcd10 | Yes | V27 | Om chip reworked effect | Yugiohcd10 | Yes | V27 | Module banners note | Yugiohcd10 | Yes | V27 | New Tiers | Yugiohcd10 | Yes | V27 | New Milestone Relics | SvenTheSkull | Yes | V27 | New milestones (13,18,19,20,21) | Yugiohcd10 | Yes | V27 | Area of effect card and card mastery | Yugiohcd10 | Yes | V27 | Note about card mastery still being 30 card max unlock | Yugiohcd10 | Yes | V27 | Section on Assist Modules | Yugiohcd10 | Yes | V27 | Enhancement Coin Discount labs for Attack, Defense, and Utility | Yugiohcd10 | Yes | V27 | Attack and Health labs for Ray, Vampire, and Scatter | Yugiohcd10 | Yes | V27 | Ranged Enemy Range lab (added at Tier 13, Wave 80) | Yugiohcd10 | Yes | V27 | Assist Module labs for Substat and Bonus efficiencies across all four types | Yugiohcd10 | Yes | V27 | Steal -> bounty rework | Yugiohcd10 | Yes | V27 | Check notes on Attack SPeed performance | Yugiohcd10 | Yes | V27 | Added ability for Black Hole Coin Bonus to apply to all enemies that die inside of Black Hole, even if Black Hole has no effect on them | Yugiohcd10 | Yes | V27 | 10 levels for Amplify Bot’s Bonus and Duration | Yugiohcd10 | Yes | V27 | 10 levels for Golden Bot’s Bonus and Duration | Yugiohcd10 | Yes | V27 | 10 levels for Flame Bot’s Damage | Yugiohcd10 | Yes | V27 | 5 levels for Flame Bot Damage Reduction | Yugiohcd10 | Yes | V27 | Implemented diminishing returns for Pulsar Harvester’s level reduction at 100 levels | Yugiohcd10 | Yes | V27 | Implemented an adjustment to enemy mass, where enemy mass increases by 4% each wave they are alive | Yugiohcd10 | Yes | V27 | Adjusted Elite spawning logic so each Elite has its own spawn cap | Yugiohcd10 | Yes | V27 | Added 10 more levels to Damage Slider in Harmony Tree | Yugiohcd10 | Yes | V27 | Added ELS Reduction to Tiers 14-21 | Yugiohcd10 | Yes | V27 | Adjusted existing Battle Condition levels in Tier 14-18 | Yugiohcd10 | Yes | V27 | Removed Elite’s Ultimate at Tier 18, and replaced it with three new Ultimate Battle Conditions for Elites: | Yugiohcd10 | Yes | V27 | Add the new BCs to the BC list | Yugiohcd10 | Yes | V27 | New Battle Condition in Tier 21: Mass Enforcement: Surviving enemies mass increases by {x}% per wave they are alive | Yugiohcd10 | Yes | V27 | Added ELS BC to Gold, Platinum, and Champion leagues | Yugiohcd10 | Yes | V27 | Adjusted ELS BC in Legends league | Yugiohcd10 | Yes | V27 | Added Fleets to Legends league | Yugiohcd10 | Yes | V27 | Fixed an issue where Chrono Jump did not affect the mines from Space Displacer | Yugiohcd10 | Yes | V27 | Shift V26 Release notes and start V27 page | Yugiohcd10 | Yes | N/A | WIKI Top Navigation Rework | Yugiohcd10 | Yes | N/A | Advanced Analysis Page | Yugiohcd10 | Yes | V26 | Create Guilds Page | Gugugan | Yes | Some data still not public confirmed V26 | Create Action List items for V26 | Yugiohcd10 | Yes | V26 | Add changelogs for recent patches | Yugiohcd10 | Yes | V26 | Copy over patch notes to Version History Page | Yugiohcd10 | Yes | V26 | Update relics to include info about premium relics and event boost. | Yugiohcd10 | Yes | V26 | Update ELS behavior on ELS page | Yugiohcd10 | Yes | V26 | Tech Tree Updates | Yugiohcd10 | Yes | I will also try to have text description of the Tec Trees V26 | Module banners description | Yugiohcd10 | Yes | V26 | Update shattering description to include epics of existing 5* mods | Yugiohcd10 | Yes | V26 | It is now guaranteed to get at least 1 rare module every 10 pulls | Yugiohcd10 | Yes | V26 | Module history allows players to see up to 150 of their previous pulls | Yugiohcd10 | Yes | V26 | The module cap has been extended to level 300 (this requires a module to be at Ancestral - 5 stars) | Yugiohcd10 | Yes | V26 | New module substats can be unlocked at level 201 and 241 | Yugiohcd10 | Yes | V26 | The shard cost of module levels between 161 and 200 has been slightly reduced | Yugiohcd10 | Yes | V26 | Update PS description/stats(on General UW page and PS page) | Yugiohcd10 | Yes | V26 | Update PS labs | Yugiohcd10 | Yes | V26 | Add ILM chrono Jump(ILM page and labs page) | Yugiohcd10 | Yes | V26 | Update ILM stats((on General UW page and ILM page) | Yugiohcd10 | Yes | V26 | Update SL stats((on General UW page and SL page) | Yugiohcd10 | Yes | V26 | CFd and SLA substats are banned from rolling when stat is maxed | Yugiohcd10 | Yes | V26 | Update DW stats((on General UW page and DW page) | Yugiohcd10 | Yes | V26 | UW+ updated levels (All UW pages general and individual) | Yugiohcd10 | Yes | V26 | Wall Rebuild will now push all enemies out from the tower to ensure no enemies are trapped inside. | Yugiohcd10 | Yes | V26 | Battle Condition Reduction lab (T18W1000) - Decreases the level of the active battle conditions by a percentage (does not apply to the More Bosses or UW duration BCs) | Yugiohcd10 | Yes | V26 | A new permanent Battle Condition has been added to the Legends League tournament - Enemy Level Skip Reduction. | Yugiohcd10 | Yes | V26 | Rerolling daily missions can no longer give the exact same mission | Yugiohcd10 | Yes | N/A | Add text for pictures/charts for AI accessibility | My wife left me Jr. | Yes | Yugi- The owner is whoever is assigned a task, claimed a task, or completed the task. And then completed could be "Yes", "No", or "In Progress". I occasionally just move completed items down to change Log to "declutter" the action list. When v26 drops, I'll make a lot of action list items that are sort and can be claimed. V25.6 | Redo Enemy Pictures | Yugiohcd10 | Yes | N/A | Update lab Rush to full numbers | Yugiohcd10 | Yes | v25.6 | Labs for reroll bans. Both in module labs section and labs main page | Yugiohcd10 | Yes | v25.6 | Death Wave’s Damage Wave can deal damage through armored enemies | Yugiohcd10 | Yes | v25.6 | Modules Effects can be auto rerolled until certain selectable conditions are met | Yugiohcd10 | Yes | v25.6 | Only 20% of the cells are awarded during Intro Sprint | Yugiohcd10 | Yes | v25.6 | Patch notes added to version History | Yugiohcd10 | Yes | V25.5.1 | Wave Skip Cells change | Yugiohcd10 | Yes | V25.5 | Tournament Tie changes | Yugiohcd10 | Yes | V25.5 | Lab Boosting Changes | ? | Yes | V25.5 | Intro Sprint description update | Yugiohcd10 | Yes | V25.5 | Free-Upgrades Description | Yugiohcd10 | Yes | V25.5 | Crit Chance Card mastery update | Yugiohcd10 | Yes | V25.5 | The spawn cap for elites has been raised | Yugiohcd10 | Yes | V25.5 | The floating gem limit has increased from 5 to 10 | Yugiohcd10 | Yes | V25.5 | Add Patch notes to version page | Yugiohcd10 | Yes | V25.5 | Slightly changed the order that Damage / Meter buffs are applied | Yugiohcd10 | Yes | V25 | Update Labs page. Info like Search, favorites, auto research, partial research visuals. | Yugiohcd10 | Yes | V25 | Fill Action List with V25 Changes | Yugiohcd10 | Yes | V25 | Card Mastery Page | Yugiohcd10 | Yes | Awaiting Overview spreadsheet. V25.3 | IntroSprint and SuperTower Plus rebalance | Yugiohcd10 | Yes | Need data on IntroSprint+ changes V25 | Tournament page update. Promotions and ticket cost | Yugiohcd10 | Yes | V25 | Tournament Page Update. Rewards update | Naturage | Yes | Needs couple hyperlinks to Keys page once that's created. V25 | Page about Tech Trees | Yugiohcd10 | Yes | Page is created. Just needs information when available and linking to Keys. V25 | Update ELS chance description | Yugiohcd10 | Yes | V25 | Milestone sheet Update (Likely just T16W100 for Card Mastery) | Yugiohcd10 | Yes | V25 | Daily Mission reward boxes update | EmilKing91 | Yes | V25 | Update Event starting mission count | Yugiohcd10 | Yes | V25 | Update Reroll costs | Yugiohcd10 | Yes | V25 | Add New song and coin bonus info | Naturage | Yes | V25 | Update description for Rend WS+ | Yugiohcd10 | Yes | V25 | Tournament Page Update. BC's per tier | Naturage | Yes | V25 | Tournament Page Update. Legends league specific info including keys reward. | Naturage | Yes | V25 | Update Wave skip description with DW interactions and cells earned per skip. | Yugiohcd10 | Yes | V25 | Update Intro Sprint description | Yugiohcd10 | Yes | V25 | Update on Card slot count and cost | EmilKing91 | Yes | V25 | Update Chain Thunder | Yugiohcd10 | Yes | 24.2-24.4 | Fill/Verify Action List | Yugiohcd10 | Yes | v24.2 | Bot Respec Description | Yugiohcd10 | Yes | Added to Event Shop section v24.2 | UW Damage (SM, PS, ILM, CL) | Harychcn | Yes | v24.3 | DW Description | Harychcn | Yes | v24.3 | DW Renaming of quantity to Effect waves throughout Wiki | | Yes | v24.3 | DW Coin Bonus Labs | Harychcn | Yes | v24.3 | DW health Bonus Labs | Harychcn | Yes | v24.3 | DW cell bonus labs | Harychcn | Yes | v24.3 | DW Amp Labs | Harychcn | Yes | v24.3 | DW Armor labs | Harychcn | Yes | v24.3 | DW damage scaling(Including Submodules) | Harychcn | Yes | Changed the Damage Modifiers and New Stone Costs to the correct amount from the update, Someone else already changed the submodules, but those are correct as well. v24.3 | DW+ Description and upgrades | Yugiohcd10 | Yes | Updated with all values from Skye's Tools v24.3 | Garlic Thorns | Yugiohcd10 | Yes | v24.3 | Dmg/m substat values + Description if needed | Harychcn | Yes? | Corrected the Dmg values, perhaps description could be better? NA | Add FAQ, tool section, and subheadings for Contributors tab. | Yugiohcd10 | Yes | v24.5 | Update Guide: Which UW do I select? | Naturage | Yes | Placed DW as #3 (instead of tie with SL), updated description. v24.5 | Replace Devo Guide | Yugiohcd10 | Yes | Entered in the up-to-date Orb Devo Guide. V24.5 | Consolidate Completed actions and move to a new "Changelog" table | Yugiohcd10 | Yes | Copy and paste works for moving items over. #### Wiki Editing Help This section answers common questions and addresses frequent mistakes that come up when editing the wiki. Editing is not always straightforward, so contributors are encouraged to expand this section over time. If you run into a problem you think others will also face, add your question in the question column of the table below so another contributor can fill in the answer. Table: Frequently Asked Questions Question | Answer I've encountered a chart that won't let me edit it at all. What do I do? | Some of the charts, such as those in the lab tab, are constructed by templates. In order to edit these, look at the editing/text tab in the top. Click the hamburger icon(3 lines) and select Page-Settings -> Template Usage. If a template is used you will be able to pull it up and edit through this spot. Is there a specific format for lab times? | From what I've seen, lab times on wiki are tabbed by spaces. Here is an example of the format xxdxxxhxxxm. whatever spots not used by a 1 or 2 digit hour/minute time will be spaces. Here is two examples: 1d 2h 3m and 12d 22h 56m. How do I edit non-primry tabs on a tabber table? | Tabbers can be a little finicky. Usually you need to do a combination of editing templates vs edit source to get to a page where you can edit non-primary tabs. Where do I grab the latest information about new labs/scalings? | Skye's tool is usually one of the first places to grab information after an update. #### Information Sources This section lists trusted sources for patch information and numerical game data. When you update the wiki, these are the references you should rely on for accuracy. If you know of another reliable source that is not listed, add it to the table below. Table: Information Sources Source | Notes Skye's Tools | Will usually contain some of the earliest numerical data post-updates. Discord developer-announcements | Patch notes for checking what may need to go on Action List #### Tools This section is a work in progress. It is intended to hold scripts and tables that help with data conversion or routine editing steps, reducing the manual effort involved in repetitive wiki tasks. Check the table below as resources are added. Table: Tools Tool | Link | Info | Owner Skye's Tool Time and Cost Convertor | Link | This google sheet will allow you to copy/paste lab details from Skye's Tool and have it convert Time and Cost to Wiki format that can then be pasted into Wiki. I strongly recommend doing Time conversions for every Lab. The cost convertor may or may not make sense to use depending on how high/Low values are. | Yugiohcd10 #### Contributor Contact info This section lets contributors get in touch with one another. Most contributors have busy lives outside the wiki, so sharing the workload across many people keeps things moving. Only list contact details you are comfortable being pinged on by other users. A Wiki-Updates thread is also available on the Discord server for coordination. The table below shows individual contributor contact details. Table: Contributors Name | Discord | Reddit | Other Yugiohcd10 | yugiohcd10 | u/Hubbylord | Unlrealcow | Unrealcow | u/ExtrapolatedData | Willing to help if I can figure out how to edit tab info. harychcn | harychcn | u/Harychcn | Naturage | naturage | u/Naturage | SwaggoFlamingo | macis02 // 3XC3L | u/SwaggoFlamingo | SvenTheSkull | SvenTheSkull | | Gugugan | Gugugan | u/Gugugan | ### Daily Missions URL: https://www.tower-hub.com/wiki/system/daily-missions Daily missions are progress-based challenges that refresh every 8 hours. Finishing them pays out coins and gems, and completing enough of them over the week unlocks a series of weekly rewards. #### Description Daily missions are challenges handed out every 8 hours, and each one is built around your own progression rather than a fixed list. Clearing them earns you coins and gems, and every mission you finish also counts towards weekly reward milestones. #### Challenges Unlike events, daily missions scale to your account. You will only see card or ultimate weapon challenges once you have actually unlocked the relevant feature, so the missions you receive may look different from another player's. Because missions are matched to your progress, every challenge you are given should be completable. #### Rewards Each daily mission pays out 3 gems plus an amount of coins and shards that scales with the highest tier you have unlocked. That same highest tier also feeds into the coins you get from weekly rewards and guild rewards, so pushing tiers raises several income streams at once. If you want more shards per mission, the Daily Mission Shards lab increases the payout; the exact values are in the table below. Tier | Coins | Shards 1 | 25 | N/A 2 | 100 | 3 3 | 1000 | 5 4 | 10,000 | 8 5 | 25,000 | 12 6 | 80,000 | 15 7 | 250,000 | 20 8 | 500,000 | 25 9 | 1.00 Mil | 30 10 | 3.00 Mil | 34 11 | 5.00 Mil | 38 12 | 8.00 Mil | 42 13 | 15.00 Mil | 48 14 | 30.00 Mil | 55 15 | 75.00 Mil | 60 16 | 150.00 Mil | 65 17 | 300.00 Mil | 70 18 | 500 Mil | 75 19 | 750 Mil | 80 20 | 1.25 Bil | 85 21 | 2.00 Bil | 90 #### Weekly Rewards For every 5 daily missions you complete, you earn a weekly reward, up to a total of 35 completed missions. These rewards contain coins, medals, gems and stones, with the coin portion based on the same tier-linked coin level used for your daily missions. The milestones reset, so you can earn the full set again each week. Weekly Missions Completed | Coins | Gems | Medals | Stones | Tokens 5 | x3 | 10 | 0 | 0 | 5 10 | x4 | 15 | 10 | 0 | 5 15 | x5 | 20 | 15 | 0 | 5 20 | x7 | 25 | 20 | 0 | 5 25 | x10 | 30 | 25 | 10 | 5 30 | x15 | 35 | 30 | 15 | 5 35 | x20 | 50 | 35 | 20 | 5 Total | x64 | 185 | 135 | 45 | 35 #### Reroll Daily Mission The reroll feature lets you swap a mission for a different one at a cost of 5 gems, and the replacement is guaranteed to be a different mission than the one you gave up. It unlocks once you reach Tier 4 Wave 30 and has a single level, so there is nothing further to upgrade. Level | Time | Cost | Value 1 | 1d 15h 59m | 20,000,000 | Unlocked ### Dissonance URL: https://www.tower-hub.com/wiki/system/dissonance Dissonance adds a second layer of difficulty on top of the standard Tier system. When you enable it, you give up access to one whole category of tower upgrades for the run, and in return you build toward permanent buffs called Dissonance Boosts. You unlock the mechanic by hitting the Tier 4 Wave 90 milestone. Dissonance sits alongside Tiers as an extra challenge setting rather than a replacement for them. The trade is simple: certain upgrades and tower functions are shut off for the duration of a run, and completing waves under those restrictions earns you lasting bonuses. It becomes available once you reach Wave 90 on Tier 4. #### Dissonant Run You start a Dissonant Run from the main menu, where the option sits just below the Battle button. When you begin, you pick one of four upgrade categories to lock out for that run: - Attack: attack is fixed at 1, range at 30m, and attack speed at 1. - Defense: health is fixed at 1 and regen at 1.00 per second, with everything else in the category switched off. - Utility: Cash, Coins, Packages, Free Upgrades and Enemy Level Skips all stop working, and the only cash you can receive comes from the Starting Cash lab. - Ultimate Weapons: every ultimate weapon is turned off. Upgrades in the chosen category show as "DISABLED", much like the effect of the Saboteur Fleet enemy. Workshops, Workshop Enhancements, Cards and Modules either do nothing for the locked category or are heavily restricted. #### Exceptions Although a category is shut down, each one has at least one loophole that lets it still contribute something useful to your run. #### Attack Within the Attack category, the Death Penalty module stands alone as the only module whose effect continues to function while Dissonance is active. #### Defense A few defensive tools survive the lockout. The Extra Orbs card remains playable, which means the Negative Mass Projector can still do its job. Among modules, Orbital Augment is unique in offering an offensive effect that never touches defensive upgrades. The Death Wave Health lab can push your tower's health as high as 13 HP, and Recovery Package healing still lands, though the amount it restores is tiny. #### Utility Cash is essentially frozen: the Starting Cash lab is your sole source, with no other way to earn more during the run. Beyond that, the only remaining path to improving your tower is through Workshops applied to the categories that are still open. If you have Package After Boss researched, boss waves will still drop Recovery Packages; these grant no health, but they do feed Galaxy Compressor and Restorative Bonus. The Guardian Fetch Chip pays out coins, and the Wave Skip card produces coins based on Fetched amounts, but both yields are negligible. #### Ultimate Weapons Two ultimate weapons retain partial behaviour. Smart Missile Barrage can still fire Smart Missiles, though the missiles deal zero damage. Space Displacer is still able to place Inner Land Mines; the mines also deal no damage, but if you have researched Inner Land Mine Stun they will continue to stun enemies. #### Echo Echo lets the boost you earn on one tier carry over to others, so the bonus stacks across tiers. It begins at 0.5%, and you can increase it through the Echo Lab, which opens once you reach Tier 17 Wave 60. #### Dissonant Boost Reaching wave 5000 in a run caps the boost at 5x for Attack, Defense and Ultimate Weapons, while Utility tops out at 3x. For any wave before that point, the multiplier follows the formula 1 + (multiplier − 1) × (wave / 5000)^1.75. The table below charts that curve for both the 3x and 5x paths, marking the whole-number milestones along the way. Table: Boost milestones by wave | 1524 | 2265 | 2855 | 3365 | 3823 | 4243 | 4633 | 5000 3x | 1.250 | 1.500 | 1.750 | 2.000 | 2.250 | 2.501 | 2.750 | 3.000 5x | 1.500 | 2.001 | 2.500 | 3.000 | 3.501 | 4.001 | 4.500 | 5.000 #### Dissonant Echo Echo bonuses add together rather than multiply. For example, a tier already sitting at a 3x boost that receives a 1.5% echo from another tier ends up with a 3.015x bonus. ### Events URL: https://www.tower-hub.com/wiki/system/events Events are a recurring set of challenges that pay out medals when you complete them. You unlock events through Milestones by reaching wave 70 on tier 1. Medals are the event currency: you earn them from missions and spend them in the event shop on currencies, themes, relics, songs and bots. #### Description Events are a series of challenges that reward medals when completed. They are unlocked in Milestones on tier 1 at wave 70. #### Event Cycle Events run on a two-week cycle. New missions appear during the first 8 days, followed by 6 days with no new missions. As soon as one event ends, the next one starts immediately. #### Missions Every event mission has 3 tiers. Each tier asks more of you and pays out more medals than the last. Seven missions are available on day one, and two more are added each day for the next seven days. Once a mission is live, it stays available until the event ends. #### Possible Missions The table below lists the missions that can appear during an event. Mission | 1 | 2 | 3 | Note | Tips Always there Log in for X days | 7 | 10 | 13 | | Participate in X tournaments | 1 | 2 | 3 | | Buy X cards | 20 | 40 | 80 | Automatically completes when all cards are maxed | Get the free gem reward in store X times | 7 | 10 | 13 | | Have a total research time of X (rushed labs count) | 12d | 30d | 90d | Actual time is lower before completing a couple of times [verify] | Unlock all 5 labs before spending gems to speed up labs; all five labs running at 1.5x speed will complete this mission Base missions Kill X Common Enemies | 50K | 200K | 900K | | Kill X fast enemies | 6000 | 20000 | 150K | | Kill X ranged enemies | 4000 | 15000 | 100K | | Kill X Bosses | 150 | 500 | 2500 | | Kill X vampire enemies | 150 | 500 | 2500 | | More elites spawn later in rounds, so farming elites on earlier tiers may help Kill X Scatter enemies | 4500 | 15000 | 75000 | The split of enemies count. So each spawn provides 31 kills, needing 146/484/2420 spawns | Kill X ray enemies | 150 | 500 | 2500 | | Reach wave X on any tier | 600 | 2000 | 3500 | | Tap X Floating Gems | 12 | 24 | 50 | | Buy X Workshop Upgrades | 50 | 150 | 400 | Automatically completes when workshop is maxed | Reach wave X without any card equiped on tier Y or above | 20 | 40 | 60 | Y is your max unlocked tier, minus 2, up to Tier 14 | Take no damage for X consecutive waves | 100 | 250 | 1200 | | Invest in Defense Absolute Kill X Bosses outside of Tower range | 3 | 8 | 15 | | Bounce Shot, Death Wave and Missiles are some ways to do this Obtain X Modules | 40 | 80 | 160 | Merging modules does not count | Obtain X modules by merging | 10 | 20 | 40 | | Earn X reroll dice | 1000 | 7500 | 25000 | | Claim Ad Gems X times | 10 | 25 | 60 | | Workshop based missions Hit X enemies with critical hits | 15K | 400K | 30M | Hits on the same enemy count | Get X free upgrades | 3000 | 6000 | 15000 | | Use Intro Skip Card if available to accelerate this process, restarting once max Intro Skip wave is reached Keep X consecutive waves getting max Interest | 60 | 300 | 500 | | Hit X enemies with workshop Land Mines | 3000 | 10000 | 40000 | | Kill X enemies with workshop Land Mines | 750 | 2500 | 10000 | | Kill X Enemies with orbs | 1000 | 4000 | 40000 | | Obtain X Recovery Packages | 400 | 2000 | 6000 | | Card based Stun X enemies using land mine stun card | 50k | 200k | 900k | | Keeping more enemies on screen, helps stun more enemies faster Kill X enemies with Death Ray | 3K | 15K | 75K | | Kill X enemies using nuke | 100 | 250 | 2000 | | Try to deactivate as much killing as possible, removing cards that increase damage or kill enemies, equiping range card to get enemies out of orb range if that is a problem. Equip Enemy Balance card to increase enemies. Then fire a nuke as soon as there are about 120 (cap) enemies on screen, end the round and start another Hit a boss with energy net X times | 25 | 80 | 250 | | Let Energy Shield save you from an attack X times | 10 | 30 | 80 | | Kill X enemies while in Demon Mode | 300 | 2000 | 20K | | Skip a total of X waves | 30 | 100 | 500 | Either Wave Skip or Intro Sprint works | Ultimate weapons based Hit the same enemy with X Smart Missiles | 4 | 10 | 25 | | Kill X Enemies in Spotlight | 5k | 50K | 500K | | Kill X enemies while Golden Tower is active | 4k | 25k | 250k | | Kill X enemies with Inner Land Mines | 30 | 80 | 250 | | Kill X enemies with Death Wave | 250 | 2.5K | 25k | | Kill X enemies slowed down by Chrono Field | 2.5K | 20k | 120k | | Have X enemies in the same Black Hole | 5 | 13 | 21 | | Poison X enemies with Poison Swamp | 2k | 10K | 60K | | Hit X enemies with Inner Land Mines | 75 | 250 | 1000 | | Kill X enemies with Smart Missiles | 250 | 1K | 15K | | Hit X enemies with Chain Lightning | 3K | 20K | 400K | | Hit X enemies with Death Wave | 2.5K | 25K | 250k | | #### Removed Missions Some missions have been taken out of the game in past updates. The table below lists them. Mission | 1 | 2 | 3 | Removed in Death Defy at least X times on the same round | 2 | 3 | 5 | V28.3 #### Rewards Completing missions earns you medals, and the medals you collect build credit toward unlocking relics. You do not spend medals to claim relics; the total you have earned is what counts. Medals carried over from previous events or earned from daily mission boxes do not count toward relic progress. Buying the event booster doubles the medals you earn, and boosted medals do count toward relic totals. The booster only applies to the event you bought it for, so you need to purchase it again for each event where you want doubled rewards. The event pass also adds 2 premium relics per event. Tier | 1 | 2 | 3 Medals | 10 | 15 | 20 Relic | 1 (rare) | Premium 1 (rare) | 2 (epic) | Premium 2 (epic) Medals Aquired | 350 | 550 | 700 | 1100 #### Event Shop The event shop is where you spend your medals. It stays open even when no event is running, and it sells currencies, themes, relics, songs and bots. #### Currencies Each event you can trade medals for gems, stones or shards. An exchange gives 150 gems, 15 stones or 250 shards. The cost rises after every purchase and resets when the next event begins. Shards come in four types, one for each Module type. Buying one type of shard raises the cost of the other types as well. Quantity Purchased | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8+ Medal Cost | 40 | 65 | 90 | 130 | 175 | 230 | 380 | 380 #### Themes Themes rotate with each event and are only available for a limited time, so you can miss them. Themes have come back in the past, but there is no guarantee any given theme will return. Once you buy one, you keep it forever. Each event offers one tower theme for 150 medals and one background for 250 medals. #### Relics Relics are unlocked by earning medals during an event rather than bought directly. Reaching 350 medals earned unlocks the first-tier relic, and 700 medals unlocks the second and final tier. Buying the event pass adds access to two more relics, one at 550 medals and one at 1100 medals. Some relics are also sold for medals in the shop, at price points such as 200 and 500 medals. These are marked as limited and may be unique to the event that offers them. #### Songs Three songs are available in the shop. They do not rotate, cost 200 medals each, and each one grants a +0.6% coin bonus. #### Bots Bots are sold exclusively for medals in the event shop, and any bot you buy is kept permanently rather than resetting each event. Five bots are offered: Flame, Thunder, Golden, Amplify and Bot Bot. The unlock cost goes up each time you buy a bot. You can toggle bots on and off in the shop between rounds. #### Unlock Costs The table below shows the medal cost to unlock each bot. Quantity | 1 | 2 | 3 | 4 | 5 Cost (Medals) | 150 | 300 | 600 | 900 | 1200 #### Bots Description The table below describes what each bot does. Bot | Description | Duration/Damage Reduction (Base) | Cooldown (base) | Damage/ Linger/Bonus (Base) | Range (Base) Flame | Damage enemies in an area around the bot | 20% | 75s | 50x | 30 Thunder | Stuns enemies in an area around the bot | 5s | 120s | 20% | 25 Golden | Enemies destroyed inside bot's range receive coin multiplier | 20s | 120s | x2.0 | 20 Amplify | Amplify damage against enemies inside range | 20s | 120s | x3.5 | 25 Bot Bot | Increases the effects of other bot effects within radius | 20s | 120s | x1.05 | 25 #### Bot Respec A bot respec refunds your bots and the medals spent on them. It costs 300 gems and can be used once per event. Lab research completed for bots is not refunded; only medal-based unlocks and upgrades are returned. #### Bot+ After you have bought all five bots, you can add extra abilities to them. Each Bot+ ability costs 1250 stones per bot, and the abilities themselves can then be upgraded further with medals. #### Bot+ Abilities The table below lists the available Bot+ abilities. Bot | Ability/Description Flame | Wild Fire: Enemies hit by Flame Bot become Enflamed in addition to Burned, receiving {0}x extra damage. Duration of the damage amplification depends on current Flame Bot damage. Thunder | Titan Shock: Enemies struck by Thunder Bot have a permanent {0}% decreased attack speed. This value is multiplied by the number of digits in the enemy's mass. Golden | Bonus Cells: Elites killed in Golden Bot range grant {0}x more Cells. Amplify | Echoing Shot: Tower Bullets within Range count as {0} bullets. Ultimate Weapon projectiles are also boosted, but by 1/3. Bot Bot | Maximum Power: Boosts the Bot+ abilities of other bots by {0}x. #### Bot+ Ability Costs The table below shows the medal costs for upgrading Bot+ abilities. Cost (Medals) | Wild Fire Damage Multiplier | Titan Shock Attack Speed | Bonus Cells | Echoing Shot Projectiles | Maximum Power Multiplier 0 | x1.5 | 5% | x1.25 | 3 | x1.25 100 | x1.6 | 6% | x1.30 | 4 | x1.30 150 | x1.7 | 7% | x1.35 | | x1.35 200 | x1.8 | 8% | x1.40 | | x1.40 250 | x1.9 | 9% | x1.45 | | x1.45 300 | x2.0 | 10% | x1.50 | 5 | x1.50 350 | x2.1 | 11% | x1.55 | | x1.55 400 | x2.2 | 12% | x1.60 | | x1.60 450 | x2.3 | 13% | x1.65 | | x1.65 500 | x2.4 | 14% | x1.70 | 6 | x1.70 550 | x2.5 | 15% | x1.75 | | x1.75 600 | x2.6 | 16% | x1.80 | | x1.80 650 | x2.7 | 17% | x1.85 | | x1.85 700 | x2.8 | 18% | x1.90 | 7 | x1.90 750 | x2.9 | 19% | x1.95 | | x1.95 800 | x3.0 | 20% | x2.00 | | x2.00 850 | x3.1 | 21% | x2.05 | | x2.05 900 | x3.2 | 22% | x2.10 | 8 | x2.10 950 | x3.3 | 23% | x2.15 | | x2.15 1000 | x3.4 | 24% | x2.20 | | x2.20 1050 | x3.5 | 25% | x2.25 | | x2.25 1100 | | | x2.30 | 9 | 1150 | | | x2.35 | | 1200 | | | x2.40 | | 1250 | | | x2.45 | | 1300 | | | x2.50 | 10 | 1500 | | | | 11 | 1700 | | | | 12 | Total Medal Cost | 11,500 | 11,500 | 17,500 | 8,100 | 11,500 #### Synchronicity Unlocking all five Bot+ abilities opens up Synchronicity, a stone upgrade that lets you assign bots to synchronised pathing. It comes with two slots, and each extra slot costs 1500 stones, reaching the maximum of five slots for 4500 stones in total. As long as you own the bots and have the slots unlocked, you can freely move bots in and out of the slots. ### Gameplay URL: https://www.tower-hub.com/wiki/system/gameplay The Tower: Idle Tower Defense runs on a simple loop: enemies approach your tower in timed waves, and your run continues until the tower falls. Around that loop sit several game systems — the wave structure, the on-screen interface, the enemy roster, and a set of currencies that each pay for different upgrades. This page explains how each of those systems works. #### Waves and Rounds The game treats "wave" and "round" as two distinct terms with fixed meanings, and they should not be swapped for one another. A wave is a single segment of enemy spawns, while a round is the full run from start to death. Knowing which one a description refers to matters, because some effects and abilities are tied to one or the other. #### Waves Every wave runs through two stages, each with its own timer. During the length stage, enemies appear and attack; once that timer ends, a cooldown stage follows in which nothing spawns. When both timers have run out, the following wave starts automatically. You can follow your progress on the wave counter displayed beside the tower's health bar. In tournaments, the cooldown stage is cut in half, so waves arrive faster. The timing values for each stage are listed in the table below. Table: Timers at x1 Speed Normal Wave Length | Cooldown 26.00 Seconds | 9.00 Seconds #### Rounds A round is one complete run: it opens on wave 1 and closes only when your tower is destroyed. Anything described as usable once per round stays spent until you die and a new run begins — restarting or advancing waves does not refresh it. #### Tower Your tower occupies the middle of the screen, and the workshop upgrade menu runs along the bottom. Tapping the icon of the panel you currently have open will collapse the workshop again. Just above the workshop, a stat summary lists your damage, health regeneration, and active coin bonuses, with the tower's health bar sitting to the left. When you have abilities ready to trigger or a wall built, their buttons and the wall's own health bar show up above the main health bar. The game speed control sits over the wave counter. #### Enemies Six enemy types appear in the game (see the Enemies page for details on each). Mid-round, you can inspect them through the Wave Info Menu — tap the wave counter on the right side of the screen to open it. That menu lists every enemy type along with its stats, including how often each one spawns. For basic enemies specifically, their current health and damage figures are displayed beside the wave counter in the lower right. #### Currencies Seven main currencies exist: Cash, Coins, Gems, Power Stones, Medals, Keys, and five varieties of Shards. Three of them — Cash, Coins, and Gems — are always visible in the top left corner, and tapping that display toggles it between your current total and a per-minute earn rate for Cash and Coins. When you have an Energy Shield equipped, its remaining charges appear just under the gem count. Cash pays for upgrades inside a round. You earn it by killing enemies and as a payout when each wave ends, and Cards, Sub-modules, and Ultimate Weapons can all raise your Cash multiplier temporarily. Coins fund Workshop Upgrades, Lab Research, and Module upgrades. They come from enemy kills, end-of-wave payouts, daily and weekly missions, Milestones, and Tournaments. Cards, Modules, Sub-modules, Bots, and Ultimate Weapons can grant temporary coin multiplier boosts, while permanent multipliers are unlocked through Milestones, bought with Medals during events, or purchased with real money. Gems buy Cards, Card Slots, and Modules, and can also rush Lab research or open extra Lab Slots. You can collect them by watching ads, completing Offer Wall offers, claiming the daily free bonus, finishing daily and weekly Missions, picking up the gems that float by during rounds, taking part in Tournaments, or trading Medals during events — and they are also sold for real money. Power Stones unlock and upgrade Ultimate Weapons. They are earned through Tournament participation and event shops that accept Medals, and packs of stones go on sale for real money roughly once a month. Medals come from completing Event Missions and are spent in the Event Shop, where they can be traded for other currencies or used to unlock and upgrade Bots. Keys are awarded based on your placement in the Legends tier of Tournaments, and they are spent in The Vault. Shards upgrade Modules and come in five kinds: Reroll, Attack, Defense, Utility, and Ultimate Weapon. Each kind upgrades the Module matching its name, except Reroll Shards, which are spent to reroll Sub-modules. You can earn Shards from daily missions, by shattering common or rare modules, and through Tournaments. ### Guardian URL: https://www.tower-hub.com/wiki/system/guardian The Guardian is a companion for your tower, working in a similar way to bots. It comes with its own skins and customizable effects, and it is only available through guilds. Once unlocked, you equip it with chips that each add a different active ability, from healing your tower to hunting down extra loot. #### Description The Guardian is a tower companion, comparable to bots, that is exclusive to guilds. It supports skins and customizable effects, and its abilities come from a set of chips you unlock and upgrade over time. #### Unlocking/Upgrading You unlock the Guardian for 200 bits in the Guild menu, under the Guardian section. Unlocking it gives you one chip slot and two base chips to start with: Ally and Attack. Further chip slots open up as you progress, as shown in the unlock table below. Chip | Description | Cooldown / (Base) | Duration / Percentage / Multiplier (Base) / Find Chance / Duration | Targets / Double Find Chance (Base) / Cash Bonus/Range | Source Ally | Converts some enemies into allies, causing their damage to instead heal for a short time | 120s | 1s | 1 | Base Attack | Tower Guardian attacks nearby enemies, dealing damage equal to the damage they have already taken | 120s | 1% | 1 | Base Bounty | Tower Guardian places a bounty on nearby non-common enemies causing them to grant more coins on death | 120s | X 0.01 | 1 | Guild Shop (200 Tokens ) Base Fetch | Tower Guardian locates and retrieves hidden loot: coins, gems, medals, shards, and modules | 120s | 10% | 2% | Guild Shop (200 Tokens ) Summon | Summons a new enemy (Basic, Ranged, Tank, and Fast) twice a second when active. Applies cash bonus to all enemies when active. Summoned enemies cannot become Ultimate from a Battle Condition. | 140s | 5s | x1.00 | Guild Shop Season 5 (200 Tokens ) Scout | Scouts enemies on screen. While active, all enemies are treated as being farther away from the tower for damage calculations. | 105s | 5s | x2.0 | Guild Shop Season 7 (200 Tokens ) | 2nd | 3rd | 4th Bits | 200 | 300 | TBD #### Chip Upgrades — Ally The Ally chip converts an enemy into an Ally Recovery Package, which can heal your tower past the normal recovery cap. These packages are a separate type from regular recovery packages, so they do not interact with effects such as the Galaxy Compressor module. Fully upgrading Ally costs 14,470 bits in total, which works out to roughly 71 weeks of saving. Recovery Amount | Bits | Cooldown | Bits | Max Recovey | Bits 1% | 0 | 120s | 0 | 1.1x | 0 2% | 10 | 119s | 1 | 1.2x | 1 3% | 15 | 118s | 2 | 1.3x | 2 4% | 20 | 117s | 3 | 1.4x | 3 5% | 25 | 116s | 4 | 1.5x | 4 6% | 30 | 115s | 5 | 1.6x | 5 7% | 35 | 114s | 6 | 1.7x | 6 8% | 40 | 113s | 7 | 1.8x | 7 9% | 45 | 112s | 8 | 1.9x | 8 10% | 50 | 111s | 9 | 2.0x | 9 11% | 55 | 110s | 10 | 2.1x | 10 12% | 60 | 109s | 11 | 2.2x | 11 13% | 65 | 108s | 12 | 2.3x | 12 14% | 70 | 107s | 13 | 2.4x | 13 15% | 75 | 106s | 14 | 2.5x | 14 16% | 80 | 105s | 15 | 2.6x | 15 17% | 85 | 104s | 16 | 2.7x | 16 18% | 90 | 103s | 17 | 2.8x | 17 19% | 95 | 102s | 18 | 2.9x | 18 20% | 100 | 101s | 19 | 3.0x | 19 21% | 105 | 100s | 20 | 3.1x | 20 22% | 110 | 99s | 21 | 3.2x | 21 23% | 115 | 98s | 22 | 3.3x | 22 24% | 120 | 97s | 23 | 3.4x | 23 25% | 125 | 96s | 24 | 3.5x | 24 26% | 130 | 95s | 25 | 3.6x | 25 27% | 135 | 94s | 26 | 3.7x | 26 28% | 140 | 93s | 27 | 3.8x | 27 29% | 145 | 92s | 28 | 3.9x | 28 30% | 150 | 91s | 29 | 4.0x | 29 31% | 155 | 90s | 30 | 4.1x | 30 32% | 160 | 89s | 31 | 4.2x | 31 33% | 165 | 88s | 32 | 4.3x | 32 34% | 170 | 87s | 33 | 4.4x | 33 35% | 175 | 86s | 34 | 4.5x | 34 36% | 180 | 85s | 35 | 4.6x | 35 37% | 185 | 84s | 36 | 4.7x | 36 38% | 190 | 83s | 37 | 4.8x | 37 39% | 195 | 82s | 38 | 4.9x | 38 40% | 200 | 81s | 39 | 5.0x | 39 41% | 205 | 80s | 40 | 5.1x | 40 42% | 210 | 79s | 41 | 5.2x | 41 43% | 215 | 78s | 42 | 5.3x | 42 44% | 220 | 77s | 43 | 5.4x | 43 45% | 225 | 76s | 44 | 5.5x | 44 46% | 230 | 75s | 45 | 5.6x | 45 47% | 235 | 74s | 46 | 5.7x | 46 48% | 240 | 73s | 47 | 5.8x | 47 49% | 245 | 72s | 48 | 5.9x | 48 50% | 250 | 71s | 49 | 6.0x | 49 | | 70s | 50 | 6.1x | 50 | | 69s | 51 | 6.2x | 51 | | 68s | 52 | 6.3x | 52 | | 67s | 53 | 6.4x | 53 | | 66s | 54 | 6.5x | 54 | | 65s | 55 | 6.6x | 55 | | 64s | 56 | 6.7x | 56 | | 63s | 57 | 6.8x | 57 | | 62s | 58 | 6.9x | 58 | | 61s | 59 | 7.0x | 59 | | 60s | 60 | 7.1x | 60 | | 59s | 61 | 7.2x | 61 | | 58s | 62 | 7.3x | 62 | | 57s | 63 | 7.4x | 63 | | 56s | 64 | 7.5x | 64 | | 55s | 65 | 7.6x | 65 | | 54s | 66 | 7.7x | 66 | | 53s | 67 | 7.8x | 67 | | 52s | 68 | 7.9x | 68 | | 51s | 69 | 8.0x | 69 | | 50s | 70 | 8.1x | 70 | | 49s | 71 | 8.2x | 71 | | 48s | 72 | 8.3x | 72 | | 47s | 73 | 8.4x | 73 | | 46s | 74 | 8.5x | 74 | | 45s | 75 | 8.6x | 75 | | 44s | 76 | 8.7x | 76 | | 43s | 77 | 8.8x | 77 | | 42s | 78 | 8.9x | 78 | | 41s | 79 | 9.0x | 79 | | 40s | 80 | 9.1x | 80 | | 39s | 81 | 9.2x | 81 | | 38s | 82 | 9.3x | 82 | | 37s | 83 | 9.4x | 83 | | 36s | 84 | 9.5x | 84 | | 35s | 85 | 9.6x | 85 | | 34s | 86 | 9.7x | 86 | | 33s | 87 | 9.8x | 87 | | 32s | 88 | 9.9x | 88 | | 31s | 89 | 10.0x | 89 | | 30s | 90 | | Total | 6370 | | 4095 | | 4005 #### Chip Upgrades — Attack With the Attack chip, the Guardian targets the enemy missing the most health and deals damage equal to a percentage of that missing health, with the damage halved against bosses. Because the damage scales with lost health rather than a flat value, there is a theory that heavy investment could let it function like a Plasma Cannon against non-boss enemies, chaining fast, high-damage hits across multiple targets. This has not been confirmed and still needs proper testing at higher upgrade levels. You can tell the chip is about to fire when a red sphere appears orbiting the Guardian. Percentage | Bits | Cooldown | Bits | Targets | Bits 1% | 0 | 120s | 0 | 1 | 0 2% | 25 | 119s | 1 | 2 | 100 3% | 50 | 118s | 2 | 3 | 200 4% | 75 | 117s | 3 | 4 | 300 5% | 100 | 116s | 4 | 5 | 400 6% | 125 | 115s | 5 | 6 | 500 7% | 150 | 114s | 6 | 7 | 600 8% | 175 | 113s | 7 | 8 | 700 9% | 200 | 112s | 8 | 9 | 800 10% | 225 | 111s | 9 | 10 | 900 11% | 250 | 110s | 10 | | 12% | 275 | 109s | 11 | | 13% | 300 | 108s | 12 | | 14% | 325 | 107s | 13 | | 15% | 350 | 106s | 14 | | 16% | 375 | 105s | 15 | | 17% | 400 | 104s | 16 | | 18% | 425 | 103s | 17 | | 19% | 450 | 102s | 18 | | 20% | 475 | 101s | 19 | | | | 100s | 20 | | | | 99s | 21 | | | | 98s | 22 | | | | 97s | 23 | | | | 96s | 24 | | | | 95s | 25 | | | | 94s | 26 | | | | 93s | 27 | | | | 92s | 28 | | | | 91s | 29 | | | | 90s | 30 | | | | 89s | 31 | | | | 88s | 32 | | | | 87s | 33 | | | | 86s | 34 | | | | 85s | 35 | | | | 84s | 36 | | | | 83s | 37 | | | | 82s | 38 | | | | 81s | 39 | | | | 80s | 40 | | | | 79s | 41 | | | | 78s | 42 | | | | 77s | 43 | | | | 76s | 44 | | | | 75s | 45 | | | | 74s | 46 | | | | 73s | 47 | | | | 72s | 48 | | | | 71s | 49 | | | | 70s | 50 | | | | 69s | 51 | | | | 68s | 52 | | | | 67s | 53 | | | | 66s | 54 | | | | 65s | 55 | | | | 64s | 56 | | | | 63s | 57 | | | | 62s | 58 | | | | 61s | 59 | | | | 60s | 60 | | | | 59s | 61 | | | | 58s | 62 | | | | 57s | 63 | | | | 56s | 64 | | | | 55s | 65 | | | | 54s | 66 | | | | 53s | 67 | | | | 52s | 68 | | | | 51s | 69 | | | | 50s | 70 | | | | 49s | 71 | | | | 48s | 72 | | | | 47s | 73 | | | | 46s | 74 | | | | 45s | 75 | | | | 44s | 76 | | | | 43s | 77 | | | | 42s | 78 | | | | 41s | 79 | | | | 40s | 80 | | | | 39s | 81 | | | | 38s | 82 | | | | 37s | 83 | | | | 36s | 84 | | | | 35s | 85 | | | | 34s | 86 | | | | 33s | 87 | | | | 32s | 88 | | | | 31s | 89 | | | | 30s | 90 | | Total | 4750 | | 4095 | | 4500 #### Chip Upgrades — Fetch The Fetch chip sends the Guardian out to find and collect hidden loot during a run. It can retrieve coins, gems, medals, shards, and modules. Item | Chance (%) | Daily Cap Gems | 4 | 20 Medal | 2 | 10 Reroll Shard | 3 | Cannon Shard | 1 | Armor Shard | 1 | Generator Shard | 1 | Core Shard | 1 | Common Module | 0.4 | 5 Rare Module | 0.1 | 2 Coins | 86.5 | Cooldown | Bits | Find Chance | Bits | Double Find Chance | Bits 120s | 0 | 10% | 0 | 2% | 0 119s | 2 | 11% | 20 | 3% | 10 118s | 4 | 12% | 25 | 4% | 15 117s | 6 | 13% | 30 | 5% | 20 116s | 8 | 14% | 35 | 6% | 25 115s | 10 | 15% | 40 | 7% | 30 114s | 12 | 16% | 45 | 8% | 35 113s | 14 | 17% | 50 | 9% | 40 112s | 16 | 18% | 55 | 10% | 45 111s | 18 | 19% | 60 | 11% | 50 110s | 20 | 20% | 65 | 12% | 55 109s | 22 | 21% | 70 | 13% | 60 108s | 24 | 22% | 75 | 14% | 65 107s | 26 | 23% | 80 | 15% | 70 106s | 28 | 24% | 85 | 16% | 75 105s | 30 | 25% | 90 | 17% | 80 104s | 32 | 26% | 95 | 18% | 85 103s | 34 | 27% | 100 | 19% | 90 102s | 36 | 28% | 105 | 20% | 95 101s | 38 | 29% | 110 | 21% | 100 100s | 40 | 30% | 115 | 22% | 105 99s | 42 | 31% | 120 | 23% | 110 98s | 44 | 32% | 125 | 24% | 115 97s | 46 | 33% | 130 | 25% | 120 96s | 48 | 34% | 135 | 26% | 125 95s | 50 | 35% | 140 | 27% | 130 94s | 52 | 36% | 145 | 28% | 135 93s | 54 | 37% | 150 | 29% | 140 92s | 56 | 38% | 155 | 30% | 145 91s | 58 | 39% | 160 | 31% | 150 90s | 60 | 40% | 165 | 32% | 155 89s | 62 | 41% | 170 | 33% | 160 88s | 64 | 42% | 175 | 34% | 165 87s | 66 | 43% | 180 | 35% | 170 86s | 68 | 44% | 185 | 36% | 175 85s | 70 | 45% | 190 | 37% | 180 84s | 72 | 46% | 195 | 38% | 185 83s | 74 | 47% | 200 | 39% | 190 82s | 76 | 48% | 205 | 40% | 195 81s | 78 | 49% | 210 | 41% | 200 80s | 80 | 50% | 215 | 42% | 205 79s | 82 | | | 43% | 210 78s | 84 | | | 44% | 215 77s | 86 | | | 45% | 220 76s | 88 | | | 46% | 225 75s | 90 | | | 47% | 230 74s | 92 | | | 48% | 235 73s | 94 | | | 49% | 240 72s | 96 | | | 50% | 245 71s | 98 | | | | 70s | 100 | | | | 69s | 102 | | | | 68s | 104 | | | | 67s | 106 | | | | 66s | 108 | | | | 65s | 110 | | | | 64s | 112 | | | | 63s | 114 | | | | 62s | 116 | | | | 61s | 118 | | | | 60s | 120 | | | | Total | 3660 | | 4700 | | 6120 #### Chip Upgrades — Bounty The Bounty chip marks nearby non-common enemies with a bounty, so they pay out extra coins when killed. The payout is calculated from every coin multiplier currently affecting the target at the moment it dies, multiplied by the chip's Bounty Multiplier stat. Effects like Golden Bot, Death Wave, Golden Tower, Black Hole, and Spotlight all feed into that total, so stacking multipliers makes each bountied kill worth more. Multiplier | Bits | Cooldown | Bits | Targets | Bits x0.01 | 0 | 120 | 0 | 1 | 0 x0.02 | 1 | 119 | 2 | 2 | 100 x0.03 | 2 | 118 | 4 | 3 | 200 x0.04 | 3 | 117 | 6 | 4 | 300 x0.05 | 4 | 116 | 8 | 5 | 400 x0.06 | 5 | 115 | 10 | 6 | 500 x0.07 | 6 | 114 | 12 | 7 | 600 x0.08 | 7 | 113 | 14 | 8 | 700 x0.09 | 8 | 112 | 16 | 9 | 800 x0.10 | 9 | 111 | 18 | 10 | 900 x0.11 | 10 | 110 | 20 | | x0.12 | 11 | 109 | 22 | | x0.13 | 12 | 108 | 24 | | x0.14 | 13 | 107 | 26 | | x0.15 | 14 | 106 | 28 | | x0.16 | 15 | 105 | 30 | | x0.17 | 16 | 104 | 32 | | x0.18 | 17 | 103 | 34 | | x0.19 | 18 | 102 | 36 | | x0.20 | 19 | 101 | 38 | | x0.21 | 20 | 100 | 40 | | x0.22 | 21 | 99 | 42 | | x0.23 | 22 | 98 | 44 | | x0.24 | 23 | 97 | 46 | | x0.25 | 24 | 96 | 48 | | x0.26 | 25 | 95 | 50 | | x0.27 | 26 | 94 | 52 | | x0.28 | 27 | 93 | 54 | | x0.29 | 28 | 92 | 56 | | x0.30 | 29 | 91 | 58 | | x0.31 | 30 | 90 | 60 | | x0.32 | 31 | 89 | 62 | | x0.33 | 32 | 88 | 64 | | x0.34 | 33 | 87 | 66 | | x0.35 | 34 | 86 | 68 | | x0.36 | 35 | 85 | 70 | | x0.37 | 36 | 84 | 72 | | x0.38 | 37 | 83 | 74 | | x0.39 | 38 | 82 | 76 | | x0.41 | 39 | 81 | 78 | | x0.41 | 40 | 80 | 80 | | x0.42 | 41 | 79 | 82 | | x0.43 | 42 | 78 | 84 | | x0.44 | 43 | 77 | 86 | | x0.45 | 44 | 76 | 88 | | x0.46 | 45 | 75 | 90 | | x0.47 | 46 | 74 | 92 | | x0.48 | 47 | 73 | 94 | | x0.49 | 48 | 72 | 96 | | x0.50 | 49 | 71 | 98 | | x0.51 | 50 | 70 | 100 | | x0.52 | 51 | 69 | 102 | | x0.53 | 52 | 68 | 104 | | x0.54 | 53 | 67 | 106 | | x0.55 | 54 | 66 | 108 | | x0.56 | 55 | 65 | 110 | | x0.57 | 56 | 64 | 112 | | x0.58 | 57 | 63 | 114 | | x0.59 | 58 | 62 | 116 | | x0.60 | 59 | 61 | 118 | | x0.61 | 60 | 60 | 120 | | x0.62 | 61 | | | | x0.63 | 62 | | | | x0.64 | 63 | | | | x0.65 | 64 | | | | x0.66 | 65 | | | | x0.67 | 66 | | | | x0.68 | 67 | | | | x0.69 | 68 | | | | x0.70 | 69 | | | | x0.71 | 70 | | | | x0.72 | 71 | | | | x0.73 | 72 | | | | x0.74 | 73 | | | | x0.75 | 74 | | | | x0.76 | 75 | | | | x0.77 | 76 | | | | x0.78 | 77 | | | | x0.79 | 78 | | | | x0.80 | 79 | | | | x0.81 | 80 | | | | x0.82 | 81 | | | | x0.83 | 82 | | | | x0.84 | 83 | | | | x0.85 | 84 | | | | x0.86 | 85 | | | | x0.87 | 86 | | | | x0.88 | 87 | | | | x0.89 | 88 | | | | x0.90 | 89 | | | | x0.91 | 90 | | | | x0.92 | 91 | | | | x0.93 | 92 | | | | x0.94 | 93 | | | | x0.95 | 94 | | | | x0.96 | 95 | | | | x0.97 | 96 | | | | x0.98 | 97 | | | | x0.99 | 98 | | | | x1.00 | 99 | | | | Total | 4950 | | 3660 | | 4500 #### Chip Upgrades — Summon While active, the Summon chip spawns two enemies per second, drawn from the Basic, Tank, Ranged, and Fast types. It also applies a cash bonus to every enemy killed during its activation, not just the ones it summoned. Summoned enemies never gain Ultimate status, even if the relevant Battle Condition for their type is active. The chip arrived in Season 5 with an incorrect description that caused some confusion, which was promptly corrected on the official Discord server. Cooldown | Bits | Duration | Bits | Cash Bonus | Bits 140s | 0 | 5s | 0 | x1.0 | 0 139s | 1 | 6s | 15 | x2.0 | 100 138s | 3 | 7s | 25 | x3.0 | 200 137s | 5 | 8s | 35 | x4.0 | 300 136s | 7 | 9s | 45 | x5.0 | 400 135s | 9 | 10s | 55 | x6.0 | 500 134s | 11 | 11s | 65 | x7.0 | 600 133s | 13 | 12s | 75 | x8.0 | 700 132s | 15 | 13s | 85 | x9.0 | 800 131s | 17 | 14s | 95 | x10.0 | 900 130s | 19 | 15s | 105 | | 129s | 21 | 16s | 115 | | 128s | 23 | 17s | 125 | | 127s | 25 | 18s | 135 | | 126s | 27 | 19s | 145 | | 125s | 29 | 20s | 155 | | 124s | 31 | 21s | 165 | | 123s | 33 | 22s | 175 | | 122s | 35 | 23s | 185 | | 121s | 37 | 24s | 195 | | 120s | 39 | 25s | 205 | | 119s | 41 | 26s | 215 | | 118s | 43 | 27s | 225 | | 117s | 45 | 28s | 235 | | 116s | 47 | 29s | 245 | | 115s | 49 | 30s | 255 | | 114s | 51 | 31s | 265 | | 113s | 53 | 32s | 275 | | 112s | 55 | 33s | 285 | | 111s | 57 | 34s | 295 | | 110s | 59 | 35s | 305 | | 109s | 61 | | | | 108s | 63 | | | | 107s | 65 | | | | 106s | 67 | | | | 105s | 69 | | | | 104s | 71 | | | | 103s | 73 | | | | 102s | 75 | | | | 101s | 77 | | | | 100s | 79 | | | | 99s | 81 | | | | 98s | 83 | | | | 97s | 85 | | | | 96s | 87 | | | | 95s | 89 | | | | 94s | 91 | | | | 93s | 93 | | | | 92s | 95 | | | | 91s | 97 | | | | 90s | 99 | | | | 89s | 101 | | | | 88s | 103 | | | | 87s | 105 | | | | 86s | 107 | | | | 85s | 109 | | | | 84s | 111 | | | | 83s | 113 | | | | 82s | 115 | | | | 81s | 117 | | | | 80s | 119 | | | | 79s | 121 | | | | 78s | 123 | | | | 77s | 125 | | | | 76s | 127 | | | | 75s | 129 | | | | 74s | 131 | | | | 73s | 133 | | | | 72s | 135 | | | | 71s | 137 | | | | 70s | 139 | | | | Total | 4,900 Bits | Total | 4,800 Bits | Total | 4,500 Bits Total | 14,200 Bits #### Chip Upgrades — Scout The Scout chip scouts enemies on screen. While it is active, every enemy is treated as being further away from your tower than it really is for the purposes of damage calculations. Cooldown | Bits | Range Bonus | Bits | Duration | Bits 105s | 0 | 2.0x | 0 | 5s | 0 104s | 1 | x2.1 | 10 | 6s | 10 103s | 3 | x2.2 | 15 | 7s | 20 102s | 5 | x2.3 | 20 | 8s | 30 101s | 7 | x2.4 | 25 | 9s | 40 100s | 9 | x2.5 | 30 | 10s | 50 99s | 11 | x2.6 | 35 | 11s | 60 98s | 13 | x2.7 | 40 | 12s | 70 97s | 15 | x2.8 | 45 | 13s | 80 96s | 17 | x2.9 | 50 | 14s | 90 95s | 19 | x3.0 | 55 | 15s | 100 94s | 21 | x3.1 | 60 | 16s | 110 93s | 23 | x3.2 | 65 | 17s | 120 92s | 25 | x3.3 | 70 | 18s | 130 91s | 27 | x3.4 | 75 | 19s | 140 90s | 29 | x3.5 | 80 | 20s | 150 89s | 31 | x3.6 | 85 | 21s | 160 88s | 33 | x3.7 | 90 | 22s | 170 87s | 35 | x3.8 | 95 | 23s | 180 86s | 37 | x3.9 | 100 | 24s | 190 85s | 39 | x4.0 | 105 | 25s | 200 84s | 41 | x4.1 | 110 | 26s | 210 83s | 43 | x4.2 | 115 | 27s | 220 82s | 45 | x4.3 | 120 | 28s | 230 81s | 47 | x4.4 | 125 | 29s | 240 80s | 49 | x4.5 | 130 | 30s | 250 79s | 51 | x4.6 | 135 | 31s | 260 78s | 53 | x4.7 | 140 | 32s | 270 77s | 55 | x4.8 | 145 | 33s | 280 76s | 57 | x4.9 | 150 | 34s | 290 75s | 59 | x5.0 | 155 | 35s | 300 74s | 61 | x5.1 | 160 | | 73s | 63 | x5.2 | 165 | | 72s | 65 | x5.3 | 170 | | 71s | 67 | x5.4 | 175 | | 70s | 69 | x5.5 | 180 | | 69s | 71 | x5.6 | 185 | | 68s | 73 | x5.7 | 190 | | 67s | 75 | x5.8 | 195 | | 66s | 77 | x5.9 | 200 | | 65s | 79 | x6.0 | 205 | | 64s | 81 | | | | 63s | 83 | | | | 62s | 85 | | | | 61s | 87 | | | | 60s | 89 | | | | 59s | 91 | | | | 58s | 93 | | | | 57s | 95 | | | | 56s | 97 | | | | 55s | 99 | | | | 54s | 101 | | | | 53s | 103 | | | | 52s | 105 | | | | 51s | 107 | | | | 50s | 109 | | | | 49s | 111 | | | | 48s | 113 | | | | 47s | 115 | | | | 46s | 117 | | | | 45s | 119 | | | | 44s | 121 | | | | 43s | 123 | | | | 42s | 125 | | | | 41s | 127 | | | | 40s | 129 | | | | 39s | 131 | | | | 38s | 133 | | | | 37s | 135 | | | | 36s | 137 | | | | 35s | 139 | | | | Total | 4900 | | 4300 | | 4650 ### Guilds URL: https://www.tower-hub.com/wiki/system/guilds Guilds are a social and progression system in The Tower: Idle Tower Defense. Being in a guild gives you access to your Guardian, weekly reward chests and a seasonal token shop stocked with currencies, cosmetics, relics and chips. A guild can hold up to 30 players, and guild content runs in seasons of 8 weeks, with unspent tokens converted to gems when a season ends. #### Unlocking Guilds Guilds become available once you reach Milestone Tier 3 Wave 10. From that point you can either join an existing guild or create one of your own. Each guild is capped at 30 members. #### Creating a Guild Creating a guild costs 50 Gems from the guild screen. As the founder you choose the guild's name, description and icon. You also set how players get in. Free entry lets anyone join without approval, With Approval requires the guild leader to accept each applicant, and Invitation Only hides the guild from the public list entirely so only invited players can join. #### Joining a Guild You can browse the list of available guilds and send a join request to any that appear. If the guild has free entry you are added straight away; otherwise your request waits for the leader's approval, and invitation-only guilds will not show up in the list at all. #### Guild Rewards The headline benefit of joining a guild is access to your Guardian. Your contribution to the guild comes from Weekly Challenge boxes, and the coin reward you receive scales with your highest unlocked tier — you can check your base coin reward via Daily Missions. Guild seasons last 8 weeks. When a season ends, any Guild Tokens you have not spent are cashed out automatically into gems at a rate of 5 tokens per gem, rounded up. #### Guild Weekly Reward Chests Guilds earn weekly reward chests based on the activity of their members. The chest tiers and their contents are listed in the table below. Guild Contribution | Tokens | Bits | Coins | Gems 100 | 10 | 10 | 1x | 5 250 | 20 | 25 | 2x | 10 500 | 40 | 50 | 3x | 15 750 | 80 | 100 | 5x | 30 Total | 150 | 185 | 11x | 60 #### Guild Store The Guild Store is where you spend the Guild Tokens you earn. Its stock covers three categories: currencies, themes and chips. #### Currencies Each season you can exchange tokens for gems, bits and shards. A token exchange gives 100 gems or 250 shards, and every currency is limited to 3 purchases per season, as shown in the table below. The price rises with each purchase you make and resets when the next season begins. Shards come in four types, one for each module type, and buying one type of shard only raises the cost of that type — the others are unaffected. Quantity Purchased | 1 | 2 | 3 | 4 Bits | 25 | 50 | 75 | N/A Gems | 15 | 25 | 40 | N/A Shards | 5 | 10 | 15 | N/A #### Themes The cosmetic themes in the guild store rotate every season and are only available for a limited time, so it is possible to miss them. Themes have returned in the past, but there is no guarantee any given theme will come back. Once you buy one, it stays usable forever. Each season offers one tower theme for 100 tokens, one background for 100 tokens, one menu for 100 tokens and one Guardian skin for 150 tokens. #### Relics Relics in the guild store are priced at 75 and 150 tokens. They are flagged as limited items, so they may be exclusive to the event that introduced them. #### Chips Two chips, Ally and Attack, are unlocked automatically when you unlock your Guardian. The remaining chips are exclusive to the guild shop and cost 200 tokens each. #### Chip Description The full list of chips and what each one does is shown in the table below. Chip | Description | Upgrade 1 (Base) | Cooldown (Base) | Upgrade 2 (Base) Ally | Converts an enemy into an Ally Recovery Package that can heal the Tower beyond the basic Maximum Recovery amount | Recovery Amount: 1% | 120s | Max Recovery: x1.10 Attack | Tower Guardian attacks nearby enemies, dealing damage equal to the damage they have already taken | Percentage: 1% | 120s | Targets: 1 Bounty | Tower guardian places a bounty on nearby non-common enemies causing them to grant more coins on death. | Multiplier: x0.01 | 120s | Targets: 1 Fetch | Tower Guardian locates and retrieves hidden loot: coins, gems, medals, shards, and modules. | Find Chance: 10% | 120s | Double Find Chance: 2% Scout | Scouts enemies on screen. While active, all enemies are treated as being farther from the Tower for damage calculations [new to Guild Season 7] | Range Bonus: x2.0 | 105s | Duration: 5s Summon | Summons a new enemy (Basic, Ranged, Tank, and Fast) twice a second when active. Applies cash bonus to all enemies when active. Summon enemies cannot become Ultimate from a Battle Condition. | Duration: 5s | 140s | Cash Bonus: x1.00 ### IceTæ's Gem and Card Priority List URL: https://www.tower-hub.com/wiki/system/icet-s-gem-and-card-priority-list This is a community-made spending order for your gems and card unlocks, aimed at getting your labs and card loadout running efficiently. It walks you through lab slots, card slot counts, and which cards to chase at each stage, finishing with when it makes sense to rush lab speed with gems. #### Disclaimer and Credit This priority list comes from Discord user IceTæ#6224, who shared it on the community Discord server. It was put together around game version 0.16 and was still considered current as of 0.17. One adjustment worth knowing: if you suddenly come into a large pile of gems, for example through the Tapjoy offerwall or stone packs, skip ahead. Buy lab slots 3 and 4 first, then unlock 5 card slots and lab slot 5, and only then pick the list back up from step 6. #### Priority List Start by buying your 2nd lab slot. After that, work up to 3 total card slots and pull cards until you have Attack Speed, Enemy Balance, and Coins unlocked. Next, buy the 3rd lab slot, expand to 5 total card slots, and keep pulling until you also have Health and Cash. Then take the 4th lab slot and go to 7 total card slots. Pull until you land either Extra Orb or Death Ray and equip whichever you get. Extra Orb scales very well once you invest in its lab upgrades, so aim to unlock the Orb Adjuster lab; until you have it, fill the slot with something like Extra Defense or leave the slot locked. If you pulled Wave Skip or Critical Coin along the way, add those too, and if you have both, buy an 8th slot so you can run them together. For the 5th lab slot, push toward 10 total card slots, unlocking them as you pull the cards you need: Wave Skip or Critical Coin if you still do not have them equipped, plus Plasma Cannon and Wave Accelerator. Max most or all of the cards you actually use up to rare, and pick up Death Ray if you have not yet. Be aware that the Death Ray card cannot drop until you have cleared wave 250 on each of the first 10 tiers, so hit that milestone before spending gems hunting for it. Once your setup is in place, use gems to rush lab speed up to your target. For most players that target is at least 50, though the right number depends on how long you intend to keep playing. Discord user Pi_#5088 built a Return of Investment Calculator for lab speed that works out the point where the time saved by faster research exceeds the time you spent researching it, since lab speed research itself occupies a lab slot. From there, max all your cards and add more card slots as needed. The Slow Aura card becomes especially valuable at high waves and in tournaments because of how much enemy speeds increase. Finally, feel free to rush whatever labs you like with gems, particularly when the "Total lab research time" event mission is active. ### In-Game Support URL: https://www.tower-hub.com/wiki/system/in-game-support If you run into a bug, account problem, or purchase issue in The Tower: Idle Tower Defense, there are two official ways to reach support: a ticket system built into the game itself, and a support page on the Tech Tree website for situations where you can't get into the game at all. #### In-Game Support Tickets You can contact support directly from the game through the Support button in the Settings menu. When you open a ticket, your player ID and the email linked to your account are attached automatically, so you don't need to type them in yourself. From there, you pick the type of issue you're reporting and fill in a subject and description before submitting. Once the ticket goes through, a ticket number is shown in-game, and the same number is also sent to your email inbox, so you have a reference if you need to follow up later. #### Official Tech Tree Support Page The in-game ticket system only helps if you can actually load the game and reach the Settings menu. If you're locked out of your account or the game won't open at all, you can instead contact support through the official Tech Tree website at https://www.techtreegames.com/?support . ### Perks URL: https://www.tower-hub.com/wiki/system/perks Perks are temporary advantages you earn during a round. They are one of the main ways your tower grows stronger as a run progresses, offering bonuses to damage, health, coins, game speed, and more. Some perks come with trade-offs, while others can unlock entirely new ultimate weapons mid-run. #### Description Perks are advantages earned during a round. They provide bonuses that last for the rest of that run and are lost when the round ends. #### Unlocking Perks Before you can earn perks, you need to unlock them through the lab system. The first step is completing the Unlock Perks lab, which becomes available in Milestones at tier 2 wave 150. Once that lab is finished, perks will start appearing during your rounds. #### Waves Required Your first perk becomes available at wave 200. The wave requirement increases as you pick more perks: after selecting 20 perks the base rises to 250, after 30 perks it goes to 300, and after 40 perks it reaches 350. You can lower the base requirement by upgrading the Waves Required lab and by picking the Perk Wave Requirement perk during a run. The formula for calculating the first perk at each base wave count is: Waves Required = (Base Waves Required - Waves Required lab) × (1 - (Perk Wave Required Perk × (1 + Standard Perk Bonus / 100))) If the result is a decimal, round down. You can then multiply that rounded number by the number of perks to find later thresholds. For example, with 8% Standard Perk Bonus and 3 PWR lab levels giving 64.8% reduction: (200 - 3) × (1 - 0.648) = 69.344, which rounds down to 69 waves required. #### Perk Choice When a perk is offered, you initially choose between 2 randomly generated options. The Perk Option Quantity lab can raise this to a maximum of 4 choices. It is possible for every option in a set to be a trade-off perk, even when other perk types are still available. The First Perk Choice lab lets you guarantee a specific standard perk appears as the top option in your first set of choices each round. When Auto Pick Perk is active, it always selects the top option from the list, which means it will pick your First Perk Choice if one is set. #### Standard Perk Math Most standard perks can be picked multiple times in a single round. The game uses two different formulas depending on whether the perk is additive or multiplicative. For additive perks (such as Def % and Perk Wave Required): Total Bonus = Base Value × Quantity × (1 + Standard Perk Bonus) For multiplicative perks (such as Coin Bonus, Health, and Damage): Total Bonus = (1 + Base Value × Quantity) × (1 + Standard Perk Bonus) #### List of Perks There are three categories of perks. Standard perks have a 65% chance of appearing, ultimate weapon perks have a 20% chance, and trade-off perks have a 15% chance. #### Standard Perks Standard perks are the most common type. The Bounce Shot perk will not appear unless you have already unlocked Bounce Shot. The strength of standard perks can be increased through the Standard Perk Bonus lab. When the Standard Perk Bonus lab is maxed, the Game Speed perk increases to 1.25, bringing the maximum game speed to 6.25. The game displays this as 6.3 because game speed visually rounds to the tenths place. Perk | Quantity x1.20 Max Health | 5 x1.15 Damage | 5 x1.15 All Coin Bonuses | 5 x1.15 Defense Absolute | 5 x1.15 Cash Bonus | 5 x1.75 Health Regen | 5 Interest x1.50 | 5 Land Mine Damage x3.50 | 5 Free Upgrade Chance for All +5.0% | 5 Defense Percent +4.00 | 5 Bounce Shot +2 | 3 Perk Wave Requirement -20.00% | 3 Orbs +1 | 2 Unlock a Random Ultimate Weapon | 1 Increase Max Game Speed by +1.00 | 1 #### Ultimate Weapon Perks Ultimate weapon perks only appear if you have the corresponding ultimate weapon unlocked. If you unlock an ultimate weapon mid-run through the random ultimate weapon perk, its related perks become available for the rest of that run. The Golden Tower Bonus perk does not apply to the GT bonus submodule effect. Perk | Quantity 4 More Smart Missiles | 1 Swamp Radius x1.5 | 1 +1 Wave on Death Wave | 1 Extra Set of Inner Mines | 1 Golden Tower Bonus x1.5 | 1 Chain Lightning Damage x2 | 1 Chrono Field Duration +5s | 1 Black Hole Duration +12.0s | 1 Spotlight Damage Bonus x1.5 | 1 #### Random ultimate weapon stats When you pick the random ultimate weapon perk, the game selects one ultimate weapon you do not currently own and gives you a semi-upgraded version for the rest of the run. Unlocking a weapon this way does not let you research labs for that weapon. For example, getting Poison Swamp from this perk will not let you research Swamp Stun or Swamp Radius. Module sub-stats that apply to the chosen weapon will still affect it. For instance, a +damage multiplier ILM sub-stat will increase the weapon's multiplier by the listed amount. Once you own every ultimate weapon, this perk is removed from the perk pool. Ultimate weapon | Stone value | 1st Effect | 1st Amount | 2nd Effect | 2nd Amount | 3rd Effect | 3rd Amount Chain Lightning | 700 | Damage | x46 | Quantity | 3 | Chance | 15.5% Smart Missles | 741 | Damage | x42 | Quantity | 11 | Cooldown | 130s Death Wave | 1009 | Damage | x46 | Quantity | 2 | Cooldown | 210s Chrono Field | 1824 | Duration | 22s | Speed Reduction | 40% | Cooldown | 120s Inner Land Mines | 600 | Damage | x16 | Quantiy | 5 | Cooldown | 130s Golden Tower | 1639 | Bonus | x9.0 | Duration | 30s | Cooldown | 230s Poison Swamp | 715 | Damage | x43 | Duration | 50s | Cooldown | 90s Black Hole | 984 | Size | 50m | Duration | 20s | Cooldown | 130s Spotlight | 2426 | Bonus | x27.6 | Angle | 45 | Quantity | 1 #### Trade-off Perks Trade-off perks give a strong benefit at the cost of a penalty. The benefit side can be increased by upgrading the Improve Trade-off Perks lab. This lab does not affect the ranged enemy distance perk. Perk | Quantity x1.50 Tower Damage, but Bosses Have 8x Health | 1 x1.80 coins, but Tower Max Health -70% | 1 Enemies Have -50% Health, but Tower Health Regen and Lifesteal -90% | 1 Enemies Damage -50%, but Tower Damage -50% | 1 Ranged Enemies Attack Distance Reduced, But Tower Ranged Enemies Damage x3 | 1 Enemies Speed -40%, But Enemies Damage x2.5 | 1 x12.00 Cash Per Wave, But Enemy Kill Don't Give Cash | 1 Tower Health Regen x8.00, But Tower Max Max Health -60% | 1 Boss Health -70%, But Boss Speed +50% | 1 Lifesteal x2.50, But Knockback force -70% | 1 #### Perk Labs — Unlock Perks This is the entry point for the entire perk system. It has 1 level and unlocks access to perks during rounds. Completing it also opens up all other perk-related labs. Level | Time | Cost | Value 1 | 3d 11h 19m | 1,500,000 | Unlocked #### Perk Labs — Waves Required Available after finishing Unlock Perks. This lab reduces the base number of waves needed before your next perk is offered. It has 100 levels. See the Waves Required section above for the full calculation. Level | Time | Cost | Value 1 | 0d 1h 39m | 100K | -1.00 2 | 0d 5h 1m | 220K | -2.00 3 | 0d 8h 33m | 940K | -3.00 4 | 0d 12h 34m | 5,26M | -4.00 5 | 0d 17h 29m | 20,98M | -5.00 6 | 0d 23h 46m | 63,1M | -6.00 7 | 1d 7h 57m | 156,22M | -7.00 8 | 1d 18h 38m | 336,94M | -8.00 9 | 2d 8h 29m | 656,26M | -9.00 10 | 3d 2h 11m | 1,18B | -10.00 11 | 4d 0h 29m | 2B | -11.00 12 | 5d 4h 10m | 3,22B | -12.00 13 | 6d 14h 3m | 4,98B | -13.00 14 | 8d 7h 1m | 7,43B | -14.00 15 | 10d 7h 58m | 10,76B | -15.00 16 | 12d 17h 49m | 15,19B | -16.00 17 | 15d 13h 34m | 20,97B | -17.00 18 | 18d 20h 12m | 28,4B | -18.00 19 | 22d 14h 46m | 37,79B | -19.00 20 | 26d 22h 20m | 49,52B | -20.00 21 | 31d 19h 59m | 64B | -21.00 22 | 37d 8h 53m | 81,68B | -22.00 23 | 43d 14h 7m | 103,07B | -23.00 24 | 50d 12h 56m | 128,37B | -24.00 25 | 58d 6h 30m | 159,25B | -25.00 26 | 66d 20h 5m | 195,32B | -26.00 27 | 76d 6h 57m | 237,63B | -27.00 28 | 86d 16h 21m | 286,98B | -28.00 29 | 98d 1h 38m | 344,21B | -29.00 30 | 110d 12h 8m | 410,23B | -30.00 31 | 124d 1h 12m | 486B | -31.00 32 | 138d 18h 14m | 572,59B | -32.00 33 | 154d 16h 37m | 671,09B | -33.00 34 | 171d 21h 49m | 782,71B | -34.00 35 | 190d 11h 16m | 908,71B | -35.00 36 | 210d 10h 27m | 1,05T | -36.00 37 | 231d 20h 51m | 1,21T | -37.00 38 | 254d 20h 1m | 1,39T | -38.00 39 | 279d 9h 29m | 1,58T | -39.00 40 | 305d 14h 48m | 1,8T | -40.00 41 | 333d 13h 33m | 2,05T | -41.00 42 | 363d 7h 21m | 2,32T | -42.00 43 | 394d 21h 49m | 2,61T | -43.00 44 | 428d 10h 35m | 2,94T | -44.00 45 | 463d 23h 21m | 3,3T | -45.00 46 | 501d 13h 45m | 3,69T | -46.00 47 | 541d 7h 32m | 4,12T | -47.00 48 | 583d 6h 23m | 4,59T | -48.00 49 | 627d 12h 4m | 5,1T | -49.00 50 | 674d 2h 20m | 5,65T | -50.00 51 | 723d 2h 57m | 6,25T | -51.00 52 | 774d 15h 43m | 6,9T | -52.00 53 | 828d 18h 28m | 7,6T | -53.00 54 | 885d 13h 1m | 8,36T | -54.00 55 | 945d 1h 12m | 9,18T | -55.00 56 | 1007d 8h 54m | 10,07T | -56.00 57 | 1072d 14h 1m | 11,01T | -57.00 58 | 1140d 18h 25m | 12,03T | -58.00 59 | 1212d 0h 3m | 13,13T | -59.00 60 | 1286d 8h 50m | 14,3T | -60.00 61 | 1363d 22h 43m | 15,55T | -61.00 62 | 1444d 19h 41m | 16,89T | -62.00 63 | 1529d 1h 42m | 18,32T | -63.00 64 | 1616d 18h 47m | 19,85T | -64.00 65 | 1708d 0h 57m | 21,47T | -65.00 66 | 1802d 22h 13m | 23,21T | -66.00 67 | 1901d 12h 39m | 25,05T | -67.00 68 | 2003d 22h 0m | 27T | -68.00 69 | 2110d 5h 18m | 29,08T | -69.00 70 | 2220d 11h 40m | 31,28T | -70.00 71 | 2334d 19h 34m | 33,61T | -71.00 72 | 2453d 7h 6m | 36,08T | -72.00 73 | 2576d 0h 26m | 38,7T | -73.00 74 | 2703d 1h 43m | 41,46T | -74.00 75 | 2834d 13h 6m | 44,38T | -75.00 76 | 2970d 12h 0m | 47,46T | -76.00 77 | 3111d 3h 1m | 50,71T | -77.00 78 | 3256d 9h 57m | 54,14T | -78.00 79 | 3406d 11h 51m | 57,74T | -79.00 80 | 3561d 10h 57m | 61,54T | -80.00 81 | 3721d 9h 31m | 65,54T | -81.00 82 | 3886d 9h 50m | 69,74T | -82.00 83 | 4056d 14h 11m | 74,15T | -83.00 84 | 4232d 0h 52m | 78,78T | -84.00 85 | 4412d 20h 12m | 83,64T | -85.00 86 | 4640d 18h 31m | 88,74T | -86.00 87 | 4790d 20h 0m | 94,09T | -87.00 88 | 4922d 9h 31m | 99,68T | -88.00 89 | 5191d 14h 55m | 105,55T | -89.00 90 | 5400d 16h 0m | 111,68T | -90.00 91 | 5615d 17h 30m | 118,1T | -91.00 92 | 5836d 19h 30m | 124,81T | -92.00 93 | 6064d 1h 11m | 131,82T | -93.00 94 | 6297d 13h 0m | 139,14T | -94.00 95 | 6537d 9h 25m | 146,78T | -95.00 96 | 6783d 16h 55m | 154,76T | -96.00 97 | 7036d 13h 55m | 163,07T | -97.00 98 | 7296d 2h 59m | 171,75T | -98.00 99 | 7562d 10h 32m | 180,78T | -99.00 100 | 7835d 15h 13m | 190,2T | -100.00 #### Perk Labs — Standard Perk Bonus Available after finishing Unlock Perks. This lab adds a multiplier that increases the strength of all standard perks. The bonus is applied differently depending on whether the perk is additive or multiplicative. Multiplicative: (1 + perk base × quantity) × (1 + standard perk bonus) Additive: perk base × quantity × (1 + standard perk bonus) Level | Time | Cost | Value 1 | 0d 1h 39m | 100,000 | 1% 2 | 0d 5h 34m | 280,000 | 2% 3 | 0d 9h 39m | 1,360,000 | 3% 4 | 0d 14h 14m | 7,840,000 | 4% 5 | 0d 19h 42m | 31,420,000 | 5% 6 | 1d 2h 32m | 94,600,000 | 6% 7 | 1d 11h 17m | 234,280,000 | 7% 8 | 1d 22h 32m | 505,360,000 | 8% 9 | 2d 12h 56m | 984,340,000 | 9% 10 | 3d 7h 11m | 1,770,000,000 | 10% 11 | 4d 6h 2m | 3,000,000,000 | 11% 12 | 5d 10h 16m | 4,830,000,000 | 12% 13 | 6d 20h 43m | 7,470,000,000 | 13% 14 | 8d 14h 14m | 11,140,000,000 | 14% 15 | 10d 15h 44m | 16,140,000,000 | 15% 16 | 13d 2h 9m | 22,780,000,000 | 16% 17 | 15d 22h 27m | 31,460,000,000 | 17% 18 | 19d 5h 39m | 42,600,000,000 | 18% 19 | 23d 0h 46m | 56,690,000,000 | 19% 20 | 27d 8h 53m | 74,290,000,000 | 20% 21 | 32d 7h 6m | 96,000,000,000 | 21% 22 | 37d 20h 32m | 122,530,000,000 | 22% 23 | 44d 2h 20m | 154,610,000,000 | 23% 24 | 51d 1h 42m | 193,090,000,000 | 24% 25 | 58d 19h 50m | 238,880,000,000 | 25% #### Perk Labs — First Perk Choice Unlocked in Milestones at tier 2 wave 250 after completing Unlock Perks. This lab lets you pick a standard perk that is guaranteed to appear as the top option in your first perk selection each round. You can only set this outside of a run, from the top right corner of the home screen. It has 1 level. Level | Time | Cost | Value 1 | 4d 15h 6m | 1,000,000,000 | Unlocked #### Perk Labs — Improve Trade-Off Perks Unlocked in Milestones at tier 2 wave 400 after completing Unlock Perks. This lab adds a multiplier that improves the benefit portion of trade-off perks. It does not improve the ranged enemy distance trade-off. It has 10 levels. Level | Time | Cost | Value 1 | 1d 0h 59m | 600,000,000 | 1% 2 | 1d 14h 54m | 700,030,000 | 2% 3 | 2d 5h 0m | 801,180,000 | 3% 4 | 2d 19h 40m | 910,140,000 | 4% 5 | 3d 11h 24m | 1,050,000,000 | 5% 6 | 4d 4h 49m | 1,250,000,000 | 6% 7 | 5d 0h 38m | 1,600,000,000 | 7% 8 | 5d 23h 39m | 2,200,000,000 | 8% 9 | 7d 2h 46m | 3,230,000,000 | 9% 10 | 8d 10h 58m | 4,920,000,000 | 10% #### Perk Labs — Auto Perk Pick Unlocked in Milestones at tier 4 wave 50 after completing Unlock Perks. This is a toggleable ability that automatically selects the first available perk when a new set is offered. You can toggle it during a run by tapping the perk bar at the top of the screen. If none of the offered perks are in your auto pick ranking, the first perk in the list is chosen. It has 1 level. Level | Time | Cost | Value 1 | 4d 23h 26m | 100,000,000 | Unlocked #### Perk Labs — Perk Option Quantity Unlocked in Milestones at tier 4 wave 80 after completing Unlock Perks. Each level of this lab increases the number of perk choices you see when a new set is offered. It has 2 levels, bringing the maximum to 4 options at a time. Level | Time | Cost | Value 1 | 4d 23h 26m | 200,000,000 | +1 2 | 10d 4h 26m | 2,000,000,000 | +2 #### Perk Labs — Ban Perks Unlocked in Milestones at tier 5 wave 40 after completing Unlock Perks. This lab lets you ban specific perks from appearing during your rounds. Bans are set from the home screen while you are not in a run. It has 8 levels. Level | Time | Cost | Value 1 | 2d 7h 33m | 10.00M | 1 2 | 4d 15h 6m | 100.00M | 2 3 | 9d 6h 13m | 1.00B | 3 4 | 20d 19h 59m | 15.00B | 4 5 | 41d 16h 0m 15m | 100.00B | 5 6 | 83d 8h 0m | 1.00T | 6 7 | 166d 15h 59m | 100.00T | 7 8 | 333d 8h 0m | 1.00q | 8 #### Perk Labs — Auto Pick Ranking Unlocked in Milestones at tier 6 wave 10 after completing Auto Pick Perks. This lab lets you set a priority order for which perks Auto Pick Perks will select. Each lab level allows you to rank one additional perk. It has 32 levels. Auto Pick Ranking takes priority over First Perk Choice. For example, if your first choice is Perk Wave Required but Golden Tower is ranked higher in your auto pick ranking and both appear in the first set, Golden Tower will be picked instead. Level | Time | Cost | Value 1 | 1d 23h 46m | 100.00K | 1 2 | 2d 5h 21m | 180.00K | 2 3 | 2d 11h 18m | 878.82K | 3 4 | 2d 18h 27m | 4.46M | 4 5 | 3d 4h 11m | 15.66M | 5 6 | 3d 18h 20m | 42.28M | 6 7 | 4d 15h 12m | 95.64M | 7 8 | 5d 21h 34m | 191.02M | 8 9 | 7d 16h 38m | 348.06M | 9 10 | 10d 4h 4m | 591.04M | 10 11 | 13d 11h 58m | 949.28M | 11 12 | 17d 20h 52m | 1.46B | 12 13 | 23d 11h 42m | 2.16B | 13 14 | 30d 13h 52m | 3.09B | 14 15 | 39d 9h 8m | 4.31B | 15 16 | 50d 3h 44m | 5.88B | 16 17 | 63d 4h 18m | 7.87B | 17 18 | 78d 17h 50m | 10.33B | 18 19 | 97d 3h 49m | 13.36B | 19 20 | 118d 18h 3m | 17.04B | 20 21 | 143d 20h 49m | 21.47B | 21 22 | 172d 20h 45m | 26.74B | 22 23 | 206d 2h 53m | 32.96B | 23 24 | 244d 42m 18s | 40.26B | 24 25 | 287d 19s | 48.76B | 25 26 | 335d 11h 1m | 58.60B | 26 27 | 1y 24d 20h | 69.91B | 27 28 | 1y 85d 15h | 82.84B | 28 29 | 1y 153d 6h | 97.58B | 29 30 | 1y 228d 6h | 114.27B | 30 31 | 1y 311d 3h | 133.10B | 31 32 | 2y 37d 9h | 154.26B | 32 #### Perk Labs Perk labs control every aspect of the perk system, from unlocking perks in the first place to improving their strength, increasing your choices, automating picks, and banning unwanted options. Investing in these labs is essential for getting the most out of perks during your runs. ### Profile URL: https://www.tower-hub.com/wiki/system/profile Your player profile is the public face of your account. It is what other players see during tournaments, and it lets you present your achievements, cosmetics and current guild in one place. #### Description The player profile is a menu built for showing off. Its purpose is to let you display your achievements to other players while you compete in tournaments, rather than to change anything about how your tower performs. #### Accessing To open your profile, tap the tower shown on the home menu. That takes you straight into the profile screen where you can review and edit what others see. #### Display The profile lets you pick one tower skin and five relics to show off. These choices are purely cosmetic: displaying a relic or skin here does not activate it or grant its effects, so you can show anything you own without affecting your build. The menu also lists your competitive milestones, including your highest tournament ranking and your highest tier and wave reached. If you want a different identity on the leaderboards, you can change your tournament name from this screen as well. Since v26.0, your profile also shows the guild you are currently active in, so other players can see your affiliation at a glance. ### Relics URL: https://www.tower-hub.com/wiki/system/relics Relics are passive buffs that permanently improve your tower's abilities. Once you have earned one, it works on its own in the background — there is nothing to equip or activate. #### Description Relics are passive buffs to increase tower abilities. They sit alongside your other upgrades as a permanent boost, applying to every run without any input from you. #### Unlock You can browse relic unlocks in the Themes Menu. There are six main ways to earn them: reaching wave 4500 milestones, placing in tournaments, completing events and buying from the event store, the guild store, rewards for years of gameplay, and a gift commemorating the game's 5th Anniversary. Note that relics bought from the event store are only available when that event is re-run, so if you miss one you will need to wait for it to come back. #### Using Relics Relics are fully passive — once unlocked, their effects apply automatically with no setup required. When stacking, bonuses from similar relics add together, while they multiply against other types of bonuses. The table below lists each relic and its effect. Table: Total Bonuses Misc. | Total Lab Speed | 75% Bot Range | 10m Damage | Total Damage | 111% Ultimate Damage | 45% Attack Speed | 18% Critical Chance | 14% Critical Factor | 107% Damage / Meter | 83% Super Critical Chance | 6% Super Critical Mult | 5% Rend Armor Mult | 2% Defense | Total Health | 114% Health Regen | 35% Defense Percent | 5% Defense Absolute | 74% Thorns | 13% Knockback Force | 33% Orb Speed | 28% Wall Rebuild | -2s Utility | Total Cash Bonus | 27% Coins | 85% Free Attack Upgrade | 13% Free Defense Upgrade | 9% Free Utility Upgrade | 10% Recovery Amount | 18% Enemy Attack Level Skip | 2% Enemy Health Level Skip | 2% #### Relics The table below lists the relics available in the game, along with the bonus each one provides and how it is unlocked. | Nr. Order | Relic | Rarity | Description | Unlock Requirement | 1 | T:I Flux | Rare | Increase coins earned by 2% | Milestone: Beat Wave 4500 in tier 1 | 2 | T:II Lumin | Rare | Increase lab speed by 1.5% | Milestone: Beat Wave 4500 in tier 2 | 3 | T:III Pulse | Rare | Increase critical factor by 2% | Milestone: Beat Wave 4500 in tier 3 | 4 | T:IV Harmonic | Rare | Increase tower damage by 2% | Milestone: Beat Wave 4500 in tier 4 | 5 | T:V Ether | Rare | Increase tower health by 2% | Milestone: Beat Wave 4500 in tier 5 | 6 | T:VI Nova | Epic | Increase defense absolute by 5% | Milestone: Beat wave 4500 in tier 6 | 7 | T:VII Aether | Epic | Increase coins earned by 5% | Milestone: Beat wave 4500 in tier 7 | 8 | T:VIII Graviton | Epic | Increase damage / meter by 5% | Milestone: Beat wave 4500 in tier 8 | 9 | T:IX Fusion | Epic | Increase tower health by 5% | Milestone: Beat wave 4500 in tier 9 | 10 | T:X Plasma | Epic | Increase damage / meter by 5% | Milestone: Beat wave 4500 in tier 10 | 11 | T:XI Resonance | Legendary | Increase defense absolute by 10% | Milestone: Beat wave 4500 in tier 11 | 12 | T:XII Chrono | Legendary | Increase lab speed by 10% | Milestone: Beat wave 4500 in tier 12 | 13 | T:XIII Hyper | Legendary | Increase coins earned by 10% | Milestone: Beat wave 4500 in tier 13 | 14 | T:XIV Arcane | Legendary | Increase tower damage by 10% | Milestone: Beat wave 4500 in tier 14 | 15 | T:XV Celestial | Legendary | Increase critical factor by 10% | Milestone: Beat wave 4500 in tier 15 | 16 | T:XVI Quantum | Legendary | Increase tower health by 10% | Milestone: Beat wave 4500 in tier 16 | 17 | T:XVII Nebula | Legendary | Increase damage / meter by 10% | Milestone: Beat wave 4500 in tier 17 | 18 | T:XVIII Singularity | Legendary | Increase lab speed by 10% | Milestone: Beat wave 4500 in tier 18 | 19 | T:XIX Atomic | Legendary | Increase tower damage by 10% | Milestone: Beat wave 4500 in tier 19 | 20 | T:XX Cyber | Legendary | Increase ultimate damage by 8% | Milestone: Beat wave 4500 in tier 20 | 21 | T:XXI Eclipse | Legendary | Increase lab speed by 10% | Milestone: Beat wave 4500 in tier 21 | 22 | Copper Badge | Rare | Increase tower damage by 3% | Tournament: Finish top 4 in copper | 23 | Silver Badge | Rare | Increase coins earned by 5% | Tournament: Finish top 4 in silver | 24 | Gold Badge | Epic | Increase critical factor by 5% | Tournament: Finish Top 4 in Gold | 25 | Platinum Badge | Epic | Increase lab speed by 4% | Tournament: Finish top 4 in Platinum | 26 | Champion Badge | Legendary | Increase damage / meter by 10% | Tournament: Finish top 4 in Champion | 27 | Tower Master | Legendary | Increase tower health by 10% | Tournament: Finish top 4 in Legends | 28 | Legend Badge | Legendary | Increase critical factor by 10% | Tournament: Win Legend | 29 | 1st Tower Birthday | Rare | Increase tower damage by 2% | Play for 1 year | 30 | 2nd Tower Birthday | Rare | Increase critical factor by 2% | Play for 2 years | 31 | 3rd Tower Birthday | Rare | Increase damage / meter by 2% | Play for 3 years | 32 | 4th Tower Birthday | Rare | Increase tower health by 2% | Play for 4 year | 33 | 5th Tower Birthday | Rare | Increase critical factor by 2% | Play for 5 years | 34 | 6th Tower Birthday | Rare | Increase damage / meter by 2% | Play for 6 years | 35 | No Spoon | Rare | Increase defense absolute by 2% | Event: Earn 350 medals during the "Into the Matrix" | 36 | Red Pill | Epic | Increase tower health by 5% | Event: Earn 700 medals during the "Into the Matrix" | 37 | Dreamcatcher | Rare | Increase coins earned by 2% | Event: Earn 350 medals during the "Full Moon" | 38 | Spirit Wolf | Epic | Increase critical factor by 5% | Event: Earn 700 medals during the "Full Moon" | 39 | Bacteriophage | Rare | Increase tower damage by 2% | Event: Earn 350 medals during the "Viral Outbreak" | 40 | Neuron | Epic | Increase tower health by 5% | Event: Earn 700 medals during the "Viral Outbreak" | 41 | Ionized Plasma | Rare | Increase defense absolute by 2% | Event: Earn 350 medals during the "Plasma Returns" | 42 | Plasma Arc | Epic | Increase lab speed by 4% | Event: Earn 700 medals during the "Plasma Returns" | 43 | Honey Drop | Rare | Increase tower damage by 2% | Event: Earn 350 medals during the "Honey" | 44 | Stinger | Epic | Increase critical factor by 5% | Event: Earn 700 medals during the "Honey" | 45 | Aurora Vortex | Rare | Increase tower health by 2% | Event: Earn 350 medals during the "Aurora (II)" | 46 | Contained Ions | Epic | Increase defense absolute by 5% | Event: Earn 700 medals during the "Aurora (II)" | 47 | Alien Head | Rare | Increase coins earned by 2% | Event: Earn 350 medals during the "Aliens" | 48 | Alien Warp Drive | Epic | Increase damage / meter by 5% | Event: Earn 700 medals during the "Aliens" | 49 | Ancient Tome | Rare | Increase lab speed by 1.5% | Event: Earn 350 medals during the "Sands of Time" | 50 | Space Sundial | Epic | Increase tower damage by 5% | Event: Earn 700 medals during the "Sands of Time" | 51 | Spooky Bat | Rare | Increase critical factor by 2% | Event: Earn 350 medals during the "Halloween" | 52 | Man Skull | Epic | Increase tower health by 5% | Event: Earn 700 medals during the "Halloween" | 53 | Cherry | Rare | Increase defense absolute by 2% | Event: Earn 350 medals during the "Cherry Blossom" | 54 | Sakura Lantern | Epic | Increase coins earned by 5% | Event: Earn 700 medals during the "Cherry Blossom" | 55 | Tower Latte | Rare | Increase damage / meter by 2% | Event: Earn 350 medals during the "Autumn" | 56 | Pumpkin | Epic | Increase lab speed by 4% | Event: Earn 700 medals during the "Autumn" | 57 | Holy Joystick | Rare | Increase tower damage by 2% | Event: Earn 350 medals during the "Retro Arcade" | 58 | Controller | Epic | Increase critical factor by 5% | Event: Earn 700 medals during the "Retro Arcade" | 59 | Firework | Rare | Increase tower health by 2% | Event: Earn 350 medals during the "New Year" | 60 | Cheers | Epic | Increase defense absolute by 5% | Event: Earn 700 medals during the "New Year" | 61 | Palm Tree | Rare | Increase lab speed by 2% | Event: Earn 350 medals during the "Retrowave" | 62 | Pixel Cube Heart | Epic | Increase tower health by 5% | Event: Earn 700 medals during the "Retrowave" | 63 | Dark Sight | Rare | Increase damage / meter by 2% | Event: Earn 350 medals during the "Dark Strands" | 64 | Creepy Smile | Epic | Increase tower damage by 5% | Event: Earn 700 medals during the "Dark Strands" | 65 | Submarine | Rare | Increase critical factor by 2% | Event: Earn 350 medals during the "Deep Blue Sea" | 66 | The Kraken | Epic | Increase defense absolute by 5% | Event: Earn 700 medals during the "Deep Blue Sea" | 67 | Warp Gate | Rare | Increase coins earned by 2% | Event: Earn 350 medals during the "Faster Then Light" | 68 | Star Ship | Epic | Increase lab speed by 4% | Event: Earn 700 medals during the "Faster Then Light" | 69 | Barnacle | Rare | Increase tower health by 2% | Event: Earn 350 medals during the "Ocean Night" | 70 | Wave | Epic | Increase critical factor by 5% | Event: Earn 700 medals during the "Ocean Night" | 71 | Pizza | Rare | Increase tower damage by 2% | Event: Earn 350 medals during the "Invaders" | 72 | Illuminati | Epic | Increase defense absolute by 5% | Event: Earn 700 medals during the "Invaders" | 73 | Refraction Array | Rare | Increase coins earned by 2% | Event: Earn 350 medals during the "Prismatic Lines" | 74 | Prismatic Shard | Epic | Increase damage / meter by 5% | Event: Earn 700 medals during the "Prismatic Lines" | 75 | Hook | Rare | Increase damage / meter by 2% | Event: Earn 350 medals during the "Sunset Fishing" | 76 | Fish | Epic | Increase defense absolute by 5% | Event: Earn 700 medals during the "Sunset Fishing" | 77 | Cobweb | Rare | Increase tower health by 2% | Event: Earn 350 medals during the "Cobweb" | 78 | The Fly | Epic | Increase defense absolute by 5% | Event: Earn 700 medals during the "Cobweb" | 79 | Gale Winds | Rare | Increase coins earned by 5% | Event: Earn 350 medals during the "Into The Storm" | 80 | Flying House | Epic | Increase tower damage by 5% | Event: Earn 700 medals during the "Into The Storm" | 81 | Clip Ons | Rare | Increase critical factor by 2% | Event: Earn 350 medals during the "Into The Matrix" | 82 | Code Stream | Epic | Increase tower damage by 5% | Event: Earn 700 medals during the "Into The Matrix" | 83 | Rain Jacket | Rare | Increase tower health by 2% | Event: Earn 350 medals during the "Rainfall" | 84 | Cloud Lightning | Epic | Increase critical factor by 5% | Event: Earn 700 medals during the "Rainfall" | 85 | Rabies | Rare | Increase lab speed by 2% | Event: Earn 350 medals during the "Viral Outbreak (II)" | 86 | Ebola | Epic | Increase defense absolute by 5% | Event: Earn 700 medals during the "Viral Outbreak (II)" | 87 | Comet | Rare | Increase tower damage by 2% | Event: Earn 350 medals during the "Interstellar" | 88 | Planetary Rings | Epic | Increase critical factor by 5% | Event: Earn 700 medals during the "Interstellar" | 89 | Remote Control | Rare | Increase damage / meter by 2% | Event: Earn 350 medals during the "Tower's Channel" | 90 | Cathode Ray Tube | Epic | Increase coins earned by 5% | Event: Earn 700 medals during the "Tower's Channel" | 91 | Anubis | Rare | Increase coins earned by 2% | Event: Earn 350 medals during the "Sands of Time" | 92 | Sphinx | Epic | Increase tower damage by 5% | Event: Earn 700 medals during the "Sands of Time" | 93 | Lava Flow | Rare | Increase tower health by 2% | Event: Earn 350 medals during the "Volcano" | 94 | Ash Cloud | Epic | Increase defense absolute by 5% | Event: Earn 700 medals during the "Volcano" | 95 | Abduction Room | Rare | Increase tower health by 2% | Event: Earn 350 medals during the "Abduction" | 96 | Crop Circle | Epic | Increase critical factor by 5% | Event: Earn 700 medals during the "Abduction" | 97 | Acorn | Rare | Increase damage / meter by 2% | Event: Earn 350 medals during the "Autumn (II)" | 98 | Scarf | Epic | Increase defense absolute by 5% | Event: Earn 700 medals during the "Autumn (II)" | 99 | Cauldron | Rare | Increase lab speed by 2% | Event: Earn 350 medals during the "Halloween (II)" | 100 | Witch Hat | Epic | Increase tower damage by 5% | Event: Earn 700 medals during the "Halloween (II)" | 101 | Icicle | Rare | Increase tower damage by 2% | Event: Earn 350 medals during the "Snowstorm" | 102 | Sleigh Bell | Epic | Increase tower health by 5% | Event: Earn 700 medals during the "Snowstorm" | 103 | Koi Fish | Rare | Increase lab speed by 2% | Event: Earn 350 medals during the "Cherry Blossom (II)" | 104 | Bonsai Tree | Epic | Increase coins earned by 5% | Event: Earn 700 medals during the "Cherry Blossom (II)" | 105 | Tea Ceremony | Rare | Increase tower health by 2% | Purchase: 200 medals during the "Cherry Blossom (II)" | 106 | Kimono | Epic | Increase coins earned by 5% | Purchase: 500 medals during the "Cherry Blossom (II)" | 107 | Lunar Cat Paw | Rare | Increase critical chance by 1% | Event: Earn 350 medals during the "Meowy Night" | 108 | Pet Cat | Epic | Increase attack speed by 2% | Event: Earn 700 medals during the "Meowy Night" | 109 | Confetti Ball | Rare | Increase free attack upgrade by 1% | Event: Earn 700 medals during the "New Year (II)" | 110 | Party Mask | Epic | Increase ultimate damage by 5% | Event: Earn 350 medals during the "New Year (II)" | 111 | Summit Starlight | Rare | Increase lab speed by 2% | Event: Earn 350 medals during the "Howling Wolf (II)" | 112 | Mountain Goat | Epic | Increase tower health by 5% | Event: Earn 700 medals during the "Howling Wolf (II)" | 113 | Falling Apple | Rare | Increase free defense upgrade by 1% | Event: Earn 350 medals during the "Gravity" | 114 | 3 Body Solution | Epic | Increase super critical chance by 2% | Event: Earn 700 medals during the "Gravity" | 115 | Power Glove | Rare | Increase tower damage by 2% | Event: Earn 350 medals during the "Retro Arcade (II)" | 116 | Arcade Token | Epic | Increase bot range by 2m | Event: Earn 700 medals during the "Retro Arcade (II)" | 117 | Coral Crown | Rare | Increase health regen by 2% | Event: Earn 350 medals during the "Deep Blue Sea (II)" | 118 | Angler Fish | Epic | Increase thorns by 2% | Event: Earn 700 medals during the "Deep Blue Sea (II)" | 119 | Temporal Rift | Rare | Increase cash bonus by 2% | Event: Earn 350 medals during the "What Time Is It?" | 120 | Hourglass | Rare | Increase coins earned by 2% | Event Premium: Earn 550 medals during the "What Time Is It?" | 121 | Dream Clock | Epic | Increase orb speed by 2% | Event: Earn 700 medals during the "What Time is It?" | 122 | Time Compass | Epic | Increase attack speed by 2% | Event Premium: Earn 1100 medals during the "What Time is It?" | 123 | Throne | Rare | Increase tower health by 2% | Guild: Spend 75 tokens in Guild Season 1 | 124 | Crown | Epic | Increase critical factor by 5% | Guild: Spend 150 tokens in Guild Season 1 | 125 | Haunted Mirror | Rare | Decrease wall rebuild time by 2s | Event: Earn 350 medals during the "Dark Strands (II)" | 126 | Whispering Web | Rare | Increase free defense upgrade by 1% | Event Premium: Earn 550 medals during the "Dark Strands (II)" | 127 | Shadow Puppet | Epic | Increase super critical mult by 5% | Event: Earn 700 medals during the "Dark Strands (II)" | 128 | Cursed Candle | Epic | Increase super critical chance by 2% | Event Premium: Earn 1100 medals during the "Dark Strands (II)" | 129 | Pulsar Core | Rare | Increase recovery amount by 2% | Event: Earn 350 medals during the "Faster Than Light (II)" | 130 | Quantum Drive | Rare | Increase bot range by 1m | Event Premium: Earn 550 medals during the "Faster Than Light (II)" | 131 | Light Speedometer | Epic | Increase enemy attack level skip by 2% | Event: Earn 700 medals during the "Faster Than Light (II)" | 132 | Photon Blade | Epic | Increase tower damage by 2% | Event Premium: Earn 1100 medals during the "Faster Than Light (II)" | 133 | Bloom Burst | Rare | Increase cash bonus by 2% | Event: Earn 350 medals during the "Easter" | 134 | Mystic Bunny | Rare | Increase coins earned by 2% | Event Premium: Earn 550 medals during the "Easter" | 135 | Candy Core | Epic | Increase tower damage by 5% | Event: Earn 700 medals during the "Easter" | 136 | Magic Egg | Epic | Increase free attack upgrade by 2% | Event Premium: Earn 1100 medals during the "Easter" | 137 | Fancy Wires | Rare | Increase health regen by 2% | Guild: Spend 75 Tokens during the "Season 2" | 138 | Mech Head | Epic | Increase bot range by 2m | Guild: Spend 150 Tokens during the "Season 2" | 139 | Infinite Ruler | Rare | Increase free utility upgrade by 1% | Event: Earn 350 medals during the "Pi" | 140 | Pi Seal | Rare | Increase lab speed by 2% | Event Premium: Earn 550 medals during the "Pi" | 141 | Do While True | Epic | Increase orb speed by 5% | Event: Earn 700 medals during the "Pi" | 142 | Psychohistorian Brain | Epic | Increase super critical chance by 2% | Event Premium: Earn 1100 medals during the "Pi" | 143 | UFO Beam | Rare | Increase knockback force by 2% | Event: Earn 350 medals during the "Invaders (II)" | 144 | Abduction Signal | Rare | Increase critical factor by 2% | Event Premium: Earn 550 medals during the "Invaders (II)" | 145 | Alien Egg | Epic | Increase enemy health skip by 2% | Event: Earn 700 medals during the "Invaders (II)" | 146 | Monolith | Epic | Increase ultimate damage by 5% | Event Premium: Earn 1100 medals during the "Invaders (II)" | 147 | Honey Jar | Rare | Increase attack speed by 1% | Event: Earn 350 medals during the "Honey (II)" | 148 | Heavenly Sweet | Rare | Increase tower health by 2% | Event Premium: Earn 550 medals during the "Honey (II)" | 149 | Honey Society | Epic | Increase knockback force by 5% | Event: Earn 700 medals during the "Honey (II)" | 150 | The Queen | Epic | Increase coins earned by 5% | Event Premium: Earn 1100 medals during the "Honey (II)" | 151 | Duck | Rare | Increase ultimate damage by 2% | Event: Earn 350 medals during the "Koi Pond" | 152 | Grass | Rare | Increase free defense upgrade by 1% | Event Premium: Earn 550 medals during the "Koi Pond" | 153 | Wind | Epic | Increase damage / meter by 5% | Event: Earn 700 medals during the "Koi Pond" | 154 | Lilies | Epic | Increase recovery amount by 5% | Event Premium: Earn 1100 medals during the "Koi Pond" | 155 | Let's Mix | Rare | Increase coins earned by 2% | Guild: Spend 75 Tokens during the "Season 3" | 156 | Night Life | Epic | Increase attack speed by 2% | Guild: Spend 150 Tokens during the "Season 3" | 157 | Plasma Globe | Rare | Increase bot range by 1m | Event: Earn 350 medals during the "Plasma Returns (II)" | 158 | Plasma Vortex | Rare | Increase tower damage by 2% | Event Premium: Earn 550 medals during the "Plasma Returns (II)" | 159 | Plasma Cell | Epic | Increase critical chance by 2% | Event: Earn 700 medals during the "Plasma Returns (II)" | 160 | Plasma Chamber | Epic | Increase tower health by 5% | Event Premium: Earn 1100 medals during the "Plasma Returns (II)" | 161 | Floppy Disk | Rare | Increase free utility upgrade by 1% | Event: Earn 350 medals during the "Retrowave (III)" | 162 | Magic Cube | Rare | Increase critical factor by 2% | Event Premium: Earn 550 medals during the "Retrowave (II)" | 163 | Retro Camera | Epic | Increase health regen by 5% | Event: Earn 700 medals during the "Retrowave (III)" | 164 | Night City | Epic | Increase cash bonus by 5% | Event Premium: Earn 1100 medals during the "Retrowave (III)" | 165 | Safe Path | Rare | Increase tower damage by 2% | Event: Earn 350 medals during the "Camping" | 166 | Shining Light | Rare | Increase critical chance by 1% | Event Premium: Earn 550 medals during the "Camping" | 167 | Eternal Quest | Epic | Increase tower health by 5% | Event: Earn 700 medals during the "Camping" | 168 | Nature's Wrath | Epic | Increase orb speed by 5% | Event Premium: Earn 1100 medals during the "Camping" | 169 | Fisherman Set | Rare | Increase defense absolute by 2% | Event: Earn 350 medals during the "Sunset Fishing (II)" | 170 | Sunset Boat | Rare | Increase attack speed by 1% | Event Premium: Earn 550 medals during the "Sunset Fishing (II)" | 171 | Good Catch | Epic | Increase thorns by 2% | Event: Earn 700 medals during the "Sunset Fishing (II)" | 172 | River Of Plenty | Epic | Increase coins earned by 5% | Event Premium: Earn 1100 medals during the "Sunset Fishing (II)" | 173 | World Domination | Rare | Increase tower health by 2% | Guild: Spend 75 Tokens during the "Season 4" | 174 | Brave Heroes | Epic | Increase critical factor by 5% | Guild: Spend 150 Tokens during the "Season 4" | 175 | Model Training | Rare | Increase orb speed by 2% | Event: Earn 350 medals during the "Into the Matrix (III)" | 176 | Gnosis | Rare | Increase free defense upgrade by 1% | Event Premium: Earn 550 medals during the "Into the Matrix (III)" | 177 | Tower Agent | Epic | Increase damage / meter by 5% | Event: Earn 700 medals during the "Into the Matrix (III)" | 178 | Fake Reality | Epic | Increase ultimate damage by 5% | Event Premium: Earn 1100 medals during the "Into the Matrix (III)" | 179 | Rlyeh | Rare | Increase free attack upgrade by 1% | Event: Earn 350 medals during the "Cthulhu" | 180 | Madness Induced | Rare | Increase critical factor by 2% | Event Premium: Earn 550 medals during the "Cthulhu" | 181 | Cosmic Freedom | Epic | Increase health regen by 5% | Event: Earn 700 medals during the "Cthulhu" | 182 | Omniscience | Epic | Increase cash bonus by 5% | Event Premium: Earn 1100 medals during the "Cthulhu" | 183 | Breaking News | Rare | Increase bot range by 1m | Event: Earn 350 medals during the "Tower's Channel (II)" | 184 | Globalization | Rare | Increase tower damage by 2% | Event Premium: Earn 550 medals during the "Tower's Channel (II)" | 185 | No Signal | Epic | Increase critical chance by 2% | Event: Earn 700 medals during the "Tower's Channel (II)" | 186 | Antenna | Epic | Increase tower health by 5% | Event Premium: Earn 1100 medals during the "Tower's Channel (II)" | 187 | Brunch | Rare | Increase knockback force by 2% | Event: Earn 350 medals during the "Autumn (II)" | 188 | Dry leaves | Rare | Increase free attack upgrade by 1% | Event Premium: Earn 550 medals during the "Autumn (II)" | 189 | Glowing Mushrooms | Epic | Increase thorns by 2% | Event: Earn 700 medals during the "Autumn (II)" | 190 | Warm Clothes | Epic | Increase lab speed by 4% | Event Premium: Earn 1100 medals during the "Autumn (II)" | 191 | Blood Monster | Rare | Increase defense percent by 1% | Guild: Spend 75 tokens in Guild Season 5 | 192 | Glimpse of Despair | Epic | Increase critical factor by 5% | Guild: Spend 150 tokens in Guild Season 5 | 193 | Vr | Rare | Increase thorns by 1% | Event: Earn 350 medals during the "Cyberpunk" | 194 | Holographic Ads | Rare | Increase lab speed by 2% | Event Premium: Earn 550 medals during the "Cyberpunk" | 195 | Tech Weapon | Epic | Increase recovery amount by 5% | Event: Earn 700 medals during the "Cyberpunk" | 196 | Cybernetics | Epic | Increase critical chance by 2% | Event Premium: Earn 1100 medals during the "Cyberpunk" | 197 | Good Hunting | Rare | Increase cash bonus by 2% | Event: Earn 350 medals during the "Cobweb (III)" | 198 | Spider Vision | Rare | Increase orb speed by 2% | Event Premium: Earn 550 medals during the "Cobweb (III)" | 199 | Spider Poison | Epic | Increase ultimate damage by 5% | Event: Earn 700 medals during the "Cobweb (III)" | 200 | Spider Forest | Epic | Increase critical factor by 2% | Event Premium: Earn 1100 medals during the "Cobweb (III)" | 201 | Pinball | Rare | Increase defense absolute by 2% | Event: Earn 350 medals during the "Retro Arcade (III)" | 202 | To Infinity | Rare | Increase health regen by 2% | Event Premium: Earn 550 medals during the "Retro Arcade (III)" | 203 | Let's Play | Epic | Increase tower damage by 5% | Event: Earn 700 medals during the "Retro Arcade (III)" | 204 | Enemies | Epic | Increase coins earned by 5% | Event Premium: Earn 1100 medals during the "Retro Arcade (III)" | 205 | Explorer's Helmet | Rare | Increase tower health by 2% | Event: Earn 350 medals during the "Crystal Cave" | 206 | Miner's Tool | Rare | Increase defense percent by 1% | Event Premium: Earn 550 medals during the "Crystal Cave" | 207 | Crystals Bag | Epic | Increase knockback force by 5% | Event: Earn 700 medals during the "Crystal Cave" | 208 | Full Minecart | Epic | Increase bot range by 2m | Event Premium: Earn 1100 medals during the "Crystal Cave" | 209 | Star Path | Rare | Increase free attack upgrade by 2% | Guild: Spend 75 Tokens during the "Season 6" | 210 | Star Planet | Epic | Increase health regen by 5% | Guild: Spend 150 Tokens during the "Season 6" | 211 | Snow Globe | Rare | Increase recovery amount by 2% | Event: Earn 350 medals during the "Snowstorm (II)" | 212 | Snowflake | Epic | Increase damage / meter by 5% | Event: Earn 700 medals during the "Snowstorm (II)" | 213 | Winter Gloves | Rare | Increase thorns by 1% | Event Premium: Earn 550 medals during the "Snowstorm (II)" | 214 | Wreath | Epic | Increase tower damage by 5% | Event Premium: Earn 1100 medals during the "Snowstorm (II)" | 215 | Party Popper | Rare | Increase free attack upgrade by 1% | Event: Earn 350 medals during the "New Year (III)" | 216 | Firework Rocket | Epic | Increase free utility upgrade by 2% | Event: Earn 700 medals during the "New Year (III)" | 217 | Champagne | Rare | Increase attack speed by 1% | Event Premium: Earn 550 medals during the "New Year (III)" | 218 | Gift Box | Epic | Increase lab speed by 4% | Event Premium: Earn 1100 medals during the "New Year (III)" | 219 | Happiness Balloons | Rare | Increase defense absolute by 2% | Event: Earn 350 medals during the "Amusement Park" | 220 | Amazing Prizes | Epic | Increase thorns by 2% | Event: Earn 700 medals during the "Amusement Park" | 221 | Delicious Food | Rare | Increase cash bonus by 2% | Event Premium: Earn 550 medals during the "Amusement Park" | 222 | Carousel Of Joy | Epic | Increase coins earned by 5% | Event Premium: Earn 1100 medals during the "Amusement Park" | 223 | Sky's Curtain | Rare | Increase free defense upgrade by 1% | Event: Earn 350 medals during the "Aurora (III)" | 224 | Northern Mountains | Epic | Increase defense percent by 2% | Event: Earn 700 medals during the "Aurora (III)" | 225 | Solar Flare | Rare | Increase critical chance by 1% | Event Premium: Earn 550 medals during the "Aurora (III)" | 226 | Cosmic Impact | Epic | Increase orb speed by 5% | Event Premium: Earn 1100 medals during the "Aurora (III)" | 227 | Elemental Explosion | Rare | Increase rend armor mult by 2% | Guild: Spend 75 Tokens during the "Season 7" | 228 | Quasar | Epic | Increase tower health by 5% | Guild: Spend 150 Tokens during the "Season 7" | 229 | Sudden Attack | Rare | Increase health regen by 2% | Event: Earn 350 medals during the "Aliens (III)" | 230 | Crop Circles | Epic | Increase knockback force by 5% | Event: Earn 700 medals during the "Aliens (III)" | 231 | Alien Experiment | Rare | Increase bot range by 1m | Event Premium: Earn 550 medals during the "Aliens (III)" | 232 | Alien Implants | Epic | Increase ultimate damage by 5% | Event Premium: Earn 1100 medals during the "Aliens (III)" | 233 | Bouquet | Rare | Increase tower health by 2% | Event: Earn 350 medals during the "Valentine" | 234 | Lovely Gift | Epic | Increase knockback force by 5% | Event: Earn 700 medals during the "Valentine" | 235 | Love Letter | Rare | Increase damage / meter by 2% | Event Premium: Earn 550 medals during the "Valentine" | 236 | Pierced Heart | Epic | Increase ultimate damage by 5% | Event Premium: Earn 1100 medals during the "Valentine" | 237 | Lighthouse | Rare | Increase recovery amount by 2% | Event: Earn 350 medals during the "Ocean Night II" | 238 | Sailing At Night | Epic | Increase tower health by 5% | Event: Earn 700 medals during the "Ocean Night II" | 239 | Night Shark | Rare | Increase cash bonus by 2% | Event Premium: Earn 550 medals during the "Ocean Night II" | 240 | Moonlight | Epic | Increase critical factor by 5% | Event Premium: Earn 1100 medals during the "Ocean Night II" | 241 | Festival Lanterns | Rare | Increase knockback force by 2% | Event Premium: Earn 350 medals during the "Cherry Blossom (IV)" | 242 | Ramen | Epic | Increase free utility upgrade by 1% | Event Premium: Earn 550 medals during the "Cherry Blossom (IV)" | 243 | Forest Temple | Rare | Increase thorns by 2% | Event Premium: Earn 700 medals during the "Cherry Blossom (IV)" | 244 | Tori | Epic | Increase orb speed by 5% | Event Premium: Earn 1100 medals during the "Cherry Blossom (IV)" | 245 | Perfect Catch | Rare | Increase free utility upgrade by 1% | Guild: Spend 75 Tokens during the "Season 8" | 246 | Collector's Spirit | Epic | Increase tower damage by 5% | Guild: Spend 150 Tokens during the "Season 8" | 247 | Broken Security | Rare | Increase health regen by 2% | Event Premium: Earn 350 medals during the "Glitch" | 248 | Research Object | Epic | Increase tower damage by 2% | Event Premium: Earn 550 medals during the "Glitch" | 249 | Digital Disaster | Rare | Increase free defense upgrade by 2% | Event Premium: Earn 700 medals during the "Glitch" | 250 | Instability | Epic | Increase damage / meter by 5% | Event Premium: Earn 1100 medals during the "Glitch" | 251 | Ancient Times | Rare | Increase defense absolute by 2% | Event Premium: Earn 350 medals during the "What time is it? (II)" | 252 | Space Distortion | Epic | Increase attack speed by 1% | Event Premium: Earn 550 medals during the "What time is it? (II)" | 253 | Clock Tower | Rare | Increase cash bonus by 5% | Event Premium: Earn 700 medals during the "What time is it? (II)" | 254 | Time Travel | Epic | Increase critical chance by 2% | Event Premium: Earn 1100 medals during the "What time is it? (II)" | 255 | Nature's Fury | Rare | Increase defense percent by 1% | Event Premium: Earn 350 medals during the "Into the Storm event (II)" | 256 | Big Tornado | Epic | Increase damage / meter by 2% | Event Premium: Earn 550 medals during the "Into the Storm event (II)" | 257 | Natural Fire | Rare | Increase health regen by 5% | Event Premium: Earn 700 medals during the "Into the Storm event (II)" | 258 | Storm Planet | Epic | Increase lab speed by 4% | Event Premium: Earn 1100 medals during the "Into the Storm event (II)" | 259 | Synapse | Rare | Increase knockback force by 2% | Event Premium: Earn 350 medals during the "Neuron" | 260 | Neural Network | Epic | Increase coins earned by 2% | Event Premium: Earn 550 medals during the "Neuron" | 261 | Brain Net | Rare | Increase free utility upgrade by 2% | Event Premium: Earn 700 medals during the "Neuron" | 262 | Body Control | Epic | Increase ultimate damage by 5% | Event Premium: Earn 1100 medals during the "Neuron" | 263 | Viral Infection | Rare | Increase tower health by 2% | Event: Earn 350 medals during the "Viral Outbreak" | 264 | Immunization | Rare | Increase critical chance by 1% | Event Premium: Earn 550 medals during the "Viral Outbreak" | 265 | Personal Care | Epic | Increase tower health by 2% | Event: Earn 700 medals during the "Viral Outbreak" | 266 | Global Threat | Epic | Increase critical factor by 5% | Event Premium: Earn 1100 medals during the "Viral Outbreak" | 267 | Magic Cards | Rare | Increase free utility upgrade by 1% | Guild: Spend 75 Tokens during the "Season 9" | 268 | Dangerous Tricks | Epic | Increase attack speed by 2% | Guild: Spend 150 Tokens during the "Season 9" | 269 | Magma River | Rare | Increase cash bonus by 2% | Event: Earn 350 medals during the "Volcano" | 270 | Obsidian | Rare | Increase attack speed by 2% | Event Premium: Earn 550 medals during the "Volcano" | 271 | New Island | Epic | Increase free attack upgrade by 2% | Event: Earn 700 medals during the "Volcano" | 272 | Geological Activity | Epic | Increase tower damage by 5% | Event Premium: Earn 1100 medals during the "Volcano" | 273 | Big Party | Rare | Increase attack speed by 1% | Gift to commemorate 5th Anniversary | 274 | Celebration | Epic | Increase tower damage by 5% | Gift to commemorate 5th Anniversary | 275 | Mining Drone | Rare | Increase free attack upgrade by 1% | Event: Earn 350 medals during the "Meteor Shower" | 276 | Precious Minerals | Rare | Increase critical factor by 2% | Event Premium: Earn 550 medals during the "Meteor Shower" | 277 | Meteor Impact | Epic | Increase damage / meter by 5% | Event: Earn 700 medals during the "Meteor Shower" | 278 | Asteroid Belt | Epic | Increase health regen by 5% | Event Premium: Earn 1100 medals during the "Meteor Shower" | 279 | Prismatic Star | Rare | Increase recovery amount by 2% | Event: Earn 350 medals during the "Prismatic Lines" | 280 | Light Spectrum | Rare | Increase thorns by 1% | Event Premium: Earn 550 medals during the "Prismatic Lines" | 281 | Rainbow | Epic | Increase knockback force by 5% | Event: Earn 700 medals during the "Prismatic Lines" | 282 | Light Scattering | Epic | Increase attack speed by 2% | Event Premium: Earn 1100 medals during the "Meteor Shower" | 283 | Manta Ray | Rare | Increase attack speed by 1% | Guild: Spend 75 Tokens during the "Season 10" | 284 | Pearl Shell | Epic | Increase free attack upgrade by 2% | Guild: Spend 150 Tokens during the "Season 10" | 285 | Flying Object | Rare | Increase free utility upgrade by 1% | Event: Earn 350 medals during the "Interstellar" | 286 | Binary System | Rare | Increase orb speed by 2% | Event Premium: Earn 550 medals during the "Interstellar" | 287 | Space Nebula | Epic | Increase free defense upgrade by 2% | Event: Earn 700 medals during the "Interstellar" | 288 | Rogue Planet | Epic | Increase critical chance by 2% | Event Premium: Earn 1100 medals during the "Interstellar" ### Seasons URL: https://www.tower-hub.com/wiki/system/seasons The Tower runs on a repeating season structure. Each season gives you a fixed window to earn and spend seasonal currency before the cycle resets. #### Seasons Cycle Seasons run on an 8 week cycle. When a season ends, any seasonal tokens you have not spent are cashed out automatically, so there is no reason to hoard them past the final day. Bits, by contrast, carry over — you keep whatever you have earned and can continue building your balance into the next season. The practical takeaway is to plan your token spending before the season closes. Check the season timer as the end approaches and put remaining tokens toward whatever rewards matter most to you, since leaving them unspent means accepting the automatic cash-out instead. ### The Tower URL: https://www.tower-hub.com/wiki/system/the-tower The Tower is the blue hexagon sitting at the centre of your screen, and it is the thing every system in the game exists to support. It fights through waves of enemies, and your goal is to carry it as far as possible, whether that means reaching a higher tier or placing well in a tournament. To do that, you strengthen the tower in several different ways: upgrading its core stats like damage and defence, buying Ultimate Weapons, and picking up Perks. Each of these systems feeds into the others, so understanding how they fit together is the foundation of progressing in the game. #### Description The Tower is the blue hexagon in the middle of the screen, and it is the unit everything else revolves around. It has to survive and clear waves of enemies, and how far it gets determines your progress, whether you are climbing tiers or competing for a tournament ranking. The tower grows stronger through several distinct systems rather than a single upgrade path. You can raise its combat stats such as damage and defence, purchase Ultimate Weapons, and gain Perks, and each of these is covered in its own section below. #### Upgrading The Tower Upgrading your tower is what lets you push deeper into tiers and climb higher in rankings. A run only goes as far as your tower's stats allow, so investing in its strength is not optional if you want better results. That investment is split across multiple systems. Some upgrades are bought in the workshop, others are researched in the lab, and further power comes from cards, Ultimate Weapons and Perks. The sections that follow explain what each one does. #### Workshop Upgrades Workshop Upgrades are bought in the workshop, and they mirror the upgrades you can purchase during a run itself. Each workshop upgrade raises the minimum level of the corresponding in-run upgrade, so your tower starts every run from a stronger baseline instead of from zero. This means the workshop is where your long-term, persistent power comes from. The higher your workshop levels, the less ground you need to make up with in-run purchases before your tower becomes effective. #### Lab Upgrades Lab Upgrades are researched in the lab rather than bought in the workshop. They work alongside workshop upgrades in two ways: some improve the scaling of a workshop upgrade, such as how much value each level of Damage gives you, while others raise the maximum of an upgrade, such as increasing the cap on Max Interest. Because of this, the lab does not replace the workshop but multiplies its value. A workshop upgrade with strong lab research behind it performs far better than the same upgrade researched on its own. #### Cards Cards are items you obtain with Gems, and each one gives your tower an additional boost on top of its regular upgrades. You cannot equip all of them at once, though: the number you can bring into a run is limited by your maximum card slots. Cards also differ in how flexible they are during a run. Some are locked in once equipped and cannot be swapped out mid-run, while others can be changed freely, so it is worth knowing which is which before you commit to a setup. #### Ultimate Weapons Ultimate Weapons are powerful additions to your tower that you buy with Power Stones. Despite the name, they are not all strictly weapons: each one grants a distinct advantage, such as generating extra cash or firing missiles at your enemies. Because they cost Power Stones rather than coins or gems, they sit on their own progression track and are typically a longer-term investment than standard upgrades. #### Perks Perks are another source of extra advantages for your tower, but they are earned through play rather than bought. You receive one every 200 rounds during a run. Before perks can appear at all, they have to be researched in the lab first, so unlocking them is a lab priority if you want access to this steady stream of bonuses on longer runs. #### Lab: Super Tower Bonus Super Tower Bonus is a lab upgrade that becomes available through Milestones once you reach tier 8 wave 300. It raises the multiplier on the Super Tower card, making that card noticeably stronger once the research is underway. The lab has 30 levels in total, so it is a long research project rather than a quick unlock. The per-level values are listed in the table below. Level | Time | Cost | Value 1 | 0d 4h 59m | 2.00B | 1.03 2 | 0d 13h 21m | 3.01B | 1.06 3 | 0d 21h 53m | 4.07B | 1.09 4 | 1d 6h 54m | 5.33B | 1.12 5 | 1d 16h 49m | 6.97B | 1.15 6 | 2d 4h 6m | 9.26B | 1.18 7 | 2d 17h 17m | 12.53B | 1.21 8 | 3d 8h 58m | 17.13B | 1.24 9 | 4d 3h 49m | 23.51B | 1.27 10 | 5d 2h 31m | 32.14B | 1.30 11 | 6d 5h 49m | 43.55B | 1.33 12 | 7d 14h 30m | 58.32B | 1.36 13 | 9d 5h 23m | 77.08B | 1.39 14 | 11d 3h 21m | 100.50B | 1.42 15 | 13d 9h 18m | 129.31B | 1.45 16 | 16d 0h 9m | 164.27B | 1.48 17 | 19d 0h 54m | 206.20B | 1.51 18 | 22d 12h 32m | 255.96B | 1.54 19 | 26d 12h 6m | 314.45B | 1.57 20 | 31d 0h 40m | 382.60B | 1.60 21 | 36d 3h 19m | 461.42B | 1.63 22 | 41d 21h 12m | 551.94B | 1.66 23 | 48d 7h 27m | 655.21B | 1.69 24 | 55d 11h 16m | 772.37B | 1.72 25 | 63d 9h 50m | 904.56B | 1.75 26 | 72d 4h 25m | 1.05T | 1.78 27 | 81d 20h 17m | 1.22T | 1.81 28 | 92d 10h 41m | 1.40T | 1.84 29 | 104d 0h 58m | 1.61T | 1.87 30 | 116d 16h 28m | 1.83T | 1.90 ### The Tower - Idle Tower Defense Wiki URL: https://www.tower-hub.com/wiki/system/the-tower-idle-tower-defense-wiki This page summarises a minor year-end update for The Tower: Idle Tower Defense, rolled out on Android first with iOS following shortly after. The patch adds a new Toggles menu, reworks parts of the Labs interface, introduces two permanent tournament battle conditions, and delivers a long list of gameplay tweaks and bug fixes. The Settings menu's old Hit Texts button has been replaced by a new Toggles menu. Some existing options, including 120FPS and Cinematic of Idle, have moved into this menu, while Sound and Music stay in Settings. New toggles include Auto Pause in Menus, a Stone Confirmation (disabling it removes the confirmation prompt on stone purchases of 100 or more), a Gem Confirmation working the same way for gem purchases of 200 or more, a Ranged Enemy Shooting Line, Show Cinematic Gems, and a Brighter Spotlight. Auto Restart has also been removed from the end-of-round screen and now lives here for players who have unlocked that Vault upgrade. The Labs UI has been improved. Lab sliders are now real sliders, with minus and plus buttons on either side for incremental adjustments, and a new Slider filter on the Research selection screen lets you view every lab that uses one. A bug where some longer researches failed to tick properly has also been fixed; it was a floating-point issue that only showed up in certain cases. Tournaments gain two new permanent battle conditions, and the old Enemy Level Skip Reduction condition is being adjusted across all tournaments. The first new condition reduces enemy health and attack level skip chances by a percentage every set number of waves: the percentage starts at 1% and is modified by the generic Battle Condition Reduction lab, while the wave interval is set by the condition's level. The level is fixed per league rather than scaling during a run, working like More Bosses — Legends runs at level 80 (every 20 waves), Champion at 60 (every 40 waves), Platinum at 40 (every 60 waves), and Gold at 20 (every 80 waves). The second new condition multiplies enemy health and attack level skip chances by a factor tied to its level: x0.45 at level 55 in Legends, x0.6 at level 40 in Champion, x0.75 at level 25 in Platinum, and x0.9 at level 10 in Gold. This condition is affected by the existing Enemy Level Skip Reduction lab, now renamed the Skip Reduction Lab, and by both the generic and specific battle condition labs. The previous ELS Reduction condition has been rebranded as Skip Reduction - Subtract and removed from all tournaments, though it stays unchanged on the normal tiers where it already applied, and the Skip Reduction lab still affects it. Tier scaling in Champions and Legends also changes from 1/3/5/8/11/14 to 1/3/5/8/12/17. Gameplay changes include one additional gem-purchased card slot costing 10,000 gems, and tower immunity to all damage except Vampires while the Wall is active, which prevents future Wall tunneling issues. Second Wind now spawns the Wall and makes you invulnerable while its timer runs, and Nuke activation grants 15 seconds of invulnerability. The Vault's Damage Reduction node no longer applies while Intro Sprint is active, and the Critical Coin card now reliably applies to Black Hole and Thorns. Long runs spawn one extra Fleet every 1000 waves after the first instance, but when Fleets appear at later waves only one of them drops rewards that wave. All three enhancement discount labs now use cost * (1 - %) instead of cost / (1 + %), and Primordial Collapse no longer gives double benefit on the Wall and projectiles. Quality-of-life updates let you hide pop-up confirmations for the rest of a session, and the Boss Breakdown now includes a Pulsar Harvester stat showing the level reduction applied rather than only damage dealt. The in-run End Round button is now labelled Exit Battle with adjusted messaging, all menus can be viewed (but not changed) mid-run, and the boss stats menu always shows the most recently spawned boss. Card descriptions are better positioned on the selection screen, the Golden Tower VFX has been rewritten from scratch for performance, unclaimed Guild rewards are now mailed to your inventory, and a Support button has been added to the Login panel. Fixes address tournament notifications not appearing, incorrect tournament ranks in reward declarations, the Pick a Perk prompt lingering after perks are exhausted, an unintended interaction where equipping both Orbital Augment and Pulsar Harvester reduced Orbital Augment's damage, and the Lab notification bubble appearing before Lab is unlocked. For the following month, featured module banners rotate weekly by module type, boosting drop rates for all Epic modules of that type: Epic Core modules from December 21 to December 28, 2025, Epic Cannon modules from December 28 to January 4, Epic Generator modules from January 4 to January 11, and Epic Armor modules from January 11 to January 18, 2026, with each banner changing over at 4:00 PM. ### The Vault URL: https://www.tower-hub.com/wiki/system/the-vault The Vault is the late-game upgrade hub that appears on your home screen once you are promoted into the Legends League, and every upgrade in it is bought with Keys — a currency you only earn from Legends League placements. It used to hold two trees; since the 2026 expansion it holds three: Power (tower stats, 223 levels), Harmony (automation and quality of life, 67 levels) and the new Enemy tree (1,080 levels that weaken specific enemy types). The trees are organized into 15 groups; two are open from the start, the rest cost Keys to unlock before you can spend on their nodes. Maxing everything adds up to 73,022 Keys — 72,577 for the node levels themselves plus 445 for the group unlocks. #### How the Vault is organized Every tree is split into groups. A group has to be unlocked with Keys first (the price is in each table caption); after that each node inside it is levelled one Key purchase at a time. The "per level" column is what one level adds; "keys / level" is the price of each of those levels, and "max levels" is how far a node goes — all three read out of the 29.0.1 build itself. Power nodes are mostly 5 levels deep, Harmony nodes are single toggles or short ladders, and every Enemy node runs 30 levels at 25 Keys each — which is why the Enemy tree alone accounts for the bulk of the 73,022-Key total. Table: The three trees at a glance Tree | Groups | Nodes | Total levels | Group unlock costs Power | 4 | 47 | 223 | 25 Keys each Harmony | 7 | 35 | 67 | Gameplay free · Cards / UWs / Modules 5 · Bots / Workshop / Guardian 10 Enemy (new) | 4 | 36 | 1,080 | Simple free · Advanced 50 · Elites 100 · Fleets 150 #### Power tree Power is the tower-stat tree: attack, defense, economy (utility) and Ultimate Weapon boosts. Nearly every node gives +5% per level over 5 levels at 10 Keys a level; the exceptions — Defense %, Orbs, Shockwave Frequency, Death Defy, Wall Rebuild and the two enemy-skip nodes — are the ones worth planning around because they are either rarer stats or cost 20 Keys a level. Table: Attack (25 keys to unlock) Upgrade | Per level | Keys / level | Max levels Damage | +5% | 10 | 5 Attack Speed | +5% | 10 | 5 Critical Chance | +1% | 10 | 5 Crit Factor | +5% | 10 | 5 Damage / Meter | +5% | 10 | 5 Multishot Chance | +4% | 10 | 5 Rapid Fire Chance | +4% | 10 | 5 Bounce Shot Chance | +4% | 10 | 5 Super Crit Chance | +2% | 10 | 5 Super Crit Mult | +5% | 10 | 5 Rend Armor Chance | +4% | 10 | 5 Rend Armor Mult | +5% | 10 | 5 Table: Defense (25 keys to unlock) Upgrade | Per level | Keys / level | Max levels Health | +5% | 10 | 5 Health Regen | +5% | 10 | 5 Defense % | +0.5% | 20 | 3 Defense Absolute | +5% | 10 | 5 Thorn Damage | +5% | 10 | 5 Knockback Chance | +1% | 10 | 5 Knockback Force | +5% | 10 | 5 Orb Speed | +5% | 10 | 5 Orbs | +1 | 20 | 2 Shockwave Size | +5% | 10 | 5 Shockwave Frequency | -1s | 20 | 2 Death Defy | +2% | 20 | 5 Wall Health | +5% | 10 | 5 Wall Rebuild | -20s | 20 | 5 Table: Utility (25 keys to unlock) Upgrade | Per level | Keys / level | Max levels Cash Bonus | +5% | 10 | 5 Cash / Wave | +100% | 10 | 5 Coins / Kill | +5% | 10 | 5 Coins / Wave | +100% | 10 | 5 Free Attack Upgrade | +5% | 10 | 5 Free Defense Upgrade | +5% | 10 | 5 Free Utility Upgrade | +5% | 10 | 5 Interest / Wave | +100% | 10 | 5 Recovery Amount | +5% | 10 | 5 Max Recovery | +20% | 10 | 5 Enemy Attack Skip | +0.5% | 20 | 3 Enemy Health Skip | +0.5% | 20 | 3 Table: Ultimate Weapons (25 keys to unlock) Upgrade | Per level | Keys / level | Max levels Ultimate Damage | +5% | 5 | 5 Chain Lightning Damage | +5% | 10 | 5 Smart Missile Damage | +5% | 10 | 5 Death Wave Damage | +5% | 10 | 5 Inner Land Mine Damage | +5% | 10 | 5 Golden Tower Bonus | +1% | 10 | 5 Swamp Damage | +5% | 10 | 5 Spotlight Bonus | +5% | 10 | 5 Black Hole Size | +5% | 10 | 5 #### Harmony tree Harmony is the non-tower side: automation for cards and Ultimate Weapons, extra presets, respec discounts and sliders. Most nodes are single-purchase toggles. The two Bastion descriptions are the game's own English strings, read out of the 29.0.1 build; the rest are carried over from our earlier Vault write-up. Nodes marked — have no verified description yet. Table: Gameplay (unlocked from the start) Upgrade | What it does | Per level | Keys / level | Max levels Auto Restart Run | Automatically restart battles after being defeated. | — | 20 | 1 Ad Gem Stack | Ad gems can stack up [2,3,5]x | ×2 per level | 10 | 4 Damage Cap Slider | — | — | 25 | 1 Global Presets | — | +3 | 20 | 1 Table: Cards (5 keys to unlock) Upgrade | What it does | Per level | Keys / level | Max levels Additional Card Slot | — | +1 | 5 | 6 Charge Berserker | — | — | 5 | 1 Demon Mode Automation | Demon mode will activate when it's cooldown is complete. | — | 10 | 1 Smart Demon Mode Automation | Demon mode will activate to save the tower from a killing blow. | — | 25 | 1 Nuke Automation | Nuke will activate when it's cooled down is complete. | — | 10 | 1 Smart Nuke Automation | Nuke will activate to save the tower from a killing blow. | — | 25 | 1 Death Ray Toggle | — | — | 15 | 1 Spawn Accelerator Toggle | — | — | 20 | 1 Life Saving Ordering | — | — | 50 | 1 Energy Shield Restriction | — | — | 50 | 1 Bastion Automation | Bastion will activate when its cooldown is complete. | — | 10 | 1 Smart Bastion Automation | Bastion will activate to save the tower from a killing blow. | — | 25 | 1 Table: Ultimate Weapons (5 keys to unlock) Upgrade | What it does | Per level | Keys / level | Max levels Missile Barrage Automation | Missile Barrage will activate when its cooldown is complete. | — | 10 | 1 Smart Missile Barrage Automation | Missile Barrage will activate when the tower is hit. | — | 25 | 1 Black Hole Size Slider | — | — | 25 | 1 Swamp Range Slider | — | — | 25 | 1 Table: Modules (5 keys to unlock) Upgrade | What it does | Per level | Keys / level | Max levels Auto Shatter Rare Modules | Unlock a toggle to automatically shatter rare modules | — | 5 | 1 Daily Mission Shard Type | — | — | 10 | 1 Free Mission Reroll | Unlimited free mission rerolls | — | 15 | 1 Module Reroll Discount | — | +2.5% | 5 | 8 Module Presets | — | +3 | 20 | 1 Table: Bots (10 keys to unlock) Upgrade | What it does | Per level | Keys / level | Max levels Bot Respec Discount | Gem discount on bot respecs. | +33% | 5 | 3 Bot Presets | +3 bot presets and removes bot respec limits | +3 | 20 | 1 Bot Range | — | +2m | 10 | 4 Bot Cooldown Sliders | Add a slider to adjust each bots cooldown. | — | 15 | 1 Table: Workshop (10 keys to unlock) Upgrade | What it does | Per level | Keys / level | Max levels Workshop Respec Discount | — | +33% | 5 | 3 Workshop Presets | +5 workshop presets | +3 | 20 | 1 Enhancements Discount | — | +2.5% | 2 | 9 Workshop Orb Adjuster | Adjust the range where workshop orbs orbit the tower | — | 15 | 1 Table: Guardian (10 keys to unlock) Upgrade | What it does | Per level | Keys / level | Max levels Guardian Respec Discount | — | +33% | 5 | 3 Guardian Presets | — | +3 | 20 | 1 #### Enemy tree (new) The Enemy tree is the expansion's big addition: 36 nodes that shave 1% per level off a specific enemy type's attack, health, speed, range or radius (plus a few positive ones — Basic Coin Bonus, Boss Common Drop Chance, Saboteur Miss Chance). Every node has 30 levels at 25 Keys each, so a single maxed node is 750 Keys and a full group is 6,750 before the group unlock. Groups follow the enemy roster: Simple, Advanced, Elites and Fleets. Table: Simple (unlocked from the start) Upgrade | Per level | Keys / level | Max levels Basic Attack | -1% | 25 | 30 Basic Health | -1% | 25 | 30 Basic Coin Bonus | +0.01 | 25 | 30 Fast Attack | -1% | 25 | 30 Fast Health | -1% | 25 | 30 Fast Speed | -1% | 25 | 30 Tank Attack | -1% | 25 | 30 Tank Health | -1% | 25 | 30 Tank Mass | -1% | 25 | 30 Table: Advanced (50 keys to unlock) Upgrade | Per level | Keys / level | Max levels Boss Attack | -1% | 25 | 30 Boss Health | -1% | 25 | 30 Boss Common Drop Chance | +0.1% | 25 | 30 Ranged Attack | -1% | 25 | 30 Ranged Health | -1% | 25 | 30 Ranged Attack Range | -1% | 25 | 30 Protector Attack | -1% | 25 | 30 Protector Health | -1% | 25 | 30 Protector Radius | -1% | 25 | 30 Table: Elites (100 keys to unlock) Upgrade | Per level | Keys / level | Max levels Vampire Attack | -1% | 25 | 30 Vampire Health | -1% | 25 | 30 Vampire Attack Speed | -1% | 25 | 30 Scatter Attack | -1% | 25 | 30 Scatter Health | -1% | 25 | 30 Scatter Attack Speed | -1% | 25 | 30 Ray Attack | -1% | 25 | 30 Ray Health | -1% | 25 | 30 Ray Attack Speed | -1% | 25 | 30 Table: Fleets (150 keys to unlock) Upgrade | Per level | Keys / level | Max levels Saboteur Attack Speed | -1% | 25 | 30 Saboteur Health | -1% | 25 | 30 Saboteur Miss Chance | +1% | 25 | 30 Commander Pulse Effect | -1% | 25 | 30 Commander Health | -1% | 25 | 30 Commander Pulse Speed | -1% | 25 | 30 Overcharge Attack | -1% | 25 | 30 Overcharge Health | -1% | 25 | 30 Overcharge Attack Exponent | -1% | 25 | 30 #### Where the Keys come from Keys are only awarded for Legends League tournament placements — there is no other source, which is why the Vault is paced by how often you place and how high. See the Keys page for the placement table, and the Legend battle conditions guide for what those tournaments look like. #### FAQ **How many Keys does it take to max the Vault?** 73,022 Keys across all three trees — 72,577 for the node levels and 445 for the group unlocks. The Enemy tree is 59,832 of that, by far the largest share. **What is new in the Vault?** The Enemy tree (36 nodes, 1,080 levels) and a group structure with unlock costs; Harmony also gained new automation and slider nodes such as the Damage Cap Slider, Black Hole Size Slider and Life Saving Ordering. Version 29 added two more Harmony nodes — Bastion Automation and Smart Bastion Automation — for the new Bastion card. **Which Vault upgrades should I buy first?** The automation toggles in Harmony are cheap (5–25 Keys) and change how you play immediately; in Power the 10-Key +5% nodes are the efficient bulk, and the Enemy tree is the long-term sink. ### Themes Menu URL: https://www.tower-hub.com/wiki/system/themes-menu The Themes Menu, often just called skins, is where you customise how your game looks and sounds. You can swap your tower's appearance, change the background, pick different music, and check which relics you have collected. Every cosmetic you unlock adds a permanent boost to your coin earnings, even when you are not using it. This makes collecting themes a practical way to increase your income over time. #### Description The Themes Menu, often just called skins, is where you customise how your game looks and sounds. You can swap your tower's appearance, change the background, pick different music, and check which relics you have collected. Every cosmetic you unlock adds a permanent boost to your coin earnings, even when you are not using it. This makes collecting themes a practical way to increase your income over time. #### Themes Four cosmetic categories exist: Tower, Background, Menu, and Guardian. Each one grants a coin bonus that stays active permanently, regardless of whether you have the skin equipped. You can pick specific looks from the Tower and Background submenus, or use the randomise option to let the game choose for you. #### Tower Themes These change how your tower looks during rounds. You can unlock them by reaching wave 2,500 on any tier through Milestones, or buy them during special events. Each tower skin you own adds 0.4% to your passive coin earnings. #### Background Themes These alter the backdrop behind your tower. They are only available by purchasing them during events. Owning a background theme boosts your coins by 0.8% each. #### Menu Themes These reskin the game's interface and menus. You buy them using Guild currency. Every menu theme in your collection provides a 0.6% coin bonus. #### Guardian Themes These change the appearance of your Guardian companion. Like menu themes, they are purchased through the Guild. Each one you own adds another 0.6% to your coin multiplier. #### Passive Coin Bonus Calculation All theme bonuses stack together additively into one cumulative multiplier. You can see your current total displayed in the tier multiplier menu. The game works it out by taking your base value of 1, then adding 0.004 for every tower theme, 0.008 for every background theme, and 0.006 for each menu and guardian theme you possess. #### Milestone Themes Theme | Free/Paid Shurken | Free Donut | Paid Yin-Yang | Free Smile | Free Butterfly | Paid Sheep | Free Fried Egg | Free Mush-mush Skin | Paid Turtle | Free Cheese | Free Cat | Paid Skull | Free Creepy Clown | Free Panda | Paid Tech Tree | Free Cactus | Free Dragon | Paid Rhino | Free Atomic | Free Cyber | Paid Eclipse | Free #### Event Themes The table below lists both tower and background skins that have been available during past events. Theme | Rerun Interstellar | Yes Volcano | Yes Plasma | Yes Honeycomb | Yes Aurora | Yes Alien | Yes Ocean Night | Yes Sakura | Yes Easter | Yes Retrowave | Yes Prismatic Lines | Yes Cobweb | Yes Matrix | Yes Virus Field | Yes Mountain Night | Yes Sandstorm | Yes Autumn Forest | Yes Haunted House | Yes Arcade | Yes New Years | Yes Dark Strands | Yes Deep Blue Sea | Yes Hyper Space | Yes Invasion | Yes Sunset River | Yes Hurricane | No Rainfall | No TV wall | Yes Abduction | No Snowstorm | Yes Forest of Cats | No Event Horizon | No Clock Tower | No Pi Disk | No Koi Pond | No Camping | No Cthulu | No Cyberpunk | No Crystal Cave | No #### Guild Themes The chart shows which themes are available in the guild shop during the current season. Guild Season | Tower | Background | Menu | Profile | Guardian | Rerun? 1 | Crown | Throne Room | Dark Being | | Butter | no 2 | Mech Warrior | Mech world | Mech world | Mech world | Muse, Finn | no 3 | DJ | Party | Party | Party | Nyra, Rolo | no 4 | Pixel Soldier | Pixel Alien War | Pixel Alien War | Pixel Alien War | Glenn, Zepe | no 5 | Restless Eye | Crimson Horror | Crimson Horror | Crimson Horror | Iris, Silk | no 6 | Shining Star | Cozy Cosmos | Cozy Cosmos | Cozy Cosmos | Mickey, Gaia | no 7 | Space Telescope | Supernova | Supernova | Supernova | Arwing, Frank | no 8 | Bear | Claw Machine | Claw Machine | Claw Machine | Earl, Mei | no #### Songs The Song submenu sits inside the Themes area. Here you can pick which tracks play during your rounds, and it also gives you another place to mute the game's audio entirely. #### Relics This submenu shows every relic you have unlocked and displays the total bonuses they provide. For full details on how relics work, see the Relics page. #### Guild Seasons Guild Season | Tower | Background | Menu | Guardian | Rerun? 1 | Crown | Throne Room | Dark Being | Butter | no ### Tickets URL: https://www.tower-hub.com/wiki/system/tickets Tickets are a special currency used exclusively for Tournaments. Unlike Coins or Gems, they aren't used for upgrades; their sole purpose is to grant you entry into competitive play. #### Description Tickets function as the entry fee for Tournament Battles. Every time you wish to participate in a Battle within a Tournament, you must spend one Ticket. Without a Ticket, you cannot join the fight, making them essential if you want to climb the ranks and earn rewards. #### Getting Tickets You receive one Ticket automatically every time a new Tournament begins, ensuring you can always participate at least once. If you wish to fight more Battles than your free Ticket allows, you have two options to acquire more: you can watch a video advertisement, or you can purchase a Ticket directly for 10 Gems. ### Tiers URL: https://www.tower-hub.com/wiki/system/tiers Tiers are the difficulty levels of The Tower: Idle Tower Defense. The game has 24 tiers in total, and climbing to a higher tier means facing tougher waves for greater rewards. #### Description Tiers represent the difficulty of the game, ranging from tier 1 up to tier 24. You unlock the next tier through Milestones by reaching 100 waves on your current tier. The requirement increases at the top end: tiers 16 through 21 each ask for 300 waves on the previous tier before they open up. #### List of Tiers From tier 14 onwards, tiers also carry battle conditions, much like the ones you see in tournaments. The difference is that these conditions are static rather than rotating. The table below lists every tier along with the battle conditions that apply to it. Tier | Coin Bonus | Battle Conditions 1 | 1 | None 2 | 1.8 | None 3 | 2.6 | None 4 | 3.4 | None 5 | 4.2 | None 6 | 5 | None 7 | 5.8 | None 8 | 6.6 | None 9 | 7.5 | None 10 | 8.7 | None 11 | 10.3 | None 12 | 12.2 | None 13 | 14.7 | None 14 | 17.6 | Orb Resistance Lvl 50 Death Ray Resistance Lvl 50 Thorns Resistance Lvl 20 Plasma Cannon Resistance Lvl 20 More Bosses Lvl 1 ELS Reduction Lvl 5 15 | 21.3 | Orb Resistance Lvl 60 Death Ray Resistance Lvl 60 Thorns Resistance Lvl 30 Knockback Resistance Lvl 40 Armored Enemies Lvl 10 Plasma Cannon Resistance Lvl 30 More Bosses Lvl 2 ELS Reduction Lvl 10 16 | 25.2 | Orb Resistance Lvl 70 Death Ray Resistance Lvl 70 Thorns Resistance Lvl 40 Knockback Resistance Lvl 50 Armored Enemies Lvl 20 Plasma Cannon Resistance Lvl 40 Protector's Ultimate Lvl 20 More Bosses Lvl 3 ELS Reduction Lvl 15 17 | 29.1 | Orb Resistance Lvl 80 Death Ray Resistance Lvl 80 Thorns Resistance Lvl 50 Knockback Resistance Lvl 60 Armored Enemies Lvl 30 Plasma Cannon Resistance Lvl 50 Protector's Ultimate Lvl 35 Tank's Ultimate Lvl 20 More Bosses Lvl 3 ELS Reduction Lvl 20 18 | 33.0 | Orb Resistance Lvl 90 Death Ray Resistance Lvl 90 Thorns Resistance Lvl 60 Knockback Resistance Lvl 70 Armored Enemies Lvl 40 Plasma Cannon Resistance Lvl 60 Protector's Ultimate Lvl 50 Tank's Ultimate Lvl 35 Scatter Ultimate Lvl 20 Ray Ultimate Lvl 20 Vampire Ultimate Lvl 20 More Bosses Lvl 5 ELS Reduction Lvl 25 19 | 40 | Orb Resistance Lvl 95 Death Ray Resistance Lvl 95 Thorns Resistance Lvl 70 Knockback Resistance Lvl 80 Armored Enemies Lvl 50 Plasma Cannon Resistance Lvl 70 Protector's Ultimate Lvl 65 Tank's Ultimate Lvl 50 Scatter Ultimate Lvl 35 Ray Ultimate Lvl 35 Vampire Ultimate Lvl 35 More Bosses Lvl 5 ELS Reduction Lvl 30 Fast's Ultimate lvl 20 20 | 48 | Orb Resistance Lvl 95 Death Ray Resistance Lvl 95 Thorns Resistance Lvl 80 Knockback Resistance Lvl 90 Armored Enemies Lvl 60 Plasma Cannon Resistance Lvl 80 Protector's Ultimate Lvl 80 Tank's Ultimate Lvl 65 Scatter Ultimate Lvl 50 Ray Ultimate Lvl 50 Vampire Ultimate Lvl 50 More Bosses Lvl 5 ELS Reduction Lvl 35 Fast's Ultimate Lvl 35 Boss Ultimate Lvl 20 21 | 60 | Orb Resistance Lvl 95 Death Ray Resistance Lvl 95 Thorns Resistance Lvl 90 Knockback Resistance Lvl 95 Armored Enemies Lvl 70 Plasma Cannon Resistance Lvl 90 Protector's Ultimate Lvl 95 Tank's Ultimate Lvl 80 Scatter Ultimate Lvl 65 Ray Ultimate Lvl 65 Vampire Ultimate Lvl 65 More Bosses Lvl 5 ELS Reduction Lvl 40 Fast's Ultimate Lvl 50 Boss Ultimate Lvl 35 Basic's Ultimate Lvl 20 Mass Enforcement Lvl 1 #### List of Battle conditions The table below shows the battle conditions in effect for each tier from tier 14 upward. Because these conditions are fixed, you can plan your build around them before pushing into a new tier. Name | Description | Appears In (TBD) Death Ray Resistance | Instead of destroying enemies, death ray deals x% enemy health as damage | Tiers/Tournament Thorns Resistance | Thorns Deals x% damage | Tiers/Tournament Enemy Attack Speed | Enemy attack speed is increased by x% | Tiers/Tournament Knockback Resistance | Knockback force applies to enemies is reduced by x% | Tiers/Tournament Plasma Cannon Resistance | Plasma Cannon deals x% of normal damage | Tiers/Tournament More Enemies | x% more enemies spawn | Tiers/Tournament Orb Resistance | Instead of destroying enemies, orbs deal x% enemy health as damage | Tiers/Tournament More Bosses | Bosses spawn every x waves instead of 10 | Tiers/Tournament More Fleet | An additional fleet spawns every x waves. | Tiers (Overheat) Enemy Speed | Enemies move x% faster | Tiers/Tournament Armored Enemies | Enemies block the first x hits | Tiers/Tournament Energy Shields Down | Energy Shield recharge time is increased by x% | Tiers/Tournament Death Defy Down | Death Defy chance is reduced by x% | Tiers/Tournament Ultimate Weapon Durations | Reduce the durations of Chrono Field, Golden Tower, Poison Swamp, and Black Hole by Xs | Tiers/Tournament Protector's Ultimate | Protector shields give knockback, shockwave, and black hole damage immunity (Xs Duration / Xs Cooldown) | Tiers/Tournament Tank's Ultimate | Tanks behave like bosses but stop moving once inside tower range (Xs Duration / Xs Cooldown) | Tiers/Tournament Basic's Ultimate | Basics have a chance to spawn as different enemies (X% fast, X% tank, X% ranged, X% boss, X% protector) | Tiers/Tournament Boss's Ultimate | Bosses receive a boost of health when they spawn, overhealing them by X% | Tiers/Tournament Ranged Ultimate | Ranged enemies projectiles disable the tower from firing for Xs | Tiers(?)/Tournament Fast's Ultimate | Fasts buff up to X nearby enemies to match their speed | Tiers/Tournament Scatter Ultimate | Scatter children have x% more health | Tiers Ray Ultimate | Ray shoots x% faster | Tiers Vampire Ultimate | Vampire drains x% faster | Tiers Mass Enforcement | Surviving enemies mass increases by {x}% per wave they are alive. 2% at Lvl 1 | Tiers/Tournament Skip Decay | Enemy health and attack level skip chances are reduced by [VAL]% every [N] waves | Tiers (Overheat)/Tournament Skip Reduction - Multiply | Enemy health and attack level skip chances are multiplied by x.[VAL] | Tournament Skip Reduction - Subtract | Enemy health and attack level skip chances are subtracted by X% | Tiers Commander's Ultimate | On Pulse in Tower Range: Lowers Attack and Health of the Tower by 1 for the remainder of the run. | Tiers Overcharge's Ultimate | Overcharge's returning projectile scaling increases by +X | Tiers Saboteur's Ultimate | Saboteur has a x% chance to attack through the Wall. | Tiers ### Tournaments URL: https://www.tower-hub.com/wiki/system/tournaments Tournaments are competitive events where you and 29 other players in the same league each submit a run, and your highest wave decides your placement. Finishing well pays out Gems and Power Stones — the main way to earn the stones you need for Ultimate Weapons — and the top league also awards Keys for Vault upgrades. There are six leagues: Copper, Silver, Gold, Platinum, Champion and Legend. Higher leagues mean tougher enemy scaling, more battle conditions, and better rewards. #### Description A tournament brackets you with 30 players from your league, and everyone is ranked by the highest wave they reach. Payouts are Gems and Power Stones based on your final position, with Legend league adding Keys on top. Since Power Stones buy Ultimate Weapons, tournaments are their primary source, so placing well here directly speeds up your long-term progression. #### Entering A Tournament Tournaments unlock through Milestones at tier 1 wave 60. Entering costs 1 Tournament Ticket per run, and the highest wave of that run is what gets submitted. Your wave total is compared against the rest of the bracket to set your position and rewards. You cannot join a tournament while a run is active, so finish or end your current run first. Tournaments run every Wednesday and Saturday at 0:00 AM UTC. #### Getting Tickets You receive one free ticket each time a tournament begins. If you want more attempts, extra tickets come from watching an ad or paying gems — 10 gems for the first, with the price rising by another 10 gems for each additional ticket you buy. #### Promoting As of v25, the top 4 finishers in each bracket move up to the next league. From Platinum onward, the bottom 6 are demoted to the league below. Copper, Silver and Gold are protected tiers — once you have climbed out of Copper or Silver, you cannot be dropped back into them. #### Tournament Difficulty Leagues are described as "tier +", where the plus signals that enemies scale harder than they do in the normal tier of the same name. Two things create that extra difficulty: enemy stats ramp up faster, and Heat (Battle Conditions) adds modifiers on top. #### Enemy Stat Scaling Each league sits between two normal tiers in raw stats. Copper is harder than Tier 1 but easier than Tier 2, and the pattern continues up to Champion, which lands between Tier 11 and Tier 12. Every stat scales faster than usual, including enemy mass — which affects knockback — and enemy speed. #### Battle Conditions Every league except Copper applies Heat, a set of modifiers that make tournament runs play differently from normal ones. Heat starts weak and grows stronger as you clear waves, hitting full strength at wave 1000. The exception is the "More bosses" condition, which is an Overheat effect — it stays fixed rather than scaling with waves. Copper spawns a boss every 10 waves, Silver every 9, Gold every 8, and so on down to every 5 waves in Legend. #### List of Battle conditions From Platinum up, either the Death Defy or Energy Shield condition is always active. On top of that, Silver adds one random battle condition, Gold adds two, and the count rises by one per league until Legend, which runs five at once. Gold, Platinum, Champion and Legend also always carry the Enemy Level Skip condition at 10%, 20%, 30% and 50% respectively. The table below lists every battle condition. Name | Description | Appears In (TBD) Death Ray Resistance | Instead of destroying enemies, death ray deals x% enemy health as damage | Tiers/Tournament Thorns Resistance | Thorns Deals x% damage | Tiers/Tournament Enemy Attack Speed | Enemy attack speed is increased by x% | Tiers/Tournament Knockback Resistance | Knockback force applies to enemies is reduced by x% | Tiers/Tournament Plasma Cannon Resistance | Plasma Cannon deals x% of normal damage | Tiers/Tournament More Enemies | x% more enemies spawn | Tiers/Tournament Orb Resistance | Instead of destroying enemies, orbs deal x% enemy health as damage | Tiers/Tournament More Bosses | Bosses spawn every x waves instead of 10 | Tiers/Tournament More Fleet | An additional fleet spawns every x waves. | Tiers (Overheat) Enemy Speed | Enemies move x% faster | Tiers/Tournament Armored Enemies | Enemies block the first x hits | Tiers/Tournament Energy Shields Down | Energy Shield recharge time is increased by x% | Tiers/Tournament Death Defy Down | Death Defy chance is reduced by x% | Tiers/Tournament Ultimate Weapon Durations | Reduce the durations of Chrono Field, Golden Tower, Poison Swamp, and Black Hole by Xs | Tiers/Tournament Protector's Ultimate | Protector shields give knockback, shockwave, and black hole damage immunity (Xs Duration / Xs Cooldown) | Tiers/Tournament Tank's Ultimate | Tanks behave like bosses but stop moving once inside tower range (Xs Duration / Xs Cooldown) | Tiers/Tournament Basic's Ultimate | Basics have a chance to spawn as different enemies (X% fast, X% tank, X% ranged, X% boss, X% protector) | Tiers/Tournament Boss's Ultimate | Bosses receive a boost of health when they spawn, overhealing them by X% | Tiers/Tournament Ranged Ultimate | Ranged enemies projectiles disable the tower from firing for Xs | Tiers(?)/Tournament Fast's Ultimate | Fasts buff up to X nearby enemies to match their speed | Tiers/Tournament Scatter Ultimate | Scatter children have x% more health | Tiers Ray Ultimate | Ray shoots x% faster | Tiers Vampire Ultimate | Vampire drains x% faster | Tiers Mass Enforcement | Surviving enemies mass increases by {x}% per wave they are alive. 2% at Lvl 1 | Tiers/Tournament Skip Decay | Enemy health and attack level skip chances are reduced by [VAL]% every [N] waves | Tiers (Overheat)/Tournament Skip Reduction - Multiply | Enemy health and attack level skip chances are multiplied by x.[VAL] | Tournament Skip Reduction - Subtract | Enemy health and attack level skip chances are subtracted by X% | Tiers Commander's Ultimate | On Pulse in Tower Range: Lowers Attack and Health of the Tower by 1 for the remainder of the run. | Tiers Overcharge's Ultimate | Overcharge's returning projectile scaling increases by +X | Tiers Saboteur's Ultimate | Saboteur has a x% chance to attack through the Wall. | Tiers #### Rewards Ties are resolved in favour of the lower placement: if players finish level on waves, every tied player receives the rewards of the lowest rank among them. #### Copper Rewards Copper pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown. Rank | Gems | Stones 1 | 100 | 20 2 | 80 | 18 3 - 4 | 65 | 16 5 - 6 | 50 | 12 7 - 8 | 45 | 10 9 - 10 | 40 | 9 11 - 12 | 30 | 8 13 - 15 | 20 | 7 16 - 22 | 15 | 6 23 - 30 | 10 | 5 #### Silver Rewards Silver pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown. Rank | Gems | Stones 1 | 200 | 40 2 | 150 | 35 3 - 4 | 100 | 30 5 - 6 | 75 | 20 7 - 8 | 65 | 19 9 - 10 | 60 | 18 11 - 12 | 55 | 17 13 - 15 | 50 | 16 16 - 22 | 45 | 14 23 - 30 | 40 | 12 #### Gold Rewards Gold pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown. Rank | Gems | Stones 1 | 300 | 80 2 | 250 | 70 3 - 4 | 200 | 60 5 - 6 | 150 | 40 7 - 8 | 125 | 30 9 - 10 | 100 | 28 11 - 12 | 90 | 26 13 - 15 | 80 | 24 16 - 22 | 70 | 22 23 - 30 | 50 | 20 #### Platinum Rewards Platinum pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown. Rank | Gems | Stones 1 | 400 | 160 2 | 350 | 140 3 - 4 | 300 | 120 5 - 6 | 250 | 70 7 - 8 | 225 | 65 9 - 10 | 200 | 60 11 - 12 | 175 | 56 13 - 15 | 150 | 53 16 - 24 | 125 | 50 25 - 30 | 100 | 20 #### Champion Rewards Champion pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown. Rank | Gems | Stones 1 | 600 | 320 2 | 500 | 300 3-4 | 400 | 280 5-6 | 350 | 200 7-8 | 325 | 175 9-10 | 300 | 150 11-12 | 275 | 125 13-15 | 250 | 100 16-24 | 200 | 90 25-30 | 150 | 20 #### Legend Rewards Legend adds Keys to the usual Gem and Power Stone payouts. Keys are spent on Tech Tree upgrades in the Vault, which makes Legend placement valuable beyond the standard currencies. The table below shows the per-rank rewards. Rank | Gems | Stones | Keys 1 | 800 | 425 | 25 2 | 700 | 400 | 20 3 - 4 | 600 | 375 | 15 5 - 6 | 500 | 350 | 10 7 - 8 | 475 | 325 | 8 9 - 10 | 450 | 300 | 6 11 - 12 | 425 | 275 | 4 13 - 15 | 400 | 250 | 2 16 - 24 | 375 | 225 | 0 25 - 30 | 200 | 120 | 0 #### Lab: Battle Condition Reduction This lab unlocks at Tier 18 Wave 1000 and reduces the effect of all active battle conditions by a percentage per level, across 10 levels. It does not apply to the Ultimate Weapon Duration battle condition. The table below shows the reduction per level. Level | Time | Cost | Value 1 | 16d 16h 0m 0s | 1.00q | 2 2 | 33d 8h 0m 0s | 2.10q | 4 3 | 50d 0h 0m 0s | 4.20q | 6 4 | 66d 16h 0m 0s | 8.6q | 8 5 | 83d 8h 0m 0s | 17.7q | 10 6 | 100d 0h 10m 0s | 36.2q | 12 7 | 116d 16h 0m 0s | 74.2q | 14 8 | 133d 8h 0m 0s | 152.2q | 16 9 | 150d 0h 0m 0s | 311.9q | 18 10 | 166d 16h 0m 0s | 639.4q | 20 #### Lab: Battle Conditions Group 1 Unlocked at Tier 19 Wave 100. Each battle condition in this group has its own lab that reduces that condition's effect by a percentage per level, with 20 levels each. The group covers Knockback Resistance, Thorns Resistance, Orb Resistance, Plasma Cannon Resistance and Death Ray Resistance. Level | Time | Cost(Q) | Value 1 | 13d 11h 59m | 0.2 | 1% 2 | 26d 23h 58m | 0.4 | 2% 3 | 40d 11h 57m | 0.6 | 3% 4 | 53d 23h 56m | 0.8 | 4% 5 | 67d 11h 55m | 1 | 5% 6 | 80d 23h 54m | 1.2 | 6% 7 | 94d 11h 53m | 1.4 | 7% 8 | 107d 23h 53m | 1.6 | 8% 9 | 121d 11h 52m | 1.8 | 9% 10 | 134d 23h 51m | 2 | 10% 11 | 148d 11h 50m | 2.2 | 11% 12 | 161d 23h 49m | 2.4 | 12% 13 | 175d 11h 48m | 2.6 | 13% 14 | 188d 23h 47m | 2.8 | 14% 15 | 202d 11h 47m | 3 | 15% 16 | 215d 23h 46m | 3.2 | 16% 17 | 229d 11h 45m | 3.4 | 17% 18 | 242d 23h 44m | 3.6 | 18% 19 | 256d 11h 43m | 3.8 | 19% 20 | 269d 23h 42m | 4 | 20% #### Lab: Battle Conditions Group 2 Unlocked at Tier 20 Wave 60. Each condition here has its own lab reducing its effect by a percentage per level, with 20 levels each. The group covers Armored Enemies, Enemy Speed, More Enemies and Enemy Attack Speed. Level | Time | Cost(Q) | Value 1 | 16d 4h 46m | 0.5 | 1% 2 | 32d 9h 33m | 1 | 2% 3 | 48d 14h 20m | 1.5 | 3% 4 | 64d 19h 7m | 2 | 4% 5 | 80d 23h 54m | 2.5 | 5% 6 | 97d 4h 41m | 3 | 6% 7 | 113d 9h 28m | 3.5 | 7% 8 | 129d 14h 15m | 4 | 8% 9 | 145d 19h 2m | 4.5 | 9% 10 | 161d 23h 49m | 5 | 10% 11 | 178d 4h 36m | 5.5 | 11% 12 | 194d 9h 23m | 6 | 12% 13 | 210d 14h 10m | 6.5 | 13% 14 | 226d 18h 57m | 7 | 14% 15 | 242d 23h 44m | 7.5 | 15% 16 | 259d 4h 31m | 8 | 16% 17 | 275d 9h 18m | 8.5 | 17% 18 | 291d 14h 5m | 9 | 18% 19 | 307d 18h 52m | 9.5 | 19% 20 | 323d 23h 39m | 10 | 20% #### Lab: Battle Conditions Group 3 Unlocked at Tier 19 Wave 500. Each condition in this group has its own lab reducing its effect by a percentage per level, with 10 levels each. The group covers the ultimate conditions for each enemy type: Fast's Ultimate, Ranged Ultimate, Boss's Ultimate, Basic's Ultimate, Tank's Ultimate and Protector's Ultimate. Level | Time | Cost(Q) | Value 1 | 26d 23h 58m | 1.00 | 1% 2 | 37d 19h 9m | 1.50 | 2% 3 | 48d 14h 20m | 2.25 | 3% 4 | 59d 9h 32m | 3.38 | 4% 5 | 70d 4h 43m | 5.06 | 5% 6 | 80d 23h 54m | 7.59 | 6% 7 | 91d 19h 6m | 11.39 | 7% 8 | 102d 14h 17m | 17.09 | 8% 9 | 113d 9h 28m | 25.63 | 9% 10 | 124d 4h 40m | 38.44 | 10% #### Lab: Battle Conditions Group 4 Unlocked at Tier 21 Wave 1000. Each condition here has its own lab reducing its effect by a percentage per level, with 10 levels each. The group covers Ultimate Weapon Durations, Death Defy Down, Energy Shields Down and Enemy Level Skip Reduction. Level | Time | Cost(Q) | Value 1 | 26d 23h 58m | 2 | 1% 2 | 44d 19h 37m | 4 | 2% 3 | 62d 15h 17m | 8 | 3% 4 | 80d 10h 57m | 16 | 4% 5 | 98d 6h 36m | 32 | 5% 6 | 116d 2h 16m | 64 | 6% 7 | 133d 21h 56m | 128 | 7% 8 | 151d 17h 35m | 256 | 8% 9 | 169d 13h 15m | 512 | 9% 10 | 187d 8h 55m | 1024 | 10% ### Workshop Defense Discount URL: https://www.tower-hub.com/wiki/system/workshop-defense-discount Workshop Defense Discount is a game system that reduces how many coins you spend on defense upgrades in the workshop. If you regularly invest coins into defensive stats, this discount stretches those coins further over time. #### Description Workshop Defense Discount lowers the coin price you pay when upgrading the defense category in your workshop. Every level of the discount makes each defensive upgrade cheaper than it would otherwise be, so the same pile of coins buys more upgrades. This matters most once defense upgrades become a meaningful part of your coin spending. The discount applies to the cost itself rather than refunding you after the fact, so you simply see lower prices in the workshop. #### Labs A corresponding lab exists for Workshop Defense Discount. You unlock it through Milestones by reaching tier 2 wave 50. The lab has 99 levels to research. The per-level costs and research times are listed in the table below. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 0.50% 2 | 0d 0h 6m | 71 | 1.00% 3 | 0d 0h 16m | 178 | 1.50% 4 | 0d 0h 31m | 398 | 2.00% 5 | 0d 0h 52m | 772 | 2.50% 6 | 0d 1h 20m | 1,340 | 3.00% 7 | 0d 1h 56m | 2,120 | 3.50% 8 | 0d 2h 39m | 3,170 | 4.00% 9 | 0d 3h 31m | 4,510 | 4.50% 10 | 0d 4h 32m | 6,170 | 5.00% 11 | 0d 5h 43m | 8,170 | 5.50% 12 | 0d 7h 3m | 10,560 | 6.00% 13 | 0d 8h 34m | 13,350 | 6.50% 14 | 0d 10h 15m | 16,580 | 7.00% 15 | 0d 12h 7m | 20,270 | 7.50% 16 | 0d 14h 10m | 24,440 | 8.00% 17 | 0d 16h 25m | 29,130 | 8.50% 18 | 0d 18h 52m | 34,360 | 9.00% 19 | 0d 21h 31m | 40,160 | 9.50% 20 | 1d 0h 22m | 46,540 | 10.00% 21 | 1d 3h 26m | 53,530 | 10.50% 22 | 1d 6h 44m | 61,160 | 11.00% 23 | 1d 10h 14m | 69,460 | 11.50% 24 | 1d 13h 58m | 78,430 | 12.00% 25 | 1d 17h 56m | 88,120 | 12.50% 26 | 1d 22h 7m | 98,530 | 13.00% 27 | 2d 2h 33m | 109,700 | 13.50% 28 | 2d 7h 13m | 121,650 | 14.00% 29 | 2d 12h 8m | 134,390 | 14.50% 30 | 2d 17h 18m | 147,950 | 15.00% 31 | 2d 22h 43m | 162,350 | 15.50% 32 | 3d 4h 23m | 177,620 | 16.00% 33 | 3d 10h 18m | 193,780 | 16.50% 34 | 3d 16h 30m | 210,830 | 17.00% 35 | 3d 22h 57m | 228,820 | 17.50% 36 | 4d 5h 40m | 247,760 | 18.00% 37 | 4d 12h 40m | 267,660 | 18.50% 38 | 4d 19h 55m | 288,560 | 19.00% 39 | 5d 3h 28m | 310,470 | 19.50% 40 | 5d 11h 17m | 333,400 | 20.00% 41 | 5d 19h 24m | 357,390 | 20.50% 42 | 6d 3h 47m | 382,450 | 21.00% 43 | 6d 12h 28m | 408,600 | 21.50% 44 | 6d 21h 26m | 435,870 | 22.00% 45 | 7d 6h 42m | 464,260 | 22.50% 46 | 7d 16h 15m | 493,810 | 23.00% 47 | 8d 2h 7m | 524,530 | 23.50% 48 | 8d 12h 17m | 556,430 | 24.00% 49 | 8d 22h 45m | 589,550 | 24.50% 50 | 9d 9h 31m | 623,890 | 25.00% 51 | 9d 20h 37m | 659,490 | 25.50% 52 | 10d 8h 0m | 696,340 | 26.00% 53 | 10d 19h 43m | 734,490 | 26.50% 54 | 11d 7h 45m | 773,940 | 27.00% 55 | 11d 20h 6m | 814,710 | 27.50% 56 | 12d 8h 46m | 856,830 | 28.00% 57 | 12d 21h 46m | 900,300 | 28.50% 58 | 13d 11h 5m | 945,160 | 29.00% 59 | 14d 0h 44m | 991,410 | 29.50% 60 | 14d 14h 43m | 1,040,000 | 30.00% 61 | 15d 5h 3m | 1,090,000 | 30.50% 62 | 15d 19h 42m | 1,140,000 | 31.00% 63 | 16d 10h 41m | 1,190,000 | 31.50% 64 | 17d 2h 1m | 1,240,000 | 32.00% 65 | 17d 17h 42m | 1,300,000 | 32.50% 66 | 18d 9h 43m | 1,360,000 | 33.00% 67 | 19d 2h 5m | 1,410,000 | 33.50% 68 | 19d 18h 48m | 1,470,000 | 34.00% 69 | 20d 11h 52m | 1,530,000 | 34.50% 70 | 21d 5h 17m | 1,600,000 | 35.00% 71 | 21d 23h 4m | 1,660,000 | 35.50% 72 | 22d 17h 12m | 1,730,000 | 36.00% 73 | 23d 11h 41m | 1,800,000 | 36.50% 74 | 24d 6h 32m | 1,870,000 | 37.00% 75 | 25d 1h 46m | 1,940,000 | 37.50% 76 | 25d 21h 20m | 2,010,000 | 38.00% 77 | 26d 17h 18m | 2,080,000 | 38.50% 78 | 27d 13h 37m | 2,160,000 | 39.00% 79 | 28d 10h 18m | 2,240,000 | 39.50% 80 | 29d 7h 22m | 2,320,000 | 40.00% 81 | 30d 4h 48m | 2,400,000 | 40.50% 82 | 31d 2h 37m | 2,480,000 | 41.00% 83 | 32d 0h 49m | 2,570,000 | 41.50% 84 | 32d 23h 24m | 2,650,000 | 42.00% 85 | 33d 22h 21m | 2,740,000 | 42.50% 86 | 34d 21h 42m | 2,830,000 | 43.00% 87 | 35d 21h 26m | 2,930,000 | 43.50% 88 | 36d 21h 33m | 3,020,000 | 44.00% 89 | 37d 22h 3m | 3,120,000 | 44.50% 90 | 38d 22h 57m | 3,220,000 | 45.00% 91 | 40d 0h 15m | 3,320,000 | 45.50% 92 | 41d 1h 56m | 3,420,000 | 46.00% 93 | 42d 4h 1m | 3,520,000 | 46.50% 94 | 43d 6h 30m | 3,630,000 | 47.00% 95 | 44d 9h 23m | 3,740,000 | 47.50% 96 | 45d 12h 40m | 3,850,000 | 48.00% 97 | 46d 16h 22m | 3,960,000 | 48.50% 98 | 47d 20h 27m | 4,070,000 | 49.00% 99 | 49d 0h 57m | 4,190,000 | 49.50% ### Black Hole URL: https://www.tower-hub.com/wiki/uw/black-hole Black Hole is an Ultimate Weapon that periodically opens a gravity well near your tower, dragging enemies towards its centre for as long as it stays active. It is one of the strongest crowd-control tools in the game, grouping enemies so your other damage sources can hit them together. You unlock and upgrade it from the Ultimate Weapon menu, and a set of lab researches later add damage, coin bonuses and extra effects on top. #### Description Once activated, Black Hole spawns after a set delay, holds enemies within its range for a fixed duration, then disappears until its cooldown completes. While active it continuously pulls enemies towards its centre, keeping them clustered and away from your tower. Where the Black Hole appears depends on your tower range. A larger tower range pushes the spawn point further out, and the distance grows faster than the range itself, so at high range the centre of the Black Hole sits well outside your tower range line. #### Workshop — Basic Upgrades Black Hole is bought and improved in the Ultimate Weapon menu. Unlocking it opens three stone-based upgrade tracks: Size, Duration and Cooldown. Size has 20 levels, Duration has 23 levels and Cooldown has 15 levels. Fully upgrading all three tracks costs 9,723 stones in total. The per-level costs are listed in the table below. Size | Stones (Size) | Duration | Stones (Duration) | Cooldown | Stones (Cooldown) 30m | 0 | 15s | 0 | 200s | 0 32m | 5 | 16s | 5 | 190s | 10 34m | 12 | 17s | 14 | 180s | 28 36m | 19 | 18s | 23 | 170s | 46 38m | 26 | 19s | 32 | 160s | 64 40m | 34 | 20s | 41 | 150s | 82 42m | 43 | 21s | 50 | 140s | 100 44m | 53 | 22s | 59 | 130s | 118 46m | 64 | 23s | 68 | 120s | 136 48m | 76 | 24s | 77 | 110s | 154 50m | 89 | 25s | 86 | 100s | 172 52m | 103 | 26s | 95 | 90s | 190 54m | 118 | 27s | 104 | 80s | 208 56m | 134 | 28s | 113 | 70s | 226 58m | 151 | 29s | 122 | 60s | 244 60m | 169 | 30s | 131 | 50s | 262 62m | 189 | 31s | 165 | | 64m | 211 | 32s | 224 | | 66m | 236 | 33s | 308 | | 68m | 264 | 34s | 417 | | 70m | 295 | 35s | 551 | | | | 36s | 710 | | | | 37s | 894 | | | | 38s | 1103 | | Total | 2291 | | 5392 | | 2040 #### Workshop — Ultimate Weapon Plus Ultimate Weapon Plus abilities become available only after you have purchased all 9 Ultimate Weapons. The Black Hole Plus ability makes each Black Hole deal a multiple of the current wave's HP to every enemy it affected when its activation ends. Unlocking Consume has an additional undocumented effect: it speeds up the pull that drags enemies towards the Black Hole's centre. The damage multipliers per level are shown in the table below. UW+ Cost Table Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 Cost | Unlocked | 400 | 500 | 610 | 730 | 860 | 1000 | 1150 | 1300 | 1500 | 1700 | 1950 | 2200 | 2450 | 2700 Value | 0.05x | 0.10x | 0.15x | 0.20x | 0.25x | 0.30x | 0.35x | 0.40x | 0.45x | 0.50x | 0.55x | 0.6x | 0.65x | 0.7x | 0.75x #### Labs — Black Hole Damage This research makes Black Hole deal damage equal to a percentage of each enemy's total health per second while they are inside it. Protectors do not reduce this damage, which makes it one of the few reliable ways to hurt protected enemies. The lab has 10 levels. The damage percentages per level are listed in the table below. Level | Time | Cost | Value 1 | 1d 15h 59m | 20,000,000 | 0.20% 2 | 2d 0h 21m | 20,810,000 | 0.40% 3 | 2d 8h 53m | 21,850,000 | 0.60% 4 | 2d 17h 54m | 24,050,000 | 0.80% 5 | 3d 3h 49m | 29,500,000 | 1.00% 6 | 3d 15h 6m | 41,790,000 | 1.20% 7 | 4d 4h 17m | 66,330,000 | 1.40% 8 | 4d 19h 58m | 110,660,000 | 1.60% 9 | 5d 14h 49m | 184,660,000 | 1.80% 10 | 6d 13h 31m | 300,870,000 | 2.00% #### Labs — Black Hole Coin Bonus This research awards bonus coins for enemies killed while inside a Black Hole. The kill does not need to come from the Black Hole itself, and the enemy does not even need to be caught by its pull — it only needs to be within the Black Hole when it dies. This makes the lab a strong economy pick once your Black Hole coverage is reliable. The bonus values per level are shown in the table below. Level | Time | Cost | Value 1 | 1d 15h 59m | 20,000,000 | 1.50x 2 | 2d 0h 21m | 21,405,405 | 2.00x 3 | 2d 8h 53m | 23,124,324 | 2.50x 4 | 2d 17h 54m | 26,627,027 | 3.00x 5 | 3d 3h 49m | 35,837,838 | 3.50x 6 | 3d 15h 6m | 58,248,649 | 4.00x 7 | 4d 4h 17m | 106,162,162 | 4.50x 8 | 4d 19h 58m | 197,870,270 | 5.00x 9 | 5d 14h 49m | 358,875,676 | 5.50x 10 | 6d 13h 31m | 623,091,892 | 6.00x 11 | 7d 16h 49m | 1,030,000,000 | 6.50x 12 | 9d 1h 30m | 1,640,000,000 | 7.00x 13 | 10d 16h 23m | 2,520,000,000 | 7.50x 14 | 12d 14h 21m | 3,740,000,000 | 8.00x 15 | 14d 20h 18m | 5,410,000,000 | 8.50x 16 | 17d 11h 9m | 7,630,000,000 | 9.00x 17 | 20d 11h 54m | 10,520,000,000 | 9.50x 18 | 23d 23h 32m | 14,230,000,000 | 10.00x 19 | 27d 23h 5m | 18,930,000,000 | 10.50x 20 | 32d 11h 40m | 24,800,000,000 | 11.00x #### Labs — Extra Black Hole This research spawns a second Black Hole whenever your Black Hole activates. The second one always appears on the opposite side of the tower and copies every stat and ability of the original, including any damage, coin bonus and Ultimate Weapon Plus effects you have unlocked. Doubling your coverage this way dramatically improves both crowd control and coin income. Costs per level are listed in the table below. Level | Time | Cost | Value 1 | 17d 8h 39m | 15,000,000,000 | Unlocked #### Labs — Black Hole Disable Ranged Enemies With this research, ranged enemies caught inside a Black Hole cannot fire, even if your tower is within their attack range. This removes one of the main threats during late-tier runs, since ranged enemies are normally able to shoot while being pulled. The lab unlocks at Tier 14 Wave 20. Costs are shown in the table below. Level | Time | Cost | Value 1 | 25d 9h 9m | 550,000,000,000 | Unlocked #### Labs Labs are unlocked through Milestones. The Black Hole Damage and Black Hole Coin Bonus researches both open at Tier 5 Wave 150, Extra Black Hole opens at Tier 5 Wave 500, and Black Hole Disable Ranged Enemies opens at Tier 14 Wave 20. ### Chain Lightning URL: https://www.tower-hub.com/wiki/uw/chain-lightning Chain Lightning is an Ultimate Weapon that gives your tower a percent chance on each enemy hit to spawn a number of chain lightnings. Each lightning deals a percent of your tower damage, and that damage accounts for your crit and super crit factor and chance. It is one of nine Ultimate Weapons, and its power is split between stone upgrades in the workshop and several lab researches that add shock effects and bonus damage against specific enemies. #### Description Chain Lightning gives your tower a percent chance, whenever you hit an enemy, to spawn a number of chain lightnings. Each lightning deals a percent of your tower damage, and the calculation includes your crit and super crit factor and chance, so it scales with your existing damage stats. #### Damage calculation When one of your shots hits an enemy, Chain Lightning does not reuse the damage that shot just dealt. The game discards that number and builds a new one from your [[workshop/damage|tower damage]], in a fixed order. Crit is the part that surprises people. Chain Lightning never rolls a critical hit. Your [[workshop/critical-hits|crit chance and crit factor]] are multiplied in as an average on every single lightning, and [[workshop/super-critical|super crit]] works the same way. That means there are no lucky or unlucky bolts: against the same target, every lightning deals the same number. The [[card/cards-ultimate-crit|Ultimate Crit]] card is the exception, and it behaves differently from how most players assume. It rolls once per proc, before the chain fires, so either every enemy in that chain crits or none of them do. The card also has no crit multiplier of its own — when it lands, it applies your tower's crit factor. One more card is worth checking: [[card/cards-super-tower|Super Tower]] gives your Ultimate Weapons nothing at all unless its mastery is unlocked and switched on. It is not a reduced bonus without the mastery — the game skips the multiplier entirely. These figures come from reading the game's own code rather than from in-game testing, and describe the build current at the time of writing. Table: What Chain Lightning multiplies together, in order Factor | What it is Tower damage | your current per-shot damage, bought up with cash during the run x Core module | the Ultimate Weapon Damage bonus on your equipped core x Chain Lightning damage | the weapon's own Damage sub-stat x Enemy debuffs | shock, Spotlight, spot reflect, Amplify Bot, Flame Bot, Shockwave and Energy Net all multiply together x (1 + crit chance x crit factor) | crit is averaged in, never rolled x (1 + crit chance x super crit chance x super crit multiplier) | super crit is averaged in too, and is gated behind landing a crit #### Workshop — Basic Upgrades Like all Ultimate Weapons, Chain Lightning's basic upgrades live in the Ultimate Weapon menu once you have unlocked the weapon itself. You spend stones on three stats: Damage, Quantity and Chance. Damage has 31 levels, Quantity has 4 levels and Chance has 15 levels. Maxing all three costs 18,375 stones in total; the cost table below breaks this down per level. Damage | Stones (Damage) | Quantity | Stones (Quantity) | Chance | Stones (Chance) 2x | 0 | 1# | 0 | 5.0% | 0 3x | 5 | 2# | 30 | 6.5% | 8 5x | 11 | 3# | 75 | 8.0% | 26 9x | 17 | 4# | 150 | 9.5% | 44 14x | 23 | 5# | 400 | 11.0% | 62 22x | 29 | | | 12.5% | 80 32x | 35 | | | 14.0% | 98 46x | 41 | | | 15.5% | 116 63x | 47 | | | 17.0% | 134 85x | 53 | | | 18.5% | 152 113x | 61 | | | 20.0% | 170 148x | 71 | | | 21.5% | 188 191x | 84 | | | 23.0% | 206 244x | 100 | | | 24.5% | 224 309x | 120 | | | 26.0% | 242 387x | 144 | | | 27.5% | 260 482x | 174 | | | | 596x | 210 | | | | 733x | 252 | | | | 898x | 302 | | | | 1094x | 362 | | | | 1328x | 434 | | | | 1607x | 525 | | | | 1937x | 636 | | | | 2329x | 767 | | | | 2794x | 923 | | | | 3342x | 1109 | | | | 3990x | 1295 | | | | 4755x | 1521 | | | | 5655x | 1787 | | | | 6715x | 2103 | | | | 7961x | 2469 | | | | TOTAL | 15,710 | | 655 | | 2010 #### Workshop — Ultimate Weapon Plus Ultimate Weapon Plus abilities become available only after you have purchased all nine Ultimate Weapons. Chain Lightning's Plus ability gives every Chain Lightning a chance, equal to your Chain Lightning Chance stat, to deal extra damage equal to a multiple of the current wave's HP. This bonus can activate up to 100 times per enemy, which makes it a significant source of scaling damage on high-HP waves. UW+ Cost Table Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 Cost | Unlocked | 300 | 375 | 475 | 600 | 725 | 925 | 1150 | 1450 | 1800 | 2200 | 2650 | 3150 | 3700 | 4300 Value | 0.0005x | 0.0010x | 0.0015x | 0.0020x | 0.0025x | 0.0030x | 0.0035x | 0.0040x | 0.0045x | 0.0050x | 0.0055x | 0.0060x | N/A | N/A | N/A #### Labs — Chain Lightning Shock Chain Lightning Shock is the first lab you unlock for this weapon. It gives your chain lightnings a chance to apply shock to enemies they hit, and shocked enemies take increased damage from your tower. The lab has a single level. At that level the shock chance starts at 2.50% and the damage multiplier starts at x1.10. Level | TIme | Cost | Value 1 | 0d 23h 53m | 950,000 | Unlocked #### Labs — Shock Chance Shock Chance raises the probability that Chain Lightning applies shock to the enemies it hits. It has 30 levels and becomes available after you have researched Chain Lightning Shock to level 1. Level | TIme | Cost | Value 1 | 0d 20h 0m | 250,000 | 3.00% 2 | 1d 4h 21m | 560,000 | 3.50% 3 | 1d 12h 53m | 1,100,000 | 4.00% 4 | 1d 21h 54m | 2,800,000 | 4.50% 5 | 2d 7h 49m | 7,750,000 | 5.00% 6 | 2d 19h 6m | 19,540,000 | 5.50% 7 | 3d 8h 17m | 43,580,000 | 6.00% 8 | 3d 23h 58m | 87,410,000 | 6.50% 9 | 4d 18h 49m | 160,910,000 | 7.00% 10 | 5d 17h 31m | 276,620,000 | 7.50% 11 | 6d 20h 49m | 449,930,000 | 8.00% 12 | 8d 5h 30m | 699,340,000 | 8.50% 13 | 9d 20h 23m | 1,050,000,000 | 9.00% 14 | 11d 18h 21m | 1,520,000,000 | 9.50% 15 | 14d 0h 18m | 2,140,000,000 | 10.00% 16 | 16d 15h 9m | 2,950,000,000 | 10.50% 17 | 19d 15h 54m | 3,980,000,000 | 11.00% 18 | 23d 3h 32m | 5,270,000,000 | 11.50% 19 | 27d 3h 6m | 6,880,000,000 | 12.00% 20 | 31d 15h 40m | 8,840,000,000 | 12.50% 21 | 36d 18h 19m | 11,220,000,000 | 13.00% 22 | 42d 12h 12m | 14,080,000,000 | 13.50% 23 | 48d 22h 27m | 17,480,000,000 | 14.00% 24 | 56d 2h 16m | 21,490,000,000 | 14.50% 25 | 64d 0h 50m | 26,190,000,000 | 15.00% 26 | 72d 19h 25m | 31,660,000,000 | 15.50% 27 | 82d 11h 17m | 37,990,000,000 | 16.00% 28 | 93d 1h 41m | 45,280,000,000 | 16.50% 29 | 104d 15h 58m | 53,620,000,000 | 17.00% 30 | 117d 7h 28m | 63,130,000,000 | 17.50% #### Labs — Shock Multiplier Shock Multiplier increases the extra damage that shocked enemies receive. It has 14 levels and, like Shock Chance, requires Chain Lightning Shock at level 1 before it unlocks. Level | TIme | Cost | Value 1 | 0d 20h 0m | 250,000 | 1.14 2 | 1d 4h 21m | 560,000 | 1.18 3 | 1d 12h 53m | 1,100,000 | 1.22 4 | 1d 21h 54m | 2,800,000 | 1.26 5 | 2d 7h 49m | 7,750,000 | 1.30 6 | 2d 19h 6m | 19,540,000 | 1.34 7 | 3d 8h 17m | 43,580,000 | 1.38 8 | 3d 23h 58m | 87,410,000 | 1.42 9 | 4d 18h 49m | 160,910,000 | 1.46 10 | 5d 17h 31m | 276,620,000 | 1.50 11 | 6d 20h 49m | 449,930,000 | 1.54 12 | 8d 5h 30m | 699,340,000 | 1.58 13 | 9d 20h 23m | 1,050,000,000 | 1.62 14 | 11d 18h 21m | 1,520,000,000 | 1.66 #### Shock stacking Shock Chance and Shock Multiplier only tell half the story. Whether shock stacks at all depends on the [[module/epic-module-unique-effect|Dimension Core]] module unique: without it, the game resets the stack count to zero every time shock is applied, so it never builds up. With Dimension Core equipped, stacks increase up to the cap that module defines, and that cap scales with its rarity — 5 at Epic, 10 at Legendary, 15 at Mythic and 20 at Ancestral. The bonus is linear in the stack count: 1 + (shock multiplier - 1) x stacks. With the shock lab maxed and Dimension Core doubling it, the multiplier is 2.32x, so five stacks give 1 + 1.32 x 5. Five stacks are exactly five times the bonus of one — the stacks do not compound. Shock is only one of the debuffs Chain Lightning multiplies in. [[uw/spotlight|Spotlight]], [[bot/amplify-bot|Amplify Bot]], [[bot/flame-bot|Flame Bot]], [[workshop/shockwave|Shockwave]] and [[card/energy-net|Energy Net]] all fold into the same figure. These figures come from reading the game's own code rather than from in-game testing, and describe the build current at the time of writing. #### Labs — Chain Thunder Chain Thunder is unlocked in Milestones at tier 16 wave 60. While it is active, an enemy's damage is reduced by 10% for every 6% of its health that it has lost to Chain Lightning damage, up to a maximum reduction. The lab has 30 levels, and each level raises that maximum reduction by 3%, reaching a cap of 90% at max level. level | Time | Cost | Value 1 | 8d 7h 59m | 100.00B | 3% 2 | 9d 8h 0m | 150.00B | 6% 3 | 10d 10h 52m | 225.00B | 9% 4 | 11d 16h 59m | 337.50B | 12% 5 | 13d 2h 42m | 506.25B | 15% 6 | 14d 16h 28m | 759.38B | 18% 7 | 16d 10h 45m | 1.14T | 21% 8 | 18d 10h 8m | 1.71T | 24% 9 | 20d 15h 11m | 2.56T | 27% 10 | 23d 2h 36m | 3.84T | 30% 11 | 25d 21h 10m | 5.77T | 33% 12 | 28d 23h 42m | 8.65T | 36% 13 | 32d 11h 11m | 12.97T | 39% 14 | 36d 8h 41m | 19.46T | 42% 15 | 40d 17h 25m | 29.19T | 45% 16 | 45d 14h 42m | 43.79T | 48% 17 | 51d 2h 4m | 65.68T | 51% 18 | 57d 5h 12m | 98.53T | 54% 19 | 64d 1h 59m | 147.79T | 57% 20 | 71d 18h 33m | 221.68T | 60% 21 | 80d 9h 15m | 332.53T | 63% 22 | 90d 46m 11s | 498.79T | 66% 23 | 100d 20h 3m | 748.18T | 69% 24 | 112d 22h 28m | 1.12q | 72% 25 | 126d 11h 43m | 1.68q | 75% 26 | 141d 16h 0m | 2.53q | 78% 27 | 158d 16h 0m | 3.79q | 81% 28 | 177d 16h 58m | 5.68q | 84% 29 | 199d 46m 25s | 8.52q | 87% 30 | 222d 21h 59m | 12.78q | 90% #### Labs — Lightning Amplifier-Scatter Lightning Amplifier-Scatter is also unlocked in Milestones at tier 16 wave 60. It increases the damage Chain Lightning deals to Scatter enemies for each consecutive hit on them. The bonus is additive, meaning each consecutive hit adds its value on top of the original damage from the first hit rather than multiplying it. level | Time | Cost | Value 1 | 8d 8h 0m | 100.00B | x1.25 2 | 9d 8h 0m | 150.00B | x2.5 3 | 10d 10h 52m | 225.00B | x3.75 4 | 11d 16h 59m | 337.50B | x5 5 | 13d 2h 42m | 506.25B | x6.25 6 | 14d 16h 28m | 759.38B | x7.5 7 | 16d 10h 45m | 1.14T | x8.75 8 | 18d 10h 8m | 1.71T | x10 9 | 20d 15h 11m | 2.56T | x11.25 10 | 23d 2h 36m | 3.84T | x12.5 11 | 25d 21h 10m | 5.77T | x13.75 12 | 28d 23h 42m | 8.65T | x15 13 | 32d 11h 11m | 12.97T | x16.25 14 | 36d 8h 41m | 19.46T | x17.5 15 | 40d 17h 25m | 29.19T | x18.75 16 | 45d 14h 42m | 43.79T | x20 17 | 51d 2h 4m | 65.68T | x21.25 18 | 57d 5h 12m | 98.53T | x22.5 19 | 64d 1h 59m | 147.79T | x23.75 20 | 71d 18h 33m | 221.68T | x25 21 | 80d 9h 15m | 332.53T | x26.25 22 | 90d 46m 11s | 498.79T | x27.5 23 | 100d 20h 3m | 748.18T | x28.75 24 | 112d 22h 28m | 1.12q | x30 25 | 126d 11h 43m | 1.68q | x31.25 26 | 141d 16h 0m | 2.53q | x32.5 27 | 158d 16h 0m | 3.79q | x33.75 28 | 177d 16h 58m | 5.68q | x35 29 | 199d 46m 25s | 8.52q | x36.25 30 | 222d 21h 59m | 12.78q | x37.5 #### Labs Chain Lightning's labs are unlocked in Milestones at tier 7 wave 60. The initial unlock gives you access to Chain Lightning Shock; once that lab reaches level 1, Shock Chance and Shock Multiplier become available to research. Chain Thunder and Lightning Amplifier-Scatter are separate Milestone unlocks at tier 16 wave 60. #### On-screen limit Chain Lightning has a hard cap on how many bolts can be drawn at once. The pool holds 20 lightning objects and at most 3 new ones are started per frame. Anything beyond that is simply not drawn, and once every object is in use the oldest one is recycled early. Those two numbers are not in the game's code — `pool` and `MaxPlaysPerFrame` on the Chain Lightning pool are Unity-serialised, so they were read out of the scene data instead. The code only shows the mechanism: `playsThisFrame < MaxPlaysPerFrame` gates each new bolt, and the pool is walked round-robin. What matters is that this is a rendering limit only. Damage is applied in a separate loop that never checks the pool, so a proc you never see on screen still deals its full damage. Hitting the cap costs you the light show, not the damage. Read from the game's own code and scene data rather than from in-game testing, for the build current at the time of writing. ### Chrono Field URL: https://www.tower-hub.com/wiki/uw/chrono-field Chrono Field is an Ultimate Weapon that creates an area around your tower where enemies move more slowly for a set period. It matters most when you want more time to deal with enemies before they reach the tower, and it is unusual because it can be kept active constantly when upgraded enough. #### Description Chrono Field creates a field after a delay, then keeps that field active for a set duration. Enemies inside the field have their speed reduced by a percentage. The Chrono Field Speed Reduction stat is capped at 90% with substats. #### Workshop — Basic Upgrades After you unlock Chrono Field, its basic upgrades are found in the Ultimate Weapon menu. You can spend stones to upgrade Duration, Slow, and Cooldown. Chrono Field is the only Ultimate Weapon that can stay active all the time. At its lowest cooldown, the field can last 10 seconds longer than the cooldown itself. Its effect does not stack with itself, so any time left from the previous activation is lost if it triggers again. Duration has 35 levels, Slow has 11 levels, and Cooldown has 12 levels. The full upgrade path costs 9,946 stones in total. Duration | Stone (Duration) | Slow | Stones (Slow) | Cooldown | Stone (Cooldown) 5s | 0 | 20% | 0 | 180s | 0 6s | 5 | 25% | 15 | 170s | 10 7s | 14 | 30% | 25 | 160s | 31 8s | 23 | 35% | 40 | 150s | 52 9s | 32 | 40% | 60 | 140s | 73 10s | 41 | 45% | 120 | 130s | 94 11s | 50 | 50% | 150 | 120s | 115 12s | 59 | 55% | 200 | 110s | 136 13s | 68 | 60% | 300 | 100s | 157 14s | 77 | 65% | 450 | 90s | 178 15s | 86 | 70% | 650 | 80s | 199 16s | 95 | 75% | 900 | 70s | 220 17s | 104 | | | 60s | 241 18s | 113 | | | | 19s | 122 | | | | 20s | 131 | | | | 21s | 140 | | | | 22s | 149 | | | | 23s | 158 | | | | 24s | 167 | | | | 25s | 176 | | | | 26s | 185 | | | | 27s | 194 | | | | 28s | 203 | | | | 29s | 212 | | | | 30s | 221 | | | | 31s | 230 | | | | 32s | 239 | | | | 33s | 248 | | | | 34s | 257 | | | | 35s | 266 | | | | 36s | 275 | | | | 37s | 284 | | | | 38s | 293 | | | | 39s | 302 | | | | 40s | 311 | | | | Totals | 5,530 | | 2,910 | | 1,506 #### Workshop — Ultimate Weapon Plus Ultimate Weapon Plus abilities become available only after you buy all 9 Ultimate Weapons. For Chrono Field, this adds a rotational effect: enemies inside the field spiral around the tower based on the listed rotation rate. Community testing credited to Priesten, yournicknm, and Tremnen describes CF+ as applying a tangential force within Chrono Field range. The in-game rotation rate is the theta value, meaning how far enemies travel in radians over 2 seconds. If enemies are slow enough, they can appear to orbit the tower continuously, with higher CF+ levels producing faster orbital cycles. UW+ Cost Table Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 Cost | Unlocked | 400 | 500 | 610 | 730 | 860 | 1000 | 1150 | 1300 | 1500 | 1700 | 1950 | 2200 | 2450 | 2700 Value | 0.10 | 0.15 | 0.20 | 0.25 | 0.30 | 0.35 | 0.40 | 0.45 | 0.50 | 0.55 | 0.60 | 0.65 | 0.70 | 0.75 | N/A Table: CF+ Analysis by Priesten, yournicknm, and Tremnen CF+ Level | Rotation Rate (radians per 2 seconds) | Rotation Rate (degrees per second) | Full Orbit Time | Hidden CF+ Slow% | Original Enemy Speed | New Enemy Speed | Enemy Speed Rate 0 | 0.1 | 2.864788976 | 125.7 seconds | 0.025 | 10 | 9.75 | 2.6% slower 1 | 0.15 | 4.297183463 | 83.8 seconds | 0.05 | 10 | 9.5 | 5.3% slower 2 | 0.2 | 5.729577951 | 62.9 seconds | 0.1 | 10 | 9 | 11.1% slower 3 | 0.25 | 7.161972439 | 50.3 seconds | 0.15 | 10 | 8.5 | 17.6% slower 4 | 0.3 | 8.594366927 | 41.9 seconds | 0.2 | 10 | 8 | 25% slower 5 | 0.35 | 10.02676141 | 36 seconds | 0.25 | 10 | 7.5 | 33.3% slower 6 | 0.4 | 11.4591559 | 31.5 seconds | 0.3 | 10 | 7 | 42.9% slower 7 | 0.45 | 12.89155039 | 28 seconds | 0.35 | 10 | 6.5 | 53.8% slower 8 | 0.5 | 14.32394488 | 25.2 seconds | 0.4 | 10 | 6 | 66.7% slower 9 | 0.55 | 15.75633937 | 22.9 seconds | 0.45 | 10 | 5.5 | 81.8% slower 10 | 0.6 | 17.18873385 | 21 seconds | 0.5 | 10 | 5 | 100% slower 11 | 0.65 | 18.62112834 | 19.4 seconds | 0.55 | 10 | 4.5 | 122.2% slower 12 | 0.7 | 20.05352283 | 18 seconds | 0.6 | 10 | 4 | 150% slower 13 | 0.75 | 21.48591732 | 16.8 seconds | 0.65 | 10 | 3.5 | 185.7% slower #### Lab — Chrono Field Duration This lab increases how long Chrono Field stays active. It has 30 levels. Level | Time | Cost | Value 1 | 0d 19h 59m | 250,000 | 1.00 2 | 0d 23h 21m | 285,000 | 2.00 3 | 1d 2h 53m | 496,980 | 3.00 4 | 1d 6h 54m | 1,450,000 | 4.00 5 | 1d 11h 49m | 4,230,000 | 5.00 6 | 1d 18h 6m | 10,500,000 | 6.00 7 | 2d 2h 17m | 22,580,000 | 7.00 8 | 2d 12h 58m | 43,470,000 | 8.00 9 | 3d 2h 49m | 76,880,000 | 9.00 10 | 3d 20h 31m | 127,310,000 | 10.00 11 | 4d 18h 49m | 200,030,000 | 11.00 12 | 5d 22h 30m | 301,120,000 | 12.00 13 | 7d 8h 23m | 437,550,000 | 13.00 14 | 9d 1h 21m | 617,110,000 | 14.00 15 | 11d 2h 18m | 848,510,000 | 15.00 16 | 13d 12h 9m | 1,140,000,000 | 16.00 17 | 16d 7h 54m | 1,510,000,000 | 17.00 18 | 19d 14h 32m | 1,950,000,000 | 18.00 19 | 23d 9h 6m | 2,500,000,000 | 19.00 20 | 27d 16h 40m | 3,150,000,000 | 20.00 21 | 32d 14h 19m | 3,930,000,000 | 21.00 22 | 38d 3h 12m | 4,850,000,000 | 22.00 23 | 44d 8h 27m | 5,920,000,000 | 23.00 24 | 51d 7h 16m | 7,170,000,000 | 24.00 25 | 59d 0h 50m | 8,610,000,000 | 25.00 26 | 67d 14h 25m | 10,260,000,000 | 26.00 27 | 77d 1h 17m | 12,150,000,000 | 27.00 28 | 87d 10h 41m | 14,290,000,000 | 28.00 29 | 98d 19h 58m | 16,700,000,000 | 29.00 30 | 111d 6h 28m | 19,420,000,000 | 30.00 #### Lab — Chrono Field Damage Reduction This lab reduces the damage your tower takes while Chrono Field is active. The reduction starts at 10%, and the lab has 1 level. Finishing it unlocks Chrono Field Reduction %. The reduction is applied to enemy damage after defense absolute is calculated. Level | Time | Cost | Value 1 | 0d 16h 39m | 750,000 | Unlocked #### Lab — Chrono Field Reduction % This lab increases the amount of damage reduction you get while Chrono Field is active. It has 30 levels. Level | Time | Cost | Value 1 | 0d 19h 59m | 250,000 | 10.50% 2 | 0d 23h 21m | 285,000 | 11.00% 3 | 1d 2h 53m | 496,980 | 11.50% 4 | 1d 6h 54m | 1,450,000 | 12.00% 5 | 1d 11h 49m | 4,230,000 | 12.50% 6 | 1d 18h 6m | 10,500,000 | 13.00% 7 | 2d 2h 17m | 22,580,000 | 13.50% 8 | 2d 12h 58m | 43,470,000 | 14.00% 9 | 3d 2h 49m | 76,880,000 | 14.50% 10 | 3d 20h 31m | 127,310,000 | 15.00% 11 | 4d 18h 49m | 200,030,000 | 15.50% 12 | 5d 22h 30m | 301,120,000 | 16.00% 13 | 7d 8h 23m | 437,550,000 | 16.50% 14 | 9d 1h 21m | 617,110,000 | 17.00% 15 | 11d 2h 18m | 848,510,000 | 17.50% 16 | 13d 12h 9m | 1,140,000,000 | 18.00% 17 | 16d 7h 54m | 1,510,000,000 | 18.50% 18 | 19d 14h 32m | 1,950,000,000 | 19.00% 19 | 23d 9h 6m | 2,500,000,000 | 19.50% 20 | 27d 16h 40m | 3,150,000,000 | 20.00% 21 | 32d 14h 19m | 3,930,000,000 | 20.50% 22 | 38d 3h 12m | 4,850,000,000 | 21.00% 23 | 44d 8h 27m | 5,920,000,000 | 21.50% 24 | 51d 7h 16m | 7,170,000,000 | 22.00% 25 | 59d 0h 50m | 8,610,000,000 | 22.50% 26 | 67d 14h 25m | 10,260,000,000 | 23.00% 27 | 77d 1h 17m | 12,150,000,000 | 23.50% 28 | 87d 10h 41m | 14,290,000,000 | 24.00% 29 | 98d 19h 58m | 16,700,000,000 | 24.50% 30 | 111d 6h 28m | 19,420,000,000 | 25.00% #### Lab — Chrono Field Range This lab extends Chrono Field beyond your tower range. It has 20 levels. Level | Time | Cost | Value 1 | 0d 20h 0m | 250,000 | 3.00 2 | 1d 4h 21m | 560,000 | 6.00 3 | 1d 12h 53m | 1,100,000 | 9.00 4 | 1d 21h 54m | 2,800,000 | 12.00 5 | 2d 7h 49m | 7,750,000 | 15.00 6 | 2d 19h 6m | 19,540,000 | 18.00 7 | 3d 8h 17m | 43,580,000 | 21.00 8 | 3d 23h 58m | 87,410,000 | 24.00 9 | 4d 18h 49m | 160,910,000 | 27.00 10 | 5d 17h 31m | 276,620,000 | 30.00 11 | 6d 20h 49m | 449,930,000 | 33.00 12 | 8d 5h 30m | 699,340,000 | 36.00 13 | 9d 20h 23m | 1,050,000,000 | 39.00 14 | 11d 18h 21m | 1,520,000,000 | 42.00 15 | 14d 0h 18m | 2,140,000,000 | 45.00 16 | 16d 15h 9m | 2,950,000,000 | 48.00 17 | 19d 15h 54m | 3,980,000,000 | 51.00 18 | 23d 3h 32m | 5,270,000,000 | 54.00 19 | 27d 3h 6m | 6,880,000,000 | 57.00 20 | 31d 15h 40m | 8,840,000,000 | 60.00 #### Lab Chrono Field labs unlock through Milestones at Tier 7 wave 90. This gives access to Chrono Field Duration, Chrono Field Damage Reduction, Chrono Field Reduction %, and Chrono Field Range. ### Death Wave URL: https://www.tower-hub.com/wiki/uw/death-wave Death Wave is an Ultimate Weapon that fires a single, persistent damage wave preceded by a volley of utility-driven Effect Waves. It was heavily reworked in Patch 24.3, changing how its damage is stored and spent while keeping several bonuses from the old version. Below you will find how the reworked Death Wave actually behaves, what its Effect Waves do, and every workshop and lab upgrade tied to it. #### Death Wave (Reworked) - Patch 24.3 Patch 24.3 gave Death Wave a major overhaul. The rework brought in new mechanics, most notably the damage pool system, but kept some of the bonuses the weapon had before. One detail worth knowing: the coin and cells bonuses now apply both to enemies killed by the Death Wave itself and to enemies simply tagged by the Effect Waves, functioning as an absolute debuff. This is confirmed in game, both in the research descriptions for those effects and on the Ultimate Weapon's detail screen. #### Core Mechanics: The Death Wave is one powerful wave whose damage comes from a damage pool. Instead of resetting each time you activate it, the pool builds up across multiple activations — you can tell this is happening because the wave takes on a blue tint. When the wave hits enemies, the pool only drains by the exact amount needed to destroy each one, after any bonuses are factored in, and this damage can punch through armored enemies. The wave stays active inside your tower's range until the pool is fully spent, so nothing is wasted on overkill. #### Effect Waves: Before the Death Wave itself lands, a series of Effect Waves fires first. How many you get is set by the Effect Waves stat (formerly called Quantity). Although the animation suggests travelling projectiles, that part is purely cosmetic — every effect applies instantly while the waves are being fired, so the Effect Wave count effectively works as a duration. The waves have infinite range and fire at 4-second intervals (undocumented, but the timing works out so that the Effect Waves and the Kill Wall all fit inside the cooldown). Effect Waves provide several utilities. Enemies tagged by an Effect Wave or the Death Wave drop extra coins when destroyed, and each tagged enemy you kill raises your max health by 0.05%. Elites that get struck yield additional cells. Every Effect Wave hit on an enemy also amplifies the damage the Death Wave deals to that target, starting at 5x at base, and the waves strip armor, softening enemies up for the main hit. #### Damage Scaling and Synergies: The rework adjusted Death Wave's damage scaling, with notable improvements to the damage module substat, though exact values have not been disclosed. The Kill Wall has a strong synergy with Death Wave: it greatly boosts the wave's damage based on how many enemies your Effect Waves tagged, scaled by the Kill Wall's own strength. If you roll Death Wave through the Random Ultimate Weapon perk, you keep the base health bonus, coin bonus and damage amplification, but you lose the cell bonus and armor stripping. #### Workshop — Basic Upgrades Once you unlock Death Wave, its basic upgrades appear in the Ultimate Weapon menu alongside those of the other Ultimate Weapons. You can spend stones on three stats: Damage (30 levels), Effect Wave Quantity (4 levels) and Cooldown (25 levels). Fully maxing all three costs 29,391 stones in total — see the cost table below for the per-level breakdown. Damage | Stones (Damage) | Effect Wave Quantity | Stones (Effect Wave Quantity) | Cooldown | Stones (Cooldown) 2x | 0 | 1# | 0 | 300s | 0 3x | 5 | 2# | 200 | 290s | 8 5x | 11 | 3# | 500 | 280s | 24 9x | 17 | 4# | 850 | 270s | 40 14x | 23 | 5# | 1400 | 260s | 56 22x | 29 | | | 250s | 72 32x | 35 | | | 240s | 88 46x | 41 | | | 230s | 104 63x | 47 | | | 220s | 120 85x | 53 | | | 210s | 136 113x | 61 | | | 200s | 152 148x | 71 | | | 190s | 168 191x | 84 | | | 180s | 184 244x | 100 | | | 170s | 200 309x | 120 | | | 160s | 216 387x | 144 | | | 150s | 232 482x | 174 | | | 140s | 248 596x | 210 | | | 130s | 264 723x | 254 | | | 120s | 280 877x | 308 | | | 110s | 346 1064x | 374 | | | 100s | 512 1290x | 452 | | | 90s | 688 1569x | 558 | | | 80s | 874 1916x | 694 | | | 70s | 1,070 2356x | 880 | | | 60s | 1,276 2919x | 1,126 | | | 50s | 1,492 3637x | 1,432 | | | | 4544x | 1,813 | | | | 5678x | 2,269 | | | | 7078x | 2,800 | | | | 9119x | 3,406 | | | | Total | 17,591 | | 2,950 | | 8850 #### Workshop — Ultimate Weapon Plus The Ultimate Weapon Plus upgrade for Death Wave makes each Effect Wave hit additively amplify the damage stored in the Death Wave's pool. The per-level values are listed in the table below. UW+ Cost Table Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 Cost | Unlocked | 400 | 500 | 610 | 730 | 860 | 1000 | 1150 | 1300 | 1500 | 1700 | 1950 | 2200 | 2450 | 2700 Value | 3 | 4 | 6 | 9 | 13 | 18 | 24 | 31 | 39 | 48 | 58 | 69 | 81 | 94 | 108 #### Labs — Death Wave Health This lab raises the maximum health bonus you gain from killing enemies marked or killed by Death Wave, up to a cap of 12.5x the base value. You can track the bonus health earned during a round by tapping your health in the workshop, though the tracker only appears once you have researched at least one level of this lab. Level | Time | Cost | Value 1 | 0d 19h 59m 59s | 250,000 | 525% 2 | 1d 4h 21m 9s | 560,000 | 550% 3 | 1d 12h 53m 11s | 1,100,000 | 575% 4 | 1d 21h 54m 33s | 2,800,000 | 600% 5 | 2d 7h 49m 19s | 7,750,000 | 625% 6 | 2d 19h 6m 5s | 19,540,000 | 650% 7 | 3d 8h 17m 16s | 43,580,000 | 675% 8 | 3d 23h 58m 44s | 87,410,000 | 700% 9 | 4d 18h 49m 30s | 160,910,000 | 725% 10 | 5d 17h 31m 29s | 276,620,000 | 750% 11 | 7d 4h 48m 55s | 334,620,000 | 775% 12 | 7d 14h 48m 11s | 347,440,000 | 800% 13 | 8d 1h 1m 58s | 363,460,000 | 825% 14 | 8d 11h 30m 53s | 383,110,000 | 850% 15 | 8d 22h 15m 35s | 406,870,000 | 875% 16 | 9d 9h 16m 39s | 435,210,000 | 900% 17 | 9d 20h 34m 39s | 468,640,000 | 925% 18 | 10d 8h 10m 10s | 507,670,000 | 950% 19 | 10d 20h 3m 42s | 552,830,000 | 975% 20 | 11d 8h 15m 49s | 604,680,000 | 1000% 21 | 11d 20h 46m 59s | 663,770,000 | 1025% 22 | 12d 9h 37m 43s | 730,690,000 | 1050% 23 | 12d 22h 48m 31s | 806,040,000 | 1075% 24 | 13d 12h 19m 49s | 890,410,000 | 1100% 25 | 14d 2h 12m 6s | 984,430,000 | 1125% 26 | 14d 16h 25m 49s | 1,090,000,000 | 1150% 27 | 15d 7h 1m 25s | 1,200,000,000 | 1175% 28 | 15d 21h 59m 19s | 1,330,000,000 | 1200% 29 | 16d 13h 19m 57s | 1,470,000,000 | 1225% 30 | 17d 5h 3m 44s | 1,620,000,000 | 1250% #### Labs — Death Wave Coins Bonus This lab increases the extra coins dropped by enemies tagged by Effect Waves or killed by the Death Wave. It has 20 levels, with the per-level values shown in the table below. Level | Time | Cost | Value 1 | 0d 20h 0m 0s | 250,000 | 1.55 2 | 1d 4h 21m 9s | 560,000 | 1.60 3 | 1d 12h 53m 11s | 1,100,000 | 1.65 4 | 1d 21h 54m 33s | 2,800,000 | 1.70 5 | 2d 7h 49m 19s | 7,750,000 | 1.75 6 | 2d 19h 6m 5s | 19,540,000 | 1.80 7 | 3d 8h 17m 16s | 43,580,000 | 1.85 8 | 3d 23h 58m 44s | 87,410,000 | 1.90 9 | 4d 18h 49m 30s | 160,910,000 | 1.95 10 | 5d 17h 31m 29s | 276,620,000 | 2.00 11 | 6d 20h 49m 19s | 449,930,000 | 2.05 12 | 8d 5h 30m 9s | 699,340,000 | 2.10 13 | 9d 20h 23m 37s | 1,050,000,000 | 2.15 14 | 11d 18h 21m 37s | 1,520,000,000 | 2.20 15 | 14d 0h 18m 17s | 2,140,000,000 | 2.25 16 | 16d 15h 9m 51s | 2,950,000,000 | 2.30 17 | 19d 15h 54m 39s | 3,980,000,000 | 2.35 18 | 23d 3h 32m 57s | 5,270,000,000 | 2.40 19 | 27d 3h 6m 55s | 6,880,000,000 | 2.45 20 | 31d 15h 40m 37s | 8,840,000,000 | 2.50 #### Labs — Death Wave Cells Bonus This lab boosts the bonus cells earned from enemies hit by Effect Waves or killed by the Death Wave, up to a maximum of 3x the base cell bonus. It has 20 levels. Level | Time | Cost | Value 1 | 3d 5h 46m 39s | 1,000,000,000 | 1.10 2 | 3d 15h 6m 39s | 1,500,000,000 | 1.20 3 | 4d 1h 33m 51s | 2,250,000,000 | 1.30 4 | 4d 13h 16m 19s | 3,380,000,000 | 1.40 5 | 5d 2h 23m 5s | 5,060,000,000 | 1.50 6 | 5d 17h 4m 15s | 7,590,000,000 | 1.60 7 | 6d 9h 31m 10s | 11,390,000,000 | 1.70 8 | 7d 3h 56m 30s | 17,090,000,000 | 1.80 9 | 8d 0h 34m 29s | 25,630,000,000 | 1.90 10 | 8d 23h 41m 2s | 38,440,000,000 | 2.00 11 | 10d 1h 33m 57s | 57,670,000,000 | 2.10 12 | 11d 6h 33m 13s | 86,500,000,000 | 2.20 13 | 12d 15h 1m 13s | 129,750,000,000 | 2.30 14 | 14d 3h 22m 58s | 194,620,000,000 | 2.40 15 | 15d 20h 6m 31s | 291,930,000,000 | 2.50 16 | 17d 17h 43m 18s | 437,890,000,000 | 2.60 17 | 19d 20h 48m 30s | 656,840,000,000 | 2.70 18 | 22d 6h 1m 31s | 985,260,000,000 | 2.80 19 | 24d 22h 6m 30s | 1,480,000,000,000 | 2.90 20 | 27d 21h 52m 53s | 2,220,000,000,000 | 3.00 #### Labs — Death Wave Damage Amplifier Each level of this lab increases how much each Effect Wave hit raises the damage a given enemy takes from the Death Wave, up to a maximum of +50x per Effect Wave. It has 30 levels. Level | Time | Cost | Value 1 | 8 days 8h 0m 0s | 100,000,000,000 | 6.5 2 | 9d 8h 0m 0s | 150,000,000,000 | 8.00 3 | 10d 10h 52m 48s | 225,000,000,000 | 9.50 4 | 11d 16h 59m 8s | 337,500,000,000 | 11.00 5 | 13d 2h 42m 13s | 506,250,000,000 | 12.50 6 | 14d 16h 28m 6s | 759,380,000,000 | 14.00 7 | 16d 10h 45m 52s | 1,140,000,000,000 | 15.50 8 | 18d 10h 8m 10s | 1,710,000,000,000 | 17.00 9 | 20d 15h 11m 33s | 2,560,000,000,000 | 18.50 10 | 23d 2h 36m 56s | 3,840,000,000,000 | 20.00 11 | 25d 21h 10m 10s | 5,770,000,000,000 | 21.50 12 | 28d 23h 42m 35s | 8,650,000,000,000 | 23.00 13 | 32d 11h 11m 42s | 12,970,000,000,000 | 24.50 14 | 36d 8h 41m 54s | 19,460,000,000,000 | 26.00 15 | 40d 17h 25m 20s | 29,190,000,000,000 | 27.50 16 | 45d 14h 42m 47s | 43,790,000,000,000 | 29.00 17 | 51d 2h 4m 43s | 65,680,000,000,000 | 30.50 18 | 57d 5h 12m 29s | 98,530,000,000,000 | 32.00 19 | 64d 1h 59m 35s | 147,790,000,000,000 | 33.50 20 | 71d 18h 33m 8s | 221,680,000,000,000 | 35.00 21 | 80d 9h 15m 31s | 332,530,000,000,000 | 36.50 22 | 90d 0h 46m 11s | 498,790,000,000,000 | 38.00 23 | 100d 20h 3m 43s | 748,180,000,000,000 | 39.50 24 | 112d 22h 28m 10s | 1,120,000,000,000,000 | 41.00 25 | 126d 11h 43m 33s | 1,680,000,000,000,000 | 42.50 26 | 141d 16h 0m 47s | 2,530,000,000,000,000 | 44.00 27 | 158d 16h 0m 52s | 3,790,000,000,000,000 | 45.50 28 | 177d 16h 58m 34s | 5,680,000,000,000,000 | 47.00 29 | 199d 0h 46m 25s | 8,520,000,000,000,000 | 48.50 30 | 222d 21h 59m 11s | 12,780,000,000,000,000 | 50.00 #### Labs — Death Wave Armor Stripping This lab makes each Effect Wave hit strip armor from enemies, up to a maximum reduction of 10, and it has 10 levels. For example, if a battle condition gives enemies 10 armor (so each enemy blocks the first 10 attacks it receives) and you have this lab at level 5, a single Effect Wave hit drops that enemy's armor to 5, meaning it only blocks 5 hits instead of 10. Level | Time | Cost | Value 1 | 8 days 8h 0m 0s | 100,000,000,000 | 1.00 2 | 10d 10h 52m 48s | 225,000,000,000 | 2.00 3 | 13d 2h 42m 13s | 506,250,000,000 | 3.00 4 | 16d 10h 45m 52s | 1,140,000,000,000 | 4.00 5 | 20d 15h 11m 33s | 2,560,000,000,000 | 5.00 6 | 25d 21h 10m 10s | 5,770,000,000,000 | 6.00 7 | 32d 11h 11m 42s | 12,970,000,000,000 | 7.00 8 | 40d 17h 25m 20s | 29,190,000,000,000 | 8.00 9 | 51d 2h 4m 43s | 65,680,000,000,000 | 9.00 10 | 64d 1h 59m 35s | 147,790,000,000,000 | 10.00 #### Labs The Death Wave labs are unlocked through Milestones at tier 3, wave 250. Reaching that milestone unlocks all five Death Wave lab upgrades. ### Golden Tower URL: https://www.tower-hub.com/wiki/uw/golden-tower Golden Tower is an Ultimate Weapon that, once triggered, turns your tower golden for a limited window. During that window every enemy kill pays out multiplied cash and coins, making it one of the core economy tools in the game. Because its value scales with how many enemies you kill while it is running, Golden Tower rewards investment in both its own stats and the labs that extend it. #### Description Golden Tower activates on a repeating cycle: after a set period, your tower turns golden for a set period. While the golden effect is running, kills award a multiplier to the cash and coins you receive. Once the effect ends, you wait out the cooldown before it can trigger again. #### Workshop — Basic Upgrades Like every Ultimate Weapon, Golden Tower's basic upgrades sit in the Ultimate Weapon menu once you have unlocked the weapon itself. You can spend stones on three stats: Multiplier, Duration and Cooldown. Multiplier has 20 levels, Duration has 38 levels and Cooldown has 20 levels, and fully upgrading all three costs 27,186 stones in total. The cost table below breaks this down level by level. Multiplier | Stones (Multiplier) | Duration | Stones (Duration) | Cooldown | Stones (Cooldown) 5.0× | 0 | 15s | 0 | 300s | 0 5.8× | 5 | 16s | 5 | 290s | 10 6.6× | 13 | 17s | 14 | 280s | 28 7.4× | 22 | 18s | 23 | 270s | 46 8.2× | 32 | 19s | 32 | 260s | 64 9.0× | 43 | 20s | 41 | 250s | 82 9.8× | 55 | 21s | 50 | 240s | 100 10.6× | 68 | 22s | 59 | 230s | 118 11.4× | 82 | 23s | 68 | 220s | 136 12.2× | 98 | 24s | 77 | 210s | 154 13.0× | 116 | 25s | 87 | 200s | 172 13.8× | 138 | 26s | 98 | 190s | 190 14.6× | 162 | 27s | 110 | 180s | 208 15.4× | 250 | 28s | 123 | 170s | 226 16.2× | 350 | 29s | 137 | 160s | 244 17.0× | 500 | 30s | 152 | 150s | 262 17.8x | 700 | 31s | 168 | 140s | 300 18.6x | 950 | 32s | 185 | 130s | 368 19.4x | 1250 | 33s | 203 | 120s | 476 20.2x | 1600 | 34s | 222 | 110s | 644 21.0x | 2000 | 35s | 242 | 100s | 872 | | 36s | 263 | | | | 37s | 285 | | | | 38s | 308 | | | | 39s | 332 | | | | 40s | 356 | | | | 41s | 380 | | | | 42s | 404 | | | | 43s | 428 | | | | 44s | 452 | | | | 45s | 476 | | | | 46s | 530 | | | | 47s | 614 | | | | 48s | 728 | | | | 49s | 872 | | | | 50s | 1046 | | | | 51s | 1250 | | | | 52s | 1484 | | | | 53s | 1748 | | Totals | 8434 | | 14,052 | | 4700 #### Workshop — Ultimate Weapon Plus Ultimate Weapon Plus abilities become available only after you have unlocked all nine Ultimate Weapons. Golden Tower's plus ability is Golden Combo: when a Golden Tower activation ends, you gain an extra percentage of cash and coins for each kill scored during that activation. The bonus follows this formula: Bonus multiplier = ((1 + 0.0003 x (Level + 1))^Kills) - 1 Only enemies that spawned during the activation count towards the kill total. Anything already on the field when Golden Tower started is excluded, so the bonus depends heavily on how long the activation lasts and how quickly enemies spawn and die within it. Working through the maths, your final income scales with kills per second multiplied by duration, compounded by the Golden Combo formula. In practical terms, longer activations and higher GT+ levels compound each other: at 40 seconds duration a GT+10 earns roughly 213% more than a GT+1, and at 80 seconds that gap grows to about 504%. Similarly, a GT+10 running for 80 seconds earns around 231% more than the same level at 60 seconds. The tables below show the expected relative income across GT+ levels and durations. If you already have 100% uptime on Golden Tower (for example through MVN or GC), the calculation shifts: the number of activations is now total run time divided by duration rather than by cooldown, which changes how much extra duration is worth. UW+ Cost Table Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 Cost | Unlocked | 300 | 360 | 430 | 510 | 620 | 750 | 900 | 1100 | 1350 | 1650 | 2050 | 2600 | 3300 | 4150 Value | 0.03% | 0.06% | 0.09% | 0.12% | 0.15% | 0.18% | 0.21% | 0.24% | 0.27% | 0.30% | 0.33% | 0.36% | 0.39% | 0.42% | 0.45% Table: Relative income when comparing both GT+ levels and duration. Assumes 5s of mobs at the start of the GT+ that is not included the GT+ bonus and Kps=8. Numbers are relative to GT+10 at 60s. Level/Duration | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 40 | 0,177 | 0,192 | 0,209 | 0,227 | 0,247 | 0,269 | 0,292 | 0,318 | 0,345 | 0,376 41 | 0,183 | 0,199 | 0,217 | 0,237 | 0,258 | 0,281 | 0,306 | 0,334 | 0,364 | 0,397 42 | 0,189 | 0,206 | 0,225 | 0,246 | 0,269 | 0,294 | 0,321 | 0,351 | 0,383 | 0,419 43 | 0,195 | 0,213 | 0,233 | 0,256 | 0,280 | 0,307 | 0,336 | 0,368 | 0,403 | 0,441 44 | 0,201 | 0,220 | 0,242 | 0,266 | 0,292 | 0,320 | 0,352 | 0,386 | 0,424 | 0,465 45 | 0,207 | 0,228 | 0,251 | 0,276 | 0,303 | 0,334 | 0,368 | 0,404 | 0,445 | 0,490 46 | 0,213 | 0,235 | 0,259 | 0,286 | 0,316 | 0,348 | 0,384 | 0,424 | 0,467 | 0,515 47 | 0,219 | 0,242 | 0,268 | 0,297 | 0,328 | 0,363 | 0,401 | 0,443 | 0,490 | 0,542 48 | 0,226 | 0,250 | 0,277 | 0,307 | 0,341 | 0,378 | 0,418 | 0,464 | 0,514 | 0,570 49 | 0,232 | 0,258 | 0,286 | 0,318 | 0,354 | 0,393 | 0,437 | 0,485 | 0,539 | 0,599 50 | 0,238 | 0,265 | 0,296 | 0,329 | 0,367 | 0,409 | 0,455 | 0,507 | 0,564 | 0,629 51 | 0,245 | 0,273 | 0,305 | 0,341 | 0,380 | 0,425 | 0,474 | 0,529 | 0,591 | 0,660 52 | 0,251 | 0,281 | 0,315 | 0,352 | 0,394 | 0,441 | 0,494 | 0,553 | 0,618 | 0,692 53 | 0,258 | 0,289 | 0,325 | 0,364 | 0,409 | 0,458 | 0,514 | 0,577 | 0,647 | 0,726 54 | 0,264 | 0,297 | 0,335 | 0,376 | 0,423 | 0,476 | 0,535 | 0,602 | 0,676 | 0,761 55 | 0,271 | 0,306 | 0,345 | 0,389 | 0,438 | 0,494 | 0,557 | 0,627 | 0,707 | 0,797 56 | 0,278 | 0,314 | 0,355 | 0,401 | 0,453 | 0,512 | 0,579 | 0,654 | 0,739 | 0,834 57 | 0,285 | 0,323 | 0,365 | 0,414 | 0,469 | 0,531 | 0,601 | 0,681 | 0,771 | 0,874 58 | 0,292 | 0,331 | 0,376 | 0,427 | 0,485 | 0,550 | 0,625 | 0,709 | 0,805 | 0,914 59 | 0,299 | 0,340 | 0,387 | 0,440 | 0,501 | 0,570 | 0,649 | 0,739 | 0,840 | 0,956 60 | 0,306 | 0,349 | 0,398 | 0,454 | 0,518 | 0,591 | 0,674 | 0,769 | 0,877 | 1,000 61 | 0,313 | 0,358 | 0,409 | 0,468 | 0,535 | 0,612 | 0,699 | 0,800 | 0,914 | 1,045 62 | 0,320 | 0,367 | 0,420 | 0,482 | 0,552 | 0,633 | 0,726 | 0,832 | 0,953 | 1,092 63 | 0,327 | 0,376 | 0,432 | 0,496 | 0,570 | 0,655 | 0,753 | 0,865 | 0,993 | 1,141 64 | 0,334 | 0,385 | 0,443 | 0,511 | 0,588 | 0,678 | 0,780 | 0,899 | 1,035 | 1,192 65 | 0,341 | 0,394 | 0,455 | 0,526 | 0,607 | 0,701 | 0,809 | 0,934 | 1,078 | 1,245 66 | 0,349 | 0,404 | 0,467 | 0,541 | 0,626 | 0,724 | 0,838 | 0,970 | 1,123 | 1,299 67 | 0,356 | 0,413 | 0,480 | 0,556 | 0,645 | 0,749 | 0,869 | 1,008 | 1,169 | 1,356 68 | 0,364 | 0,423 | 0,492 | 0,572 | 0,665 | 0,774 | 0,900 | 1,046 | 1,216 | 1,414 69 | 0,371 | 0,433 | 0,505 | 0,588 | 0,686 | 0,799 | 0,932 | 1,086 | 1,266 | 1,475 70 | 0,379 | 0,443 | 0,517 | 0,605 | 0,707 | 0,826 | 0,965 | 1,127 | 1,317 | 1,538 71 | 0,387 | 0,453 | 0,530 | 0,621 | 0,728 | 0,852 | 0,998 | 1,169 | 1,369 | 1,604 72 | 0,394 | 0,463 | 0,544 | 0,638 | 0,750 | 0,880 | 1,033 | 1,213 | 1,424 | 1,671 73 | 0,402 | 0,473 | 0,557 | 0,656 | 0,772 | 0,908 | 1,069 | 1,258 | 1,480 | 1,742 74 | 0,410 | 0,484 | 0,571 | 0,673 | 0,794 | 0,937 | 1,106 | 1,304 | 1,538 | 1,814 75 | 0,418 | 0,494 | 0,585 | 0,691 | 0,818 | 0,967 | 1,143 | 1,352 | 1,598 | 1,890 76 | 0,426 | 0,505 | 0,599 | 0,710 | 0,841 | 0,997 | 1,182 | 1,401 | 1,661 | 1,968 77 | 0,434 | 0,516 | 0,613 | 0,728 | 0,866 | 1,028 | 1,222 | 1,452 | 1,725 | 2,049 78 | 0,442 | 0,527 | 0,627 | 0,747 | 0,890 | 1,060 | 1,263 | 1,504 | 1,791 | 2,133 79 | 0,450 | 0,538 | 0,642 | 0,767 | 0,916 | 1,093 | 1,305 | 1,558 | 1,860 | 2,220 80 | 0,459 | 0,549 | 0,657 | 0,787 | 0,941 | 1,127 | 1,348 | 1,613 | 1,931 | 2,310 Table: Relative income when comparing both GT+ levels and duration for GT duration >= 100%. Assumes 5s of mobs at the start of the GT+ that is not included the GT+ bonus and Kps=8. Numbers are relative to GT+10 at 60s. You CANNOT compare the numbers in the above table with numbers in this table. That's like comparing apples to oranges. The calculations are based on difference premises. Level/Duration | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 60 | 0,306 | 0,349 | 0,398 | 0,454 | 0,518 | 0,591 | 0,674 | 0,769 | 0,877 | 1,000 61 | 0,307 | 0,351 | 0,402 | 0,459 | 0,525 | 0,601 | 0,687 | 0,785 | 0,898 | 1,027 62 | 0,308 | 0,354 | 0,405 | 0,465 | 0,533 | 0,611 | 0,700 | 0,802 | 0,920 | 1,054 63 | 0,310 | 0,356 | 0,409 | 0,470 | 0,541 | 0,621 | 0,714 | 0,820 | 0,942 | 1,082 64 | 0,311 | 0,359 | 0,413 | 0,476 | 0,548 | 0,632 | 0,727 | 0,838 | 0,965 | 1,111 65 | 0,313 | 0,361 | 0,417 | 0,482 | 0,556 | 0,642 | 0,742 | 0,856 | 0,988 | 1,141 66 | 0,314 | 0,364 | 0,421 | 0,488 | 0,564 | 0,653 | 0,756 | 0,875 | 1,012 | 1,171 67 | 0,316 | 0,367 | 0,425 | 0,494 | 0,573 | 0,664 | 0,771 | 0,894 | 1,037 | 1,203 68 | 0,317 | 0,369 | 0,429 | 0,499 | 0,581 | 0,675 | 0,785 | 0,913 | 1,062 | 1,235 69 | 0,319 | 0,372 | 0,434 | 0,506 | 0,589 | 0,687 | 0,801 | 0,933 | 1,088 | 1,268 70 | 0,321 | 0,375 | 0,438 | 0,512 | 0,598 | 0,699 | 0,816 | 0,954 | 1,114 | 1,302 71 | 0,322 | 0,377 | 0,442 | 0,518 | 0,606 | 0,710 | 0,832 | 0,974 | 1,141 | 1,336 72 | 0,324 | 0,380 | 0,446 | 0,524 | 0,615 | 0,722 | 0,848 | 0,996 | 1,169 | 1,372 73 | 0,325 | 0,383 | 0,451 | 0,530 | 0,624 | 0,735 | 0,865 | 1,017 | 1,197 | 1,409 74 | 0,327 | 0,386 | 0,455 | 0,537 | 0,633 | 0,747 | 0,881 | 1,040 | 1,226 | 1,446 75 | 0,328 | 0,388 | 0,459 | 0,543 | 0,642 | 0,760 | 0,898 | 1,062 | 1,256 | 1,485 76 | 0,330 | 0,391 | 0,464 | 0,550 | 0,652 | 0,773 | 0,916 | 1,085 | 1,286 | 1,525 77 | 0,332 | 0,394 | 0,468 | 0,556 | 0,661 | 0,786 | 0,933 | 1,109 | 1,318 | 1,565 78 | 0,333 | 0,397 | 0,473 | 0,563 | 0,671 | 0,799 | 0,952 | 1,133 | 1,350 | 1,607 79 | 0,335 | 0,400 | 0,477 | 0,570 | 0,680 | 0,812 | 0,970 | 1,158 | 1,382 | 1,650 80 | 0,336 | 0,403 | 0,482 | 0,577 | 0,690 | 0,826 | 0,989 | 1,183 | 1,416 | 1,694 #### Labs — Golden Tower Bonus The Golden Tower Bonus lab has 25 levels. Each level adds 0.15 to the Golden Tower bonus, giving a total additional bonus of 3.75 when maxed. See the table below for per-level costs. Level | Time | Cost | Value 1 | 1d 16h 0m | 1,000,000 | +0.15 2 | 2d 0h 21m | 1,310,000 | +0.30 3 | 2d 8h 53m | 1,850,000 | +0.45 4 | 2d 17h 54m | 3,550,000 | +0.60 5 | 3d 3h 49m | 8,500,000 | +0.75 6 | 3d 15h 6m | 20,290,000 | +0.90 7 | 4d 4h 17m | 44,330,000 | +1.05 8 | 4d 19h 58m | 88,160,000 | +1.20 9 | 5d 14h 49m | 161,660,000 | +1.35 10 | 6d 13h 31m | 277,370,000 | +1.50 11 | 7d 16h 49m | 450,680,000 | +1.65 12 | 9d 1h 30m | 700,090,000 | +1.80 13 | 10d 16h 23m | 1,050,000,000 | +1.95 14 | 12d 14h 21m | 1,520,000,000 | +2.10 15 | 14d 20h 18m | 2,140,000,000 | +2.25 16 | 17d 11h 9m | 2,950,000,000 | +2.40 17 | 20d 11h 54m | 3,980,000,000 | +2.55 18 | 23d 23h 32m | 5,270,000,000 | +2.70 19 | 27d 23h 6m | 6,880,000,000 | +2.85 20 | 32d 11h 40m | 8,840,000,000 | +3.00 21 | 37d 14h 19m | 11,220,000,000 | +3.15 22 | 43d 8h 12m | 14,080,000,000 | +3.30 23 | 49d 18h 27m | 17,480,000,000 | +3.45 24 | 56d 22h 16m | 21,490,000,000 | +3.60 25 | 64d 20h 50m | 26,190,000,000 | +3.75 #### Labs — Golden Tower Duration The Golden Tower Duration lab has 20 levels, and each level extends the activation. Maxing the lab adds 20 seconds of duration in total. Per-level costs are listed in the table below. Level | Time | Cost | Value 1 | 1d 16h 0m | 1,000,000 | +1.0s 2 | 2d 0h 21m | 1,310,000 | +2.0s 3 | 2d 8h 53m | 1,850,000 | +3.0s 4 | 2d 17h 54m | 3,550,000 | +4.0s 5 | 3d 3h 49m | 8,500,000 | +5.0s 6 | 3d 15h 6m | 20,290,000 | +6.0s 7 | 4d 4h 17m | 44,330,000 | +7.0s 8 | 4d 19h 58m | 88,160,000 | +8.0s 9 | 5d 14h 49m | 161,660,000 | +9.0s 10 | 6d 13h 31m | 277,370,000 | +10.0s 11 | 7d 16h 49m | 450,680,000 | +11.0s 12 | 9d 1h 30m | 700,090,000 | +12.0s 13 | 10d 16h 23m | 1,050,000,000 | +13.0s 14 | 12d 14h 21m | 1,520,000,000 | +14.0s 15 | 14d 20h 18m | 2,140,000,000 | +15.0s 16 | 17d 11h 9m | 2,950,000,000 | +16.0s 17 | 20d 11h 54m | 3,980,000,000 | +17.0s 18 | 23d 23h 32m | 5,270,000,000 | +18.0s 19 | 27d 23h 6m | 6,880,000,000 | +19.0s 20 | 32d 11h 40m | 8,840,000,000 | +20.0s #### Labs Golden Tower's labs are unlocked through Milestones at tier 4 wave 200, opening up Golden Tower Bonus and Golden Tower Duration research. Each lab raises the base value of its matching workshop stat, stacking with whatever you have upgraded with stones. #### Ultimate Weapon Plus As the income comparisons show, GT+ level keeps the same scaling whether or not you have full uptime, but extra duration loses some of its value once Golden Tower is already active permanently. ### Inner Land Mines URL: https://www.tower-hub.com/wiki/uw/inner-land-mines Inner Land Mines is an ultimate weapon that periodically deploys a set of mines around your tower. When an enemy touches one, it detonates and deals area-of-effect damage calculated as a percentage of your tower's damage, with crit and super crit chance and multipliers factored in. The weapon's activation cooldown has a hard cap of 37 seconds, so no amount of upgrading will push it below that point. #### Description Inner Land Mines is an ultimate weapon that periodically deploys a set of mines around your tower. When an enemy touches one, it detonates and deals area-of-effect damage calculated as a percentage of your tower's damage, with crit and super crit chance and multipliers factored in. The weapon's activation cooldown has a hard cap of 37 seconds, so no amount of upgrading will push it below that point. #### Workshop — Basic Upgrades Once you unlock Inner Land Mines, its basic upgrades become available in the Ultimate Weapon menu. You can spend stones on three tracks: Damage, Quantity, and Cooldown. Damage has 30 levels, Quantity has 3 levels, and Cooldown has 15 levels. Maxing all three costs 13,522 stones in total; per-level costs are shown in the table below. Damage % | Cost | Quantity | Cost | Cooldown | Cost 10.00x | 0 | 3# | 0 | 200s | 0 11.00x | 5 | 4# | 50 | 190s | 8 13.00x | 11 | 5# | 125 | 180s | 24 16.00x | 17 | 6# | 250 | 170s | 40 20.00x | 23 | | | 160s | 56 26.00x | 29 | | | 150s | 72 34.00x | 35 | | | 140s | 88 43.00x | 41 | | | 130s | 104 55.00x | 47 | | | 120s | 120 69.00x | 53 | | | 110s | 136 87.00x | 61 | | | 100s | 152 108.00x | 71 | | | 90s | 168 134.00x | 84 | | | 80s | 184 164.00x | 100 | | | 70s | 200 200.00x | 120 | | | 60s | 216 243.00x | 144 | | | 50s | 232 293.00x | 174 | | | | 352.00x | 210 | | | | 421.00x | 254 | | | | 502.00x | 308 | | | | 597.00x | 374 | | | | 708.00x | 454 | | | | 838.00x | 540 | | | | 989.00x | 632 | | | | 1165.00x | 730 | | | | 1370.00x | 834 | | | | 1608.00x | 944 | | | | 1886.00x | 1060 | | | | 2209.00x | 1182 | | | | 2585.00x | 1312 | | | | 3021.00x | 1448 | | | | Totals | 11,297 | | 425 | | 1,800 #### Workshop — Ultimate Weapon Plus Charged Mine becomes available once you have unlocked all 9 ultimate weapons. It causes each Inner Land Mine's damage to grow by a multiplier every second, and the charge only resets when that mine actually detonates. The multiplier is tracked per mine, so when one mine explodes, the others keep whatever charge they had built up. Active mines also retain their charge when the weapon's cooldown resets and a new set spawns. UW+ Cost Table Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 Cost | Unlocked | 300 | 360 | 430 | 510 | 620 | 750 | 900 | 1100 | 1350 | 1650 | 2050 | 2600 | 3300 | 4150 Value | x0.5 | x1.5 | x2.9 | x4.7 | x6.9 | x9.5 | x12.5 | x15.9 | x19.7 | x23.9 | x28.5 | x33.5 | x38.9 | x44.7 | x50.9 #### Labs — Inner Mine Blast Radius This lab increases the area that an Inner Land Mine damages when it triggers. It has 20 levels; per-level values are listed in the table below. Level | Time | Cost | Value 1 | 0d 20h 0m | 250,000 | 0.10 2 | 1d 4h 21m | 560,000 | 0.20 3 | 1d 12h 53m | 1,100,000 | 0.30 4 | 1d 21h 54m | 2,800,000 | 0.40 5 | 2d 7h 49m | 7,750,000 | 0.50 6 | 2d 19h 6m | 19,540,000 | 0.60 7 | 3d 8h 17m | 43,580,000 | 0.70 8 | 3d 23h 58m | 87,410,000 | 0.80 9 | 4d 18h 49m | 160,910,000 | 0.90 10 | 5d 17h 31m | 276,620,000 | 1.00 11 | 6d 20h 49m | 449,930,000 | 1.10 12 | 8d 5h 30m | 699,340,000 | 1.20 13 | 9d 20h 23m | 1,050,000,000 | 1.30 14 | 11d 18h 21m | 1,520,000,000 | 1.40 15 | 14d 0h 18m | 2,140,000,000 | 1.50 16 | 16d 15h 9m | 2,950,000,000 | 1.60 17 | 19d 15h 54m | 3,980,000,000 | 1.70 18 | 23d 3h 32m | 5,270,000,000 | 1.80 19 | 27d 3h 6m | 6,880,000,000 | 1.90 20 | 31d 15h 40m | 8,840,000,000 | 2.00 #### Labs — Inner Mine Rotation Speed This lab raises the speed at which the mines orbit your tower. It has 20 levels; per-level values are listed in the table below. Level | Time | Cost | Value 1 | 0d 20h 0m | 250,000 | 0.80 2 | 1d 4h 21m | 560,000 | 1.60 3 | 1d 12h 53m | 1,100,000 | 2.40 4 | 1d 21h 54m | 2,800,000 | 3.20 5 | 2d 7h 49m | 7,750,000 | 4.00 6 | 2d 19h 6m | 19,540,000 | 4.80 7 | 3d 8h 17m | 43,580,000 | 5.60 8 | 3d 23h 58m | 87,410,000 | 6.40 9 | 4d 18h 49m | 160,910,000 | 7.20 10 | 5d 17h 31m | 276,620,000 | 8.00 11 | 6d 20h 49m | 449,930,000 | 8.80 12 | 8d 5h 30m | 699,340,000 | 9.60 13 | 9d 20h 23m | 1,050,000,000 | 10.40 14 | 11d 18h 21m | 1,520,000,000 | 11.20 15 | 14d 0h 18m | 2,140,000,000 | 12.00 16 | 16d 15h 9m | 2,950,000,000 | 12.80 17 | 19d 15h 54m | 3,980,000,000 | 13.60 18 | 23d 3h 32m | 5,270,000,000 | 14.40 19 | 27d 3h 6m | 6,880,000,000 | 15.20 20 | 31d 15h 40m | 8,840,000,000 | 16.00 #### Labs — Inner Mine Stun With this lab researched, exploding inner mines stun nearby enemies for 2.5 seconds. It has a single level. Level | Time | Cost | Value 1 | 13d 21h 19m | 250,000,000 | Unlocked #### Labs — Inner Land Mine - Chrono Jump This lab requires ILM+ (Charged Mine). When an enemy is hit by an Inner Land Mine, that mine's charge is boosted by this lab's value multiplied by the number of times that enemy has been hit by an Inner Land Mine. It has 10 levels; per-level values are listed in the table below. Level | Time | Cost | Value 1 | 16d 16h 0m 0s | 1q | 5s 2 | 33d 8h 0m 0s | 2.1q | 10s 3 | 50d 0h 0m 0s | 4.2q | 15s 4 | 66d 16h 0m 0s | 8.6q | 20s 5 | 83d 8h 0m 0s | 17.7q | 25s 6 | 100d 0h 10m 0s | 36.2q | 30s 7 | 116d 16h 0m 0s | 74.2q | 35s 8 | 133d 8h 0m 0s | 152.2q | 40s 9 | 150d 0h 0m 0s | 311.9q | 45s 10 | 166d 16h 0m 0s | 639.4q | 50s #### Labs The Inner Land Mine labs are unlocked by reaching Milestones Tier 7 wave 40. This unlocks Inner Mine Blast Radius, Inner Mine Rotation Speed, and Inner Mine Stun. ### Poison Swamp URL: https://www.tower-hub.com/wiki/uw/poison-swamp Poison Swamp is an Ultimate Weapon that creates a damaging zone on the battlefield. Enemies caught in it take damage every second for as long as the swamp stays active, and anything it hurts keeps a Poisoned tag until it dies. Poisoned enemies move 25% slower while standing in a swamp and interact with the Harmony Conductor mod if you have it equipped. The damage shown in-game accounts for your crit and super crit factor and chance. One undocumented behaviour worth knowing: each tick of swamp damage ramps up. The second tick applies the listed ramp bonus (50% at base), and every tick after that grows by that bonus plus 100%. So a swamp dealing 100x damage with base ramping ticks for 100x, 150x, 300x, 450x, 600x and so on. #### Description Poison Swamp spawns a zone that damages enemies every second for its duration, with the damage figure factoring in your crit and super crit stats. Anything damaged by it gains the Poisoned tag until death, which slows the enemy by 25% while it stands in a swamp and makes it eligible for Harmony Conductor mod effects. Although never listed in release notes, Poison Swamp's damage ramps each tick, matching the old PS+0 behaviour. The second tick gains the documented ramp value (50% at base), and later ticks grow by that value plus 100%. A 100x swamp at base ramping therefore ticks 100x, 150x, 300x, 450x, 600x and so on. #### Workshop — Basic Upgrades Once you unlock Poison Swamp, its basic upgrades appear in the Ultimate Weapon menu alongside every other Ultimate Weapon. You can spend stones on Damage, Duration and Cooldown. Damage has 30 levels, Duration has 14 and Cooldown has 15, with a combined stone cost of 19196 across all three tracks (see the cost table below). Enemies standing where two swamps overlap only take damage from one of them, so stacking swamps on the same spot does not multiply your damage. Damage | Stones (Damage) | Duration | Stones (Duration) | Cooldown | Stones (Cooldown) 10.00x | 0 | 30s | 0 | 125s | 0 11.00x | 5 | 35s | 10 | 120s | 8 13.00x | 11 | 40s | 20 | 115s | 26 16.00x | 17 | 45s | 35 | 110s | 44 20.00x | 23 | 50s | 55 | 105s | 62 26.00x | 29 | 55s | 100 | 100s | 80 34.00x | 35 | 60s | 120 | 95s | 98 43.00x | 41 | 65s | 150 | 90s | 116 55.00x | 47 | 70s | 200 | 85s | 134 69.00x | 53 | 75s | 260 | 80s | 152 87.00x | 61 | 80s | 330 | 75s | 170 108.00x | 71 | 85s | 410 | 70s | 188 134.00x | 84 | 90s | 500 | 65s | 206 164.00x | 100 | 95s | 600 | 60s | 224 200.00x | 120 | 100s | 710 | 55s | 242 243.00x | 144 | Max | | 50s | 260 293.00x | 174 | | | Max | 352.00x | 210 | | | | 421.00x | 252 | | | | 502.00x | 302 | | | | 597.00x | 362 | | | | 708.00x | 434 | | | | 838.00x | 525 | | | | 989.00x | 636 | | | | 1165.00x | 772 | | | | 1370.00x | 938 | | | | 1608.00x | 1134 | | | | 1886.00x | 1360 | | | | 2209.00x | 1616 | | | | 2585.00x | 1902 | | | | 3021.00x | 2228 | | | | Total | 13,686 | | 3500 | | 2,010 #### Workshop — Ultimate Weapon Plus Ultimate Weapon Plus abilities become available only after you have purchased all nine Ultimate Weapons. Poison Swamp's plus ability is Death Creep, which adds damage to each Poison Swamp tick equal to a percentage of Poison Swamp's damage. The per-level values are listed in the table below. UW+ Cost Table Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 Cost | Unlocked | 300 | 375 | 475 | 600 | 725 | 925 | 1150 | 1450 | 1800 | 2200 | 2650 | 3150 | 3700 | 4300 Value | 120% | 190% | 260% | 330% | 400% | 470% | 540% | 610% | 680% | 750% | 820% | 890% | 960% | 1030% | 1110% #### Labs — Swamp Radius Swamp Radius increases the size of your Poison Swamp, letting it cover more ground and catch more enemies at once. The lab has 30 levels; per-level values are in the table below. Level | Time | Cost | Value 1 | 0d 19h 59m | 250,000 | 0.04 2 | 0d 23h 21m | 285,000 | 0.08 3 | 1d 2h 53m | 496,980 | 0.12 4 | 1d 6h 54m | 1,450,000 | 0.16 5 | 1d 11h 49m | 4,230,000 | 0.2 6 | 1d 18h 6m | 10,500,000 | 0.24 7 | 2d 2h 17m | 22,580,000 | 0.28 8 | 2d 12h 58m | 43,470,000 | 0.32 9 | 3d 2h 49m | 76,880,000 | 0.36 10 | 3d 20h 31m | 127,310,000 | 0.4 11 | 4d 18h 49m | 200,030,000 | 0.44 12 | 5d 22h 30m | 301,120,000 | 0.48 13 | 7d 8h 23m | 437,550,000 | 0.52 14 | 9d 1h 21m | 617,110,000 | 0.56 15 | 11d 2h 18m | 848,510,000 | 0.6 16 | 13d 12h 9m | 1,140,000,000 | 0.64 17 | 16d 7h 54m | 1,510,000,000 | 0.68 18 | 19d 14h 32m | 1,950,000,000 | 0.72 19 | 23d 9h 6m | 2,500,000,000 | 0.76 20 | 27d 16h 40m | 3,150,000,000 | 0.8 21 | 32d 14h 19m | 3,930,000,000 | 0.84 22 | 38d 3h 12m | 4,850,000,000 | 0.88 23 | 44d 8h 27m | 5,920,000,000 | 0.92 24 | 51d 7h 16m | 7,170,000,000 | 0.96 25 | 59d 0h 50m | 8,610,000,000 | 1 26 | 67d 14h 25m | 10,260,000,000 | 1.04 27 | 77d 1h 17m | 12,150,000,000 | 1.08 28 | 87d 10h 41m | 14,290,000,000 | 1.12 29 | 98d 19h 58m | 16,700000,000 | 1.16 30 | 111d 6h 28m | 19,420,000,000 | 1.2 #### Labs — Poison Swamp Stun Poison Swamp Stun gives enemies a chance to be stunned when they enter a Poison Swamp. An enemy can only be stunned once per entry, but re-entering a swamp or walking into a different one gives it another chance to be stunned. The lab has a single level and starts at a 5% stun chance lasting 1 second. Completing it unlocks the Swamp Stun Chance and Swamp Stun Time labs. Level | Time | Cost | Value 1 | 0d 19h 59m | 700,000 | Unlocked #### Labs — Swamp Stun Chance Available after completing Poison Swamp Stun, this lab raises the chance that enemies are stunned when entering a Poison Swamp. It has 30 levels, with per-level values shown in the table below. Level | Time | Cost | Value 1 | 0d 19h 59m | 250,000 | 7.5% 2 | 0d 23h 21m | 285,000 | 10.0% 3 | 1d 2h 53m | 496,980 | 12.5% 4 | 1d 6h 54m | 1,450,000 | 15.0% 5 | 1d 11h 49m | 4,230,000 | 17.5% 6 | 1d 18h 6m | 10,500,000 | 20.0% 7 | 2d 2h 17m | 22,580,000 | 22.5% 8 | 2d 12h 58m | 43,470,000 | 25.0% 9 | 3d 2h 49m | 76,880,000 | 27.5% 10 | 3d 20h 31m | 127,310,000 | 30.0% 11 | 4d 18h 49m | 200,030,000 | 32.5% 12 | 5d 22h 30m | 301,120,000 | 35.0% 13 | 7d 8h 23m | 437,550,000 | 37.5% 14 | 9d 1h 21m | 617,110,000 | 40.0% 15 | 11d 2h 18m | 848,510,000 | 42.5% 16 | 13d 12h 9m | 1,140,000,000 | 45.0% 17 | 16d 7h 54m | 1,510,000,000 | 47.5% 18 | 19d 14h 32m | 1,950,000,000 | 50.0% 19 | 23d 9h 6m | 2,500,000,000 | 52.5% 20 | 27d 16h 40m | 3,150,000,000 | 55.0% 21 | 32d 14h 19m | 3,930,000,000 | 57.5% 22 | 38d 3h 12m | 4,850,000,000 | 60.0% 23 | 44d 8h 27m | 5,920,000,000 | 62.5% 24 | 51d 7h 16m | 7,170,000,000 | 65.0% 25 | 59d 0h 50m | 8,610,000,000 | 67.5% 26 | 67d 14h 25m | 10,260,000,000 | 70.0% 27 | 77d 1h 17m | 12,150,000,000 | 72.5% 28 | 87d 10h 41m | 14,290,000,000 | 75.0% 29 | 98d 19h 58m | 16,700000,000 | 77.5% 30 | 111d 6h 28m | 19,420,000,000 | 80.0% #### Labs — Swamp Stun Time Available after completing Poison Swamp Stun, this lab extends how long enemies stay stunned by Poison Swamp. It has 30 levels, with per-level values shown in the table below. Level | Time | Cost | Value 1 | 0d 19h 59m | 250,000 | 1.3 2 | 0d 23h 21m | 285,000 | 1.6 3 | 1d 2h 53m | 496,980 | 1.9 4 | 1d 6h 54m | 1,450,000 | 2.2 5 | 1d 11h 49m | 4,230,000 | 2.5 6 | 1d 18h 6m | 10,500,000 | 2.8 7 | 2d 2h 17m | 22,580,000 | 3.1 8 | 2d 12h 58m | 43,470,000 | 3.4 9 | 3d 2h 49m | 76,880,000 | 3.7 10 | 3d 20h 31m | 127,310,000 | 4 11 | 4d 18h 49m | 200,030,000 | 4.3 12 | 5d 22h 30m | 301,120,000 | 4.6 13 | 7d 8h 23m | 437,550,000 | 4.9 14 | 9d 1h 21m | 617,110,000 | 5.2 15 | 11d 2h 18m | 848,510,000 | 5.5 16 | 13d 12h 9m | 1,140,000,000 | 5.8 17 | 16d 7h 54m | 1,510,000,000 | 6.1 18 | 19d 14h 32m | 1,950,000,000 | 6.4 19 | 23d 9h 6m | 2,500,000,000 | 6.7 20 | 27d 16h 40m | 3,150,000,000 | 7 21 | 32d 14h 19m | 3,930,000,000 | 7.3 22 | 38d 3h 12m | 4,850,000,000 | 7.6 23 | 44d 8h 27m | 5,920,000,000 | 7.9 24 | 51d 7h 16m | 7,170,000,000 | 8.2 25 | 59d 0h 50m | 8,610,000,000 | 8.5 26 | 67d 14h 25m | 10,260,000,000 | 8.8 27 | 77d 1h 17m | 12,150,000,000 | 9.1 28 | 87d 10h 41m | 14,290,000,000 | 9.4 29 | 98d 19h 58m | 16,700000,000 | 9.7 30 | 111d 6h 28m | 19,420,000,000 | 10 #### Labs — Swamp Rend - Basic Enemies Unlocked in Milestones at tier 16 wave 50. When a basic enemy is hurt by Poison Swamp, the damage is increased by a percentage of the rend currently applied to it. The lab has 30 levels, each adding 3% of rend for a maximum of 90%. By default this only works on basic enemies; you can extend it to other enemy types through the Swamp Rend - Additional Enemies lab. Level | Time | Cost | Value 1 | 8d 8h 0m | 100.00B | 3% 2 | 9d 7h 59m | 150.00B | 6% 3 | 10d 10h 52m | 225.00B | 9% 4 | 11d 16h 59m | 337.50B | 12% 5 | 13d 2h 42m | 506.25B | 15% 6 | 14d 16h 28m | 759.38B | 18% 7 | 16d 10h 45m | 1.14T | 21% 8 | 18d 10h 8m | 1.71T | 24% 9 | 20d 15h 11m | 2.56T | 27% 10 | 23d 2h 36m | 3.84T | 30% 11 | 25d 21h 10m | 5.77T | 33% 12 | 28d 23h 42m | 8.65T | 36% 13 | 32d 11h 11m | 12.97T | 39% 14 | 36d 8h 41m | 19.46T | 42% 15 | 40d 17h 25m | 29.19T | 45% 16 | 45d 14h 42m | 43.79T | 48% 17 | 51d 2h 4m | 65.68T | 51% 18 | 57d 5h 12m | 98.53T | 54% 19 | 64d 1h 59m | 147.79T | 57% 20 | 71d 18h 33m | 221.68T | 60% 21 | 80d 9h 15m | 332.53T | 63% 22 | 90d 46m 11s | 498.79T | 66% 23 | 100d 20h 3m | 748.18T | 69% 24 | 112d 22h 28m | 1.12q | 72% 25 | 126d 11h 43m | 1.68q | 75% 26 | 141d 16h 0m | 2.53q | 78% 27 | 158d 16h 0m | 3.79q | 81% 28 | 177d 16h 58m | 5.68q | 84% 29 | 199d 46m 25s | 8.52q | 87% 30 | 222d 21h 59m | 12.78q | 90% #### Labs — Swamp Rend - Additional Enemies Unlocked in Milestones at tier 16 wave 50, this lab lets Swamp Rend affect enemy types beyond basics. Affected enemies get the same rend percentage as basic enemies do. The lab has 6 levels. Level | Time | Cost | Value 1 | 8d 7h 59m | 100.00B | Ranged enemies 2 | 9d 8h 0m | 150.00B | Fast enemies 3 | 10d 10h 52m | 225.00B | Tank Enemies 4 | 11d 16h 59m | 337.50B | Protector Enemies 5 | 13d 2h 42m | 506.25B | Boss Enemies 6 | 14d 16h 28m | 759.38B | Vampire #### Labs Poison Swamp's labs are unlocked in Milestones at tier 7 wave 50, which opens up Swamp Radius and Poison Swamp Stun. ### Smart Missiles URL: https://www.tower-hub.com/wiki/uw/smart-missiles Smart Missiles are an Ultimate Weapon that periodically fires a volley of homing missiles at enemies. Each missile tracks its target and explodes on impact, dealing damage based on a multiplier of your tower's damage — and because that multiplier accounts for your crit and super crit factor and chance, the weapon scales with the rest of your build. Beyond the basic workshop upgrades, Smart Missiles have one of the largest lab trees of any Ultimate Weapon, letting you extend missile lifetime, stack damage on repeat hits, add area-of-effect explosions, and unlock a manually triggered Missile Barrage. #### Description Smart Missiles are an Ultimate Weapon. Once activated, they launch a set number of missiles on a repeating timer. The missiles home in on enemies and detonate when they connect. The damage each missile deals is a multiplier of your tower damage. That calculation includes your crit and super crit factor and chance, so anything that raises those stats also raises your missile output. #### Workshop — Basic Upgrades Like every Ultimate Weapon, Smart Missiles' basic upgrades sit in the Ultimate Weapon menu once you've unlocked the weapon itself. From there you can spend stones on three tracks: Damage, Quantity, and Cooldown. Damage has 30 levels, Quantity has 15 levels, and Cooldown has 16 levels. Maxing all three tracks costs 24,407 stones in total; the per-level breakdown is in the cost table below. Damage | Cost | Quantity | Cost | Cooldown | Cost 10x | 0 | 5# | 0 | 180s | 0 11x | 5 | 6# | 4 | 170s | 8 13x | 11 | 7# | 12 | 160s | 24 16x | 17 | 8# | 35 | 150s | 40 20x | 23 | 9# | 70 | 140s | 56 26x | 29 | 10# | 120 | 130s | 72 34x | 35 | 11# | 180 | 120s | 88 43x | 41 | 12# | 275 | 110s | 104 55x | 47 | 13# | 350 | 100s | 120 69x | 53 | 14# | 420 | 90s | 136 87x | 61 | 15# | 500 | 80s | 152 108x | 71 | 16# | 600 | 70s | 168 134x | 84 | 17# | 750 | 60s | 184 164x | 100 | 18# | 950 | 50s | 200 200x | 120 | 19# | 1200 | 40s | 216 243x | 144 | 20# | 1500 | 30s | 232 293x | 174 | | | 20s | 750 352x | 210 | | | | 421x | 252 | | | | 502x | 302 | | | | 597x | 362 | | | | 708x | 432 | | | | 838x | 528 | | | | 989x | 654 | | | | 1165x | 810 | | | | 1370x | 996 | | | | 1608x | 1222 | | | | 1886x | 1488 | | | | 2209x | 1804 | | | | 2585x | 2180 | | | | 3021x | 2636 | | | | Total | 14,891 | | 6,966 | | 2,550 #### Workshop — Ultimate Weapon Plus Ultimate Weapon Plus abilities become available only after you've purchased all 9 Ultimate Weapons. For Smart Missiles, the UW+ ability is Cover Fire, which passively launches an extra Smart Missile every few seconds on top of your normal volleys. The interval per level is listed in the table below. UW+ Cost Table Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 Cost | Unlocked | 300 | 375 | 475 | 600 | 725 | 925 | 1150 | 1450 | 1800 | 2200 | 2650 | 3150 | 3700 | 4300 Value | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | N/A | N/A | N/A #### Lab — Missile Despawn Time Missile Despawn Time extends how long a missile stays in flight before disappearing if it hasn't hit anything. More time means fewer wasted missiles when targets are sparse or far away. This research has 20 levels. Level | Time | Cost | Value 1 | 0d 19h 59m | 250,000 | 1 2 | 0d 23h 21m | 285,000 | 2 3 | 1d 2h 53m | 496,980 | 3 4 | 1d 6h 54m | 1,450,000 | 4 5 | 1d 11h 49m | 4,230,000 | 5 6 | 1d 18h 6m | 10,500,000 | 6 7 | 2d 2h 17m | 22,580,000 | 7 8 | 2d 12h 58m | 43,470,000 | 8 9 | 3d 2h 49m | 76,880,000 | 9 10 | 3d 20h 31m | 127,310,000 | 10 11 | 4d 18h 49m | 200,030,000 | 11 12 | 5d 22h 30m | 301,120,000 | 12 13 | 7d 8h 23m | 437,550,000 | 13 14 | 9d 1h 21m | 617,110,000 | 14 15 | 11d 2h 18m | 848,510,000 | 15 16 | 13d 12h 9m | 1,140,000,000 | 16 17 | 16d 7h 54m | 1,510,000,000 | 17 18 | 19d 14h 32m | 1,950,000,000 | 18 19 | 23d 9h 6m | 2,500,000,000 | 19 20 | 27d 16h 40m | 3,150,000,000 | 20 #### Lab — Missile Amplifier Missile Amplifier makes repeated hits on the same enemy progressively stronger: each missile that lands boosts the damage of the next missile striking that target, and the bonus stacks additively. It's especially valuable against tough, long-lived targets that soak multiple volleys. This research has 25 levels. Level | Time | Cost | Value 1 | 0d 19h 59m | 500,000 | 2.50 2 | 1d 4h 21m | 860,000 | 4.00 3 | 1d 12h 53m | 1,450,000 | 5.50 4 | 1d 21h 54m | 3,200,000 | 7.00 5 | 2d 7h 49m | 8,200,000 | 8.50 6 | 2d 19h 6m | 20,040,000 | 10.00 7 | 3d 8h 17m | 44,130,000 | 11.50 8 | 3d 23h 58m | 88,010,000 | 13.00 9 | 4d 18h 49m | 161,560,000 | 14.50 10 | 5d 17h 31m | 277,320,000 | 16.00 11 | 6d 20h 49m | 450,680,000 | 17.50 12 | 8d 5h 30m | 700,140,000 | 19.00 13 | 9d 20h 23m | 1,050,000,000 | 20.50 14 | 11d 18h 21m | 1,520,000,000 | 22.00 15 | 14d 0h 18m | 2,140,000,000 | 23.50 16 | 16d 15h 9m | 2,950,000,000 | 25.00 17 | 19d 15h 54m | 3,980,000,000 | 26.50 18 | 23d 3h 32m | 5,270,000,000 | 28.00 19 | 27d 3h 6m | 6,880,000,000 | 29.50 20 | 31d 15h 40m | 8,840,000,000 | 31.00 21 | 36d 18h 19m | 11,220,000,000 | 32.50 22 | 42d 12h 12m | 14,080,000,000 | 34.00 23 | 48d 22h 27m | 17,480,000,000 | 35.50 24 | 56d 2h 16m | 21,490,000,000 | 37.00 25 | 64d 0h 50m | 26,190,000,000 | 38.50 #### Lab — Missiles Explosion Missiles Explosion is a single-level research that turns every missile impact into an area-of-effect blast, damaging enemies around the target rather than just the target itself. The starting blast radius is 0.30. Completing it unlocks the Missiles Radius research. Level | Time | Cost | Value 1 | 0d 22h 23m | 900,000 | Unlocked #### Lab — Missiles Radius Missiles Radius becomes available once Missiles Explosion is complete. Each level widens the area-of-effect blast from your missile impacts, letting a single volley catch more enemies. This research has 20 levels. Level | Time | Cost | Value 1 | 1d 14h 53m | 800,000 | 0.35 2 | 1d 18h 14m | 835,000 | 0.40 3 | 1d 21h 46m | 1,050,000 | 0.45 4 | 2d 1h 47m | 2,000,000 | 0.50 5 | 2d 6h 42m | 4,780,000 | 0.55 6 | 2d 12h 59m | 11,050,000 | 0.60 7 | 2d 21h 10m | 23,130,000 | 0.65 8 | 3d 7h 52m | 44,020,000 | 0.70 9 | 3d 21h 42m | 77,430,000 | 0.75 10 | 4d 15h 24m | 127,860,000 | 0.80 11 | 5d 13h 42m | 200,580,000 | 0.85 12 | 6d 17h 23m | 301,670,000 | 0.90 13 | 8d 3h 16m | 438,100,000 | 0.95 14 | 9d 20h 14m | 617,660,000 | 1.00 15 | 11d 21h 11m | 849,060,000 | 1.05 16 | 14d 7h 3m | 1,140,000,000 | 1.10 17 | 17d 2h 48m | 1,510,000,000 | 1.15 18 | 20d 9h 26m | 1,960,000,000 | 1.20 19 | 24d 4h 0m | 2,500,000,000 | 1.25 20 | 28d 11h 33m | 3,150,000,000 | 1.30 #### Lab — Missile Barrage Missile Barrage is a single-level research that adds a manually activated ability: once per run, you can fire a barrage of missiles all at the same time, with a base amount of 20 missiles per activation. You trigger it yourself during a round, so you can save it for a dangerous wave. Completing it unlocks the Missile Barrage Quantity research. Level | Time | Cost | Value 1 | 6d 15h 59m | 1,500,000 | Unlocked #### Lab — Missile Barrage Quantity Missile Barrage Quantity raises the number of missiles fired each time you activate Missile Barrage, on top of the base 20. This research has 6 levels. Level | Time | Cost | Value 1 | 0d 20h 0m | 750,000 | 25 2 | 1d 18h 14m | 1,660,000 | 30 3 | 2d 16h 46m | 2,860,000 | 35 4 | 3d 16h 25m | 5,750,000 | 40 5 | 4d 18h 36m | 13,900,000 | 45 6 | 6d 1h 23m | 34,080,000 | 50 #### Lab — Recharge Missile Barrage Recharge Missile Barrage removes the one-use-per-run limit by letting Missile Barrage recharge after a set number of waves, so you can trigger it multiple times in a long run. This research has 7 levels and is unlocked in Milestones at tier 14 wave 60. Level | Time | Coins | Value 1 | 5d 5h 0m | 550,000,000,000 | 1500 2 | 6d 14h 21m | 1,050,000,000,000 | 1250 3 | 8d 54m 39s | 1,550,000,000,000 | 1000 4 | 9d 23h 10m | 2,050,000,000,000 | 750 5 | 14d 1h 58m | 2,560,000,000,000 | 500 6 | 24d 19h 29m | 3,070,000,000,000 | 350 7 | 51d 8h 12m | 3,600,000,000,000 | 200 #### Lab Smart Missile lab researches are gated behind Milestones. Missile Despawn Time, Missile Amplifier, Missiles Explosion, and Missiles Radius all unlock at tier 7 wave 30. Missile Barrage and Missile Barrage Quantity unlock later, at tier 8 wave 50. Recharge Missile Barrage is separate, unlocking at tier 14 wave 60. ### Spotlight URL: https://www.tower-hub.com/wiki/uw/spotlight Spotlight is an Ultimate Weapon that projects rotating beams around your tower. Any enemy caught inside a beam takes increased damage from your other sources, making it a force multiplier rather than a standalone weapon. #### Description Spotlight creates one or more beams that sweep in a circle around your tower, each covering a set number of degrees. Enemies standing in the light take multiplied damage. The multiplier applies to all damage sources except those based on a percentage of enemy health or those that scale off wave stats. #### Workshop — Basic Upgrades Spotlight is bought and upgraded from the Ultimate Weapon menu using stones. Once unlocked, you can level three stats: Bonus (the damage multiplier), Angle (how wide each beam is) and Quantity (how many beams rotate around the tower). Bonus has 25 levels, Angle has 60 levels and Quantity has 3 levels. Fully upgrading all three costs 42,236 stones in total; the per-level breakdown is in the cost table below. Bonus | Stones(Bonus) | Angle | Stones(Angle) | Quantity | Stones(Quantity) 8x | 0 | 30 | 0 | 1 | 0 9.4x | 5 | 31 | 5 | 2 | 375 10.8x | 13 | 32 | 16 | 3 | 850 12.2x | 21 | 33 | 27 | 4 | 2500 13.6x | 30 | 34 | 38 | | 15.0x | 40 | 35 | 49 | | 16.4x | 52 | 36 | 60 | | 17.8x | 65 | 37 | 71 | | 19.2x | 80 | 38 | 82 | | 20.6x | 95 | 39 | 93 | | 22.0x | 112 | 40 | 104 | | 23.4x | 133 | 41 | 115 | | 24.8x | 150 | 42 | 126 | | 26.2x | 180 | 43 | 137 | | 27.6x | 220 | 44 | 148 | | 29.0x | 280 | 45 | 159 | | 30.4x | 320 | 46 | 170 | | 31.8x | 360 | 47 | 181 | | 33.2x | 420 | 48 | 192 | | 34.6x | 500 | 49 | 203 | | 36.0x | 600 | 50 | 214 | | 37.4x | 720 | 51 | 225 | | 38.8x | 850 | 52 | 236 | | 40.2x | 1000 | 53 | 247 | | 41.6x | 1175 | 54 | 258 | | 43.0x | 1400 | 55 | 269 | | | | 56 | 280 | | | | 57 | 291 | | | | 58 | 302 | | | | 59 | 313 | | | | 60 | 324 | | | | 61 | 337 | | | | 62 | 352 | | | | 63 | 369 | | | | 64 | 388 | | | | 65 | 409 | | | | 66 | 432 | | | | 67 | 457 | | | | 68 | 484 | | | | 69 | 513 | | | | 70 | 544 | | | | 71 | 577 | | | | 72 | 612 | | | | 73 | 649 | | | | 74 | 688 | | | | 75 | 729 | | | | 76 | 772 | | | | 77 | 817 | | | | 78 | 864 | | | | 79 | 913 | | | | 80 | 964 | | | | 81 | 1,017 | | | | 82 | 1,072 | | | | 83 | 1,129 | | | | 84 | 1,188 | | | | 85 | 1,249 | | | | 86 | 1,312 | | | | 87 | 1,377 | | | | 88 | 1,444 | | | | 89 | 1,513 | | | | 90 | 1,584 | | Total | 8,821 | | 29690 | | 3,725 #### Workshop — Ultimate Weapon Plus Spotlight's Ultimate Weapon Plus ability adds a further boost to its damage bonus, scaling as a percentage of damage per meter. Your Tower Range affects this scaling, so range investments feed directly into the bonus. Like all UW+ abilities, it only becomes available after you have purchased all nine Ultimate Weapons. UW+ Cost Table Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 Cost | Unlocked | 400 | 500 | 610 | 730 | 860 | 1000 | 1150 | 1300 | 1500 | 1700 | 1950 | 2200 | 2450 | 2700 Value | 0.01x | 0.02x | 0.03x | 0.04x | 0.05x | 0.06x | 0.07x | 0.08x | 0.09x | 0.10x | 0.11x | 0.12x | 0.13x | 0.14x | 0.15x #### Labs — Spotlight Missiles This lab lets the tower fire missiles from the Spotlight on a timed cycle. Missile damage is taken from your Smart Missiles damage; if you have not unlocked Smart Missiles, the missiles use a base damage of 14x instead. The lab has 18 levels. When it first appears in milestones, the display shows a 20-second firing interval, but no missiles actually fire until you buy the first level, which sets the frequency to 19 seconds. Level | Time | Cost | Value 1 | 6d 15h 58m | 200,000,000 | 19.00 2 | 7d 0h 20m | 200,313,514 | 18.00 3 | 7d 8h 52m | 200,854,054 | 17.00 4 | 7d 17h 52m | 202,551,351 | 16.00 5 | 8d 3h 48m | 207,502,703 | 15.00 6 | 8d 15h 5m | 219,286,486 | 14.00 7 | 9d 4h 17m | 243,329,730 | 13.00 8 | 9d 19h 57m | 287,156,757 | 12.00 9 | 10d 14h 47m | 360,659,459 | 11.00 10 | 11d 13h 30m | 476,367,568 | 10.00 11 | 12d 16h 48m | 649,686,486 | 9.00 12 | 14d 1h 29m | 899,091,892 | 8.00 13 | 15d 16h 22m | 1,243,243,243 | 7.00 14 | 17d 14h 20m | 1,718,918,919 | 6.00 15 | 19d 20h 16m | 2,335,135,135 | 5.00 16 | 22d 11h 8m | 3,145,945,946 | 4.00 17 | 25d 11h 53m | 4,172,972,973 | 3.00 18 | 28d 23h 32m | 5,470,270,270 | 2.00 #### Labs — Spotlight Coin Bonus This lab adds a coin multiplier to enemies that die while inside the Spotlight beam. The kill itself does not have to come from Spotlight damage — the enemy only needs to be in the light when it dies. Level | Time | Cost | Value 1 | 1d 15h 59m | 20,000,000 | 1.10 2 | 2d 0h 21m | 21,405,405 | 1.20 3 | 2d 8h 53m | 23,124,324 | 1.30 4 | 2d 17h 54m | 26,627,027 | 1.40 5 | 3d 3h 49m | 35,837,838 | 1.50 6 | 3d 15h 6m | 58,248,649 | 1.60 7 | 4d 4h 17m | 106,162,162 | 1.70 8 | 4d 19h 58m | 197,870,270 | 1.80 9 | 5d 14h 49m | 358,875,676 | 1.90 10 | 6d 13h 31m | 623,091,892 | 2.00 11 | 7d 16h 49m | 1,030,000,000 | 2.10 12 | 9d 1h 30m | 1,640,000,000 | 2.20 13 | 10d 16h 23m | 2,520,000,000 | 2.30 14 | 12d 14h 21m | 3,740,000,000 | 2.40 15 | 14d 20h 18m | 5,410,000,000 | 2.50 16 | 17d 11h 9m | 7,630,000,000 | 2.60 17 | 20d 11h 54m | 10,520,000,000 | 2.70 18 | 23d 23h 32m | 14,230,000,000 | 2.80 19 | 27d 23h 5m | 18,930,000,000 | 2.90 20 | 32d 11h 40m | 24,800,000,000 | 3.00 #### Labs Both Spotlight labs are unlocked through Milestones. Spotlight Missiles becomes available at tier 3 wave 400, and Spotlight Coin Bonus unlocks at tier 7 wave 80. ### Ultimate Weapons URL: https://www.tower-hub.com/wiki/uw/ultimate-weapons Ultimate Weapons are special abilities you purchase with Power Stones. They provide powerful effects during rounds, from dealing damage to offering utility, and activate automatically once their cooldown reaches zero. As you progress, you can unlock Ultimate Weapon Plus abilities to further enhance them. #### Description — Ultimate Weapons You can purchase Ultimate Weapons once you have enough Power Stones. The price increases based on how many you already own. When you buy one, you are presented with three random options, each with an equal chance of appearing. You can close the menu without purchasing by clicking outside it or closing the app, and the choices will remain the same until you buy one. All Ultimate Weapons you own can be used simultaneously in a round, including any granted by perks. They activate automatically when their cooldown timer reaches zero, and the timer resets immediately even if the weapon is still active. You can toggle Ultimate Weapons on and off during a round, though turning one off will reset its cooldown when reactivated. You are limited to 40 toggles per run. Damage-dealing Ultimate Weapons factor critical damage and super critical damage into their displayed total in the workshop screen. The damage formula is: Ultimate Weapon Damage = UW Multiplier * Core Module Multiplier * Damage * (1 + Critical Factor * Critical Chance) * (1 + Super Crit Mult * Super Crit Chance * Critical Chance). If you equip the Ultimate Crit card, damage-dealing Ultimate Weapons gain a chance to critically hit enemies using your workshop crit factor stat, though this does not apply to percentage-based damage. The critical damage formula is: Critical Ultimate Weapon Damage = Ultimate Weapon Damage * Critical Factor. Number | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Total Cost (Stones) | 5 | 50 | 150 | 300 | 800 | 1250 | 1750 | 2400 | 3000 | 9705 Name | Description | 1st Effect | 1st Min | 1st Max | 2nd Effect | 2nd Min | 2nd Max | 3rd Effect | 3rd Min | 3rd Max Chain Lightning | [x]% chance on enemy hit to spawn [y] chain lightnings, dealing [z]% of tower damage (Accounts for crit factor and crit chance in shown damage) | Damage | x2 | x7,961 | Quantity | 1 | 5 | Chance | 5.0% | 27.5% Smart Missiles | Launch [x] missiles that track enemies and explode on impact. Deals [y]% of tower damage (Accounts for crit factor and crit chance in shown damage) | Damage | x10 | x3,021 | Quantity | 5 | 20 | Cooldown | 180s | 20s Death Wave | Spawn [x] effect waves before unleashing a death wave that will persist until it deals x[y] of tower damage (Accounts for crit/super crit factor and chance) | Damage | x2 | x9119 | Quantity | 1 | 5 | Cooldown | 300s | 50s Chrono Field | Creates a field for [x]s that reduces the speed of any enemy inside by [y]% | Duration | 5s | 40s | Speed Reduction | 20% | 75% | Cooldown | 180s | 60s Inner Land Mines | Spawn [x] land mines that explode on contact dealing [y]% of tower damage as AOE (Accounts for crit factor and crit chance in shown damage) | Damage | x10 | x3021 | Quantity | 3 | 6 | Cooldown | 200s | 50s Golden Tower | Turns the tower golden for [x] seconds. While active you receive [y] cash and coins from enemy kills. | Bonus | x5.0 | x21.0 | Duration | 15s | 53s | Cooldown | 300s | 1m 40s Poison Swamp | Spawn a Poison Swamp that deals [x] damage every second and stays active for [y] seconds. | Damage | x10 | x3021 | Duration | 30s | 100s | Cooldown | 125s | 50s Black Hole | Creates a black hole for [x] sec that sucks enemies in, with a range of [y] meters. | Size | 30m | 70m | Duration | 15s | 38s | Cooldown | 200s | 50s Spotlight | Create [x] spotlights that spins around tower, enemies in the spotlight receive [y] more damage | Bonus | x8.0 | x43.0 | Angle | 30 | 90 | Quantity | 1 | 4 #### Description — Ultimate Weapon Plus Ultimate Weapon Plus abilities are additional enhancements that improve your Ultimate Weapons and their base abilities. You can only unlock these once you have all nine Ultimate Weapons. Unlike purchasing Ultimate Weapons, you can buy Plus abilities in any order you choose. Each purchase increases the cost of the next ability, and newly unlocked abilities start at level 0. Each ability can be upgraded ten times. Upgrade costs follow one of three price trees. Unlock | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 Cost | 500 | 625 | 750 | 975 | 1250 | 1650 | 2200 | 2900 | 3800 300 Base Scaling Total Cost: 23800 | Unlock | 300 | 375 | 475 | 600 | 725 | 925 | 1150 | 1450 | 1800 | 2200 | 2650 | 3150 | 3700 | 4300 Chain Lightning - Smite Every Chain Lightning Hit has a {Chain Lightning Chance}% chance to do extra damage equal to X% the current wave HP (Max hits: 100/enemy) | 0.05 | 0.1 | 0.15 | 0.2 | 0.25 | 0.3 | 0.35 | 0.4 | 0.45 | 0.5 | 0.55 | 0.6 Smart Missiles - Cover Fire Launch an additional Smart Missile every x seconds. | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 Poison Swamp - Death Creep Every time PS damage ticks, it is increased by x% of its base damage. | 120% | 190% | 260% | 330% | 400% | 470% | 540% | 610% | 680% | 750% | 820% | 890% | 960% | 1030% | 1110% 300 Base Scaling Total Cost: 18570 | Unlock | 300 | 360 | 430 | 510 | 620 | 750 | 900 | 1100 | 1350 | 1650 | 2050 | 2600 | 3300 | 4150 Golden Tower - Golden Combo After Golden Tower finishes, gain extra cash and coins of x% per enemy killed. | 0.03% | 0.06% | 0.09% | 0.12% | 0.15% | 0.18% | 0.21% | 0.24% | 0.27% | 0.30% | 0.33% | 0.36% | 0.39% | 0.42% | 0.45% Inner Land Mines - Charged Mines The damage of Inner Land Mines increases X times per second as long as they are alive. | 0.50 | 1.5 | 2.9 | 4.7 | 6.9 | 9.5 | 12.5 | 15.9 | 19.7 | 23.9 | 28.5 | 33.5 | 38.9 | 44.7 | 50.9 400 Base Scaling Total Cost: 19050 | Unlock | 400 | 500 | 610 | 730 | 860 | 1000 | 1150 | 1300 | 1500 | 1700 | 1950 | 2200 | 2450 | 2700 Death Wave - Kill Wall Each Effect Wave hit amplifies the Death Wave damage store by x (additively). | 3 | 4 | 6 | 9 | 13 | 18 | 24 | 31 | 39 | 48 | 58 | 69 | 81 | 94 | 108 Black Hole - Consume Each Black Hole deals X% the current wave HP to every enemy affected at the end of its activation. | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 Chrono Field - Chrono Loop Enemies affected by Chrono Field spiral towards the tower with a rotation rate of X | 0.1 | 0.15 | 0.2 | 0.25 | 0.3 | 0.35 | 0.4 | 0.45 | 0.5 | 0.55 | 0.6 | 0.65 | 0.7 | 0.75 Spotlight - Light Range Spotlight damage bonus is boosted by X times your damage/meter (Note: this depends on your tower range). | 0.01 | 0.02 | 0.03 | 0.04 | 0.05 | 0.06 | 0.07 | 0.08 | 0.09 | 0.1 | 0.11 | 0.12 | 0.13 | 0.14 | 0.15 #### Description Ultimate Weapons are tools purchased with Power Stones that provide various advantages during rounds. Each has three upgradable stats once unlocked. Despite the name, not every Ultimate Weapon deals damage, though some can gain that ability when upgraded. As you progress, you will also gain access to Ultimate Weapon Plus abilities. ### Attack Enhancements URL: https://www.tower-hub.com/wiki/workshop/workshop-enhancement-attack Attack enhancements are a set of Workshop Enhancement upgrades that multiply your tower's offensive stats. Each one is gated behind a total coin spend in earlier enhancement or damage upgrades, then levels up with coins for a stacking multiplier. #### — Damage The Damage enhancement is free to unlock once you have researched Workshop Enhancements. It begins at a x1 multiplier and each level adds 0.01x, so it grows steadily rather than in jumps. You can take it to 400 levels, which tops out at a x5 damage multiplier. The cost table below shows the coin price per level. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### — Rend Max Rend Max unlocks after you have spent 50 billion coins on damage enhancements. It boosts your Rend Max, including its chance and multiplier, starting at x1 and gaining 0.01x per level. The cap is 400 levels, giving a maximum 5x bonus to Rend. #### — Critical Factor Critical Factor becomes available once you have spent 500 billion coins on enhancements. Unlocking it applies a x1.0 increase to your Crit Factor, and each further level adds 0.1. With 400 levels available, it maxes out at a x5 Crit Factor multiplier. #### — Damage/Meter Damage/Meter requires 5 trillion coins spent on attack enhancements before it unlocks. It multiplies your Damage per Meter stat, starting at x1 and rising by 0.01x per level. It has a maximum of 400 levels, reaching a 5x bonus at the cap. #### — Super Crit Multi Super Crit Multi is gated behind 50 trillion coins spent on enhancements. When unlocked it adds x1.0 to your Super Crit multiplier, and every level after that adds another 0.1. It caps at 400 levels for a x5 Super Crit multiplier overall. #### — Attack Speed Attack Speed is the most expensive attack enhancement to open, needing 500 trillion coins spent on enhancements. It starts at a x1.0 multiplier and gains 0.01 per level. Unlike the other attack enhancements it only has 75 levels, so it maxes out at a 1.75x attack speed multiplier. The cost table below lists the price of each level. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.10B | 11.10B 3 | 1.03x | 23.58B | 34.68B 4 | 1.04x | 106.20B | 140.88B 5 | 1.05x | 343.19B | 484.08B 6 | 1.06x | 867.83B | 1.35T 7 | 1.07x | 1.86T | 3.21T 8 | 1.08x | 3.55T | 6.76T 9 | 1.09x | 6.21T | 12.98T 10 | 1.10x | 10.19T | 23.16T 11 | 1.11x | 15.85T | 39.02T 12 | 1.12x | 23.66T | 62.67T 13 | 1.13x | 34.09T | 96.77T 14 | 1.14x | 47.71T | 144.48T 15 | 1.15x | 65.13T | 209.61T 16 | 1.16x | 87.02T | 296.63T 17 | 1.17x | 114.11T | 410.74T 18 | 1.18x | 294.40T | 705.14T 19 | 1.19x | 561.41T | 1.27q 20 | 1.20x | 939.37T | 2.21q 21 | 1.21x | 1.46q | 3.66q 22 | 1.22x | 2.15q | 5.81q 23 | 1.23x | 3.04q | 8.85q 24 | 1.24x | 4.19q | 13.04q 25 | 1.25x | 5.64q | 18.68q 26 | 1.26x | 7.44q | 26.12q 27 | 1.27x | 9.64q | 35.76q 28 | 1.28x | 12.33q | 48.09q 29 | 1.29x | 15.56q | 63.65q 30 | 1.30x | 19.42q | 83.07q 31 | 1.31x | 23.99q | 107.06q 32 | 1.32x | 35.24q | 142.29q 33 | 1.33x | 49.91q | 192.21q 34 | 1.34x | 68.73q | 260.94q 35 | 1.35x | 92.52q | 353.46q 36 | 1.36x | 122.22q | 475.68q 37 | 1.37x | 158.90q | 634.58q 38 | 1.38x | 203.74q | 838.32q 39 | 1.39x | 258.10q | 1.10Q 40 | 1.40x | 323.48q | 1.42Q 41 | 1.41x | 401.53q | 1.82Q 42 | 1.42x | 494.10q | 2.32Q 43 | 1.43x | 603.24q | 2.92Q 44 | 1.44x | 731.19q | 3.65Q 45 | 1.45x | 880.41q | 4.53Q 46 | 1.46x | 1.05Q | 5.58Q 47 | 1.47x | 1.25Q | 6.84Q 48 | 1.48x | 1.48Q | 8.32Q 49 | 1.49x | 1.75Q | 10.07Q 50 | 1.50x | 2.05Q | 12.12Q 51 | 1.51x | 2.39Q | 14.51Q 52 | 1.52x | 3.20Q | 17.71Q 53 | 1.53x | 4.19Q | 21.89Q 54 | 1.54x | 5.39Q | 27.28Q 55 | 1.55x | 6.83Q | 34.11Q 56 | 1.56x | 8.57Q | 42.68Q 57 | 1.57x | 10.62Q | 53.30Q 58 | 1.58x | 13.06Q | 66.36Q 59 | 1.59x | 15.92Q | 82.28Q 60 | 1.60x | 19.26Q | 101.54Q 61 | 1.61x | 23.15Q | 124.68Q 62 | 1.62x | 27.65Q | 152.33Q 63 | 1.63x | 32.85Q | 185.18Q 64 | 1.64x | 38.82Q | 224.01Q 65 | 1.65x | 45.67Q | 269.68Q 66 | 1.66x | 53.48Q | 323.15Q 67 | 1.67x | 62.37Q | 385.52Q 68 | 1.68x | 72.45Q | 457.97Q 69 | 1.69x | 83.85Q | 541.82Q 70 | 1.70x | 96.72Q | 638.54Q 71 | 1.71x | 111.19Q | 749.73Q 72 | 1.72x | 127.44Q | 877.17Q 73 | 1.73x | 145.64Q | 1.02s 74 | 1.74x | 165.96Q | 1.19s 75 | 1.75x | 188.63Q | 1.38s ### Attack Speed URL: https://www.tower-hub.com/wiki/workshop/attack-speed Attack Speed determines how many projectiles your tower fires over time. It also raises the travel speed of those projectiles, including Energy Net and Plasma Cannon shots, until you complete the Light Speed Shots lab research. The value shown in game is not a straight shots-per-second figure. At low values it roughly matches projectiles per second before rapid fire, multishot and bounce shot are counted, but each point contributes less as the value climbs, and above 40 the returns diminish further. Attack Speed received performance changes in V27 and its exact behaviour is still being analysed by the community. #### Description Attack Speed is the number of projectiles fired from your tower, and it also increases how quickly those projectiles travel to their target, including Energy Net and Plasma Cannon shots. At very low values the stat is close to shots fired per second, before rapid fire, multishot and bounce shot are factored in. At medium values it behaves more like shots per two seconds, and once the value passes 40 each additional point gives even less. The stat changed in V27 for performance reasons and is still under analysis, so displayed values may not perfectly match real fire rates. Once you finish the Light Speed Shots lab research, your projectiles move at the maximum possible speed and their travel time is no longer tied to Attack Speed. Energy Net and Plasma Cannon are unaffected by this change. #### Workshop Attack Speed is available in the workshop for free from the start. It has 99 levels, beginning at a base of 1.00 and gaining 0.05 per level, for a maximum workshop value of 5.95. #### Formula The game uses the unrounded result of this calculation, so avoid rounding any intermediate values. Displayed Attack Speed = (Workshop x Lab x Card + Module Sub Effect) x Enhancement #### Cost The cost table below lists the price of each workshop level for Attack Speed. Level | Value | Cost | Total Cost 1 | 1.05 | 30 | 0 2 | 1.1 | 56 | 86 3 | 1.15 | 92 | 178 4 | 1.2 | 140 | 318 5 | 1.25 | 200 | 518 6 | 1.3 | 274 | 792 7 | 1.35 | 363 | 1.16K 8 | 1.4 | 467 | 1.62K 9 | 1.45 | 588 | 2.21K 10 | 1.5 | 725 | 2.94K 11 | 1.55 | 879 | 3.81K 12 | 1.6 | 1.05K | 4.86K 13 | 1.65 | 1.24K | 6.10K 14 | 1.7 | 1.45K | 7.55K 15 | 1.75 | 1.68K | 9.23K 16 | 1.8 | 1.92K | 11.15K 17 | 1.85 | 2.19K | 13.34K 18 | 1.9 | 2.47K | 15.81K 19 | 1.95 | 2.78K | 18.59K 20 | 2 | 3.11K | 21.70K 21 | 2.05 | 3.45K | 25.15K 22 | 2.1 | 3.82K | 28.97K 23 | 2.15 | 4.21K | 33.19K 24 | 2.2 | 4.62K | 37.81K 25 | 2.25 | 5.06K | 42.87K 26 | 2.3 | 5.51K | 48.38K 27 | 2.35 | 5.99K | 54.37K 28 | 2.4 | 6.49K | 60.86K 29 | 2.45 | 7.01K | 67.87K 30 | 2.5 | 7.56K | 75.43K 31 | 2.55 | 8.13K | 83.56K 32 | 2.6 | 8.72K | 92.28K 33 | 2.65 | 9.34K | 101.62K 34 | 2.7 | 9.98K | 111.60K 35 | 2.75 | 10.64K | 122.25K 36 | 2.8 | 11.33K | 133.58K 37 | 2.85 | 12.05K | 145.62K 38 | 2.9 | 12.78K | 158.41K 39 | 2.95 | 13.55K | 171.95K 40 | 3 | 14.33K | 186.28K 41 | 3.05 | 15.15K | 201.43K 42 | 3.1 | 15.98K | 217.41K 43 | 3.15 | 16.85K | 234.26K 44 | 3.2 | 17.73K | 251.99K 45 | 3.25 | 18.65K | 270.64K 46 | 3.3 | 19.59K | 290.23K 47 | 3.35 | 20.56K | 310.79K 48 | 3.4 | 21.55K | 332.33K 49 | 3.45 | 22.57K | 354.90K 50 | 3.5 | 23.61K | 378.51K 51 | 3.55 | 25.43K | 403.94K 52 | 3.6 | 26.56K | 430.49K 53 | 3.65 | 27.72K | 458.21K 54 | 3.7 | 28.90K | 487.11K 55 | 3.75 | 30.12K | 517.23K 56 | 3.8 | 31.36K | 548.60K 57 | 3.85 | 32.63K | 581.23K 58 | 3.9 | 33.93K | 615.16K 59 | 3.95 | 35.26K | 650.43K 60 | 4 | 36.62K | 687.05K 61 | 4.05 | 38.01K | 725.06K 62 | 4.1 | 39.42K | 764.48K 63 | 4.15 | 40.87K | 805.34K 64 | 4.2 | 42.34K | 847.68K 65 | 4.25 | 43.84K | 891.52K 66 | 4.3 | 45.37K | 936.90K 67 | 4.35 | 46.94K | 983.83K 68 | 4.4 | 48.53K | 1.03M 69 | 4.45 | 50.15K | 1.08M 70 | 4.5 | 51.80K | 1.13M 71 | 4.55 | 53.48K | 1.19M 72 | 4.6 | 55.19K | 1.24M 73 | 4.65 | 56.93K | 1.30M 74 | 4.7 | 58.70K | 1.36M 75 | 4.75 | 60.50K | 1.42M 76 | 4.8 | 65.45K | 1.48M 77 | 4.85 | 67.41K | 1.55M 78 | 4.9 | 69.40K | 1.62M 79 | 4.95 | 71.42K | 1.69M 80 | 5 | 73.47K | 1.77M 81 | 5.05 | 75.56K | 1.84M 82 | 5.1 | 77.68K | 1.92M 83 | 5.15 | 79.83K | 2.00M 84 | 5.2 | 82.01K | 2.08M 85 | 5.25 | 84.23K | 2.17M 86 | 5.3 | 86.48K | 2.25M 87 | 5.35 | 88.76K | 2.34M 88 | 5.4 | 91.08K | 2.43M 89 | 5.45 | 93.43K | 2.53M 90 | 5.5 | 95.81K | 2.62M 91 | 5.55 | 98.23K | 2.72M 92 | 5.6 | 100.68K | 2.82M 93 | 5.65 | 103.17K | 2.92M 94 | 5.7 | 105.69K | 3.03M 95 | 5.75 | 108.24K | 3.14M 96 | 5.8 | 110.83K | 3.25M 97 | 5.85 | 113.45K | 3.36M 98 | 5.9 | 116.11K | 3.48M 99 | 5.95 | 118.80K | 3.60M #### Cards The Attack Speed card is a common card available from the start of the game. When equipped, its multiplier applies to the workshop value only. It does not multiply module sub effects. #### Attack Speed The Attack Speed enhancement unlocks after you have spent 500 trillion coins on enhancements in total. It starts at x1.0 when unlocked and gains 0.01 per level across 75 levels, reaching a maximum of x1.75. The per-level costs are shown in the table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.10B | 11.10B 3 | 1.03x | 23.58B | 34.68B 4 | 1.04x | 106.20B | 140.88B 5 | 1.05x | 343.19B | 484.08B 6 | 1.06x | 867.83B | 1.35T 7 | 1.07x | 1.86T | 3.21T 8 | 1.08x | 3.55T | 6.76T 9 | 1.09x | 6.21T | 12.98T 10 | 1.10x | 10.19T | 23.16T 11 | 1.11x | 15.85T | 39.02T 12 | 1.12x | 23.66T | 62.67T 13 | 1.13x | 34.09T | 96.77T 14 | 1.14x | 47.71T | 144.48T 15 | 1.15x | 65.13T | 209.61T 16 | 1.16x | 87.02T | 296.63T 17 | 1.17x | 114.11T | 410.74T 18 | 1.18x | 294.40T | 705.14T 19 | 1.19x | 561.41T | 1.27q 20 | 1.20x | 939.37T | 2.21q 21 | 1.21x | 1.46q | 3.66q 22 | 1.22x | 2.15q | 5.81q 23 | 1.23x | 3.04q | 8.85q 24 | 1.24x | 4.19q | 13.04q 25 | 1.25x | 5.64q | 18.68q 26 | 1.26x | 7.44q | 26.12q 27 | 1.27x | 9.64q | 35.76q 28 | 1.28x | 12.33q | 48.09q 29 | 1.29x | 15.56q | 63.65q 30 | 1.30x | 19.42q | 83.07q 31 | 1.31x | 23.99q | 107.06q 32 | 1.32x | 35.24q | 142.29q 33 | 1.33x | 49.91q | 192.21q 34 | 1.34x | 68.73q | 260.94q 35 | 1.35x | 92.52q | 353.46q 36 | 1.36x | 122.22q | 475.68q 37 | 1.37x | 158.90q | 634.58q 38 | 1.38x | 203.74q | 838.32q 39 | 1.39x | 258.10q | 1.10Q 40 | 1.40x | 323.48q | 1.42Q 41 | 1.41x | 401.53q | 1.82Q 42 | 1.42x | 494.10q | 2.32Q 43 | 1.43x | 603.24q | 2.92Q 44 | 1.44x | 731.19q | 3.65Q 45 | 1.45x | 880.41q | 4.53Q 46 | 1.46x | 1.05Q | 5.58Q 47 | 1.47x | 1.25Q | 6.84Q 48 | 1.48x | 1.48Q | 8.32Q 49 | 1.49x | 1.75Q | 10.07Q 50 | 1.50x | 2.05Q | 12.12Q 51 | 1.51x | 2.39Q | 14.51Q 52 | 1.52x | 3.20Q | 17.71Q 53 | 1.53x | 4.19Q | 21.89Q 54 | 1.54x | 5.39Q | 27.28Q 55 | 1.55x | 6.83Q | 34.11Q 56 | 1.56x | 8.57Q | 42.68Q 57 | 1.57x | 10.62Q | 53.30Q 58 | 1.58x | 13.06Q | 66.36Q 59 | 1.59x | 15.92Q | 82.28Q 60 | 1.60x | 19.26Q | 101.54Q 61 | 1.61x | 23.15Q | 124.68Q 62 | 1.62x | 27.65Q | 152.33Q 63 | 1.63x | 32.85Q | 185.18Q 64 | 1.64x | 38.82Q | 224.01Q 65 | 1.65x | 45.67Q | 269.68Q 66 | 1.66x | 53.48Q | 323.15Q 67 | 1.67x | 62.37Q | 385.52Q 68 | 1.68x | 72.45Q | 457.97Q 69 | 1.69x | 83.85Q | 541.82Q 70 | 1.70x | 96.72Q | 638.54Q 71 | 1.71x | 111.19Q | 749.73Q 72 | 1.72x | 127.44Q | 877.17Q 73 | 1.73x | 145.64Q | 1.02s 74 | 1.74x | 165.96Q | 1.19s 75 | 1.75x | 188.63Q | 1.38s #### Lab Upgrades — Attack Speed The Attack Speed lab is unlocked through Milestones at tier 1 wave 30. It has 99 levels, and each level raises the increment provided by every workshop level as well as the maximum workshop value. Level costs are listed in the table below. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.02 2 | 0d 0h 6m | 71 | 1.04 3 | 0d 0h 16m | 178 | 1.06 4 | 0d 0h 31m | 398 | 1.08 5 | 0d 0h 52m | 772 | 1.10 6 | 0d 1h 20m | 1,340 | 1.12 7 | 0d 1h 56m | 2,120 | 1.14 8 | 0d 2h 39m | 3,170 | 1.16 9 | 0d 3h 31m | 4,510 | 1.18 10 | 0d 4h 32m | 6,170 | 1.2 11 | 0d 5h 43m | 8,170 | 1.22 12 | 0d 7h 3m | 10,560 | 1.24 13 | 0d 8h 34m | 13,350 | 1.26 14 | 0d 10h 15m | 16,580 | 1.28 15 | 0d 12h 7m | 20,270 | 1.30 16 | 0d 14h 10m | 24,440 | 1.32 17 | 0d 16h 25m | 29,130 | 1.34 18 | 0d 18h 52m | 34,360 | 1.36 19 | 0d 21h 31m | 40,160 | 1.38 20 | 1d 0h 22m | 46,540 | 1.40 21 | 1d 3h 26m | 53,530 | 1.42 22 | 1d 6h 44m | 61,160 | 1.44 23 | 1d 10h 14m | 69,460 | 1.46 24 | 1d 13h 58m | 78,430 | 1.48 25 | 1d 17h 56m | 88,120 | 1.50 26 | 1d 22h 7m | 98,530 | 1.52 27 | 2d 2h 33m | 109,700 | 1.54 28 | 2d 7h 13m | 121,650 | 1.56 29 | 2d 12h 8m | 134,390 | 1.58 30 | 2d 17h 18m | 147,950 | 1.60 31 | 2d 22h 43m | 162,350 | 1.62 32 | 3d 4h 23m | 177,620 | 1.64 33 | 3d 10h 18m | 193,780 | 1.66 34 | 3d 16h 30m | 210,830 | 1.68 35 | 3d 22h 57m | 228,820 | 1.70 36 | 4d 5h 40m | 247,760 | 1.72 37 | 4d 12h 40m | 267,660 | 1.74 38 | 4d 19h 55m | 288,560 | 1.76 39 | 5d 3h 28m | 310,470 | 1.78 40 | 5d 11h 17m | 333,400 | 1.80 41 | 5d 19h 24m | 357,390 | 1.82 42 | 6d 3h 47m | 382,450 | 1.84 43 | 6d 12h 28m | 408,600 | 1.86 44 | 6d 21h 26m | 435,870 | 1.88 45 | 7d 6h 42m | 464,260 | 1.90 46 | 7d 16h 15m | 493,810 | 1.92 47 | 8d 2h 7m | 524,530 | 1.94 48 | 8d 12h 17m | 556,430 | 1.96 49 | 8d 22h 45m | 589,550 | 1.98 50 | 9d 9h 31m | 623,890 | 2.00 51 | 9d 20h 37m | 659,490 | 2.02 52 | 10d 8h 0m | 696,340 | 2.04 53 | 10d 19h 43m | 734,490 | 2.06 54 | 11d 7h 45m | 773,940 | 2.08 55 | 11d 20h 6m | 814,710 | 2.10 56 | 12d 8h 46m | 856,830 | 2.12 57 | 12d 21h 46m | 900,300 | 2.14 58 | 13d 11h 5m | 945,160 | 2.16 59 | 14d 0h 44m | 991,410 | 2.18 60 | 14d 14h 43m | 1,040,000 | 2.20 61 | 15d 5h 3m | 1,090,000 | 2.22 62 | 15d 19h 42m | 1,140,000 | 2.24 63 | 16d 10h 41m | 1,190,000 | 2.26 64 | 17d 2h 1m | 1,240,000 | 2.28 65 | 17d 17h 42m | 1,300,000 | 2.30 66 | 18d 9h 43m | 1,360,000 | 2.32 67 | 19d 2h 5m | 1,410,000 | 2.34 68 | 19d 18h 48m | 1,470,000 | 2.36 69 | 20d 11h 52m | 1,530,000 | 2.38 70 | 21d 5h 17m | 1,600,000 | 2.40 71 | 21d 23h 4m | 1,660,000 | 2.42 72 | 22d 17h 12m | 1,730,000 | 2.44 73 | 23d 11h 41m | 1,800,000 | 2.46 74 | 24d 6h 32m | 1,870,000 | 2.48 75 | 25d 1h 46m | 1,940,000 | 2.50 76 | 25d 21h 20m | 2,010,000 | 2.52 77 | 26d 17h 18m | 2,080,000 | 2.54 78 | 27d 13h 37m | 2,160,000 | 2.56 79 | 28d 10h 18m | 2,240,000 | 2.58 80 | 29d 7h 22m | 2,320,000 | 2.60 81 | 30d 4h 48m | 2,400,000 | 2.62 82 | 31d 2h 37m | 2,480,000 | 2.64 83 | 32d 0h 49m | 2,570,000 | 2.66 84 | 32d 23h 24m | 2,650,000 | 2.68 85 | 33d 22h 21m | 2,740,000 | 2.70 86 | 34d 21h 42m | 2,830,000 | 2.72 87 | 35d 21h 26m | 2,930,000 | 2.74 88 | 36d 21h 33m | 3,020,000 | 2.76 89 | 37d 22h 3m | 3,120,000 | 2.78 90 | 38d 22h 57m | 3,220,000 | 2.80 91 | 40d 0h 15m | 3,320,000 | 2.82 92 | 41d 1h 56m | 3,420,000 | 2.84 93 | 42d 4h 1m | 3,520,000 | 2.86 94 | 43d 6h 30m | 3,630,000 | 2.88 95 | 44d 9h 23m | 3,740,000 | 2.90 96 | 45d 12h 40m | 3,850,000 | 2.92 97 | 46d 16h 22m | 3,960,000 | 2.94 98 | 47d 20h 27m | 4,070,000 | 2.96 99 | 49d 0h 57m | 4,190,000 | 2.98 #### Lab Upgrades — Light Speed Shots Light Speed Shots is unlocked through Milestones at tier 7 wave 10. Once researched, your projectiles travel to their target instantly after being fired. A shot can still be intercepted: if an untargeted enemy sits between your tower and the target, that enemy blocks the shot and takes the damage instead. Research costs are shown in the table below. Level | Time | Cost | Value 1 | 0d 19h 59m | 3,000,000 | Unlocked #### Lab Upgrades Two labs affect Attack Speed: Attack Speed and Light Speed Shots. Both are unlocked through Milestones. #### Description (2) Attack Speed is the number of projectiles your tower fires over time. It also increases projectile movement speed until you research the Light Speed Shots lab, after which travel speed is fixed at the maximum. ### Attack Upgrades URL: https://www.tower-hub.com/wiki/workshop/attack-upgrades Attack upgrades are a category of Workshop upgrades that directly improve your tower's offensive capabilities. They can be purchased with coins outside of a round or with cash during a round, and they form the foundation of your damage output throughout the game. These upgrades cover everything from raw projectile damage and fire rate to critical hits, multishot, bounce mechanics, and armor rending. Understanding how each one works — and how they interact with each other — is essential for building an effective tower. #### Description — Damage Damage determines how much each projectile deals to enemies on hit. It also serves as the base value used when calculating damage for other abilities, including land mines and Ultimate Weapons. This upgrade is available in the Workshop from the very start of the game and can be raised through 6000 levels. Beyond the Workshop, you can push your damage further using cards, relics, Modules, and Workshop Enhancements. Level | Value | Cost | Total Cost 1 | 6 | 30 | 0 100 | 1.05K | 80.73K | 2.50M 200 | 3.64K | 643.07K | 32.86M 300 | 7.77K | 1.59M | 141.20M 400 | 13.44K | 3.03M | 368.88M 500 | 20.65K | 5.00M | 766.77M 600 | 29.40K | 7.52M | 1.39B 700 | 39.69K | 10.61M | 2.29B 800 | 51.52K | 14.32M | 3.54B 900 | 64.89K | 18.64M | 5.18B 1000 | 79.80K | 23.60M | 7.29B 1100 | 97.55K | 29.21M | 9.93B 1200 | 119.74K | 35.50M | 13.16B 1300 | 146.60K | 42.47M | 17.06B 1400 | 178.27K | 50.14M | 21.69B 1500 | 214.84K | 58.53M | 27.12B 1600 | 257.99K | 67.63M | 33.42B 1700 | 309.86K | 77.47M | 40.68B 1800 | 370.86K | 88.05M | 48.95B 1900 | 441.24K | 99.39M | 58.32B 2000 | 521.19K | 111.49M | 68.87B 2100 | 613.22K | 124.36M | 80.66B 2200 | 720.92K | 138.02M | 93.78B 2300 | 845.27K | 152.48M | 108.30B 2400 | 986.89K | 167.73M | 124.32B 2500 | 1.15M | 183.79M | 141.89B 2600 | 1.33M | 200.67M | 161.12B 2700 | 1.53M | 218.37M | 182.07B 2800 | 1.77M | 236.91M | 204.84B 2900 | 2.04M | 256.28M | 229.50B 3000 | 2.34M | 276.51M | 256.14B 3100 | 2.68M | 297.58M | 284.85B 3200 | 3.07M | 319.52M | 315.71B 3300 | 3.52M | 342.32M | 348.80B 3400 | 4.02M | 365.99M | 384.22B 3500 | 4.59M | 390.55M | 422.06B 3600 | 5.24M | 415.99M | 462.39B 3700 | 5.97M | 442.32M | 505.31B 3800 | 6.82M | 469.55M | 550.91B 3900 | 7.77M | 497.69M | 599.28B 4000 | 8.85M | 526.73M | 650.51B 4100 | 10.05M | 556.69M | 704.69B 4200 | 11.42M | 587.56M | 761.91B 4300 | 12.95M | 619.37M | 822.26B 4400 | 14.66M | 652.10M | 885.84B 4500 | 16.55M | 685.77M | 952.74B 4600 | 18.64M | 720.38M | 1.02T 4700 | 20.93M | 755.93M | 1.10T 4800 | 23.42M | 792.44M | 1.17T 4900 | 26.13M | 829.90M | 1.26T 5000 | 29.05M | 868.32M | 1.34T 5100 | 32.19M | 1.82B | 1.52T 5200 | 35.56M | 3.79B | 1.89T 5300 | 39.16M | 7.92B | 2.66T 5400 | 42.99M | 16.51B | 4.28T 5500 | 47.06M | 43.00B | 8.50T 5600 | 51.37M | 111.93B | 19.47T 5700 | 55.93M | 291.14B | 48.02T 5800 | 60.74M | 756.76B | 122.26T 5900 | 65.80M | 1.97T | 315.16T 6000 | 71.11M | 5.10T | 816.09T #### Description — Attack Speed Attack Speed controls how many projectiles your tower fires over a given period. It also increases the travel speed of those projectiles, at least until you research the "Light Speed Shots" lab, which changes how that interaction works. This upgrade is free to unlock in the Workshop. It has 99 levels, starting at a base of 1.00 and gaining 0.05 per level, reaching a maximum of 5.95. Level | Value | Cost | Total Cost 1 | 1.05 | 30 | 0 2 | 1.1 | 56 | 86 3 | 1.15 | 92 | 178 4 | 1.2 | 140 | 318 5 | 1.25 | 200 | 518 6 | 1.3 | 274 | 792 7 | 1.35 | 363 | 1.16K 8 | 1.4 | 467 | 1.62K 9 | 1.45 | 588 | 2.21K 10 | 1.5 | 725 | 2.94K 11 | 1.55 | 879 | 3.81K 12 | 1.6 | 1.05K | 4.86K 13 | 1.65 | 1.24K | 6.10K 14 | 1.7 | 1.45K | 7.55K 15 | 1.75 | 1.68K | 9.23K 16 | 1.8 | 1.92K | 11.15K 17 | 1.85 | 2.19K | 13.34K 18 | 1.9 | 2.47K | 15.81K 19 | 1.95 | 2.78K | 18.59K 20 | 2 | 3.11K | 21.70K 21 | 2.05 | 3.45K | 25.15K 22 | 2.1 | 3.82K | 28.97K 23 | 2.15 | 4.21K | 33.19K 24 | 2.2 | 4.62K | 37.81K 25 | 2.25 | 5.06K | 42.87K 26 | 2.3 | 5.51K | 48.38K 27 | 2.35 | 5.99K | 54.37K 28 | 2.4 | 6.49K | 60.86K 29 | 2.45 | 7.01K | 67.87K 30 | 2.5 | 7.56K | 75.43K 31 | 2.55 | 8.13K | 83.56K 32 | 2.6 | 8.72K | 92.28K 33 | 2.65 | 9.34K | 101.62K 34 | 2.7 | 9.98K | 111.60K 35 | 2.75 | 10.64K | 122.25K 36 | 2.8 | 11.33K | 133.58K 37 | 2.85 | 12.05K | 145.62K 38 | 2.9 | 12.78K | 158.41K 39 | 2.95 | 13.55K | 171.95K 40 | 3 | 14.33K | 186.28K 41 | 3.05 | 15.15K | 201.43K 42 | 3.1 | 15.98K | 217.41K 43 | 3.15 | 16.85K | 234.26K 44 | 3.2 | 17.73K | 251.99K 45 | 3.25 | 18.65K | 270.64K 46 | 3.3 | 19.59K | 290.23K 47 | 3.35 | 20.56K | 310.79K 48 | 3.4 | 21.55K | 332.33K 49 | 3.45 | 22.57K | 354.90K 50 | 3.5 | 23.61K | 378.51K 51 | 3.55 | 25.43K | 403.94K 52 | 3.6 | 26.56K | 430.49K 53 | 3.65 | 27.72K | 458.21K 54 | 3.7 | 28.90K | 487.11K 55 | 3.75 | 30.12K | 517.23K 56 | 3.8 | 31.36K | 548.60K 57 | 3.85 | 32.63K | 581.23K 58 | 3.9 | 33.93K | 615.16K 59 | 3.95 | 35.26K | 650.43K 60 | 4 | 36.62K | 687.05K 61 | 4.05 | 38.01K | 725.06K 62 | 4.1 | 39.42K | 764.48K 63 | 4.15 | 40.87K | 805.34K 64 | 4.2 | 42.34K | 847.68K 65 | 4.25 | 43.84K | 891.52K 66 | 4.3 | 45.37K | 936.90K 67 | 4.35 | 46.94K | 983.83K 68 | 4.4 | 48.53K | 1.03M 69 | 4.45 | 50.15K | 1.08M 70 | 4.5 | 51.80K | 1.13M 71 | 4.55 | 53.48K | 1.19M 72 | 4.6 | 55.19K | 1.24M 73 | 4.65 | 56.93K | 1.30M 74 | 4.7 | 58.70K | 1.36M 75 | 4.75 | 60.50K | 1.42M 76 | 4.8 | 65.45K | 1.48M 77 | 4.85 | 67.41K | 1.55M 78 | 4.9 | 69.40K | 1.62M 79 | 4.95 | 71.42K | 1.69M 80 | 5 | 73.47K | 1.77M 81 | 5.05 | 75.56K | 1.84M 82 | 5.1 | 77.68K | 1.92M 83 | 5.15 | 79.83K | 2.00M 84 | 5.2 | 82.01K | 2.08M 85 | 5.25 | 84.23K | 2.17M 86 | 5.3 | 86.48K | 2.25M 87 | 5.35 | 88.76K | 2.34M 88 | 5.4 | 91.08K | 2.43M 89 | 5.45 | 93.43K | 2.53M 90 | 5.5 | 95.81K | 2.62M 91 | 5.55 | 98.23K | 2.72M 92 | 5.6 | 100.68K | 2.82M 93 | 5.65 | 103.17K | 2.92M 94 | 5.7 | 105.69K | 3.03M 95 | 5.75 | 108.24K | 3.14M 96 | 5.8 | 110.83K | 3.25M 97 | 5.85 | 113.45K | 3.36M 98 | 5.9 | 116.11K | 3.48M 99 | 5.95 | 118.80K | 3.60M #### Description — Critical Hit — Critical Chance See the critical hit data table below for level-by-level values on Critical Chance. Level | Value | Cost | Total Cost 1.00 | 0.02 | 50.00 | 0.00 2.00 | 0.03 | 76.00 | 126.00 3.00 | 0.04 | 109.00 | 235.00 4.00 | 0.05 | 153.00 | 388.00 5.00 | 0.06 | 206.00 | 594.00 6.00 | 0.07 | 271.00 | 865.00 7.00 | 0.08 | 349.00 | 1.21K 8.00 | 0.09 | 439.00 | 1.65K 9.00 | 0.10 | 542.00 | 2.19K 10.00 | 0.11 | 659.00 | 2.85K 11.00 | 0.12 | 790.00 | 3.64K 12.00 | 0.13 | 935.00 | 4.58K 13.00 | 0.14 | 1.10K | 5.67K 14.00 | 0.15 | 1.27K | 6.95K 15.00 | 0.16 | 1.46K | 8.41K 16.00 | 0.17 | 1.67K | 10.08K 17.00 | 0.18 | 1.89K | 11.97K 18.00 | 0.19 | 2.13K | 14.10K 19.00 | 0.20 | 2.39K | 16.49K 20.00 | 0.21 | 2.66K | 19.15K 21.00 | 0.22 | 2.95K | 22.10K 22.00 | 0.23 | 3.26K | 25.36K 23.00 | 0.24 | 3.58K | 28.94K 24.00 | 0.25 | 3.93K | 32.86K 25.00 | 0.26 | 4.29K | 37.15K 26.00 | 0.27 | 4.67K | 41.82K 27.00 | 0.28 | 5.06K | 46.88K 28.00 | 0.29 | 5.48K | 52.36K 29.00 | 0.30 | 5.92K | 58.28K 30.00 | 0.31 | 6.37K | 64.65K 31.00 | 0.32 | 6.84K | 71.49K 32.00 | 0.33 | 7.33K | 78.82K 33.00 | 0.34 | 7.85K | 86.67K 34.00 | 0.35 | 8.38K | 95.04K 35.00 | 0.36 | 8.93K | 103.97K 36.00 | 0.37 | 9.50K | 113.47K 37.00 | 0.38 | 10.09K | 123.56K 38.00 | 0.39 | 10.70K | 134.27K 39.00 | 0.40 | 11.33K | 145.60K 40.00 | 0.41 | 11.99K | 157.59K 41.00 | 0.42 | 12.66K | 170.25K 42.00 | 0.43 | 13.35K | 183.60K 43.00 | 0.44 | 14.07K | 197.67K 44.00 | 0.45 | 14.81K | 212.48K 45.00 | 0.46 | 15.56K | 228.04K 46.00 | 0.47 | 16.34K | 244.38K 47.00 | 0.48 | 17.14K | 261.52K 48.00 | 0.49 | 17.96K | 279.48K 49.00 | 0.50 | 18.81K | 298.29K 50.00 | 0.51 | 19.67K | 317.96K 51.00 | 0.52 | 21.17K | 339.13K 52.00 | 0.53 | 22.11K | 361.24K 53.00 | 0.54 | 23.07K | 384.31K 54.00 | 0.55 | 24.05K | 408.36K 55.00 | 0.56 | 25.06K | 433.41K 56.00 | 0.57 | 26.08K | 459.50K 57.00 | 0.58 | 27.14K | 486.63K 58.00 | 0.59 | 28.21K | 514.84K 59.00 | 0.60 | 29.31K | 544.15K 60.00 | 0.61 | 30.43K | 574.58K 61.00 | 0.62 | 31.58K | 606.16K 62.00 | 0.63 | 32.75K | 638.91K 63.00 | 0.64 | 33.94K | 672.84K 64.00 | 0.65 | 35.16K | 708.00K 65.00 | 0.66 | 36.40K | 744.40K 66.00 | 0.67 | 37.66K | 782.06K 67.00 | 0.68 | 38.95K | 821.02K 68.00 | 0.69 | 40.27K | 861.29K 69.00 | 0.70 | 41.61K | 902.90K 70.00 | 0.71 | 42.97K | 945.87K 71.00 | 0.72 | 44.36K | 990.23K 72.00 | 0.73 | 45.77K | 1.04M 73.00 | 0.74 | 47.21K | 1.08M 74.00 | 0.75 | 48.67K | 1.13M 75.00 | 0.76 | 50.16K | 1.18M 76.00 | 0.77 | 54.26K | 1.24M 77.00 | 0.78 | 55.87K | 1.29M 78.00 | 0.79 | 57.52K | 1.35M 79.00 | 0.80 | 59.18K | 1.41M #### Description — Critical Hit — Critical Factor See the critical hit data table below for level-by-level values on Critical Factor. Level | Value | Cost | Total Cost 1 | 1.30x | 50.00 | 0.00 10 | 2.20x | 593.00 | 2.65K 20 | 3.20x | 2.28K | 16.80K 30 | 4.20x | 5.34K | 55.23K 40 | 5.20x | 9.92K | 132.54K 50 | 6.20x | 16.15K | 264.61K 60 | 7.20x | 24.82K | 474.46K 70 | 8.20x | 34.88K | 776.42K 80 | 9.20x | 49.21K | 1.20M 90 | 10.20x | 63.90K | 1.77M 100 | 11.20x | 80.75K | 2.50M 110 | 12.20x | 646.85K | 8.40M 120 | 13.20x | 6.28M | 66.14M 130 | 14.20x | 88.28M | 841.09M 140 | 15.20x | 1.41B | 13.92B 150 | 16.20x | 26.24B | 259.20B #### Description — Critical Hit The Critical Workshop adds bonus damage to your tower's projectiles through two related upgrades: Critical Chance and Critical Factor. Both are unlocked for free at the start of the game, and both feed into the calculations for Ultimate Weapon and Land Mine damage. Critical Chance is the probability that any given projectile will deal critical damage. It has 79 levels in the Workshop, with each level adding 1% to the chance, capping at 80% from the Workshop alone. You can push this higher with the Critical Chance Card — which adds up to 11% — and the Critical Chance Cannon Module Effect. Critical Factor is the damage multiplier applied when a critical hit lands. It starts at a base of 1.2 and has 150 levels, each adding 0.1 to the multiplier, for a maximum of 16.2. Critical Factor also plays a role in Ultimate Weapon critical hits when the Ultimate Crit card is active. The cap can be raised further through the Critical Factor Lab, the Critical Factor Cannon Module Effect, and Critical Factor Enhancement. #### Description — Multishot Range increases how far your tower can fire projectiles. It also sets the firing distance for enemies that deal ranged damage, making it relevant both offensively and defensively. Range is unlocked in the Workshop for 50 coins after Critical Factor. It has 79 levels, starting at 30m and gaining 0.5m per level, reaching a maximum of 69.5m. Level | Value | Cost | Total Cost 1 | 30.50M | 50.00 | 0.00 2 | 31.00M | 78.00 | 128.00 3 | 31.50M | 114.00 | 242.00 4 | 32.00M | 160.00 | 402.00 5 | 32.50M | 217.00 | 619.00 6 | 33.00M | 285.00 | 904.00 7 | 33.50M | 366.00 | 1.27K 8 | 34.00M | 461.00 | 1.73K 9 | 34.50M | 569.00 | 2.30K 10 | 35.00M | 691.00 | 2.99K 11 | 35.50M | 828.00 | 3.82K 12 | 36.00M | 980.00 | 4.80K 13 | 36.50M | 1.15K | 5.95K 14 | 37.00M | 1.33K | 7.28K 15 | 37.50M | 1.53K | 8.81K 16 | 38.00M | 1.74K | 10.55K 17 | 38.50M | 1.98K | 12.53K 18 | 39.00M | 2.23K | 14.75K 19 | 39.50M | 2.49K | 17.24K 20 | 40.00M | 2.78K | 20.02K 21 | 40.50M | 3.08K | 23.10K 22 | 41.00M | 3.40K | 26.50K 23 | 41.50M | 3.74K | 30.23K 24 | 42.00M | 4.09K | 34.32K 25 | 42.50M | 4.47K | 38.79K 26 | 43.00M | 4.86K | 43.65K 27 | 43.50M | 5.27K | 48.92K 28 | 44.00M | 5.71K | 54.63K 29 | 44.50M | 6.16K | 60.79K 30 | 45.00M | 6.63K | 67.41K 31 | 45.50M | 7.12K | 74.53K 32 | 46.00M | 7.63K | 82.17K 33 | 46.50M | 8.16K | 90.33K 34 | 47.00M | 8.71K | 99.04K 35 | 47.50M | 9.29K | 108.33K 36 | 48.00M | 9.88K | 118.21K 37 | 48.50M | 10.49K | 128.70K 38 | 49.00M | 11.13K | 139.82K 39 | 49.50M | 11.78K | 151.61K 40 | 50.00M | 12.46K | 164.07K 41 | 50.50M | 13.16K | 177.22K 42 | 51.00M | 13.88K | 191.10K 43 | 51.50M | 14.62K | 205.72K 44 | 52.00M | 15.38K | 221.10K 45 | 52.50M | 16.17K | 237.27K 46 | 53.00M | 16.98K | 254.24K 47 | 53.50M | 17.81K | 272.05K 48 | 54.00M | 18.66K | 290.71K 49 | 54.50M | 19.53K | 310.24K 50 | 55.00M | 20.43K | 330.66K 51 | 55.50M | 21.99K | 352.65K 52 | 56.00M | 22.96K | 375.61K 53 | 56.50M | 23.95K | 399.57K 54 | 57.00M | 24.97K | 424.54K 55 | 57.50M | 26.01K | 450.55K 56 | 58.00M | 27.08K | 477.63K 57 | 58.50M | 28.17K | 505.80K 58 | 59.00M | 29.28K | 535.09K 59 | 59.50M | 30.42K | 565.51K 60 | 60.00M | 31.59K | 597.10K 61 | 60.50M | 32.78K | 629.88K 62 | 61.00M | 33.99K | 663.86K 63 | 61.50M | 35.22K | 699.09K 64 | 62.00M | 36.49K | 735.58K 65 | 62.50M | 37.77K | 773.35K 66 | 63.00M | 39.09K | 812.44K 67 | 63.50M | 40.42K | 852.86K 68 | 64.00M | 41.79K | 894.65K 69 | 64.50M | 43.17K | 937.82K 70 | 65.00M | 44.59K | 982.41K 71 | 65.50M | 46.03K | 1.03M 72 | 66.00M | 47.49K | 1.08M 73 | 66.50M | 48.98K | 1.12M 74 | 67.00M | 50.50K | 1.18M 75 | 67.50M | 52.04K | 1.23M 76 | 68.00M | 56.29K | 1.28M 77 | 68.50M | 57.96K | 1.34M 78 | 69.00M | 59.67K | 1.40M 79 | 69.50M | 61.40K | 1.46M #### Description — Rapid Fire Damage/Meter increases your projectile damage based on how far an enemy is from the tower. The bonus is calculated per full meter of distance — it does not scale fractionally, and the value rounds down. For example, an enemy 51.9 meters away takes the same bonus damage as one exactly 51 meters away. This upgrade is unlocked in the Workshop for 50 coins alongside Range. It has 200 levels with a base of 0%. The per-level increase shrinks over the early levels, then from level 70 onward each level adds a flat 0.0002%, reaching a maximum of 5.9%. Level | Value | Cost | Total Cost 1 | x0.00079 | 50.00 | 0.00 10 | x0.00742 | 691.00 | 2.99K 20 | x0.01376 | 2.78K | 20.02K 30 | x0.01913 | 6.63K | 67.41K 40 | x0.02365 | 12.46K | 164.07K 50 | x0.02741 | 20.43K | 330.66K 60 | x0.0305 | 31.59K | 597.10K 70 | x0.033 | 44.59K | 982.41K 80 | x0.035 | 63.15K | 1.53M 90 | x0.037 | 82.27K | 2.26M 100 | x0.039 | 104.25K | 3.20M 110 | x0.041 | 558.08K | 8.29M 120 | x0.043 | 3.39M | 39.46M 130 | x0.045 | 27.32M | 279.05M 140 | x0.047 | 193.70M | 2.08B 150 | x0.049 | 1.36B | 14.76B 160 | x0.051 | 10.93B | 117.31B 170 | x0.053 | 75.20B | 825.42B 180 | x0.055 | 621.08B | 6.20T 190 | x0.057 | 4.21T | 46.10T 200 | x0.059 | 28.36T | 315.60T #### Description — Bounce Shot — Multishot Chance See the multishot data table below for level-by-level values on Multishot Chance. Level | Value | Cost | Total Cost 1 | 0.5% | 60.00 | 0.00 2 | 1.0% | 103.00 | 163.00 3 | 1.5% | 156.00 | 319.00 4 | 2.0% | 220.00 | 539.00 5 | 2.5% | 299.00 | 838.00 6 | 3.0% | 392.00 | 1.23K 7 | 3.5% | 501.00 | 1.73K 8 | 4.0% | 627.00 | 2.36K 9 | 4.5% | 770.00 | 3.13K 10 | 5.0% | 932.00 | 4.06K 11 | 5.5% | 1.11K | 5.17K 12 | 6.0% | 1.31K | 6.49K 13 | 6.5% | 1.54K | 8.02K 14 | 7.0% | 1.78K | 9.80K 15 | 7.5% | 2.04K | 11.84K 16 | 8.0% | 2.33K | 14.17K 17 | 8.5% | 2.64K | 16.80K 18 | 9.0% | 2.97K | 19.77K 19 | 9.5% | 3.32K | 23.09K 20 | 10.0% | 3.70K | 26.79K 21 | 10.5% | 4.10K | 30.89K 22 | 11.0% | 4.53K | 35.41K 23 | 11.5% | 4.98K | 40.39K 24 | 12.0% | 5.45K | 45.85K 25 | 12.5% | 5.96K | 51.80K 26 | 13.0% | 6.49K | 58.29K 27 | 13.5% | 7.04K | 65.33K 28 | 14.0% | 7.62K | 72.95K 29 | 14.5% | 8.23K | 81.18K 30 | 15.0% | 8.86K | 90.04K 31 | 15.5% | 9.53K | 99.56K 32 | 16.0% | 10.22K | 109.78K 33 | 16.5% | 10.94K | 120.72K 34 | 17.0% | 11.68K | 132.40K 35 | 17.5% | 12.46K | 144.85K 36 | 18.0% | 13.26K | 158.12K 37 | 18.5% | 14.10K | 172.21K 38 | 19.0% | 14.96K | 187.17K 39 | 19.5% | 15.85K | 203.02K 40 | 20.0% | 16.77K | 219.79K 41 | 20.5% | 17.73K | 237.52K 42 | 21.0% | 18.71K | 256.23K 43 | 21.5% | 19.72K | 275.95K 44 | 22.0% | 20.77K | 296.72K 45 | 22.5% | 21.84K | 318.56K 46 | 23.0% | 22.95K | 341.51K 47 | 23.5% | 24.09K | 365.60K 48 | 24.0% | 25.26K | 390.86K 49 | 24.5% | 26.46K | 417.32K 50 | 25.0% | 27.70K | 445.01K 51 | 25.5% | 29.83K | 474.84K 52 | 26.0% | 31.17K | 506.01K 53 | 26.5% | 32.54K | 538.55K 54 | 27.0% | 33.95K | 572.50K 55 | 27.5% | 35.39K | 607.88K 56 | 28.0% | 36.86K | 644.74K 57 | 28.5% | 38.37K | 683.11K 58 | 29.0% | 39.91K | 723.02K 59 | 29.5% | 41.49K | 764.51K 60 | 30.0% | 43.10K | 807.62K 61 | 30.5% | 44.75K | 852.37K 62 | 31.0% | 46.44K | 898.81K 63 | 31.5% | 48.16K | 946.97K 64 | 32.0% | 49.91K | 996.88K 65 | 32.5% | 51.71K | 1.05M 66 | 33.0% | 53.53K | 1.10M 67 | 33.5% | 55.40K | 1.16M 68 | 34.0% | 57.30K | 1.21M 69 | 34.5% | 59.24K | 1.27M 70 | 35.0% | 61.21K | 1.34M 71 | 35.5% | 63.22K | 1.40M 72 | 36.0% | 65.27K | 1.46M 73 | 36.5% | 67.36K | 1.53M 74 | 37.0% | 69.48K | 1.60M 75 | 37.5% | 71.65K | 1.67M 76 | 38.0% | 77.54K | 1.75M 77 | 38.5% | 79.89K | 1.83M 78 | 39.0% | 82.28K | 1.91M 79 | 39.5% | 84.71K | 2.00M 80 | 40.0% | 87.18K | 2.08M 81 | 40.5% | 89.69K | 2.17M 82 | 41.0% | 92.24K | 2.27M 83 | 41.5% | 94.83K | 2.36M 84 | 42.0% | 97.46K | 2.46M 85 | 42.5% | 100.14K | 2.56M 86 | 43.0% | 102.86K | 2.66M 87 | 43.5% | 105.61K | 2.77M 88 | 44.0% | 108.41K | 2.88M 89 | 44.5% | 111.25K | 2.99M 90 | 45.0% | 114.14K | 3.10M 91 | 45.5% | 117.06K | 3.22M 92 | 46.0% | 120.03K | 3.34M 93 | 46.5% | 123.04K | 3.46M 94 | 47.0% | 126.09K | 3.59M 95 | 47.5% | 129.19K | 3.72M 96 | 48.0% | 132.32K | 3.85M 97 | 48.5% | 135.51K | 3.98M 98 | 49.0% | 138.73K | 4.12M 99 | 49.5% | 142.00K | 4.26M #### Description — Bounce Shot — Multishot Targets See the multishot data table below for level-by-level values on Multishot Targets. Level | Value | Cost | Total Cost 1 | 3 | 450.00 | 0.00 2 | 4 | 2.00K | 2.45K 3 | 5 | 5.00K | 7.45K 4 | 6 | 12.50K | 19.95K 5 | 7 | 40.00K | 59.95K 6 | 8 | 120.00K | 179.95K 7 | 9 | 350.00K | 529.95K #### Description — Bounce Shot Multishot gives your tower a chance to fire at more than one target each time it shoots. It is unlocked in the Workshop for 400 coins after Damage/Meter, and it opens up two sub-upgrades: Multishot Chance and Multishot Targets. Multishot Chance is the probability of firing multiple projectiles on any given shot. It has 99 levels, each adding 0.50%, for a maximum activation chance of 49.50%. Multishot Targets sets how many projectiles are fired when Multishot activates, provided enough enemies are in range. It has 7 levels, starting at 2 targets and gaining 1 target per level, for a maximum of 9 targets. #### Description — Critical Chance — Rapid Fire Chance See the rapid fire data table below for level-by-level values on Rapid Fire Chance. Level | Value | Cost | Total Cost 1 | 0.40% | 120.00 | 0.00 2 | 0.80% | 183.00 | 303.00 3 | 1.20% | 257.00 | 560.00 4 | 1.60% | 343.00 | 903.00 5 | 2.00% | 444.00 | 1.35K 6 | 2.40% | 560.00 | 1.91K 7 | 2.80% | 693.00 | 2.60K 8 | 3.2% | 845.00 | 3.45K 9 | 3.6% | 1.01K | 4.46K 10 | 4.0% | 1.20K | 5.66K 11 | 4.4% | 1.41K | 7.08K 12 | 4.8% | 1.65K | 8.72K 13 | 5.2% | 1.90K | 10.62K 14 | 5.6% | 2.17K | 12.79K 15 | 6.0% | 2.47K | 15.26K 16 | 6.4% | 2.79K | 18.06K 17 | 6.8% | 3.14K | 21.19K 18 | 7.2% | 3.51K | 24.70K 19 | 7.6% | 3.90K | 28.60K 20 | 8.0% | 4.32K | 32.91K 21 | 8.4% | 4.76K | 37.67K 22 | 8.8% | 5.23K | 42.91K 23 | 9.2% | 5.73K | 48.64K 24 | 9.6% | 6.25K | 54.89K 25 | 10.0% | 6.81K | 61.70K 26 | 10.4% | 7.38K | 69.08K 27 | 10.8% | 7.99K | 77.07K 28 | 11.2% | 8.63K | 85.70K 29 | 11.6% | 9.29K | 94.99K 30 | 12.0% | 9.98K | 104.97K 31 | 12.4% | 10.70K | 115.67K 32 | 12.8% | 11.45K | 127.12K 33 | 13.2% | 12.24K | 139.36K 34 | 13.6% | 13.05K | 152.41K 35 | 14.0% | 13.89K | 166.29K 36 | 14.4% | 14.76K | 181.05K 37 | 14.8% | 15.66K | 196.71K 38 | 15.2% | 16.60K | 213.31K 39 | 15.6% | 17.56K | 230.87K 40 | 16.0% | 18.56K | 249.43K 41 | 16.4% | 19.59K | 269.02K 42 | 16.8% | 20.65K | 289.68K 43 | 17.2% | 21.75K | 311.42K 44 | 17.6% | 22.87K | 334.30K 45 | 18.0% | 24.03K | 358.33K 46 | 18.4% | 25.23K | 383.56K 47 | 18.8% | 26.46K | 410.01K 48 | 19.2% | 27.72K | 437.73K 49 | 19.6% | 29.01K | 466.74K 50 | 20.0% | 30.34K | 497.08K 51 | 20.4% | 32.65K | 529.73K 52 | 20.8% | 34.09K | 563.83K 53 | 21.2% | 35.57K | 599.39K 54 | 21.6% | 37.08K | 636.48K 55 | 22.0% | 38.63K | 675.10K 56 | 22.4% | 40.21K | 715.32K 57 | 22.8% | 41.83K | 757.15K 58 | 23.2% | 43.49K | 800.64K 59 | 23.6% | 45.19K | 845.83K 60 | 24.0% | 46.92K | 892.75K 61 | 24.4% | 48.69K | 941.44K 62 | 24.8% | 50.50K | 991.94K 63 | 25.2% | 52.34K | 1.04M 64 | 25.6% | 54.23K | 1.10M 65 | 26.0% | 56.15K | 1.15M 66 | 26.4% | 58.11K | 1.21M 67 | 26.8% | 60.11K | 1.27M 68 | 27.2% | 62.15K | 1.34M 69 | 27.6% | 64.22K | 1.40M 70 | 28.0% | 66.34K | 1.47M 71 | 28.4% | 68.50K | 1.53M 72 | 28.8% | 70.69K | 1.60M 73 | 29.2% | 72.93K | 1.68M 74 | 29.6% | 75.20K | 1.75M 75 | 30.0% | 77.52K | 1.83M 76 | 30.4% | 83.86K | 1.91M 77 | 30.8% | 86.38K | 2.00M 78 | 31.2% | 88.94K | 2.09M 79 | 31.6% | 91.54K | 2.18M 80 | 32.0% | 94.18K | 2.28M 81 | 32.4% | 96.87K | 2.37M 82 | 32.8% | 99.60K | 2.47M 83 | 33.2% | 102.37K | 2.57M 84 | 33.6% | 105.19K | 2.68M 85 | 34.0% | 108.05K | 2.79M #### Description — Critical Chance — Rapid Fire Duration See the rapid fire data table below for level-by-level values on Rapid Fire Duration. Level | Value | Cost | Total Cost 1 | 0.65s | 120.00 | 0.00 2 | 0.70s | 183.00 | 303.00 3 | 0.75s | 257.00 | 560.00 4 | 0.80s | 343.00 | 903.00 5 | 0.85s | 444.00 | 1.35K 6 | 0.90s | 560.00 | 1.91K 7 | 0.95s | 693.00 | 2.60K 8 | 1.00s | 845.00 | 3.45K 9 | 1.05s | 1.01K | 4.46K 10 | 1.10s | 1.20K | 5.66K 11 | 1.15s | 1.41K | 7.08K 12 | 1.20s | 1.65K | 8.72K 13 | 1.25s | 1.90K | 10.62K 14 | 1.30s | 2.17K | 12.79K 15 | 1.35s | 2.47K | 15.26K 16 | 1.40s | 2.79K | 18.06K 17 | 1.45s | 3.14K | 21.19K 18 | 1.50s | 3.51K | 24.70K 19 | 1.55s | 3.90K | 28.60K 20 | 1.60s | 4.32K | 32.91K 21 | 1.65s | 4.76K | 37.67K 22 | 1.70s | 5.23K | 42.91K 23 | 1.75s | 5.73K | 48.64K 24 | 1.80s | 6.25K | 54.89K 25 | 1.85s | 6.81K | 61.70K 26 | 1.90s | 7.38K | 69.08K 27 | 1.95s | 7.99K | 77.07K 28 | 2.00s | 8.63K | 85.70K 29 | 2.05s | 9.29K | 94.99K 30 | 2.10s | 9.98K | 104.97K 31 | 2.15s | 10.70K | 115.67K 32 | 2.20s | 11.45K | 127.12K 33 | 2.25s | 12.24K | 139.36K 34 | 2.30s | 13.05K | 152.41K 35 | 2.35s | 13.89K | 166.29K 36 | 2.40s | 14.76K | 181.05K 37 | 2.45s | 15.66K | 196.71K 38 | 2.50s | 16.60K | 213.31K 39 | 2.55s | 17.56K | 230.87K 40 | 2.60s | 18.56K | 249.43K 41 | 2.65s | 19.59K | 269.02K 42 | 2.70s | 20.65K | 289.68K 43 | 2.75s | 21.75K | 311.42K 44 | 2.80s | 22.87K | 334.30K 45 | 2.85s | 24.03K | 358.33K 46 | 2.90s | 25.23K | 383.56K 47 | 2.95s | 26.46K | 410.01K 48 | 3.00s | 27.72K | 437.73K 49 | 3.05s | 29.01K | 466.74K 50 | 3.10s | 30.34K | 497.08K 51 | 3.15s | 32.65K | 529.73K 52 | 3.20s | 34.09K | 563.83K 53 | 3.25s | 35.57K | 599.39K 54 | 3.30s | 37.08K | 636.48K 55 | 3.35s | 38.63K | 675.10K 56 | 3.40s | 40.21K | 715.32K 57 | 3.45s | 41.83K | 757.15K 58 | 3.50s | 43.49K | 800.64K 59 | 3.55s | 45.19K | 845.83K 60 | 3.60s | 46.92K | 892.75K 61 | 3.65s | 48.69K | 941.44K 62 | 3.70s | 50.50K | 991.94K 63 | 3.75s | 52.34K | 1.04M 64 | 3.80s | 54.23K | 1.10M 65 | 3.85s | 56.15K | 1.15M 66 | 3.90s | 58.11K | 1.21M 67 | 3.95s | 60.11K | 1.27M 68 | 4.00s | 62.15K | 1.34M 69 | 4.05s | 64.22K | 1.40M 70 | 4.10s | 66.34K | 1.47M 71 | 4.15s | 68.50K | 1.53M 72 | 4.20s | 70.69K | 1.60M 73 | 4.25s | 72.93K | 1.68M 74 | 4.30s | 75.20K | 1.75M 75 | 4.35s | 77.52K | 1.83M 76 | 4.40s | 83.86K | 1.91M 77 | 4.45s | 86.38K | 2.00M 78 | 4.50s | 88.94K | 2.09M 79 | 4.55s | 91.54K | 2.18M 80 | 4.60s | 94.18K | 2.28M 81 | 4.65s | 96.87K | 2.37M 82 | 4.70s | 99.60K | 2.47M 83 | 4.75s | 102.37K | 2.57M 84 | 4.80s | 105.19K | 2.68M 85 | 4.85s | 108.05K | 2.79M 86 | 4.90s | 110.95K | 2.90M 87 | 4.95s | 113.90K | 3.01M 88 | 5.00s | 116.90K | 3.13M 89 | 5.05s | 119.93K | 3.25M 90 | 5.10s | 123.02K | 3.37M 91 | 5.15s | 126.14K | 3.50M 92 | 5.20s | 129.31K | 3.63M 93 | 5.25s | 132.53K | 3.76M 94 | 5.30s | 135.79K | 3.90M 95 | 5.35s | 139.10K | 4.03M 96 | 5.40s | 142.45K | 4.18M 97 | 5.45s | 145.85K | 4.32M 98 | 5.50s | 149.30K | 4.47M 99 | 5.55s | 152.79K | 4.63M #### Description — Critical Chance Rapid Fire gives your tower a chance to fire at four times its normal speed for a limited window. It is unlocked in the Workshop for 1500 coins after Multishot, and it opens up two sub-upgrades: Rapid Fire Chance and Rapid Fire Duration. Rapid Fire Chance is the probability of triggering the effect on any given shot. It has 85 levels, each adding 0.40%, for a maximum activation chance of 34.00%. Rapid Fire Duration controls how long the effect lasts once triggered. It has 99 levels and reaches a maximum duration of 5.55 seconds. #### Description — Multishot Targets — Bounce Shot Chance See the bounce shot data table below for level-by-level values on Bounce Shot Chance. Level | Value | Cost | Total Cost 1 | 0.8% | 200.00 | 200 2 | 1.6% | 279.00 | 479 3 | 2.4% | 368.00 | 847 4 | 3.2% | 472.00 | 1.32K 5 | 4.0% | 591.00 | 1.91K 6 | 4.8% | 728.00 | 2.64K 7 | 5.6% | 884.00 | 3.52K 8 | 6.4% | 1.06K | 4.58K 9 | 7.2% | 1.26K | 5.84K 10 | 8.0% | 1.48K | 7.32K 11 | 8.8% | 1.72K | 9.04K 12 | 9.6% | 1.99K | 11.02K 13 | 10.4% | 2.28K | 13.30K 14 | 11.2% | 2.59K | 15.89K 15 | 12.0% | 2.94K | 18.83K 16 | 12.8% | 3.31K | 22.13K 17 | 13.6% | 3.70K | 25.84K 18 | 14.4% | 4.13K | 29.96K 19 | 15.2% | 4.58K | 34.54K 20 | 16.0% | 5.06K | 39.60K 21 | 16.8% | 5.57K | 45.17K 22 | 17.6% | 6.11K | 51.28K 23 | 18.4% | 6.68K | 57.96K 24 | 19.2% | 7.29K | 65.25K 25 | 20.0% | 7.92K | 73.16K 26 | 20.8% | 8.58K | 81.75K 27 | 21.6% | 9.28K | 91.03K 28 | 22.4% | 10.01K | 101.04K 29 | 23.2% | 10.78K | 111.82K 30 | 24.0% | 11.57K | 123.39K 31 | 24.8% | 12.40K | 135.79K 32 | 25.6% | 13.27K | 149.06K 33 | 26.4% | 14.17K | 163.23K 34 | 27.2% | 15.10K | 178.34K 35 | 28.0% | 16.07K | 194.41K 36 | 28.8% | 17.08K | 211.49K 37 | 29.6% | 18.12K | 229.61K 38 | 30.4% | 19.20K | 248.81K 39 | 31.2% | 20.32K | 269.13K 40 | 32.0% | 21.47K | 290.60K 41 | 32.8% | 22.66K | 313.26K 42 | 33.6% | 23.89K | 337.14K 43 | 34.4% | 25.15K | 362.29K 44 | 35.2% | 26.45K | 388.75K 45 | 36.0% | 27.80K | 416.55K 46 | 36.8% | 29.18K | 445.72K 47 | 37.6% | 30.60K | 476.32K 48 | 38.4% | 32.06K | 508.38K 49 | 39.2% | 33.56K | 541.94K 50 | 40.0% | 35.10K | 577.03K 51 | 40.8% | 37.78K | 614.81K 52 | 41.6% | 39.45K | 654.26K 53 | 42.4% | 41.16K | 695.41K 54 | 43.2% | 42.91K | 738.32K 55 | 44.0% | 44.71K | 783.03K 56 | 44.8% | 46.55K | 829.58K 57 | 45.6% | 48.43K | 878.00K 58 | 46.4% | 50.35K | 928.36K 59 | 47.2% | 52.32K | 980.68K 60 | 48.0% | 54.33K | 1.04M 61 | 48.8% | 56.39K | 1.09M 62 | 49.6% | 58.49K | 1.15M 63 | 50.4% | 60.64K | 1.21M 64 | 51.2% | 62.83K | 1.27M 65 | 52.0% | 65.07K | 1.34M 66 | 52.8% | 67.35K | 1.41M 67 | 53.6% | 69.67K | 1.48M 68 | 54.4% | 72.05K | 1.55M 69 | 55.2% | 74.46K | 1.62M 70 | 56.0% | 76.93K | 1.70M 71 | 56.8% | 79.44K | 1.78M 72 | 57.6% | 82.00K | 1.86M 73 | 58.4% | 84.60K | 1.94M 74 | 59.2% | 87.26K | 2.03M 75 | 60.0% | 89.96K | 2.12M 76 | 60.8% | 97.34K | 2.22M 77 | 61.6% | 100.27K | 2.32M 78 | 62.4% | 103.26K | 2.42M 79 | 63.2% | 106.29K | 2.53M 80 | 64.0% | 109.38K | 2.64M 81 | 64.8% | 112.52K | 2.75M 82 | 65.6% | 115.70K | 2.87M 83 | 66.4% | 118.94K | 2.99M 84 | 67.2% | 122.24K | 3.11M 85 | 68.0% | 125.58K | 3.23M #### Description — Multishot Targets — Bounce Shot Targets See the bounce shot data table below for level-by-level values on Bounce Shot Targets. Level | Value | Cost | Total Cost 1 | 2 | 700 | 700 2 | 3 | 3.00K | 3.70K 3 | 4 | 12.00K | 15.70K 4 | 5 | 25.00K | 40.70K 5 | 6 | 80.00K | 120.70K 6 | 7 | 200.00K | 320.70K 7 | 8 | 650.00K | 970.70K #### Description — Multishot Targets — Bounce Shot Range See the bounce shot data table below for level-by-level values on Bounce Shot Range. Level | Value | Cost | Total Cost 1 | 2.10M | 200 | 200 2 | 2.20M | 279 | 479 3 | 2.30M | 368 | 847 4 | 2.40M | 472 | 1.32K 5 | 2.50M | 591 | 1.91K 6 | 2.60M | 728 | 2.64K 7 | 2.70M | 884 | 3.52K 8 | 2.80M | 1.06K | 4.58K 9 | 2.90M | 1.26K | 5.84K 10 | 3.00M | 1.48K | 7.32K 11 | 3.10M | 1.72K | 9.04K 12 | 3.20M | 1.99K | 11.02K 13 | 3.30M | 2.28K | 13.30K 14 | 3.40M | 2.59K | 15.89K 15 | 3.50M | 2.94K | 18.83K 16 | 3.60M | 3.31K | 22.13K 17 | 3.70M | 3.70K | 25.84K 18 | 3.80M | 4.13K | 29.96K 19 | 3.90M | 4.58K | 34.54K 20 | 4.00M | 5.06K | 39.60K 21 | 4.10M | 5.57K | 45.17K 22 | 4.20M | 6.11K | 51.28K 23 | 4.30M | 6.68K | 57.96K 24 | 4.40M | 7.29K | 65.25K 25 | 4.50M | 7.92K | 73.16K 26 | 4.60M | 8.58K | 81.75K 27 | 4.70M | 9.28K | 91.03K 28 | 4.80M | 10.01K | 101.04K 29 | 4.90M | 10.78K | 111.82K 30 | 5.00M | 11.57K | 123.39K 31 | 5.10M | 12.40K | 135.79K 32 | 5.20M | 13.27K | 149.06K 33 | 5.30M | 14.17K | 163.23K 34 | 5.40M | 15.10K | 178.34K 35 | 5.50M | 16.07K | 194.41K 36 | 5.60M | 17.08K | 211.49K 37 | 5.70M | 18.12K | 229.61K 38 | 5.80M | 19.20K | 248.81K 39 | 5.90M | 20.32K | 269.13K 40 | 6.00M | 21.47K | 290.60K 41 | 6.10M | 226.58K | 517.18K 42 | 6.20M | 238.86K | 756.04K 43 | 6.30M | 251.51K | 1.01M 44 | 6.40M | 2.65M | 3.65M 45 | 6.50M | 2.78M | 6.43M 46 | 6.60M | 2.92M | 9.35M 47 | 6.70M | 33.66M | 43.01M 48 | 6.80M | 35.26M | 78.27M 49 | 6.90M | 36.91M | 115.19M 50 | 7.00M | 424.67M | 539.86M 51 | 7.10M | 457.10M | 996.96M 52 | 7.20M | 477.30M | 1.47B 53 | 7.30M | 5.98B | 7.45B 54 | 7.40M | 6.23B | 13.68B 55 | 7.50M | 77.90B | 91.58B 56 | 7.60M | 81.10B | 172.68B 57 | 7.70M | 84.38B | 257.06B 58 | 7.80M | 1.14T | 1.40T 59 | 7.90M | 1.19T | 2.58T 60 | 8.00M | 1.23T | 3.81T #### Description — Multishot Targets Bounce Shot gives your projectiles a chance to ricochet to another enemy after landing a hit, provided there are enemies within range. It is unlocked in the Workshop for 10,000 coins after Rapid Fire, and it opens up three sub-upgrades: Bounce Shot Chance, Bounce Shot Targets, and Bounce Shot Range. Bounce Shot Chance is the probability that a projectile will bounce after hitting. It has 85 levels, each adding 0.80%, for a maximum of 68.00%. Bounce Shot Targets sets how many times a single projectile can bounce between enemies. It has 7 levels, starting at 1 target and gaining 1 per level, for a maximum of 8. The Bounce Shot perk can raise that ceiling to 14. One important interaction to note: enemies that have been targeted by a bounce cannot be knocked back toward the tower. Bounce Shot Range determines how far a projectile can travel between bounces. It has 60 levels, starting at 2.0m and gaining 0.1m per level, for a maximum of 8.0m. Once a bounce target has been selected, the projectile will track that enemy even if it gets knocked beyond the maximum bounce range. #### Description — Bounce Shot Targets — Super Critical Chance See the super critical data table below for level-by-level values on Super Crit Chance. Level | Value | Cost | Total Cost 1 | 0.20% | 50.00K | 0.00 2 | 0.40% | 125.01K | 175.01K 3 | 0.60% | 200.23K | 375.24K 4 | 0.80% | 277.07K | 652.31K 5 | 1.00% | 359.81K | 1.01M 6 | 1.20% | 457.72K | 1.47M 7 | 1.40% | 587.58K | 2.06M 8 | 1.60% | 776.32K | 2.83M 9 | 1.80% | 1.06M | 3.90M 10 | 2.00% | 1.51M | 5.40M 11 | 2.20% | 2.18M | 7.59M 12 | 2.40% | 3.19M | 10.77M 13 | 2.60% | 4.65M | 15.42M 14 | 2.80% | 6.72M | 22.14M 15 | 3.00% | 9.60M | 31.74M 16 | 3.20% | 13.51M | 45.26M 17 | 3.40% | 18.73M | 63.99M 18 | 3.60% | 25.58M | 89.57M 19 | 3.80% | 34.42M | 123.99M 20 | 4.00% | 45.70M | 169.69M 21 | 4.20% | 59.88M | 229.57M 22 | 4.40% | 77.54M | 307.12M 23 | 4.60% | 99.30M | 406.42M 24 | 4.80% | 125.85M | 532.27M 25 | 5.00% | 157.99M | 690.26M 26 | 5.20% | 196.57M | 886.82M 27 | 5.40% | 242.56M | 1.13B 28 | 5.60% | 297.01M | 1.43B 29 | 5.80% | 361.09M | 1.79B 30 | 6.00% | 436.05M | 2.22B 31 | 6.20% | 523.28M | 2.75B 32 | 6.40% | 624.27M | 3.37B 33 | 6.60% | 740.65M | 4.11B 34 | 6.80% | 874.17M | 4.99B 35 | 7.00% | 1.03B | 6.01B 36 | 7.20% | 1.20B | 7.21B 37 | 7.40% | 1.40B | 8.61B 38 | 7.60% | 1.62B | 10.23B 39 | 7.80% | 1.87B | 12.10B 40 | 8.00% | 2.15B | 14.25B 41 | 8.20% | 2.47B | 16.72B 42 | 8.40% | 2.82B | 19.53B 43 | 8.60% | 3.21B | 22.74B 44 | 8.80% | 3.64B | 26.39B 45 | 9.00% | 4.12B | 30.51B 46 | 9.20% | 4.66B | 35.17B 47 | 9.40% | 5.24B | 40.41B 48 | 9.60% | 5.89B | 46.30B 49 | 9.80% | 6.60B | 52.89B 50 | 10.00% | 7.37B | 60.27B 51 | 10.20% | 8.47B | 68.74B 52 | 10.40% | 9.42B | 78.16B 53 | 10.60% | 10.47B | 88.63B 54 | 10.80% | 11.60B | 100.23B 55 | 11.00% | 12.83B | 113.06B 56 | 11.20% | 14.17B | 127.23B 57 | 11.40% | 15.61B | 142.84B 58 | 11.60% | 17.18B | 160.02B 59 | 11.80% | 18.87B | 178.89B 60 | 12.00% | 20.70B | 199.59B 61 | 12.20% | 22.66B | 222.25B 62 | 12.40% | 24.78B | 247.03B 63 | 12.60% | 27.05B | 274.08B 64 | 12.80% | 29.49B | 303.57B 65 | 13.00% | 32.11B | 335.68B 66 | 13.20% | 34.91B | 370.60B 67 | 13.40% | 37.91B | 408.51B 68 | 13.60% | 41.12B | 449.63B 69 | 13.80% | 44.55B | 494.18B 70 | 14.00% | 48.20B | 542.38B 71 | 14.20% | 52.09B | 594.47B 72 | 14.40% | 56.24B | 650.71B 73 | 14.60% | 60.65B | 711.36B 74 | 14.80% | 65.34B | 776.70B 75 | 15.00% | 70.32B | 847.02B 76 | 15.20% | 79.39B | 926.41B 77 | 15.40% | 85.27B | 1.01T 78 | 15.60% | 91.51B | 1.10T 79 | 15.80% | 98.11B | 1.20T 80 | 16.00% | 105.10B | 1.31T 81 | 16.20% | 112.49B | 1.42T 82 | 16.40% | 120.29B | 1.54T 83 | 16.60% | 128.53B | 1.67T 84 | 16.80% | 137.22B | 1.80T 85 | 17.00% | 146.39B | 1.95T 86 | 17.20% | 156.05B | 2.11T 87 | 17.40% | 166.23B | 2.27T 88 | 17.60% | 176.93B | 2.45T 89 | 17.80% | 188.20B | 2.64T 90 | 18.00% | 200.04B | 2.84T 91 | 18.20% | 212.48B | 3.05T 92 | 18.40% | 225.54B | 3.28T 93 | 18.60% | 239.25B | 3.52T 94 | 18.80% | 253.64B | 3.77T 95 | 19.00% | 268.72B | 4.04T 96 | 19.20% | 284.52B | 4.32T 97 | 19.40% | 301.07B | 4.62T 98 | 19.60% | 318.40B | 4.94T 99 | 19.80% | 336.53B | 5.28T 100 | 20.00% | 355.49B | 5.63T #### Description — Bounce Shot Targets — Super Critical Multi See the super critical data table below for level-by-level values on Super Crit Mult. Level | Value | Cost | Total Cost 1 | 1.30x | 30.00K | 0.00 10 | 2.20x | 847.80K | 3.29M 20 | 3.20x | 17.60M | 70.55M 30 | 4.20x | 145.09M | 779.32M 40 | 5.20x | 652.71M | 4.53B 50 | 6.20x | 2.09B | 17.87B 60 | 7.20x | 5.54B | 55.90B 70 | 8.20x | 12.30B | 144.96B 80 | 9.20x | 25.76B | 335.12B 90 | 10.20x | 89.88B | 892.71B 100 | 11.20x | 618.84B | 4.75T 110 | 12.20x | 4.37T | 32.46T 120 | 13.20x | 28.70T | 214.50T #### Description — Bounce Shot Targets Super Criticals give your tower a chance to deal an additional layer of critical damage whenever a standard critical hit lands. This upgrade is unlocked in the Workshop for 100 million coins after Bounce Shot, and it opens up two sub-upgrades: Super Crit Chance and Super Crit Mult. Super Crit Chance is the probability of a super critical occurring, but only when a normal critical hit has already succeeded. It has 100 levels, each adding 0.2%, for a maximum of 20.00% from the Workshop. Super Crit Mult is the damage multiplier applied on a super critical hit. It has 120 levels, starting at a base of 1.2 and gaining 0.1 per level, for a maximum of 13.2. When a super critical lands, your total critical multiplier is calculated as Critical Factor multiplied by Super Crit Mult. #### Description — Super Critical Multi — Rend Armor Chance See the rend armor data table below for level-by-level values on Rend Armor Chance. Level | Value | Cost | Total Cost 1 | 0.20% | 600.00M | 0.00 10 | 1.10% | 627.21M | 6.14B 20 | 2.10% | 664.96M | 12.60B 30 | 3.10% | 748.89M | 19.64B 40 | 4.10% | 977.40M | 28.21B 50 | 5.10% | 3.07B | 53.14B 60 | 6.10% | 5.60B | 96.76B 70 | 7.10% | 10.20B | 175.79B 80 | 8.10% | 19.09B | 322.37B 90 | 9.10% | 65.35B | 843.44B 100 | 10.10% | 107.13B | 1.71T 110 | 11.10% | 182.16B | 3.22T 120 | 12.10% | 276.67B | 5.53T 130 | 13.10% | 1.37T | 16.56T 140 | 14.10% | 1.96T | 33.35T 150 | 15.10% | 2.74T | 57.06T 160 | 16.10% | 4.35T | 95.00T 170 | 17.10% | 17.50T | 249.08T 180 | 18.10% | 27.97T | 476.96T 190 | 19.10% | 36.39T | 801.50T 200 | 20.10% | 46.70T | 1.22q 210 | 21.10% | 177.67T | 2.82q 220 | 22.10% | 222.82T | 4.84q 230 | 23.10% | 276.64T | 7.36q 240 | 24.10% | 340.31T | 10.47q 250 | 25.10% | 1.66q | 25.68q 260 | 26.10% | 2.01q | 44.16q 270 | 27.10% | 2.41q | 66.44q 280 | 28.10% | 2.88q | 93.10q 290 | 29.10% | 17.09q | 251.67q 299 | 30.00% | 19.83q | 418.97q #### Description — Super Critical Multi — Rend Armor Mult See the rend armor data table below for level-by-level values on Rend Armor Mult. Level | Value | Cost | Total Cost 1 | 0.0020X | 600.00M | 0.00 10 | 0.0110X | 627.21M | 6.14B 20 | 0.0210X | 664.96M | 12.60B 30 | 0.0310X | 748.89M | 19.64B 40 | 0.0410X | 977.40M | 28.21B 50 | 0.0510X | 3.07B | 53.14B 60 | 0.0610X | 5.60B | 96.76B 70 | 0.0710X | 10.20B | 175.79B 80 | 0.0810X | 19.09B | 322.37B 90 | 0.0910X | 65.35B | 843.44B 100 | 0.1010X | 107.13B | 1.71T 110 | 0.1110X | 182.16B | 3.22T 120 | 0.1210X | 276.67B | 5.53T 130 | 0.1310X | 1.37T | 16.56T 140 | 0.1410X | 1.96T | 33.35T 150 | 0.1510X | 2.74T | 57.06T 160 | 0.1610X | 4.35T | 95.00T 170 | 0.1710X | 17.50T | 249.08T 180 | 0.1810X | 27.97T | 476.96T 190 | 0.1910X | 36.39T | 801.50T 200 | 0.2010X | 46.70T | 1.22q 210 | 0.2110X | 177.67T | 2.82q 220 | 0.2210X | 222.82T | 4.84q 230 | 0.2310X | 276.64T | 7.36q 240 | 0.2410X | 340.31T | 10.47q 250 | 0.2510X | 1.66q | 25.68q 260 | 0.2610X | 2.01q | 44.16q 270 | 0.2710X | 2.41q | 66.44q 280 | 0.2810X | 2.88q | 93.10q 290 | 0.2910X | 17.09q | 251.67q 299 | 0.3000X | 19.83q | 418.97q #### Description — Super Critical Multi Rend Armor gives your tower a chance to permanently increase the damage a specific enemy takes from tower projectiles. It is unlocked in the Workshop for 500 billion coins after Super Critical, and it opens up two sub-upgrades: Rend Armor Chance and Rend Armor Mult. The effect can stack on a single enemy up to a ceiling of 800% of normal damage. Rend Armor Chance is the probability of applying the effect on each enemy hit. It has 299 levels, starting at 0.10% and gaining 0.10% per level, for a maximum of 30.00%. Rend Armor Mult is the amount of additional damage the enemy takes per stack. It also has 299 levels, starting at 0.0010X and gaining 0.0010X per level, for a maximum of 0.3000X. This multiplier applies only to tower projectile damage — damage from other sources is not affected by Rend Armor. #### Description Attack upgrades are Workshop upgrades that improve your tower's ability to deal damage. They can be purchased with coins outside of a round or with cash during a round, giving you flexibility in when and how you invest in your offense. ### Bounce Shot URL: https://www.tower-hub.com/wiki/workshop/bounce-shot Bounce Shot is a workshop upgrade that gives your tower's projectiles a chance to ricochet to another enemy after impact. When it triggers, the projectile can chain between multiple targets within a set range, letting a single shot hit several enemies. #### Description This upgrade adds a ricochet mechanic to your tower's attacks. When a projectile hits an enemy, it has a chance to bounce toward another target instead of disappearing. The bounce can repeat multiple times, allowing one projectile to strike several enemies as long as they remain within the allowed range. #### Workshop You unlock Bounce Shot in the workshop for 10000 coins, but only after you have already unlocked Rapid Fire. Purchasing it opens three separate upgrade tracks: Bounce Shot Chance, Bounce Shot Targets, and Bounce Shot Range. #### Bounce Shot Chance This determines how often a projectile will ricochet after hitting an enemy. The workshop offers 85 levels for this stat, and each level adds 0.80% to the trigger chance. Fully upgrading it brings the chance to 68.00%. #### Bounce Shot Targets This controls how many enemies a single projectile can hit in one chain. The base value is 1 target, and you can raise it through 7 workshop levels, each adding one more target, up to a maximum of 8. The Bounce Shot perk can push this cap further to 14 targets. Note that enemies selected by a bounce cannot be knocked back toward your tower. #### Bounce Shot Range This sets the maximum distance a projectile can travel between enemies during a bounce. It starts at 2.0m, and each of the 60 available levels extends it by 0.1m, reaching a maximum of 8.0m. Once a target has been chosen, the projectile will pursue it even if knockback pushes that enemy beyond the normal bounce range. #### Costs — Bounce Shot Chance The cost table below shows the coin cost for each of the 85 levels of Bounce Shot Chance. Level | Value | Cost | Total Cost 1 | 0.8% | 200.00 | 200 2 | 1.6% | 279.00 | 479 3 | 2.4% | 368.00 | 847 4 | 3.2% | 472.00 | 1.32K 5 | 4.0% | 591.00 | 1.91K 6 | 4.8% | 728.00 | 2.64K 7 | 5.6% | 884.00 | 3.52K 8 | 6.4% | 1.06K | 4.58K 9 | 7.2% | 1.26K | 5.84K 10 | 8.0% | 1.48K | 7.32K 11 | 8.8% | 1.72K | 9.04K 12 | 9.6% | 1.99K | 11.02K 13 | 10.4% | 2.28K | 13.30K 14 | 11.2% | 2.59K | 15.89K 15 | 12.0% | 2.94K | 18.83K 16 | 12.8% | 3.31K | 22.13K 17 | 13.6% | 3.70K | 25.84K 18 | 14.4% | 4.13K | 29.96K 19 | 15.2% | 4.58K | 34.54K 20 | 16.0% | 5.06K | 39.60K 21 | 16.8% | 5.57K | 45.17K 22 | 17.6% | 6.11K | 51.28K 23 | 18.4% | 6.68K | 57.96K 24 | 19.2% | 7.29K | 65.25K 25 | 20.0% | 7.92K | 73.16K 26 | 20.8% | 8.58K | 81.75K 27 | 21.6% | 9.28K | 91.03K 28 | 22.4% | 10.01K | 101.04K 29 | 23.2% | 10.78K | 111.82K 30 | 24.0% | 11.57K | 123.39K 31 | 24.8% | 12.40K | 135.79K 32 | 25.6% | 13.27K | 149.06K 33 | 26.4% | 14.17K | 163.23K 34 | 27.2% | 15.10K | 178.34K 35 | 28.0% | 16.07K | 194.41K 36 | 28.8% | 17.08K | 211.49K 37 | 29.6% | 18.12K | 229.61K 38 | 30.4% | 19.20K | 248.81K 39 | 31.2% | 20.32K | 269.13K 40 | 32.0% | 21.47K | 290.60K 41 | 32.8% | 22.66K | 313.26K 42 | 33.6% | 23.89K | 337.14K 43 | 34.4% | 25.15K | 362.29K 44 | 35.2% | 26.45K | 388.75K 45 | 36.0% | 27.80K | 416.55K 46 | 36.8% | 29.18K | 445.72K 47 | 37.6% | 30.60K | 476.32K 48 | 38.4% | 32.06K | 508.38K 49 | 39.2% | 33.56K | 541.94K 50 | 40.0% | 35.10K | 577.03K 51 | 40.8% | 37.78K | 614.81K 52 | 41.6% | 39.45K | 654.26K 53 | 42.4% | 41.16K | 695.41K 54 | 43.2% | 42.91K | 738.32K 55 | 44.0% | 44.71K | 783.03K 56 | 44.8% | 46.55K | 829.58K 57 | 45.6% | 48.43K | 878.00K 58 | 46.4% | 50.35K | 928.36K 59 | 47.2% | 52.32K | 980.68K 60 | 48.0% | 54.33K | 1.04M 61 | 48.8% | 56.39K | 1.09M 62 | 49.6% | 58.49K | 1.15M 63 | 50.4% | 60.64K | 1.21M 64 | 51.2% | 62.83K | 1.27M 65 | 52.0% | 65.07K | 1.34M 66 | 52.8% | 67.35K | 1.41M 67 | 53.6% | 69.67K | 1.48M 68 | 54.4% | 72.05K | 1.55M 69 | 55.2% | 74.46K | 1.62M 70 | 56.0% | 76.93K | 1.70M 71 | 56.8% | 79.44K | 1.78M 72 | 57.6% | 82.00K | 1.86M 73 | 58.4% | 84.60K | 1.94M 74 | 59.2% | 87.26K | 2.03M 75 | 60.0% | 89.96K | 2.12M 76 | 60.8% | 97.34K | 2.22M 77 | 61.6% | 100.27K | 2.32M 78 | 62.4% | 103.26K | 2.42M 79 | 63.2% | 106.29K | 2.53M 80 | 64.0% | 109.38K | 2.64M 81 | 64.8% | 112.52K | 2.75M 82 | 65.6% | 115.70K | 2.87M 83 | 66.4% | 118.94K | 2.99M 84 | 67.2% | 122.24K | 3.11M 85 | 68.0% | 125.58K | 3.23M #### Costs — Bounce Shot Targets The cost table below lists the coin cost for each of the 7 levels of Bounce Shot Targets. Level | Value | Cost | Total Cost 1 | 2 | 700 | 700 2 | 3 | 3.00K | 3.70K 3 | 4 | 12.00K | 15.70K 4 | 5 | 25.00K | 40.70K 5 | 6 | 80.00K | 120.70K 6 | 7 | 200.00K | 320.70K 7 | 8 | 650.00K | 970.70K #### Costs — Bounce Shot Range The cost table below breaks down the coin cost for each of the 60 levels of Bounce Shot Range. Level | Value | Cost | Total Cost 1 | 2.10M | 200 | 200 2 | 2.20M | 279 | 479 3 | 2.30M | 368 | 847 4 | 2.40M | 472 | 1.32K 5 | 2.50M | 591 | 1.91K 6 | 2.60M | 728 | 2.64K 7 | 2.70M | 884 | 3.52K 8 | 2.80M | 1.06K | 4.58K 9 | 2.90M | 1.26K | 5.84K 10 | 3.00M | 1.48K | 7.32K 11 | 3.10M | 1.72K | 9.04K 12 | 3.20M | 1.99K | 11.02K 13 | 3.30M | 2.28K | 13.30K 14 | 3.40M | 2.59K | 15.89K 15 | 3.50M | 2.94K | 18.83K 16 | 3.60M | 3.31K | 22.13K 17 | 3.70M | 3.70K | 25.84K 18 | 3.80M | 4.13K | 29.96K 19 | 3.90M | 4.58K | 34.54K 20 | 4.00M | 5.06K | 39.60K 21 | 4.10M | 5.57K | 45.17K 22 | 4.20M | 6.11K | 51.28K 23 | 4.30M | 6.68K | 57.96K 24 | 4.40M | 7.29K | 65.25K 25 | 4.50M | 7.92K | 73.16K 26 | 4.60M | 8.58K | 81.75K 27 | 4.70M | 9.28K | 91.03K 28 | 4.80M | 10.01K | 101.04K 29 | 4.90M | 10.78K | 111.82K 30 | 5.00M | 11.57K | 123.39K 31 | 5.10M | 12.40K | 135.79K 32 | 5.20M | 13.27K | 149.06K 33 | 5.30M | 14.17K | 163.23K 34 | 5.40M | 15.10K | 178.34K 35 | 5.50M | 16.07K | 194.41K 36 | 5.60M | 17.08K | 211.49K 37 | 5.70M | 18.12K | 229.61K 38 | 5.80M | 19.20K | 248.81K 39 | 5.90M | 20.32K | 269.13K 40 | 6.00M | 21.47K | 290.60K 41 | 6.10M | 226.58K | 517.18K 42 | 6.20M | 238.86K | 756.04K 43 | 6.30M | 251.51K | 1.01M 44 | 6.40M | 2.65M | 3.65M 45 | 6.50M | 2.78M | 6.43M 46 | 6.60M | 2.92M | 9.35M 47 | 6.70M | 33.66M | 43.01M 48 | 6.80M | 35.26M | 78.27M 49 | 6.90M | 36.91M | 115.19M 50 | 7.00M | 424.67M | 539.86M 51 | 7.10M | 457.10M | 996.96M 52 | 7.20M | 477.30M | 1.47B 53 | 7.30M | 5.98B | 7.45B 54 | 7.40M | 6.23B | 13.68B 55 | 7.50M | 77.90B | 91.58B 56 | 7.60M | 81.10B | 172.68B 57 | 7.70M | 84.38B | 257.06B 58 | 7.80M | 1.14T | 1.40T 59 | 7.90M | 1.19T | 2.58T 60 | 8.00M | 1.23T | 3.81T ### Buy multiplier URL: https://www.tower-hub.com/wiki/workshop/buy-multiplier Buy Multiplier is a workshop upgrade option that lets you purchase several levels of an upgrade in a single action instead of buying them one at a time. It saves time when you have a lot of coins to spend, but it does not make anything cheaper. #### Description With Buy Multiplier active, you can raise a workshop upgrade by multiple levels per purchase rather than clicking through each level individually. The total cost is simply the sum of the individual levels, so there is no discount for buying in bulk. The available multiplier steps include a "Max" option, which buys as many levels as you can currently afford. This option was introduced before the x100 step existed. When x100 was later added, it was placed as a fourth level rather than the third, so that players who had already upgraded the feature kept the progress they had earned. #### Lab The Buy Multiplier lab is unlocked through Milestones once you reach tier 2 wave 20. The lab has 4 levels, and each level you research adds another purchase quantity you can select in the workshop. The level table below shows what each research level provides. Level | Time | Cost | Value 1 | 0d 0h 59m | 2,500 | 5 2 | 0d 5h 33m | 10,000 | 10 3 | 1d 3h 46m | 50,000 | Max 4 | 2d 7h 33m | 500,000 | 100 ### Cash Bonus URL: https://www.tower-hub.com/wiki/workshop/cash-bonus Cash Bonus is a workshop upgrade that multiplies the cash you earn from every source, including the bonus you get per wave. It does not touch interest, so it will not raise your interest rate or your maximum interest. You can push the multiplier further with the Cash card, the Cash Bonus workshop enhancement and the Cash Bonus lab research, which all stack with the base workshop value. #### Description Cash Bonus multiplies all cash you earn, whatever the source, and that includes the cash bonus paid out at the end of each wave. It has no effect on interest: neither your interest rate nor your maximum interest is increased by this multiplier. #### Workshop You unlock Cash Bonus in the workshop for 40 coins together with Cash/Wave. The upgrade has 149 levels, starting at a x1.00 multiplier and gaining 0.01 per level, so it tops out at x2.49. Remember that this multiplier never increases interest or maximum interest. #### Cost The cost per level for Cash Bonus is listed in the cost table below. Since there are 149 levels, the full upgrade is a long-term coin investment, so plan your workshop spending around it. Level | Value | Cost | Total Cost 1 | 1.01x | 30.00 | 30.00 10 | 1.10x | 674.00 | 2.76K 20 | 1.20x | 2.88K | 20.16K 30 | 1.30x | 7.06K | 70.23K 40 | 1.40x | 13.47K | 174.15K 50 | 1.50x | 22.31K | 355.40K 60 | 1.60x | 34.77K | 647.75K 70 | 1.70x | 49.38K | 1.07M 80 | 1.80x | 70.30K | 1.68M 90 | 1.90x | 91.98K | 2.50M 100 | 2.00x | 117.01K | 3.55M 110 | 2.10x | 157.13K | 4.98M 120 | 2.20x | 191.73K | 6.74M 130 | 2.30x | 257.88K | 9.00M 140 | 2.40x | 305.53K | 11.84M 149 | 2.49x | 352.36K | 14.82M #### Card Equipping the Cash card raises your Cash Bonus workshop multiplier while it is active. The card's multiplier is applied separately and then multiplied with your lab research, so the card and the lab compound each other rather than simply adding together. #### Workshop Enhancements — Cash Bonus The Cash Bonus enhancement is unlocked for free once you complete the Workshop Enhancement Labs. Unlocking it immediately adds x1 to your Cash Bonus multiplier, and each level after that adds another 0.01x, up to a maximum level of 400 for a total x5 bonus. On top of the multiplier, each upgrade of this enhancement also raises your cash per wave, your interest percentage and your maximum interest per wave by 1%. The exact per-level values are shown in the enhancement table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Lab — Cash Bonus The Cash Bonus lab research is unlocked through Milestones by reaching wave 30 on tier 1. It has 99 levels, and each level increases the increment that every workshop upgrade adds while also raising the maximum workshop value. Per-level details are in the lab table below. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.02 2 | 0d 0h 6m | 71 | 1.04 3 | 0d 0h 16m | 178 | 1.06 4 | 0d 0h 31m | 398 | 1.08 5 | 0d 0h 52m | 782 | 1.10 6 | 0d 1h 20m | 1,350 | 1.12 7 | 0d 1h 56m | 2,130 | 1.14 8 | 0d 2h 39m | 3,180 | 1.16 9 | 0d 3h 31m | 4,520 | 1.18 10 | 0d 4h 32m | 6,180 | 1.20 11 | 0d 5h 43m | 8,180 | 1.22 12 | 0d 7h 3m | 10,570 | 1.24 13 | 0d 8h 34m | 13,360 | 1.26 14 | 0d 10h 15m | 16,590 | 1.28 15 | 0d 12h 7m | 20,280 | 1.30 16 | 0d 14h 10m | 24,450 | 1.32 17 | 0d 16h 25m | 29,140 | 1.34 18 | 0d 18h 52m | 34,370 | 1.36 19 | 0d 21h 31m | 40,170 | 1.38 20 | 1d 0h 22m | 46,550 | 1.40 21 | 1d 3h 27m | 53,540 | 1.42 22 | 1d 6h 44m | 61,170 | 1.44 23 | 1d 10h 14m | 69,470 | 1.46 24 | 1d 13h 58m | 78,440 | 1.48 25 | 1d 17h 56m | 88,130 | 1.50 26 | 1d 22h 7m | 98,540 | 1.52 27 | 2d 2h 33m | 109,710 | 1.54 28 | 2d 7h 13m | 121,660 | 1.56 29 | 2d 12h 8m | 134,400 | 1.58 30 | 2d 17h 18m | 147,960 | 1.60 31 | 2d 22h 43m | 162,360 | 1.62 32 | 3d 4h 23m | 177,630 | 1.64 33 | 3d 10h 19m | 193,790 | 1.66 34 | 3d 16h 30m | 210,840 | 1.68 35 | 3d 22h 57m | 228,830 | 1.70 36 | 4d 5h 40m | 247,770 | 1.72 37 | 4d 12h 40m | 267,670 | 1.74 38 | 4d 19h 55m | 288,570 | 1.76 39 | 5d 3h 28m | 310,480 | 1.78 40 | 5d 11h 17m | 333,410 | 1.80 41 | 5d 19h 24m | 357,400 | 1.82 42 | 6d 3h 47m | 382,460 | 1.84 43 | 6d 12h 28m | 408,610 | 1.86 44 | 6d 21h 26m | 435,880 | 1.88 45 | 7d 6h 42m | 464,270 | 1.90 46 | 7d 16h 16m | 493,820 | 1.92 47 | 8d 2h 7m | 524,540 | 1.94 48 | 8d 12h 17m | 556,440 | 1.96 49 | 8d 22h 45m | 589,560 | 1.98 50 | 9d 9h 32m | 623,890 | 2.00 51 | 9d 20h 37m | 659,500 | 2.02 52 | 10d 8h 0m | 696,350 | 2.04 53 | 10d 19h 43m | 734,500 | 2.06 54 | 11d 7h 45m | 773,950 | 2.08 55 | 11d 20h 6m | 814,720 | 2.10 56 | 12d 8h 46m | 856,840 | 2.12 57 | 12d 21h 46m | 900,310 | 2.14 58 | 13d 11h 5m | 945,160 | 2.16 59 | 14d 0h 45m | 991,420 | 2.18 60 | 14d 14h 44m | 1,040,000 | 2.20 61 | 15d 5h 3m | 1,090,000 | 2.22 62 | 15d 19h 42m | 1,140,000 | 2.24 63 | 16d 10h 41m | 1,190,000 | 2.26 64 | 17d 2h 1m | 1,240,000 | 2.28 65 | 17d 17h 42m | 1,300,000 | 2.30 66 | 18d 9h 43m | 1,360,000 | 2.32 67 | 19d 2h 5m | 1,410,000 | 2.34 68 | 19d 18h 48m | 1,470,000 | 2.36 69 | 20d 11h 52m | 1,530,000 | 2.38 70 | 21d 5h 17m | 1,600,000 | 2.40 71 | 21d 23h 4m | 1,660,000 | 2.42 72 | 22d 17h 12m | 1,730,000 | 2.44 73 | 23d 11h 41m | 1,800,000 | 2.46 74 | 24d 6h 33m | 1,870,000 | 2.48 75 | 25d 1h 46m | 1,940,000 | 2.50 76 | 25d 21h 21m | 2,010,000 | 2.52 77 | 26d 17h 18m | 2,080,000 | 2.54 78 | 27d 13h 37m | 2,160,000 | 2.56 79 | 28d 10h 18m | 2,240,000 | 2.58 80 | 29d 7h 22m | 2,320,000 | 2.60 81 | 30d 4h 48m | 2,400,000 | 2.62 82 | 31d 2h 37m | 2,480,000 | 2.64 83 | 32d 0h 49m | 2,570,000 | 2.66 84 | 32d 23h 24m | 2,650,000 | 2.68 85 | 33d 22h 21m | 2,740,000 | 2.70 86 | 34d 21h 42m | 2,830,000 | 2.72 87 | 35d 21h 26m | 2,930,000 | 2.74 88 | 36d 21h 33m | 3,020,000 | 2.76 89 | 37d 22h 3m | 3,120,000 | 2.78 90 | 38d 22h 57m | 3,220,000 | 2.80 91 | 40d 0h 15m | 3,320,000 | 2.82 92 | 41d 1h 56m | 3,420,000 | 2.84 93 | 42d 4h 1m | 3,520,000 | 2.86 94 | 43d 6h 30m | 3,630,000 | 2.88 95 | 44d 9h 23m | 3,740,000 | 2.90 96 | 45d 12h 40m | 3,850,000 | 2.92 97 | 46d 16h 22m | 3,960,000 | 2.94 98 | 47d 20h 27m | 4,070,000 | 2.96 99 | 49d 0h 58m | 4,190,000 | 2.98 ### Cash Per Wave URL: https://www.tower-hub.com/wiki/workshop/cash-per-wave Cash Per Wave is a workshop upgrade that gives you a flat amount of cash every time you finish a wave. It sits alongside Cash Bonus as one of the two core cash upgrades, and the two multiply together, so levelling both is how you grow your economy. #### Description Cash Per Wave pays out a set amount of cash each time you complete a wave. The payout lands after the wave cooldown timer finishes and is credited before interest is calculated, so the cash you receive can immediately feed into your interest earnings for that round. #### Workshop You unlock Cash Per Wave in the workshop for 40 coins, and it becomes available together with Cash Bonus. It starts at a base value of 0 and has 149 upgrade levels, with each level adding 4 to the payout, reaching a maximum of 596. The final amount you receive per wave is this value multiplied by your Cash Bonus, so the two upgrades scale off each other. #### Cost The coin cost rises with each workshop level. The cost table below lists the price of every level up to the maximum. Level | Value | Cost | Total Cost 1 | 4 | 30.00 | 30.00 10 | 40 | 674.00 | 2.76K 20 | 80 | 2.88K | 20.16K 30 | 120 | 7.06K | 70.23K 40 | 160 | 13.47K | 174.15K 50 | 200 | 22.31K | 355.40K 60 | 240 | 34.77K | 647.75K 70 | 280 | 49.38K | 1.07M 80 | 320 | 70.30K | 1.68M 90 | 360 | 91.98K | 2.50M 100 | 400 | 117.01K | 3.55M 110 | 440 | 157.13K | 4.98M 120 | 480 | 191.73K | 6.74M 130 | 520 | 257.88K | 9.00M 140 | 560 | 305.53K | 11.84M 149 | 596 | 352.36K | 14.82M #### Cash/Wave A matching lab upgrade, Cash/Wave, is unlocked through Milestones at tier 1 wave 30. It has 99 levels, and each lab level increases the size of the workshop increments while also raising the maximum workshop value, letting you push the per-wave payout well beyond the base cap. The table below shows the effect of each lab level. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.02 2 | 0d 0h 6m | 71 | 1.04 3 | 0d 0h 16m | 178 | 1.06 4 | 0d 0h 31m | 398 | 1.08 5 | 0d 0h 52m | 782 | 1.10 6 | 0d 1h 20m | 1,350 | 1.12 7 | 0d 1h 56m | 2,130 | 1.14 8 | 0d 2h 39m | 3,180 | 1.16 9 | 0d 3h 31m | 4,520 | 1.18 10 | 0d 4h 32m | 6,180 | 1.20 11 | 0d 5h 43m | 8,180 | 1.22 12 | 0d 7h 3m | 10,570 | 1.24 13 | 0d 8h 34m | 13,360 | 1.26 14 | 0d 10h 15m | 16,590 | 1.28 15 | 0d 12h 7m | 20,280 | 1.30 16 | 0d 14h 10m | 24,450 | 1.32 17 | 0d 16h 25m | 29,140 | 1.34 18 | 0d 18h 52m | 34,370 | 1.36 19 | 0d 21h 31m | 40,170 | 1.38 20 | 1d 0h 22m | 46,550 | 1.40 21 | 1d 3h 27m | 53,540 | 1.42 22 | 1d 6h 44m | 61,170 | 1.44 23 | 1d 10h 14m | 69,470 | 1.46 24 | 1d 13h 58m | 78,440 | 1.48 25 | 1d 17h 56m | 88,130 | 1.50 26 | 1d 22h 7m | 98,540 | 1.52 27 | 2d 2h 33m | 109,710 | 1.54 28 | 2d 7h 13m | 121,660 | 1.56 29 | 2d 12h 8m | 134,400 | 1.58 30 | 2d 17h 18m | 147,960 | 1.60 31 | 2d 22h 43m | 162,360 | 1.62 32 | 3d 4h 23m | 177,630 | 1.64 33 | 3d 10h 19m | 193,790 | 1.66 34 | 3d 16h 30m | 210,840 | 1.68 35 | 3d 22h 57m | 228,830 | 1.70 36 | 4d 5h 40m | 247,770 | 1.72 37 | 4d 12h 40m | 267,670 | 1.74 38 | 4d 19h 55m | 288,570 | 1.76 39 | 5d 3h 28m | 310,480 | 1.78 40 | 5d 11h 17m | 333,410 | 1.80 41 | 5d 19h 24m | 357,400 | 1.82 42 | 6d 3h 47m | 382,460 | 1.84 43 | 6d 12h 28m | 408,610 | 1.86 44 | 6d 21h 26m | 435,880 | 1.88 45 | 7d 6h 42m | 464,270 | 1.90 46 | 7d 16h 16m | 493,820 | 1.92 47 | 8d 2h 7m | 524,540 | 1.94 48 | 8d 12h 17m | 556,440 | 1.96 49 | 8d 22h 45m | 589,560 | 1.98 50 | 9d 9h 32m | 623,890 | 2.00 51 | 9d 20h 37m | 659,500 | 2.02 52 | 10d 8h 0m | 696,350 | 2.04 53 | 10d 19h 43m | 734,500 | 2.06 54 | 11d 7h 45m | 773,950 | 2.08 55 | 11d 20h 6m | 814,720 | 2.10 56 | 12d 8h 46m | 856,840 | 2.12 57 | 12d 21h 46m | 900,310 | 2.14 58 | 13d 11h 5m | 945,160 | 2.16 59 | 14d 0h 45m | 991,420 | 2.18 60 | 14d 14h 44m | 1,040,000 | 2.20 61 | 15d 5h 3m | 1,090,000 | 2.22 62 | 15d 19h 42m | 1,140,000 | 2.24 63 | 16d 10h 41m | 1,190,000 | 2.26 64 | 17d 2h 1m | 1,240,000 | 2.28 65 | 17d 17h 42m | 1,300,000 | 2.30 66 | 18d 9h 43m | 1,360,000 | 2.32 67 | 19d 2h 5m | 1,410,000 | 2.34 68 | 19d 18h 48m | 1,470,000 | 2.36 69 | 20d 11h 52m | 1,530,000 | 2.38 70 | 21d 5h 17m | 1,600,000 | 2.40 71 | 21d 23h 4m | 1,660,000 | 2.42 72 | 22d 17h 12m | 1,730,000 | 2.44 73 | 23d 11h 41m | 1,800,000 | 2.46 74 | 24d 6h 33m | 1,870,000 | 2.48 75 | 25d 1h 46m | 1,940,000 | 2.50 76 | 25d 21h 21m | 2,010,000 | 2.52 77 | 26d 17h 18m | 2,080,000 | 2.54 78 | 27d 13h 37m | 2,160,000 | 2.56 79 | 28d 10h 18m | 2,240,000 | 2.58 80 | 29d 7h 22m | 2,320,000 | 2.60 81 | 30d 4h 48m | 2,400,000 | 2.62 82 | 31d 2h 37m | 2,480,000 | 2.64 83 | 32d 0h 49m | 2,570,000 | 2.66 84 | 32d 23h 24m | 2,650,000 | 2.68 85 | 33d 22h 21m | 2,740,000 | 2.70 86 | 34d 21h 42m | 2,830,000 | 2.72 87 | 35d 21h 26m | 2,930,000 | 2.74 88 | 36d 21h 33m | 3,020,000 | 2.76 89 | 37d 22h 3m | 3,120,000 | 2.78 90 | 38d 22h 57m | 3,220,000 | 2.80 91 | 40d 0h 15m | 3,320,000 | 2.82 92 | 41d 1h 56m | 3,420,000 | 2.84 93 | 42d 4h 1m | 3,520,000 | 2.86 94 | 43d 6h 30m | 3,630,000 | 2.88 95 | 44d 9h 23m | 3,740,000 | 2.90 96 | 45d 12h 40m | 3,850,000 | 2.92 97 | 46d 16h 22m | 3,960,000 | 2.94 98 | 47d 20h 27m | 4,070,000 | 2.96 99 | 49d 0h 58m | 4,190,000 | 2.98 ### Coins Per Kill Bonus URL: https://www.tower-hub.com/wiki/workshop/coins-per-kill-bonus Coins Per Kill (CPK) is a Workshop upgrade that raises the coins you receive every time you destroy an enemy. Because it multiplies with several other coin bonuses, it is one of the core ways to grow your coin income as you progress. #### Description Coins Per Kill increases the coins awarded each time you destroy an enemy. Every kill in a run pays out based on this value, so even small increases add up quickly over thousands of kills per round. #### Workshop You unlock Coins Per Kill in the Workshop for 100 coins, buying it with Coins/Wave once you have purchased Cash Bonus and Cash Per Wave. It starts at a base value of x1.00 and has 149 levels, each adding 0.01 to the multiplier, up to a maximum of x2.49. The multiplier stacks multiplicatively with every other bonus that boosts coins from kills, such as the Tier Bonus, Skin Bonus, Golden Bot and Golden Tower. None of these change the coin/kill figure shown in game. The All Coin perk is the exception — it does raise the displayed Coin/Kill value. #### Formula The full calculation is: Coins/Kill = (Workshop × CPK lab + CPK mod effect) × (1 + coin bonus enhancement) × (1 + coin bonus perk base of 0.15 × perk quantity) × (trade-off perk of 1.8 × (1 + trade-off lab)). Work through the formula without rounding at any step, since rounding will make your result differ from the in-game display. Note that the enhancement is counted twice overall — once in the tier bonus and once in CPK itself. If you have not unlocked the trade-off perk, use 1 in place of that term. #### Cost The cost table below lists what you pay per level for this upgrade in the Workshop. Level | Value | Cost | Total Cost 1 | 1.01x | 50.00 | 50.00 10 | 1.10x | 838.00 | 3.52K 20 | 1.20x | 3.58K | 25.08K 30 | 1.30x | 8.84K | 87.54K 40 | 1.40x | 17.02K | 218.37K 50 | 1.50x | 28.41K | 448.41K 60 | 1.60x | 44.56K | 822.11K 70 | 1.70x | 63.66K | 1.37M 80 | 1.80x | 91.10K | 2.15M 90 | 1.90x | 119.75K | 3.22M 100 | 2.00x | 152.97K | 4.59M 110 | 2.10x | 206.19K | 6.46M 120 | 2.20x | 252.45K | 8.78M 130 | 2.30x | 340.64K | 11.76M 140 | 2.40x | 404.78K | 15.51M 149 | 2.49x | 467.98K | 19.47M #### Coin Bonus Coin Bonus is an enhancement that unlocks after you have spent 50 billion coins on Utility enhancements. Unlocking it raises the Coin Bonus multiplier by x1, and each further level adds 0.01x, up to a maximum level of 200 for a 3x bonus. This enhancement feeds into both the tier bonus and Coins/Kill, so its overall benefit is effectively squared. The level costs are shown in the table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.25B | 11.25B 3 | 1.03x | 12.46B | 23.71B 4 | 1.04x | 27.42B | 51.14B 5 | 1.05x | 54.50B | 105.64B 6 | 1.06x | 96.85B | 202.49B 7 | 1.07x | 157.45B | 359.94B 8 | 1.08x | 239.17B | 599.11B 9 | 1.09x | 344.79B | 943.90B 10 | 1.10x | 477.01B | 1.42T 11 | 1.11x | 638.46B | 2.06T 12 | 1.12x | 831.70B | 2.89T 13 | 1.13x | 1.06T | 3.95T 14 | 1.14x | 1.32T | 5.27T 15 | 1.15x | 1.63T | 6.90T 16 | 1.16x | 1.97T | 8.87T 17 | 1.17x | 2.36T | 11.23T 18 | 1.18x | 5.59T | 16.83T 19 | 1.19x | 9.84T | 26.67T 20 | 1.20x | 15.26T | 41.94T 21 | 1.21x | 22.02T | 63.96T 22 | 1.22x | 30.29T | 94.24T 23 | 1.23x | 40.24T | 134.49T 24 | 1.24x | 52.08T | 186.56T 25 | 1.25x | 65.99T | 252.55T 26 | 1.26x | 82.19T | 334.75T 27 | 1.27x | 100.89T | 435.64T 28 | 1.28x | 122.32T | 557.96T 29 | 1.29x | 146.71T | 704.67T 30 | 1.30x | 174.29T | 878.95T 31 | 1.31x | 205.32T | 1.08q 32 | 1.32x | 288.06T | 1.37q 33 | 1.33x | 390.25T | 1.76q 34 | 1.34x | 514.70T | 2.28q 35 | 1.35x | 664.46T | 2.94q 36 | 1.36x | 842.82T | 3.78q 37 | 1.37x | 1.05q | 4.84q 38 | 1.38x | 1.30q | 6.14q 39 | 1.39x | 1.59q | 7.72q 40 | 1.40x | 1.92q | 9.64q 41 | 1.41x | 2.30q | 11.94q 42 | 1.42x | 2.73q | 14.67q 43 | 1.43x | 3.22q | 17.89q 44 | 1.44x | 3.78q | 21.67q 45 | 1.45x | 4.41q | 26.07q 46 | 1.46x | 5.11q | 31.18q 47 | 1.47x | 5.90q | 37.08q 48 | 1.48x | 6.77q | 43.85q 49 | 1.49x | 7.74q | 51.59q 50 | 1.50x | 8.82q | 60.41q 51 | 1.51x | 10.01q | 70.42q 52 | 1.52x | 13.01q | 83.43q 53 | 1.53x | 16.58q | 100.00q 54 | 1.54x | 20.77q | 120.77q 55 | 1.55x | 25.67q | 146.44q 56 | 1.56x | 31.36q | 177.80q 57 | 1.57x | 37.93q | 215.73q 58 | 1.58x | 45.47q | 261.20q 59 | 1.59x | 54.09q | 315.29q 60 | 1.60x | 63.90q | 379.19q 61 | 1.61x | 75.02q | 454.21q 62 | 1.62x | 87.57q | 541.78q 63 | 1.63x | 101.69q | 643.47q 64 | 1.64x | 117.52q | 760.99q 65 | 1.65x | 135.22q | 896.21q 66 | 1.66x | 154.95q | 1.05Q 67 | 1.67x | 176.87q | 1.23Q 68 | 1.68x | 201.18q | 1.43Q 69 | 1.69x | 228.07q | 1.66Q 70 | 1.70x | 257.74q | 1.92Q 71 | 1.71x | 290.41q | 2.21Q 72 | 1.72x | 326.30q | 2.53Q 73 | 1.73x | 365.65q | 2.90Q 74 | 1.74x | 408.72q | 3.31Q 75 | 1.75x | 455.77q | 3.76Q 76 | 1.76x | 507.08q | 4.27Q 77 | 1.77x | 562.94q | 4.83Q 78 | 1.78x | 623.66q | 5.46Q 79 | 1.79x | 689.55q | 6.15Q 80 | 1.80x | 760.97q | 6.91Q 81 | 1.81x | 838.25q | 7.74Q 82 | 1.82x | 921.76q | 8.67Q 83 | 1.83x | 1.01Q | 9.68Q 84 | 1.84x | 1.11Q | 10.79Q 85 | 1.85x | 1.21Q | 12.00Q 86 | 1.86x | 1.33Q | 13.33Q 87 | 1.87x | 1.45Q | 14.77Q 88 | 1.88x | 1.58Q | 16.35Q 89 | 1.89x | 1.72Q | 18.07Q 90 | 1.90x | 1.86Q | 19.93Q 91 | 1.91x | 2.02Q | 21.95Q 92 | 1.92x | 2.19Q | 24.15Q 93 | 1.93x | 2.37Q | 26.52Q 94 | 1.94x | 2.57Q | 29.09Q 95 | 1.95x | 2.77Q | 31.86Q 96 | 1.96x | 2.99Q | 34.86Q 97 | 1.97x | 3.23Q | 38.08Q 98 | 1.98x | 3.48Q | 41.56Q 99 | 1.99x | 3.74Q | 45.30Q 100 | 2.00x | 4.02Q | 49.31Q 101 | 2.01x | 4.31Q | 53.63Q 102 | 2.02x | 4.63Q | 58.26Q 103 | 2.03x | 4.96Q | 63.22Q 104 | 2.04x | 5.31Q | 68.53Q 105 | 2.05x | 5.69Q | 74.22Q 106 | 2.06x | 6.08Q | 80.30Q 107 | 2.07x | 6.49Q | 86.79Q 108 | 2.08x | 6.93Q | 93.73Q 109 | 2.09x | 7.40Q | 101.12Q 110 | 2.10x | 7.88Q | 109.01Q 111 | 2.11x | 8.40Q | 117.40Q 112 | 2.12x | 8.94Q | 126.34Q 113 | 2.13x | 9.51Q | 135.85Q 114 | 2.14x | 10.10Q | 145.95Q 115 | 2.15x | 10.73Q | 156.68Q 116 | 2.16x | 11.39Q | 168.08Q 117 | 2.17x | 12.09Q | 180.16Q 118 | 2.18x | 12.82Q | 192.98Q 119 | 2.19x | 13.58Q | 206.56Q 120 | 2.20x | 14.38Q | 220.94Q 121 | 2.21x | 15.22Q | 236.16Q 122 | 2.22x | 16.10Q | 252.25Q 123 | 2.23x | 17.02Q | 269.27Q 124 | 2.24x | 17.98Q | 287.25Q 125 | 2.25x | 18.99Q | 306.24Q 126 | 2.26x | 20.04Q | 326.28Q 127 | 2.27x | 21.14Q | 347.42Q 128 | 2.28x | 22.29Q | 369.72Q 129 | 2.29x | 23.49Q | 393.21Q 130 | 2.30x | 24.75Q | 417.96Q 131 | 2.31x | 26.06Q | 444.01Q 132 | 2.32x | 27.42Q | 471.44Q 133 | 2.33x | 28.85Q | 500.28Q 134 | 2.34x | 30.33Q | 530.61Q 135 | 2.35x | 31.88Q | 562.49Q 136 | 2.36x | 33.49Q | 595.97Q 137 | 2.37x | 35.16Q | 631.13Q 138 | 2.38x | 36.91Q | 668.04Q 139 | 2.39x | 38.72Q | 706.77Q 140 | 2.40x | 40.61Q | 747.38Q 141 | 2.41x | 42.58Q | 789.96Q 142 | 2.42x | 44.62Q | 834.58Q 143 | 2.43x | 46.74Q | 881.32Q 144 | 2.44x | 48.95Q | 930.27Q 145 | 2.45x | 51.24Q | 981.50Q 146 | 2.46x | 53.61Q | 1.04s 147 | 2.47x | 56.08Q | 1.09s 148 | 2.48x | 58.64Q | 1.15s 149 | 2.49x | 61.30Q | 1.21s 150 | 2.50x | 64.05Q | 1.28s 151 | 2.51x | 66.91Q | 1.34s 152 | 2.52x | 69.87Q | 1.41s 153 | 2.53x | 72.93Q | 1.48s 154 | 2.54x | 76.11Q | 1.56s 155 | 2.55x | 79.40Q | 1.64s 156 | 2.56x | 82.81Q | 1.72s 157 | 2.57x | 86.33Q | 1.81s 158 | 2.58x | 89.98Q | 1.90s 159 | 2.59x | 93.76Q | 1.99s 160 | 2.60x | 97.66Q | 2.09s 161 | 2.61x | 101.70Q | 2.19s 162 | 2.62x | 105.87Q | 2.30s 163 | 2.63x | 110.19Q | 2.41s 164 | 2.64x | 114.65Q | 2.52s 165 | 2.65x | 119.26Q | 2.64s 166 | 2.66x | 124.02Q | 2.77s 167 | 2.67x | 128.93Q | 2.90s 168 | 2.68x | 134.01Q | 3.03s 169 | 2.69x | 139.24Q | 3.17s 170 | 2.70x | 144.65Q | 3.31s 171 | 2.71x | 150.23Q | 3.46s 172 | 2.72x | 155.98Q | 3.62s 173 | 2.73x | 161.92Q | 3.78s 174 | 2.74x | 168.04Q | 3.95s 175 | 2.75x | 174.35Q | 4.12s 176 | 2.76x | 180.85Q | 4.30s 177 | 2.77x | 187.56Q | 4.49s 178 | 2.78x | 194.46Q | 4.69s 179 | 2.79x | 201.58Q | 4.89s 180 | 2.80x | 208.91Q | 5.10s 181 | 2.81x | 216.46Q | 5.31s 182 | 2.82x | 224.23Q | 5.54s 183 | 2.83x | 232.23Q | 5.77s 184 | 2.84x | 240.47Q | 6.01s 185 | 2.85x | 248.94Q | 6.26s 186 | 2.86x | 257.66Q | 6.52s 187 | 2.87x | 266.63Q | 6.78s 188 | 2.88x | 275.86Q | 7.06s 189 | 2.89x | 285.35Q | 7.35s 190 | 2.90x | 295.11Q | 7.64s 191 | 2.91x | 305.14Q | 7.95s 192 | 2.92x | 315.45Q | 8.26s 193 | 2.93x | 326.04Q | 8.59s 194 | 2.94x | 336.93Q | 8.92s 195 | 2.95x | 348.12Q | 9.27s 196 | 2.96x | 359.62Q | 9.63s 197 | 2.97x | 371.42Q | 10.00s 198 | 2.98x | 383.54Q | 10.39s 199 | 2.99x | 395.99Q | 10.78s 200 | 3.00x | 408.77Q | 11.19s #### Coins/Kill Bonus Coins/Kill Bonus is a lab upgrade unlocked through Milestones at tier 1, wave 30. It has 99 levels, and each level increases the increments of the Workshop levels while also raising the maximum value the Workshop upgrade can reach. See the table below for the per-level details. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.02 2 | 0d 0h 6m | 71 | 1.04 3 | 0d 0h 16m | 178 | 1.06 4 | 0d 0h 31m | 398 | 1.08 5 | 0d 0h 52m | 782 | 1.10 6 | 0d 1h 20m | 1,350 | 1.12 7 | 0d 1h 56m | 2,130 | 1.14 8 | 0d 2h 39m | 3,180 | 1.16 9 | 0d 3h 31m | 4,520 | 1.18 10 | 0d 4h 32m | 6,180 | 1.20 11 | 0d 5h 43m | 8,180 | 1.22 12 | 0d 7h 3m | 10,570 | 1.24 13 | 0d 8h 34m | 13,360 | 1.26 14 | 0d 10h 15m | 16,590 | 1.28 15 | 0d 12h 7m | 20,280 | 1.30 16 | 0d 14h 10m | 24,450 | 1.32 17 | 0d 16h 25m | 29,140 | 1.34 18 | 0d 18h 52m | 34,370 | 1.36 19 | 0d 21h 31m | 40,170 | 1.38 20 | 1d 0h 22m | 46,550 | 1.40 21 | 1d 3h 27m | 53,540 | 1.42 22 | 1d 6h 44m | 61,170 | 1.44 23 | 1d 10h 14m | 69,470 | 1.46 24 | 1d 13h 58m | 78,440 | 1.48 25 | 1d 17h 56m | 88,130 | 1.50 26 | 1d 22h 7m | 98,540 | 1.52 27 | 2d 2h 33m | 109,710 | 1.54 28 | 2d 7h 13m | 121,660 | 1.56 29 | 2d 12h 8m | 134,400 | 1.58 30 | 2d 17h 18m | 147,960 | 1.60 31 | 2d 22h 43m | 162,360 | 1.62 32 | 3d 4h 23m | 177,630 | 1.64 33 | 3d 10h 19m | 193,790 | 1.66 34 | 3d 16h 30m | 210,840 | 1.68 35 | 3d 22h 57m | 228,830 | 1.70 36 | 4d 5h 40m | 247,770 | 1.72 37 | 4d 12h 40m | 267,670 | 1.74 38 | 4d 19h 55m | 288,570 | 1.76 39 | 5d 3h 28m | 310,480 | 1.78 40 | 5d 11h 17m | 333,410 | 1.80 41 | 5d 19h 24m | 357,400 | 1.82 42 | 6d 3h 47m | 382,460 | 1.84 43 | 6d 12h 28m | 408,610 | 1.86 44 | 6d 21h 26m | 435,880 | 1.88 45 | 7d 6h 42m | 464,270 | 1.90 46 | 7d 16h 16m | 493,820 | 1.92 47 | 8d 2h 7m | 524,540 | 1.94 48 | 8d 12h 17m | 556,440 | 1.96 49 | 8d 22h 45m | 589,560 | 1.98 50 | 9d 9h 32m | 623,890 | 2.00 51 | 9d 20h 37m | 659,500 | 2.02 52 | 10d 8h 0m | 696,350 | 2.04 53 | 10d 19h 43m | 734,500 | 2.06 54 | 11d 7h 45m | 773,950 | 2.08 55 | 11d 20h 6m | 814,720 | 2.10 56 | 12d 8h 46m | 856,840 | 2.12 57 | 12d 21h 46m | 900,310 | 2.14 58 | 13d 11h 5m | 945,160 | 2.16 59 | 14d 0h 45m | 991,420 | 2.18 60 | 14d 14h 44m | 1,040,000 | 2.20 61 | 15d 5h 3m | 1,090,000 | 2.22 62 | 15d 19h 42m | 1,140,000 | 2.24 63 | 16d 10h 41m | 1,190,000 | 2.26 64 | 17d 2h 1m | 1,240,000 | 2.28 65 | 17d 17h 42m | 1,300,000 | 2.30 66 | 18d 9h 43m | 1,360,000 | 2.32 67 | 19d 2h 5m | 1,410,000 | 2.34 68 | 19d 18h 48m | 1,470,000 | 2.36 69 | 20d 11h 52m | 1,530,000 | 2.38 70 | 21d 5h 17m | 1,600,000 | 2.40 71 | 21d 23h 4m | 1,660,000 | 2.42 72 | 22d 17h 12m | 1,730,000 | 2.44 73 | 23d 11h 41m | 1,800,000 | 2.46 74 | 24d 6h 33m | 1,870,000 | 2.48 75 | 25d 1h 46m | 1,940,000 | 2.50 76 | 25d 21h 21m | 2,010,000 | 2.52 77 | 26d 17h 18m | 2,080,000 | 2.54 78 | 27d 13h 37m | 2,160,000 | 2.56 79 | 28d 10h 18m | 2,240,000 | 2.58 80 | 29d 7h 22m | 2,320,000 | 2.60 81 | 30d 4h 48m | 2,400,000 | 2.62 82 | 31d 2h 37m | 2,480,000 | 2.64 83 | 32d 0h 49m | 2,570,000 | 2.66 84 | 32d 23h 24m | 2,650,000 | 2.68 85 | 33d 22h 21m | 2,740,000 | 2.70 86 | 34d 21h 42m | 2,830,000 | 2.72 87 | 35d 21h 26m | 2,930,000 | 2.74 88 | 36d 21h 33m | 3,020,000 | 2.76 89 | 37d 22h 3m | 3,120,000 | 2.78 90 | 38d 22h 57m | 3,220,000 | 2.80 91 | 40d 0h 15m | 3,320,000 | 2.82 92 | 41d 1h 56m | 3,420,000 | 2.84 93 | 42d 4h 1m | 3,520,000 | 2.86 94 | 43d 6h 30m | 3,630,000 | 2.88 95 | 44d 9h 23m | 3,740,000 | 2.90 96 | 45d 12h 40m | 3,850,000 | 2.92 97 | 46d 16h 22m | 3,960,000 | 2.94 98 | 47d 20h 27m | 4,070,000 | 2.96 99 | 49d 0h 58m | 4,190,000 | 2.98 ### Coins Per Wave URL: https://www.tower-hub.com/wiki/workshop/coins-per-wave Coins Per Wave is a workshop upgrade that pays you a flat amount of coins every time you complete a wave. Because it triggers on every wave regardless of kills, it provides a steady baseline of income that scales with how far you push in a run. #### Description Coins Per Wave awards coins each time you finish a wave. Unlike kill-based income, it pays out simply for surviving a wave, so it keeps earning even against low-density waves or when your damage comes from sources that do not generate many kills. #### Workshop You unlock Coins Per Wave in the workshop for 100 coins, and it requires Coins/Kill Bonus, which itself sits behind Cash Bonus and Cash/Wave in the upgrade chain. The upgrade has 149 levels starting from a base value of 1, and each level adds 1 more coin per wave, topping out at 150 coins per wave. The payout is further boosted by the All Coins perk and by any multipliers shown in the tier coins bonus screen, so its real value in a run is higher than the workshop number suggests. #### Cost The cost of each workshop level is listed in the table below. Since every level only adds a single coin per wave, the value of each purchase depends on how many waves you expect to clear, so weigh later levels against other income upgrades. Level | Value | Coins | Total Coins 1 | 2 | 50 | 50 10 | 11 | 838 | 3.52K 20 | 21 | 3.58K | 25.08K 30 | 31 | 8.84K | 87.54K 40 | 41 | 17.02K | 218.37K 50 | 51 | 28.41K | 448.41K 60 | 61 | 44.56K | 822.11K 70 | 71 | 63.66K | 1.37M 80 | 81 | 91.10K | 2.15M 90 | 91 | 119.75K | 3.22M 100 | 101 | 152.97K | 4.59M 110 | 111 | 206.19K | 6.46M 120 | 121 | 252.45K | 8.78M 130 | 131 | 340.64K | 11.76M 140 | 141 | 404.78K | 15.51M 149 | 150 | 467.98K | 19.47M #### Coins/Wave The Coins/Wave lab is unlocked through Milestones by reaching tier 1 wave 30. It has 99 levels, and each level raises the increment that workshop levels provide, which also raises the maximum workshop value. The per-level costs are shown in the table below. This lab is what turns Coins Per Wave from a minor trickle into a meaningful income source over long runs. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.02 2 | 0d 0h 6m | 71 | 1.04 3 | 0d 0h 16m | 178 | 1.06 4 | 0d 0h 31m | 398 | 1.08 5 | 0d 0h 52m | 782 | 1.10 6 | 0d 1h 20m | 1,350 | 1.12 7 | 0d 1h 56m | 2,130 | 1.14 8 | 0d 2h 39m | 3,180 | 1.16 9 | 0d 3h 31m | 4,520 | 1.18 10 | 0d 4h 32m | 6,180 | 1.20 11 | 0d 5h 43m | 8,180 | 1.22 12 | 0d 7h 3m | 10,570 | 1.24 13 | 0d 8h 34m | 13,360 | 1.26 14 | 0d 10h 15m | 16,590 | 1.28 15 | 0d 12h 7m | 20,280 | 1.30 16 | 0d 14h 10m | 24,450 | 1.32 17 | 0d 16h 25m | 29,140 | 1.34 18 | 0d 18h 52m | 34,370 | 1.36 19 | 0d 21h 31m | 40,170 | 1.38 20 | 1d 0h 22m | 46,550 | 1.40 21 | 1d 3h 27m | 53,540 | 1.42 22 | 1d 6h 44m | 61,170 | 1.44 23 | 1d 10h 14m | 69,470 | 1.46 24 | 1d 13h 58m | 78,440 | 1.48 25 | 1d 17h 56m | 88,130 | 1.50 26 | 1d 22h 7m | 98,540 | 1.52 27 | 2d 2h 33m | 109,710 | 1.54 28 | 2d 7h 13m | 121,660 | 1.56 29 | 2d 12h 8m | 134,400 | 1.58 30 | 2d 17h 18m | 147,960 | 1.60 31 | 2d 22h 43m | 162,360 | 1.62 32 | 3d 4h 23m | 177,630 | 1.64 33 | 3d 10h 19m | 193,790 | 1.66 34 | 3d 16h 30m | 210,840 | 1.68 35 | 3d 22h 57m | 228,830 | 1.70 36 | 4d 5h 40m | 247,770 | 1.72 37 | 4d 12h 40m | 267,670 | 1.74 38 | 4d 19h 55m | 288,570 | 1.76 39 | 5d 3h 28m | 310,480 | 1.78 40 | 5d 11h 17m | 333,410 | 1.80 41 | 5d 19h 24m | 357,400 | 1.82 42 | 6d 3h 47m | 382,460 | 1.84 43 | 6d 12h 28m | 408,610 | 1.86 44 | 6d 21h 26m | 435,880 | 1.88 45 | 7d 6h 42m | 464,270 | 1.90 46 | 7d 16h 16m | 493,820 | 1.92 47 | 8d 2h 7m | 524,540 | 1.94 48 | 8d 12h 17m | 556,440 | 1.96 49 | 8d 22h 45m | 589,560 | 1.98 50 | 9d 9h 32m | 623,890 | 2.00 51 | 9d 20h 37m | 659,500 | 2.02 52 | 10d 8h 0m | 696,350 | 2.04 53 | 10d 19h 43m | 734,500 | 2.06 54 | 11d 7h 45m | 773,950 | 2.08 55 | 11d 20h 6m | 814,720 | 2.10 56 | 12d 8h 46m | 856,840 | 2.12 57 | 12d 21h 46m | 900,310 | 2.14 58 | 13d 11h 5m | 945,160 | 2.16 59 | 14d 0h 45m | 991,420 | 2.18 60 | 14d 14h 44m | 1,040,000 | 2.20 61 | 15d 5h 3m | 1,090,000 | 2.22 62 | 15d 19h 42m | 1,140,000 | 2.24 63 | 16d 10h 41m | 1,190,000 | 2.26 64 | 17d 2h 1m | 1,240,000 | 2.28 65 | 17d 17h 42m | 1,300,000 | 2.30 66 | 18d 9h 43m | 1,360,000 | 2.32 67 | 19d 2h 5m | 1,410,000 | 2.34 68 | 19d 18h 48m | 1,470,000 | 2.36 69 | 20d 11h 52m | 1,530,000 | 2.38 70 | 21d 5h 17m | 1,600,000 | 2.40 71 | 21d 23h 4m | 1,660,000 | 2.42 72 | 22d 17h 12m | 1,730,000 | 2.44 73 | 23d 11h 41m | 1,800,000 | 2.46 74 | 24d 6h 33m | 1,870,000 | 2.48 75 | 25d 1h 46m | 1,940,000 | 2.50 76 | 25d 21h 21m | 2,010,000 | 2.52 77 | 26d 17h 18m | 2,080,000 | 2.54 78 | 27d 13h 37m | 2,160,000 | 2.56 79 | 28d 10h 18m | 2,240,000 | 2.58 80 | 29d 7h 22m | 2,320,000 | 2.60 81 | 30d 4h 48m | 2,400,000 | 2.62 82 | 31d 2h 37m | 2,480,000 | 2.64 83 | 32d 0h 49m | 2,570,000 | 2.66 84 | 32d 23h 24m | 2,650,000 | 2.68 85 | 33d 22h 21m | 2,740,000 | 2.70 86 | 34d 21h 42m | 2,830,000 | 2.72 87 | 35d 21h 26m | 2,930,000 | 2.74 88 | 36d 21h 33m | 3,020,000 | 2.76 89 | 37d 22h 3m | 3,120,000 | 2.78 90 | 38d 22h 57m | 3,220,000 | 2.80 91 | 40d 0h 15m | 3,320,000 | 2.82 92 | 41d 1h 56m | 3,420,000 | 2.84 93 | 42d 4h 1m | 3,520,000 | 2.86 94 | 43d 6h 30m | 3,630,000 | 2.88 95 | 44d 9h 23m | 3,740,000 | 2.90 96 | 45d 12h 40m | 3,850,000 | 2.92 97 | 46d 16h 22m | 3,960,000 | 2.94 98 | 47d 20h 27m | 4,070,000 | 2.96 99 | 49d 0h 58m | 4,190,000 | 2.98 ### Critical Coin URL: https://www.tower-hub.com/wiki/workshop/critical-coin Critical Coin is a Workshop upgrade that ties your coin income to critical hits. Once unlocked, basic enemies have a chance to drop coins when they die to a critical hit, giving you an extra source of income during a run. #### Description Critical Coin gives basic enemies a chance to drop coins when they are killed by a critical hit. It only applies to basic enemies, so elites and bosses are not affected by this upgrade. #### Use The Critical Coin card lets basic enemies drop 1 coin, multiplied by your coins per kill, when they are killed by anything other than a non-critical bullet. That means kills from Ultimate Weapons, Orbs, Thorns, Death Ray, Nuke and similar sources can all trigger the drop. Note that this is broader than what counts for critical hit events. Those events specifically require critical bullets, even though the card itself works with a much wider range of kill sources. ### Critical Hits URL: https://www.tower-hub.com/wiki/workshop/critical-hits Critical hits give your tower a chance to deal bonus damage with each projectile. The two core stats behind them — Critical Chance and Critical Factor — are both upgraded through the Workshop and are available from the very start of the game. #### Overview Criticals provide a chance to deal bonus damage to enemies. Rather than being a separate damage type, criticals modify your existing projectile damage, making them a foundational part of any damage-focused build. #### Workshop Both critical stats are unlocked in the Workshop for free at the start of the game. You do not need to reach any milestone or spend coins to gain access to them — they are available to upgrade immediately. #### Critical Chance Critical Chance is the probability that each individual projectile will deal critical damage. The Workshop offers 79 levels, with each level adding 1% to your chance, for a maximum of 80% from the Workshop alone. You can push this higher using the Critical Chance Card (which adds up to 11%) and the Critical Chance Cannon Module Effect. If your total Critical Chance exceeds 100%, the overflow only affects Ultimate Weapon damage calculations. Source | Initial / Lowest | Number of Improvements | Max Value Workshop | 1.00% | 79 | 80.0 % Card | 5.00% | 6 | 11.00 % Mastery | 1.00% | 9 | 10.00% Sub-Module | 2.00 % | 6 | 10.00 % Relics | 1.00 % | 1 | 1.00 % Total | 1.00% | | 100 % * #### Workshop — Critical Factor Critical Factor is the damage multiplier applied when a critical hit lands. It starts at a base of 1.2x and has 150 Workshop levels, each adding 0.1 to the multiplier, reaching a maximum of 16.2x. This stat is also used to calculate Ultimate Weapon critical hits when you have the Ultimate Crit card equipped. The maximum can be raised further through the Critical Factor Lab, the Critical Factor Cannon Module Effect, and the Critical Factor Enhancement. #### Costs — Critical Chance The cost table below shows the coin cost for each level of Critical Chance in the Workshop. Level | Value | Cost | Total Cost 1.00 | 0.02 | 50.00 | 0.00 2.00 | 0.03 | 76.00 | 126.00 3.00 | 0.04 | 109.00 | 235.00 4.00 | 0.05 | 153.00 | 388.00 5.00 | 0.06 | 206.00 | 594.00 6.00 | 0.07 | 271.00 | 865.00 7.00 | 0.08 | 349.00 | 1.21K 8.00 | 0.09 | 439.00 | 1.65K 9.00 | 0.10 | 542.00 | 2.19K 10.00 | 0.11 | 659.00 | 2.85K 11.00 | 0.12 | 790.00 | 3.64K 12.00 | 0.13 | 935.00 | 4.58K 13.00 | 0.14 | 1.10K | 5.67K 14.00 | 0.15 | 1.27K | 6.95K 15.00 | 0.16 | 1.46K | 8.41K 16.00 | 0.17 | 1.67K | 10.08K 17.00 | 0.18 | 1.89K | 11.97K 18.00 | 0.19 | 2.13K | 14.10K 19.00 | 0.20 | 2.39K | 16.49K 20.00 | 0.21 | 2.66K | 19.15K 21.00 | 0.22 | 2.95K | 22.10K 22.00 | 0.23 | 3.26K | 25.36K 23.00 | 0.24 | 3.58K | 28.94K 24.00 | 0.25 | 3.93K | 32.86K 25.00 | 0.26 | 4.29K | 37.15K 26.00 | 0.27 | 4.67K | 41.82K 27.00 | 0.28 | 5.06K | 46.88K 28.00 | 0.29 | 5.48K | 52.36K 29.00 | 0.30 | 5.92K | 58.28K 30.00 | 0.31 | 6.37K | 64.65K 31.00 | 0.32 | 6.84K | 71.49K 32.00 | 0.33 | 7.33K | 78.82K 33.00 | 0.34 | 7.85K | 86.67K 34.00 | 0.35 | 8.38K | 95.04K 35.00 | 0.36 | 8.93K | 103.97K 36.00 | 0.37 | 9.50K | 113.47K 37.00 | 0.38 | 10.09K | 123.56K 38.00 | 0.39 | 10.70K | 134.27K 39.00 | 0.40 | 11.33K | 145.60K 40.00 | 0.41 | 11.99K | 157.59K 41.00 | 0.42 | 12.66K | 170.25K 42.00 | 0.43 | 13.35K | 183.60K 43.00 | 0.44 | 14.07K | 197.67K 44.00 | 0.45 | 14.81K | 212.48K 45.00 | 0.46 | 15.56K | 228.04K 46.00 | 0.47 | 16.34K | 244.38K 47.00 | 0.48 | 17.14K | 261.52K 48.00 | 0.49 | 17.96K | 279.48K 49.00 | 0.50 | 18.81K | 298.29K 50.00 | 0.51 | 19.67K | 317.96K 51.00 | 0.52 | 21.17K | 339.13K 52.00 | 0.53 | 22.11K | 361.24K 53.00 | 0.54 | 23.07K | 384.31K 54.00 | 0.55 | 24.05K | 408.36K 55.00 | 0.56 | 25.06K | 433.41K 56.00 | 0.57 | 26.08K | 459.50K 57.00 | 0.58 | 27.14K | 486.63K 58.00 | 0.59 | 28.21K | 514.84K 59.00 | 0.60 | 29.31K | 544.15K 60.00 | 0.61 | 30.43K | 574.58K 61.00 | 0.62 | 31.58K | 606.16K 62.00 | 0.63 | 32.75K | 638.91K 63.00 | 0.64 | 33.94K | 672.84K 64.00 | 0.65 | 35.16K | 708.00K 65.00 | 0.66 | 36.40K | 744.40K 66.00 | 0.67 | 37.66K | 782.06K 67.00 | 0.68 | 38.95K | 821.02K 68.00 | 0.69 | 40.27K | 861.29K 69.00 | 0.70 | 41.61K | 902.90K 70.00 | 0.71 | 42.97K | 945.87K 71.00 | 0.72 | 44.36K | 990.23K 72.00 | 0.73 | 45.77K | 1.04M 73.00 | 0.74 | 47.21K | 1.08M 74.00 | 0.75 | 48.67K | 1.13M 75.00 | 0.76 | 50.16K | 1.18M 76.00 | 0.77 | 54.26K | 1.24M 77.00 | 0.78 | 55.87K | 1.29M 78.00 | 0.79 | 57.52K | 1.35M 79.00 | 0.80 | 59.18K | 1.41M #### Costs — Critical Factor The cost table below shows the coin cost for each level of Critical Factor in the Workshop. Level | Value | Cost | Total Cost 1 | 1.30x | 50.00 | 0.00 10 | 2.20x | 593.00 | 2.65K 20 | 3.20x | 2.28K | 16.80K 30 | 4.20x | 5.34K | 55.23K 40 | 5.20x | 9.92K | 132.54K 50 | 6.20x | 16.15K | 264.61K 60 | 7.20x | 24.82K | 474.46K 70 | 8.20x | 34.88K | 776.42K 80 | 9.20x | 49.21K | 1.20M 90 | 10.20x | 63.90K | 1.77M 100 | 11.20x | 80.75K | 2.50M 110 | 12.20x | 646.85K | 8.40M 120 | 13.20x | 6.28M | 66.14M 130 | 14.20x | 88.28M | 841.09M 140 | 15.20x | 1.41B | 13.92B 150 | 16.20x | 26.24B | 259.20B #### Workshop Enhancement — Critical Factor The Critical Factor Enhancement becomes available after you have spent 500 billion coins on enhancements in total. Unlocking it immediately adds 1.0x to your Critical Factor, and each of its 400 levels adds a further 0.1, for a maximum bonus of x5. The level-by-level costs are shown in the table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Lab — Critical Factor The Critical Factor lab is unlocked through Milestones at tier 1 wave 30. It has 99 levels, and each level increases both the per-level increment of the Critical Factor Workshop upgrade and the maximum value the Workshop can reach. See the table below for the research times and costs. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.03 2 | 0d 0h 6m | 71 | 1.06 3 | 0d 0h 16m | 178 | 1.09 4 | 0d 0h 31m | 398 | 1.12 5 | 0d 0h 52m | 772 | 1.15 6 | 0d 1h 20m | 1,340 | 1.18 7 | 0d 1h 56m | 2,120 | 1.21 8 | 0d 2h 39m | 3,170 | 1.24 9 | 0d 3h 31m | 4,510 | 1.27 10 | 0d 4h 32m | 6,170 | 1.30 11 | 0d 5h 43m | 8,170 | 1.33 12 | 0d 7h 3m | 10,560 | 1.36 13 | 0d 8h 34m | 13,350 | 1.39 14 | 0d 10h 15m | 16,580 | 1.42 15 | 0d 12h 7m | 20,270 | 1.45 16 | 0d 14h 10m | 24,440 | 1.48 17 | 0d 16h 25m | 29,130 | 1.51 18 | 0d 18h 52m | 34,360 | 1.54 19 | 0d 21h 31m | 40,160 | 1.57 20 | 1d 0h 22m | 46,540 | 1.60 21 | 1d 3h 26m | 53,530 | 1.63 22 | 1d 6h 44m | 61,160 | 1.66 23 | 1d 10h 14m | 69,460 | 1.69 24 | 1d 13h 58m | 78,430 | 1.72 25 | 1d 17h 56m | 88,120 | 1.75 26 | 1d 22h 7m | 98,530 | 1.78 27 | 2d 2h 33m | 109,700 | 1.81 28 | 2d 7h 13m | 121,650 | 1.84 29 | 2d 12h 8m | 134,390 | 1.87 30 | 2d 17h 18m | 147,950 | 1.90 31 | 2d 22h 43m | 162,350 | 1.93 32 | 3d 4h 23m | 177,620 | 1.96 33 | 3d 10h 18m | 193,780 | 1.99 34 | 3d 16h 30m | 210,830 | 2.02 35 | 3d 22h 57m | 228,820 | 2.05 36 | 4d 5h 40m | 247,760 | 2.08 37 | 4d 12h 40m | 267,660 | 2.11 38 | 4d 19h 55m | 288,560 | 2.14 39 | 5d 3h 28m | 310,470 | 2.17 40 | 5d 11h 17m | 333,400 | 2.20 41 | 5d 19h 24m | 357,390 | 2.23 42 | 6d 3h 47m | 382,450 | 2.26 43 | 6d 12h 28m | 408,600 | 2.29 44 | 6d 21h 26m | 435,870 | 2.32 45 | 7d 6h 42m | 464,260 | 2.35 46 | 7d 16h 15m | 493,810 | 2.38 47 | 8d 2h 7m | 524,530 | 2.41 48 | 8d 12h 17m | 556,430 | 2.44 49 | 8d 22h 45m | 589,550 | 2.47 50 | 9d 9h 31m | 623,890 | 2.50 51 | 9d 20h 37m | 659,490 | 2.53 52 | 10d 8h 0m | 696,340 | 2.56 53 | 10d 19h 43m | 734,490 | 2.59 54 | 11d 7h 45m | 773,940 | 2.62 55 | 11d 20h 6m | 814,710 | 2.65 56 | 12d 8h 46m | 856,830 | 2.68 57 | 12d 21h 46m | 900,300 | 2.71 58 | 13d 11h 5m | 945,160 | 2.74 59 | 14d 0h 44m | 991,410 | 2.77 60 | 14d 14h 43m | 1,040,000 | 2.80 61 | 15d 5h 3m | 1,090,000 | 2.83 62 | 15d 19h 42m | 1,140,000 | 2.86 63 | 16d 10h 41m | 1,190,000 | 2.89 64 | 17d 2h 1m | 1,240,000 | 2.92 65 | 17d 17h 42m | 1,300,000 | 2.95 66 | 18d 9h 43m | 1,360,000 | 2.98 67 | 19d 2h 5m | 1,410,000 | 3.01 68 | 19d 18h 48m | 1,470,000 | 3.04 69 | 20d 11h 52m | 1,530,000 | 3.07 70 | 21d 5h 17m | 1,600,000 | 3.10 71 | 21d 23h 4m | 1,660,000 | 3.13 72 | 22d 17h 12m | 1,730,000 | 3.16 73 | 23d 11h 41m | 1,800,000 | 3.19 74 | 24d 6h 32m | 1,870,000 | 3.22 75 | 25d 1h 46m | 1,940,000 | 3.25 76 | 25d 21h 20m | 2,010,000 | 3.28 77 | 26d 17h 18m | 2,080,000 | 3.31 78 | 27d 13h 37m | 2,160,000 | 3.34 79 | 28d 10h 18m | 2,240,000 | 3.37 80 | 29d 7h 22m | 2,320,000 | 3.40 81 | 30d 4h 48m | 2,400,000 | 3.43 82 | 31d 2h 37m | 2,480,000 | 3.46 83 | 32d 0h 49m | 2,570,000 | 3.49 84 | 32d 23h 24m | 2,650,000 | 3.52 85 | 33d 22h 21m | 2,740,000 | 3.55 86 | 34d 21h 42m | 2,830,000 | 3.58 87 | 35d 21h 26m | 2,930,000 | 3.61 88 | 36d 21h 33m | 3,020,000 | 3.64 89 | 37d 22h 3m | 3,120,000 | 3.67 90 | 38d 22h 57m | 3,220,000 | 3.70 91 | 40d 0h 15m | 3,320,000 | 3.73 92 | 41d 1h 56m | 3,420,000 | 3.76 93 | 42d 4h 1m | 3,520,000 | 3.79 94 | 43d 6h 30m | 3,630,000 | 3.82 95 | 44d 9h 23m | 3,740,000 | 3.85 96 | 45d 12h 40m | 3,850,000 | 3.88 97 | 46d 16h 22m | 3,960,000 | 3.91 98 | 47d 20h 27m | 4,070,000 | 3.94 99 | 49d 0h 57m | 4,190,000 | 3.97 #### Description The Critical Workshop provides bonus damage to your tower's projectiles, and its stats also feed into Ultimate Weapon and Land Mine damage calculations. Critical Chance determines how often projectiles crit, while Critical Factor determines how much extra damage a crit deals. Both stats can be extended beyond their Workshop caps through cards, Cannon Module Effects, the Critical Factor Lab, and the Critical Factor Enhancement. ### Damage URL: https://www.tower-hub.com/wiki/workshop/damage Damage is the amount each of your tower's projectiles deals to enemies. It also feeds into other abilities: land mines and Ultimate Weapons are calculated from it, so raising your damage stat improves far more than just your bullets. You increase damage through the workshop, cards, relics, Modules, Workshop Enhancements and lab research, all of which combine in the damage formula. #### Description Damage is the amount each projectile deals to enemies. It is the base stat used to calculate not only your tower's bullets but also other abilities such as land mines and Ultimate Weapons. #### Workshop Damage is available in the workshop from the start of the game and can be raised up to a maximum of 6000 levels. On top of workshop levels, you can push damage higher with cards, relics, Modules and Workshop Enhancements. #### Damage Formula To match the value shown in game, do not round at any step. The displayed damage is: Workshop x Lab x Damage Card x (1 + Relics) x (1 + Cannon Module %) x Enhancements x Perk 1 + Berserker 2. The Perk term is (1 + 0.15 x Quantity) x (1 + Standard Perk Bonus), again without rounding. Berserker's contribution caps at +700% damage once all other bonuses in the formula are accounted for. #### Workshop Costs The full level-by-level cost table for workshop damage is shown below. Level | Value | Cost | Total Cost 1 | 6 | 30 | 0 100 | 1.05K | 80.73K | 2.50M 200 | 3.64K | 643.07K | 32.86M 300 | 7.77K | 1.59M | 141.20M 400 | 13.44K | 3.03M | 368.88M 500 | 20.65K | 5.00M | 766.77M 600 | 29.40K | 7.52M | 1.39B 700 | 39.69K | 10.61M | 2.29B 800 | 51.52K | 14.32M | 3.54B 900 | 64.89K | 18.64M | 5.18B 1000 | 79.80K | 23.60M | 7.29B 1100 | 97.55K | 29.21M | 9.93B 1200 | 119.74K | 35.50M | 13.16B 1300 | 146.60K | 42.47M | 17.06B 1400 | 178.27K | 50.14M | 21.69B 1500 | 214.84K | 58.53M | 27.12B 1600 | 257.99K | 67.63M | 33.42B 1700 | 309.86K | 77.47M | 40.68B 1800 | 370.86K | 88.05M | 48.95B 1900 | 441.24K | 99.39M | 58.32B 2000 | 521.19K | 111.49M | 68.87B 2100 | 613.22K | 124.36M | 80.66B 2200 | 720.92K | 138.02M | 93.78B 2300 | 845.27K | 152.48M | 108.30B 2400 | 986.89K | 167.73M | 124.32B 2500 | 1.15M | 183.79M | 141.89B 2600 | 1.33M | 200.67M | 161.12B 2700 | 1.53M | 218.37M | 182.07B 2800 | 1.77M | 236.91M | 204.84B 2900 | 2.04M | 256.28M | 229.50B 3000 | 2.34M | 276.51M | 256.14B 3100 | 2.68M | 297.58M | 284.85B 3200 | 3.07M | 319.52M | 315.71B 3300 | 3.52M | 342.32M | 348.80B 3400 | 4.02M | 365.99M | 384.22B 3500 | 4.59M | 390.55M | 422.06B 3600 | 5.24M | 415.99M | 462.39B 3700 | 5.97M | 442.32M | 505.31B 3800 | 6.82M | 469.55M | 550.91B 3900 | 7.77M | 497.69M | 599.28B 4000 | 8.85M | 526.73M | 650.51B 4100 | 10.05M | 556.69M | 704.69B 4200 | 11.42M | 587.56M | 761.91B 4300 | 12.95M | 619.37M | 822.26B 4400 | 14.66M | 652.10M | 885.84B 4500 | 16.55M | 685.77M | 952.74B 4600 | 18.64M | 720.38M | 1.02T 4700 | 20.93M | 755.93M | 1.10T 4800 | 23.42M | 792.44M | 1.17T 4900 | 26.13M | 829.90M | 1.26T 5000 | 29.05M | 868.32M | 1.34T 5100 | 32.19M | 1.82B | 1.52T 5200 | 35.56M | 3.79B | 1.89T 5300 | 39.16M | 7.92B | 2.66T 5400 | 42.99M | 16.51B | 4.28T 5500 | 47.06M | 43.00B | 8.50T 5600 | 51.37M | 111.93B | 19.47T 5700 | 55.93M | 291.14B | 48.02T 5800 | 60.74M | 756.76B | 122.26T 5900 | 65.80M | 1.97T | 315.16T 6000 | 71.11M | 5.10T | 816.09T #### Damage The damage enhancement is unlocked for free once you research Workshop Enhancements. It starts at 1x and gains 0.01x per level, with a maximum of 400 levels for a total of x5. The cost table below lists the per-level costs. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Cards — Berserker The Berserker card is an epic card that works as an addition, not a multiplier. It stores the total damage you take, without any reductions, multiplies that stored amount by a percentage based on card level, and adds the result to your total damage. The bonus is limited to +700%, or 8x your base damage. Because the bonus is added rather than multiplied, raising your base damage can push you below the cap. For example, if you take 1,000,000 damage with a 1% Berserker, the stored bonus is 10,000. If your tower damage after multipliers is 1,000, the cap is 7,000, so only 7,000 is added and the remaining 3,000 goes unused. #### Cards Three cards modify damage: Damage, Berserker and Super Tower. Card multipliers stack multiplicatively with other multipliers, including other cards. Damage and Berserker change the displayed workshop value, which means they also increase Ultimate Weapon damage. Super Tower instead modifies bullet damage on hit, so it does not change the workshop value and does not boost Ultimate Weapons. Card masteries add further ways to raise tower damage, and cards like UW Crit and Crit Chance can increase Ultimate Weapon damage. #### Labs — Damage Research The damage lab is unlocked through Milestones at tier 1. It increases the increment each workshop level gives and raises the workshop's maximum value. The Super Tower Bonus lab unlocks in Milestones at tier 8 wave 300 and increases the multiplier on the Super Tower card. It has 30 levels. The tables below show the per-level values for both labs. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.02 2 | 0d 0h 6m | 71 | 1.04 3 | 0d 0h 16m | 178 | 1.06 4 | 0d 0h 31m | 398 | 1.08 5 | 0d 0h 52m | 772 | 1.10 6 | 0d 1h 20m | 1,340 | 1.12 7 | 0d 1h 56m | 2,120 | 1.14 8 | 0d 2h 39m | 3,170 | 1.16 9 | 0d 3h 31m | 4,510 | 1.18 10 | 0d 4h 32m | 6,170 | 1.20 11 | 0d 5h 43m | 8,170 | 1.22 12 | 0d 7h 3m | 10,560 | 1.24 13 | 0d 8h 34m | 13,350 | 1.26 14 | 0d 10h 15m | 16,580 | 1.28 15 | 0d 12h 7m | 20,270 | 1.30 16 | 0d 14h 10m | 24,440 | 1.32 17 | 0d 16h 25m | 29,130 | 1.34 18 | 0d 18h 52m | 34,360 | 1.36 19 | 0d 21h 31m | 40,160 | 1.38 20 | 1d 0h 22m | 46,540 | 1.40 21 | 1d 3h 26m | 53,530 | 1.42 22 | 1d 6h 44m | 61,160 | 1.44 23 | 1d 10h 14m | 69,460 | 1.46 24 | 1d 13h 58m | 78,430 | 1.48 25 | 1d 17h 56m | 88,120 | 1.50 26 | 1d 22h 7m | 98,530 | 1.52 27 | 2d 2h 33m | 109,700 | 1.54 28 | 2d 7h 13m | 121,650 | 1.56 29 | 2d 12h 8m | 134,390 | 1.58 30 | 2d 17h 18m | 147,950 | 1.60 31 | 2d 22h 43m | 162,350 | 1.62 32 | 3d 4h 23m | 177,620 | 1.64 33 | 3d 10h 18m | 193,780 | 1.66 34 | 3d 16h 30m | 210,830 | 1.68 35 | 3d 22h 57m | 228,820 | 1.70 36 | 4d 5h 40m | 247,760 | 1.72 37 | 4d 12h 40m | 267,660 | 1.74 38 | 4d 19h 55m | 288,560 | 1.76 39 | 5d 3h 28m | 310,470 | 1.78 40 | 5d 11h 17m | 333,400 | 1.80 41 | 5d 19h 24m | 357,390 | 1.82 42 | 6d 3h 47m | 382,450 | 1.84 43 | 6d 12h 28m | 408,600 | 1.86 44 | 6d 21h 26m | 435,870 | 1.88 45 | 7d 6h 42m | 464,260 | 1.90 46 | 7d 16h 15m | 493,810 | 1.92 47 | 8d 2h 7m | 524,530 | 1.94 48 | 8d 12h 17m | 556,430 | 1.96 49 | 8d 22h 45m | 589,550 | 1.98 50 | 9d 9h 31m | 623,890 | 2.00 51 | 9d 20h 37m | 659,490 | 2.02 52 | 10d 8h 0m | 696,340 | 2.04 53 | 10d 19h 43m | 734,490 | 2.06 54 | 11d 7h 45m | 773,940 | 2.08 55 | 11d 20h 6m | 814,710 | 2.10 56 | 12d 8h 46m | 856,830 | 2.12 57 | 12d 21h 46m | 900,300 | 2.14 58 | 13d 11h 5m | 945,160 | 2.16 59 | 14d 0h 44m | 991,410 | 2.18 60 | 14d 14h 43m | 1,040,000 | 2.20 61 | 15d 5h 3m | 1,090,000 | 2.22 62 | 15d 19h 42m | 1,140,000 | 2.24 63 | 16d 10h 41m | 1,190,000 | 2.26 64 | 17d 2h 1m | 1,240,000 | 2.28 65 | 17d 17h 42m | 1,300,000 | 2.30 66 | 18d 9h 43m | 1,360,000 | 2.32 67 | 19d 2h 5m | 1,410,000 | 2.34 68 | 19d 18h 48m | 1,470,000 | 2.36 69 | 20d 11h 52m | 1,530,000 | 2.38 70 | 21d 5h 17m | 1,600,000 | 2.40 71 | 21d 23h 4m | 1,660,000 | 2.42 72 | 22d 17h 12m | 1,730,000 | 2.44 73 | 23d 11h 41m | 1,800,000 | 2.46 74 | 24d 6h 32m | 1,870,000 | 2.48 75 | 25d 1h 46m | 1,940,000 | 2.50 76 | 25d 21h 20m | 2,010,000 | 2.52 77 | 26d 17h 18m | 2,080,000 | 2.54 78 | 27d 13h 37m | 2,160,000 | 2.56 79 | 28d 10h 18m | 2,240,000 | 2.58 80 | 29d 7h 22m | 2,320,000 | 2.60 81 | 30d 4h 48m | 2,400,000 | 2.62 82 | 31d 2h 37m | 2,480,000 | 2.64 83 | 32d 0h 49m | 2,570,000 | 2.66 84 | 32d 23h 24m | 2,650,000 | 2.68 85 | 33d 22h 21m | 2,740,000 | 2.70 86 | 34d 21h 42m | 2,830,000 | 2.72 87 | 35d 21h 26m | 2,930,000 | 2.74 88 | 36d 21h 33m | 3,020,000 | 2.76 89 | 37d 22h 3m | 3,120,000 | 2.78 90 | 38d 22h 57m | 3,220,000 | 2.80 91 | 40d 0h 15m | 3,320,000 | 2.82 92 | 41d 1h 56m | 3,420,000 | 2.84 93 | 42d 4h 1m | 3,520,000 | 2.86 94 | 43d 6h 30m | 3,630,000 | 2.88 95 | 44d 9h 23m | 3,740,000 | 2.90 96 | 45d 12h 40m | 3,850,000 | 2.92 97 | 46d 16h 22m | 3,960,000 | 2.94 98 | 47d 20h 27m | 4,070,000 | 2.96 99 | 49d 0h 57m | 4,190,000 | 2.98 100 | 50d 5h 52m | 4,310,000 | 3.00 Level | Time | Cost | Value 1 | 0d 4h 59m | 2.00B | 1.03 2 | 0d 13h 21m | 3.01B | 1.06 3 | 0d 21h 53m | 4.07B | 1.09 4 | 1d 6h 54m | 5.33B | 1.12 5 | 1d 16h 49m | 6.97B | 1.15 6 | 2d 4h 6m | 9.26B | 1.18 7 | 2d 17h 17m | 12.53B | 1.21 8 | 3d 8h 58m | 17.13B | 1.24 9 | 4d 3h 49m | 23.51B | 1.27 10 | 5d 2h 31m | 32.14B | 1.30 11 | 6d 5h 49m | 43.55B | 1.33 12 | 7d 14h 30m | 58.32B | 1.36 13 | 9d 5h 23m | 77.08B | 1.39 14 | 11d 3h 21m | 100.50B | 1.42 15 | 13d 9h 18m | 129.31B | 1.45 16 | 16d 0h 9m | 164.27B | 1.48 17 | 19d 0h 54m | 206.20B | 1.51 18 | 22d 12h 32m | 255.96B | 1.54 19 | 26d 12h 6m | 314.45B | 1.57 20 | 31d 0h 40m | 382.60B | 1.60 21 | 36d 3h 19m | 461.42B | 1.63 22 | 41d 21h 12m | 551.94B | 1.66 23 | 48d 7h 27m | 655.21B | 1.69 24 | 55d 11h 16m | 772.37B | 1.72 25 | 63d 9h 50m | 904.56B | 1.75 26 | 72d 4h 25m | 1.05T | 1.78 27 | 81d 20h 17m | 1.22T | 1.81 28 | 92d 10h 41m | 1.40T | 1.84 29 | 104d 0h 58m | 1.61T | 1.87 30 | 116d 16h 28m | 1.83T | 1.90 ### Damage Per Meter URL: https://www.tower-hub.com/wiki/workshop/damage-per-meter Damage Per Meter is a workshop upgrade that makes your tower deal more damage to enemies the farther away they are. The bonus grows with each full meter of distance between the enemy and your tower, rewarding you for hitting targets at long range. #### Description Damage Per Meter increases your tower's damage output based on enemy distance. The bonus is calculated per full meter of separation between the enemy and your tower. It does not scale fractionally — an enemy at 51.9 meters receives the same damage bonus as one at exactly 51 meters, since the value rounds down to the nearest whole meter. #### Workshop You unlock Damage Per Meter in the workshop for 50 coins, and it requires the Range upgrade to be purchased first. The workshop offers 200 levels total, starting from a base of 0%. Each level provides a smaller increase than the last until you reach level 70, after which every level adds a constant 0.0002%. The maximum workshop value caps out at 5.9%. #### Cost Level | Value | Cost | Total Cost 1 | x0.00079 | 50.00 | 0.00 10 | x0.00742 | 691.00 | 2.99K 20 | x0.01376 | 2.78K | 20.02K 30 | x0.01913 | 6.63K | 67.41K 40 | x0.02365 | 12.46K | 164.07K 50 | x0.02741 | 20.43K | 330.66K 60 | x0.0305 | 31.59K | 597.10K 70 | x0.033 | 44.59K | 982.41K 80 | x0.035 | 63.15K | 1.53M 90 | x0.037 | 82.27K | 2.26M 100 | x0.039 | 104.25K | 3.20M 110 | x0.041 | 558.08K | 8.29M 120 | x0.043 | 3.39M | 39.46M 130 | x0.045 | 27.32M | 279.05M 140 | x0.047 | 193.70M | 2.08B 150 | x0.049 | 1.36B | 14.76B 160 | x0.051 | 10.93B | 117.31B 170 | x0.053 | 75.20B | 825.42B 180 | x0.055 | 621.08B | 6.20T 190 | x0.057 | 4.21T | 46.10T 200 | x0.059 | 28.36T | 315.60T #### Calculation Damage Per Meter stacks additively across distance. The formula is: Damage × DPM% × Range This means the farther an enemy is from your tower, the larger the total multiplier applied to your base damage. #### Workshop Enhancement — Damage/Meter To unlock this enhancement, you need to have spent 5 trillion coins on attack enhancements. Once unlocked, it starts at a x1 multiplier to your Damage/Meter value and gains 0.01x per level. It has a maximum level of 400, reaching a 5x bonus at max. See the cost table below for per-level pricing. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Lab — Damage/Meter The Damage/Meter lab unlocks through Milestones at tier 3, wave 30. It has 99 levels. Each lab level increases the increment gained per workshop level and raises the maximum value the workshop upgrade can reach. Refer to the table below for details on each level. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.02 2 | 0d 0h 6m | 71 | 1.04 3 | 0d 0h 16m | 178 | 1.06 4 | 0d 0h 31m | 398 | 1.08 5 | 0d 0h 52m | 772 | 1.10 6 | 0d 1h 20m | 1,340 | 1.12 7 | 0d 1h 56m | 2,120 | 1.14 8 | 0d 2h 39m | 3,170 | 1.16 9 | 0d 3h 31m | 4,510 | 1.18 10 | 0d 4h 32m | 6,170 | 1.20 11 | 0d 5h 43m | 8,170 | 1.22 12 | 0d 7h 3m | 10,560 | 1.24 13 | 0d 8h 34m | 13,350 | 1.26 14 | 0d 10h 15m | 16,580 | 1.28 15 | 0d 12h 7m | 20,270 | 1.30 16 | 0d 14h 10m | 24,440 | 1.32 17 | 0d 16h 25m | 29,130 | 1.34 18 | 0d 18h 52m | 34,360 | 1.36 19 | 0d 21h 31m | 40,160 | 1.38 20 | 1d 0h 22m | 46,540 | 1.40 21 | 1d 3h 26m | 53,530 | 1.42 22 | 1d 6h 44m | 61,160 | 1.44 23 | 1d 10h 14m | 69,460 | 1.46 24 | 1d 13h 58m | 78,430 | 1.48 25 | 1d 17h 56m | 88,120 | 1.50 26 | 1d 22h 7m | 98,530 | 1.52 27 | 2d 2h 33m | 109,700 | 1.54 28 | 2d 7h 13m | 121,650 | 1.56 29 | 2d 12h 8m | 134,390 | 1.58 30 | 2d 17h 18m | 147,950 | 1.60 31 | 2d 22h 43m | 162,350 | 1.62 32 | 3d 4h 23m | 177,620 | 1.64 33 | 3d 10h 18m | 193,780 | 1.66 34 | 3d 16h 30m | 210,830 | 1.68 35 | 3d 22h 57m | 228,820 | 1.70 36 | 4d 5h 40m | 247,760 | 1.72 37 | 4d 12h 40m | 267,660 | 1.74 38 | 4d 19h 55m | 288,560 | 1.76 39 | 5d 3h 28m | 310,470 | 1.78 40 | 5d 11h 17m | 333,400 | 1.80 41 | 5d 19h 24m | 357,390 | 1.82 42 | 6d 3h 47m | 382,450 | 1.84 43 | 6d 12h 28m | 408,600 | 1.86 44 | 6d 21h 26m | 435,870 | 1.88 45 | 7d 6h 42m | 464,260 | 1.90 46 | 7d 16h 15m | 493,810 | 1.92 47 | 8d 2h 7m | 524,530 | 1.94 48 | 8d 12h 17m | 556,430 | 1.96 49 | 8d 22h 45m | 589,550 | 1.98 50 | 9d 9h 31m | 623,890 | 2.00 51 | 9d 20h 37m | 659,490 | 2.02 52 | 10d 8h 0m | 696,340 | 2.04 53 | 10d 19h 43m | 734,490 | 2.06 54 | 11d 7h 45m | 773,940 | 2.08 55 | 11d 20h 6m | 814,710 | 2.10 56 | 12d 8h 46m | 856,830 | 2.12 57 | 12d 21h 46m | 900,300 | 2.14 58 | 13d 11h 5m | 945,160 | 2.16 59 | 14d 0h 44m | 991,410 | 2.18 60 | 14d 14h 43m | 1,040,000 | 2.20 61 | 15d 5h 3m | 1,090,000 | 2.22 62 | 15d 19h 42m | 1,140,000 | 2.24 63 | 16d 10h 41m | 1,190,000 | 2.26 64 | 17d 2h 1m | 1,240,000 | 2.28 65 | 17d 17h 42m | 1,300,000 | 2.30 66 | 18d 9h 43m | 1,360,000 | 2.32 67 | 19d 2h 5m | 1,410,000 | 2.34 68 | 19d 18h 48m | 1,470,000 | 2.36 69 | 20d 11h 52m | 1,530,000 | 2.38 70 | 21d 5h 17m | 1,600,000 | 2.40 71 | 21d 23h 4m | 1,660,000 | 2.42 72 | 22d 17h 12m | 1,730,000 | 2.44 73 | 23d 11h 41m | 1,800,000 | 2.46 74 | 24d 6h 32m | 1,870,000 | 2.48 75 | 25d 1h 46m | 1,940,000 | 2.50 76 | 25d 21h 20m | 2,010,000 | 2.52 77 | 26d 17h 18m | 2,080,000 | 2.54 78 | 27d 13h 37m | 2,160,000 | 2.56 79 | 28d 10h 18m | 2,240,000 | 2.58 80 | 29d 7h 22m | 2,320,000 | 2.60 81 | 30d 4h 48m | 2,400,000 | 2.62 82 | 31d 2h 37m | 2,480,000 | 2.64 83 | 32d 0h 49m | 2,570,000 | 2.66 84 | 32d 23h 24m | 2,650,000 | 2.68 85 | 33d 22h 21m | 2,740,000 | 2.70 86 | 34d 21h 42m | 2,830,000 | 2.72 87 | 35d 21h 26m | 2,930,000 | 2.74 88 | 36d 21h 33m | 3,020,000 | 2.76 89 | 37d 22h 3m | 3,120,000 | 2.78 90 | 38d 22h 57m | 3,220,000 | 2.80 91 | 40d 0h 15m | 3,320,000 | 2.82 92 | 41d 1h 56m | 3,420,000 | 2.84 93 | 42d 4h 1m | 3,520,000 | 2.86 94 | 43d 6h 30m | 3,630,000 | 2.88 95 | 44d 9h 23m | 3,740,000 | 2.90 96 | 45d 12h 40m | 3,850,000 | 2.92 97 | 46d 16h 22m | 3,960,000 | 2.94 98 | 47d 20h 27m | 4,070,000 | 2.96 99 | 49d 0h 57m | 4,190,000 | 2.98 ### Death Defy URL: https://www.tower-hub.com/wiki/workshop/death-defy Death Defy is a Workshop upgrade that gives your tower a chance to survive a hit that would otherwise kill it. When lethal damage lands, the game rolls against your Death Defy chance, and if it succeeds the hit is ignored entirely. #### Description Death Defy gives your tower a flat chance to ignore any hit that would have destroyed it. Each point of chance is an independent roll whenever lethal damage is taken, so a higher percentage means more frequent saves over a run. #### Activation Priority Death Defy sits at the top of the death-prevention chain. When you take lethal damage, the game checks Death Defy first, and if it triggers nothing else needs to happen. If Death Defy fails or is unavailable, the remaining protections are checked in order: Energy Shield spends a charge to absorb any incoming damage, then Second Wind, then Demon Mode (with Smart Demon Mode Automation), and finally Nuke (with Smart Nuke Automation). Smart Nuke Automation does not clear projectiles already in flight, but since v27.3 (18 Dec, 2025) it also grants 15 seconds of invulnerability when it fires. #### Workshop Death Defy is bought in the Workshop for 1,500,000 coins once you have unlocked Land Mine Chance, Damage and Radius. It has 75 upgrade levels, each adding 0.4% chance, for a maximum of 30.00% at full investment. #### Cost The cost of each of the 75 levels is listed in the cost table below. Level | Value | Cost | Total Cost 1 | 0% | 1.00K | 1.00K 2 | 1% | 1.51K | 2.51K 3 | 1% | 2.08K | 4.59K 4 | 2% | 2.90K | 7.49K 5 | 2% | 4.23K | 11.71K 6 | 2% | 6.43K | 18.14K 7 | 3% | 9.96K | 28.10K 8 | 3% | 15.37K | 43.47K 9 | 4% | 23.30K | 66.77K 10 | 4% | 34.47K | 101.23K 11 | 4% | 49.69K | 150.92K 12 | 5% | 69.86K | 220.78K 13 | 5% | 95.96K | 316.73K 14 | 6% | 129.05K | 445.78K 15 | 6% | 170.28K | 616.06K 16 | 6% | 220.88K | 836.94K 17 | 7% | 282.17K | 1.12M 18 | 7% | 355.53K | 1.47M 19 | 8% | 442.44K | 1.92M 20 | 8% | 544.45K | 2.46M 21 | 8% | 663.20K | 3.12M 22 | 9% | 800.39K | 3.93M 23 | 9% | 957.83K | 4.88M 24 | 10% | 1.14M | 6.02M 25 | 10% | 1.34M | 7.36M 26 | 10% | 1.57M | 8.93M 27 | 11% | 1.83M | 10.76M 28 | 11% | 2.12M | 12.88M 29 | 12% | 2.44M | 15.31M 30 | 12% | 2.79M | 18.11M 31 | 12% | 3.19M | 21.29M 32 | 13% | 3.62M | 24.91M 33 | 13% | 4.10M | 29.01M 34 | 14% | 4.62M | 33.62M 35 | 14% | 5.18M | 38.81M 36 | 14% | 5.80M | 44.61M 37 | 15% | 6.47M | 51.09M 38 | 15% | 7.20M | 58.29M 39 | 16% | 7.99M | 66.28M 40 | 16% | 8.84M | 75.12M 41 | 16% | 9.76M | 84.88M 42 | 17% | 10.74M | 95.62M 43 | 17% | 11.80M | 107.42M 44 | 18% | 12.93M | 120.35M 45 | 18% | 14.14M | 134.49M 46 | 18% | 15.44M | 149.93M 47 | 19% | 16.82M | 166.75M 48 | 19% | 18.29M | 185.03M 49 | 20% | 19.85M | 204.88M 50 | 20% | 21.51M | 226.39M 51 | 20% | 23.97M | 250.36M 52 | 21% | 25.89M | 276.26M 53 | 21% | 27.93M | 304.18M 54 | 22% | 30.08M | 334.27M 55 | 22% | 32.35M | 366.62M 56 | 22% | 34.75M | 401.37M 57 | 23% | 37.28M | 438.65M 58 | 23% | 39.94M | 478.59M 59 | 24% | 42.74M | 521.34M 60 | 24% | 45.69M | 567.03M 61 | 24% | 48.78M | 615.81M 62 | 25% | 52.03M | 667.84M 63 | 25% | 55.44M | 723.28M 64 | 26% | 59.00M | 782.28M 65 | 26% | 62.74M | 845.02M 66 | 26% | 66.65M | 911.67M 67 | 27% | 70.74M | 982.40M 68 | 27% | 75.01M | 1.06B 69 | 28% | 79.47M | 1.14B 70 | 28% | 84.12M | 1.22B 71 | 28% | 88.97M | 1.31B 72 | 29% | 94.03M | 1.40B 73 | 29% | 99.30M | 1.50B 74 | 30% | 104.79M | 1.61B 75 | 30% | 110.50M | 1.72B ### Defense Absolute URL: https://www.tower-hub.com/wiki/workshop/defense-absolute Defense Absolute is a defensive stat that reduces the damage you take from enemy attacks by a fixed amount. Unlike Defense %, which reduces damage proportionally, Defense Absolute subtracts a flat value from the incoming hit. This makes it particularly effective against weaker enemies, as a high enough value can reduce their damage to zero. #### Description Defense Absolute reduces the damage you receive from enemy attacks by a flat amount. This reduction is applied after Defense % has already reduced the incoming damage, making the two stats work together to lower the final hit you take. #### Workshop You can unlock Defense Absolute in the Workshop for 75 coins after purchasing Health and Health Regen with Defense %. Once unlocked, there are 5000 upgrades available to purchase in the workshop. #### Cost Level | Value | Cost | Total Cost 1 | 1 | 50 | 50 100 | 1.02K | 77.24K | 2.40M 200 | 5.99K | 610.39K | 31.29M 300 | 17.16K | 1.50M | 133.84M 400 | 38.39K | 2.86M | 348.64M 500 | 74.22K | 4.70M | 723.03M 600 | 126.84K | 7.05M | 1.31B 700 | 198.06K | 9.94M | 2.15B 800 | 289.48K | 13.39M | 3.32B 900 | 402.57K | 17.41M | 4.86B 1000 | 538.72K | 22.03M | 6.82B 1100 | 699.24K | 27.24M | 9.29B 1200 | 885.36K | 33.08M | 12.30B 1300 | 1.10M | 39.54M | 15.93B 1400 | 1.34M | 46.64M | 20.24B 1500 | 1.62M | 54.40M | 25.29B 1600 | 1.94M | 62.82M | 31.15B 1700 | 2.30M | 71.92M | 37.88B 1800 | 2.70M | 81.70M | 45.56B 1900 | 3.14M | 92.17M | 54.25B 2000 | 3.65M | 103.33M | 64.03B 2100 | 4.21M | 115.21M | 74.96B 2200 | 4.84M | 127.81M | 87.11B 2300 | 5.53M | 141.13M | 100.56B 2400 | 6.29M | 155.18M | 115.37B 2500 | 7.13M | 169.97M | 131.63B 2600 | 8.04M | 185.50M | 149.40B 2700 | 9.07M | 201.79M | 168.77B 2800 | 10.22M | 218.84M | 189.81B 2900 | 11.50M | 236.66M | 212.58B 3000 | 12.92M | 255.24M | 237.18B 3100 | 14.50M | 274.61M | 263.68B 3200 | 16.23M | 294.75M | 292.15B 3300 | 18.12M | 315.69M | 322.67B 3400 | 20.19M | 337.42M | 355.33B 3500 | 22.43M | 359.96M | 390.21B 3600 | 24.85M | 383.30M | 427.37B 3700 | 27.45M | 407.45M | 466.92B 3800 | 30.25M | 432.42M | 508.92B 3900 | 33.24M | 458.20M | 553.45B 4000 | 36.44M | 484.82M | 600.61B 4100 | 39.83M | 512.27M | 650.47B 4200 | 43.43M | 540.55M | 703.12B 4300 | 47.25M | 569.67M | 758.64B 4400 | 51.28M | 599.64M | 817.11B 4500 | 55.53M | 630.46M | 878.63B 4600 | 60.01M | 662.13M | 943.26B 4700 | 64.71M | 694.66M | 1.01T 4800 | 69.64M | 728.06M | 1.08T 4900 | 74.81M | 762.32M | 1.16T 5000 | 80.21M | 797.45M | 1.23T #### Card The Fortress card increases the workshop value of Defense Absolute. This card's effect is multiplied with the lab upgrades, so having both can significantly boost your total damage reduction. #### Calculation Defense Absolute is calculated after Defense % has been applied to the incoming damage. For example, if an enemy deals 100 damage, you have 25% Defense %, and 50 Defense Absolute, the calculation is: 100 * (1 - 0.25) - 50 = 25 damage received. Keep in mind that enemies have a heat-up ability, increasing their damage by x1.04 for each hit they land. This means the damage displayed may not reflect the actual damage they are dealing if you are being hit frequently. #### Workshop Enhancement — Defense Absolute This enhancement requires you to spend 500 billion coins on defense enhancements to unlock. Once unlocked, it increases the Defense Absolute multiplier by x1, and each level adds 0.01x to this multiplier. It has a maximum level of 400, providing a total 5x bonus to your Defense Absolute value. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Lab — Defense Absolute The Defense Absolute lab is unlocked from the start. It increases the increment of each workshop level and raises the maximum workshop value for Defense Absolute. There are 100 levels available in this lab. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.03 2 | 0d 0h 6m | 71 | 1.06 3 | 0d 0h 16m | 178 | 1.09 4 | 0d 0h 31m | 398 | 1.12 5 | 0d 0h 52m | 772 | 1.15 6 | 0d 1h 20m | 1,340 | 1.18 7 | 0d 1h 56m | 2,120 | 1.21 8 | 0d 2h 39m | 3,170 | 1.24 9 | 0d 3h 31m | 4,510 | 1.27 10 | 0d 4h 32m | 6,170 | 1.30 11 | 0d 5h 43m | 8,170 | 1.33 12 | 0d 7h 3m | 10,560 | 1.36 13 | 0d 8h 34m | 13,350 | 1.39 14 | 0d 10h 15m | 16,580 | 1.42 15 | 0d 12h 7m | 20,270 | 1.45 16 | 0d 14h 10m | 24,440 | 1.48 17 | 0d 16h 25m | 29,130 | 1.51 18 | 0d 18h 52m | 34,360 | 1.54 19 | 0d 21h 31m | 40,160 | 1.57 20 | 1d 0h 22m | 46,540 | 1.60 21 | 1d 3h 26m | 53,530 | 1.63 22 | 1d 6h 44m | 61,160 | 1.66 23 | 1d 10h 14m | 69,460 | 1.69 24 | 1d 13h 58m | 78,430 | 1.72 25 | 1d 17h 56m | 88,120 | 1.75 26 | 1d 22h 7m | 98,530 | 1.78 27 | 2d 2h 33m | 109,700 | 1.81 28 | 2d 7h 13m | 121,650 | 1.84 29 | 2d 12h 8m | 134,390 | 1.87 30 | 2d 17h 18m | 147,950 | 1.90 31 | 2d 22h 43m | 162,350 | 1.93 32 | 3d 4h 23m | 177,620 | 1.96 33 | 3d 10h 18m | 193,780 | 1.99 34 | 3d 16h 30m | 210,830 | 2.02 35 | 3d 22h 57m | 228,820 | 2.05 36 | 4d 5h 40m | 247,760 | 2.08 37 | 4d 12h 40m | 267,660 | 2.11 38 | 4d 19h 55m | 288,560 | 2.14 39 | 5d 3h 28m | 310,470 | 2.17 40 | 5d 11h 17m | 333,400 | 2.20 41 | 5d 19h 24m | 357,390 | 2.23 42 | 6d 3h 47m | 382,450 | 2.26 43 | 6d 12h 28m | 408,600 | 2.29 44 | 6d 21h 26m | 435,870 | 2.32 45 | 7d 6h 42m | 464,260 | 2.35 46 | 7d 16h 15m | 493,810 | 2.38 47 | 8d 2h 7m | 524,530 | 2.41 48 | 8d 12h 17m | 556,430 | 2.44 49 | 8d 22h 45m | 589,550 | 2.47 50 | 9d 9h 31m | 623,890 | 2.50 51 | 9d 20h 37m | 659,490 | 2.53 52 | 10d 8h 0m | 696,340 | 2.56 53 | 10d 19h 43m | 734,490 | 2.59 54 | 11d 7h 45m | 773,940 | 2.62 55 | 11d 20h 6m | 814,710 | 2.65 56 | 12d 8h 46m | 856,830 | 2.68 57 | 12d 21h 46m | 900,300 | 2.71 58 | 13d 11h 5m | 945,160 | 2.74 59 | 14d 0h 44m | 991,410 | 2.77 60 | 14d 14h 43m | 1,040,000 | 2.80 61 | 15d 5h 3m | 1,090,000 | 2.83 62 | 15d 19h 42m | 1,140,000 | 2.86 63 | 16d 10h 41m | 1,190,000 | 2.89 64 | 17d 2h 1m | 1,240,000 | 2.92 65 | 17d 17h 42m | 1,300,000 | 2.95 66 | 18d 9h 43m | 1,360,000 | 2.98 67 | 19d 2h 5m | 1,410,000 | 3.01 68 | 19d 18h 48m | 1,470,000 | 3.04 69 | 20d 11h 52m | 1,530,000 | 3.07 70 | 21d 5h 17m | 1,600,000 | 3.10 71 | 21d 23h 4m | 1,660,000 | 3.13 72 | 22d 17h 12m | 1,730,000 | 3.16 73 | 23d 11h 41m | 1,800,000 | 3.19 74 | 24d 6h 32m | 1,870,000 | 3.22 75 | 25d 1h 46m | 1,940,000 | 3.25 76 | 25d 21h 20m | 2,010,000 | 3.28 77 | 26d 17h 18m | 2,080,000 | 3.31 78 | 27d 13h 37m | 2,160,000 | 3.34 79 | 28d 10h 18m | 2,240,000 | 3.37 80 | 29d 7h 22m | 2,320,000 | 3.40 81 | 30d 4h 48m | 2,400,000 | 3.43 82 | 31d 2h 37m | 2,480,000 | 3.46 83 | 32d 0h 49m | 2,570,000 | 3.49 84 | 32d 23h 24m | 2,650,000 | 3.52 85 | 33d 22h 21m | 2,740,000 | 3.55 86 | 34d 21h 42m | 2,830,000 | 3.58 87 | 35d 21h 26m | 2,930,000 | 3.61 88 | 36d 21h 33m | 3,020,000 | 3.64 89 | 37d 22h 3m | 3,120,000 | 3.67 90 | 38d 22h 57m | 3,220,000 | 3.70 91 | 40d 0h 15m | 3,320,000 | 3.73 92 | 41d 1h 56m | 3,420,000 | 3.76 93 | 42d 4h 1m | 3,520,000 | 3.79 94 | 43d 6h 30m | 3,630,000 | 3.82 95 | 44d 9h 23m | 3,740,000 | 3.85 96 | 45d 12h 40m | 3,850,000 | 3.88 97 | 46d 16h 22m | 3,960,000 | 3.91 98 | 47d 20h 27m | 4,070,000 | 3.94 99 | 49d 0h 57m | 4,190,000 | 3.97 100 | 50d 5h 52m | 4,310,000 | 4.00 ### Defense Enhancements URL: https://www.tower-hub.com/wiki/workshop/workshop-enhancement-defense Defense enhancements are permanent Workshop upgrades that multiply your core defensive stats. Each one has its own unlock condition, and most require you to have spent a set amount of coins on defense enhancements before they become available. Once unlocked, you buy levels with coins to raise the multiplier step by step. #### — Health The Health enhancement is the only one that costs nothing to access: it unlocks for free once you have completed the Workshop Enhancement lab. It starts at a x1 multiplier, and each level adds 0.01x to your Health. With a cap of 400 levels, you can push the multiplier to x5.00 at most. The cost table below shows the price per level. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### — Health Regen Health Regen becomes available after you have spent 50 billion coins on defense enhancements. It begins at x1 and gains 0.01x per level, so the 400-level maximum tops out at a 5x regen multiplier. #### — Defense Absolute Defense Absolute requires 500 billion coins spent on defense enhancements before it unlocks. Like the other standard enhancements, it starts at x1, rises by 0.01x per level, and caps at 400 levels for a 5x bonus. #### — Land Mines The Land Mines enhancement unlocks once 5 trillion coins have been spent on defense enhancements. It scales faster than the others: each level adds 0.06x to Land Mine Damage, so the 400-level cap reaches a 25x multiplier rather than the usual 5x. Check the table below for the per-level costs. Level | Value | Coins | Total Coins 1 | 1.06x | 5.00B | 5.00B 10 | 1.60x | 6.53B | 55.54B 20 | 2.20x | 48.30B | 217.10B 30 | 2.80x | 313.07B | 1.95T 40 | 3.40x | 2.54T | 14.48T 50 | 4.00x | 9.59T | 73.23T 60 | 4.60x | 60.08T | 385.56T 70 | 5.20x | 216.08T | 1.72q 80 | 5.80x | 580.27T | 5.66q 90 | 6.40x | 1.31q | 15.10q 100 | 7.00x | 2.63q | 34.88q 110 | 7.60x | 4.85q | 72.52q 120 | 8.20x | 8.36q | 139.10q 130 | 8.80x | 13.67q | 250.21q 140 | 9.40x | 21.40q | 427.16q 150 | 10.00x | 32.31q | 698.20q 160 | 10.60x | 47.31q | 1.10Q 170 | 11.20x | 67.46q | 1.68Q 180 | 11.80x | 94.01q | 2.49Q 190 | 12.40x | 128.41q | 3.62Q 200 | 13.00x | 172.31q | 5.13Q 210 | 13.60x | 637.22q | 9.06Q 220 | 14.20x | 1.42Q | 19.48Q 230 | 14.80x | 2.59Q | 39.76Q 240 | 15.40x | 4.26Q | 74.38Q 250 | 16.00x | 6.57Q | 129.09Q 260 | 16.60x | 9.70Q | 211.26Q 270 | 17.20x | 13.84Q | 330.08Q 280 | 17.80x | 19.23Q | 496.97Q 290 | 18.40x | 26.14Q | 725.86Q 300 | 19.00x | 34.88Q | 1.03s 310 | 19.60x | 45.82Q | 1.44s 320 | 20.20x | 59.36Q | 1.97s 330 | 20.80x | 75.97Q | 2.65s 340 | 21.40x | 96.16Q | 3.52s 350 | 22.00x | 120.54Q | 4.61s 360 | 22.60x | 149.75Q | 5.97s 370 | 23.20x | 184.53Q | 7.66s 380 | 23.80x | 225.68Q | 9.72s 390 | 24.40x | 274.11Q | 12.24s 400 | 25.00x | 330.80Q | 15.29s #### — Wall Health Wall Health is a late-game enhancement, requiring 50 trillion coins spent on defense enhancements to unlock. It follows the standard pattern of x1 at unlock and 0.01x per level, with 400 levels giving a maximum 5x bonus to your Wall's health. #### — Orb Size Orb Size is the most expensive enhancement to access, needing 500 trillion coins spent on defense enhancements. It starts at x1 and gains 0.01x per level, but it caps at 200 levels rather than 400, for a maximum of 3x orb size. The table below lists the cost of each level. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 477.01B | 1.42T 20 | 1.20x | 15.26T | 41.94T 30 | 1.30x | 174.29T | 878.96T 40 | 1.40x | 1.92q | 9.64q 50 | 1.50x | 8.82q | 60.41q 60 | 1.60x | 63.90q | 379.19q 70 | 1.70x | 257.74q | 1.92Q 80 | 1.80x | 760.97q | 6.91Q 90 | 1.90x | 1.86Q | 19.93Q 100 | 2.00x | 4.02Q | 49.31Q 110 | 2.10x | 7.88Q | 109.01Q 120 | 2.20x | 14.38Q | 220.94Q 130 | 2.30x | 24.75Q | 417.96Q 140 | 2.40x | 40.61Q | 747.38Q 150 | 2.50x | 64.05Q | 1.28s 160 | 2.60x | 97.66Q | 2.09s 170 | 2.70x | 144.65Q | 3.31s 180 | 2.80x | 208.91Q | 5.10s 190 | 2.90x | 295.11Q | 7.64s 200 | 3.00x | 408.77Q | 11.19s ### Defense Percent URL: https://www.tower-hub.com/wiki/workshop/defense-percent Defense Percent cuts a percentage off every hit you take, and the reduction is worked out before Defense Absolute is subtracted. Because it scales with the size of incoming damage, it becomes one of the most valuable defensive stats as enemy damage grows. Although the sources listed below can add up to more than 100%, the stat is hard-capped at 98%, so you can never become fully immune through Defense Percent alone. #### Description Defense Percent is the share of incoming damage that gets removed before anything else happens. The game applies this percentage reduction first, then subtracts Defense Absolute from whatever is left, so the two stats stack multiplicatively in effect rather than competing. The cap matters here: even if your combined bonuses exceed 100%, the game only honours 98%. Any investment past that point is wasted, so it pays to know where your total stands. Source | Initial / Lowest | Number of Improvements | Max Value Workshop | 0.50% | 99 | 49.50 % Card | 5.00% | 6 | 11.00 % Mastery | 0.70% | 9 | 7.00% Lab | 0.20 % | 50 | 10.00 % Perk | 4.00% | 5 | 20.00 % Perk Lab | 0.04% (per Perk) | 25 | 5.00 % Sub-Module | 1.00 % | 6 | 8.00 % Assist Module | 0.08% | 100 | 8.00 % Relics | 1.00% | 4 | 5.00% Vault | 0.50% | 2 | 1.50% Total | 0.50% | | 98% (125.00%) #### Workshop Defense Percent is bought in the Workshop for 75 coins. It sits in the Defense Absolute line, which itself opens up after you have unlocked Health and Health Regen. The Workshop offers 99 upgrades for this stat, each adding 0.5% to the reduction. Fully maxed, the Workshop alone gives you 49.5% Defense Percent. #### Cost The full cost of all 99 Workshop upgrades is laid out in the cost table below. Since later levels grow expensive, it is worth weighing each purchase against what the lab, card and perks can contribute toward the 98% cap for free or through other currencies. Level | Value | Cost | Total Cost 1 | 0.50% | 50.00 | 0.00 2 | 1.00% | 76.00 | 126.00 3 | 1.50% | 109.00 | 235.00 4 | 2.00% | 151.00 | 386.00 5 | 2.50% | 203.00 | 589.00 6 | 3.00% | 266.00 | 855.00 7 | 3.50% | 340.00 | 1.20K 8 | 4.00% | 426.00 | 1.62K 9 | 4.50% | 525.00 | 2.15K 10 | 5.00% | 636.00 | 2.78K 11 | 5.50% | 760.00 | 3.54K 12 | 6.00% | 898.00 | 4.44K 13 | 6.50% | 1.05K | 5.49K 14 | 7.00% | 1.22K | 6.71K 15 | 7.50% | 1.40K | 8.10K 16 | 8.00% | 1.59K | 9.69K 17 | 8.50% | 1.80K | 11.49K 18 | 9.00% | 2.03K | 13.52K 19 | 9.50% | 2.27K | 15.78K 20 | 10.00% | 2.52K | 18.31K 21 | 10.50% | 2.79K | 21.10K 22 | 11.00% | 3.08K | 24.18K 23 | 11.50% | 3.39K | 27.57K 24 | 12.00% | 3.71K | 31.27K 25 | 12.50% | 4.04K | 35.32K 26 | 13.00% | 4.40K | 39.72K 27 | 13.50% | 4.77K | 44.49K 28 | 14.00% | 5.16K | 49.64K 29 | 14.50% | 5.56K | 55.21K 30 | 15.00% | 5.99K | 61.19K 31 | 15.50% | 6.43K | 67.62K 32 | 16.00% | 6.89K | 74.50K 33 | 16.50% | 7.36K | 81.87K 34 | 17.00% | 7.86K | 89.72K 35 | 17.50% | 8.37K | 98.09K 36 | 18.00% | 8.90K | 106.99K 37 | 18.50% | 9.45K | 116.44K 38 | 19.00% | 10.02K | 126.46K 39 | 19.50% | 10.60K | 137.06K 40 | 20.00% | 11.21K | 148.27K 41 | 20.50% | 11.83K | 160.10K 42 | 21.00% | 12.48K | 172.58K 43 | 21.50% | 13.14K | 185.72K 44 | 22.00% | 13.82K | 199.55K 45 | 22.50% | 14.53K | 214.07K 46 | 23.00% | 15.25K | 229.32K 47 | 23.50% | 15.99K | 245.31K 48 | 24.00% | 16.75K | 262.05K 49 | 24.50% | 17.53K | 279.58K 50 | 25.00% | 18.33K | 297.91K 51 | 25.50% | 19.72K | 317.63K 52 | 26.00% | 20.59K | 338.22K 53 | 26.50% | 21.48K | 359.70K 54 | 27.00% | 22.38K | 382.08K 55 | 27.50% | 23.31K | 405.40K 56 | 28.00% | 24.26K | 429.66K 57 | 28.50% | 25.24K | 454.90K 58 | 29.00% | 26.23K | 481.13K 59 | 29.50% | 27.24K | 508.37K 60 | 30.00% | 28.28K | 536.65K 61 | 30.50% | 29.34K | 565.99K 62 | 31.00% | 30.42K | 596.40K 63 | 31.50% | 31.52K | 627.92K 64 | 32.00% | 32.64K | 660.56K 65 | 32.50% | 33.79K | 694.35K 66 | 33.00% | 34.95K | 729.30K 67 | 33.50% | 36.14K | 765.44K 68 | 34.00% | 37.36K | 802.80K 69 | 34.50% | 38.59K | 841.39K 70 | 35.00% | 39.85K | 881.24K 71 | 35.50% | 41.13K | 922.36K 72 | 36.00% | 42.43K | 964.79K 73 | 36.50% | 43.75K | 1.01M 74 | 37.00% | 45.10K | 1.05M 75 | 37.50% | 46.47K | 1.10M 76 | 38.00% | 50.26K | 1.15M 77 | 38.50% | 51.74K | 1.20M 78 | 39.00% | 53.26K | 1.26M 79 | 39.50% | 54.79K | 1.31M 80 | 40.00% | 56.35K | 1.37M 81 | 40.50% | 57.93K | 1.42M 82 | 41.00% | 59.54K | 1.48M 83 | 41.50% | 61.18K | 1.55M 84 | 42.00% | 62.84K | 1.61M 85 | 42.50% | 64.52K | 1.67M 86 | 43.00% | 66.23K | 1.74M 87 | 43.50% | 67.96K | 1.81M 88 | 44.00% | 69.72K | 1.88M 89 | 44.50% | 71.50K | 1.95M 90 | 45.00% | 73.31K | 2.02M 91 | 45.50% | 75.14K | 2.10M 92 | 46.00% | 77.00K | 2.17M 93 | 46.50% | 78.89K | 2.25M 94 | 47.00% | 80.80K | 2.33M 95 | 47.50% | 82.73K | 2.42M 96 | 48.00% | 84.69K | 2.50M 97 | 48.50% | 86.68K | 2.59M 98 | 49.00% | 88.69K | 2.68M 99 | 49.50% | 90.73K | 2.77M #### Card The Extra Defense card stacks directly on top of your Workshop value. Combining the Workshop maximum, the Defense % lab, the Extra Defense card and the Defense % perk can push the total to 95.5% before relics, leaving only a small gap to the 98% limit. Not every form of damage reduction feeds into this cap. Chrono Field Damage Reduction, Primordial Collapse and Flame Bot are all separate mechanics: they do not count toward the 98%, and their reductions are calculated after Defense Absolute rather than before it. #### Defense Percent The Defense Percent lab unlocks through Milestones at tier 5, wave 30. It has 50 levels, and whatever it provides is added straight onto your Workshop total. You do not need to finish the lab to hit the cap. With Workshop upgrades at +49.50%, the Extra Defense card at +11%, perks at +25% and Sub-Module effects at +8%, the 98% ceiling is reachable by level 23 of the lab, which contributes +4.60%. Levels beyond that only matter if you are missing one of the other sources. Level | Time | Cost | Value 1 | 0d 0h 59m | 5,000 | 0.20 2 | 0d 1h 51m | 7,500 | 0.40 3 | 0d 2h 51m | 24,000 | 0.60 4 | 0d 4h 13m | 90,500 | 0.80 5 | 0d 6h 13m | 267,000 | 1.00 6 | 0d 9h 6m | 637,500 | 1.20 7 | 0d 13h 11m | 1,310,000 | 1.40 8 | 0d 18h 47m | 2,420,000 | 1.60 9 | 1d 2h 14m | 4,110,000 | 1.80 10 | 1d 11h 54m | 6,580,000 | 2.00 11 | 2d 0h 7m | 10,020,000 | 2.20 12 | 2d 15h 18m | 14,660,000 | 2.40 13 | 3d 9h 48m | 20,760,000 | 2.60 14 | 4d 8h 2m | 28,590,000 | 2.80 15 | 5d 10h 25m | 38,440,000 | 3.00 16 | 6d 17h 22m | 50,650,000 | 3.20 17 | 8d 5h 18m | 65,570,000 | 3.40 18 | 9d 22h 39m | 83,550,000 | 3.60 19 | 11d 21h 53m | 105,010,000 | 3.80 20 | 14d 3h 26m | 130,350,000 | 4.00 21 | 16d 15h 46m | 160,040,000 | 4.20 22 | 19d 11h 22m | 194,520,000 | 4.40 23 | 22d 14h 40m | 234,290,000 | 4.60 24 | 26d 2h 12m | 279,880,000 | 4.80 25 | 29d 22h 25m | 331,820,000 | 5.00 26 | 34d 3h 49m | 390,670,000 | 5.20 27 | 38d 18h 55m | 457,020,000 | 5.40 28 | 43d 20h 13m | 531,490,000 | 5.60 29 | 49d 8h 13m | 614,700,000 | 5.80 30 | 55d 7h 27m | 707,330,000 | 6.00 31 | 61d 18h 27m | 810,050,000 | 6.20 32 | 68d 17h 43m | 923,570,000 | 6.40 33 | 76d 5h 48m | 1,050,000,000 | 6.60 34 | 84d 7h 15m | 1,190,000,000 | 6.80 35 | 92d 22h 36m | 1,340,000,000 | 7.00 36 | 102d 4h 25m | 1,500,000,000 | 7.20 37 | 112d 1h 14m | 1,680,000,000 | 7.40 38 | 122d 13h 37m | 1,870,000,000 | 7.60 39 | 133d 18h 8m | 2,090,000,000 | 7.80 40 | 145d 0h 21m | 2,310,000,000 | 8.00 41 | 158d 5h 50m | 2,560,000,000 | 8.20 42 | 171d 14h 11m | 2,830,000,000 | 8.40 43 | 185d 16h 58m | 3,110,000,000 | 8.60 44 | 200d 14h 46m | 3,420,000,000 | 8.80 45 | 216d 8h 11m | 3,750,000,000 | 9.00 46 | 232d 11h 49m | 4,100,000,000 | 9.20 47 | 250d 8h 15m | 4,480,000,000 | 9.40 48 | 268d 16h 6m | 4,880,000,000 | 9.60 49 | 287d 21h 58m | 5,310,000,000 | 9.80 50 | 308d 2h 27m | 5,760,000,000 | 10.00 #### Relics Four relics grant additive Defense % bonuses, and each one counts toward the 98% hard cap. Three of them give 1% each while the fourth gives 2%, adding up to a maximum of 5% from relics. Because relic bonuses share the cap with everything else, they are most useful while your lab or Workshop is still incomplete. Once the rest of your setup reaches 98% on its own, these relics stop providing any practical benefit. # | Rarity | Relic | Value | Source | Event / Type 92 | Rare | Blood Monster | 1% | Guild | Season 5 100 | Rare | Miner's Tool | 1% | Event | Crystal Cave (Premium) 124 | Rare | Nature's Fury | 1% | Event | Into the Storm II (Standard) 102 | Epic | Northern Mountains | 2% | Event | Aurora III (Standard) ### Defense Upgrades URL: https://www.tower-hub.com/wiki/workshop/defense-upgrades Defense Upgrades are one of the workshop upgrade categories in The Tower: Idle Tower Defense. They focus entirely on keeping your tower alive longer during a run. #### Description Defense Upgrades are workshop upgrades that improve your tower's ability to survive. They cover a range of effects, from raising your tower's health to reducing the damage it takes or stopping it from being destroyed outright. These upgrades matter most when enemies start overwhelming your defenses in later waves, since raw damage output alone often isn't enough to keep a run going. ### Enemy Level Skip URL: https://www.tower-hub.com/wiki/workshop/enemy-level-skip Enemy Level Skip is a utility upgrade that gives you a chance to skip the enemy stat level-up that normally happens after a completed wave. When it triggers, enemies stay at their current attack or health level instead of scaling up, slowing how quickly runs get harder. It comes in two parts — Enemy Attack Level Skip and Enemy Health Level Skip — which are upgraded separately but work the same way. #### Overview After each completed wave, enemies normally gain a level to their stats. Enemy Level Skip gives a chance to skip that level-up, so enemy attack or health stays where it was for another wave. The effect is split into two independent upgrades: Enemy Attack Level Skip and Enemy Health Level Skip. Each one only affects its own stat, so you need both if you want to slow overall enemy scaling. #### Workshop You unlock Enemy Level Skip in the workshop for 1,000,000,000 (1B) coins, after Recovery Packages. Unlocking it opens both the Enemy Attack Level Skip and Enemy Health Level Skip workshops. Each workshop has 699 levels, starting at a 0.05% chance to skip. Every level adds another 0.05%, up to a maximum of 35.00%. When you skip waves with the Wave Skip card, Enemy Level Skip is checked for each wave that was skipped. For example, if Wave Skip triggers x3, the skip chance is rolled for each of those waves. As of V26, both Enemy Attack Level Skip and Enemy Health Level Skip are fully deterministic rather than random. A 50% chance, for instance, skips every other wave exactly, with no variance. #### Cost — Enemy Attack Level Skip Level | Value | Coins | Total Coins 1 | 0.10% | 300.00M | 300.00M 10 | 0.55% | 444.01M | 3.72B 20 | 1.05% | 604.08M | 9.04B 30 | 1.55% | 764.32M | 15.96B 40 | 2.05% | 924.86M | 24.49B 50 | 2.55% | 2.17B | 44.76B 60 | 3.05% | 2.57B | 68.95B 70 | 3.55% | 2.90B | 96.49B 80 | 4.05% | 3.40B | 128.17B 90 | 4.55% | 7.52B | 200.13B 100 | 5.05% | 8.23B | 279.24B 110 | 5.55% | 9.67B | 372.46B 120 | 6.05% | 10.47B | 473.55B 130 | 6.55% | 25.23B | 704.95B 140 | 7.05% | 27.05B | 967.24B 150 | 7.55% | 28.89B | 1.25T 160 | 8.05% | 35.68B | 1.59T 170 | 8.55% | 75.76B | 2.33T 180 | 9.05% | 97.10B | 3.20T 190 | 9.55% | 102.62B | 4.20T 200 | 10.05% | 108.26B | 5.26T 210 | 10.55% | 228.03B | 7.48T 220 | 11.05% | 239.79B | 9.83T 230 | 11.55% | 251.82B | 12.29T 240 | 12.05% | 264.13B | 14.88T 250 | 12.55% | 553.48B | 20.30T 260 | 13.05% | 579.34B | 25.98T 270 | 13.55% | 605.87B | 31.92T 280 | 14.05% | 633.11B | 38.12T 290 | 14.55% | 1.98T | 57.58T 300 | 15.05% | 2.07T | 77.88T 310 | 15.55% | 2.16T | 99.06T 320 | 16.05% | 2.25T | 121.14T 330 | 16.55% | 7.03T | 190.17T 340 | 17.05% | 7.32T | 262.06T 350 | 17.55% | 7.62T | 336.90T 360 | 18.05% | 7.93T | 414.78T 370 | 18.55% | 24.73T | 657.79T 380 | 19.05% | 25.71T | 910.48T 390 | 19.55% | 26.72T | 1.17q 400 | 20.05% | 27.77T | 1.45q 410 | 20.55% | 86.52T | 2.30q 420 | 21.05% | 89.85T | 3.18q 430 | 21.55% | 93.27T | 4.10q 440 | 22.05% | 96.81T | 5.05q 450 | 22.55% | 301.37T | 8.01q 460 | 23.05% | 312.65T | 11.09q 470 | 23.55% | 324.29T | 14.28q 480 | 24.05% | 336.28T | 17.59q 490 | 24.55% | 1.39q | 31.31q 500 | 25.05% | 1.45q | 45.54q 510 | 25.55% | 1.50q | 60.28q 520 | 26.05% | 1.55q | 75.56q 530 | 26.55% | 6.43q | 138.88q 540 | 27.05% | 6.66q | 204.48q 550 | 27.55% | 6.90q | 272.41q 560 | 28.05% | 7.15q | 342.77q 570 | 28.55% | 29.59q | 634.11q 580 | 29.05% | 30.63q | 935.70q 590 | 29.55% | 31.70q | 1.25Q 600 | 30.05% | 32.80q | 1.57Q 610 | 30.55% | 135.72q | 2.91Q 620 | 31.05% | 140.38q | 4.29Q 630 | 31.55% | 145.18q | 5.72Q 640 | 32.05% | 150.12q | 7.20Q 650 | 32.55% | 775.99q | 14.84Q 660 | 33.05% | 802.09q | 22.75Q 670 | 33.55% | 828.94q | 30.92Q 680 | 34.05% | 856.53q | 39.36Q 690 | 34.55% | 4.42Q | 82.96Q 699 | 35.00% | 4.56Q | 123.43Q #### Enemy Level Skips The Enemy Level Skips enhancement requires 500 trillion coins spent on Utility enhancements to unlock. It increases both the Enemy Health and Enemy Damage Level Skip multipliers by x1 when unlocked, then adds 0.01x per level. It caps at level 60, giving a 1.6x bonus. See the enhancement table below for per-level values. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 15.50B | 20.50B 3 | 1.03x | 202.98B | 223.48B 4 | 1.04x | 1.13T | 1.36T 5 | 1.05x | 3.89T | 5.24T 6 | 1.06x | 10.14T | 15.38T 7 | 1.07x | 22.19T | 37.57T 8 | 1.08x | 43.05T | 80.63T 9 | 1.09x | 76.44T | 157.07T 10 | 1.10x | 126.85T | 283.91T 11 | 1.11x | 199.54T | 483.45T 12 | 1.12x | 300.61T | 784.06T 13 | 1.13x | 437.01T | 1.22q 14 | 1.14x | 616.54T | 1.84q 15 | 1.15x | 847.92T | 2.69q 16 | 1.16x | 1.14q | 3.83q 17 | 1.17x | 1.51q | 5.33q 18 | 1.18x | 3.91q | 9.24q 19 | 1.19x | 7.50q | 16.74q 20 | 1.20x | 12.61q | 29.35q 21 | 1.21x | 19.65q | 49.00q 22 | 1.22x | 29.09q | 78.08q 23 | 1.23x | 41.45q | 119.53q 24 | 1.24x | 57.35q | 176.88q 25 | 1.25x | 77.47q | 254.35q 26 | 1.26x | 102.60q | 356.95q 27 | 1.27x | 133.59q | 490.55q 28 | 1.28x | 171.41q | 661.96q 29 | 1.29x | 217.13q | 879.09q 30 | 1.30x | 271.92q | 1.15Q 31 | 1.31x | 337.06q | 1.49Q 32 | 1.32x | 496.77q | 1.98Q 33 | 1.33x | 705.87q | 2.69Q 34 | 1.34x | 975.00q | 3.67Q 35 | 1.35x | 1.32Q | 4.98Q 36 | 1.36x | 1.74Q | 6.73Q 37 | 1.37x | 2.27Q | 9.00Q 38 | 1.38x | 2.92Q | 11.92Q 39 | 1.39x | 3.71Q | 15.64Q 40 | 1.40x | 4.67Q | 20.30Q 41 | 1.41x | 5.81Q | 26.11Q 42 | 1.42x | 7.16Q | 33.27Q 43 | 1.43x | 8.77Q | 42.04Q 44 | 1.44x | 10.65Q | 52.69Q 45 | 1.45x | 12.85Q | 65.54Q 46 | 1.46x | 15.42Q | 80.96Q 47 | 1.47x | 18.39Q | 99.35Q 48 | 1.48x | 21.81Q | 121.15Q 49 | 1.49x | 25.74Q | 146.89Q 50 | 1.50x | 30.24Q | 177.13Q 51 | 1.51x | 35.37Q | 212.50Q 52 | 1.52x | 47.38Q | 259.88Q 53 | 1.53x | 62.14Q | 322.01Q 54 | 1.54x | 80.12Q | 402.13Q 55 | 1.55x | 101.84Q | 503.97Q 56 | 1.56x | 127.88Q | 631.85Q 57 | 1.57x | 158.91Q | 790.75Q 58 | 1.58x | 195.63Q | 986.39Q 59 | 1.59x | 238.88Q | 1.23s 60 | 1.60x | 289.53Q | 1.51s #### Lab — Enemy Attack Level Skip Level | Time | Cost | Value 1 | 0d 16h 39m | 900,000,000 | 0.10 2 | 1d 1h 1m | 1,010,000,000 | 0.20 3 | 1d 9h 30m | 1,160,000,000 | 0.30 4 | 1d 18h 19m | 1,430,000,000 | 0.40 5 | 2d 3h 38m | 1,940,000,000 | 0.50 6 | 2d 13h 41m | 2,800,000,000 | 0.60 7 | 3d 0h 40m | 4,150,000,000 | 0.70 8 | 3d 12h 50m | 6,140,000,000 | 0.80 9 | 4d 2h 25m | 8,940,000,000 | 0.90 10 | 4d 17h 39m | 12,730,000,000 | 1.00 11 | 5d 10h 49m | 17,710,000,000 | 1.10 12 | 6d 6h 8m | 24,070,000,000 | 1.20 13 | 7d 3h 53m | 32,030,000,000 | 1.30 14 | 8d 4h 21m | 41,810,000,000 | 1.40 15 | 9d 7h 46m | 53,640,000,000 | 1.50 16 | 10d 14h 27m | 67,760,000,000 | 1.60 17 | 12d 0h 40m | 84,420,000,000 | 1.70 18 | 13d 14h 41m | 103,880,000,000 | 1.80 19 | 15d 8h 48m | 126,420,000,000 | 1.90 20 | 17d 7h 19m | 152,290,000,000 | 2.00 #### Lab The Enemy Level Skip labs are unlocked through Milestones at tier 11, wave 200. Like the workshop, the lab is split into Enemy Attack Level Skip and Enemy Health Level Skip. Each lab has 20 levels, and the lab levels add directly to the respective workshop upgrade. #### Relics Some relics grant an additional bonus to Enemy Level Skip. The relic table below lists which relics apply and the bonus each one provides. # | Rarity | Relic | Bonus Type | Value | Source | Event / Type 55 | Epic | Light Speedometer | Enemy Attack Level Skip | 2% | Event | Faster Than Light II (Standard) 62 | Epic | Alien Egg | Enemy Health Level Skip | 2% | Event | Invaders II (Standard) ### Free Upgrades URL: https://www.tower-hub.com/wiki/workshop/free-upgrades Free Upgrades give you a chance each wave to level up a workshop stat without paying for it. There are three separate chances — one each for Attack, Defense and Utility — and each one only applies to upgrades in its own workshop. #### Overview After each wave in a round, each of your three Free Upgrade chances rolls independently. On a success, a stat in the matching workshop gains a level for free. Free Upgrades never pick a stat that is already maxed, so a successful roll is never wasted as long as something in that workshop can still be upgraded. If the Wave Skip card triggers, each workshop's Free Upgrade can roll one extra time for every wave skipped. Chances above 100% also roll over: at 110% Free Utility Upgrade, for example, you are guaranteed one free level and have a 10% chance of a second that wave. #### Workshop The Free Upgrades upgrade is bought in the workshop for 800 coins, and sits behind Coins/Kill Bonus and Coins/Wave in the unlock order. Buying it unlocks three separate tracks: Free Attack Upgrade, Free Defense Upgrade and Free Utility Upgrade. Each track has 99 levels, and every level adds 0.5% to that workshop's free upgrade chance, for a maximum of 49.5% per workshop from the workshop alone. #### Cost — Free Attack Upgrades The cost table below lists the price per level for Free Attack Upgrade. The same structure applies across the three tracks, so use it to plan how far you can afford to push your free upgrade chance during a run. Level | Value | Coins | Total Coins 1 | 0.50% | 75 | 75 2 | 1.00% | 118 | 193 3 | 1.50% | 171 | 364 4 | 2.00% | 236 | 600 5 | 2.50% | 314 | 914 6 | 3.00% | 407 | 1.32K 7 | 3.50% | 515 | 1.84K 8 | 4.00% | 639 | 2.48K 9 | 4.50% | 781 | 3.26K 10 | 5.00% | 941 | 4.20K 11 | 5.50% | 1.12K | 5.32K 12 | 6.00% | 1.32K | 6.63K 13 | 6.50% | 1.53K | 8.16K 14 | 7.00% | 1.77K | 9.93K 15 | 7.50% | 2.03K | 11.96K 16 | 8.00% | 2.30K | 14.26K 17 | 8.50% | 2.60K | 16.86K 18 | 9.00% | 2.92K | 19.79K 19 | 9.50% | 3.27K | 23.05K 20 | 10.00% | 3.63K | 26.69K 21 | 10.50% | 4.02K | 30.71K 22 | 11.00% | 4.43K | 35.14K 23 | 11.50% | 4.87K | 40.01K 24 | 12.00% | 5.33K | 45.34K 25 | 12.50% | 5.81K | 51.15K 26 | 13.00% | 6.32K | 57.47K 27 | 13.50% | 6.85K | 64.33K 28 | 14.00% | 7.41K | 71.74K 29 | 14.50% | 8.00K | 79.73K 30 | 15.00% | 8.60K | 88.34K 31 | 15.50% | 9.24K | 97.58K 32 | 16.00% | 9.90K | 107.48K 33 | 16.50% | 10.59K | 118.06K 34 | 17.00% | 11.30K | 129.36K 35 | 17.50% | 12.04K | 141.41K 36 | 18.00% | 12.81K | 154.22K 37 | 18.50% | 13.61K | 167.82K 38 | 19.00% | 14.43K | 182.25K 39 | 19.50% | 15.28K | 197.53K 40 | 20.00% | 16.16K | 213.69K 41 | 20.50% | 17.07K | 230.75K 42 | 21.00% | 18.00K | 248.75K 43 | 21.50% | 18.96K | 267.72K 44 | 22.00% | 19.96K | 287.67K 45 | 22.50% | 20.98K | 308.65K 46 | 23.00% | 22.03K | 330.68K 47 | 23.50% | 23.11K | 353.79K 48 | 24.00% | 24.22K | 378.01K 49 | 24.50% | 25.36K | 403.37K 50 | 25.00% | 26.53K | 429.90K 51 | 25.50% | 28.56K | 458.46K 52 | 26.00% | 29.83K | 488.29K 53 | 26.50% | 31.13K | 519.41K 54 | 27.00% | 32.46K | 551.87K 55 | 27.50% | 33.82K | 585.69K 56 | 28.00% | 35.21K | 620.90K 57 | 28.50% | 36.64K | 657.54K 58 | 29.00% | 38.10K | 695.63K 59 | 29.50% | 39.59K | 735.22K 60 | 30.00% | 41.11K | 776.33K 61 | 30.50% | 42.67K | 818.99K 62 | 31.00% | 44.25K | 863.25K 63 | 31.50% | 45.88K | 909.12K 64 | 32.00% | 47.53K | 956.66K 65 | 32.50% | 49.22K | 1.01M 66 | 33.00% | 50.94K | 1.06M 67 | 33.50% | 52.70K | 1.11M 68 | 34.00% | 54.49K | 1.16M 69 | 34.50% | 56.31K | 1.22M 70 | 35.00% | 58.17K | 1.28M 71 | 35.50% | 60.06K | 1.34M 72 | 36.00% | 61.99K | 1.40M 73 | 36.50% | 63.95K | 1.46M 74 | 37.00% | 65.94K | 1.53M 75 | 37.50% | 67.97K | 1.60M 76 | 38.00% | 73.54K | 1.67M 77 | 38.50% | 75.75K | 1.75M 78 | 39.00% | 77.99K | 1.83M 79 | 39.50% | 80.27K | 1.91M 80 | 40.00% | 82.59K | 1.99M 81 | 40.50% | 84.94K | 2.07M 82 | 41.00% | 87.33K | 2.16M 83 | 41.50% | 89.76K | 2.25M 84 | 42.00% | 92.23K | 2.34M 85 | 42.50% | 94.74K | 2.44M 86 | 43.00% | 97.28K | 2.53M 87 | 43.50% | 99.86K | 2.63M 88 | 44.00% | 102.48K | 2.74M 89 | 44.50% | 105.14K | 2.84M 90 | 45.00% | 107.84K | 2.95M 91 | 45.50% | 110.57K | 3.06M 92 | 46.00% | 113.35K | 3.17M 93 | 46.50% | 116.16K | 3.29M 94 | 47.00% | 119.02K | 3.41M 95 | 47.50% | 121.91K | 3.53M 96 | 48.00% | 124.84K | 3.66M 97 | 48.50% | 127.81K | 3.78M 98 | 49.00% | 130.82K | 3.91M 99 | 49.50% | 133.87K | 4.05M #### Cost — Free Utility Upgrades The cost table below lists the price per level for Free Utility Upgrade. Since free utility levels feed into upgrades like cash and coin bonuses, this track is often worth levelling alongside the attack version. Level | Value | Coins | Total Coins 1 | 0.50% | 100 | 100 2 | 1.00% | 143 | 243 3 | 1.50% | 196 | 439 4 | 2.00% | 261 | 700 5 | 2.50% | 339 | 1.04K 6 | 3.00% | 432 | 1.47K 7 | 3.50% | 540 | 2.01K 8 | 4.00% | 664 | 2.68K 9 | 4.50% | 806 | 3.48K 10 | 5.00% | 966 | 4.45K 11 | 5.50% | 1.14K | 5.59K 12 | 6.00% | 1.34K | 6.93K 13 | 6.50% | 1.56K | 8.49K 14 | 7.00% | 1.79K | 10.28K 15 | 7.50% | 2.05K | 12.33K 16 | 8.00% | 2.33K | 14.66K 17 | 8.50% | 2.63K | 17.29K 18 | 9.00% | 2.95K | 20.24K 19 | 9.50% | 3.29K | 23.53K 20 | 10.00% | 3.66K | 27.19K 21 | 10.50% | 4.05K | 31.23K 22 | 11.00% | 4.46K | 35.69K 23 | 11.50% | 4.89K | 40.59K 24 | 12.00% | 5.35K | 45.94K 25 | 12.50% | 5.84K | 51.78K 26 | 13.00% | 6.35K | 58.12K 27 | 13.50% | 6.88K | 65.00K 28 | 14.00% | 7.44K | 72.44K 29 | 14.50% | 8.02K | 80.46K 30 | 15.00% | 8.63K | 89.09K 31 | 15.50% | 9.26K | 98.35K 32 | 16.00% | 9.93K | 108.28K 33 | 16.50% | 10.61K | 118.89K 34 | 17.00% | 11.33K | 130.21K 35 | 17.50% | 12.07K | 142.28K 36 | 18.00% | 12.84K | 155.12K 37 | 18.50% | 13.63K | 168.75K 38 | 19.00% | 14.45K | 183.20K 39 | 19.50% | 15.30K | 198.50K 40 | 20.00% | 16.18K | 214.69K 41 | 20.50% | 17.09K | 231.78K 42 | 21.00% | 18.02K | 249.80K 43 | 21.50% | 18.99K | 268.79K 44 | 22.00% | 19.98K | 288.77K 45 | 22.50% | 21.00K | 309.78K 46 | 23.00% | 22.05K | 331.83K 47 | 23.50% | 23.14K | 354.97K 48 | 24.00% | 24.25K | 379.21K 49 | 24.50% | 25.38K | 404.59K 50 | 25.00% | 26.55K | 431.15K 51 | 25.50% | 28.59K | 459.73K 52 | 26.00% | 29.85K | 489.59K 53 | 26.50% | 31.15K | 520.74K 54 | 27.00% | 32.48K | 553.22K 55 | 27.50% | 33.84K | 587.07K 56 | 28.00% | 35.24K | 622.30K 57 | 28.50% | 36.66K | 658.97K 58 | 29.00% | 38.12K | 697.09K 59 | 29.50% | 39.61K | 736.70K 60 | 30.00% | 41.14K | 777.84K 61 | 30.50% | 42.69K | 820.53K 62 | 31.00% | 44.28K | 864.81K 63 | 31.50% | 45.90K | 910.71K 64 | 32.00% | 47.56K | 958.27K 65 | 32.50% | 49.25K | 1.01M 66 | 33.00% | 50.97K | 1.06M 67 | 33.50% | 52.72K | 1.11M 68 | 34.00% | 54.51K | 1.17M 69 | 34.50% | 56.34K | 1.22M 70 | 35.00% | 58.19K | 1.28M 71 | 35.50% | 60.09K | 1.34M 72 | 36.00% | 62.01K | 1.40M 73 | 36.50% | 63.97K | 1.47M 74 | 37.00% | 65.97K | 1.53M 75 | 37.50% | 68.00K | 1.60M 76 | 38.00% | 73.57K | 1.67M 77 | 38.50% | 75.77K | 1.75M 78 | 39.00% | 78.02K | 1.83M 79 | 39.50% | 80.30K | 1.91M 80 | 40.00% | 82.61K | 1.99M 81 | 40.50% | 84.97K | 2.08M 82 | 41.00% | 87.36K | 2.16M 83 | 41.50% | 89.79K | 2.25M 84 | 42.00% | 92.26K | 2.34M 85 | 42.50% | 94.76K | 2.44M 86 | 43.00% | 97.31K | 2.54M 87 | 43.50% | 99.89K | 2.64M 88 | 44.00% | 102.51K | 2.74M 89 | 44.50% | 105.17K | 2.84M 90 | 45.00% | 107.86K | 2.95M 91 | 45.50% | 110.60K | 3.06M 92 | 46.00% | 113.38K | 3.18M 93 | 46.50% | 116.19K | 3.29M 94 | 47.00% | 119.04K | 3.41M 95 | 47.50% | 121.94K | 3.53M 96 | 48.00% | 124.87K | 3.66M 97 | 48.50% | 127.84K | 3.79M 98 | 49.00% | 130.85K | 3.92M 99 | 49.50% | 133.90K | 4.05M #### Card and Perk The Free Upgrades card and the free upgrade perk each raise all three workshop chances by the value shown on them, on top of your workshop levels. With everything combined, the highest free upgrade chance you can reach is 90.75%. #### Free Upgrades Free Upgrades is also a Utility enhancement, unlocked by spending a total of 5 trillion coins on Utility enhancements. It acts as a multiplier on all three free upgrade chances: it starts at x1 when unlocked and gains 0.01x per level, up to level 100 for a x2 bonus. The level costs are shown in the table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.05B | 11.05B 3 | 1.03x | 22.25B | 33.30B 4 | 1.04x | 95.56B | 128.85B 5 | 1.05x | 299.27B | 428.12B 6 | 1.06x | 739.39B | 1.17T 7 | 1.07x | 1.56T | 2.72T 8 | 1.08x | 2.92T | 5.65T 9 | 1.09x | 5.05T | 10.69T 10 | 1.10x | 8.18T | 18.87T 11 | 1.11x | 12.59T | 31.47T 12 | 1.12x | 18.61T | 50.08T 13 | 1.13x | 26.59T | 76.67T 14 | 1.14x | 36.92T | 113.59T 15 | 1.15x | 50.02T | 163.61T 16 | 1.16x | 66.38T | 229.99T 17 | 1.17x | 86.48T | 316.47T 18 | 1.18x | 221.77T | 538.24T 19 | 1.19x | 420.49T | 958.73T 20 | 1.20x | 699.78T | 1.66q 21 | 1.21x | 1.08q | 2.74q 22 | 1.22x | 1.58q | 4.32q 23 | 1.23x | 2.23q | 6.55q 24 | 1.24x | 3.06q | 9.62q 25 | 1.25x | 4.10q | 13.72q 26 | 1.26x | 5.39q | 19.11q 27 | 1.27x | 6.96q | 26.07q 28 | 1.28x | 8.87q | 34.94q 29 | 1.29x | 11.15q | 46.09q 30 | 1.30x | 13.87q | 59.96q 31 | 1.31x | 17.07q | 77.03q 32 | 1.32x | 25.00q | 102.03q 33 | 1.33x | 35.29q | 137.32q 34 | 1.34x | 48.45q | 185.77q 35 | 1.35x | 65.03q | 250.80q 36 | 1.36x | 85.65q | 336.45q 37 | 1.37x | 111.04q | 447.49q 38 | 1.38x | 141.99q | 589.48q 39 | 1.39x | 179.40q | 768.88q 40 | 1.40x | 224.25q | 993.13q 41 | 1.41x | 277.66q | 1.27Q 42 | 1.42x | 340.83q | 1.61Q 43 | 1.43x | 415.11q | 2.03Q 44 | 1.44x | 501.97q | 2.53Q 45 | 1.45x | 603.03q | 3.13Q 46 | 1.46x | 720.03q | 3.85Q 47 | 1.47x | 854.91q | 4.71Q 48 | 1.48x | 1.01Q | 5.72Q 49 | 1.49x | 1.19Q | 6.90Q 50 | 1.50x | 1.39Q | 8.29Q 51 | 1.51x | 1.62Q | 9.91Q 52 | 1.52x | 2.16Q | 12.07Q 53 | 1.53x | 2.82Q | 14.89Q 54 | 1.54x | 3.62Q | 18.51Q 55 | 1.55x | 4.59Q | 23.09Q 56 | 1.56x | 5.74Q | 28.83Q 57 | 1.57x | 7.10Q | 35.94Q 58 | 1.58x | 8.72Q | 44.65Q 59 | 1.59x | 10.60Q | 55.25Q 60 | 1.60x | 12.81Q | 68.06Q 61 | 1.61x | 15.37Q | 83.43Q 62 | 1.62x | 18.33Q | 101.76Q 63 | 1.63x | 21.74Q | 123.51Q 64 | 1.64x | 25.66Q | 149.16Q 65 | 1.65x | 30.13Q | 179.29Q 66 | 1.66x | 35.23Q | 214.52Q 67 | 1.67x | 41.02Q | 255.54Q 68 | 1.68x | 47.58Q | 303.12Q 69 | 1.69x | 54.99Q | 358.11Q 70 | 1.70x | 63.33Q | 421.44Q 71 | 1.71x | 72.71Q | 494.14Q 72 | 1.72x | 83.21Q | 577.35Q 73 | 1.73x | 94.96Q | 672.31Q 74 | 1.74x | 108.06Q | 780.38Q 75 | 1.75x | 122.66Q | 903.03Q 76 | 1.76x | 138.87Q | 1.04s 77 | 1.77x | 156.84Q | 1.20s 78 | 1.78x | 176.74Q | 1.38s 79 | 1.79x | 198.72Q | 1.57s 80 | 1.80x | 222.96Q | 1.80s 81 | 1.81x | 249.65Q | 2.05s 82 | 1.82x | 279.00Q | 2.33s 83 | 1.83x | 311.20Q | 2.64s 84 | 1.84x | 346.50Q | 2.98s 85 | 1.85x | 385.13Q | 3.37s 86 | 1.86x | 427.34Q | 3.80s 87 | 1.87x | 473.41Q | 4.27s 88 | 1.88x | 523.63Q | 4.79s 89 | 1.89x | 578.29Q | 5.37s 90 | 1.90x | 637.72Q | 6.01s 91 | 1.91x | 702.26Q | 6.71s 92 | 1.92x | 772.26Q | 7.48s 93 | 1.93x | 848.10Q | 8.33s 94 | 1.94x | 930.19Q | 9.26s 95 | 1.95x | 1.02s | 10.28s 96 | 1.96x | 1.11s | 11.40s 97 | 1.97x | 1.22s | 12.61s 98 | 1.98x | 1.33s | 13.94s 99 | 1.99x | 1.45s | 15.39s 100 | 2.00x | 1.58s | 16.97s ### Game Speed URL: https://www.tower-hub.com/wiki/workshop/game-speed Game Speed is a workshop upgrade that raises the maximum speed your tower can run at. Higher game speed means more waves per minute of real time, which directly increases how fast you farm coins, cells and other resources. #### Description The Game Speed upgrade raises the cap on how fast the game can run. You can then select higher speed multipliers during a round, compressing more game time into each minute of real time. #### Rounds Game speed affects the pace of the whole round, and it shows up in several places. On the stats screen, real time and game time will not match, because game time runs faster at higher multipliers. Any ability that works on a timer is also sped up by game speed, so cooldowns and durations pass quicker in real terms. With the Game Speed perk taken during a round and the Standard Perk Bonus lab researched, game speed reaches a maximum of 6.25x, which the game displays as 6.3x. Note that the displayed multiplier is not fully accurate: 5.0x behaves closer to 4.0x in practice, and 6.25x is closer to 5x. #### Lab The Game Speed lab is unlocked through Milestones at tier 1 wave 30. It has a maximum of 7 levels, and each level raises the game speed cap further. See the table below for the cost and effect of each level. Level | Cost | Time | Value 1 | 300 | 9m | x2.0 2 | 2,500 | 2h 30m | x2.5 3 | 12,000 | 9h 48m | x3.0 4 | 50,000 | 1d 10h 2m | x3.5 5 | 150,000 | 3d 19h 39m | x4.0 6 | 500,000 | 14d 1h 46m | x4.5 7 | 1,000,000 | 25d 11h 6m | x5.0 ### Health URL: https://www.tower-hub.com/wiki/workshop/health Health is the maximum hit points of your tower — the raw pool of damage you can absorb before a run ends. It is one of the core defensive stats you will invest in from the very start of the game, and it underpins the broader concept of Effective HP (eHP) used to measure real survivability. #### Description Health sets the maximum HP of your tower. Every point of damage you take is subtracted from this pool, and the run is over when it reaches zero. #### Workshop Health is available in the Workshop for free from the start, unlocked alongside Health Regen. There are 6000 workshop upgrade levels for Health, making it one of the deepest coin sinks in the game. Beyond the workshop itself, you can push Health further through the health lab and the Health card. #### Cost The full cost of all 6000 workshop levels is shown in the cost table below. Because of the sheer number of levels, Health is a long-term investment you will keep buying throughout the game rather than something you finish early. Level | Value | Cost | Total Cost 1 | 10 | 30 | 0 100 | 21.56K | 77.22K | 2.40M 200 | 143.01K | 610.35K | 31.28M 300 | 431.24K | 1.50M | 133.83M 400 | 943.90K | 2.86M | 348.62M 500 | 1.73M | 4.70M | 723.02M 600 | 2.85M | 7.05M | 1.31B 700 | 4.33M | 9.94M | 2.15B 800 | 6.23M | 13.39M | 3.32B 900 | 8.59M | 17.41M | 4.86B 1000 | 11.44M | 22.03M | 6.82B 1100 | 14.83M | 27.24M | 9.29B 1200 | 18.79M | 33.08M | 12.30B 1300 | 23.36M | 39.54M | 15.93B 1400 | 28.58M | 46.64M | 20.24B 1500 | 34.48M | 54.40M | 25.29B 1600 | 41.10M | 62.82M | 31.15B 1700 | 48.48M | 71.92M | 37.88B 1800 | 56.63M | 81.70M | 45.56B 1900 | 65.61M | 92.17M | 54.25B 2000 | 75.44M | 103.33M | 64.03B 2100 | 86.15M | 115.21M | 74.96B 2200 | 97.78M | 127.81M | 87.11B 2300 | 110.35M | 141.13M | 100.56B 2400 | 123.89M | 155.18M | 115.37B 2500 | 138.45M | 169.97M | 131.63B 2600 | 154.04M | 185.50M | 149.40B 2700 | 170.70M | 201.79M | 168.77B 2800 | 188.46M | 218.84M | 189.81B 2900 | 207.34M | 236.66M | 212.58B 3000 | 227.37M | 255.24M | 237.18B 3100 | 248.59M | 274.61M | 263.68B 3200 | 271.01M | 294.75M | 292.15B 3300 | 294.68M | 315.69M | 322.67B 3400 | 319.61M | 337.42M | 355.33B 3500 | 345.84M | 359.96M | 390.21B 3600 | 373.39M | 383.30M | 427.37B 3700 | 402.29M | 407.45M | 466.92B 3800 | 432.56M | 432.42M | 508.92B 3900 | 464.24M | 458.20M | 553.45B 4000 | 497.34M | 484.82M | 600.61B 4100 | 531.90M | 512.27M | 650.47B 4200 | 567.94M | 540.55M | 703.12B 4300 | 605.49M | 569.67M | 758.64B 4400 | 644.56M | 599.64M | 817.11B 4500 | 685.20M | 630.46M | 878.63B 4600 | 727.42M | 662.13M | 943.26B 4700 | 771.25M | 694.66M | 1.01T 4800 | 816.72M | 728.06M | 1.08T 4900 | 863.84M | 762.32M | 1.16T 5000 | 912.65M | 797.45M | 1.23T 5100 | 1.12B | 1.67B | 1.40T 5200 | 1.37B | 3.48B | 1.74T 5300 | 1.68B | 7.26B | 2.45T 5400 | 2.05B | 15.15B | 3.93T 5500 | 2.50B | 39.45B | 7.80T 5600 | 3.05B | 102.67B | 17.87T 5700 | 3.72B | 267.02B | 44.06T 5800 | 4.53B | 693.95B | 112.14T 5900 | 5.52B | 1.80T | 289.02T 6000 | 6.71B | 4.68T | 748.26T #### Cards The Health card multiplies your workshop Health by its card multiplier. It stacks multiplicatively with your other multipliers, so its value grows as the rest of your Health scaling improves. #### Effective HP (eHP) Health is the foundation of Effective HP, the measure of how much total damage enemies must deal to bring you to 0 HP. The basic formula is: eHP = (Health + Defense Absolute) / (1 - Defense %) Other modifiers feed into this, including the Chrono Field Damage Reduction lab, Chrono Field Reduction % and Packages. With Chrono Field Reduction accounted for, the formula becomes: eHP = (Health / (1 - Chrono Field Reduction %) + Defense Absolute) / (1 - Defense %) The result tells you the damage an enemy must deal to kill you in a single hit. When Packages are involved, use your highest achievable health value rather than your base maximum. For example, if your fully modified max HP is 1,000 and max Packages give 16.5x (max workshop, no modifiers), you can reach 16,500 HP — so use 16,500 in the formula, unless you take so many hits that you cannot reliably hold the full package amount. #### Workshop Enhancement — Health Health enhancement is unlocked for free once you complete the Workshop Enhancement labs. It starts at a x1 multiplier and gains 0.01x per level, up to a maximum of 400 levels for a total multiplier of x5.00. The per-level costs are listed in the table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Lab — Health The Health lab is unlocked from the start of the game. Its upgrades increase how much Health each workshop level adds and also raise the maximum Health achievable in the workshop, making it a direct multiplier on the value of your 6000 workshop levels. See the table below for the lab's level costs and effects. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.03 2 | 0d 0h 6m | 71 | 1.06 3 | 0d 0h 16m | 178 | 1.09 4 | 0d 0h 31m | 398 | 1.12 5 | 0d 0h 52m | 772 | 1.15 6 | 0d 1h 20m | 1,340 | 1.18 7 | 0d 1h 56m | 2,120 | 1.21 8 | 0d 2h 39m | 3,170 | 1.24 9 | 0d 3h 31m | 4,510 | 1.27 10 | 0d 4h 32m | 6,170 | 1.30 11 | 0d 5h 43m | 8,170 | 1.33 12 | 0d 7h 3m | 10,560 | 1.36 13 | 0d 8h 34m | 13,350 | 1.39 14 | 0d 10h 15m | 16,580 | 1.42 15 | 0d 12h 7m | 20,270 | 1.45 16 | 0d 14h 10m | 24,440 | 1.48 17 | 0d 16h 25m | 29,130 | 1.51 18 | 0d 18h 52m | 34,360 | 1.54 19 | 0d 21h 31m | 40,160 | 1.57 20 | 1d 0h 22m | 46,540 | 1.60 21 | 1d 3h 26m | 53,530 | 1.63 22 | 1d 6h 44m | 61,160 | 1.66 23 | 1d 10h 14m | 69,460 | 1.69 24 | 1d 13h 58m | 78,430 | 1.72 25 | 1d 17h 56m | 88,120 | 1.75 26 | 1d 22h 7m | 98,530 | 1.78 27 | 2d 2h 33m | 109,700 | 1.81 28 | 2d 7h 13m | 121,650 | 1.84 29 | 2d 12h 8m | 134,390 | 1.87 30 | 2d 17h 18m | 147,950 | 1.90 31 | 2d 22h 43m | 162,350 | 1.93 32 | 3d 4h 23m | 177,620 | 1.96 33 | 3d 10h 18m | 193,780 | 1.99 34 | 3d 16h 30m | 210,830 | 2.02 35 | 3d 22h 57m | 228,820 | 2.05 36 | 4d 5h 40m | 247,760 | 2.08 37 | 4d 12h 40m | 267,660 | 2.11 38 | 4d 19h 55m | 288,560 | 2.14 39 | 5d 3h 28m | 310,470 | 2.17 40 | 5d 11h 17m | 333,400 | 2.20 41 | 5d 19h 24m | 357,390 | 2.23 42 | 6d 3h 47m | 382,450 | 2.26 43 | 6d 12h 28m | 408,600 | 2.29 44 | 6d 21h 26m | 435,870 | 2.32 45 | 7d 6h 42m | 464,260 | 2.35 46 | 7d 16h 15m | 493,810 | 2.38 47 | 8d 2h 7m | 524,530 | 2.41 48 | 8d 12h 17m | 556,430 | 2.44 49 | 8d 22h 45m | 589,550 | 2.47 50 | 9d 9h 31m | 623,890 | 2.50 51 | 9d 20h 37m | 659,490 | 2.53 52 | 10d 8h 0m | 696,340 | 2.56 53 | 10d 19h 43m | 734,490 | 2.59 54 | 11d 7h 45m | 773,940 | 2.62 55 | 11d 20h 6m | 814,710 | 2.65 56 | 12d 8h 46m | 856,830 | 2.68 57 | 12d 21h 46m | 900,300 | 2.71 58 | 13d 11h 5m | 945,160 | 2.74 59 | 14d 0h 44m | 991,410 | 2.77 60 | 14d 14h 43m | 1,040,000 | 2.80 61 | 15d 5h 3m | 1,090,000 | 2.83 62 | 15d 19h 42m | 1,140,000 | 2.86 63 | 16d 10h 41m | 1,190,000 | 2.89 64 | 17d 2h 1m | 1,240,000 | 2.92 65 | 17d 17h 42m | 1,300,000 | 2.95 66 | 18d 9h 43m | 1,360,000 | 2.98 67 | 19d 2h 5m | 1,410,000 | 3.01 68 | 19d 18h 48m | 1,470,000 | 3.04 69 | 20d 11h 52m | 1,530,000 | 3.07 70 | 21d 5h 17m | 1,600,000 | 3.10 71 | 21d 23h 4m | 1,660,000 | 3.13 72 | 22d 17h 12m | 1,730,000 | 3.16 73 | 23d 11h 41m | 1,800,000 | 3.19 74 | 24d 6h 32m | 1,870,000 | 3.22 75 | 25d 1h 46m | 1,940,000 | 3.25 76 | 25d 21h 20m | 2,010,000 | 3.28 77 | 26d 17h 18m | 2,080,000 | 3.31 78 | 27d 13h 37m | 2,160,000 | 3.34 79 | 28d 10h 18m | 2,240,000 | 3.37 80 | 29d 7h 22m | 2,320,000 | 3.40 81 | 30d 4h 48m | 2,400,000 | 3.43 82 | 31d 2h 37m | 2,480,000 | 3.46 83 | 32d 0h 49m | 2,570,000 | 3.49 84 | 32d 23h 24m | 2,650,000 | 3.52 85 | 33d 22h 21m | 2,740,000 | 3.55 86 | 34d 21h 42m | 2,830,000 | 3.58 87 | 35d 21h 26m | 2,930,000 | 3.61 88 | 36d 21h 33m | 3,020,000 | 3.64 89 | 37d 22h 3m | 3,120,000 | 3.67 90 | 38d 22h 57m | 3,220,000 | 3.70 91 | 40d 0h 15m | 3,320,000 | 3.73 92 | 41d 1h 56m | 3,420,000 | 3.76 93 | 42d 4h 1m | 3,520,000 | 3.79 94 | 43d 6h 30m | 3,630,000 | 3.82 95 | 44d 9h 23m | 3,740,000 | 3.85 96 | 45d 12h 40m | 3,850,000 | 3.88 97 | 46d 16h 22m | 3,960,000 | 3.91 98 | 47d 20h 27m | 4,070,000 | 3.94 99 | 49d 0h 57m | 4,190,000 | 3.97 100 | 50d 5h 52m | 4,310,000 | 4.00 ### Health Regen URL: https://www.tower-hub.com/wiki/workshop/health-regen Health Regen is the amount of tower health you recover every second. It works alongside your Max Health: the bigger your pool and the faster you refill it, the longer you survive chip damage between kills. Because so many separate systems multiply it, Health Regen scales from a minor early-game stat into one of the strongest defensive tools in the game once your workshop, lab and card multipliers are all online. #### Description Health Regen is the amount of tower health regenerated per second. It only matters while your tower is below full health, so it pairs naturally with a large Max Health pool — regen refills what enemies manage to take off. #### Workshop Health Regen is unlocked in the workshop for free once you have Health. The workshop line has 6000 upgrades, giving it a very long upgrade path compared to most stats. #### Cost Workshop levels are bought with coins, and the price rises with each upgrade. The cost table below lists the price per level across the full 6000-level track. Level | Value | Cost | Total Cost 1 | 0 | 30 | 0 100 | 269 | 77.22K | 2.40M 200 | 1.41K | 610.35K | 31.28M 300 | 3.87K | 1.50M | 133.83M 400 | 9.02K | 2.86M | 348.62M 500 | 17.68K | 4.70M | 723.02M 600 | 40.56K | 7.05M | 1.31B 700 | 120.37K | 9.94M | 2.15B 800 | 300.09K | 13.39M | 3.32B 900 | 619.26K | 17.41M | 4.86B 1000 | 1.12M | 22.03M | 6.82B 1100 | 1.82M | 27.24M | 9.29B 1200 | 2.78M | 33.08M | 12.30B 1300 | 4.02M | 39.54M | 15.93B 1400 | 5.58M | 46.64M | 20.24B 1500 | 7.48M | 54.40M | 25.29B 1600 | 9.76M | 62.82M | 31.15B 1700 | 12.46M | 71.92M | 37.88B 1800 | 15.59M | 81.70M | 45.56B 1900 | 19.21M | 92.17M | 54.25B 2000 | 23.32M | 103.33M | 64.03B 2100 | 27.98M | 115.21M | 74.96B 2200 | 33.19M | 127.81M | 87.11B 2300 | 39.01M | 141.13M | 100.56B 2400 | 45.44M | 155.18M | 115.37B 2500 | 52.53M | 169.97M | 131.63B 2600 | 60.30M | 185.50M | 149.40B 2700 | 68.78M | 201.79M | 168.77B 2800 | 78.00M | 218.84M | 189.81B 2900 | 87.98M | 236.66M | 212.58B 3000 | 98.77M | 255.24M | 237.18B 3100 | 110.37M | 274.61M | 263.68B 3200 | 122.82M | 294.75M | 292.15B 3300 | 136.16M | 315.69M | 322.67B 3400 | 150.40M | 337.42M | 355.33B 3500 | 165.57M | 359.96M | 390.21B 3600 | 181.70M | 383.30M | 427.37B 3700 | 198.82M | 407.45M | 466.92B 3800 | 216.95M | 432.42M | 508.92B 3900 | 236.12M | 458.20M | 553.45B 4000 | 256.36M | 484.82M | 600.61B 4100 | 277.70M | 512.27M | 650.47B 4200 | 300.15M | 540.55M | 703.12B 4300 | 323.75M | 569.67M | 758.64B 4400 | 348.53M | 599.64M | 817.11B 4500 | 374.50M | 630.46M | 878.63B 4600 | 401.69M | 662.13M | 943.26B 4700 | 430.14M | 694.66M | 1.01T 4800 | 459.86M | 728.06M | 1.08T 4900 | 490.88M | 762.32M | 1.16T 5000 | 523.23M | 797.45M | 1.23T 5100 | 707.80M | 1.25B | 1.36T 5200 | 956.20M | 1.96B | 1.55T 5300 | 1.29B | 3.06B | 1.85T 5400 | 1.74B | 4.79B | 2.32T 5500 | 2.34B | 9.99B | 3.30T 5600 | 3.15B | 20.79B | 5.34T 5700 | 4.22B | 43.26B | 9.58T 5800 | 5.67B | 89.94B | 18.40T 5900 | 7.60B | 186.86B | 36.74T 6000 | 10.17B | 388.00B | 74.83T #### Cards Equipping the Health Regen card multiplies your workshop Health Regen value, and this card multiplier stacks multiplicatively with the lab bonus. There are three card-based ways to multiply Health Regen: - Health Regen Card (common): x2.6 - Health Regen Card (mastery): x5 - Second Wind (mastery): x10 for 400 waves #### Workshop Enhancement — Health Regen The Health Regen workshop enhancement unlocks after you have spent 50 billion coins on defense enhancements. Unlocking it applies a x1 multiplier to Health Regen, and each level adds 0.01x on top. It caps at level 400, which brings the total bonus to x5. Level costs are shown in the table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Lab — Health Regen The Health Regen lab is available from the start. Researching it increases the increment each workshop level provides and also raises the maximum workshop value, so it makes every future workshop purchase stronger rather than just adding a flat bonus. The lab has 100 levels; the per-level values are listed in the table below. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.03 2 | 0d 0h 6m | 71 | 1.06 3 | 0d 0h 16m | 178 | 1.09 4 | 0d 0h 31m | 398 | 1.12 5 | 0d 0h 52m | 772 | 1.15 6 | 0d 1h 20m | 1,340 | 1.18 7 | 0d 1h 56m | 2,120 | 1.21 8 | 0d 2h 39m | 3,170 | 1.24 9 | 0d 3h 31m | 4,510 | 1.27 10 | 0d 4h 32m | 6,170 | 1.30 11 | 0d 5h 43m | 8,170 | 1.33 12 | 0d 7h 3m | 10,560 | 1.36 13 | 0d 8h 34m | 13,350 | 1.39 14 | 0d 10h 15m | 16,580 | 1.42 15 | 0d 12h 7m | 20,270 | 1.45 16 | 0d 14h 10m | 24,440 | 1.48 17 | 0d 16h 25m | 29,130 | 1.51 18 | 0d 18h 52m | 34,360 | 1.54 19 | 0d 21h 31m | 40,160 | 1.57 20 | 1d 0h 22m | 46,540 | 1.60 21 | 1d 3h 26m | 53,530 | 1.63 22 | 1d 6h 44m | 61,160 | 1.66 23 | 1d 10h 14m | 69,460 | 1.69 24 | 1d 13h 58m | 78,430 | 1.72 25 | 1d 17h 56m | 88,120 | 1.75 26 | 1d 22h 7m | 98,530 | 1.78 27 | 2d 2h 33m | 109,700 | 1.81 28 | 2d 7h 13m | 121,650 | 1.84 29 | 2d 12h 8m | 134,390 | 1.87 30 | 2d 17h 18m | 147,950 | 1.90 31 | 2d 22h 43m | 162,350 | 1.93 32 | 3d 4h 23m | 177,620 | 1.96 33 | 3d 10h 18m | 193,780 | 1.99 34 | 3d 16h 30m | 210,830 | 2.02 35 | 3d 22h 57m | 228,820 | 2.05 36 | 4d 5h 40m | 247,760 | 2.08 37 | 4d 12h 40m | 267,660 | 2.11 38 | 4d 19h 55m | 288,560 | 2.14 39 | 5d 3h 28m | 310,470 | 2.17 40 | 5d 11h 17m | 333,400 | 2.20 41 | 5d 19h 24m | 357,390 | 2.23 42 | 6d 3h 47m | 382,450 | 2.26 43 | 6d 12h 28m | 408,600 | 2.29 44 | 6d 21h 26m | 435,870 | 2.32 45 | 7d 6h 42m | 464,260 | 2.35 46 | 7d 16h 15m | 493,810 | 2.38 47 | 8d 2h 7m | 524,530 | 2.41 48 | 8d 12h 17m | 556,430 | 2.44 49 | 8d 22h 45m | 589,550 | 2.47 50 | 9d 9h 31m | 623,890 | 2.50 51 | 9d 20h 37m | 659,490 | 2.53 52 | 10d 8h 0m | 696,340 | 2.56 53 | 10d 19h 43m | 734,490 | 2.59 54 | 11d 7h 45m | 773,940 | 2.62 55 | 11d 20h 6m | 814,710 | 2.65 56 | 12d 8h 46m | 856,830 | 2.68 57 | 12d 21h 46m | 900,300 | 2.71 58 | 13d 11h 5m | 945,160 | 2.74 59 | 14d 0h 44m | 991,410 | 2.77 60 | 14d 14h 43m | 1,040,000 | 2.80 61 | 15d 5h 3m | 1,090,000 | 2.83 62 | 15d 19h 42m | 1,140,000 | 2.86 63 | 16d 10h 41m | 1,190,000 | 2.89 64 | 17d 2h 1m | 1,240,000 | 2.92 65 | 17d 17h 42m | 1,300,000 | 2.95 66 | 18d 9h 43m | 1,360,000 | 2.98 67 | 19d 2h 5m | 1,410,000 | 3.01 68 | 19d 18h 48m | 1,470,000 | 3.04 69 | 20d 11h 52m | 1,530,000 | 3.07 70 | 21d 5h 17m | 1,600,000 | 3.10 71 | 21d 23h 4m | 1,660,000 | 3.13 72 | 22d 17h 12m | 1,730,000 | 3.16 73 | 23d 11h 41m | 1,800,000 | 3.19 74 | 24d 6h 32m | 1,870,000 | 3.22 75 | 25d 1h 46m | 1,940,000 | 3.25 76 | 25d 21h 20m | 2,010,000 | 3.28 77 | 26d 17h 18m | 2,080,000 | 3.31 78 | 27d 13h 37m | 2,160,000 | 3.34 79 | 28d 10h 18m | 2,240,000 | 3.37 80 | 29d 7h 22m | 2,320,000 | 3.40 81 | 30d 4h 48m | 2,400,000 | 3.43 82 | 31d 2h 37m | 2,480,000 | 3.46 83 | 32d 0h 49m | 2,570,000 | 3.49 84 | 32d 23h 24m | 2,650,000 | 3.52 85 | 33d 22h 21m | 2,740,000 | 3.55 86 | 34d 21h 42m | 2,830,000 | 3.58 87 | 35d 21h 26m | 2,930,000 | 3.61 88 | 36d 21h 33m | 3,020,000 | 3.64 89 | 37d 22h 3m | 3,120,000 | 3.67 90 | 38d 22h 57m | 3,220,000 | 3.70 91 | 40d 0h 15m | 3,320,000 | 3.73 92 | 41d 1h 56m | 3,420,000 | 3.76 93 | 42d 4h 1m | 3,520,000 | 3.79 94 | 43d 6h 30m | 3,630,000 | 3.82 95 | 44d 9h 23m | 3,740,000 | 3.85 96 | 45d 12h 40m | 3,850,000 | 3.88 97 | 46d 16h 22m | 3,960,000 | 3.91 98 | 47d 20h 27m | 4,070,000 | 3.94 99 | 49d 0h 57m | 4,190,000 | 3.97 100 | 50d 5h 52m | 4,310,000 | 4.00 #### Perks With the labs for +25% standard perks, +10% trade-off perks and unlock-all-perks in a round already researched, perks can supply the following Health Regen bonuses: - Health Regen x8.8, at the cost of Max Health -60% - Health Regen x5.94 The trade-off option gives the larger multiplier but shrinks your health pool, so weigh it against how much Max Health you rely on. #### Relics Certain relics grant an additional bonus to your Health Regen bonuses, stacking with everything above. The relic table below shows which relics apply and the bonus each one gives. # | Rarity | Relic | Value | Source | Event / Type 55 | Rare | Coral Crown | 2% | Event | Deep Blue Sea II (Standard) 65 | Rare | Fancy Wires | 2% | Guild | Season 2 71 | Epic | Retro Camera | 5% | Event | Retrowave II (Standard) 80 | Epic | Cosmic Freedom | 5% | Event | Cthulhu (Standard) 95 | Epic | Star Planet | 5% | Guild | Season 6 98 | Rare | To Infinity | 2% | Event | Retro Arcade III (Premium) 111 | Rare | Sudden Attack | 2% | Event | Aliens III (Standard) 118 | Epic | Natural Fire | 5% | Event | Into the Storm II (Standard) 120 | Rare | Broken Security | 2% | Event | Glitch (Standard) 278 | Epic | Asteroid Belt | 5% | Event | Meteor Shower (Premium) ### Interest URL: https://www.tower-hub.com/wiki/workshop/interest Interest rewards you for holding onto cash. At the end of each wave, you earn a percentage of the cash you still have on hand, so money you don't spend keeps working for you. It sits in the Workshop Upgrades category and is supported by two related lab researches. #### Overview Interest pays out a percentage of your unspent cash when a wave ends. The larger the balance you carry into the end of a wave, the more interest you collect, which encourages saving rather than spending everything immediately. #### Workshop Interest/Wave is bought in the workshop for 5000 coins once Free Upgrades is unlocked. It has 99 levels starting from a 0% base, and each level adds 0.06% to that base, reaching a maximum of 5.94%. The payout is worked out after Cash Per Wave is applied, using the formula: (Current Cash + Cash/Wave × Cash Bonus) × Interest/Wave %. #### Cost The cost of each Interest/Wave workshop level is listed in the cost table below. Level | Value | Coin | Total Coins 1 | 0.06% | 125 | 125 2 | 0.12% | 179 | 304 3 | 0.18% | 245 | 549 4 | 0.24% | 328 | 877 5 | 0.30% | 431 | 1.31K 6 | 0.36% | 556 | 1.86K 7 | 0.42% | 705 | 2.57K 8 | 0.48% | 881 | 3.45K 9 | 0.54% | 1.08K | 4.53K 10 | 0.60% | 1.32K | 5.85K 11 | 0.66% | 1.58K | 7.43K 12 | 0.72% | 1.88K | 9.31K 13 | 0.78% | 2.20K | 11.51K 14 | 0.84% | 2.57K | 14.08K 15 | 0.90% | 2.97K | 17.04K 16 | 0.96% | 3.40K | 20.44K 17 | 1.02% | 3.87K | 24.32K 18 | 1.08% | 4.39K | 28.70K 19 | 1.14% | 4.94K | 33.64K 20 | 1.20% | 5.53K | 39.17K 21 | 1.26% | 6.16K | 45.33K 22 | 1.32% | 6.84K | 52.17K 23 | 1.38% | 7.56K | 59.73K 24 | 1.44% | 8.32K | 68.05K 25 | 1.50% | 9.13K | 77.18K 26 | 1.56% | 9.98K | 87.16K 27 | 1.62% | 10.88K | 98.04K 28 | 1.68% | 11.83K | 109.87K 29 | 1.74% | 12.82K | 122.69K 30 | 1.80% | 13.87K | 136.56K 31 | 1.86% | 14.96K | 151.51K 32 | 1.92% | 16.10K | 167.61K 33 | 1.98% | 17.29K | 184.90K 34 | 2.04% | 18.53K | 203.43K 35 | 2.10% | 19.83K | 223.26K 36 | 2.16% | 21.18K | 244.44K 37 | 2.22% | 22.58K | 267.01K 38 | 2.28% | 24.03K | 291.04K 39 | 2.34% | 25.54K | 316.57K 40 | 2.40% | 27.10K | 343.67K 41 | 2.46% | 28.72K | 372.39K 42 | 2.52% | 30.39K | 402.78K 43 | 2.58% | 32.12K | 434.90K 44 | 2.64% | 33.91K | 468.80K 45 | 2.70% | 35.75K | 504.55K 46 | 2.76% | 37.65K | 542.20K 47 | 2.82% | 39.61K | 581.82K 48 | 2.88% | 41.63K | 623.45K 49 | 2.94% | 43.71K | 667.16K 50 | 3.00% | 45.85K | 713.01K 51 | 3.06% | 49.49K | 762.51K 52 | 3.12% | 51.82K | 814.33K 53 | 3.18% | 54.21K | 868.54K 54 | 3.24% | 56.67K | 925.21K 55 | 3.30% | 59.19K | 984.41K 56 | 3.36% | 61.78K | 1.05M 57 | 3.42% | 64.43K | 1.11M 58 | 3.48% | 67.14K | 1.18M 59 | 3.54% | 69.93K | 1.25M 60 | 3.60% | 72.78K | 1.32M 61 | 3.66% | 75.69K | 1.40M 62 | 3.72% | 78.68K | 1.47M 63 | 3.78% | 81.73K | 1.56M 64 | 3.84% | 84.85K | 1.64M 65 | 3.90% | 88.04K | 1.73M 66 | 3.96% | 91.30K | 1.82M 67 | 4.02% | 94.63K | 1.92M 68 | 4.08% | 98.03K | 2.01M 69 | 4.14% | 101.50K | 2.11M 70 | 4.20% | 105.04K | 2.22M 71 | 4.26% | 108.65K | 2.33M 72 | 4.32% | 112.34K | 2.44M 73 | 4.38% | 116.10K | 2.56M 74 | 4.44% | 119.92K | 2.68M 75 | 4.50% | 123.83K | 2.80M 76 | 4.56% | 134.19K | 2.93M 77 | 4.62% | 138.45K | 3.07M 78 | 4.68% | 142.78K | 3.22M 79 | 4.74% | 147.19K | 3.36M 80 | 4.80% | 151.68K | 3.52M 81 | 4.86% | 156.25K | 3.67M 82 | 4.92% | 160.89K | 3.83M 83 | 4.98% | 165.62K | 4.00M 84 | 5.04% | 170.43K | 4.17M 85 | 5.10% | 175.32K | 4.34M 86 | 5.16% | 180.29K | 4.52M 87 | 5.22% | 185.34K | 4.71M 88 | 5.28% | 190.47K | 4.90M 89 | 5.34% | 195.69K | 5.10M 90 | 5.40% | 200.99K | 5.30M 91 | 5.46% | 206.37K | 5.50M 92 | 5.52% | 211.84K | 5.71M 93 | 5.58% | 217.39K | 5.93M 94 | 5.64% | 223.02K | 6.15M 95 | 5.70% | 228.74K | 6.38M 96 | 5.76% | 234.54K | 6.62M 97 | 5.82% | 240.43K | 6.86M 98 | 5.88% | 246.41K | 7.11M 99 | 5.94% | 252.47K | 7.36M #### Labs — Interest The Interest lab raises how much each Interest/Wave workshop level adds and also lifts the workshop's maximum value. It has 99 levels, with the per-level values shown in the table below. Level | Time | Cost | Value 1 | 0d 0h 0m | 50 | 1.02 2 | 0d 0h 9m | 93 | 1.04 3 | 0d 0h 24m | 221 | 1.06 4 | 0d 0h 45m | 532 | 1.08 5 | 0d 1h 16m | 1,130 | 1.10 6 | 0d 1h 58m | 2,110 | 1.12 7 | 0d 2h 53m | 3,590 | 1.14 8 | 0d 4h 2m | 5,680 | 1.16 9 | 0d 5h 27m | 8,480 | 1.18 10 | 0d 7h 8m | 12,130 | 1.20 11 | 0d 9h 8m | 16,720 | 1.22 12 | 0d 11h 27m | 22,370 | 1.24 13 | 0d 14h 6m | 29,210 | 1.26 14 | 0d 17h 7m | 37,350 | 1.28 15 | 0d 20h 31m | 46,920 | 1.30 16 | 1d 0h 18m | 58,020 | 1.32 17 | 1d 4h 30m | 70,790 | 1.34 18 | 1d 9h 7m | 85,350 | 1.36 19 | 1d 14h 11m | 101,820 | 1.38 20 | 1d 19h 43m | 120,320 | 1.40 21 | 2d 1h 43m | 140,980 | 1.42 22 | 2d 8h 12m | 163,920 | 1.44 23 | 2d 15h 11m | 189,270 | 1.46 24 | 2d 22h 41m | 217,160 | 1.48 25 | 3d 6h 44m | 247,710 | 1.50 26 | 3d 15h 19m | 281,060 | 1.52 27 | 4d 0h 27m | 317,320 | 1.54 28 | 4d 10h 9m | 356,630 | 1.56 29 | 4d 20h 27m | 399,120 | 1.58 30 | 5d 7h 21m | 444,910 | 1.60 31 | 5d 18h 51m | 494,150 | 1.62 32 | 6d 6h 58m | 546,940 | 1.64 33 | 6d 19h 44m | 603,440 | 1.66 34 | 7d 9h 8m | 663,770 | 1.68 35 | 7d 23h 12m | 728,060 | 1.70 36 | 8d 13h 56m | 796,440 | 1.72 37 | 9d 5h 22m | 869,050 | 1.74 38 | 9d 21h 29m | 946,020 | 1.76 39 | 10d 14h 18m | 1,030,000 | 1.78 40 | 11d 7h 50m | 1,110,000 | 1.80 41 | 12d 2h 6m | 1,200,000 | 1.82 42 | 12d 21h 6m | 1,300,000 | 1.84 43 | 13d 16h 52m | 1,400,000 | 1.86 44 | 14d 13h 23m | 1,510,000 | 1.88 45 | 15d 10h 40m | 1,620,000 | 1.90 46 | 16d 8h 45m | 1,730,000 | 1.92 47 | 17d 7h 37m | 1,860,000 | 1.94 48 | 18d 7h 17m | 1,990,000 | 1.96 49 | 19d 7h 47m | 2,120,000 | 1.98 50 | 20d 9h 5m | 2,260,000 | 2.00 51 | 21d 11h 14m | 2,400,000 | 2.02 52 | 22d 14h 14m | 2,560,000 | 2.04 53 | 23d 18h 5m | 2,720,000 | 2.06 54 | 24d 22h 48m | 2,880,000 | 2.08 55 | 26d 4h 24m | 3,050,000 | 2.10 56 | 27d 10h 52m | 3,230,000 | 2.12 57 | 28d 18h 15m | 3,420,000 | 2.14 58 | 30d 2h 32m | 3,610,000 | 2.16 59 | 31d 11h 43m | 3,810,000 | 2.18 60 | 32d 21h 50m | 4,020,000 | 2.20 61 | 34d 8h 54m | 4,230,000 | 2.22 62 | 35d 20h 53m | 4,450,000 | 2.24 63 | 37d 9h 50m | 4,680,000 | 2.26 64 | 38d 23h 45m | 4,920,000 | 2.28 65 | 40d 14h 38m | 5,170,000 | 2.30 66 | 42d 6h 30m | 5,420,000 | 2.32 67 | 43d 23h 21m | 5,680,000 | 2.34 68 | 45d 17h 12m | 5,960,000 | 2.36 69 | 47d 12h 4m | 6,240,000 | 2.38 70 | 49d 7h 57m | 6,520,000 | 2.40 71 | 51d 4h 51m | 6,820,000 | 2.42 72 | 53d 2h 47m | 7,130,000 | 2.44 73 | 55d 1h 46m | 7,440,000 | 2.46 74 | 57d 1h 49m | 7,770,000 | 2.48 75 | 59d 2h 55m | 8,100,000 | 2.50 76 | 61d 5h 5m | 8,450,000 | 2.52 77 | 63d 8h 19m | 8,800,000 | 2.54 78 | 65d 12h 39m | 9,170,000 | 2.56 79 | 67d 18h 5m | 9,540,000 | 2.58 80 | 70d 0h 37m | 9,920,000 | 2.60 81 | 72d 8h 16m | 10,320,000 | 2.62 82 | 74d 17h 2m | 10,720,000 | 2.64 83 | 77d 2h 56m | 11,140,000 | 2.66 84 | 79d 13h 58m | 11,570,000 | 2.68 85 | 82d 2h 9m | 12,000,000 | 2.70 86 | 84d 15h 30m | 12,450,000 | 2.72 87 | 87d 6h 0m | 12,910,000 | 2.74 88 | 89d 21h 40m | 13,380,000 | 2.76 89 | 92d 14h 31m | 13,870,000 | 2.78 90 | 95d 8h 33m | 14,360,000 | 2.80 91 | 98d 3h 47m | 14,870,000 | 2.82 92 | 101d 0h 13m | 15,380,000 | 2.84 93 | 103d 21h 52m | 15,910,000 | 2.86 94 | 106d 20h 44m | 16,460,000 | 2.88 95 | 109d 20h 50m | 17,010,000 | 2.90 96 | 112d 22h 10m | 17,580,000 | 2.92 97 | 116d 0h 44m | 18,160,000 | 2.94 98 | 119d 4h 34m | 18,750,000 | 2.96 99 | 122d 9h 39m | 19,360,000 | 2.98 #### Labs — Max Interest Max Interest raises the cap on how much interest you can earn, which starts at $50. It has 15 levels. You can tell when you've hit the cap because the $ symbol next to your cash display turns bright green. Level | Time | Cost | Value 1 | 0d 0h 41m | 250 | $100 2 | 0d 1h 9m | 910 | $200 3 | 0d 2h 8m | 2,130 | $350 4 | 0d 4h 33m | 4,860 | $500 5 | 0d 9h 42m | 10,330 | $700 6 | 0d 19h 11m | 20,020 | $1,000 7 | 1d 10h 50m | 35,600 | $1,500 8 | 2d 10h 43m | 58,900 | $2,000 9 | 3d 21h 10m | 91,940 | $2,500 10 | 5d 20h 39m | 136,870 | $3,500 11 | 8d 11h 54m | 195,990 | $5,000 12 | 11d 21h 48m | 271,720 | $7,500 13 | 16d 5h 25m | 366,610 | $10,000 14 | 21d 13h 39m | 483,330 | $12,500 15 | 28d 2h 55m | 624,680 | $15,000 #### Labs The Interest labs are unlocked in the Labs menu through Milestones, at tier 2 wave 80. ### Knockback URL: https://www.tower-hub.com/wiki/workshop/knockback Knockback is a workshop upgrade that gives your tower a chance to push enemies away when you hit them. It is bought with coins and comes in two parts: Knockback Chance, which controls how often the effect triggers, and Knockback Force, which controls how far enemies are pushed. #### Descriptions Knockback gives your tower a chance to push enemies away from it when your shots land. It is a defensive tool, buying you time by keeping enemies at range. #### Workshop Knockback is unlocked in the workshop for 5000 coins. It becomes available after you have unlocked Lifesteal. Once unlocked, it gives you access to two separate upgrades: Knockback Chance and Knockback Force. #### Knockback Chance Knockback Chance determines how often your shots will knock enemies back. There are 80 upgrades available, each raising the chance by 1%, for a maximum of 80% chance to knockback. #### Workshop — Knockback Force Knockback Force controls how strongly enemies are pushed. There are 40 levels in the workshop, starting from a base of 0.4. Each level adds 0.142, reaching a maximum knockback of 6.08. There is no unit attached to knockback, so the exact effect of each point is not clearly defined. Enemy mass reduces the effect: heavier enemies are pushed less than lighter ones. Enemy mass increases at higher waves, so knockback becomes weaker the further you progress. When paired with bounce shot, enemies cannot be pushed toward the tower by knockback. #### Cost — Knockback Chance The cost table below shows the coin cost for each level of Knockback Chance. Level | Value | Cost | Total Cost 1 | 1.00% | 80.00 | 0.00 2 | 2.00% | 113.00 | 193.00 3 | 3.00% | 154.00 | 347.00 4 | 4.00% | 205.00 | 552.00 5 | 5.00% | 267.00 | 819.00 6 | 6.00% | 342.00 | 1.16K 7 | 7.00% | 429.00 | 1.59K 8 | 8.00% | 530.00 | 2.12K 9 | 9.00% | 645.00 | 2.77K 10 | 10.00% | 775.00 | 3.54K 11 | 11.00% | 920.00 | 4.46K 12 | 12.00% | 1.08K | 5.54K 13 | 13.00% | 1.26K | 6.80K 14 | 14.00% | 1.45K | 8.25K 15 | 15.00% | 1.66K | 9.91K 16 | 16.00% | 1.89K | 11.79K 17 | 17.00% | 2.13K | 13.92K 18 | 18.00% | 2.39K | 16.31K 19 | 19.00% | 2.67K | 18.98K 20 | 20.00% | 2.97K | 21.95K 21 | 21.00% | 3.29K | 25.24K 22 | 22.00% | 3.62K | 28.86K 23 | 23.00% | 3.97K | 32.83K 24 | 24.00% | 4.35K | 37.18K 25 | 25.00% | 4.74K | 41.92K 26 | 26.00% | 5.15K | 47.07K 27 | 27.00% | 5.59K | 52.65K 28 | 28.00% | 6.04K | 58.69K 29 | 29.00% | 6.51K | 65.20K 30 | 30.00% | 7.00K | 72.21K 31 | 31.00% | 7.52K | 79.72K 32 | 32.00% | 8.05K | 87.78K 33 | 33.00% | 8.61K | 96.39K 34 | 34.00% | 9.19K | 105.58K 35 | 35.00% | 9.79K | 115.36K 36 | 36.00% | 10.41K | 125.77K 37 | 37.00% | 11.05K | 136.82K 38 | 38.00% | 11.72K | 148.54K 39 | 39.00% | 12.40K | 160.94K 40 | 40.00% | 13.11K | 174.05K 41 | 41.00% | 13.84K | 187.89K 42 | 42.00% | 14.60K | 202.49K 43 | 43.00% | 15.37K | 217.86K 44 | 44.00% | 16.17K | 234.04K 45 | 45.00% | 17.00K | 251.03K 46 | 46.00% | 17.84K | 268.88K 47 | 47.00% | 18.71K | 287.59K 48 | 48.00% | 19.61K | 307.19K 49 | 49.00% | 20.52K | 327.72K 50 | 50.00% | 21.46K | 349.18K 51 | 51.00% | 23.10K | 372.28K 52 | 52.00% | 24.12K | 396.40K 53 | 53.00% | 25.16K | 421.56K 54 | 54.00% | 26.23K | 447.79K 55 | 55.00% | 27.32K | 475.11K 56 | 56.00% | 28.44K | 503.56K 57 | 57.00% | 29.59K | 533.14K 58 | 58.00% | 30.75K | 563.90K 59 | 59.00% | 31.95K | 595.85K 60 | 60.00% | 33.17K | 629.02K 61 | 61.00% | 34.42K | 663.44K 62 | 62.00% | 35.69K | 699.13K 63 | 63.00% | 36.99K | 736.12K 64 | 64.00% | 38.31K | 774.43K 65 | 65.00% | 39.67K | 814.10K 66 | 66.00% | 41.04K | 855.14K 67 | 67.00% | 42.45K | 897.59K 68 | 68.00% | 43.88K | 941.47K 69 | 69.00% | 45.34K | 986.81K 70 | 70.00% | 46.82K | 1.03M 71 | 71.00% | 48.34K | 1.08M 72 | 72.00% | 49.87K | 1.13M 73 | 73.00% | 51.44K | 1.18M 74 | 74.00% | 53.03K | 1.24M 75 | 75.00% | 54.66K | 1.29M 76 | 76.00% | 59.12K | 1.35M 77 | 77.00% | 60.88K | 1.41M 78 | 78.00% | 62.67K | 1.47M 79 | 79.00% | 64.49K | 1.54M 80 | 80.00% | 66.33K | 1.60M #### Cost — Knockback Force The cost table below shows the coin cost for each level of Knockback Force. Level | Value | Cost | Total Cost 1 | 0.55 | 80.00 | 80.00 2 | 0.70 | 113.00 | 193.00 3 | 0.85 | 154.00 | 347.00 4 | 1.00 | 206.00 | 553.00 5 | 1.15 | 269.00 | 822.00 6 | 1.30 | 346.00 | 1.17K 7 | 1.45 | 436.00 | 1.60K 8 | 1.60 | 540.00 | 2.14K 9 | 1.75 | 659.00 | 2.80K 10 | 1.90 | 794.00 | 3.60K 11 | 2.05 | 945.00 | 4.54K 12 | 2.20 | 1.11K | 5.66K 13 | 2.35 | 1.30K | 6.95K 14 | 2.50 | 1.50K | 8.45K 15 | 2.65 | 1.72K | 10.18K 16 | 2.80 | 1.96K | 12.14K 17 | 2.95 | 2.22K | 14.36K 18 | 3.10 | 2.50K | 16.85K 19 | 3.25 | 2.79K | 19.65K 20 | 3.40 | 3.11K | 22.75K 21 | 3.55 | 3.45K | 26.20K 22 | 3.70 | 3.80K | 30.00K 23 | 3.85 | 4.18K | 34.18K 24 | 4.00 | 4.58K | 38.76K 25 | 4.15 | 5.00K | 43.76K 26 | 4.30 | 5.44K | 49.20K 27 | 4.45 | 5.90K | 55.10K 28 | 4.60 | 6.39K | 61.49K 29 | 4.75 | 6.90K | 68.39K 30 | 4.66 | 7.43K | 75.81K 31 | 4.80 | 7.98K | 83.79K 32 | 4.94 | 8.55K | 92.34K 33 | 5.08 | 9.15K | 101.50K 34 | 5.23 | 9.78K | 111.27K 35 | 5.37 | 10.42K | 121.69K 36 | 5.51 | 11.09K | 132.79K 37 | 5.65 | 11.79K | 144.57K 38 | 5.80 | 12.50K | 157.07K 39 | 5.94 | 13.25K | 170.32K 40 | 6.08 | 14.01K | 184.33K #### Knockback Force See Knockback. ### Land Mine URL: https://www.tower-hub.com/wiki/workshop/land-mine Land Mines are a defensive workshop upgrade line that gives enemies a chance to drop a mine, which then explodes and damages everything caught in its blast. The whole line is built around three workshop stats — Chance, Damage and Radius — supported by a card, a workshop enhancement and two lab researches. #### Overview Land Mines are a defense-side workshop feature. When the effect triggers, an enemy drops a mine on the ground, and once that mine goes off it damages every enemy inside its explosion range. How often mines appear, how hard they hit and how wide the blast reaches are all upgraded separately in the workshop. #### Land Mine Chance Land Mine Chance is the probability that an enemy drops a land mine. Raising it means more mines on the field over a run. #### Land Mine Chance — Workshop Land Mine Chance is unlocked in the workshop for 400,000 coins, bundled with Land Mine Damage and Land Mine Radius, and becomes available after Shockwave Size and Shockwave Frequency. It has 50 upgrade levels, each adding 0.60% to the spawn chance, for a maximum of 30.00%. Once a mine has spawned it will explode on its own after a fixed delay, and that delay can be extended through the Land Mine Decay lab. #### Land Mine Damage Land Mine Damage sets how much of your tower's damage a mine deals when it explodes, expressed as a percentage. The calculation already factors in your critical and super critical multipliers and their chances. #### Land Mine Damage — Workshop Land Mine Damage is unlocked in the workshop for 400,000 coins together with Land Mine Chance and Land Mine Radius, after Shockwave Size and Shockwave Frequency. It offers 200 upgrade levels starting from a base value of 100%, with each level adding 10%, reaching a maximum of 2100% damage. #### Card The Land Mine Stun card adds a control effect to your mines: when one explodes, it stuns any non-boss enemies caught in the blast range. Bosses are immune to the stun, but it still buys breathing room against regular waves. #### Damage Calculation Mine damage uses your average critical factor and average super critical factor, weighted by their activation chances. The full formula is: Land Mine Damage = Land Mine Damage % * Damage * (1 + Critical Factor * Critical Chance) * (1 + Super Crit Mult * Super Crit Chance * Crit Chance) #### Land Mine Radius Land Mine Radius determines the size of the explosion when a mine goes off. A larger radius means each mine can hit more enemies at once. #### Land Mine Radius — Workshop Land Mine Radius is unlocked in the workshop for 400,000 coins alongside Land Mine Chance and Land Mine Damage, after Shockwave Size and Shockwave Frequency. It has 50 upgrade levels, which together add up to a total of 1.50 extra radius. #### Cost — Land Mine Chance The coin cost for each level of Land Mine Chance is listed in the cost table below. Level | Value | Cost | Total Cost 1 | 0.60% | 500.00 | 500.00 2 | 1.20% | 755.00 | 1.25K 3 | 1.80% | 1.05K | 2.30K 4 | 2.40% | 1.41K | 3.71K 5 | 3.00% | 1.91K | 5.62K 6 | 3.60% | 2.59K | 8.21K 7 | 4.20% | 3.50K | 11.71K 8 | 4.80% | 4.71K | 16.41K 9 | 5.40% | 6.26K | 22.68K 10 | 6.00% | 8.24K | 30.91K 11 | 6.60% | 10.69K | 41.60K 12 | 7.20% | 13.68K | 55.28K 13 | 7.80% | 17.28K | 72.56K 14 | 8.40% | 21.55K | 94.10K 15 | 9.00% | 26.56K | 120.66K 16 | 9.60% | 32.38K | 153.05K 17 | 10.20% | 39.09K | 192.14K 18 | 10.80% | 46.74K | 238.88K 19 | 11.40% | 55.42K | 294.30K 20 | 12.00% | 65.19K | 359.50K 21 | 12.60% | 76.14K | 435.63K 22 | 13.20% | 88.32K | 523.96K 23 | 13.80% | 101.83K | 625.79K 24 | 14.40% | 116.73K | 742.51K 25 | 15.00% | 133.10K | 875.61K 26 | 15.60% | 151.01K | 1.03M 27 | 16.20% | 170.55K | 1.20M 28 | 16.80% | 191.80K | 1.39M 29 | 17.40% | 214.82K | 1.60M 30 | 18.00% | 239.71K | 1.84M 31 | 18.60% | 266.54K | 2.11M 32 | 19.20% | 295.39K | 2.41M 33 | 19.80% | 326.35K | 2.73M 34 | 20.40% | 359.49K | 3.09M 35 | 21.00% | 394.90K | 3.49M 36 | 21.60% | 432.66K | 3.92M 37 | 22.20% | 472.85K | 4.39M 38 | 22.80% | 515.56K | 4.91M 39 | 23.40% | 560.87K | 5.47M 40 | 24.00% | 608.87K | 6.08M 41 | 24.60% | 659.63K | 6.74M 42 | 25.20% | 713.26K | 7.45M 43 | 25.80% | 769.82K | 8.22M 44 | 26.40% | 829.42K | 9.05M 45 | 27.00% | 892.12K | 9.94M 46 | 27.60% | 958.04K | 10.90M 47 | 28.20% | 1.03M | 11.93M 48 | 28.80% | 1.10M | 13.03M 49 | 29.40% | 1.18M | 14.20M 50 | 30.00% | 1.26M | 15.46M #### Cost — Land Mine Damage The coin cost for each level of Land Mine Damage is listed in the cost table below. Level | Value | Cost | Total Cost 1 | 110.00% | 500.00 | 500.00 10 | 200.00% | 8.24K | 30.91K 20 | 300.00% | 65.19K | 359.50K 30 | 400.00% | 239.71K | 1.84M 40 | 500.00% | 608.87K | 6.08M 50 | 600.00% | 1.26M | 15.46M 60 | 700.00% | 2.33M | 33.77M 70 | 800.00% | 3.85M | 65.00M 80 | 900.00% | 6.22M | 115.74M 90 | 1000.00% | 9.10M | 193.15M 100 | 1100.00% | 25.57M | 414.26M 110 | 1200.00% | 93.90M | 1.24B 120 | 1300.00% | 372.95M | 4.54B 130 | 1400.00% | 1.89B | 20.62B 140 | 1500.00% | 9.61B | 107.25B 150 | 1600.00% | 48.00B | 543.04B 160 | 1700.00% | 274.16B | 3.05T 170 | 1800.00% | 1.33T | 15.29T 180 | 1900.00% | 7.75T | 80.90T 190 | 2000.00% | 36.90T | 422.85T 200 | 2100.00% | 217.61T | 2.45q #### Cost — Land Mine Radius The coin cost for each level of Land Mine Radius is listed in the cost table below. Level | Value | Cost | Total Cost 1 | 0.52 | 500.00 | 500.00 2 | 0.54 | 805.00 | 1.31K 3 | 0.56 | 1.15K | 2.46K 4 | 0.58 | 1.60K | 4.05K 5 | 0.60 | 2.20K | 6.26K 6 | 0.62 | 3.05K | 9.31K 7 | 0.64 | 4.22K | 13.53K 8 | 0.66 | 5.80K | 19.33K 9 | 0.68 | 7.87K | 27.20K 10 | 0.70 | 10.53K | 37.73K 11 | 0.72 | 13.88K | 51.60K 12 | 0.74 | 18.01K | 69.61K 13 | 0.76 | 23.04K | 92.65K 14 | 0.78 | 29.06K | 121.71K 15 | 0.80 | 36.19K | 157.90K 16 | 0.82 | 44.55K | 202.45K 17 | 0.84 | 54.23K | 256.68K 18 | 0.86 | 65.37K | 322.05K 19 | 0.88 | 78.08K | 400.13K 20 | 0.90 | 92.48K | 492.61K 21 | 0.92 | 108.69K | 601.29K 22 | 0.94 | 126.84K | 728.13K 23 | 0.96 | 147.06K | 875.19K 24 | 0.98 | 169.47K | 1.04M 25 | 1.00 | 194.21K | 1.24M 26 | 1.02 | 221.41K | 1.46M 27 | 1.04 | 251.19K | 1.71M 28 | 1.06 | 283.71K | 2.00M 29 | 1.08 | 319.09K | 2.31M 30 | 1.10 | 357.47K | 2.67M 31 | 1.12 | 399.00K | 3.07M 32 | 1.14 | 443.81K | 3.51M 33 | 1.16 | 492.05K | 4.01M 34 | 1.18 | 543.86K | 4.55M 35 | 1.20 | 599.39K | 5.15M 36 | 1.22 | 6.59M | 11.74M 37 | 1.24 | 7.22M | 18.96M 38 | 1.26 | 7.90M | 26.86M 39 | 1.28 | 86.16M | 113.02M 40 | 1.30 | 93.80M | 206.82M 41 | 1.32 | 101.90M | 308.72M 42 | 1.34 | 110.47M | 419.19M 43 | 1.36 | 1.20B | 1.61B 44 | 1.38 | 1.29B | 2.91B 45 | 1.40 | 1.39B | 4.30B 46 | 1.42 | 1.50B | 5.80B 47 | 1.44 | 16.11B | 21.90B 48 | 1.46 | 17.28B | 39.18B 49 | 1.48 | 18.52B | 57.70B 50 | 1.50 | 19.82B | 77.52B #### Workshop Enhancement — Land Mine Damage The Land Mine Damage enhancement becomes available after you have spent 5 trillion coins on defense enhancements. Unlocking it applies a x1 multiplier to Land Mine Damage, and each further level adds 0.06x. It caps at level 400, which works out to a 25x bonus. The cost per level is shown in the table below. Level | Value | Coins | Total Coins 1 | 1.06x | 5.00B | 5.00B 10 | 1.60x | 6.53B | 55.54B 20 | 2.20x | 48.30B | 217.10B 30 | 2.80x | 313.07B | 1.95T 40 | 3.40x | 2.54T | 14.48T 50 | 4.00x | 9.59T | 73.23T 60 | 4.60x | 60.08T | 385.56T 70 | 5.20x | 216.08T | 1.72q 80 | 5.80x | 580.27T | 5.66q 90 | 6.40x | 1.31q | 15.10q 100 | 7.00x | 2.63q | 34.88q 110 | 7.60x | 4.85q | 72.52q 120 | 8.20x | 8.36q | 139.10q 130 | 8.80x | 13.67q | 250.21q 140 | 9.40x | 21.40q | 427.16q 150 | 10.00x | 32.31q | 698.20q 160 | 10.60x | 47.31q | 1.10Q 170 | 11.20x | 67.46q | 1.68Q 180 | 11.80x | 94.01q | 2.49Q 190 | 12.40x | 128.41q | 3.62Q 200 | 13.00x | 172.31q | 5.13Q 210 | 13.60x | 637.22q | 9.06Q 220 | 14.20x | 1.42Q | 19.48Q 230 | 14.80x | 2.59Q | 39.76Q 240 | 15.40x | 4.26Q | 74.38Q 250 | 16.00x | 6.57Q | 129.09Q 260 | 16.60x | 9.70Q | 211.26Q 270 | 17.20x | 13.84Q | 330.08Q 280 | 17.80x | 19.23Q | 496.97Q 290 | 18.40x | 26.14Q | 725.86Q 300 | 19.00x | 34.88Q | 1.03s 310 | 19.60x | 45.82Q | 1.44s 320 | 20.20x | 59.36Q | 1.97s 330 | 20.80x | 75.97Q | 2.65s 340 | 21.40x | 96.16Q | 3.52s 350 | 22.00x | 120.54Q | 4.61s 360 | 22.60x | 149.75Q | 5.97s 370 | 23.20x | 184.53Q | 7.66s 380 | 23.80x | 225.68Q | 9.72s 390 | 24.40x | 274.11Q | 12.24s 400 | 25.00x | 330.80Q | 15.29s #### Labs — Land Mine Decay Research Land Mine Decay is unlocked in Milestones at Tier 6 Wave 30. It extends the time a mine can sit on the field before exploding on its own, giving enemies more opportunity to wander into it. The research has 35 levels, with costs and values in the table below. Level | Time | Cost | Value 1 | 0d 1h 39m | 25,000 | 0.5 2 | 0d 5h 1m | 40,000 | 1.0 3 | 0d 8h 33m | 231,980 | 1.5 4 | 0d 12h 34m | 1,170,000 | 2.0 5 | 0d 17h 29m | 3,930,000 | 2.5 6 | 0d 23h 46m | 10,180,000 | 3.0 7 | 1d 7h 57m | 22,240,000 | 3.5 8 | 1d 18h 38m | 43,100,000 | 4.0 9 | 2d 8h 29m | 76,500,000 | 4.5 10 | 3d 2h 11m | 126,910,000 | 5.0 11 | 4d 0h 29m | 199,600,000 | 5.5 12 | 5d 4h 10m | 300,680,000 | 6.0 13 | 6d 14h 3m | 437,080,000 | 6.5 14 | 8d 7h 1m | 616,620,000 | 7.0 15 | 10d 7h 58m | 848,010,000 | 7.5 16 | 12d 17h 49m | 1,140,000,000 | 8.0 17 | 15d 13h 34m | 1,510,000,000 | 8.5 18 | 18d 20h 12m | 1,950,000,000 | 9.0 19 | 22d 14h 46m | 2,500,000,000 | 9.5 20 | 26d 22h 20m | 3,150,000,000 | 10.0 21 | 31d 19h 59m | 3,930,000,000 | 10.5 22 | 37d 8h 52m | 4,850,000,000 | 11.0 23 | 43d 14h 7m | 5,920,000,000 | 11.5 24 | 50d 12h 56m | 7,170,000,000 | 12.0 25 | 58d 6h 30m | 8,610,000,000 | 12.5 26 | 66d 20h 5m | 10,260,000,000 | 13.0 27 | 76d 6h 57m | 12,140,000,000 | 13.5 28 | 86d 16h 21m | 14,280,000,000 | 14.0 29 | 98d 1h 38m | 16,700,000,000 | 14.5 30 | 110d 12h 8m | 19,420,000,000 | 15.0 31 | 124d 1h 12m | 22,470,000,000 | 15.5 32 | 138d 18h 14m | 25,870,000,000 | 16.0 33 | 154d 16h 37m | 29,660,000,000 | 16.5 34 | 171d 21h 49m | 33,850,000,000 | 17.0 35 | 190d 11h 16m | 38,490,000,000 | 17.5 #### Labs — Land Mine Damage Research Land Mine Damage research is unlocked in Milestones at Tier 6 Wave 30. It adds a further percentage on top of the damage your mines deal. The research has 20 levels, with costs and values in the table below. Level | Time | Cost | Value 1 | 0d 1h 39m | 25,000 | 10% 2 | 0d 5h 1m | 40,000 | 20% 3 | 0d 8h 33m | 231,980 | 30% 4 | 0d 12h 34m | 1,170,000 | 40% 5 | 0d 17h 29m | 3,930,000 | 50% 6 | 0d 23h 46m | 10,180,000 | 60% 7 | 1d 7h 57m | 22,240,000 | 70% 8 | 1d 18h 38m | 43,100,000 | 80% 9 | 2d 8h 29m | 76,500,000 | 90% 10 | 3d 2h 11m | 126,910,000 | 100% 11 | 4d 0h 29m | 199,600,000 | 110% 12 | 5d 4h 10m | 300,680,000 | 120% 13 | 6d 14h 3m | 437,080,000 | 130% 14 | 8d 7h 1m | 616,620,000 | 140% 15 | 10d 7h 58m | 848,010,000 | 150% 16 | 12d 17h 49m | 1,140,000,000 | 160% 17 | 15d 13h 34m | 1,510,000,000 | 170% 18 | 18d 20h 12m | 1,950,000,000 | 180% 19 | 22d 14h 46m | 2,500,000,000 | 190% 20 | 26d 22h 20m | 3,150,000,000 | 200% ### Lifesteal URL: https://www.tower-hub.com/wiki/workshop/lifesteal Lifesteal is a workshop upgrade that lets your tower recover health based on the damage it deals. It is a straightforward sustain tool that becomes more valuable as your damage output grows. #### Description Lifesteal heals your tower by a percentage of the damage you deal to enemies on hit. The healing amount is calculated by multiplying your lifesteal percentage by the damage dealt. This effect applies to any tower projectiles, including those from bounce or multishot. If your build uses multiple projectiles or ricocheting shots, each hit contributes to your healing. #### Workshop Lifesteal is unlocked in the workshop for 2000 coins after you have purchased Thorn Damage. It has 80 levels, starting at a base value of 0 and reaching a maximum of 4.46%. You can adjust the maximum lifesteal value through trade-off perks, which may raise or lower the cap depending on your choices. #### Cost The cost table below lists the coin cost for each level of Lifesteal. Level | Value | Cost | Total Cost 1 | 0.10% | 60.00 | 0.00 2 | 0.20% | 86.00 | 146.00 3 | 0.29% | 119.00 | 265.00 4 | 0.39% | 162.00 | 427.00 5 | 0.48% | 215.00 | 642.00 6 | 0.57% | 279.00 | 921.00 7 | 0.67% | 356.00 | 1.28K 8 | 0.75% | 445.00 | 1.72K 9 | 0.84% | 547.00 | 2.27K 10 | 0.93% | 663.00 | 2.93K 11 | 1.02% | 793.00 | 3.73K 12 | 1.10% | 937.00 | 4.66K 13 | 1.18% | 1.10K | 5.76K 14 | 1.26% | 1.27K | 7.03K 15 | 1.34% | 1.46K | 8.49K 16 | 1.42% | 1.67K | 10.16K 17 | 1.50% | 1.89K | 12.05K 18 | 1.58% | 2.13K | 14.18K 19 | 1.65% | 2.38K | 16.56K 20 | 1.73% | 2.66K | 19.21K 21 | 1.80% | 2.95K | 22.16K 22 | 1.87% | 3.25K | 25.41K 23 | 1.94% | 3.58K | 28.99K 24 | 2.01% | 3.92K | 32.91K 25 | 2.08% | 4.28K | 37.19K 26 | 2.15% | 4.66K | 41.85K 27 | 2.22% | 5.06K | 46.90K 28 | 2.28% | 5.47K | 52.38K 29 | 2.35% | 5.91K | 58.28K 30 | 2.41% | 6.36K | 64.65K 31 | 2.47% | 6.84K | 71.48K 32 | 2.53% | 7.33K | 78.82K 33 | 2.59% | 7.84K | 86.66K 34 | 2.65% | 8.38K | 95.04K 35 | 2.71% | 8.93K | 103.97K 36 | 2.77% | 9.50K | 113.47K 37 | 2.82% | 10.10K | 123.57K 38 | 2.88% | 10.71K | 134.28K 39 | 2.93% | 11.35K | 145.62K 40 | 2.99% | 12.00K | 157.62K 41 | 3.04% | 12.68K | 170.30K 42 | 3.09% | 13.37K | 183.67K 43 | 3.14% | 14.09K | 197.76K 44 | 3.19% | 14.83K | 212.59K 45 | 3.24% | 15.59K | 228.19K 46 | 3.29% | 16.38K | 244.56K 47 | 3.33% | 17.18K | 261.74K 48 | 3.38% | 18.01K | 279.75K 49 | 3.43% | 18.86K | 298.61K 50 | 3.47% | 19.73K | 318.33K 51 | 3.51% | 21.24K | 339.57K 52 | 3.56% | 22.18K | 361.75K 53 | 3.60% | 23.15K | 384.90K 54 | 3.64% | 24.14K | 409.04K 55 | 3.68% | 25.15K | 434.19K 56 | 3.72% | 26.19K | 460.37K 57 | 3.76% | 27.25K | 487.62K 58 | 3.80% | 28.33K | 515.95K 59 | 3.83% | 29.44K | 545.39K 60 | 3.87% | 30.57K | 575.96K 61 | 3.91% | 31.73K | 607.68K 62 | 3.94% | 32.90K | 640.58K 63 | 3.98% | 34.11K | 674.69K 64 | 4.01% | 35.34K | 710.03K 65 | 4.04% | 36.59K | 746.62K 66 | 4.08% | 37.87K | 784.49K 67 | 4.11% | 39.17K | 823.66K 68 | 4.14% | 40.50K | 864.16K 69 | 4.17% | 41.85K | 906.01K 70 | 4.20% | 43.23K | 949.24K 71 | 4.23% | 44.63K | 993.87K 72 | 4.26% | 46.06K | 1.04M 73 | 4.28% | 47.51K | 1.09M 74 | 4.31% | 48.99K | 1.14M 75 | 4.34% | 50.50K | 1.19M 76 | 4.36% | 54.63K | 1.24M 77 | 4.39% | 56.26K | 1.30M 78 | 4.41% | 57.92K | 1.36M 79 | 4.44% | 59.61K | 1.42M 80 | 4.46% | 61.32K | 1.48M ### More Round Stats URL: https://www.tower-hub.com/wiki/workshop/more-round-stats More Round Stats is a workshop upgrade that expands the statistics shown for each round and unlocks the Battle History feature. It is aimed at players who want a clearer record of what happened during a run, rather than relying only on the standard end-of-round information. #### Description More Round Stats adds extra statistics covering what happened in each round. Purchasing it also unlocks Battle History, giving you a way to look back over previous runs instead of only seeing stats for the run currently in progress. #### Battle History Once unlocked, Battle History becomes part of the More Stats lab and covers both your normal runs and tournament runs. You can reach it from the Battle menu, and it also appears in the settings menu while you are in a run. The history stores your last 20 runs, automatically overwriting the oldest entries as new ones are recorded. If you want to clear entries yourself, press and hold any entry, select the ones you wish to remove, then tap Delete at the bottom to confirm. #### Lab The lab for More Round Stats is unlocked through Milestones at tier 1 wave 250. It has a single level, so it is a one-time research rather than something you upgrade repeatedly; see the table below for the research details. Level | Time | Cost | Value 1 | 0d 11h 59m | 250,000 | Unlocked ### Multishot URL: https://www.tower-hub.com/wiki/workshop/multishot Multishot is a workshop upgrade that gives your tower a chance to fire at more than one enemy each time it shoots. It is split into two separate upgrades: Multishot Chance, which controls how often the effect triggers, and Multishot Targets, which controls how many enemies are hit when it does. #### Description Multishot gives your tower a chance to fire at multiple targets with a single shot. When the effect activates, your tower fires additional projectiles at enemies in range, letting you clear groups of enemies faster than single-target fire alone. #### Workshop Multishot is unlocked in the workshop for 400 coins once you have purchased Damage/Meter. Unlocking it gives you access to two separate upgrades: Multishot Chance and Multishot Targets, each of which can be levelled independently. #### Multishot Chance Multishot Chance determines how often the multishot effect triggers when your tower fires. The workshop offers 99 levels for this upgrade, with each level adding 0.50% to the activation chance. Fully maxed, this gives you a 49.50% chance for multishot to activate on any given shot. #### Multishot Targets Multishot Targets sets how many projectiles your tower fires when multishot activates, provided enough enemies are in range. It starts at 2 targets and has 7 levels, with each level adding 1 additional target, up to a maximum of 9 targets. #### Cost — Multishot Chance The cost table below shows the coin cost for each level of Multishot Chance. With 99 levels to work through, this is the longer of the two multishot upgrade paths, so plan your coin spending accordingly. Level | Value | Cost | Total Cost 1 | 0.5% | 60.00 | 0.00 2 | 1.0% | 103.00 | 163.00 3 | 1.5% | 156.00 | 319.00 4 | 2.0% | 220.00 | 539.00 5 | 2.5% | 299.00 | 838.00 6 | 3.0% | 392.00 | 1.23K 7 | 3.5% | 501.00 | 1.73K 8 | 4.0% | 627.00 | 2.36K 9 | 4.5% | 770.00 | 3.13K 10 | 5.0% | 932.00 | 4.06K 11 | 5.5% | 1.11K | 5.17K 12 | 6.0% | 1.31K | 6.49K 13 | 6.5% | 1.54K | 8.02K 14 | 7.0% | 1.78K | 9.80K 15 | 7.5% | 2.04K | 11.84K 16 | 8.0% | 2.33K | 14.17K 17 | 8.5% | 2.64K | 16.80K 18 | 9.0% | 2.97K | 19.77K 19 | 9.5% | 3.32K | 23.09K 20 | 10.0% | 3.70K | 26.79K 21 | 10.5% | 4.10K | 30.89K 22 | 11.0% | 4.53K | 35.41K 23 | 11.5% | 4.98K | 40.39K 24 | 12.0% | 5.45K | 45.85K 25 | 12.5% | 5.96K | 51.80K 26 | 13.0% | 6.49K | 58.29K 27 | 13.5% | 7.04K | 65.33K 28 | 14.0% | 7.62K | 72.95K 29 | 14.5% | 8.23K | 81.18K 30 | 15.0% | 8.86K | 90.04K 31 | 15.5% | 9.53K | 99.56K 32 | 16.0% | 10.22K | 109.78K 33 | 16.5% | 10.94K | 120.72K 34 | 17.0% | 11.68K | 132.40K 35 | 17.5% | 12.46K | 144.85K 36 | 18.0% | 13.26K | 158.12K 37 | 18.5% | 14.10K | 172.21K 38 | 19.0% | 14.96K | 187.17K 39 | 19.5% | 15.85K | 203.02K 40 | 20.0% | 16.77K | 219.79K 41 | 20.5% | 17.73K | 237.52K 42 | 21.0% | 18.71K | 256.23K 43 | 21.5% | 19.72K | 275.95K 44 | 22.0% | 20.77K | 296.72K 45 | 22.5% | 21.84K | 318.56K 46 | 23.0% | 22.95K | 341.51K 47 | 23.5% | 24.09K | 365.60K 48 | 24.0% | 25.26K | 390.86K 49 | 24.5% | 26.46K | 417.32K 50 | 25.0% | 27.70K | 445.01K 51 | 25.5% | 29.83K | 474.84K 52 | 26.0% | 31.17K | 506.01K 53 | 26.5% | 32.54K | 538.55K 54 | 27.0% | 33.95K | 572.50K 55 | 27.5% | 35.39K | 607.88K 56 | 28.0% | 36.86K | 644.74K 57 | 28.5% | 38.37K | 683.11K 58 | 29.0% | 39.91K | 723.02K 59 | 29.5% | 41.49K | 764.51K 60 | 30.0% | 43.10K | 807.62K 61 | 30.5% | 44.75K | 852.37K 62 | 31.0% | 46.44K | 898.81K 63 | 31.5% | 48.16K | 946.97K 64 | 32.0% | 49.91K | 996.88K 65 | 32.5% | 51.71K | 1.05M 66 | 33.0% | 53.53K | 1.10M 67 | 33.5% | 55.40K | 1.16M 68 | 34.0% | 57.30K | 1.21M 69 | 34.5% | 59.24K | 1.27M 70 | 35.0% | 61.21K | 1.34M 71 | 35.5% | 63.22K | 1.40M 72 | 36.0% | 65.27K | 1.46M 73 | 36.5% | 67.36K | 1.53M 74 | 37.0% | 69.48K | 1.60M 75 | 37.5% | 71.65K | 1.67M 76 | 38.0% | 77.54K | 1.75M 77 | 38.5% | 79.89K | 1.83M 78 | 39.0% | 82.28K | 1.91M 79 | 39.5% | 84.71K | 2.00M 80 | 40.0% | 87.18K | 2.08M 81 | 40.5% | 89.69K | 2.17M 82 | 41.0% | 92.24K | 2.27M 83 | 41.5% | 94.83K | 2.36M 84 | 42.0% | 97.46K | 2.46M 85 | 42.5% | 100.14K | 2.56M 86 | 43.0% | 102.86K | 2.66M 87 | 43.5% | 105.61K | 2.77M 88 | 44.0% | 108.41K | 2.88M 89 | 44.5% | 111.25K | 2.99M 90 | 45.0% | 114.14K | 3.10M 91 | 45.5% | 117.06K | 3.22M 92 | 46.0% | 120.03K | 3.34M 93 | 46.5% | 123.04K | 3.46M 94 | 47.0% | 126.09K | 3.59M 95 | 47.5% | 129.19K | 3.72M 96 | 48.0% | 132.32K | 3.85M 97 | 48.5% | 135.51K | 3.98M 98 | 49.0% | 138.73K | 4.12M 99 | 49.5% | 142.00K | 4.26M #### Cost — Multishot Targets The cost table below shows the coin cost for each level of Multishot Targets. With only 7 levels, this upgrade is much shorter than Multishot Chance, but each level has a direct impact on how many enemies you can hit at once. Level | Value | Cost | Total Cost 1 | 3 | 450.00 | 0.00 2 | 4 | 2.00K | 2.45K 3 | 5 | 5.00K | 7.45K 4 | 6 | 12.50K | 19.95K 5 | 7 | 40.00K | 59.95K 6 | 8 | 120.00K | 179.95K 7 | 9 | 350.00K | 529.95K #### Multishot Target See the Multishot section above for details on how targeting works. ### Orbs URL: https://www.tower-hub.com/wiki/workshop/orbs Orbs are one of the strongest defensive tools you can add to your tower. Once unlocked, they circle the tower and destroy most enemies on contact, making them a core part of many builds. This page covers how orbs are unlocked, how their speed, count, and size are upgraded, and which labs improve them further. #### Overview Orbs are an unlockable defense that travel around the tower in a clockwise path and instantly kill most enemies they touch. A separate set of Extra Orbs, gained through a card and lab research, travels in the opposite direction. At maximum, your tower can have 14 orbs active at once: as many as 11 moving clockwise and up to 3 moving counter-clockwise. #### Workshop You unlock orbs in the workshop for 15000 coins after Knockback. Doing so opens up both the Orb Speed and Orbs upgrade tracks in the workshop. The distance workshop orbs keep from the tower scales with your tower range, but not on a strict one-to-one basis. As your range grows, the orbs sit proportionally further inside it. There is also a floor of 60m: if your tower range drops below that, the orbs will actually orbit outside your range circle. #### Orb Speed This upgrade controls how fast your defensive orbs travel, measured in rotations per minute. The track has 38 levels, starting at 0.4 and gaining 0.15 per level, topping out at 6.10. #### Extra Orbs Speed The Orb Speed workshop value also applies to the Extra Orb card, with the card's own bonus added on top of the workshop figure. Researching Extra Extra Orbs comes with a trade-off: the first level cuts extra orb speed by 5%, and the second level removes another 5%, for 10% slower in total. Because speed is measured in rotations per minute rather than raw movement, pushing extra orbs further out with the Extra Orb Adjuster lab makes them physically move faster so they still finish each rotation in the same time. #### Orbs This workshop upgrade sets how many orbs guard your tower. It has 4 levels, each adding one orb, for a base cap of 4. Several other sources raise that ceiling. The orb perk brings it to 6. A +2 orb sub-module effect on Ancestral Armor pushes it to 8, and the same effect on an Assist Module at 100% sub-stat efficiency adds another 2, reaching 10 clockwise orbs. One final orb is available from the Power Tree in the Vault. #### Orb Damage Contact with an orb is an instant kill for most enemies, but Bosses, Elites, and anything shielded by a Protector are exceptions. With the Orb Boss Hit lab researched, orbs can damage Bosses for up to 2% of their maximum health per hit. Protectors never take orb damage. Heats can also stop orbs from killing outright, with the heat level setting how much damage an orb deals instead. Heats do not make Protectors vulnerable, and Bosses keep taking damage according to your Orb Boss Hit research. #### Cost — Orb Speed The cost table below lists every Orb Speed level and what you pay for it. Level | Value | Cost | Total Cost 1 | 0.55 | 125.00 | 125.00 2 | 0.70 | 163.00 | 288.00 3 | 0.85 | 214.00 | 502.00 4 | 1.00 | 283.00 | 785.00 5 | 1.15 | 374.00 | 1.16K 6 | 1.30 | 490.00 | 1.65K 7 | 1.45 | 635.00 | 2.28K 8 | 1.60 | 811.00 | 3.10K 9 | 1.75 | 1.02K | 4.12K 10 | 1.90 | 1.27K | 5.38K 11 | 2.05 | 1.55K | 6.93K 12 | 2.20 | 1.87K | 8.81K 13 | 2.35 | 2.24K | 11.05K 14 | 2.50 | 2.65K | 13.70K 15 | 2.65 | 3.11K | 16.81K 16 | 2.80 | 3.61K | 20.42K 17 | 2.95 | 4.17K | 24.59K 18 | 3.10 | 4.77K | 29.36K 19 | 3.25 | 5.43K | 34.79K 20 | 3.40 | 6.14K | 40.93K 21 | 3.55 | 6.91K | 47.83K 22 | 3.70 | 7.73K | 55.56K 23 | 3.85 | 8.61K | 64.18K 24 | 4.00 | 9.56K | 73.73K 25 | 4.15 | 10.56K | 84.29K 26 | 4.30 | 11.63K | 95.92K 27 | 4.45 | 12.76K | 108.67K 28 | 4.60 | 13.95K | 122.62K 29 | 4.75 | 15.21K | 137.83K 30 | 4.90 | 16.54K | 154.37K 31 | 5.05 | 17.93K | 172.31K 32 | 5.20 | 19.40K | 191.71K 33 | 5.35 | 20.94K | 212.65K 34 | 5.50 | 22.55K | 235.20K 35 | 5.65 | 24.23K | 259.43K 36 | 5.80 | 25.99K | 285.42K 37 | 5.95 | 27.82K | 313.24K 38 | 6.10 | 29.73K | 342.98K #### Cost — Orbs The cost table below shows the price of each additional orb level in the workshop. Level | Value | Cost | Total Cost 1 | 1 | 3.00K | 3.00K 2 | 2 | 20.00K | 23.00K 3 | 3 | 120.00K | 143.00K 4 | 4 | 350.00K | 493.00K #### Orb Size Orb Size becomes available once you have spent 500 trillion coins on defense enhancements. Unlocking it immediately multiplies orb size by x1, and each level after that adds 0.01x. At the maximum level of 200, your orbs are 3x their original size. The cost table below breaks down each level. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 477.01B | 1.42T 20 | 1.20x | 15.26T | 41.94T 30 | 1.30x | 174.29T | 878.96T 40 | 1.40x | 1.92q | 9.64q 50 | 1.50x | 8.82q | 60.41q 60 | 1.60x | 63.90q | 379.19q 70 | 1.70x | 257.74q | 1.92Q 80 | 1.80x | 760.97q | 6.91Q 90 | 1.90x | 1.86Q | 19.93Q 100 | 2.00x | 4.02Q | 49.31Q 110 | 2.10x | 7.88Q | 109.01Q 120 | 2.20x | 14.38Q | 220.94Q 130 | 2.30x | 24.75Q | 417.96Q 140 | 2.40x | 40.61Q | 747.38Q 150 | 2.50x | 64.05Q | 1.28s 160 | 2.60x | 97.66Q | 2.09s 170 | 2.70x | 144.65Q | 3.31s 180 | 2.80x | 208.91Q | 5.10s 190 | 2.90x | 295.11Q | 7.64s 200 | 3.00x | 408.77Q | 11.19s #### Lab — Orb Speed Research This lab opens at tier 3 wave 80 and contains 20 upgrades. Each one adds to the orb speed values you have from the workshop. See the table below for the per-level details. Level | Time | Cost | Value 1 | 0d 1h 19m | 15,000 | 0.10 2 | 0d 3h 1m | 22,500 | 0.20 3 | 0d 4h 52m | 105,740 | 0.30 4 | 0d 7h 8m | 474,530 | 0.40 5 | 0d 10h 10m | 1,500,000 | 0.50 6 | 0d 14h 17m | 3,700,000 | 0.60 7 | 0d 19h 56m | 7,780,000 | 0.70 8 | 1d 3h 31m | 14,620,000 | 0.80 9 | 1d 13h 32m | 25,250,000 | 0.90 10 | 2d 2h 28m | 40,900,000 | 1.00 11 | 2d 18h 50m | 62,990,000 | 1.10 12 | 3d 15h 12m | 93,080,000 | 1.20 13 | 4d 16h 7m | 132,970,000 | 1.30 14 | 5d 22h 10m | 184,610,000 | 1.40 15 | 7d 9h 59m | 250,140,000 | 1.50 16 | 9d 4h 12m | 331,900,000 | 1.60 17 | 11d 5h 26m | 432,430,000 | 1.70 18 | 13d 14h 22m | 554,440,000 | 1.80 19 | 16d 7h 40m | 700,850,000 | 1.90 20 | 19d 10h 10m | 874,760,000 | 2.00 #### Lab — Orb Boss Hit Available from tier 6 wave 750, this 10-level lab is what lets orbs hurt Bosses, dealing a percentage of their total health per hit. The table below shows the values at each level. Level | Time | Cost | Value 1 | 1d 3h 46m | 800,000,000 | 0.20% 2 | 1d 12h 7m | 1,210,000,000 | 0.40% 3 | 1d 20h 40m | 1,670,000,000 | 0.60% 4 | 2d 5h 47m | 2,330,000,000 | 0.80% 5 | 2d 15h 58m | 3,370,000,000 | 1.00% 6 | 3d 3h 49m | 5,060,000,000 | 1.20% 7 | 3d 18h 5m | 7,730,000,000 | 1.40% 8 | 4d 11h 32m | 11,730,000,000 | 1.60% 9 | 5d 9h 6m | 17,510,000,000 | 1.80% 10 | 6d 11h 45m | 25,540,000,000 | 2.00% #### Lab — Extra Orb Adjuster Unlocked through milestones at tier 6 wave 50, this lab lets you change the orbit distance of Extra Orb card orbs mid-round. You can pull them in as close as 60m or your tower range, whichever is smaller, or push them out to 1.3 times your tower range. The adjuster is disabled whenever a boss is on the field. Level costs are in the table below. Level | Time | Cost | Value 1 | 2d 1h 59m | 1,500,000 | Unlocked #### Lab — Extra Extra Orbs This milestone lab, reached at tier 6 wave 80, adds more orbs whenever you have the Extra Orb card equipped. It has 2 levels, detailed in the table below. Level | Time | Cost | Value 1 | 1d 14h 53m | 25,000,000 | +1 2 | 5d 18h 53m | 900,000,000 | +2 #### Lab All four orb labs — Orb Speed, Orb Boss Hit, Extra Orb Adjuster, and Extra Extra Orbs — are unlocked through Milestones. ### Range URL: https://www.tower-hub.com/wiki/workshop/range Range controls how far your tower can shoot. It also sets the distance from which ranged enemies can hit you, so it shapes both your offence and your exposure to return fire. #### Description Range increases the distance at which your tower can fire projectiles. It also determines the firing distance of enemies that deal ranged damage, so raising it affects how far away those enemies can engage you as well. #### Workshop Range is unlocked in the workshop for 50 coins once you have Critical Factor. It starts at 30m and has 79 levels, with each level adding 0.5m. Fully upgraded, the workshop alone brings your range to a maximum of 69.5m. #### Cost The cost table below lists the price of each workshop level for Range. Level | Value | Cost | Total Cost 1 | 30.50M | 50.00 | 0.00 2 | 31.00M | 78.00 | 128.00 3 | 31.50M | 114.00 | 242.00 4 | 32.00M | 160.00 | 402.00 5 | 32.50M | 217.00 | 619.00 6 | 33.00M | 285.00 | 904.00 7 | 33.50M | 366.00 | 1.27K 8 | 34.00M | 461.00 | 1.73K 9 | 34.50M | 569.00 | 2.30K 10 | 35.00M | 691.00 | 2.99K 11 | 35.50M | 828.00 | 3.82K 12 | 36.00M | 980.00 | 4.80K 13 | 36.50M | 1.15K | 5.95K 14 | 37.00M | 1.33K | 7.28K 15 | 37.50M | 1.53K | 8.81K 16 | 38.00M | 1.74K | 10.55K 17 | 38.50M | 1.98K | 12.53K 18 | 39.00M | 2.23K | 14.75K 19 | 39.50M | 2.49K | 17.24K 20 | 40.00M | 2.78K | 20.02K 21 | 40.50M | 3.08K | 23.10K 22 | 41.00M | 3.40K | 26.50K 23 | 41.50M | 3.74K | 30.23K 24 | 42.00M | 4.09K | 34.32K 25 | 42.50M | 4.47K | 38.79K 26 | 43.00M | 4.86K | 43.65K 27 | 43.50M | 5.27K | 48.92K 28 | 44.00M | 5.71K | 54.63K 29 | 44.50M | 6.16K | 60.79K 30 | 45.00M | 6.63K | 67.41K 31 | 45.50M | 7.12K | 74.53K 32 | 46.00M | 7.63K | 82.17K 33 | 46.50M | 8.16K | 90.33K 34 | 47.00M | 8.71K | 99.04K 35 | 47.50M | 9.29K | 108.33K 36 | 48.00M | 9.88K | 118.21K 37 | 48.50M | 10.49K | 128.70K 38 | 49.00M | 11.13K | 139.82K 39 | 49.50M | 11.78K | 151.61K 40 | 50.00M | 12.46K | 164.07K 41 | 50.50M | 13.16K | 177.22K 42 | 51.00M | 13.88K | 191.10K 43 | 51.50M | 14.62K | 205.72K 44 | 52.00M | 15.38K | 221.10K 45 | 52.50M | 16.17K | 237.27K 46 | 53.00M | 16.98K | 254.24K 47 | 53.50M | 17.81K | 272.05K 48 | 54.00M | 18.66K | 290.71K 49 | 54.50M | 19.53K | 310.24K 50 | 55.00M | 20.43K | 330.66K 51 | 55.50M | 21.99K | 352.65K 52 | 56.00M | 22.96K | 375.61K 53 | 56.50M | 23.95K | 399.57K 54 | 57.00M | 24.97K | 424.54K 55 | 57.50M | 26.01K | 450.55K 56 | 58.00M | 27.08K | 477.63K 57 | 58.50M | 28.17K | 505.80K 58 | 59.00M | 29.28K | 535.09K 59 | 59.50M | 30.42K | 565.51K 60 | 60.00M | 31.59K | 597.10K 61 | 60.50M | 32.78K | 629.88K 62 | 61.00M | 33.99K | 663.86K 63 | 61.50M | 35.22K | 699.09K 64 | 62.00M | 36.49K | 735.58K 65 | 62.50M | 37.77K | 773.35K 66 | 63.00M | 39.09K | 812.44K 67 | 63.50M | 40.42K | 852.86K 68 | 64.00M | 41.79K | 894.65K 69 | 64.50M | 43.17K | 937.82K 70 | 65.00M | 44.59K | 982.41K 71 | 65.50M | 46.03K | 1.03M 72 | 66.00M | 47.49K | 1.08M 73 | 66.50M | 48.98K | 1.12M 74 | 67.00M | 50.50K | 1.18M 75 | 67.50M | 52.04K | 1.23M 76 | 68.00M | 56.29K | 1.28M 77 | 68.50M | 57.96K | 1.34M 78 | 69.00M | 59.67K | 1.40M 79 | 69.50M | 61.40K | 1.46M #### Cards The Range card boosts the range workshop value. Its effect multiplies with the range lab, so the two stack multiplicatively rather than additively. #### Range The Range lab is unlocked through Milestones at tier 2 wave 30. It has 80 levels, and each level raises both the increment granted per workshop level and the maximum workshop value. On the lab screen, an adjuster lets you pick any level up to your researched maximum while you are outside a round. The level table below shows the values at each lab level. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 1.02 2 | 0d 0h 6m | 71 | 1.04 3 | 0d 0h 16m | 178 | 1.06 4 | 0d 0h 31m | 398 | 1.08 5 | 0d 0h 52m | 772 | 1.10 6 | 0d 1h 20m | 1,340 | 1.12 7 | 0d 1h 56m | 2,120 | 1.14 8 | 0d 2h 39m | 3,170 | 1.16 9 | 0d 3h 31m | 4,510 | 1.18 10 | 0d 4h 32m | 6,170 | 1.20 11 | 0d 5h 43m | 8,170 | 1.22 12 | 0d 7h 3m | 10,560 | 1.24 13 | 0d 8h 34m | 13,350 | 1.26 14 | 0d 10h 15m | 16,580 | 1.28 15 | 0d 12h 7m | 20,270 | 1.30 16 | 0d 14h 10m | 24,440 | 1.32 17 | 0d 16h 25m | 29,130 | 1.34 18 | 0d 18h 52m | 34,360 | 1.36 19 | 0d 21h 31m | 40,160 | 1.38 20 | 1d 0h 22m | 46,540 | 1.40 21 | 1d 3h 26m | 53,530 | 1.42 22 | 1d 6h 44m | 61,160 | 1.44 23 | 1d 10h 14m | 69,460 | 1.46 24 | 1d 13h 58m | 78,430 | 1.48 25 | 1d 17h 56m | 88,120 | 1.50 26 | 1d 22h 7m | 98,530 | 1.52 27 | 2d 2h 33m | 109,700 | 1.54 28 | 2d 7h 13m | 121,650 | 1.56 29 | 2d 12h 8m | 134,390 | 1.58 30 | 2d 17h 18m | 147,950 | 1.60 31 | 2d 22h 43m | 162,350 | 1.62 32 | 3d 4h 23m | 177,620 | 1.64 33 | 3d 10h 18m | 193,780 | 1.66 34 | 3d 16h 30m | 210,830 | 1.68 35 | 3d 22h 57m | 228,820 | 1.70 36 | 4d 5h 40m | 247,760 | 1.72 37 | 4d 12h 40m | 267,660 | 1.74 38 | 4d 19h 55m | 288,560 | 1.76 39 | 5d 3h 28m | 310,470 | 1.78 40 | 5d 11h 17m | 333,400 | 1.80 41 | 5d 19h 24m | 357,390 | 1.82 42 | 6d 3h 47m | 382,450 | 1.84 43 | 6d 12h 28m | 408,600 | 1.86 44 | 6d 21h 26m | 435,870 | 1.88 45 | 7d 6h 42m | 464,260 | 1.90 46 | 7d 16h 15m | 493,810 | 1.92 47 | 8d 2h 7m | 524,530 | 1.94 48 | 8d 12h 17m | 556,430 | 1.96 49 | 8d 22h 45m | 589,550 | 1.98 50 | 9d 9h 31m | 623,890 | 2.00 51 | 9d 20h 37m | 659,490 | 2.02 52 | 10d 8h 0m | 696,340 | 2.04 53 | 10d 19h 43m | 734,490 | 2.06 54 | 11d 7h 45m | 773,940 | 2.08 55 | 11d 20h 6m | 814,710 | 2.10 56 | 12d 8h 46m | 856,830 | 2.12 57 | 12d 21h 46m | 900,300 | 2.14 58 | 13d 11h 5m | 945,160 | 2.16 59 | 14d 0h 44m | 991,410 | 2.18 60 | 14d 14h 43m | 1,040,000 | 2.20 61 | 15d 5h 3m | 1,090,000 | 2.22 62 | 15d 19h 42m | 1,140,000 | 2.24 63 | 16d 10h 41m | 1,190,000 | 2.26 64 | 17d 2h 1m | 1,240,000 | 2.28 65 | 17d 17h 42m | 1,300,000 | 2.30 66 | 18d 9h 43m | 1,360,000 | 2.32 67 | 19d 2h 5m | 1,410,000 | 2.34 68 | 19d 18h 48m | 1,470,000 | 2.36 69 | 20d 11h 52m | 1,530,000 | 2.38 70 | 21d 5h 17m | 1,600,000 | 2.40 71 | 21d 23h 4m | 1,660,000 | 2.42 72 | 22d 17h 12m | 1,730,000 | 2.44 73 | 23d 11h 41m | 1,800,000 | 2.46 74 | 24d 6h 32m | 1,870,000 | 2.48 75 | 25d 1h 46m | 1,940,000 | 2.50 76 | 25d 21h 20m | 2,010,000 | 2.52 77 | 26d 17h 18m | 2,080,000 | 2.54 78 | 27d 13h 37m | 2,160,000 | 2.56 79 | 28d 10h 18m | 2,240,000 | 2.58 80 | 29d 7h 22m | 2,320,000 | 2.60 ### Rapid Fire URL: https://www.tower-hub.com/wiki/workshop/rapid-fire Rapid Fire is a workshop upgrade that gives your tower a chance to temporarily fire at four times its normal speed. When it triggers, the effect lasts for a fixed duration before returning to normal. It is a straightforward damage boost that becomes more reliable and longer-lasting as you invest in its two related upgrades. #### Overview Rapid Fire gives your tower a chance to fire at four times its normal attack speed for a set period of time. The effect is triggered randomly on each shot, so both the activation chance and the duration can be improved separately through workshop upgrades. #### Workshop Rapid Fire is unlocked in the workshop for 1500 coins. It becomes available after you have unlocked Multishot. Once unlocked, it gives you access to two upgrades: Rapid Fire Chance and Rapid Fire Duration. #### Rapid Fire Chance Rapid Fire Chance controls how often the effect triggers. There are 85 levels available, with each level increasing the activation chance by 0.40%. At maximum level, the chance to activate Rapid Fire reaches 34.00%. #### Rapid Fire Duration Rapid Fire Duration controls how long the effect lasts once it activates. There are 99 levels available in the workshop, and at maximum level the duration reaches 5.55 seconds. #### Cost — Rapid Fire Chance The cost table below shows the coin cost for each level of Rapid Fire Chance. Level | Value | Cost | Total Cost 1 | 0.40% | 120.00 | 0.00 2 | 0.80% | 183.00 | 303.00 3 | 1.20% | 257.00 | 560.00 4 | 1.60% | 343.00 | 903.00 5 | 2.00% | 444.00 | 1.35K 6 | 2.40% | 560.00 | 1.91K 7 | 2.80% | 693.00 | 2.60K 8 | 3.2% | 845.00 | 3.45K 9 | 3.6% | 1.01K | 4.46K 10 | 4.0% | 1.20K | 5.66K 11 | 4.4% | 1.41K | 7.08K 12 | 4.8% | 1.65K | 8.72K 13 | 5.2% | 1.90K | 10.62K 14 | 5.6% | 2.17K | 12.79K 15 | 6.0% | 2.47K | 15.26K 16 | 6.4% | 2.79K | 18.06K 17 | 6.8% | 3.14K | 21.19K 18 | 7.2% | 3.51K | 24.70K 19 | 7.6% | 3.90K | 28.60K 20 | 8.0% | 4.32K | 32.91K 21 | 8.4% | 4.76K | 37.67K 22 | 8.8% | 5.23K | 42.91K 23 | 9.2% | 5.73K | 48.64K 24 | 9.6% | 6.25K | 54.89K 25 | 10.0% | 6.81K | 61.70K 26 | 10.4% | 7.38K | 69.08K 27 | 10.8% | 7.99K | 77.07K 28 | 11.2% | 8.63K | 85.70K 29 | 11.6% | 9.29K | 94.99K 30 | 12.0% | 9.98K | 104.97K 31 | 12.4% | 10.70K | 115.67K 32 | 12.8% | 11.45K | 127.12K 33 | 13.2% | 12.24K | 139.36K 34 | 13.6% | 13.05K | 152.41K 35 | 14.0% | 13.89K | 166.29K 36 | 14.4% | 14.76K | 181.05K 37 | 14.8% | 15.66K | 196.71K 38 | 15.2% | 16.60K | 213.31K 39 | 15.6% | 17.56K | 230.87K 40 | 16.0% | 18.56K | 249.43K 41 | 16.4% | 19.59K | 269.02K 42 | 16.8% | 20.65K | 289.68K 43 | 17.2% | 21.75K | 311.42K 44 | 17.6% | 22.87K | 334.30K 45 | 18.0% | 24.03K | 358.33K 46 | 18.4% | 25.23K | 383.56K 47 | 18.8% | 26.46K | 410.01K 48 | 19.2% | 27.72K | 437.73K 49 | 19.6% | 29.01K | 466.74K 50 | 20.0% | 30.34K | 497.08K 51 | 20.4% | 32.65K | 529.73K 52 | 20.8% | 34.09K | 563.83K 53 | 21.2% | 35.57K | 599.39K 54 | 21.6% | 37.08K | 636.48K 55 | 22.0% | 38.63K | 675.10K 56 | 22.4% | 40.21K | 715.32K 57 | 22.8% | 41.83K | 757.15K 58 | 23.2% | 43.49K | 800.64K 59 | 23.6% | 45.19K | 845.83K 60 | 24.0% | 46.92K | 892.75K 61 | 24.4% | 48.69K | 941.44K 62 | 24.8% | 50.50K | 991.94K 63 | 25.2% | 52.34K | 1.04M 64 | 25.6% | 54.23K | 1.10M 65 | 26.0% | 56.15K | 1.15M 66 | 26.4% | 58.11K | 1.21M 67 | 26.8% | 60.11K | 1.27M 68 | 27.2% | 62.15K | 1.34M 69 | 27.6% | 64.22K | 1.40M 70 | 28.0% | 66.34K | 1.47M 71 | 28.4% | 68.50K | 1.53M 72 | 28.8% | 70.69K | 1.60M 73 | 29.2% | 72.93K | 1.68M 74 | 29.6% | 75.20K | 1.75M 75 | 30.0% | 77.52K | 1.83M 76 | 30.4% | 83.86K | 1.91M 77 | 30.8% | 86.38K | 2.00M 78 | 31.2% | 88.94K | 2.09M 79 | 31.6% | 91.54K | 2.18M 80 | 32.0% | 94.18K | 2.28M 81 | 32.4% | 96.87K | 2.37M 82 | 32.8% | 99.60K | 2.47M 83 | 33.2% | 102.37K | 2.57M 84 | 33.6% | 105.19K | 2.68M 85 | 34.0% | 108.05K | 2.79M #### Cost — Rapid Fire Duration The cost table below shows the coin cost for each level of Rapid Fire Duration. Level | Value | Cost | Total Cost 1 | 0.65s | 120.00 | 0.00 2 | 0.70s | 183.00 | 303.00 3 | 0.75s | 257.00 | 560.00 4 | 0.80s | 343.00 | 903.00 5 | 0.85s | 444.00 | 1.35K 6 | 0.90s | 560.00 | 1.91K 7 | 0.95s | 693.00 | 2.60K 8 | 1.00s | 845.00 | 3.45K 9 | 1.05s | 1.01K | 4.46K 10 | 1.10s | 1.20K | 5.66K 11 | 1.15s | 1.41K | 7.08K 12 | 1.20s | 1.65K | 8.72K 13 | 1.25s | 1.90K | 10.62K 14 | 1.30s | 2.17K | 12.79K 15 | 1.35s | 2.47K | 15.26K 16 | 1.40s | 2.79K | 18.06K 17 | 1.45s | 3.14K | 21.19K 18 | 1.50s | 3.51K | 24.70K 19 | 1.55s | 3.90K | 28.60K 20 | 1.60s | 4.32K | 32.91K 21 | 1.65s | 4.76K | 37.67K 22 | 1.70s | 5.23K | 42.91K 23 | 1.75s | 5.73K | 48.64K 24 | 1.80s | 6.25K | 54.89K 25 | 1.85s | 6.81K | 61.70K 26 | 1.90s | 7.38K | 69.08K 27 | 1.95s | 7.99K | 77.07K 28 | 2.00s | 8.63K | 85.70K 29 | 2.05s | 9.29K | 94.99K 30 | 2.10s | 9.98K | 104.97K 31 | 2.15s | 10.70K | 115.67K 32 | 2.20s | 11.45K | 127.12K 33 | 2.25s | 12.24K | 139.36K 34 | 2.30s | 13.05K | 152.41K 35 | 2.35s | 13.89K | 166.29K 36 | 2.40s | 14.76K | 181.05K 37 | 2.45s | 15.66K | 196.71K 38 | 2.50s | 16.60K | 213.31K 39 | 2.55s | 17.56K | 230.87K 40 | 2.60s | 18.56K | 249.43K 41 | 2.65s | 19.59K | 269.02K 42 | 2.70s | 20.65K | 289.68K 43 | 2.75s | 21.75K | 311.42K 44 | 2.80s | 22.87K | 334.30K 45 | 2.85s | 24.03K | 358.33K 46 | 2.90s | 25.23K | 383.56K 47 | 2.95s | 26.46K | 410.01K 48 | 3.00s | 27.72K | 437.73K 49 | 3.05s | 29.01K | 466.74K 50 | 3.10s | 30.34K | 497.08K 51 | 3.15s | 32.65K | 529.73K 52 | 3.20s | 34.09K | 563.83K 53 | 3.25s | 35.57K | 599.39K 54 | 3.30s | 37.08K | 636.48K 55 | 3.35s | 38.63K | 675.10K 56 | 3.40s | 40.21K | 715.32K 57 | 3.45s | 41.83K | 757.15K 58 | 3.50s | 43.49K | 800.64K 59 | 3.55s | 45.19K | 845.83K 60 | 3.60s | 46.92K | 892.75K 61 | 3.65s | 48.69K | 941.44K 62 | 3.70s | 50.50K | 991.94K 63 | 3.75s | 52.34K | 1.04M 64 | 3.80s | 54.23K | 1.10M 65 | 3.85s | 56.15K | 1.15M 66 | 3.90s | 58.11K | 1.21M 67 | 3.95s | 60.11K | 1.27M 68 | 4.00s | 62.15K | 1.34M 69 | 4.05s | 64.22K | 1.40M 70 | 4.10s | 66.34K | 1.47M 71 | 4.15s | 68.50K | 1.53M 72 | 4.20s | 70.69K | 1.60M 73 | 4.25s | 72.93K | 1.68M 74 | 4.30s | 75.20K | 1.75M 75 | 4.35s | 77.52K | 1.83M 76 | 4.40s | 83.86K | 1.91M 77 | 4.45s | 86.38K | 2.00M 78 | 4.50s | 88.94K | 2.09M 79 | 4.55s | 91.54K | 2.18M 80 | 4.60s | 94.18K | 2.28M 81 | 4.65s | 96.87K | 2.37M 82 | 4.70s | 99.60K | 2.47M 83 | 4.75s | 102.37K | 2.57M 84 | 4.80s | 105.19K | 2.68M 85 | 4.85s | 108.05K | 2.79M 86 | 4.90s | 110.95K | 2.90M 87 | 4.95s | 113.90K | 3.01M 88 | 5.00s | 116.90K | 3.13M 89 | 5.05s | 119.93K | 3.25M 90 | 5.10s | 123.02K | 3.37M 91 | 5.15s | 126.14K | 3.50M 92 | 5.20s | 129.31K | 3.63M 93 | 5.25s | 132.53K | 3.76M 94 | 5.30s | 135.79K | 3.90M 95 | 5.35s | 139.10K | 4.03M 96 | 5.40s | 142.45K | 4.18M 97 | 5.45s | 145.85K | 4.32M 98 | 5.50s | 149.30K | 4.47M 99 | 5.55s | 152.79K | 4.63M ### Recovery Packages URL: https://www.tower-hub.com/wiki/workshop/recovery-packages Recovery Packages are a utility mechanic that gives your tower a chance to heal itself during a run. When a package spawns, it restores a percentage of your tower's health automatically, with no need to collect it manually. The system is built from three workshop upgrades, a card, an enhancement, and several lab researches, all of which stack together to determine how often packages appear and how much they heal. #### Overview Recovery Packages have a chance to spawn each wave and immediately restore health to your tower when they do. The healing is applied automatically on spawn, so you never need to interact with the package itself. How much a package heals is governed by Recovery Amount, while Max Recovery sets the ceiling on how far above your normal maximum health that healing can push you. Package Chance controls how often a package appears at all. #### Workshop Recovery Packages are unlocked in the workshop for 1,500,000 coins, and the option becomes available after Interest. Purchasing the unlock gives you access to three separate upgrades: Recovery Amount, Max Recovery, and Package Chance. #### Recovery Amount Recovery Amount sets how much bonus health each package adds when it spawns. The heal is calculated as a percentage of your tower's current maximum health, so it scales naturally as your max health grows during a run. The upgrade has 300 levels, starting at a base of 14%. Each level adds 0.40%, bringing the maximum to 134.00% of your tower's max health per package. #### Max Recovery Max Recovery determines how far beyond your normal maximum health a package is allowed to heal you. It has 500 levels with a base value of x1.00 health, and each level adds 0.031 to that multiplier, reaching a maximum of x16.50 health. This overheal is unique to packages. Lifesteal and health regen cannot raise your health above 100%, so Max Recovery is the only way to build a buffer past your normal cap. #### Package Chance Package Chance is the probability that a recovery package spawns on a given wave. The workshop upgrade has 60 levels, starting at a base of 6% and gaining 0.40% per level, for a workshop maximum of 30%. The chance can be pushed further with other sources. With the lab research maxed (4%), the card maxed (33%), and an Ancestral substat (15%) on top of the workshop maximum, Package Chance can reach 82%. #### Card The Recovery Package Chance card increases the package chance provided by the workshop upgrade, raising the odds that a package spawns each wave. #### Cost — Recovery Amount The cost table below lists the price of each Recovery Amount level. Level | Value | Coins | Total Coins 1 | 14.40% | 1.00K | 1.00K 10 | 18.00% | 20.90K | 59.12K 20 | 22.00% | 334.63K | 1.52M 30 | 26.00% | 1.66M | 10.92M 40 | 30.00% | 5.12M | 44.23M 50 | 34.00% | 12.18M | 130.57M 60 | 38.00% | 25.40M | 321.28M 70 | 42.00% | 46.05M | 681.47M 80 | 46.00% | 80.87M | 1.32B 90 | 50.00% | 127.20M | 2.37B 100 | 54.00% | 190.64M | 3.98B 110 | 58.00% | 296.78M | 6.52B 120 | 62.00% | 414.28M | 10.11B 130 | 66.00% | 630.48M | 15.36B 140 | 70.00% | 837.31M | 22.76B 150 | 74.00% | 1.09B | 32.49B 160 | 78.00% | 1.62B | 47.03B 170 | 82.00% | 2.04B | 65.48B 180 | 86.00% | 3.07B | 91.12B 190 | 90.00% | 3.78B | 125.64B 200 | 94.00% | 4.60B | 167.81B 210 | 98.00% | 5.54B | 218.84B 220 | 102.00% | 6.61B | 280.00B 230 | 106.00% | 7.84B | 352.72B 240 | 110.00% | 9.22B | 438.54B 250 | 114.00% | 10.77B | 539.10B 260 | 118.00% | 12.51B | 656.21B 270 | 122.00% | 14.45B | 791.78B 280 | 126.00% | 16.59B | 947.87B 290 | 130.00% | 18.97B | 1.13T 300 | 134.00% | 21.59B | 1.33T #### Cost — Max Recovery The cost table below lists the price of each Max Recovery level. Level | Value | Coins | Total Coins 1 | 1.53x | 1.00K | 1.00K 10 | 1.80x | 20.90K | 59.12K 20 | 2.10x | 334.63K | 1.52M 30 | 2.40x | 1.66M | 10.92M 40 | 2.70x | 5.12M | 44.23M 50 | 3.00x | 12.18M | 130.57M 60 | 3.30x | 25.40M | 321.28M 70 | 3.60x | 46.05M | 681.47M 80 | 3.90x | 80.87M | 1.32B 90 | 4.20x | 127.20M | 2.37B 100 | 4.50x | 190.64M | 3.98B 110 | 4.80x | 296.78M | 6.52B 120 | 5.10x | 414.28M | 10.11B 130 | 5.40x | 630.48M | 15.36B 140 | 5.70x | 837.31M | 22.76B 150 | 6.00x | 1.09B | 32.49B 160 | 6.30x | 1.62B | 47.03B 170 | 6.60x | 2.04B | 65.48B 180 | 6.90x | 3.07B | 91.12B 190 | 7.20x | 3.78B | 125.64B 200 | 7.50x | 4.60B | 167.81B 210 | 7.80x | 5.54B | 218.84B 220 | 8.10x | 6.61B | 280.00B 230 | 8.40x | 7.84B | 352.72B 240 | 8.70x | 9.22B | 438.54B 250 | 9.00x | 10.77B | 539.10B 260 | 9.30x | 12.51B | 656.21B 270 | 9.60x | 14.45B | 791.78B 280 | 9.90x | 16.59B | 947.87B 290 | 10.20x | 18.97B | 1.13T 300 | 10.50x | 21.59B | 1.33T 310 | 10.80x | 24.46B | 1.56T 320 | 11.10x | 27.61B | 1.82T 330 | 11.40x | 31.05B | 2.12T 340 | 11.70x | 34.79B | 2.45T 350 | 12.00x | 38.85B | 2.82T 360 | 12.30x | 43.25B | 3.23T 370 | 12.60x | 48.01B | 3.69T 380 | 12.90x | 53.15B | 4.20T 390 | 13.20x | 58.68B | 4.76T 400 | 13.50x | 64.62B | 5.38T 410 | 13.80x | 70.99B | 6.06T 420 | 14.10x | 77.82B | 6.81T 430 | 14.40x | 85.12B | 7.62T 440 | 14.70x | 92.90B | 8.52T 450 | 15.00x | 101.21B | 9.49T 460 | 15.30x | 110.04B | 10.55T 470 | 15.60x | 119.43B | 11.70T 480 | 15.90x | 129.40B | 12.95T 490 | 16.20x | 139.97B | 14.30T 500 | 16.50x | 151.17B | 15.77T #### Cost — Package Chance The cost table below lists the price of each Package Chance level. Level | Value | Coins | Total Coins 1 | 6.40% | 1.00K | 1.00K 2 | 6.80% | 1.06K | 2.06K 3 | 7.20% | 1.16K | 3.22K 4 | 7.60% | 1.45K | 4.67K 5 | 8.00% | 2.09K | 6.76K 6 | 8.40% | 3.33K | 10.09K 7 | 8.80% | 5.47K | 15.56K 8 | 9.20% | 8.83K | 24.39K 9 | 9.60% | 13.83K | 38.23K 10 | 10.00% | 20.90K | 59.12K 11 | 10.40% | 30.52K | 89.65K 12 | 10.80% | 43.24K | 132.89K 13 | 11.20% | 59.63K | 192.52K 14 | 11.60% | 80.31K | 272.83K 15 | 12.00% | 105.94K | 378.77K 16 | 12.40% | 137.24K | 516.01K 17 | 12.80% | 174.95K | 690.95K 18 | 13.20% | 219.85K | 910.81K 19 | 13.60% | 272.79K | 1.18M 20 | 14.00% | 334.63K | 1.52M 21 | 14.40% | 406.27K | 1.92M 22 | 14.80% | 488.67K | 2.41M 23 | 15.20% | 582.82K | 3.00M 24 | 15.60% | 689.73K | 3.69M 25 | 16.00% | 810.48K | 4.50M 26 | 16.40% | 946.16K | 5.44M 27 | 16.80% | 1.10M | 6.54M 28 | 17.20% | 1.27M | 7.81M 29 | 17.60% | 1.45M | 9.26M 30 | 18.00% | 1.66M | 10.92M 31 | 18.40% | 1.89M | 12.81M 32 | 18.80% | 2.14M | 14.95M 33 | 19.20% | 2.41M | 17.37M 34 | 19.60% | 2.71M | 20.08M 35 | 20.00% | 3.04M | 23.12M 36 | 20.40% | 3.39M | 26.51M 37 | 20.80% | 3.78M | 30.29M 38 | 21.20% | 4.19M | 34.48M 39 | 21.60% | 4.64M | 39.12M 40 | 22.00% | 5.12M | 44.23M 41 | 22.40% | 5.63M | 49.87M 42 | 22.80% | 6.19M | 56.06M 43 | 23.20% | 6.78M | 62.84M 44 | 23.60% | 7.42M | 70.25M 45 | 24.00% | 8.09M | 78.34M 46 | 24.40% | 8.81M | 87.16M 47 | 24.80% | 9.58M | 96.74M 48 | 25.20% | 10.40M | 107.13M 49 | 25.60% | 11.26M | 118.39M 50 | 26.00% | 12.18M | 130.57M 51 | 26.40% | 13.55M | 144.12M 52 | 26.80% | 14.60M | 158.72M 53 | 27.20% | 15.72M | 174.45M 54 | 27.60% | 16.90M | 191.35M 55 | 28.00% | 18.15M | 209.49M 56 | 28.40% | 19.46M | 228.95M 57 | 28.80% | 20.83M | 249.78M 58 | 29.20% | 22.28M | 272.07M 59 | 29.60% | 23.81M | 295.88M 60 | 30.00% | 25.40M | 321.28M #### Packages Packages is an enhancement that boosts both Max Recovery and Recovery Amount. It requires 50 trillion coins to be spent on Utility enhancements before it can be unlocked. Unlocking it grants an immediate x1 multiplier to both stats, and each level adds 0.01x on top. With a maximum level of 300, the enhancement reaches a 4x bonus at full investment. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s #### Lab — Package After Boss Package After Boss causes a recovery package to spawn after each boss wave, giving you a guaranteed heal at a predictable point in the run. Level | Time | Cost | Value 1 | 8d 2h 26m | 1,000,000,000 | Unlocked #### Lab — Recovery Package Amount Recovery Package Amount is a lab research that adds to the Recovery Amount workshop upgrade. It has 20 levels. Level | Time | Cost | Value 1 | 2d 7h 33m | 20,000,000,000 | 0.40% 2 | 2d 15h 54m | 25,010,000,000 | 0.80% 3 | 3d 0h 27m | 30,070,000,000 | 1.20% 4 | 3d 9h 34m | 35,330,000,000 | 1.60% 5 | 3d 19h 44m | 40,970,000,000 | 2.00% 6 | 4d 7h 36m | 47,260,000,000 | 2.40% 7 | 4d 21h 51m | 54,530,000,000 | 2.80% 8 | 5d 15h 19m | 63,130,000,000 | 3.20% 9 | 6d 12h 53m | 73,510,000,000 | 3.60% 10 | 7d 15h 31m | 86,140,000,000 | 4.00% 11 | 9d 0h 17m | 101,550,000,000 | 4.40% 12 | 10d 16h 19m | 120,320,000,000 | 4.80% 13 | 12d 16h 46m | 143,080,000,000 | 5.20% 14 | 15d 2h 57m | 170,500,000,000 | 5.60% 15 | 18d 0h 9m | 203,310,000,000 | 6.00% 16 | 21d 9h 46m | 242,270,000,000 | 6.40% 17 | 25d 9h 15m | 288,200,000,000 | 6.80% 18 | 30d 0h 6m | 341,960,000,000 | 7.20% 19 | 35d 7h 54m | 404,450,000,000 | 7.60% 20 | 41d 10h 16m | 476,600,000,000 | 8.00% #### Lab — Recovery Package Max Recovery Package Max is a lab research that increases the maximum amount of health recovery packages can heal. It has 20 levels. Level | Time | Cost | Value 1 | 2d 7h 33m | 20,000,000,000 | 1.00% 2 | 2d 15h 54m | 25,010,000,000 | 2.00% 3 | 3d 0h 27m | 30,070,000,000 | 3.00% 4 | 3d 9h 34m | 35,330,000,000 | 4.00% 5 | 3d 19h 44m | 40,970,000,000 | 5.00% 6 | 4d 7h 36m | 47,260,000,000 | 6.00% 7 | 4d 21h 51m | 54,530,000,000 | 7.00% 8 | 5d 15h 19m | 63,130,000,000 | 8.00% 9 | 6d 12h 53m | 73,510,000,000 | 9.00% 10 | 7d 15h 31m | 86,140,000,000 | 10.00% 11 | 9d 0h 17m | 101,550,000,000 | 11.00% 12 | 10d 16h 19m | 120,320,000,000 | 12.00% 13 | 12d 16h 46m | 143,080,000,000 | 13.00% 14 | 15d 2h 57m | 170,500,000,000 | 14.00% 15 | 18d 0h 9m | 203,310,000,000 | 15.00% 16 | 21d 9h 46m | 242,270,000,000 | 16.00% 17 | 25d 9h 15m | 288,200,000,000 | 17.00% 18 | 30d 0h 6m | 341,960,000,000 | 18.00% 19 | 35d 7h 54m | 404,450,000,000 | 19.00% 20 | 41d 10h 16m | 476,600,000,000 | 20.00% #### Lab — Recovery Package Chance Recovery Package Chance is a lab research that increases the workshop chance for a package to spawn after a wave. It has 20 levels. Level | Time | Cost | Value 1 | 2d 7h 33m | 20,000,000,000 | 0.20% 2 | 2d 15h 54m | 25,010,000,000 | 0.40% 3 | 3d 0h 27m | 30,070,000,000 | 0.60% 4 | 3d 9h 34m | 35,330,000,000 | 0.80% 5 | 3d 19h 44m | 40,970,000,000 | 1.00% 6 | 4d 7h 36m | 47,260,000,000 | 1.20% 7 | 4d 21h 51m | 54,530,000,000 | 1.40% 8 | 5d 15h 19m | 63,130,000,000 | 1.60% 9 | 6d 12h 53m | 73,510,000,000 | 1.80% 10 | 7d 15h 31m | 86,140,000,000 | 2.00% 11 | 9d 0h 17m | 101,550,000,000 | 2.20% 12 | 10d 16h 19m | 120,320,000,000 | 2.40% 13 | 12d 16h 46m | 143,080,000,000 | 2.60% 14 | 15d 2h 57m | 170,500,000,000 | 2.80% 15 | 18d 0h 9m | 203,310,000,000 | 3.00% 16 | 21d 9h 46m | 242,270,000,000 | 3.20% 17 | 25d 9h 15m | 288,200,000,000 | 3.40% 18 | 30d 0h 6m | 341,960,000,000 | 3.60% 19 | 35d 7h 54m | 404,450,000,000 | 3.80% 20 | 41d 10h 16m | 476,600,000,000 | 4.00% #### Lab Recovery package labs are unlocked through Milestones. Package After Boss becomes available at tier 3 wave 200, while Recovery Package Amount, Recovery Package Max, and Recovery Package Chance all unlock at tier 6 wave 150. ### Rend Armor URL: https://www.tower-hub.com/wiki/workshop/rend-armor Rend Armor is a late-game Workshop upgrade that adds a chance-based damage amplification mechanic to your tower. When it triggers on an enemy, that enemy takes increased damage from your projectiles for the rest of the run. It only affects tower projectile damage, so it does nothing for damage coming from other sources. #### Description Rend Armor gives your tower a chance to apply a damage multiplier to enemies it hits. The multiplier applies to individual enemies rather than globally, and it only increases damage from tower projectiles. Damage from any other source is unaffected. #### Workshop Rend Armor is unlocked in the Workshop for 500,000,000,000 (500 billion) coins, and requires Super Critical to be completed first. Unlocking it opens up two new upgrade tracks: Rend Armor Chance and Rend Armor Mult. When fully stacked on an enemy, Rend Armor can increase the damage that enemy takes by up to 800% of normal. #### Rend Armor Chance Rend Armor Chance determines how often a projectile hit applies the Rend effect to an enemy. Once applied, the damage increase on that enemy is permanent for the rest of the run. There are 299 levels available. Each level adds 0.10% to the trigger chance, starting from 0.10% and reaching a maximum of 30.00%. #### Workshop — Rend Armor Mult Rend Armor Mult controls how much extra damage an affected enemy takes per stack. There are 299 levels, each adding 0.10% (0.0010X) to the multiplier. It starts at 0.0010X and caps at 0.3000X per level investment. The total Rend effect on a single enemy can stack up to a limit of 800.00%. Only tower projectile damage is modified by this multiplier. #### Cost — Rend Armor Chance The cost table below shows the coin cost for each level of Rend Armor Chance. Level | Value | Cost | Total Cost 1 | 0.20% | 600.00M | 0.00 10 | 1.10% | 627.21M | 6.14B 20 | 2.10% | 664.96M | 12.60B 30 | 3.10% | 748.89M | 19.64B 40 | 4.10% | 977.40M | 28.21B 50 | 5.10% | 3.07B | 53.14B 60 | 6.10% | 5.60B | 96.76B 70 | 7.10% | 10.20B | 175.79B 80 | 8.10% | 19.09B | 322.37B 90 | 9.10% | 65.35B | 843.44B 100 | 10.10% | 107.13B | 1.71T 110 | 11.10% | 182.16B | 3.22T 120 | 12.10% | 276.67B | 5.53T 130 | 13.10% | 1.37T | 16.56T 140 | 14.10% | 1.96T | 33.35T 150 | 15.10% | 2.74T | 57.06T 160 | 16.10% | 4.35T | 95.00T 170 | 17.10% | 17.50T | 249.08T 180 | 18.10% | 27.97T | 476.96T 190 | 19.10% | 36.39T | 801.50T 200 | 20.10% | 46.70T | 1.22q 210 | 21.10% | 177.67T | 2.82q 220 | 22.10% | 222.82T | 4.84q 230 | 23.10% | 276.64T | 7.36q 240 | 24.10% | 340.31T | 10.47q 250 | 25.10% | 1.66q | 25.68q 260 | 26.10% | 2.01q | 44.16q 270 | 27.10% | 2.41q | 66.44q 280 | 28.10% | 2.88q | 93.10q 290 | 29.10% | 17.09q | 251.67q 299 | 30.00% | 19.83q | 418.97q #### Cost — Rend Armor Mult The cost table below shows the coin cost for each level of Rend Armor Mult. Level | Value | Cost | Total Cost 1 | 0.0020X | 600.00M | 0.00 10 | 0.0110X | 627.21M | 6.14B 20 | 0.0210X | 664.96M | 12.60B 30 | 0.0310X | 748.89M | 19.64B 40 | 0.0410X | 977.40M | 28.21B 50 | 0.0510X | 3.07B | 53.14B 60 | 0.0610X | 5.60B | 96.76B 70 | 0.0710X | 10.20B | 175.79B 80 | 0.0810X | 19.09B | 322.37B 90 | 0.0910X | 65.35B | 843.44B 100 | 0.1010X | 107.13B | 1.71T 110 | 0.1110X | 182.16B | 3.22T 120 | 0.1210X | 276.67B | 5.53T 130 | 0.1310X | 1.37T | 16.56T 140 | 0.1410X | 1.96T | 33.35T 150 | 0.1510X | 2.74T | 57.06T 160 | 0.1610X | 4.35T | 95.00T 170 | 0.1710X | 17.50T | 249.08T 180 | 0.1810X | 27.97T | 476.96T 190 | 0.1910X | 36.39T | 801.50T 200 | 0.2010X | 46.70T | 1.22q 210 | 0.2110X | 177.67T | 2.82q 220 | 0.2210X | 222.82T | 4.84q 230 | 0.2310X | 276.64T | 7.36q 240 | 0.2410X | 340.31T | 10.47q 250 | 0.2510X | 1.66q | 25.68q 260 | 0.2610X | 2.01q | 44.16q 270 | 0.2710X | 2.41q | 66.44q 280 | 0.2810X | 2.88q | 93.10q 290 | 0.2910X | 17.09q | 251.67q 299 | 0.3000X | 19.83q | 418.97q #### Rend Armor The Rend Armor lab upgrade requires 50 billion coins to be spent on damage enhancements before it becomes available. Once unlocked, it applies a multiplier to your Rend Armor Max, Chance, and Mult values. The multiplier starts at x1 and increases by 0.01x per level, up to a maximum level of 400 for a total 5x bonus. The cost table below shows the coin cost per level. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Rend Armor Max Rend Armor Max is a lab upgrade unlocked through Milestones at tier 13 wave 10. Each level raises the maximum total multiplier that Rend Armor can apply to a single enemy, pushing the cap beyond the base 800% limit. The cost table below shows the cost per level. Level | Time | Cost | Value 1 | 3d 11h 19m | 200,000,000,000 | 825% 2 | 4d 1h 14m | 240,000,000,000 | 850% 3 | 4d 15h 12m | 280,010,000,000 | 875% 4 | 5d 5h 13m | 320,030,000,000 | 900% 5 | 5d 19h 17m | 360,100,000,000 | 925% 6 | 6d 9h 26m | 400,230,000,000 | 950% 7 | 6d 23h 40m | 440,450,000,000 | 975% 8 | 7d 13h 57m | 480,810,000,000 | 1000% 9 | 8d 4h 19m | 521,350,000,000 | 1025% 10 | 8d 18h 46m | 562,110,000,000 | 1050% 11 | 9d 9h 18m | 603,150,000,000 | 1075% 12 | 9d 23h 54m | 644,530,000,000 | 1100% 13 | 10d 14h 36m | 686,310,000,000 | 1125% 14 | 11d 5h 22m | 728,550,000,000 | 1150% 15 | 11d 20h 14m | 771,330,000,000 | 1175% 16 | 12d 11h 11m | 814,730,000,000 | 1200% 17 | 13d 2h 13m | 858,820,000,000 | 1225% 18 | 13d 17h 20m | 903,700,000,000 | 1250% 19 | 14d 8h 33m | 949,440,000,000 | 1275% 20 | 14d 23h 52m | 996,160,000,000 | 1300% 21 | 15d 15h 16m | 1,040,000,000,000 | 1325% 22 | 16d 6h 45m | 1,090,000,000,000 | 1350% 23 | 16d 22h 21m | 1,140,000,000,000 | 1375% 24 | 17d 14h 2m | 1,190,000,000,000 | 1400% 25 | 18d 5h 48m | 1,250,000,000,000 | 1425% 26 | 18d 21h 41m | 1,300,000,000,000 | 1450% 27 | 19d 13h 39m | 1,360,000,000,000 | 1475% 28 | 20d 5h 44m | 1,420,000,000,000 | 1500% 29 | 20d 21h 54m | 1,480,000,000,000 | 1525% 30 | 21d 14h 10m | 1,540,000,000,000 | 1550% #### Rend Armor Mult See the Rend Armor section above, which covers the lab upgrade that boosts Rend Armor Mult alongside Chance and Max. ### Shockwave URL: https://www.tower-hub.com/wiki/workshop/shockwave Shockwave is a defensive Workshop upgrade that periodically emits a wave from your tower, shoving enemies back and buying you extra time before they reach you. It is one of the core knockback tools in the game, and its two stats — how far the wave reaches and how often it fires — are upgraded separately. #### Overview Shockwave spawns a wave on a repeating timer that pushes enemies away from the tower. It works on regular enemies but does not move bosses, so it is a crowd-control tool rather than an answer to boss waves. The upgrade has two components you can improve: Shockwave Size, which controls how far the wave pushes, and Shockwave Frequency, which controls how often the wave goes off. #### Workshop Shockwave becomes available in the Workshop once you have unlocked Orbs, and costs 100,000 coins to open up. Buying it gives you access to both of its upgrade tracks: Shockwave Size and Shockwave Frequency. #### Workshop — Shockwave Size Shockwave Size determines how far the wave pushes enemies back. Bosses are immune to the push regardless of how large the wave gets. The workshop track has 35 levels, starting from a base value of 0.6. Each level adds 0.05 to the size, bringing the maximum workshop value to 2.35. #### Workshop — Shockwave Frequency Shockwave Frequency controls the time between waves. The workshop track has 40 levels and starts at a base of 20 seconds, with each level shaving off 0.15 seconds, down to a minimum of 14.00 seconds from the workshop alone. Note that the workshop minimum is not the true floor for this stat. The hard cap for Shockwave Frequency is 7 seconds, which can only be approached through other means beyond the workshop levels. #### Cost — Shockwave Size The cost table below lists the coin cost for each of the 35 Shockwave Size levels in the Workshop. Level | Value | Cost | Total Cost 1 | 0.65 | 250.00 | 250.00 2 | 0.70 | 314.00 | 564.00 3 | 0.75 | 397.00 | 961.00 4 | 0.80 | 512.00 | 1.47K 5 | 0.85 | 667.00 | 2.14K 6 | 0.90 | 874.00 | 3.01K 7 | 0.95 | 1.14K | 4.15K 8 | 1.00 | 1.47K | 5.63K 9 | 1.05 | 1.88K | 7.51K 10 | 1.10 | 2.37K | 9.88K 11 | 1.15 | 2.96K | 12.84K 12 | 1.20 | 3.63K | 16.47K 13 | 1.25 | 4.41K | 20.89K 14 | 1.30 | 5.31K | 26.19K 15 | 1.35 | 6.31K | 32.50K 16 | 1.40 | 7.44K | 39.94K 17 | 1.45 | 8.70K | 48.64K 18 | 1.50 | 10.09K | 58.73K 19 | 1.55 | 11.62K | 70.35K 20 | 1.60 | 13.30K | 83.65K 21 | 1.65 | 15.13K | 98.78K 22 | 1.70 | 17.11K | 115.89K 23 | 1.75 | 19.26K | 135.16K 24 | 1.80 | 21.58K | 156.74K 25 | 1.85 | 24.07K | 180.80K 26 | 1.90 | 26.74K | 207.54K 27 | 1.95 | 29.59K | 237.13K 28 | 2.00 | 32.63K | 269.75K 29 | 2.05 | 35.86K | 305.61K 30 | 2.10 | 39.29K | 344.90K 31 | 2.15 | 42.93K | 387.83K 32 | 2.20 | 46.77K | 434.60K 33 | 2.25 | 50.83K | 485.43K 34 | 2.30 | 55.10K | 540.53K 35 | 2.35 | 59.60K | 600.13K #### Cost — Shockwave Frequency The cost table below lists the coin cost for each of the 40 Shockwave Frequency levels in the Workshop. Level | Value | Cost | Total Cost 1 | 19.85s | 250.00 | 250.00 2 | 19.70s | 314.00 | 564.00 3 | 19.55s | 397.00 | 961.00 4 | 19.40s | 512.00 | 1.47K 5 | 19.25s | 667.00 | 2.14K 6 | 19.10s | 874.00 | 3.01K 7 | 18.95s | 1.14K | 4.15K 8 | 18.80s | 1.47K | 5.63K 9 | 18.65s | 1.88K | 7.51K 10 | 18.50s | 2.37K | 9.88K 11 | 18.35s | 2.96K | 12.84K 12 | 18.20s | 3.63K | 16.47K 13 | 18.05s | 4.41K | 20.89K 14 | 17.90s | 5.31K | 26.19K 15 | 17.75s | 6.31K | 32.50K 16 | 17.60s | 7.44K | 39.94K 17 | 17.45s | 8.70K | 48.64K 18 | 17.30s | 10.09K | 58.73K 19 | 17.15s | 11.62K | 70.35K 20 | 17.00s | 13.30K | 83.65K 21 | 16.85s | 15.13K | 98.78K 22 | 16.70s | 17.11K | 115.89K 23 | 16.55s | 19.26K | 135.16K 24 | 16.40s | 21.58K | 156.74K 25 | 16.25s | 24.07K | 180.80K 26 | 16.10s | 26.74K | 207.54K 27 | 15.95s | 29.59K | 237.13K 28 | 15.80s | 32.63K | 269.75K 29 | 15.65s | 35.86K | 305.61K 30 | 15.50s | 39.29K | 344.90K 31 | 15.35s | 42.93K | 387.83K 32 | 15.20s | 46.77K | 434.60K 33 | 15.05s | 50.83K | 485.43K 34 | 14.90s | 55.10K | 540.53K 35 | 14.75s | 59.60K | 600.13K 36 | 14.60s | 64.33K | 664.46K 37 | 14.45s | 69.29K | 733.74K 38 | 14.30s | 74.48K | 808.22K 39 | 14.15s | 79.92K | 888.14K 40 | 14.00s | 85.60K | 973.74K #### Lab — Shockwave Size The Shockwave Size lab is unlocked through Milestones by reaching tier 3 wave 50. Each lab level adds to the Shockwave Size value you have from the workshop, letting you push enemies further than the workshop cap allows. There are 20 lab upgrades in total. The lab screen includes an adjuster, so when you are not in a round you can set Shockwave Size to any level up to the highest you have researched. This is useful if you want a smaller push for a particular setup without losing your progress. The table below shows the research times and costs for each lab level. Level | Time | Cost | Value 1 | 0d 2h 46m | 100,000 | 0.05 2 | 0d 6h 41m | 119,000 | 0.10 3 | 0d 10h 47m | 314,980 | 0.15 4 | 0d 15h 31m | 1,250,000 | 0.20 5 | 0d 21h 23m | 4,020,000 | 0.25 6 | 1d 5h 8m | 10,270,000 | 0.30 7 | 1d 15h 34m | 22,340,000 | 0.35 8 | 2d 5h 37m | 43,210,000 | 0.40 9 | 3d 0h 21m | 76,610,000 | 0.45 10 | 4d 0h 54m | 127,020,000 | 0.50 11 | 5d 8h 31m | 199,720,000 | 0.55 12 | 7d 0h 32m | 300,800,000 | 0.60 13 | 9d 2h 24m | 437,210,000 | 0.65 14 | 11d 15h 38m | 616,750,000 | 0.70 15 | 14d 17h 48m | 848,140,000 | 0.75 16 | 18d 10h 38m | 1,140,000,000 | 0.80 17 | 22d 19h 52m | 1,510,000,000 | 0.85 18 | 27d 23h 21m | 1,950,000,000 | 0.90 19 | 33d 23h 0m | 2,500,000,000 | 0.95 20 | 40d 20h 49m | 3,150,000,000 | 1.00 #### Shockwave Frequency See the Overview and Workshop sections above for how Shockwave Frequency works and its workshop upgrade track. ### Starting Cash URL: https://www.tower-hub.com/wiki/workshop/starting-cash Starting Cash is a workshop upgrade that boosts how much cash you have available when a round begins. This gives you a head start on purchasing upgrades and defenses right from the start. #### Description Starting Cash increases the amount of cash you begin each round with. This gives you more resources to spend on upgrades and defenses from the moment a round starts, helping you establish your build faster. #### Lab Starting Cash can be further enhanced through the lab system. The lab upgrade is unlocked through Milestones once you reach tier 1 wave 30. It has 99 levels available for research. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 5 2 | 0d 0h 6m | 71 | 10 3 | 0d 0h 16m | 178 | 15 4 | 0d 0h 31m | 398 | 20 5 | 0d 0h 52m | 772 | 25 6 | 0d 1h 20m | 1,340 | 30 7 | 0d 1h 56m | 2,120 | 35 8 | 0d 2h 39m | 3,170 | 40 9 | 0d 3h 31m | 4,510 | 45 10 | 0d 4h 32m | 6,170 | 50 11 | 0d 5h 43m | 8,170 | 55 12 | 0d 7h 3m | 10,560 | 60 13 | 0d 8h 34m | 13,350 | 65 14 | 0d 10h 15m | 16,580 | 70 15 | 0d 12h 7m | 20,270 | 75 16 | 0d 14h 10m | 24,440 | 80 17 | 0d 16h 25m | 29,130 | 85 18 | 0d 18h 52m | 34,360 | 90 19 | 0d 21h 31m | 40,160 | 95 20 | 1d 0h 22m | 46,540 | 100 21 | 1d 3h 26m | 53,530 | 105 22 | 1d 6h 44m | 61,160 | 110 23 | 1d 10h 14m | 69,460 | 115 24 | 1d 13h 58m | 78,430 | 120 25 | 1d 17h 56m | 88,120 | 125 26 | 1d 22h 7m | 98,530 | 130 27 | 2d 2h 33m | 109,700 | 135 28 | 2d 7h 13m | 121,650 | 140 29 | 2d 12h 8m | 134,390 | 145 30 | 2d 17h 18m | 147,950 | 150 31 | 2d 22h 43m | 162,350 | 155 32 | 3d 4h 23m | 177,620 | 160 33 | 3d 10h 18m | 193,780 | 165 34 | 3d 16h 30m | 210,830 | 170 35 | 3d 22h 57m | 228,820 | 175 36 | 4d 5h 40m | 247,760 | 180 37 | 4d 12h 40m | 267,660 | 185 38 | 4d 19h 55m | 288,560 | 190 39 | 5d 3h 28m | 310,470 | 195 40 | 5d 11h 17m | 333,400 | 200 41 | 5d 19h 24m | 357,390 | 205 42 | 6d 3h 47m | 382,450 | 210 43 | 6d 12h 28m | 408,600 | 215 44 | 6d 21h 26m | 435,870 | 220 45 | 7d 6h 42m | 464,260 | 225 46 | 7d 16h 15m | 493,810 | 230 47 | 8d 2h 7m | 524,530 | 235 48 | 8d 12h 17m | 556,430 | 240 49 | 8d 22h 45m | 589,550 | 245 50 | 9d 9h 31m | 623,890 | 250 51 | 9d 20h 37m | 659,490 | 255 52 | 10d 8h 0m | 696,340 | 260 53 | 10d 19h 43m | 734,490 | 265 54 | 11d 7h 45m | 773,940 | 270 55 | 11d 20h 6m | 814,710 | 275 56 | 12d 8h 46m | 856,830 | 280 57 | 12d 21h 46m | 900,300 | 285 58 | 13d 11h 5m | 945,160 | 290 59 | 14d 0h 44m | 991,410 | 295 60 | 14d 14h 43m | 1,040,000 | 300 61 | 15d 5h 3m | 1,090,000 | 305 62 | 15d 19h 42m | 1,140,000 | 310 63 | 16d 10h 41m | 1,190,000 | 315 64 | 17d 2h 1m | 1,240,000 | 320 65 | 17d 17h 42m | 1,300,000 | 325 66 | 18d 9h 43m | 1,360,000 | 330 67 | 19d 2h 5m | 1,410,000 | 335 68 | 19d 18h 48m | 1,470,000 | 340 69 | 20d 11h 52m | 1,530,000 | 345 70 | 21d 5h 17m | 1,600,000 | 350 71 | 21d 23h 4m | 1,660,000 | 355 72 | 22d 17h 12m | 1,730,000 | 360 73 | 23d 11h 41m | 1,800,000 | 365 74 | 24d 6h 32m | 1,870,000 | 370 75 | 25d 1h 46m | 1,940,000 | 375 76 | 25d 21h 20m | 2,010,000 | 380 77 | 26d 17h 18m | 2,080,000 | 385 78 | 27d 13h 37m | 2,160,000 | 390 79 | 28d 10h 18m | 2,240,000 | 395 80 | 29d 7h 22m | 2,320,000 | 400 81 | 30d 4h 48m | 2,400,000 | 405 82 | 31d 2h 37m | 2,480,000 | 410 83 | 32d 0h 49m | 2,570,000 | 415 84 | 32d 23h 24m | 2,650,000 | 420 85 | 33d 22h 21m | 2,740,000 | 425 86 | 34d 21h 42m | 2,830,000 | 430 87 | 35d 21h 26m | 2,930,000 | 435 88 | 36d 21h 33m | 3,020,000 | 440 89 | 37d 22h 3m | 3,120,000 | 445 90 | 38d 22h 57m | 3,220,000 | 450 91 | 40d 0h 15m | 3,320,000 | 455 92 | 41d 1h 56m | 3,420,000 | 460 93 | 42d 4h 1m | 3,520,000 | 465 94 | 43d 6h 30m | 3,630,000 | 470 95 | 44d 9h 23m | 3,740,000 | 475 96 | 45d 12h 40m | 3,850,000 | 480 97 | 46d 16h 22m | 3,960,000 | 485 98 | 47d 20h 27m | 4,070,000 | 490 99 | 49d 0h 57m | 4,190,000 | 495 ### Super Critical URL: https://www.tower-hub.com/wiki/workshop/super-critical Super Critical gives your tower a chance to deal additional critical damage whenever a critical hit lands. It builds on top of your existing crit stats rather than replacing them, so it only matters once your critical hit chance is reasonably high. The system has two parts: a chance to trigger the super crit, and a multiplier that decides how hard it hits. Both are upgraded through the Workshop and expanded further through labs. #### Description A super critical is a follow-up roll that happens only after your tower lands a normal critical hit. If the super crit roll succeeds, the hit deals extra damage based on the Super Crit Multiplier. If your crit chance is low, super crits will trigger rarely, so this upgrade scales with how often you already crit. #### Workshop Super Critical is unlocked in the Workshop for 100 million coins, after Bounce Shot. Unlocking it opens two upgrade tracks: Super Crit Chance and Super Crit Mult. #### Super Crit Chance Super Crit Chance is the probability of a super crit occurring, checked only when a critical hit succeeds. The Workshop track has 100 levels, each adding 0.2%, for a maximum of 20.00% from the Workshop. #### Workshop — Super Crit Mult Super Crit Mult is the damage multiplier applied when a super crit lands. The Workshop offers 120 upgrades, starting from a base multiplier of 1.2 and increasing by 0.1 per level, up to a maximum of 13.2. When a super crit triggers, your total crit multiplier is Critical Factor multiplied by Super Crit Mult. #### Cost — Super Critical Chance Level | Value | Cost | Total Cost 1 | 0.20% | 50.00K | 0.00 2 | 0.40% | 125.01K | 175.01K 3 | 0.60% | 200.23K | 375.24K 4 | 0.80% | 277.07K | 652.31K 5 | 1.00% | 359.81K | 1.01M 6 | 1.20% | 457.72K | 1.47M 7 | 1.40% | 587.58K | 2.06M 8 | 1.60% | 776.32K | 2.83M 9 | 1.80% | 1.06M | 3.90M 10 | 2.00% | 1.51M | 5.40M 11 | 2.20% | 2.18M | 7.59M 12 | 2.40% | 3.19M | 10.77M 13 | 2.60% | 4.65M | 15.42M 14 | 2.80% | 6.72M | 22.14M 15 | 3.00% | 9.60M | 31.74M 16 | 3.20% | 13.51M | 45.26M 17 | 3.40% | 18.73M | 63.99M 18 | 3.60% | 25.58M | 89.57M 19 | 3.80% | 34.42M | 123.99M 20 | 4.00% | 45.70M | 169.69M 21 | 4.20% | 59.88M | 229.57M 22 | 4.40% | 77.54M | 307.12M 23 | 4.60% | 99.30M | 406.42M 24 | 4.80% | 125.85M | 532.27M 25 | 5.00% | 157.99M | 690.26M 26 | 5.20% | 196.57M | 886.82M 27 | 5.40% | 242.56M | 1.13B 28 | 5.60% | 297.01M | 1.43B 29 | 5.80% | 361.09M | 1.79B 30 | 6.00% | 436.05M | 2.22B 31 | 6.20% | 523.28M | 2.75B 32 | 6.40% | 624.27M | 3.37B 33 | 6.60% | 740.65M | 4.11B 34 | 6.80% | 874.17M | 4.99B 35 | 7.00% | 1.03B | 6.01B 36 | 7.20% | 1.20B | 7.21B 37 | 7.40% | 1.40B | 8.61B 38 | 7.60% | 1.62B | 10.23B 39 | 7.80% | 1.87B | 12.10B 40 | 8.00% | 2.15B | 14.25B 41 | 8.20% | 2.47B | 16.72B 42 | 8.40% | 2.82B | 19.53B 43 | 8.60% | 3.21B | 22.74B 44 | 8.80% | 3.64B | 26.39B 45 | 9.00% | 4.12B | 30.51B 46 | 9.20% | 4.66B | 35.17B 47 | 9.40% | 5.24B | 40.41B 48 | 9.60% | 5.89B | 46.30B 49 | 9.80% | 6.60B | 52.89B 50 | 10.00% | 7.37B | 60.27B 51 | 10.20% | 8.47B | 68.74B 52 | 10.40% | 9.42B | 78.16B 53 | 10.60% | 10.47B | 88.63B 54 | 10.80% | 11.60B | 100.23B 55 | 11.00% | 12.83B | 113.06B 56 | 11.20% | 14.17B | 127.23B 57 | 11.40% | 15.61B | 142.84B 58 | 11.60% | 17.18B | 160.02B 59 | 11.80% | 18.87B | 178.89B 60 | 12.00% | 20.70B | 199.59B 61 | 12.20% | 22.66B | 222.25B 62 | 12.40% | 24.78B | 247.03B 63 | 12.60% | 27.05B | 274.08B 64 | 12.80% | 29.49B | 303.57B 65 | 13.00% | 32.11B | 335.68B 66 | 13.20% | 34.91B | 370.60B 67 | 13.40% | 37.91B | 408.51B 68 | 13.60% | 41.12B | 449.63B 69 | 13.80% | 44.55B | 494.18B 70 | 14.00% | 48.20B | 542.38B 71 | 14.20% | 52.09B | 594.47B 72 | 14.40% | 56.24B | 650.71B 73 | 14.60% | 60.65B | 711.36B 74 | 14.80% | 65.34B | 776.70B 75 | 15.00% | 70.32B | 847.02B 76 | 15.20% | 79.39B | 926.41B 77 | 15.40% | 85.27B | 1.01T 78 | 15.60% | 91.51B | 1.10T 79 | 15.80% | 98.11B | 1.20T 80 | 16.00% | 105.10B | 1.31T 81 | 16.20% | 112.49B | 1.42T 82 | 16.40% | 120.29B | 1.54T 83 | 16.60% | 128.53B | 1.67T 84 | 16.80% | 137.22B | 1.80T 85 | 17.00% | 146.39B | 1.95T 86 | 17.20% | 156.05B | 2.11T 87 | 17.40% | 166.23B | 2.27T 88 | 17.60% | 176.93B | 2.45T 89 | 17.80% | 188.20B | 2.64T 90 | 18.00% | 200.04B | 2.84T 91 | 18.20% | 212.48B | 3.05T 92 | 18.40% | 225.54B | 3.28T 93 | 18.60% | 239.25B | 3.52T 94 | 18.80% | 253.64B | 3.77T 95 | 19.00% | 268.72B | 4.04T 96 | 19.20% | 284.52B | 4.32T 97 | 19.40% | 301.07B | 4.62T 98 | 19.60% | 318.40B | 4.94T 99 | 19.80% | 336.53B | 5.28T 100 | 20.00% | 355.49B | 5.63T #### Cost — Super Critical Multi Level | Value | Cost | Total Cost 1 | 1.30x | 30.00K | 0.00 10 | 2.20x | 847.80K | 3.29M 20 | 3.20x | 17.60M | 70.55M 30 | 4.20x | 145.09M | 779.32M 40 | 5.20x | 652.71M | 4.53B 50 | 6.20x | 2.09B | 17.87B 60 | 7.20x | 5.54B | 55.90B 70 | 8.20x | 12.30B | 144.96B 80 | 9.20x | 25.76B | 335.12B 90 | 10.20x | 89.88B | 892.71B 100 | 11.20x | 618.84B | 4.75T 110 | 12.20x | 4.37T | 32.46T 120 | 13.20x | 28.70T | 214.50T #### Super Crit Multi The Super Crit Multi enhancement requires 50 trillion coins spent on enhancements to unlock. Unlocking it raises Super Crit Multi by x1.0, and each level adds 0.1. It has a maximum of 400 levels, reaching a x5 multiplier. The level costs are listed in the table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Lab — Super Crit Chance The Super Crit Chance lab has 50 levels. Each level adds to the Workshop value, pushing your total super crit chance beyond the Workshop cap. Per-level values are shown in the table below. Level | Time | Cost | Value (%) 1 | 1d 3h 46m | 200,000 | 0.10 2 | 1d 17h 41m | 401,000 | 0.20 3 | 2d 7h 54m | 625,990 | 0.30 4 | 2d 23h 24m | 974,770 | 0.40 5 | 3d 17h 54m | 1,680,000 | 0.50 6 | 4d 17h 59m | 3,130,000 | 0.60 7 | 6d 3h 10m | 5,940,000 | 0.70 8 | 8d 1h 53m | 10,970,000 | 0.80 9 | 10d 19h 36m | 19,360,000 | 0.90 10 | 14d 14h 45m | 32,540,000 | 1.00 11 | 19d 18h 50m | 52,320,000 | 1.10 12 | 26d 16h 26m | 80,840,000 | 1.20 13 | 35d 17h 12m | 120,670,000 | 1.30 14 | 47d 7h 55m | 174,800,000 | 1.40 15 | 62d 0h 30m | 246,670,000 | 1.50 16 | 80d 8h 1m | 340,200,000 | 1.60 17 | 102d 20h 42m | 459,820,000 | 1.70 18 | 130d 5h 57m | 610,490,000 | 1.80 19 | 163d 4h 25m | 797,730,000 | 1.90 20 | 202d 9h 55m | 1,030,000,000 | 2.00 21 | 248d 17h 31m | 1,310,000,000 | 2.10 22 | 302d 23h 32m | 1,640,000,000 | 2.20 23 | 366d 1h 32m | 2,040,000,000 | 2.30 24 | 438d 22h 21m | 2,520,000,000 | 2.40 25 | 522d 14h 5m | 3,070,000,000 | 2.50 26 | 618d 2h 10m | 3,720,000,000 | 2.60 27 | 726d 13h 16m | 4,480,000,000 | 2.70 28 | 849d 3h 26m | 5,340,000,000 | 2.80 29 | 987d 2h 1m | 6,340,000,000 | 2.90 30 | 1141d 15h 40m | 7,480,000,000 | 3.00 31 | 1314d 4h 26m | 8,700,000,000 | 3.10 32 | 1506d 1h 41m | 10,230,000,000 | 3.20 33 | 1718d 18h 9m | 11,870,000,000 | 3.30 34 | 1953d 17h 56m | 13,720,000,000 | 3.40 35 | 2212d 14h 32m | 15,780,000,000 | 3.50 36 | 2496d 22h 49m | 18,080,000,000 | 3.60 37 | 2808d 11h 4m | 20,640,000,000 | 3.70 38 | 3148d 20h 58m | 23,480,000,000 | 3.80 39 | 3519d 23h 34m | 26,610,000,000 | 3.90 40 | 3923d 15h 26m | 30,070,000,000 | 4.00 41 | 4361d 18h 29m | 33,870,000,000 | 4.10 42 | 4836d 8h 4m | 38,030,000,000 | 4.20 43 | 5349d 9h 2m | 42,600,000,000 | 4.30 44 | 5902d 23h 38m | 47,580,000,000 | 4.40 45 | 6499d 7h 36m | 53,000,000,000 | 4.50 46 | 7140d 14h 6m | 58,910,000,000 | 4.60 47 | 7829d 1h 48m | 65,320,000,000 | 4.70 48 | 8567d 2h 52m | 72,260,000,000 | 4.80 49 | 9357d 2h 52m | 79,780,000,000 | 4.90 50 | 10201d 12h 58m | 87,900,000,000 | 5.00 #### Lab — Super Crit Mult The Super Crit Mult lab has 40 levels. Each level increases the increments of every Workshop upgrade and raises the maximum value, so it makes both your existing levels and future ones stronger. Details are in the table below. Level | Time | Cost | Value 1 | 1d 3h 46m | 200,000 | 1.02 2 | 1d 17h 41m | 401,000 | 1.04 3 | 2d 7h 51m | 625,990 | 1.06 4 | 2d 23h 1m | 974,770 | 1.08 5 | 3d 16h 18m | 1,680,000 | 1.10 6 | 4d 13h 22m | 3,130,000 | 1.12 7 | 5d 16h 18m | 5,940,000 | 1.14 8 | 7d 3h 41m | 10,970,000 | 1.16 9 | 9d 2h 31m | 19,360,000 | 1.18 10 | 11d 16h 21m | 32,540,000 | 1.20 11 | 15d 1h 6m | 52,320,000 | 1.22 12 | 19d 9h 14m | 80,840,000 | 1.24 13 | 24d 21h 38m | 120,670,000 | 1.26 14 | 31d 19h 41m | 174,800,000 | 1.28 15 | 40d 9h 11m | 246,670,000 | 1.30 16 | 50d 20h 29m | 340,200,000 | 1.32 17 | 63d 12h 18m | 459,820,000 | 1.34 18 | 78d 15h 54m | 610,490,000 | 1.36 19 | 96d 14h 58m | 797,730,000 | 1.38 20 | 117d 17h 41m | 1,030,000,000 | 1.40 21 | 142d 8h 39m | 1,310,000,000 | 1.42 22 | 170d 21h 1m | 1,640,000,000 | 1.44 23 | 203d 16h 18m | 2,040,000,000 | 1.46 24 | 241d 4h 34m | 2,520,000,000 | 1.48 25 | 283d 20h 18m | 3,070,000,000 | 1.50 26 | 332d 2h 29m | 3,720,000,000 | 1.52 27 | 386d 10h 31m | 4,480,000,000 | 1.54 28 | 447d 8h 21m | 5,340,000,000 | 1.56 29 | 515d 8h 18m | 6,340,000,000 | 1.58 30 | 590d 23h 14m | 7,480,000,000 | 1.60 31 | 674d 18h 26m | 8,770,000,000 | 1.62 32 | 767d 7h 41m | 10,230,000,000 | 1.64 33 | 869d 5h 11m | 11,870,000,000 | 1.66 34 | 981d 1h 41m | 13,720,000,000 | 1.68 35 | 1103d 12h 18m | 15,780,000,000 | 1.70 36 | 1237d 4h 42m | 18,080,000,000 | 1.72 37 | 1382d 18h 58m | 20,640,000,000 | 1.74 38 | 1540d 23h 41m | 23,480,000,000 | 1.76 39 | 1712d 11h 51m | 26,610,000,000 | 1.78 40 | 1898d 1h 1m | 30,070,000,000 | 1.80 #### Lab Both Super Crit labs are unlocked through Milestones at tier 5, wave 200. #### Super Crit Mult See Super Critical. ### Thorn Damage URL: https://www.tower-hub.com/wiki/workshop/thorn-damage Thorn Damage is a workshop upgrade that punishes anything that hits your tower. When an enemy makes contact, it takes damage equal to a percentage of its own maximum health, which makes thorns especially effective against high-health targets. #### Description Thorn Damage deals a percentage of the attacking enemy's maximum health back to it whenever it hits your tower. This applies to ranged attackers as well as melee enemies, not just things touching the wall. Bosses take half the listed percentage, so a high thorns value still matters against them but at reduced effect. #### Workshop You unlock Thorn Damage in the workshop for 500 coins once you have both Defense % and Defense Absolute. From there you can buy 99 upgrades, each adding 1% thorns, up to a maximum of 99% (which works out to 49.5% against bosses). A few mechanical points worth knowing: thorn damage does not trigger lifesteal, and your tower does not need to actually take damage for thorns to fire. Protectors are a counter to watch for, since they cut thorn damage by 60% for all enemies within their range. #### Cost The cost of each thorns level rises as you buy more upgrades. See the cost table below for the exact price per level. Level | Value | Cost | Total Cost 1 | 1.00% | 60.00 | 0.00 2 | 2.00% | 85.00 | 145.00 3 | 3.00% | 117.00 | 262.00 4 | 4.00% | 157.00 | 419.00 5 | 5.00% | 206.00 | 625.00 6 | 6.00% | 264.00 | 889.00 7 | 7.00% | 331.00 | 1.22K 8 | 8.00% | 409.00 | 1.63K 9 | 9.00% | 497.00 | 2.13K 10 | 10.00% | 596.00 | 2.72K 11 | 11.00% | 706.00 | 3.43K 12 | 12.00% | 828.00 | 4.26K 13 | 13.00% | 961.00 | 5.22K 14 | 14.00% | 1.11K | 6.32K 15 | 15.00% | 1.26K | 7.59K 16 | 16.00% | 1.43K | 9.02K 17 | 17.00% | 1.62K | 10.63K 18 | 18.00% | 1.81K | 12.44K 19 | 19.00% | 2.02K | 14.46K 20 | 20.00% | 2.24K | 16.70K 21 | 21.00% | 2.47K | 19.17K 22 | 22.00% | 2.72K | 21.89K 23 | 23.00% | 2.98K | 24.87K 24 | 24.00% | 3.26K | 28.13K 25 | 25.00% | 3.54K | 31.67K 26 | 26.00% | 3.85K | 35.51K 27 | 27.00% | 4.16K | 39.67K 28 | 28.00% | 4.49K | 44.17K 29 | 29.00% | 4.84K | 49.01K 30 | 30.00% | 5.20K | 54.20K 31 | 31.00% | 5.57K | 59.77K 32 | 32.00% | 5.96K | 65.73K 33 | 33.00% | 6.36K | 72.10K 34 | 34.00% | 6.78K | 78.88K 35 | 35.00% | 7.22K | 86.09K 36 | 36.00% | 7.66K | 93.76K 37 | 37.00% | 8.13K | 101.89K 38 | 38.00% | 8.61K | 110.49K 39 | 39.00% | 9.10K | 119.59K 40 | 40.00% | 9.61K | 129.21K 41 | 41.00% | 10.14K | 139.34K 42 | 42.00% | 10.68K | 150.02K 43 | 43.00% | 11.24K | 161.26K 44 | 44.00% | 11.81K | 173.07K 45 | 45.00% | 12.40K | 185.46K 46 | 46.00% | 13.00K | 198.47K 47 | 47.00% | 13.62K | 212.09K 48 | 48.00% | 14.26K | 226.35K 49 | 49.00% | 14.92K | 241.27K 50 | 50.00% | 15.59K | 256.85K 51 | 51.00% | 16.76K | 273.61K 52 | 52.00% | 17.48K | 291.10K 53 | 53.00% | 18.22K | 309.32K 54 | 54.00% | 18.98K | 328.30K 55 | 55.00% | 19.76K | 348.06K 56 | 56.00% | 20.55K | 368.62K 57 | 57.00% | 21.36K | 389.98K 58 | 58.00% | 22.19K | 412.17K 59 | 59.00% | 23.04K | 435.20K 60 | 60.00% | 23.90K | 459.10K 61 | 61.00% | 24.78K | 483.88K 62 | 62.00% | 25.68K | 509.56K 63 | 63.00% | 26.59K | 536.15K 64 | 64.00% | 27.53K | 563.68K 65 | 65.00% | 28.48K | 592.16K 66 | 66.00% | 29.45K | 621.61K 67 | 67.00% | 30.44K | 652.05K 68 | 68.00% | 31.44K | 683.49K 69 | 69.00% | 32.47K | 715.96K 70 | 70.00% | 33.51K | 749.47K 71 | 71.00% | 34.57K | 784.05K 72 | 72.00% | 35.65K | 819.70K 73 | 73.00% | 36.75K | 856.45K 74 | 74.00% | 37.87K | 894.32K 75 | 75.00% | 39.00K | 933.32K 76 | 76.00% | 42.16K | 975.48K 77 | 77.00% | 43.39K | 1.02M 78 | 78.00% | 44.64K | 1.06M 79 | 79.00% | 45.92K | 1.11M 80 | 80.00% | 47.21K | 1.16M 81 | 81.00% | 48.52K | 1.21M 82 | 82.00% | 49.85K | 1.26M 83 | 83.00% | 51.19K | 1.31M 84 | 84.00% | 52.57K | 1.36M 85 | 85.00% | 53.95K | 1.41M 86 | 86.00% | 55.37K | 1.47M 87 | 87.00% | 56.79K | 1.52M 88 | 88.00% | 58.25K | 1.58M 89 | 89.00% | 59.72K | 1.64M 90 | 90.00% | 61.21K | 1.70M 91 | 91.00% | 62.72K | 1.77M 92 | 92.00% | 64.25K | 1.83M 93 | 93.00% | 65.80K | 1.90M 94 | 94.00% | 67.38K | 1.96M 95 | 95.00% | 68.97K | 2.03M 96 | 96.00% | 70.59K | 2.10M 97 | 97.00% | 72.22K | 2.18M 98 | 98.00% | 73.88K | 2.25M 99 | 99.00% | 75.55K | 2.33M #### Garlic Thorns Garlic Thorns is a lab upgrade unlocked at tier 2, wave 1000, with 10 upgrade levels. Once researched, Vampire elite enemies take a percentage of your thorns damage per second while they are using their ranged attack, giving you a way to pressure enemies that would otherwise sit safely at range. The per-level values are listed in the table below. Level | Time | Cost | Value 1 | 1d 3h 13m | 4,500 | 0.5 2 | 1d 6h 5m | 7,100 | 1.0 3 | 1d 9h 49m | 13,300 | 1.5 4 | 1d 14h 59m | 26,700 | 2.0 5 | 1d 22h 5m | 50,900 | 2.5 6 | 2d 7h 33m | 89,500 | 3.0 7 | 2d 19h 45m | 146,100 | 3.5 8 | 3d 11h 5m | 224,300 | 4.0 9 | 4d 5h 54m | 327,700 | 4.5 10 | 5d 4h 32m | 459,900 | 5.0 ### Utility Enhancements URL: https://www.tower-hub.com/wiki/workshop/workshop-enhancement-utility The Utility tab in Workshop Enhancements contains upgrades that improve your economy, free upgrade frequency, package recovery, and enemy level skipping. Each enhancement has its own unlock requirement and maximum level, and all of them increase by 0.01x per level after being unlocked. #### — Cash Bonus Cash Bonus is the only Utility enhancement that costs nothing to unlock — it becomes available automatically once you complete the Workshop Enhancement Labs. Unlocking it immediately raises your Cash Bonus multiplier by x1, and each additional level adds 0.01x. Beyond the multiplier itself, every upgrade also increases your cash per wave, interest percentage, and maximum interest per wave by 1% each. You can level it up to 400 times, reaching a maximum bonus of 5x. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### — Coin Bonus To unlock Coin Bonus, you need to have spent 50 billion coins on Utility enhancements. Once unlocked, it raises your Coin Bonus multiplier by x1 and gains 0.01x per level, capping at level 200 for a 3x bonus. This enhancement is particularly valuable because it affects both your tier bonus and your Coins per Kill, meaning the overall benefit is effectively squared. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.25B | 11.25B 3 | 1.03x | 12.46B | 23.71B 4 | 1.04x | 27.42B | 51.14B 5 | 1.05x | 54.50B | 105.64B 6 | 1.06x | 96.85B | 202.49B 7 | 1.07x | 157.45B | 359.94B 8 | 1.08x | 239.17B | 599.11B 9 | 1.09x | 344.79B | 943.90B 10 | 1.10x | 477.01B | 1.42T 11 | 1.11x | 638.46B | 2.06T 12 | 1.12x | 831.70B | 2.89T 13 | 1.13x | 1.06T | 3.95T 14 | 1.14x | 1.32T | 5.27T 15 | 1.15x | 1.63T | 6.90T 16 | 1.16x | 1.97T | 8.87T 17 | 1.17x | 2.36T | 11.23T 18 | 1.18x | 5.59T | 16.83T 19 | 1.19x | 9.84T | 26.67T 20 | 1.20x | 15.26T | 41.94T 21 | 1.21x | 22.02T | 63.96T 22 | 1.22x | 30.29T | 94.24T 23 | 1.23x | 40.24T | 134.49T 24 | 1.24x | 52.08T | 186.56T 25 | 1.25x | 65.99T | 252.55T 26 | 1.26x | 82.19T | 334.75T 27 | 1.27x | 100.89T | 435.64T 28 | 1.28x | 122.32T | 557.96T 29 | 1.29x | 146.71T | 704.67T 30 | 1.30x | 174.29T | 878.95T 31 | 1.31x | 205.32T | 1.08q 32 | 1.32x | 288.06T | 1.37q 33 | 1.33x | 390.25T | 1.76q 34 | 1.34x | 514.70T | 2.28q 35 | 1.35x | 664.46T | 2.94q 36 | 1.36x | 842.82T | 3.78q 37 | 1.37x | 1.05q | 4.84q 38 | 1.38x | 1.30q | 6.14q 39 | 1.39x | 1.59q | 7.72q 40 | 1.40x | 1.92q | 9.64q 41 | 1.41x | 2.30q | 11.94q 42 | 1.42x | 2.73q | 14.67q 43 | 1.43x | 3.22q | 17.89q 44 | 1.44x | 3.78q | 21.67q 45 | 1.45x | 4.41q | 26.07q 46 | 1.46x | 5.11q | 31.18q 47 | 1.47x | 5.90q | 37.08q 48 | 1.48x | 6.77q | 43.85q 49 | 1.49x | 7.74q | 51.59q 50 | 1.50x | 8.82q | 60.41q 51 | 1.51x | 10.01q | 70.42q 52 | 1.52x | 13.01q | 83.43q 53 | 1.53x | 16.58q | 100.00q 54 | 1.54x | 20.77q | 120.77q 55 | 1.55x | 25.67q | 146.44q 56 | 1.56x | 31.36q | 177.80q 57 | 1.57x | 37.93q | 215.73q 58 | 1.58x | 45.47q | 261.20q 59 | 1.59x | 54.09q | 315.29q 60 | 1.60x | 63.90q | 379.19q 61 | 1.61x | 75.02q | 454.21q 62 | 1.62x | 87.57q | 541.78q 63 | 1.63x | 101.69q | 643.47q 64 | 1.64x | 117.52q | 760.99q 65 | 1.65x | 135.22q | 896.21q 66 | 1.66x | 154.95q | 1.05Q 67 | 1.67x | 176.87q | 1.23Q 68 | 1.68x | 201.18q | 1.43Q 69 | 1.69x | 228.07q | 1.66Q 70 | 1.70x | 257.74q | 1.92Q 71 | 1.71x | 290.41q | 2.21Q 72 | 1.72x | 326.30q | 2.53Q 73 | 1.73x | 365.65q | 2.90Q 74 | 1.74x | 408.72q | 3.31Q 75 | 1.75x | 455.77q | 3.76Q 76 | 1.76x | 507.08q | 4.27Q 77 | 1.77x | 562.94q | 4.83Q 78 | 1.78x | 623.66q | 5.46Q 79 | 1.79x | 689.55q | 6.15Q 80 | 1.80x | 760.97q | 6.91Q 81 | 1.81x | 838.25q | 7.74Q 82 | 1.82x | 921.76q | 8.67Q 83 | 1.83x | 1.01Q | 9.68Q 84 | 1.84x | 1.11Q | 10.79Q 85 | 1.85x | 1.21Q | 12.00Q 86 | 1.86x | 1.33Q | 13.33Q 87 | 1.87x | 1.45Q | 14.77Q 88 | 1.88x | 1.58Q | 16.35Q 89 | 1.89x | 1.72Q | 18.07Q 90 | 1.90x | 1.86Q | 19.93Q 91 | 1.91x | 2.02Q | 21.95Q 92 | 1.92x | 2.19Q | 24.15Q 93 | 1.93x | 2.37Q | 26.52Q 94 | 1.94x | 2.57Q | 29.09Q 95 | 1.95x | 2.77Q | 31.86Q 96 | 1.96x | 2.99Q | 34.86Q 97 | 1.97x | 3.23Q | 38.08Q 98 | 1.98x | 3.48Q | 41.56Q 99 | 1.99x | 3.74Q | 45.30Q 100 | 2.00x | 4.02Q | 49.31Q 101 | 2.01x | 4.31Q | 53.63Q 102 | 2.02x | 4.63Q | 58.26Q 103 | 2.03x | 4.96Q | 63.22Q 104 | 2.04x | 5.31Q | 68.53Q 105 | 2.05x | 5.69Q | 74.22Q 106 | 2.06x | 6.08Q | 80.30Q 107 | 2.07x | 6.49Q | 86.79Q 108 | 2.08x | 6.93Q | 93.73Q 109 | 2.09x | 7.40Q | 101.12Q 110 | 2.10x | 7.88Q | 109.01Q 111 | 2.11x | 8.40Q | 117.40Q 112 | 2.12x | 8.94Q | 126.34Q 113 | 2.13x | 9.51Q | 135.85Q 114 | 2.14x | 10.10Q | 145.95Q 115 | 2.15x | 10.73Q | 156.68Q 116 | 2.16x | 11.39Q | 168.08Q 117 | 2.17x | 12.09Q | 180.16Q 118 | 2.18x | 12.82Q | 192.98Q 119 | 2.19x | 13.58Q | 206.56Q 120 | 2.20x | 14.38Q | 220.94Q 121 | 2.21x | 15.22Q | 236.16Q 122 | 2.22x | 16.10Q | 252.25Q 123 | 2.23x | 17.02Q | 269.27Q 124 | 2.24x | 17.98Q | 287.25Q 125 | 2.25x | 18.99Q | 306.24Q 126 | 2.26x | 20.04Q | 326.28Q 127 | 2.27x | 21.14Q | 347.42Q 128 | 2.28x | 22.29Q | 369.72Q 129 | 2.29x | 23.49Q | 393.21Q 130 | 2.30x | 24.75Q | 417.96Q 131 | 2.31x | 26.06Q | 444.01Q 132 | 2.32x | 27.42Q | 471.44Q 133 | 2.33x | 28.85Q | 500.28Q 134 | 2.34x | 30.33Q | 530.61Q 135 | 2.35x | 31.88Q | 562.49Q 136 | 2.36x | 33.49Q | 595.97Q 137 | 2.37x | 35.16Q | 631.13Q 138 | 2.38x | 36.91Q | 668.04Q 139 | 2.39x | 38.72Q | 706.77Q 140 | 2.40x | 40.61Q | 747.38Q 141 | 2.41x | 42.58Q | 789.96Q 142 | 2.42x | 44.62Q | 834.58Q 143 | 2.43x | 46.74Q | 881.32Q 144 | 2.44x | 48.95Q | 930.27Q 145 | 2.45x | 51.24Q | 981.50Q 146 | 2.46x | 53.61Q | 1.04s 147 | 2.47x | 56.08Q | 1.09s 148 | 2.48x | 58.64Q | 1.15s 149 | 2.49x | 61.30Q | 1.21s 150 | 2.50x | 64.05Q | 1.28s 151 | 2.51x | 66.91Q | 1.34s 152 | 2.52x | 69.87Q | 1.41s 153 | 2.53x | 72.93Q | 1.48s 154 | 2.54x | 76.11Q | 1.56s 155 | 2.55x | 79.40Q | 1.64s 156 | 2.56x | 82.81Q | 1.72s 157 | 2.57x | 86.33Q | 1.81s 158 | 2.58x | 89.98Q | 1.90s 159 | 2.59x | 93.76Q | 1.99s 160 | 2.60x | 97.66Q | 2.09s 161 | 2.61x | 101.70Q | 2.19s 162 | 2.62x | 105.87Q | 2.30s 163 | 2.63x | 110.19Q | 2.41s 164 | 2.64x | 114.65Q | 2.52s 165 | 2.65x | 119.26Q | 2.64s 166 | 2.66x | 124.02Q | 2.77s 167 | 2.67x | 128.93Q | 2.90s 168 | 2.68x | 134.01Q | 3.03s 169 | 2.69x | 139.24Q | 3.17s 170 | 2.70x | 144.65Q | 3.31s 171 | 2.71x | 150.23Q | 3.46s 172 | 2.72x | 155.98Q | 3.62s 173 | 2.73x | 161.92Q | 3.78s 174 | 2.74x | 168.04Q | 3.95s 175 | 2.75x | 174.35Q | 4.12s 176 | 2.76x | 180.85Q | 4.30s 177 | 2.77x | 187.56Q | 4.49s 178 | 2.78x | 194.46Q | 4.69s 179 | 2.79x | 201.58Q | 4.89s 180 | 2.80x | 208.91Q | 5.10s 181 | 2.81x | 216.46Q | 5.31s 182 | 2.82x | 224.23Q | 5.54s 183 | 2.83x | 232.23Q | 5.77s 184 | 2.84x | 240.47Q | 6.01s 185 | 2.85x | 248.94Q | 6.26s 186 | 2.86x | 257.66Q | 6.52s 187 | 2.87x | 266.63Q | 6.78s 188 | 2.88x | 275.86Q | 7.06s 189 | 2.89x | 285.35Q | 7.35s 190 | 2.90x | 295.11Q | 7.64s 191 | 2.91x | 305.14Q | 7.95s 192 | 2.92x | 315.45Q | 8.26s 193 | 2.93x | 326.04Q | 8.59s 194 | 2.94x | 336.93Q | 8.92s 195 | 2.95x | 348.12Q | 9.27s 196 | 2.96x | 359.62Q | 9.63s 197 | 2.97x | 371.42Q | 10.00s 198 | 2.98x | 383.54Q | 10.39s 199 | 2.99x | 395.99Q | 10.78s 200 | 3.00x | 408.77Q | 11.19s #### — Cells/Kill Bonus Cells/Kill Bonus requires 500 billion coins spent on Utility enhancements before it becomes available. It boosts your Cells per Kill multiplier by x1 upon unlocking and by 0.01x per level afterward, with a maximum level of 200 for a 3x bonus. #### — Free Upgrades Free Upgrades is locked behind a 5 trillion coin spending requirement on Utility enhancements. When unlocked, it increases all Free Upgrades by x1, with each level adding another 0.01x. The maximum level is 100, which gives you a 2x bonus. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.05B | 11.05B 3 | 1.03x | 22.25B | 33.30B 4 | 1.04x | 95.56B | 128.85B 5 | 1.05x | 299.27B | 428.12B 6 | 1.06x | 739.39B | 1.17T 7 | 1.07x | 1.56T | 2.72T 8 | 1.08x | 2.92T | 5.65T 9 | 1.09x | 5.05T | 10.69T 10 | 1.10x | 8.18T | 18.87T 11 | 1.11x | 12.59T | 31.47T 12 | 1.12x | 18.61T | 50.08T 13 | 1.13x | 26.59T | 76.67T 14 | 1.14x | 36.92T | 113.59T 15 | 1.15x | 50.02T | 163.61T 16 | 1.16x | 66.38T | 229.99T 17 | 1.17x | 86.48T | 316.47T 18 | 1.18x | 221.77T | 538.24T 19 | 1.19x | 420.49T | 958.73T 20 | 1.20x | 699.78T | 1.66q 21 | 1.21x | 1.08q | 2.74q 22 | 1.22x | 1.58q | 4.32q 23 | 1.23x | 2.23q | 6.55q 24 | 1.24x | 3.06q | 9.62q 25 | 1.25x | 4.10q | 13.72q 26 | 1.26x | 5.39q | 19.11q 27 | 1.27x | 6.96q | 26.07q 28 | 1.28x | 8.87q | 34.94q 29 | 1.29x | 11.15q | 46.09q 30 | 1.30x | 13.87q | 59.96q 31 | 1.31x | 17.07q | 77.03q 32 | 1.32x | 25.00q | 102.03q 33 | 1.33x | 35.29q | 137.32q 34 | 1.34x | 48.45q | 185.77q 35 | 1.35x | 65.03q | 250.80q 36 | 1.36x | 85.65q | 336.45q 37 | 1.37x | 111.04q | 447.49q 38 | 1.38x | 141.99q | 589.48q 39 | 1.39x | 179.40q | 768.88q 40 | 1.40x | 224.25q | 993.13q 41 | 1.41x | 277.66q | 1.27Q 42 | 1.42x | 340.83q | 1.61Q 43 | 1.43x | 415.11q | 2.03Q 44 | 1.44x | 501.97q | 2.53Q 45 | 1.45x | 603.03q | 3.13Q 46 | 1.46x | 720.03q | 3.85Q 47 | 1.47x | 854.91q | 4.71Q 48 | 1.48x | 1.01Q | 5.72Q 49 | 1.49x | 1.19Q | 6.90Q 50 | 1.50x | 1.39Q | 8.29Q 51 | 1.51x | 1.62Q | 9.91Q 52 | 1.52x | 2.16Q | 12.07Q 53 | 1.53x | 2.82Q | 14.89Q 54 | 1.54x | 3.62Q | 18.51Q 55 | 1.55x | 4.59Q | 23.09Q 56 | 1.56x | 5.74Q | 28.83Q 57 | 1.57x | 7.10Q | 35.94Q 58 | 1.58x | 8.72Q | 44.65Q 59 | 1.59x | 10.60Q | 55.25Q 60 | 1.60x | 12.81Q | 68.06Q 61 | 1.61x | 15.37Q | 83.43Q 62 | 1.62x | 18.33Q | 101.76Q 63 | 1.63x | 21.74Q | 123.51Q 64 | 1.64x | 25.66Q | 149.16Q 65 | 1.65x | 30.13Q | 179.29Q 66 | 1.66x | 35.23Q | 214.52Q 67 | 1.67x | 41.02Q | 255.54Q 68 | 1.68x | 47.58Q | 303.12Q 69 | 1.69x | 54.99Q | 358.11Q 70 | 1.70x | 63.33Q | 421.44Q 71 | 1.71x | 72.71Q | 494.14Q 72 | 1.72x | 83.21Q | 577.35Q 73 | 1.73x | 94.96Q | 672.31Q 74 | 1.74x | 108.06Q | 780.38Q 75 | 1.75x | 122.66Q | 903.03Q 76 | 1.76x | 138.87Q | 1.04s 77 | 1.77x | 156.84Q | 1.20s 78 | 1.78x | 176.74Q | 1.38s 79 | 1.79x | 198.72Q | 1.57s 80 | 1.80x | 222.96Q | 1.80s 81 | 1.81x | 249.65Q | 2.05s 82 | 1.82x | 279.00Q | 2.33s 83 | 1.83x | 311.20Q | 2.64s 84 | 1.84x | 346.50Q | 2.98s 85 | 1.85x | 385.13Q | 3.37s 86 | 1.86x | 427.34Q | 3.80s 87 | 1.87x | 473.41Q | 4.27s 88 | 1.88x | 523.63Q | 4.79s 89 | 1.89x | 578.29Q | 5.37s 90 | 1.90x | 637.72Q | 6.01s 91 | 1.91x | 702.26Q | 6.71s 92 | 1.92x | 772.26Q | 7.48s 93 | 1.93x | 848.10Q | 8.33s 94 | 1.94x | 930.19Q | 9.26s 95 | 1.95x | 1.02s | 10.28s 96 | 1.96x | 1.11s | 11.40s 97 | 1.97x | 1.22s | 12.61s 98 | 1.98x | 1.33s | 13.94s 99 | 1.99x | 1.45s | 15.39s 100 | 2.00x | 1.58s | 16.97s #### — Packages The Packages enhancement requires 50 trillion coins spent on Utility enhancements to unlock. It increases both your Max Recovery Package and Recovery Amount by x1 when first unlocked, then by 0.01x per level. You can level it up to 300 times, reaching a maximum bonus of 4x. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s #### — Enemy Level Skips Enemy Level Skips is the most expensive Utility enhancement to unlock, requiring 500 trillion coins spent on Utility enhancements. It boosts the Enemy Health and Enemy Damage Level Skip multiplier by x1 upon unlocking and by 0.01x per level, with a maximum level of 60 for a 1.6x bonus. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 15.50B | 20.50B 3 | 1.03x | 202.98B | 223.48B 4 | 1.04x | 1.13T | 1.36T 5 | 1.05x | 3.89T | 5.24T 6 | 1.06x | 10.14T | 15.38T 7 | 1.07x | 22.19T | 37.57T 8 | 1.08x | 43.05T | 80.63T 9 | 1.09x | 76.44T | 157.07T 10 | 1.10x | 126.85T | 283.91T 11 | 1.11x | 199.54T | 483.45T 12 | 1.12x | 300.61T | 784.06T 13 | 1.13x | 437.01T | 1.22q 14 | 1.14x | 616.54T | 1.84q 15 | 1.15x | 847.92T | 2.69q 16 | 1.16x | 1.14q | 3.83q 17 | 1.17x | 1.51q | 5.33q 18 | 1.18x | 3.91q | 9.24q 19 | 1.19x | 7.50q | 16.74q 20 | 1.20x | 12.61q | 29.35q 21 | 1.21x | 19.65q | 49.00q 22 | 1.22x | 29.09q | 78.08q 23 | 1.23x | 41.45q | 119.53q 24 | 1.24x | 57.35q | 176.88q 25 | 1.25x | 77.47q | 254.35q 26 | 1.26x | 102.60q | 356.95q 27 | 1.27x | 133.59q | 490.55q 28 | 1.28x | 171.41q | 661.96q 29 | 1.29x | 217.13q | 879.09q 30 | 1.30x | 271.92q | 1.15Q 31 | 1.31x | 337.06q | 1.49Q 32 | 1.32x | 496.77q | 1.98Q 33 | 1.33x | 705.87q | 2.69Q 34 | 1.34x | 975.00q | 3.67Q 35 | 1.35x | 1.32Q | 4.98Q 36 | 1.36x | 1.74Q | 6.73Q 37 | 1.37x | 2.27Q | 9.00Q 38 | 1.38x | 2.92Q | 11.92Q 39 | 1.39x | 3.71Q | 15.64Q 40 | 1.40x | 4.67Q | 20.30Q 41 | 1.41x | 5.81Q | 26.11Q 42 | 1.42x | 7.16Q | 33.27Q 43 | 1.43x | 8.77Q | 42.04Q 44 | 1.44x | 10.65Q | 52.69Q 45 | 1.45x | 12.85Q | 65.54Q 46 | 1.46x | 15.42Q | 80.96Q 47 | 1.47x | 18.39Q | 99.35Q 48 | 1.48x | 21.81Q | 121.15Q 49 | 1.49x | 25.74Q | 146.89Q 50 | 1.50x | 30.24Q | 177.13Q 51 | 1.51x | 35.37Q | 212.50Q 52 | 1.52x | 47.38Q | 259.88Q 53 | 1.53x | 62.14Q | 322.01Q 54 | 1.54x | 80.12Q | 402.13Q 55 | 1.55x | 101.84Q | 503.97Q 56 | 1.56x | 127.88Q | 631.85Q 57 | 1.57x | 158.91Q | 790.75Q 58 | 1.58x | 195.63Q | 986.39Q 59 | 1.59x | 238.88Q | 1.23s 60 | 1.60x | 289.53Q | 1.51s ### Utility Upgrades URL: https://www.tower-hub.com/wiki/workshop/utility-upgrades Utility upgrades are a category of Workshop Upgrades that support your tower both during a round and between rounds. Rather than adding raw damage or defence, they improve your economy and smooth out your progression. #### Description Utility upgrades provide support to your tower in and out of the round. Their effects include increasing how much cash and coins you produce, granting free upgrades to your tower, and skipping enemy level increases so waves scale up more slowly. Because they strengthen your income and reduce the pressure of enemy scaling, utility upgrades matter at every stage of the game. Investing here helps you afford other workshop upgrades faster and keeps your tower competitive in longer runs. ### Wall URL: https://www.tower-hub.com/wiki/workshop/wall The Wall is a defensive layer that stops enemies from reaching your tower until its health is depleted. Once destroyed, it rebuilds automatically over a set period, but enemies can pass through freely during that rebuild window. It is one of the later defensive unlocks in the workshop and becomes a major part of your defense setup once you invest in its upgrades. #### Overview The Wall acts as a physical barrier between enemies and your tower. Enemies cannot reach the tower while the Wall has health remaining. Once its health drops to zero, the Wall is destroyed and begins rebuilding over time. During the rebuild, enemies are not blocked and can reach the tower as normal. When the Wall finishes rebuilding, it pushes all enemies away from the tower, ensuring nothing is left standing inside the Wall's perimeter when it comes back up. #### Workshop The Wall is unlocked in the workshop for 500 million coins, available after Death Defy. Unlocking it gives you access to two workshop upgrade tracks: Wall Health and Wall Rebuild. #### Workshop — Wall Health Wall Health sets the Wall's maximum HP as a percentage of your tower's health. It starts at 20% and gains 0.1% per upgrade level, with 1800 total upgrades bringing it to a maximum of 200% of tower health. #### Wall Rebuild Wall Rebuild controls how long the Wall takes to come back after being destroyed. It has 300 upgrades, each shaving 2 seconds off the rebuild timer, down to a minimum of 600 seconds from upgrades alone. The hard cap on rebuild time is 150 seconds, which requires additional reductions from labs to reach. #### Cost — Wall Health The cost table below shows the coin cost for each Wall Health upgrade level in the workshop. Level | Value | Cost | Total Cost 1 | 20.10% | 8.00M | 8.00M 100 | 30.00% | 31.91M | 1.90B 200 | 40.00% | 111.04M | 8.54B 300 | 50.00% | 398.70M | 39.03B 400 | 60.00% | 665.11M | 91.49B 500 | 70.00% | 2.09B | 260.95B 600 | 80.00% | 3.14B | 520.54B 700 | 90.00% | 9.02B | 1.28T 800 | 100.00% | 12.52B | 2.35T 900 | 110.00% | 33.73B | 5.28T 1000 | 120.00% | 44.29B | 9.17T 1100 | 130.00% | 113.82B | 19.27T 1200 | 140.00% | 143.51B | 32.11T 1300 | 150.00% | 356.03B | 64.22T 1400 | 160.00% | 435.37B | 103.74T 1500 | 170.00% | 1.58T | 247.75T 1600 | 180.00% | 1.88T | 420.62T 1700 | 190.00% | 6.68T | 1.04q 1800 | 200.00% | 23.48T | 3.21q #### Cost — Wall Rebuild The cost table below shows the coin cost for each Wall Rebuild upgrade level in the workshop. Level | Value | Cost | Total Cost 1 | 1198s | 16.00M | 16.00M 10 | 1180s | 23.21M | 196.03M 20 | 1160s | 31.37M | 472.81M 30 | 1140s | 39.98M | 833.36M 40 | 1120s | 49.45M | 1.28B 50 | 1100s | 60.28M | 1.84B 60 | 1080s | 150.51M | 3.22B 70 | 1060s | 182.21M | 4.89B 80 | 1040s | 231.80M | 6.98B 90 | 1020s | 281.18M | 9.56B 100 | 1000s | 341.30M | 12.69B 110 | 980s | 894.47M | 20.90B 120 | 960s | 1.08B | 30.86B 130 | 940s | 1.47B | 43.66B 140 | 920s | 1.77B | 59.93B 150 | 900s | 2.12B | 79.47B 160 | 880s | 8.79B | 160.81B 170 | 860s | 10.44B | 257.63B 180 | 840s | 14.93B | 384.84B 190 | 820s | 17.56B | 548.32B 200 | 800s | 20.54B | 739.97B 210 | 780s | 71.71B | 1.41T 220 | 760s | 83.06B | 2.19T 230 | 740s | 95.76B | 3.09T 240 | 720s | 109.90B | 4.12T 250 | 700s | 125.59B | 5.31T 260 | 680s | 571.70B | 10.71T 270 | 660s | 648.06B | 16.84T 280 | 640s | 731.87B | 23.77T 290 | 620s | 823.55B | 31.59T 300 | 600s | 923.56B | 40.37T #### Workshop Enhancement — Wall Health The Wall Health enhancement is unlocked after spending 50 trillion coins on defense enhancements. It starts at a x1 multiplier when first unlocked and increases by 0.01x per level, with a maximum of 400 levels for a total x5 bonus to Wall Health. The cost table below shows the enhancement cost per level. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Lab — Wall Health The Wall Health lab has 50 upgrades and increases the maximum health of the Wall, adding on top of the workshop value. The cost table below shows the lab cost per level. Level | Time | Cost | Value 1 | 0d 5h 33m | 1B | +2% 2 | 0d 5h 37m | 1,2B | +4% 3 | 0d 5h 46m | 1,4B | +6% 4 | 0d 5h 59m | 1,6B | +8% 5 | 0d 6h 19m | 1,81B | +10% 6 | 0d 6h 45m | 2,02B | +12% 7 | 0d 7h 19m | 2,24B | +14% 8 | 0d 8h 1m | 2,46B | +16% 9 | 0d 8h 51m | 2,7B | +18% 10 | 0d 9h 50m | 2,94B | +20% 11 | 0d 10h 59m | 3,2B | +22% 12 | 0d 12h 18m | 3,47B | +24% 13 | 0d 13h 47m | 3,76B | +26% 14 | 0d 15h 26m | 4,07B | +28% 15 | 0d 17h 17m | 4,41B | +30% 16 | 0d 19h 18m | 4,76B | +32% 17 | 0d 21h 32m | 5,14B | +34% 18 | 0d 23h 57m | 5,55B | +36% 19 | 1d 2h 34m | 5,99B | +38% 20 | 1d 5h 24m | 6,46B | +40% 21 | 1d 8h 26m | 6,97B | +42% 22 | 1d 11h 42m | 7,51B | +44% 23 | 1d 15h 10m | 8,09B | +46% 24 | 1d 18h 53m | 8,72B | +48% 25 | 1d 22h 49m | 9,39B | +50% 26 | 2d 2h 59m | 10,1B | +52% 27 | 2d 7h 23m | 10,87B | +54% 28 | 2d 12h 1m | 11,69B | +56% 29 | 2d 16h 55m | 12,57B | +58% 30 | 2d 22h 3m | 13,5B | +60% 31 | 3d 3h 26m | 14,49B | +62% 32 | 3d 9h 4m | 15,55B | +64% 33 | 3d 14h 58m | 16,67B | +66% 34 | 3d 21h 8m | 17,86B | +68% 35 | 4d 3h 33m | 19,12B | +70% 36 | 4d 10h 15m | 20,46B | +72% 37 | 4d 17h 13m | 21,87B | +74% 38 | 5d 0h 27m | 23,36B | +76% 39 | 5d 7h 58m | 24,94B | +78% 40 | 5d 15h 45m | 26,6B | +80% 41 | 5d 23h 50m | 28,36B | +82% 42 | 6d 8h 12m | 30,2B | +84% 43 | 6d 16h 51m | 32,14B | +86% 44 | 7d 1h 47m | 34,17B | +88% 45 | 7d 11h 2m | 36,31B | +90% 46 | 7d 20h 34m | 38,55B | +92% 47 | 8d 6h 24m | 40,9B | +94% 48 | 8d 16h 32m | 43,36B | +96% 49 | 9d 2h 58m | 45,93B | +98% 50 | 9d 13h 43m | 48,61B | +100% #### Lab — Wall Rebuild The Wall Rebuild lab has 20 upgrades, each reducing the rebuild time by a set number of seconds. These reductions stack with workshop upgrades and are needed to push the rebuild timer below the 600-second workshop minimum toward the 150-second hard cap. The cost table below shows the lab cost per level. Level | Time | Cost | Value 1 | 0d 13h 53m | 1,600,000,000 | -10.0s 2 | 1d 1h 1m | 1,910,000,000 | -20.0s 3 | 1d 12h 20m | 2,230,000,000 | -30.0s 4 | 2d 0h 14m | 2,610,000,000 | -40.0s 5 | 2d 13h 11m | 3,040,000,000 | -50.0s 6 | 3d 3h 49m | 3,550,000,000 | -60.0s 7 | 3d 20h 51m | 4,150,000,000 | -70.0s 8 | 4d 17h 6m | 4,860,000,000 | -80.0s 9 | 5d 17h 26m | 5,690,000,000 | -90.0s 10 | 6d 22h 51m | 6,650,000,000 | -100.0s 11 | 8d 10h 24m | 7,750,000,000 | -110.0s 12 | 10d 5h 12m | 9,020,000,000 | -120.0s 13 | 12d 8h 26m | 10,460,000,000 | -130.0s 14 | 14d 21h 23m | 12,080,000,000 | -140.0s 15 | 17d 21h 22m | 13,890,000,000 | -150.0s 16 | 21d 9h 46m | 15,920,000,000 | -160.0s 17 | 25d 12h 1m | 18,160,000,000 | -170.0s 18 | 30d 5h 40m | 20,640,000,000 | -180.0s 19 | 35d 16h 14m | 23,360,000,000 | -190.0s 20 | 41d 21h 23m | 26,330,000,000 | -200.0s #### Lab — Wall Regen Wall Regen has 30 upgrades and lets the Wall regenerate HP based on a percentage of your tower's Health Regen. This lab is also required to heal the bonus health provided by Wall Fortification, so it is worth picking up before or alongside Fortification. The cost table below shows the lab cost per level. Level | Time | Cost | Value 1 | 1d 3h 46m | 30.00B | 10.00% 2 | 1d 9h 21m | 35.10B | 20.00% 3 | 1d 15h 16m | 40.35B | 30.00% 4 | 1d 22h 38m | 45.72B | 40.00% 5 | 2d 9h 32m | 51.21B | 50.00% 6 | 3d 3h 15m | 56.81B | 60.00% 7 | 4d 8h 14m | 62.52B | 70.00% 8 | 6d 6h 21m | 68.32B | 80.00% 9 | 9d 4h 50m | 74.22B | 90.00% 10 | 13d 12h 24m | 80.22B | 100.00% 11 | 19d 15h 18m | 86.31B | 110.00% 12 | 22d 13h 59m | 92.49B | 120.00% 13 | 25d 23h 17m | 98.76B | 130.00% 14 | 29d 20h 47m | 105.12B | 140.00% 15 | 34d 8h 18m | 111.56B | 150.00% 16 | 39d 11h 57m | 118.09B | 160.00% 17 | 45d 10h 8m | 124.70B | 170.00% 18 | 52d 5h 40m | 131.40B | 180.00% 19 | 60d 1h 43m | 138.18B | 190.00% 20 | 69d 1h 58m | 145.03B | 200.00% 21 | 79d 10h 40m | 151.97B | 210.00% 22 | 91d 8h 40m | 158.99B | 220.00% 23 | 105d 1h 34m | 166.08B | 230.00% 24 | 120d 19h 48m | 173.26B | 240.00% 25 | 138d 22h 47m | 180.51B | 250.00% 26 | 159d 19h 0m | 187.83B | 260.00% 27 | 183d 18h 15m | 195.23B | 270.00% 28 | 211d 7h 47m | 202.71B | 280.00% 29 | 243d 33m 49s | 210.26B | 290.00% 30 | 279d 11h 26m | 217.89B | 300.00% #### Lab — Wall Thorns Wall Thorns has 20 levels and allows the Wall to deal thorn damage based on a percentage of your tower's thorn damage when enemies attack it. The cost table below shows the lab cost per level. Level | Time | Cost | Value 1 | 1d 3h 46m | 30B | 1% 2 | 1d 12h 7m | 38,1B | 2% 3 | 1d 20h 49m | 46,35B | 3% 4 | 2d 6h 58m | 54,72B | 4% 5 | 2d 20h 39m | 63,21B | 5% 6 | 3d 17h 8m | 71,81B | 6% 7 | 5d 0h 54m | 80,52B | 7% 8 | 7d 1h 48m | 89,32B | 8% 9 | 10d 3h 3m | 98,22B | 9% 10 | 14d 13h 24m | 107,22B | 10% 11 | 20d 19h 4m | 116,31B | 11% 12 | 29d 7h 56m | 125,49B | 12% 13 | 40d 17h 29m | 134,76B | 13% 14 | 55d 14h 55m | 144,12B | 14% 15 | 74d 17h 9m | 153,56B | 15% 16 | 98d 18h 54m | 163,09B | 16% 17 | 128d 16h 42m | 172,7B | 17% 18 | 165d 8h 56m | 182,4B | 18% 19 | 209d 19h 53m | 192,18B | 19% 20 | 263d 3h 46m | 202,03B | 20% #### Lab — Wall Invincibility Wall Invincibility has 10 upgrades. Each level extends the time the Wall is invincible after rebuilding, up to a maximum of 10 seconds. During this window the Wall takes no damage, giving it time to start regenerating before enemies can chip away at it again. The cost table below shows the lab cost per level. Level | Time | Cost | Value 1 | 3d 11h 19m | 300,000,000,000 | 1.0s 2 | 4d 1h 14m | 351,000,000,000 | 2.0s 3 | 4d 15h 29m | 403,030,000,000 | 3.0s 4 | 5d 7h 11m | 455,800,000,000 | 4.0s 5 | 6d 2h 26m | 509,190,000,000 | 5.0s 6 | 7d 4h 28m | 563,130,000,000 | 6.0s 7 | 8d 17h 48m | 617,580,000,000 | 7.0s 8 | 11d 0h 15m | 672,500,000,000 | 8.0s 9 | 14d 7h 3m | 727,860,000,000 | 9.0s 10 | 18d 22h 57m | 783,630,000,000 | 10.0s #### Lab — Wall Fortification Wall Fortification is unlocked in Milestones at tier 14 wave 60 and has 60 levels. It allows the Wall to regenerate beyond its normal maximum health, effectively giving it an overheal buffer. Wall Regen is required to actually build up health past the maximum, so the two labs work as a pair. The cost table below shows the lab cost per level. Level | Time | Cost | Value 1 | 2d 7h 33m | 300,000,000,000 | 20% 2 | 2d 10h 4m | 300,070,000,000 | 40% 3 | 2d 12h 40m | 300,440,000,000 | 60% 4 | 2d 15h 25m | 301,410,000,000 | 80% 5 | 2d 18h 22m | 303,280,000,000 | 100% 6 | 2d 21h 33m | 306,350,000,000 | 120% 7 | 3d 1h 0m | 310,920,000,000 | 140% 8 | 3d 4h 46m | 317,290,000,000 | 160% 9 | 3d 8h 53m | 325,760,000,000 | 180% 10 | 3d 13h 23m | 336,620,000,000 | 200% 11 | 3d 18h 18m | 350,200,000,000 | 220% 12 | 3d 23h 39m | 366,770,000,000 | 240% 13 | 4d 5h 29m | 386,640,000,000 | 260% 14 | 4d 11h 50m | 410,110,000,000 | 280% 15 | 4d 18h 43m | 437,480,000,000 | 300% 16 | 5d 2h 10m | 469,050,000,000 | 320% 17 | 5d 10h 13m | 505,120,000,000 | 340% 18 | 5d 18h 53m | 545,990,000,000 | 360% 19 | 6d 4h 12m | 591,960,000,000 | 380% 20 | 6d 14h 11m | 643,330,000,000 | 400% 21 | 7d 52m 50s | 700,400,000,000 | 420% 22 | 7d 12h 17m | 763,470,000,000 | 440% 23 | 8d 27m 55s | 832,840,000,000 | 460% 24 | 8d 13h 24m | 908,810,000,000 | 480% 25 | 9d 3h 9m | 991,680,000,000 | 500% 26 | 9d 17h 43m | 1,080,000,000,000 | 520% 27 | 10d 9h 9m | 1,180,000,000,000 | 540% 28 | 11d 1h 26m | 1,280,000,000,000 | 560% 29 | 11d 18h 38m | 1,400,000,000,000 | 580% 30 | 12d 12h 44m | 1,520,000,000,000 | 600% 31 | 13d 7h 47m | 1,650,000,000,000 | 620% 32 | 14d 3h 49m | 1,790,000,000,000 | 640% 33 | 15d 0h 49m | 1,940,000,000,000 | 660% 34 | 15d 22h 50m | 2,100,000,000,000 | 680% 35 | 16d 21h 53m | 2,270,000,000,000 | 700% 36 | 17d 21h 59m | 2,440,000,000,000 | 720% 37 | 18d 23h 9m | 2,630,000,000,000 | 740% 38 | 20d 1h 26m | 2,830,000,000,000 | 760% 39 | 21d 4h 49m | 3,040,000,000,000 | 780% 40 | 22d 9h 21m | 3,270,000,000,000 | 800% 41 | 23d 15h 2m | 3,500,000,000,000 | 820% 42 | 24d 21h 54m | 3,750,000,000,000 | 840% 43 | 26d 5h 58m | 4,010,000,000,000 | 860% 44 | 27d 15h 16m | 4,280,000,000,000 | 880% 45 | 29d 1h 48m | 4,560,000,000,000 | 900% 46 | 30d 13h 36m | 4,860,000,000,000 | 920% 47 | 32d 2h 40m | 5,170,000,000,000 | 940% 48 | 33d 17h 3m | 5,490,000,000,000 | 960% 49 | 35d 8h 45m | 5,830,000,000,000 | 980% 50 | 37d 1h 48m | 6,180,000,000,000 | 1000% 51 | 38d 20h 12m | 6,550,000,000,000 | 1020% 52 | 40d 15h 59m | 6,930,000,000,000 | 1040% 53 | 42d 13h 10m | 7,330,000,000,000 | 1060% 54 | 44d 11h 46m | 7,740,000,000,000 | 1080% 55 | 46d 11h 48m | 8,170,000,000,000 | 1100% 56 | 48d 13h 17m | 8,620,000,000,000 | 1120% 57 | 50d 16h 16m | 9,080,000,000,000 | 1140% 58 | 52d 20h 43m | 9,560,000,000,000 | 1160% 59 | 55d 2h 42m | 10,060,000,000,000 | 1180% 60 | 57d 10h 12m | 10,570,000,000,000 | 1200% #### Lab All Wall labs are unlocked through Milestones. Wall Health and Wall Rebuild become available at tier 8 wave 10. Wall Regen and Wall Thorns unlock at tier 10 wave 70. Wall Invincibility unlocks at tier 12 wave 10. Wall Fortification unlocks at tier 14 wave 60. Wall Health adds to the workshop value, while Wall Rebuild reduces the workshop rebuild value. Wall Regen applies a percentage of tower regen to the Wall, Wall Thorns lets the Wall deal a percentage of tower thorns when attacked, Wall Invincibility grants a brief invulnerable window after each rebuild, and Wall Fortification lets the Wall hold health beyond its maximum as long as Wall Regen is active. ### Wave Accelerator URL: https://www.tower-hub.com/wiki/workshop/wave-accelerator Wave Accelerator is a Workshop Upgrade card that reduces the wave cooldown timer in The Tower: Idle Tower Defense. By shortening the pause between waves, it speeds up the overall pace of each round. #### Description The Wave Accelerator reduces the wave cooldown timer, cutting down the portion of each wave when no enemies can spawn. This makes rounds shorter overall by minimising the downtime between waves. #### Use Equipping the Wave Accelerator decreases the amount of time enemies do not spawn during a wave. This reduces the overall length of the round, which can be useful when you want to progress through waves more quickly. It also reduces the time between bosses, allowing Energy Shield charges to accumulate faster. #### Card Mastery The Card Mastery for Wave Accelerator shifts the spawn rates of normal enemies so they occur faster. Rather than simply reducing downtime, this actively compresses the spawn schedule of standard enemies within each wave. ### Wave Skip URL: https://www.tower-hub.com/wiki/workshop/wave-skip Wave Skip is a Workshop Upgrade that gives you a chance to bypass a wave entirely. When it triggers, you receive the coins, cash, and cells from the wave you just finished, but multiplied by 1.1. If the wave you skipped happened to contain a Boss, the game also rolls for reroll shards and modules. #### Description This upgrade provides a probability-based trigger that skips the upcoming wave. Instead of playing through it, you immediately collect the earnings from the previous wave, boosted by a 1.1x multiplier. Boss waves that get skipped still grant their reroll shard and module drop chances. #### Use Wave Skip is a complex upgrade with numerous interactions, both positive and negative. These effects fall into two main categories: wave-based interactions and income-based interactions. #### Wave Based Interactions Several game systems interact with Wave Skip in different ways. Multiple skips can chain together, bypassing several waves consecutively. Free Upgrades are tested for each wave completed after a skip, so skipped waves can actually lead to more free upgrade procs. Enemy Level Skips for both Health and Attack can activate up to the number of waves that were skipped. However, time-based mechanics are not accelerated: Energy Shield still requires the same real time between charges, meaning it effectively needs more waves to recharge. Similarly, Demon Mode does not have its duration shortened, so it will persist across more waves. #### Income Based Interactions All income from the final wave before a skip is multiplied by 1.1, including earnings from Ultimate Weapons and Golden Bot. Cell rewards are calculated from the cells earned on that previous wave. When multiple waves are skipped in a row, the multiplier compounds: the total is calculated as 1.1 raised to the power of the number of waves skipped. ### Workshop Attack Discount URL: https://www.tower-hub.com/wiki/workshop/workshop-attack-discount Workshop Attack Discount is a lab research that cuts the coin cost of upgrading your attack workshop stats. The more you level it, the cheaper each attack upgrade becomes, so your coins stretch further during a run. #### Description Workshop Attack Discount reduces how many coins you spend on attack upgrades in the workshop. It applies to the attack workshop upgrades, lowering their coin price so you can afford more levels of them over the course of a run. #### Lab You unlock this lab through Milestones by reaching wave 40 on tier 1. Once unlocked, it can be researched up to level 99. The per-level research costs and times are listed in the table below. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 0.50% 2 | 0d 0h 6m | 71 | 1.00% 3 | 0d 0h 16m | 178 | 1.50% 4 | 0d 0h 31m | 398 | 2.00% 5 | 0d 0h 52m | 772 | 2.50% 6 | 0d 1h 20m | 1,340 | 3.00% 7 | 0d 1h 56m | 2,120 | 3.50% 8 | 0d 2h 39m | 3,170 | 4.00% 9 | 0d 3h 31m | 4,510 | 4.50% 10 | 0d 4h 32m | 6,170 | 5.00% 11 | 0d 5h 43m | 8,170 | 5.50% 12 | 0d 7h 3m | 10,560 | 6.00% 13 | 0d 8h 34m | 13,350 | 6.50% 14 | 0d 10h 15m | 16,580 | 7.00% 15 | 0d 12h 7m | 20,270 | 7.50% 16 | 0d 14h 10m | 24,440 | 8.00% 17 | 0d 16h 25m | 29,130 | 8.50% 18 | 0d 18h 52m | 34,360 | 9.00% 19 | 0d 21h 31m | 40,160 | 9.50% 20 | 1d 0h 22m | 46,540 | 10.00% 21 | 1d 3h 26m | 53,530 | 10.50% 22 | 1d 6h 44m | 61,160 | 11.00% 23 | 1d 10h 14m | 69,460 | 11.50% 24 | 1d 13h 58m | 78,430 | 12.00% 25 | 1d 17h 56m | 88,120 | 12.50% 26 | 1d 22h 7m | 98,530 | 13.00% 27 | 2d 2h 33m | 109,700 | 13.50% 28 | 2d 7h 13m | 121,650 | 14.00% 29 | 2d 12h 8m | 134,390 | 14.50% 30 | 2d 17h 18m | 147,950 | 15.00% 31 | 2d 22h 43m | 162,350 | 15.50% 32 | 3d 4h 23m | 177,620 | 16.00% 33 | 3d 10h 18m | 193,780 | 16.50% 34 | 3d 16h 30m | 210,830 | 17.00% 35 | 3d 22h 57m | 228,820 | 17.50% 36 | 4d 5h 40m | 247,760 | 18.00% 37 | 4d 12h 40m | 267,660 | 18.50% 38 | 4d 19h 55m | 288,560 | 19.00% 39 | 5d 3h 28m | 310,470 | 19.50% 40 | 5d 11h 17m | 333,400 | 20.00% 41 | 5d 19h 24m | 357,390 | 20.50% 42 | 6d 3h 47m | 382,450 | 21.00% 43 | 6d 12h 28m | 408,600 | 21.50% 44 | 6d 21h 26m | 435,870 | 22.00% 45 | 7d 6h 42m | 464,260 | 22.50% 46 | 7d 16h 15m | 493,810 | 23.00% 47 | 8d 2h 7m | 524,530 | 23.50% 48 | 8d 12h 17m | 556,430 | 24.00% 49 | 8d 22h 45m | 589,550 | 24.50% 50 | 9d 9h 31m | 623,890 | 25.00% 51 | 9d 20h 37m | 659,490 | 25.50% 52 | 10d 8h 0m | 696,340 | 26.00% 53 | 10d 19h 43m | 734,490 | 26.50% 54 | 11d 7h 45m | 773,940 | 27.00% 55 | 11d 20h 6m | 814,710 | 27.50% 56 | 12d 8h 46m | 856,830 | 28.00% 57 | 12d 21h 46m | 900,300 | 28.50% 58 | 13d 11h 5m | 945,160 | 29.00% 59 | 14d 0h 44m | 991,410 | 29.50% 60 | 14d 14h 43m | 1,040,000 | 30.00% 61 | 15d 5h 3m | 1,090,000 | 30.50% 62 | 15d 19h 42m | 1,140,000 | 31.00% 63 | 16d 10h 41m | 1,190,000 | 31.50% 64 | 17d 2h 1m | 1,240,000 | 32.00% 65 | 17d 17h 42m | 1,300,000 | 32.50% 66 | 18d 9h 43m | 1,360,000 | 33.00% 67 | 19d 2h 5m | 1,410,000 | 33.50% 68 | 19d 18h 48m | 1,470,000 | 34.00% 69 | 20d 11h 52m | 1,530,000 | 34.50% 70 | 21d 5h 17m | 1,600,000 | 35.00% 71 | 21d 23h 4m | 1,660,000 | 35.50% 72 | 22d 17h 12m | 1,730,000 | 36.00% 73 | 23d 11h 41m | 1,800,000 | 36.50% 74 | 24d 6h 32m | 1,870,000 | 37.00% 75 | 25d 1h 46m | 1,940,000 | 37.50% 76 | 25d 21h 20m | 2,010,000 | 38.00% 77 | 26d 17h 18m | 2,080,000 | 38.50% 78 | 27d 13h 37m | 2,160,000 | 39.00% 79 | 28d 10h 18m | 2,240,000 | 39.50% 80 | 29d 7h 22m | 2,320,000 | 40.00% 81 | 30d 4h 48m | 2,400,000 | 40.50% 82 | 31d 2h 37m | 2,480,000 | 41.00% 83 | 32d 0h 49m | 2,570,000 | 41.50% 84 | 32d 23h 24m | 2,650,000 | 42.00% 85 | 33d 22h 21m | 2,740,000 | 42.50% 86 | 34d 21h 42m | 2,830,000 | 43.00% 87 | 35d 21h 26m | 2,930,000 | 43.50% 88 | 36d 21h 33m | 3,020,000 | 44.00% 89 | 37d 22h 3m | 3,120,000 | 44.50% 90 | 38d 22h 57m | 3,220,000 | 45.00% 91 | 40d 0h 15m | 3,320,000 | 45.50% 92 | 41d 1h 56m | 3,420,000 | 46.00% 93 | 42d 4h 1m | 3,520,000 | 46.50% 94 | 43d 6h 30m | 3,630,000 | 47.00% 95 | 44d 9h 23m | 3,740,000 | 47.50% 96 | 45d 12h 40m | 3,850,000 | 48.00% 97 | 46d 16h 22m | 3,960,000 | 48.50% 98 | 47d 20h 27m | 4,070,000 | 49.00% 99 | 49d 0h 57m | 4,190,000 | 49.50% #### Lab: Workshop Defense Discount Workshop Defense Discount is the defensive counterpart to this lab. It unlocks through Milestones at wave 50 on tier 2 and, like the attack version, has 99 levels. Instead of attack upgrades, it reduces the coin cost of your defense workshop upgrades. ### Workshop Enhancement URL: https://www.tower-hub.com/wiki/workshop/workshop-enhancement Workshop Enhancements are a late-game upgrade layer that sits on top of your normal Workshop stats. Each one applies a growing multiplier to a specific stat, letting you push damage, survivability, and economy far beyond what the base Workshop offers. Enhancements are split into the same three categories as the Workshop itself: Attack, Defense, and Utility. You unlock new enhancements within a category by spending coins on the ones you already own in that same category, so progress in each track is self-funded. #### Workshop Enhancement Workshop Enhancements mirror the structure of the standard Workshop, with separate Attack, Defense, and Utility tracks. Each track contains its own set of enhancements, and every enhancement is a multiplier you level up with coins. Unlocking new enhancements is category-specific: the coins you spend on Attack enhancements count toward unlocking the next Attack enhancement, and the same applies to Defense and Utility. Spending in one track does nothing for the others, so you need to invest in all three if you want every enhancement available. #### Unlock Workshop Enhancements become available once you reach tier 12 wave 60 and have completed the Workshop Enhancement lab. Until both conditions are met, the enhancement menu stays locked. Once unlocked, the first enhancement in each category is free, and further ones open up as you sink coins into that category. The cost table below shows what each level costs. Level | Time | Cost | Value 1 | 6d 15h 59m | 5,000,000,000 | Unlocked #### Workshop Enhancement Unlocks — Attack Enhancement — Damage Damage is the free starting Attack enhancement, available as soon as Workshop Enhancements are researched. It begins at a x1 multiplier and gains 0.01x per level, capping at 400 levels for a total of x5 damage. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Workshop Enhancement Unlocks — Attack Enhancement — Rend Max Rend Max unlocks after you have spent 50 billion coins on Damage enhancements. It multiplies Rend Max, its chance, and its multiplier, starting at x1 and gaining 0.01x per level. It caps at 400 levels for a x5 bonus. #### Workshop Enhancement Unlocks — Attack Enhancement — Critical Factor Critical Factor unlocks after 500 billion coins have been spent on enhancements. It raises your Crit Factor by x1 when unlocked and adds 0.1 per level, with 400 levels bringing it to a x5 maximum. #### Workshop Enhancement Unlocks — Attack Enhancement — Damage/Meter Damage/Meter unlocks after 5 trillion coins have been spent on Attack enhancements. The multiplier starts at x1 and grows by 0.01x per level, reaching a x5 bonus at its 400-level cap. #### Workshop Enhancement Unlocks — Attack Enhancement — Super Crit Multi Super Crit Multi unlocks after 50 trillion coins have been spent on enhancements. It starts at x1.0 and increases by 0.1 per level, with 400 levels taking it to a x5 multiplier. #### Workshop Enhancement Unlocks — Attack Enhancement — Attack Speed Attack Speed is the final Attack enhancement, requiring 500 trillion coins spent on enhancements. It starts at x1.0 and gains 0.01 per level, but only has 75 levels, so it maxes out at x1.75. The cost table below shows the per-level prices. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.10B | 11.10B 3 | 1.03x | 23.58B | 34.68B 4 | 1.04x | 106.20B | 140.88B 5 | 1.05x | 343.19B | 484.08B 6 | 1.06x | 867.83B | 1.35T 7 | 1.07x | 1.86T | 3.21T 8 | 1.08x | 3.55T | 6.76T 9 | 1.09x | 6.21T | 12.98T 10 | 1.10x | 10.19T | 23.16T 11 | 1.11x | 15.85T | 39.02T 12 | 1.12x | 23.66T | 62.67T 13 | 1.13x | 34.09T | 96.77T 14 | 1.14x | 47.71T | 144.48T 15 | 1.15x | 65.13T | 209.61T 16 | 1.16x | 87.02T | 296.63T 17 | 1.17x | 114.11T | 410.74T 18 | 1.18x | 294.40T | 705.14T 19 | 1.19x | 561.41T | 1.27q 20 | 1.20x | 939.37T | 2.21q 21 | 1.21x | 1.46q | 3.66q 22 | 1.22x | 2.15q | 5.81q 23 | 1.23x | 3.04q | 8.85q 24 | 1.24x | 4.19q | 13.04q 25 | 1.25x | 5.64q | 18.68q 26 | 1.26x | 7.44q | 26.12q 27 | 1.27x | 9.64q | 35.76q 28 | 1.28x | 12.33q | 48.09q 29 | 1.29x | 15.56q | 63.65q 30 | 1.30x | 19.42q | 83.07q 31 | 1.31x | 23.99q | 107.06q 32 | 1.32x | 35.24q | 142.29q 33 | 1.33x | 49.91q | 192.21q 34 | 1.34x | 68.73q | 260.94q 35 | 1.35x | 92.52q | 353.46q 36 | 1.36x | 122.22q | 475.68q 37 | 1.37x | 158.90q | 634.58q 38 | 1.38x | 203.74q | 838.32q 39 | 1.39x | 258.10q | 1.10Q 40 | 1.40x | 323.48q | 1.42Q 41 | 1.41x | 401.53q | 1.82Q 42 | 1.42x | 494.10q | 2.32Q 43 | 1.43x | 603.24q | 2.92Q 44 | 1.44x | 731.19q | 3.65Q 45 | 1.45x | 880.41q | 4.53Q 46 | 1.46x | 1.05Q | 5.58Q 47 | 1.47x | 1.25Q | 6.84Q 48 | 1.48x | 1.48Q | 8.32Q 49 | 1.49x | 1.75Q | 10.07Q 50 | 1.50x | 2.05Q | 12.12Q 51 | 1.51x | 2.39Q | 14.51Q 52 | 1.52x | 3.20Q | 17.71Q 53 | 1.53x | 4.19Q | 21.89Q 54 | 1.54x | 5.39Q | 27.28Q 55 | 1.55x | 6.83Q | 34.11Q 56 | 1.56x | 8.57Q | 42.68Q 57 | 1.57x | 10.62Q | 53.30Q 58 | 1.58x | 13.06Q | 66.36Q 59 | 1.59x | 15.92Q | 82.28Q 60 | 1.60x | 19.26Q | 101.54Q 61 | 1.61x | 23.15Q | 124.68Q 62 | 1.62x | 27.65Q | 152.33Q 63 | 1.63x | 32.85Q | 185.18Q 64 | 1.64x | 38.82Q | 224.01Q 65 | 1.65x | 45.67Q | 269.68Q 66 | 1.66x | 53.48Q | 323.15Q 67 | 1.67x | 62.37Q | 385.52Q 68 | 1.68x | 72.45Q | 457.97Q 69 | 1.69x | 83.85Q | 541.82Q 70 | 1.70x | 96.72Q | 638.54Q 71 | 1.71x | 111.19Q | 749.73Q 72 | 1.72x | 127.44Q | 877.17Q 73 | 1.73x | 145.64Q | 1.02s 74 | 1.74x | 165.96Q | 1.19s 75 | 1.75x | 188.63Q | 1.38s #### Workshop Enhancement Unlocks — Super Crit Multi — Health Health is the free starting Defense enhancement, available once the Workshop Enhancement labs are complete. It multiplies your Health by x1 when unlocked, gains 0.01x per level, and caps at 400 levels for a x5 multiplier. #### Workshop Enhancement Unlocks — Super Crit Multi — Health Regen Health Regen unlocks after 50 billion coins have been spent on Defense enhancements. It multiplies health regeneration, starting at x1 and gaining 0.01x per level, up to a x5 bonus at 400 levels. #### Workshop Enhancement Unlocks — Super Crit Multi — Defense Absolute Defense Absolute unlocks after 500 billion coins have been spent on Defense enhancements. The multiplier starts at x1, increases by 0.01x per level, and reaches x5 at its 400-level maximum. #### Workshop Enhancement Unlocks — Super Crit Multi — Land Mines Land Mines unlock after 5 trillion coins have been spent on Defense enhancements. This one scales faster than most: the damage multiplier starts at x1 and gains 0.06x per level, so its 400-level cap delivers a x25 bonus. The cost table below lists the prices per level. Level | Value | Coins | Total Coins 1 | 1.06x | 5.00B | 5.00B 10 | 1.60x | 6.53B | 55.54B 20 | 2.20x | 48.30B | 217.10B 30 | 2.80x | 313.07B | 1.95T 40 | 3.40x | 2.54T | 14.48T 50 | 4.00x | 9.59T | 73.23T 60 | 4.60x | 60.08T | 385.56T 70 | 5.20x | 216.08T | 1.72q 80 | 5.80x | 580.27T | 5.66q 90 | 6.40x | 1.31q | 15.10q 100 | 7.00x | 2.63q | 34.88q 110 | 7.60x | 4.85q | 72.52q 120 | 8.20x | 8.36q | 139.10q 130 | 8.80x | 13.67q | 250.21q 140 | 9.40x | 21.40q | 427.16q 150 | 10.00x | 32.31q | 698.20q 160 | 10.60x | 47.31q | 1.10Q 170 | 11.20x | 67.46q | 1.68Q 180 | 11.80x | 94.01q | 2.49Q 190 | 12.40x | 128.41q | 3.62Q 200 | 13.00x | 172.31q | 5.13Q 210 | 13.60x | 637.22q | 9.06Q 220 | 14.20x | 1.42Q | 19.48Q 230 | 14.80x | 2.59Q | 39.76Q 240 | 15.40x | 4.26Q | 74.38Q 250 | 16.00x | 6.57Q | 129.09Q 260 | 16.60x | 9.70Q | 211.26Q 270 | 17.20x | 13.84Q | 330.08Q 280 | 17.80x | 19.23Q | 496.97Q 290 | 18.40x | 26.14Q | 725.86Q 300 | 19.00x | 34.88Q | 1.03s 310 | 19.60x | 45.82Q | 1.44s 320 | 20.20x | 59.36Q | 1.97s 330 | 20.80x | 75.97Q | 2.65s 340 | 21.40x | 96.16Q | 3.52s 350 | 22.00x | 120.54Q | 4.61s 360 | 22.60x | 149.75Q | 5.97s 370 | 23.20x | 184.53Q | 7.66s 380 | 23.80x | 225.68Q | 9.72s 390 | 24.40x | 274.11Q | 12.24s 400 | 25.00x | 330.80Q | 15.29s #### Workshop Enhancement Unlocks — Super Crit Multi — Wall Health Wall Health unlocks after 50 trillion coins have been spent on Defense enhancements. It starts at x1, gains 0.01x per level, and caps at 400 levels for a x5 bonus. #### Workshop Enhancement Unlocks — Super Crit Multi — Orb Size Orb Size unlocks after 500 trillion coins have been spent on Defense enhancements. The multiplier begins at x1 and grows by 0.01x per level, but it only has 200 levels, topping out at x3 orb size. See the cost table below for level prices. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 477.01B | 1.42T 20 | 1.20x | 15.26T | 41.94T 30 | 1.30x | 174.29T | 878.96T 40 | 1.40x | 1.92q | 9.64q 50 | 1.50x | 8.82q | 60.41q 60 | 1.60x | 63.90q | 379.19q 70 | 1.70x | 257.74q | 1.92Q 80 | 1.80x | 760.97q | 6.91Q 90 | 1.90x | 1.86Q | 19.93Q 100 | 2.00x | 4.02Q | 49.31Q 110 | 2.10x | 7.88Q | 109.01Q 120 | 2.20x | 14.38Q | 220.94Q 130 | 2.30x | 24.75Q | 417.96Q 140 | 2.40x | 40.61Q | 747.38Q 150 | 2.50x | 64.05Q | 1.28s 160 | 2.60x | 97.66Q | 2.09s 170 | 2.70x | 144.65Q | 3.31s 180 | 2.80x | 208.91Q | 5.10s 190 | 2.90x | 295.11Q | 7.64s 200 | 3.00x | 408.77Q | 11.19s #### Workshop Enhancement Unlocks — Orb Size — Cash Bonus Cash Bonus is the free starting Utility enhancement, unlocked once the Workshop Enhancement labs are done. It multiplies your Cash Bonus, starting at x1 and gaining 0.01x per level, with a 400-level cap for a x5 bonus. On top of the multiplier, each level of this enhancement also raises cash per wave, interest percentage, and the max interest per wave amount by 1% each, making it a broad economy boost rather than a single-stat one. #### Workshop Enhancement Unlocks — Orb Size — Coin Bonus Coin Bonus unlocks after 50 billion coins have been spent on Utility enhancements. It starts at x1 and gains 0.01x per level, with a 200-level cap for a x3 bonus. Because the Coin Bonus enhancement applies to both the tier bonus and Coins/kill, its effective benefit is squared — leveling it is worth more than the raw multiplier suggests. The cost table below shows the per-level prices. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.25B | 11.25B 3 | 1.03x | 12.46B | 23.71B 4 | 1.04x | 27.42B | 51.14B 5 | 1.05x | 54.50B | 105.64B 6 | 1.06x | 96.85B | 202.49B 7 | 1.07x | 157.45B | 359.94B 8 | 1.08x | 239.17B | 599.11B 9 | 1.09x | 344.79B | 943.90B 10 | 1.10x | 477.01B | 1.42T 11 | 1.11x | 638.46B | 2.06T 12 | 1.12x | 831.70B | 2.89T 13 | 1.13x | 1.06T | 3.95T 14 | 1.14x | 1.32T | 5.27T 15 | 1.15x | 1.63T | 6.90T 16 | 1.16x | 1.97T | 8.87T 17 | 1.17x | 2.36T | 11.23T 18 | 1.18x | 5.59T | 16.83T 19 | 1.19x | 9.84T | 26.67T 20 | 1.20x | 15.26T | 41.94T 21 | 1.21x | 22.02T | 63.96T 22 | 1.22x | 30.29T | 94.24T 23 | 1.23x | 40.24T | 134.49T 24 | 1.24x | 52.08T | 186.56T 25 | 1.25x | 65.99T | 252.55T 26 | 1.26x | 82.19T | 334.75T 27 | 1.27x | 100.89T | 435.64T 28 | 1.28x | 122.32T | 557.96T 29 | 1.29x | 146.71T | 704.67T 30 | 1.30x | 174.29T | 878.95T 31 | 1.31x | 205.32T | 1.08q 32 | 1.32x | 288.06T | 1.37q 33 | 1.33x | 390.25T | 1.76q 34 | 1.34x | 514.70T | 2.28q 35 | 1.35x | 664.46T | 2.94q 36 | 1.36x | 842.82T | 3.78q 37 | 1.37x | 1.05q | 4.84q 38 | 1.38x | 1.30q | 6.14q 39 | 1.39x | 1.59q | 7.72q 40 | 1.40x | 1.92q | 9.64q 41 | 1.41x | 2.30q | 11.94q 42 | 1.42x | 2.73q | 14.67q 43 | 1.43x | 3.22q | 17.89q 44 | 1.44x | 3.78q | 21.67q 45 | 1.45x | 4.41q | 26.07q 46 | 1.46x | 5.11q | 31.18q 47 | 1.47x | 5.90q | 37.08q 48 | 1.48x | 6.77q | 43.85q 49 | 1.49x | 7.74q | 51.59q 50 | 1.50x | 8.82q | 60.41q 51 | 1.51x | 10.01q | 70.42q 52 | 1.52x | 13.01q | 83.43q 53 | 1.53x | 16.58q | 100.00q 54 | 1.54x | 20.77q | 120.77q 55 | 1.55x | 25.67q | 146.44q 56 | 1.56x | 31.36q | 177.80q 57 | 1.57x | 37.93q | 215.73q 58 | 1.58x | 45.47q | 261.20q 59 | 1.59x | 54.09q | 315.29q 60 | 1.60x | 63.90q | 379.19q 61 | 1.61x | 75.02q | 454.21q 62 | 1.62x | 87.57q | 541.78q 63 | 1.63x | 101.69q | 643.47q 64 | 1.64x | 117.52q | 760.99q 65 | 1.65x | 135.22q | 896.21q 66 | 1.66x | 154.95q | 1.05Q 67 | 1.67x | 176.87q | 1.23Q 68 | 1.68x | 201.18q | 1.43Q 69 | 1.69x | 228.07q | 1.66Q 70 | 1.70x | 257.74q | 1.92Q 71 | 1.71x | 290.41q | 2.21Q 72 | 1.72x | 326.30q | 2.53Q 73 | 1.73x | 365.65q | 2.90Q 74 | 1.74x | 408.72q | 3.31Q 75 | 1.75x | 455.77q | 3.76Q 76 | 1.76x | 507.08q | 4.27Q 77 | 1.77x | 562.94q | 4.83Q 78 | 1.78x | 623.66q | 5.46Q 79 | 1.79x | 689.55q | 6.15Q 80 | 1.80x | 760.97q | 6.91Q 81 | 1.81x | 838.25q | 7.74Q 82 | 1.82x | 921.76q | 8.67Q 83 | 1.83x | 1.01Q | 9.68Q 84 | 1.84x | 1.11Q | 10.79Q 85 | 1.85x | 1.21Q | 12.00Q 86 | 1.86x | 1.33Q | 13.33Q 87 | 1.87x | 1.45Q | 14.77Q 88 | 1.88x | 1.58Q | 16.35Q 89 | 1.89x | 1.72Q | 18.07Q 90 | 1.90x | 1.86Q | 19.93Q 91 | 1.91x | 2.02Q | 21.95Q 92 | 1.92x | 2.19Q | 24.15Q 93 | 1.93x | 2.37Q | 26.52Q 94 | 1.94x | 2.57Q | 29.09Q 95 | 1.95x | 2.77Q | 31.86Q 96 | 1.96x | 2.99Q | 34.86Q 97 | 1.97x | 3.23Q | 38.08Q 98 | 1.98x | 3.48Q | 41.56Q 99 | 1.99x | 3.74Q | 45.30Q 100 | 2.00x | 4.02Q | 49.31Q 101 | 2.01x | 4.31Q | 53.63Q 102 | 2.02x | 4.63Q | 58.26Q 103 | 2.03x | 4.96Q | 63.22Q 104 | 2.04x | 5.31Q | 68.53Q 105 | 2.05x | 5.69Q | 74.22Q 106 | 2.06x | 6.08Q | 80.30Q 107 | 2.07x | 6.49Q | 86.79Q 108 | 2.08x | 6.93Q | 93.73Q 109 | 2.09x | 7.40Q | 101.12Q 110 | 2.10x | 7.88Q | 109.01Q 111 | 2.11x | 8.40Q | 117.40Q 112 | 2.12x | 8.94Q | 126.34Q 113 | 2.13x | 9.51Q | 135.85Q 114 | 2.14x | 10.10Q | 145.95Q 115 | 2.15x | 10.73Q | 156.68Q 116 | 2.16x | 11.39Q | 168.08Q 117 | 2.17x | 12.09Q | 180.16Q 118 | 2.18x | 12.82Q | 192.98Q 119 | 2.19x | 13.58Q | 206.56Q 120 | 2.20x | 14.38Q | 220.94Q 121 | 2.21x | 15.22Q | 236.16Q 122 | 2.22x | 16.10Q | 252.25Q 123 | 2.23x | 17.02Q | 269.27Q 124 | 2.24x | 17.98Q | 287.25Q 125 | 2.25x | 18.99Q | 306.24Q 126 | 2.26x | 20.04Q | 326.28Q 127 | 2.27x | 21.14Q | 347.42Q 128 | 2.28x | 22.29Q | 369.72Q 129 | 2.29x | 23.49Q | 393.21Q 130 | 2.30x | 24.75Q | 417.96Q 131 | 2.31x | 26.06Q | 444.01Q 132 | 2.32x | 27.42Q | 471.44Q 133 | 2.33x | 28.85Q | 500.28Q 134 | 2.34x | 30.33Q | 530.61Q 135 | 2.35x | 31.88Q | 562.49Q 136 | 2.36x | 33.49Q | 595.97Q 137 | 2.37x | 35.16Q | 631.13Q 138 | 2.38x | 36.91Q | 668.04Q 139 | 2.39x | 38.72Q | 706.77Q 140 | 2.40x | 40.61Q | 747.38Q 141 | 2.41x | 42.58Q | 789.96Q 142 | 2.42x | 44.62Q | 834.58Q 143 | 2.43x | 46.74Q | 881.32Q 144 | 2.44x | 48.95Q | 930.27Q 145 | 2.45x | 51.24Q | 981.50Q 146 | 2.46x | 53.61Q | 1.04s 147 | 2.47x | 56.08Q | 1.09s 148 | 2.48x | 58.64Q | 1.15s 149 | 2.49x | 61.30Q | 1.21s 150 | 2.50x | 64.05Q | 1.28s 151 | 2.51x | 66.91Q | 1.34s 152 | 2.52x | 69.87Q | 1.41s 153 | 2.53x | 72.93Q | 1.48s 154 | 2.54x | 76.11Q | 1.56s 155 | 2.55x | 79.40Q | 1.64s 156 | 2.56x | 82.81Q | 1.72s 157 | 2.57x | 86.33Q | 1.81s 158 | 2.58x | 89.98Q | 1.90s 159 | 2.59x | 93.76Q | 1.99s 160 | 2.60x | 97.66Q | 2.09s 161 | 2.61x | 101.70Q | 2.19s 162 | 2.62x | 105.87Q | 2.30s 163 | 2.63x | 110.19Q | 2.41s 164 | 2.64x | 114.65Q | 2.52s 165 | 2.65x | 119.26Q | 2.64s 166 | 2.66x | 124.02Q | 2.77s 167 | 2.67x | 128.93Q | 2.90s 168 | 2.68x | 134.01Q | 3.03s 169 | 2.69x | 139.24Q | 3.17s 170 | 2.70x | 144.65Q | 3.31s 171 | 2.71x | 150.23Q | 3.46s 172 | 2.72x | 155.98Q | 3.62s 173 | 2.73x | 161.92Q | 3.78s 174 | 2.74x | 168.04Q | 3.95s 175 | 2.75x | 174.35Q | 4.12s 176 | 2.76x | 180.85Q | 4.30s 177 | 2.77x | 187.56Q | 4.49s 178 | 2.78x | 194.46Q | 4.69s 179 | 2.79x | 201.58Q | 4.89s 180 | 2.80x | 208.91Q | 5.10s 181 | 2.81x | 216.46Q | 5.31s 182 | 2.82x | 224.23Q | 5.54s 183 | 2.83x | 232.23Q | 5.77s 184 | 2.84x | 240.47Q | 6.01s 185 | 2.85x | 248.94Q | 6.26s 186 | 2.86x | 257.66Q | 6.52s 187 | 2.87x | 266.63Q | 6.78s 188 | 2.88x | 275.86Q | 7.06s 189 | 2.89x | 285.35Q | 7.35s 190 | 2.90x | 295.11Q | 7.64s 191 | 2.91x | 305.14Q | 7.95s 192 | 2.92x | 315.45Q | 8.26s 193 | 2.93x | 326.04Q | 8.59s 194 | 2.94x | 336.93Q | 8.92s 195 | 2.95x | 348.12Q | 9.27s 196 | 2.96x | 359.62Q | 9.63s 197 | 2.97x | 371.42Q | 10.00s 198 | 2.98x | 383.54Q | 10.39s 199 | 2.99x | 395.99Q | 10.78s 200 | 3.00x | 408.77Q | 11.19s #### Workshop Enhancement Unlocks — Orb Size — Cells/Kill Bonus Cells/Kill Bonus unlocks after 500 billion coins have been spent on Utility enhancements. The multiplier starts at x1, increases by 0.01x per level, and reaches x3 at its 200-level cap. #### Workshop Enhancement Unlocks — Orb Size — Free Upgrades Free Upgrades unlocks after 5 trillion coins have been spent on Utility enhancements. It multiplies all of your Free Upgrades, starting at x1 and gaining 0.01x per level. With only 100 levels, it maxes out at a x2 bonus. The cost table below lists the prices. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.05B | 11.05B 3 | 1.03x | 22.25B | 33.30B 4 | 1.04x | 95.56B | 128.85B 5 | 1.05x | 299.27B | 428.12B 6 | 1.06x | 739.39B | 1.17T 7 | 1.07x | 1.56T | 2.72T 8 | 1.08x | 2.92T | 5.65T 9 | 1.09x | 5.05T | 10.69T 10 | 1.10x | 8.18T | 18.87T 11 | 1.11x | 12.59T | 31.47T 12 | 1.12x | 18.61T | 50.08T 13 | 1.13x | 26.59T | 76.67T 14 | 1.14x | 36.92T | 113.59T 15 | 1.15x | 50.02T | 163.61T 16 | 1.16x | 66.38T | 229.99T 17 | 1.17x | 86.48T | 316.47T 18 | 1.18x | 221.77T | 538.24T 19 | 1.19x | 420.49T | 958.73T 20 | 1.20x | 699.78T | 1.66q 21 | 1.21x | 1.08q | 2.74q 22 | 1.22x | 1.58q | 4.32q 23 | 1.23x | 2.23q | 6.55q 24 | 1.24x | 3.06q | 9.62q 25 | 1.25x | 4.10q | 13.72q 26 | 1.26x | 5.39q | 19.11q 27 | 1.27x | 6.96q | 26.07q 28 | 1.28x | 8.87q | 34.94q 29 | 1.29x | 11.15q | 46.09q 30 | 1.30x | 13.87q | 59.96q 31 | 1.31x | 17.07q | 77.03q 32 | 1.32x | 25.00q | 102.03q 33 | 1.33x | 35.29q | 137.32q 34 | 1.34x | 48.45q | 185.77q 35 | 1.35x | 65.03q | 250.80q 36 | 1.36x | 85.65q | 336.45q 37 | 1.37x | 111.04q | 447.49q 38 | 1.38x | 141.99q | 589.48q 39 | 1.39x | 179.40q | 768.88q 40 | 1.40x | 224.25q | 993.13q 41 | 1.41x | 277.66q | 1.27Q 42 | 1.42x | 340.83q | 1.61Q 43 | 1.43x | 415.11q | 2.03Q 44 | 1.44x | 501.97q | 2.53Q 45 | 1.45x | 603.03q | 3.13Q 46 | 1.46x | 720.03q | 3.85Q 47 | 1.47x | 854.91q | 4.71Q 48 | 1.48x | 1.01Q | 5.72Q 49 | 1.49x | 1.19Q | 6.90Q 50 | 1.50x | 1.39Q | 8.29Q 51 | 1.51x | 1.62Q | 9.91Q 52 | 1.52x | 2.16Q | 12.07Q 53 | 1.53x | 2.82Q | 14.89Q 54 | 1.54x | 3.62Q | 18.51Q 55 | 1.55x | 4.59Q | 23.09Q 56 | 1.56x | 5.74Q | 28.83Q 57 | 1.57x | 7.10Q | 35.94Q 58 | 1.58x | 8.72Q | 44.65Q 59 | 1.59x | 10.60Q | 55.25Q 60 | 1.60x | 12.81Q | 68.06Q 61 | 1.61x | 15.37Q | 83.43Q 62 | 1.62x | 18.33Q | 101.76Q 63 | 1.63x | 21.74Q | 123.51Q 64 | 1.64x | 25.66Q | 149.16Q 65 | 1.65x | 30.13Q | 179.29Q 66 | 1.66x | 35.23Q | 214.52Q 67 | 1.67x | 41.02Q | 255.54Q 68 | 1.68x | 47.58Q | 303.12Q 69 | 1.69x | 54.99Q | 358.11Q 70 | 1.70x | 63.33Q | 421.44Q 71 | 1.71x | 72.71Q | 494.14Q 72 | 1.72x | 83.21Q | 577.35Q 73 | 1.73x | 94.96Q | 672.31Q 74 | 1.74x | 108.06Q | 780.38Q 75 | 1.75x | 122.66Q | 903.03Q 76 | 1.76x | 138.87Q | 1.04s 77 | 1.77x | 156.84Q | 1.20s 78 | 1.78x | 176.74Q | 1.38s 79 | 1.79x | 198.72Q | 1.57s 80 | 1.80x | 222.96Q | 1.80s 81 | 1.81x | 249.65Q | 2.05s 82 | 1.82x | 279.00Q | 2.33s 83 | 1.83x | 311.20Q | 2.64s 84 | 1.84x | 346.50Q | 2.98s 85 | 1.85x | 385.13Q | 3.37s 86 | 1.86x | 427.34Q | 3.80s 87 | 1.87x | 473.41Q | 4.27s 88 | 1.88x | 523.63Q | 4.79s 89 | 1.89x | 578.29Q | 5.37s 90 | 1.90x | 637.72Q | 6.01s 91 | 1.91x | 702.26Q | 6.71s 92 | 1.92x | 772.26Q | 7.48s 93 | 1.93x | 848.10Q | 8.33s 94 | 1.94x | 930.19Q | 9.26s 95 | 1.95x | 1.02s | 10.28s 96 | 1.96x | 1.11s | 11.40s 97 | 1.97x | 1.22s | 12.61s 98 | 1.98x | 1.33s | 13.94s 99 | 1.99x | 1.45s | 15.39s 100 | 2.00x | 1.58s | 16.97s #### Workshop Enhancement Unlocks — Orb Size — Packages Packages unlocks after 50 trillion coins have been spent on Utility enhancements. It multiplies both Max Recovery Package and Recovery Amount, starting at x1 and gaining 0.01x per level, with 300 levels bringing it to a x4 bonus. See the cost table below for per-level prices. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s #### Workshop Enhancement Unlocks — Orb Size — Enemy Level Skips Enemy Level Skips unlocks after 500 trillion coins have been spent on Utility enhancements. It multiplies both Enemy Health and Enemy Damage Level Skip, starting at x1 and gaining 0.01x per level. It has just 60 levels, capping at a x1.6 bonus. The cost table below shows the prices. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 15.50B | 20.50B 3 | 1.03x | 202.98B | 223.48B 4 | 1.04x | 1.13T | 1.36T 5 | 1.05x | 3.89T | 5.24T 6 | 1.06x | 10.14T | 15.38T 7 | 1.07x | 22.19T | 37.57T 8 | 1.08x | 43.05T | 80.63T 9 | 1.09x | 76.44T | 157.07T 10 | 1.10x | 126.85T | 283.91T 11 | 1.11x | 199.54T | 483.45T 12 | 1.12x | 300.61T | 784.06T 13 | 1.13x | 437.01T | 1.22q 14 | 1.14x | 616.54T | 1.84q 15 | 1.15x | 847.92T | 2.69q 16 | 1.16x | 1.14q | 3.83q 17 | 1.17x | 1.51q | 5.33q 18 | 1.18x | 3.91q | 9.24q 19 | 1.19x | 7.50q | 16.74q 20 | 1.20x | 12.61q | 29.35q 21 | 1.21x | 19.65q | 49.00q 22 | 1.22x | 29.09q | 78.08q 23 | 1.23x | 41.45q | 119.53q 24 | 1.24x | 57.35q | 176.88q 25 | 1.25x | 77.47q | 254.35q 26 | 1.26x | 102.60q | 356.95q 27 | 1.27x | 133.59q | 490.55q 28 | 1.28x | 171.41q | 661.96q 29 | 1.29x | 217.13q | 879.09q 30 | 1.30x | 271.92q | 1.15Q 31 | 1.31x | 337.06q | 1.49Q 32 | 1.32x | 496.77q | 1.98Q 33 | 1.33x | 705.87q | 2.69Q 34 | 1.34x | 975.00q | 3.67Q 35 | 1.35x | 1.32Q | 4.98Q 36 | 1.36x | 1.74Q | 6.73Q 37 | 1.37x | 2.27Q | 9.00Q 38 | 1.38x | 2.92Q | 11.92Q 39 | 1.39x | 3.71Q | 15.64Q 40 | 1.40x | 4.67Q | 20.30Q 41 | 1.41x | 5.81Q | 26.11Q 42 | 1.42x | 7.16Q | 33.27Q 43 | 1.43x | 8.77Q | 42.04Q 44 | 1.44x | 10.65Q | 52.69Q 45 | 1.45x | 12.85Q | 65.54Q 46 | 1.46x | 15.42Q | 80.96Q 47 | 1.47x | 18.39Q | 99.35Q 48 | 1.48x | 21.81Q | 121.15Q 49 | 1.49x | 25.74Q | 146.89Q 50 | 1.50x | 30.24Q | 177.13Q 51 | 1.51x | 35.37Q | 212.50Q 52 | 1.52x | 47.38Q | 259.88Q 53 | 1.53x | 62.14Q | 322.01Q 54 | 1.54x | 80.12Q | 402.13Q 55 | 1.55x | 101.84Q | 503.97Q 56 | 1.56x | 127.88Q | 631.85Q 57 | 1.57x | 158.91Q | 790.75Q 58 | 1.58x | 195.63Q | 986.39Q 59 | 1.59x | 238.88Q | 1.23s 60 | 1.60x | 289.53Q | 1.51s #### Lab: Enhancement Coin Discount The Enhancement Coin Discount lab unlocks at tier 21 wave 60. It is actually three independent labs — one each for Attack, Defense, and Utility — and each one reduces the coin cost of enhancements in its category. All three labs share the same values and each has 100 levels. The cost table below shows the discount progression. Level | Time | Cost | Value 1 | 1d 1h 55m | 1.00B | 0.30% 2 | 2d 3h 50m | 1.30B | 0.60% 3 | 3d 5h 45m | 1.69B | 0.90% 4 | 4d 7h 40m | 2.20B | 1.20% 5 | 5d 9h 35m | 2.86B | 1.50% 6 | 6d 11h 30m | 3.71B | 1.80% 7 | 7d 13h 25m | 4.83B | 2.10% 8 | 8d 15h 21m | 6.27B | 2.40% 9 | 9d 17h 16m | 8.16B | 2.70% 10 | 10d 19h 11m | 10.60B | 3.00% 11 | 11d 21h 6m | 13.79B | 3.30% 12 | 12d 23h 1m | 17.92B | 3.60% 13 | 14d 0h 56m | 23.30B | 3.90% 14 | 15d 2h 51m | 30.29B | 4.20% 15 | 16d 4h 46m | 39.37B | 4.50% 16 | 17d 6h 42m | 51.19B | 4.80% 17 | 18d 8h 37m | 66.54B | 5.10% 18 | 19d 10h 32m | 86.50B | 5.40% 19 | 20d 12h 27m | 112.46B | 5.70% 20 | 21d 14h 22m | 146.19B | 6.00% 21 | 22d 16h 17m | 190.05B | 6.30% 22 | 23d 18h 12m | 247.06B | 6.60% 23 | 24d 20h 8m | 321.18B | 6.90% 24 | 25d 22h 3m | 417.54B | 7.20% 25 | 26d 23h 58m | 542.80B | 7.50% 26 | 28d 1h 53m | 705.64B | 7.80% 27 | 29d 3h 48m | 917.33B | 8.10% 28 | 30d 5h 43m | 1.19T | 8.40% 29 | 31d 7h 38m | 1.55T | 8.70% 30 | 32d 9h 33m | 2.02T | 9.00% 31 | 33d 11h 29m | 2.62T | 9.30% 32 | 34d 13h 24m | 3.41T | 9.60% 33 | 35d 15h 19m | 4.43T | 9.90% 34 | 36d 17h 14m | 5.76T | 10.20% 35 | 37d 19h 9m | 7.48T | 10.50% 36 | 38d 21h 4m | 9.73T | 10.80% 37 | 39d 22h 59m | 12.65T | 11.10% 38 | 41d 0h 54m | 16.44T | 11.40% 39 | 42d 2h 50m | 21.37T | 11.70% 40 | 43d 4h 45m | 27.78T | 12.00% 41 | 44d 6h 40m | 36.12T | 12.30% 42 | 45d 8h 35m | 46.95T | 12.60% 43 | 46d 10h 30m | 61.04T | 12.90% 44 | 47d 12h 25m | 79.35T | 13.20% 45 | 48d 14h 20m | 103.16T | 13.50% 46 | 49d 16h 16m | 134.11T | 13.80% 47 | 50d 18h 11m | 174.34T | 14.10% 48 | 51d 20h 6m | 226.64T | 14.40% 49 | 52d 22h 1m | 294.63T | 14.70% 50 | 53d 23h 56m | 383.02T | 15.00% 51 | 55d 1h 51m | 497.93T | 15.30% 52 | 56d 3h 46m | 647.31T | 15.60% 53 | 57d 5h 41m | 841.50T | 15.90% 54 | 58d 7h 37m | 1.09q | 16.20% 55 | 59d 9h 32m | 1.42q | 16.50% 56 | 60d 11h 27m | 1.85q | 16.80% 57 | 61d 13h 22m | 2.40q | 17.10% 58 | 62d 15h 17m | 3.12q | 17.40% 59 | 63d 17h 12m | 4.06q | 17.70% 60 | 64d 19h 7m | 5.28q | 18.00% 61 | 65d 21h 2m | 6.86q | 18.30% 62 | 66d 22h 58m | 8.92q | 18.60% 63 | 68d 0h 53m | 11.60q | 18.90% 64 | 69d 2h 48m | 15.08q | 19.20% 65 | 70d 4h 43m | 19.61q | 19.50% 66 | 71d 6h 38m | 25.49q | 19.80% 67 | 72d 8h 33m | 33.13q | 20.10% 68 | 73d 10h 28m | 43.07q | 20.40% 69 | 74d 12h 24m | 55.99q | 20.70% 70 | 75d 14h 19m | 72.79q | 21.00% 71 | 76d 16h 14m | 94.63q | 21.30% 72 | 77d 18h 9m | 123.02q | 21.60% 73 | 78d 20h 4m | 159.93q | 21.90% 74 | 79d 21h 59m | 207.90q | 22.20% 75 | 80d 23h 54m | 270.28q | 22.50% 76 | 82d 1h 49m | 351.36q | 22.80% 77 | 83d 3h 45m | 456.77q | 23.10% 78 | 84d 5h 40m | 593.80q | 23.40% 79 | 85d 7h 35m | 771.94q | 23.70% 80 | 86d 9h 30m | 1.00Q | 24.00% 81 | 87d 11h 25m | 1.30Q | 24.30% 82 | 88d 13h 20m | 1.70Q | 24.60% 83 | 89d 15h 15m | 2.20Q | 24.90% 84 | 90d 17h 10m | 2.87Q | 25.20% 85 | 91d 19h 6m | 3.73Q | 25.50% 86 | 92d 21h 1m | 4.84Q | 25.80% 87 | 93d 22h 56m | 6.30Q | 26.10% 88 | 95d 0h 51m | 8.19Q | 26.40% 89 | 96d 2h 46m | 10.64Q | 26.70% 90 | 97d 4h 41m | 13.83Q | 27.00% 91 | 98d 6h 36m | 17.98Q | 27.30% 92 | 99d 8h 32m | 23.38Q | 27.60% 93 | 100d 10h 27m | 30.39Q | 27.90% 94 | 101d 12h 22m | 39.51Q | 28.20% 95 | 102d 14h 17m | 51.37Q | 28.50% 96 | 103d 16h 12m | 66.78Q | 28.80% 97 | 104d 18h 7m | 86.81Q | 29.10% 98 | 105d 20h 2m | 112.85Q | 29.40% 99 | 106d 21h 57m | 146.71Q | 29.70% 100 | 107d 23h 53m | 190.72Q | 30.00% ### Workshop Respec URL: https://www.tower-hub.com/wiki/workshop/workshop-respec Workshop Respec lets you wipe your Workshop upgrades and reclaim the coins you put into them, so you can rebuild your stats from scratch without losing progress in coins. It costs 150 gems each time you use it. #### Description Workshop Respec resets your Workshop for 150 gems. When you respec, you get back the full amount of coins you originally spent on upgrades, even if a lab discount reduced what you actually paid at the time. The reset only applies to coin-based Workshop upgrades. Ultimate Weapons are not affected, so anything you have invested there stays exactly as it is. #### Lab The Workshop Respec lab is unlocked through Milestones at tier 4, wave 30. It has a single level, so once you have researched it there is nothing further to upgrade. The unlock requirements are listed in the table below. Level | Time | Cost | Value 1 | 2d 13h 6m | 3,000,000 | Unlocked ### Workshop Upgrades URL: https://www.tower-hub.com/wiki/workshop/workshop-upgrades The Workshop is where you spend coins on permanent upgrades for your tower, separate from the cash upgrades you buy mid-run. Once you progress far enough, it also houses Workshop Enhancements, a second layer of multipliers that sit on top of your existing stats. This page covers how the Workshop and its Enhancements are structured, when they unlock, and what each individual enhancement does. #### Workshop The Workshop offers three categories of upgrade: Attack, Defense and Utility. You buy them with coins between rounds, and anything purchased this way is permanent, unlike the cash upgrades bought during a round, which reset when the battle ends. If you want to redo your coin spending, a Workshop Respec will refund it. The Workshop menu is also where you unlock and upgrade Ultimate Weapons. #### Workshop Enhancement Workshop Enhancements mirror the same Attack, Defense and Utility split as the base Workshop. Each enhancement is a multiplier you level up with coins, and new ones within a category become available by sinking coins into the other enhancements of that same category. #### Unlock Workshop Enhancements become available once you reach tier 12 wave 60, and you also need to have finished the Workshop Enhancement lab research. The cost table below lists what each level costs once the feature is open. Level | Time | Cost | Value 1 | 6d 15h 59m | 5,000,000,000 | Unlocked #### Workshop Enhancement Unlocks — Attack Enhancement — Damage The Damage enhancement comes free as soon as Workshop Enhancements are researched. It begins at a 1x multiplier and gains 0.01x per level, capping at 400 levels for a total of 5x. The level-by-level costs are shown in the table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s 310 | 4.10x | 45.82Q | 1.44s 320 | 4.20x | 59.36Q | 1.97s 330 | 4.30x | 75.97Q | 2.65s 340 | 4.40x | 96.16Q | 3.52s 350 | 4.50x | 120.54Q | 4.61s 360 | 4.60x | 149.75Q | 5.97s 370 | 4.70x | 184.53Q | 7.66s 380 | 4.80x | 225.68Q | 9.72s 390 | 4.90x | 274.11Q | 12.24s 400 | 5.00x | 330.80Q | 15.29s #### Workshop Enhancement Unlocks — Attack Enhancement — Rend Max Rend Max opens up after you have spent 50 billion coins on damage enhancements. Unlocking it applies a 1x multiplier to Rend Max, its chance and its mult, and each level adds 0.01x. It runs to 400 levels, topping out at a 5x bonus. #### Workshop Enhancement Unlocks — Attack Enhancement — Critical Factor Critical Factor requires 500 billion coins spent on enhancements before it unlocks. It starts by adding 1.0x to your Crit Factor and grows by 0.1 per level, with 400 levels bringing it to a maximum of 5x. #### Workshop Enhancement Unlocks — Attack Enhancement — Damage/Meter Damage/Meter unlocks once 5 trillion coins have gone into attack enhancements. The multiplier starts at 1x and rises by 0.01x per level, reaching a 5x bonus at its cap of 400 levels. #### Workshop Enhancement Unlocks — Attack Enhancement — Super Crit Multi Super Crit Multi is gated behind 50 trillion coins spent on enhancements. It adds 1.0x to your Super Crit Multi when unlocked and increases by 0.1 per level, maxing out at 400 levels for a 5x multiplier. #### Workshop Enhancement Unlocks — Attack Enhancement — Attack Speed Attack Speed is the final attack enhancement, requiring 500 trillion coins spent on enhancements. It starts at 1x and gains 0.01 per level, but only runs to 75 levels, giving a maximum of 1.75x. See the table below for per-level costs. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.10B | 11.10B 3 | 1.03x | 23.58B | 34.68B 4 | 1.04x | 106.20B | 140.88B 5 | 1.05x | 343.19B | 484.08B 6 | 1.06x | 867.83B | 1.35T 7 | 1.07x | 1.86T | 3.21T 8 | 1.08x | 3.55T | 6.76T 9 | 1.09x | 6.21T | 12.98T 10 | 1.10x | 10.19T | 23.16T 11 | 1.11x | 15.85T | 39.02T 12 | 1.12x | 23.66T | 62.67T 13 | 1.13x | 34.09T | 96.77T 14 | 1.14x | 47.71T | 144.48T 15 | 1.15x | 65.13T | 209.61T 16 | 1.16x | 87.02T | 296.63T 17 | 1.17x | 114.11T | 410.74T 18 | 1.18x | 294.40T | 705.14T 19 | 1.19x | 561.41T | 1.27q 20 | 1.20x | 939.37T | 2.21q 21 | 1.21x | 1.46q | 3.66q 22 | 1.22x | 2.15q | 5.81q 23 | 1.23x | 3.04q | 8.85q 24 | 1.24x | 4.19q | 13.04q 25 | 1.25x | 5.64q | 18.68q 26 | 1.26x | 7.44q | 26.12q 27 | 1.27x | 9.64q | 35.76q 28 | 1.28x | 12.33q | 48.09q 29 | 1.29x | 15.56q | 63.65q 30 | 1.30x | 19.42q | 83.07q 31 | 1.31x | 23.99q | 107.06q 32 | 1.32x | 35.24q | 142.29q 33 | 1.33x | 49.91q | 192.21q 34 | 1.34x | 68.73q | 260.94q 35 | 1.35x | 92.52q | 353.46q 36 | 1.36x | 122.22q | 475.68q 37 | 1.37x | 158.90q | 634.58q 38 | 1.38x | 203.74q | 838.32q 39 | 1.39x | 258.10q | 1.10Q 40 | 1.40x | 323.48q | 1.42Q 41 | 1.41x | 401.53q | 1.82Q 42 | 1.42x | 494.10q | 2.32Q 43 | 1.43x | 603.24q | 2.92Q 44 | 1.44x | 731.19q | 3.65Q 45 | 1.45x | 880.41q | 4.53Q 46 | 1.46x | 1.05Q | 5.58Q 47 | 1.47x | 1.25Q | 6.84Q 48 | 1.48x | 1.48Q | 8.32Q 49 | 1.49x | 1.75Q | 10.07Q 50 | 1.50x | 2.05Q | 12.12Q 51 | 1.51x | 2.39Q | 14.51Q 52 | 1.52x | 3.20Q | 17.71Q 53 | 1.53x | 4.19Q | 21.89Q 54 | 1.54x | 5.39Q | 27.28Q 55 | 1.55x | 6.83Q | 34.11Q 56 | 1.56x | 8.57Q | 42.68Q 57 | 1.57x | 10.62Q | 53.30Q 58 | 1.58x | 13.06Q | 66.36Q 59 | 1.59x | 15.92Q | 82.28Q 60 | 1.60x | 19.26Q | 101.54Q 61 | 1.61x | 23.15Q | 124.68Q 62 | 1.62x | 27.65Q | 152.33Q 63 | 1.63x | 32.85Q | 185.18Q 64 | 1.64x | 38.82Q | 224.01Q 65 | 1.65x | 45.67Q | 269.68Q 66 | 1.66x | 53.48Q | 323.15Q 67 | 1.67x | 62.37Q | 385.52Q 68 | 1.68x | 72.45Q | 457.97Q 69 | 1.69x | 83.85Q | 541.82Q 70 | 1.70x | 96.72Q | 638.54Q 71 | 1.71x | 111.19Q | 749.73Q 72 | 1.72x | 127.44Q | 877.17Q 73 | 1.73x | 145.64Q | 1.02s 74 | 1.74x | 165.96Q | 1.19s 75 | 1.75x | 188.63Q | 1.38s #### Workshop Enhancement Unlocks — Super Crit Multi — Health The Health enhancement is free once the Workshop Enhancement lab is done. It multiplies Health starting at 1x, adding 0.01x per level, and caps at 400 levels for a 5x multiplier. #### Workshop Enhancement Unlocks — Super Crit Multi — Health Regen Health Regen unlocks after 50 billion coins have been spent on defense enhancements. It starts at a 1x regen multiplier and grows by 0.01x per level, reaching a 5x bonus at the 400-level cap. #### Workshop Enhancement Unlocks — Super Crit Multi — Defense Absolute Defense Absolute requires 500 billion coins spent on defense enhancements. The multiplier begins at 1x, increases by 0.01x per level, and tops out at 400 levels for 5x. #### Workshop Enhancement Unlocks — Super Crit Multi — Land Mines Land Mines unlock once 5 trillion coins have gone into defense enhancements. Each level adds 0.06x to the Land Mine Damage multiplier starting from 1x, so the 400-level cap yields a much larger 25x bonus. The cost table below breaks down the per-level pricing. Level | Value | Coins | Total Coins 1 | 1.06x | 5.00B | 5.00B 10 | 1.60x | 6.53B | 55.54B 20 | 2.20x | 48.30B | 217.10B 30 | 2.80x | 313.07B | 1.95T 40 | 3.40x | 2.54T | 14.48T 50 | 4.00x | 9.59T | 73.23T 60 | 4.60x | 60.08T | 385.56T 70 | 5.20x | 216.08T | 1.72q 80 | 5.80x | 580.27T | 5.66q 90 | 6.40x | 1.31q | 15.10q 100 | 7.00x | 2.63q | 34.88q 110 | 7.60x | 4.85q | 72.52q 120 | 8.20x | 8.36q | 139.10q 130 | 8.80x | 13.67q | 250.21q 140 | 9.40x | 21.40q | 427.16q 150 | 10.00x | 32.31q | 698.20q 160 | 10.60x | 47.31q | 1.10Q 170 | 11.20x | 67.46q | 1.68Q 180 | 11.80x | 94.01q | 2.49Q 190 | 12.40x | 128.41q | 3.62Q 200 | 13.00x | 172.31q | 5.13Q 210 | 13.60x | 637.22q | 9.06Q 220 | 14.20x | 1.42Q | 19.48Q 230 | 14.80x | 2.59Q | 39.76Q 240 | 15.40x | 4.26Q | 74.38Q 250 | 16.00x | 6.57Q | 129.09Q 260 | 16.60x | 9.70Q | 211.26Q 270 | 17.20x | 13.84Q | 330.08Q 280 | 17.80x | 19.23Q | 496.97Q 290 | 18.40x | 26.14Q | 725.86Q 300 | 19.00x | 34.88Q | 1.03s 310 | 19.60x | 45.82Q | 1.44s 320 | 20.20x | 59.36Q | 1.97s 330 | 20.80x | 75.97Q | 2.65s 340 | 21.40x | 96.16Q | 3.52s 350 | 22.00x | 120.54Q | 4.61s 360 | 22.60x | 149.75Q | 5.97s 370 | 23.20x | 184.53Q | 7.66s 380 | 23.80x | 225.68Q | 9.72s 390 | 24.40x | 274.11Q | 12.24s 400 | 25.00x | 330.80Q | 15.29s #### Workshop Enhancement Unlocks — Super Crit Multi — Wall Health Wall Health needs 50 trillion coins spent on defense enhancements to unlock. It starts at 1x, gains 0.01x per level, and maxes at 400 levels for a 5x bonus. #### Workshop Enhancement Unlocks — Super Crit Multi — Orb Size Orb Size is the last defense enhancement, requiring 500 trillion coins spent in the category. It starts at 1x and adds 0.01x per level, but caps at 200 levels, giving a maximum of 3x orb size. Per-level costs are in the table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 477.01B | 1.42T 20 | 1.20x | 15.26T | 41.94T 30 | 1.30x | 174.29T | 878.96T 40 | 1.40x | 1.92q | 9.64q 50 | 1.50x | 8.82q | 60.41q 60 | 1.60x | 63.90q | 379.19q 70 | 1.70x | 257.74q | 1.92Q 80 | 1.80x | 760.97q | 6.91Q 90 | 1.90x | 1.86Q | 19.93Q 100 | 2.00x | 4.02Q | 49.31Q 110 | 2.10x | 7.88Q | 109.01Q 120 | 2.20x | 14.38Q | 220.94Q 130 | 2.30x | 24.75Q | 417.96Q 140 | 2.40x | 40.61Q | 747.38Q 150 | 2.50x | 64.05Q | 1.28s 160 | 2.60x | 97.66Q | 2.09s 170 | 2.70x | 144.65Q | 3.31s 180 | 2.80x | 208.91Q | 5.10s 190 | 2.90x | 295.11Q | 7.64s 200 | 3.00x | 408.77Q | 11.19s #### Workshop Enhancement Unlocks — Orb Size — Cash Bonus Cash Bonus is free once the Workshop Enhancement lab is complete. Beyond raising the Cash Bonus multiplier from 1x by 0.01x per level, each upgrade also adds 1% to cash per wave, interest percentage and the max interest per wave. It caps at 400 levels for a 5x bonus. #### Workshop Enhancement Unlocks — Orb Size — Coin Bonus Coin Bonus unlocks after 50 billion coins spent on Utility enhancements. It starts at 1x and gains 0.01x per level, capping at 200 levels for a 3x bonus. Because it multiplies both the tier bonus and coins per kill, its effective benefit is squared, making it stronger than the raw number suggests. The table below shows level costs. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.25B | 11.25B 3 | 1.03x | 12.46B | 23.71B 4 | 1.04x | 27.42B | 51.14B 5 | 1.05x | 54.50B | 105.64B 6 | 1.06x | 96.85B | 202.49B 7 | 1.07x | 157.45B | 359.94B 8 | 1.08x | 239.17B | 599.11B 9 | 1.09x | 344.79B | 943.90B 10 | 1.10x | 477.01B | 1.42T 11 | 1.11x | 638.46B | 2.06T 12 | 1.12x | 831.70B | 2.89T 13 | 1.13x | 1.06T | 3.95T 14 | 1.14x | 1.32T | 5.27T 15 | 1.15x | 1.63T | 6.90T 16 | 1.16x | 1.97T | 8.87T 17 | 1.17x | 2.36T | 11.23T 18 | 1.18x | 5.59T | 16.83T 19 | 1.19x | 9.84T | 26.67T 20 | 1.20x | 15.26T | 41.94T 21 | 1.21x | 22.02T | 63.96T 22 | 1.22x | 30.29T | 94.24T 23 | 1.23x | 40.24T | 134.49T 24 | 1.24x | 52.08T | 186.56T 25 | 1.25x | 65.99T | 252.55T 26 | 1.26x | 82.19T | 334.75T 27 | 1.27x | 100.89T | 435.64T 28 | 1.28x | 122.32T | 557.96T 29 | 1.29x | 146.71T | 704.67T 30 | 1.30x | 174.29T | 878.95T 31 | 1.31x | 205.32T | 1.08q 32 | 1.32x | 288.06T | 1.37q 33 | 1.33x | 390.25T | 1.76q 34 | 1.34x | 514.70T | 2.28q 35 | 1.35x | 664.46T | 2.94q 36 | 1.36x | 842.82T | 3.78q 37 | 1.37x | 1.05q | 4.84q 38 | 1.38x | 1.30q | 6.14q 39 | 1.39x | 1.59q | 7.72q 40 | 1.40x | 1.92q | 9.64q 41 | 1.41x | 2.30q | 11.94q 42 | 1.42x | 2.73q | 14.67q 43 | 1.43x | 3.22q | 17.89q 44 | 1.44x | 3.78q | 21.67q 45 | 1.45x | 4.41q | 26.07q 46 | 1.46x | 5.11q | 31.18q 47 | 1.47x | 5.90q | 37.08q 48 | 1.48x | 6.77q | 43.85q 49 | 1.49x | 7.74q | 51.59q 50 | 1.50x | 8.82q | 60.41q 51 | 1.51x | 10.01q | 70.42q 52 | 1.52x | 13.01q | 83.43q 53 | 1.53x | 16.58q | 100.00q 54 | 1.54x | 20.77q | 120.77q 55 | 1.55x | 25.67q | 146.44q 56 | 1.56x | 31.36q | 177.80q 57 | 1.57x | 37.93q | 215.73q 58 | 1.58x | 45.47q | 261.20q 59 | 1.59x | 54.09q | 315.29q 60 | 1.60x | 63.90q | 379.19q 61 | 1.61x | 75.02q | 454.21q 62 | 1.62x | 87.57q | 541.78q 63 | 1.63x | 101.69q | 643.47q 64 | 1.64x | 117.52q | 760.99q 65 | 1.65x | 135.22q | 896.21q 66 | 1.66x | 154.95q | 1.05Q 67 | 1.67x | 176.87q | 1.23Q 68 | 1.68x | 201.18q | 1.43Q 69 | 1.69x | 228.07q | 1.66Q 70 | 1.70x | 257.74q | 1.92Q 71 | 1.71x | 290.41q | 2.21Q 72 | 1.72x | 326.30q | 2.53Q 73 | 1.73x | 365.65q | 2.90Q 74 | 1.74x | 408.72q | 3.31Q 75 | 1.75x | 455.77q | 3.76Q 76 | 1.76x | 507.08q | 4.27Q 77 | 1.77x | 562.94q | 4.83Q 78 | 1.78x | 623.66q | 5.46Q 79 | 1.79x | 689.55q | 6.15Q 80 | 1.80x | 760.97q | 6.91Q 81 | 1.81x | 838.25q | 7.74Q 82 | 1.82x | 921.76q | 8.67Q 83 | 1.83x | 1.01Q | 9.68Q 84 | 1.84x | 1.11Q | 10.79Q 85 | 1.85x | 1.21Q | 12.00Q 86 | 1.86x | 1.33Q | 13.33Q 87 | 1.87x | 1.45Q | 14.77Q 88 | 1.88x | 1.58Q | 16.35Q 89 | 1.89x | 1.72Q | 18.07Q 90 | 1.90x | 1.86Q | 19.93Q 91 | 1.91x | 2.02Q | 21.95Q 92 | 1.92x | 2.19Q | 24.15Q 93 | 1.93x | 2.37Q | 26.52Q 94 | 1.94x | 2.57Q | 29.09Q 95 | 1.95x | 2.77Q | 31.86Q 96 | 1.96x | 2.99Q | 34.86Q 97 | 1.97x | 3.23Q | 38.08Q 98 | 1.98x | 3.48Q | 41.56Q 99 | 1.99x | 3.74Q | 45.30Q 100 | 2.00x | 4.02Q | 49.31Q 101 | 2.01x | 4.31Q | 53.63Q 102 | 2.02x | 4.63Q | 58.26Q 103 | 2.03x | 4.96Q | 63.22Q 104 | 2.04x | 5.31Q | 68.53Q 105 | 2.05x | 5.69Q | 74.22Q 106 | 2.06x | 6.08Q | 80.30Q 107 | 2.07x | 6.49Q | 86.79Q 108 | 2.08x | 6.93Q | 93.73Q 109 | 2.09x | 7.40Q | 101.12Q 110 | 2.10x | 7.88Q | 109.01Q 111 | 2.11x | 8.40Q | 117.40Q 112 | 2.12x | 8.94Q | 126.34Q 113 | 2.13x | 9.51Q | 135.85Q 114 | 2.14x | 10.10Q | 145.95Q 115 | 2.15x | 10.73Q | 156.68Q 116 | 2.16x | 11.39Q | 168.08Q 117 | 2.17x | 12.09Q | 180.16Q 118 | 2.18x | 12.82Q | 192.98Q 119 | 2.19x | 13.58Q | 206.56Q 120 | 2.20x | 14.38Q | 220.94Q 121 | 2.21x | 15.22Q | 236.16Q 122 | 2.22x | 16.10Q | 252.25Q 123 | 2.23x | 17.02Q | 269.27Q 124 | 2.24x | 17.98Q | 287.25Q 125 | 2.25x | 18.99Q | 306.24Q 126 | 2.26x | 20.04Q | 326.28Q 127 | 2.27x | 21.14Q | 347.42Q 128 | 2.28x | 22.29Q | 369.72Q 129 | 2.29x | 23.49Q | 393.21Q 130 | 2.30x | 24.75Q | 417.96Q 131 | 2.31x | 26.06Q | 444.01Q 132 | 2.32x | 27.42Q | 471.44Q 133 | 2.33x | 28.85Q | 500.28Q 134 | 2.34x | 30.33Q | 530.61Q 135 | 2.35x | 31.88Q | 562.49Q 136 | 2.36x | 33.49Q | 595.97Q 137 | 2.37x | 35.16Q | 631.13Q 138 | 2.38x | 36.91Q | 668.04Q 139 | 2.39x | 38.72Q | 706.77Q 140 | 2.40x | 40.61Q | 747.38Q 141 | 2.41x | 42.58Q | 789.96Q 142 | 2.42x | 44.62Q | 834.58Q 143 | 2.43x | 46.74Q | 881.32Q 144 | 2.44x | 48.95Q | 930.27Q 145 | 2.45x | 51.24Q | 981.50Q 146 | 2.46x | 53.61Q | 1.04s 147 | 2.47x | 56.08Q | 1.09s 148 | 2.48x | 58.64Q | 1.15s 149 | 2.49x | 61.30Q | 1.21s 150 | 2.50x | 64.05Q | 1.28s 151 | 2.51x | 66.91Q | 1.34s 152 | 2.52x | 69.87Q | 1.41s 153 | 2.53x | 72.93Q | 1.48s 154 | 2.54x | 76.11Q | 1.56s 155 | 2.55x | 79.40Q | 1.64s 156 | 2.56x | 82.81Q | 1.72s 157 | 2.57x | 86.33Q | 1.81s 158 | 2.58x | 89.98Q | 1.90s 159 | 2.59x | 93.76Q | 1.99s 160 | 2.60x | 97.66Q | 2.09s 161 | 2.61x | 101.70Q | 2.19s 162 | 2.62x | 105.87Q | 2.30s 163 | 2.63x | 110.19Q | 2.41s 164 | 2.64x | 114.65Q | 2.52s 165 | 2.65x | 119.26Q | 2.64s 166 | 2.66x | 124.02Q | 2.77s 167 | 2.67x | 128.93Q | 2.90s 168 | 2.68x | 134.01Q | 3.03s 169 | 2.69x | 139.24Q | 3.17s 170 | 2.70x | 144.65Q | 3.31s 171 | 2.71x | 150.23Q | 3.46s 172 | 2.72x | 155.98Q | 3.62s 173 | 2.73x | 161.92Q | 3.78s 174 | 2.74x | 168.04Q | 3.95s 175 | 2.75x | 174.35Q | 4.12s 176 | 2.76x | 180.85Q | 4.30s 177 | 2.77x | 187.56Q | 4.49s 178 | 2.78x | 194.46Q | 4.69s 179 | 2.79x | 201.58Q | 4.89s 180 | 2.80x | 208.91Q | 5.10s 181 | 2.81x | 216.46Q | 5.31s 182 | 2.82x | 224.23Q | 5.54s 183 | 2.83x | 232.23Q | 5.77s 184 | 2.84x | 240.47Q | 6.01s 185 | 2.85x | 248.94Q | 6.26s 186 | 2.86x | 257.66Q | 6.52s 187 | 2.87x | 266.63Q | 6.78s 188 | 2.88x | 275.86Q | 7.06s 189 | 2.89x | 285.35Q | 7.35s 190 | 2.90x | 295.11Q | 7.64s 191 | 2.91x | 305.14Q | 7.95s 192 | 2.92x | 315.45Q | 8.26s 193 | 2.93x | 326.04Q | 8.59s 194 | 2.94x | 336.93Q | 8.92s 195 | 2.95x | 348.12Q | 9.27s 196 | 2.96x | 359.62Q | 9.63s 197 | 2.97x | 371.42Q | 10.00s 198 | 2.98x | 383.54Q | 10.39s 199 | 2.99x | 395.99Q | 10.78s 200 | 3.00x | 408.77Q | 11.19s #### Workshop Enhancement Unlocks — Orb Size — Cells/Kill Bonus Cells/Kill Bonus requires 500 billion coins spent on Utility enhancements. It starts at 1x, increases by 0.01x per level, and caps at 200 levels for a 3x bonus. #### Workshop Enhancement Unlocks — Orb Size — Free Upgrades Free Upgrades unlocks once 5 trillion coins have been spent on Utility enhancements. It boosts all free upgrade chances from 1x, adding 0.01x per level, with a cap of 100 levels for a 2x bonus. Costs per level are listed in the table below. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 6.05B | 11.05B 3 | 1.03x | 22.25B | 33.30B 4 | 1.04x | 95.56B | 128.85B 5 | 1.05x | 299.27B | 428.12B 6 | 1.06x | 739.39B | 1.17T 7 | 1.07x | 1.56T | 2.72T 8 | 1.08x | 2.92T | 5.65T 9 | 1.09x | 5.05T | 10.69T 10 | 1.10x | 8.18T | 18.87T 11 | 1.11x | 12.59T | 31.47T 12 | 1.12x | 18.61T | 50.08T 13 | 1.13x | 26.59T | 76.67T 14 | 1.14x | 36.92T | 113.59T 15 | 1.15x | 50.02T | 163.61T 16 | 1.16x | 66.38T | 229.99T 17 | 1.17x | 86.48T | 316.47T 18 | 1.18x | 221.77T | 538.24T 19 | 1.19x | 420.49T | 958.73T 20 | 1.20x | 699.78T | 1.66q 21 | 1.21x | 1.08q | 2.74q 22 | 1.22x | 1.58q | 4.32q 23 | 1.23x | 2.23q | 6.55q 24 | 1.24x | 3.06q | 9.62q 25 | 1.25x | 4.10q | 13.72q 26 | 1.26x | 5.39q | 19.11q 27 | 1.27x | 6.96q | 26.07q 28 | 1.28x | 8.87q | 34.94q 29 | 1.29x | 11.15q | 46.09q 30 | 1.30x | 13.87q | 59.96q 31 | 1.31x | 17.07q | 77.03q 32 | 1.32x | 25.00q | 102.03q 33 | 1.33x | 35.29q | 137.32q 34 | 1.34x | 48.45q | 185.77q 35 | 1.35x | 65.03q | 250.80q 36 | 1.36x | 85.65q | 336.45q 37 | 1.37x | 111.04q | 447.49q 38 | 1.38x | 141.99q | 589.48q 39 | 1.39x | 179.40q | 768.88q 40 | 1.40x | 224.25q | 993.13q 41 | 1.41x | 277.66q | 1.27Q 42 | 1.42x | 340.83q | 1.61Q 43 | 1.43x | 415.11q | 2.03Q 44 | 1.44x | 501.97q | 2.53Q 45 | 1.45x | 603.03q | 3.13Q 46 | 1.46x | 720.03q | 3.85Q 47 | 1.47x | 854.91q | 4.71Q 48 | 1.48x | 1.01Q | 5.72Q 49 | 1.49x | 1.19Q | 6.90Q 50 | 1.50x | 1.39Q | 8.29Q 51 | 1.51x | 1.62Q | 9.91Q 52 | 1.52x | 2.16Q | 12.07Q 53 | 1.53x | 2.82Q | 14.89Q 54 | 1.54x | 3.62Q | 18.51Q 55 | 1.55x | 4.59Q | 23.09Q 56 | 1.56x | 5.74Q | 28.83Q 57 | 1.57x | 7.10Q | 35.94Q 58 | 1.58x | 8.72Q | 44.65Q 59 | 1.59x | 10.60Q | 55.25Q 60 | 1.60x | 12.81Q | 68.06Q 61 | 1.61x | 15.37Q | 83.43Q 62 | 1.62x | 18.33Q | 101.76Q 63 | 1.63x | 21.74Q | 123.51Q 64 | 1.64x | 25.66Q | 149.16Q 65 | 1.65x | 30.13Q | 179.29Q 66 | 1.66x | 35.23Q | 214.52Q 67 | 1.67x | 41.02Q | 255.54Q 68 | 1.68x | 47.58Q | 303.12Q 69 | 1.69x | 54.99Q | 358.11Q 70 | 1.70x | 63.33Q | 421.44Q 71 | 1.71x | 72.71Q | 494.14Q 72 | 1.72x | 83.21Q | 577.35Q 73 | 1.73x | 94.96Q | 672.31Q 74 | 1.74x | 108.06Q | 780.38Q 75 | 1.75x | 122.66Q | 903.03Q 76 | 1.76x | 138.87Q | 1.04s 77 | 1.77x | 156.84Q | 1.20s 78 | 1.78x | 176.74Q | 1.38s 79 | 1.79x | 198.72Q | 1.57s 80 | 1.80x | 222.96Q | 1.80s 81 | 1.81x | 249.65Q | 2.05s 82 | 1.82x | 279.00Q | 2.33s 83 | 1.83x | 311.20Q | 2.64s 84 | 1.84x | 346.50Q | 2.98s 85 | 1.85x | 385.13Q | 3.37s 86 | 1.86x | 427.34Q | 3.80s 87 | 1.87x | 473.41Q | 4.27s 88 | 1.88x | 523.63Q | 4.79s 89 | 1.89x | 578.29Q | 5.37s 90 | 1.90x | 637.72Q | 6.01s 91 | 1.91x | 702.26Q | 6.71s 92 | 1.92x | 772.26Q | 7.48s 93 | 1.93x | 848.10Q | 8.33s 94 | 1.94x | 930.19Q | 9.26s 95 | 1.95x | 1.02s | 10.28s 96 | 1.96x | 1.11s | 11.40s 97 | 1.97x | 1.22s | 12.61s 98 | 1.98x | 1.33s | 13.94s 99 | 1.99x | 1.45s | 15.39s 100 | 2.00x | 1.58s | 16.97s #### Workshop Enhancement Unlocks — Orb Size — Packages Packages requires 50 trillion coins spent on Utility enhancements. It multiplies both Max Recovery Package and Recovery Amount, starting at 1x and gaining 0.01x per level, up to 300 levels for a 4x bonus. See the table below for pricing. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 10 | 1.10x | 6.53B | 55.54B 20 | 1.20x | 48.30B | 217.10B 30 | 1.30x | 313.07B | 1.95T 40 | 1.40x | 2.54T | 14.48T 50 | 1.50x | 9.59T | 73.23T 60 | 1.60x | 60.08T | 385.56T 70 | 1.70x | 216.08T | 1.72q 80 | 1.80x | 580.27T | 5.66q 90 | 1.90x | 1.31q | 15.10q 100 | 2.00x | 2.63q | 34.88q 110 | 2.10x | 4.85q | 72.52q 120 | 2.20x | 8.36q | 139.10q 130 | 2.30x | 13.67q | 250.21q 140 | 2.40x | 21.40q | 427.16q 150 | 2.50x | 32.31q | 698.20q 160 | 2.60x | 47.31q | 1.10Q 170 | 2.70x | 67.46q | 1.68Q 180 | 2.80x | 94.01q | 2.49Q 190 | 2.90x | 128.41q | 3.62Q 200 | 3.00x | 172.31q | 5.13Q 210 | 3.10x | 637.22q | 9.06Q 220 | 3.20x | 1.42Q | 19.48Q 230 | 3.30x | 2.59Q | 39.76Q 240 | 3.40x | 4.26Q | 74.38Q 250 | 3.50x | 6.57Q | 129.09Q 260 | 3.60x | 9.70Q | 211.26Q 270 | 3.70x | 13.84Q | 330.08Q 280 | 3.80x | 19.23Q | 496.97Q 290 | 3.90x | 26.14Q | 725.86Q 300 | 4.00x | 34.88Q | 1.03s #### Workshop Enhancement Unlocks — Orb Size — Enemy Level Skips Enemy Level Skips is the final Utility enhancement, needing 500 trillion coins spent in the category. It raises both the Enemy Health and Enemy Damage Level Skip multipliers from 1x by 0.01x per level, capping at just 60 levels for a 1.6x bonus. The table below lists the cost per level. Level | Value | Coins | Total Coins 1 | 1.01x | 5.00B | 5.00B 2 | 1.02x | 15.50B | 20.50B 3 | 1.03x | 202.98B | 223.48B 4 | 1.04x | 1.13T | 1.36T 5 | 1.05x | 3.89T | 5.24T 6 | 1.06x | 10.14T | 15.38T 7 | 1.07x | 22.19T | 37.57T 8 | 1.08x | 43.05T | 80.63T 9 | 1.09x | 76.44T | 157.07T 10 | 1.10x | 126.85T | 283.91T 11 | 1.11x | 199.54T | 483.45T 12 | 1.12x | 300.61T | 784.06T 13 | 1.13x | 437.01T | 1.22q 14 | 1.14x | 616.54T | 1.84q 15 | 1.15x | 847.92T | 2.69q 16 | 1.16x | 1.14q | 3.83q 17 | 1.17x | 1.51q | 5.33q 18 | 1.18x | 3.91q | 9.24q 19 | 1.19x | 7.50q | 16.74q 20 | 1.20x | 12.61q | 29.35q 21 | 1.21x | 19.65q | 49.00q 22 | 1.22x | 29.09q | 78.08q 23 | 1.23x | 41.45q | 119.53q 24 | 1.24x | 57.35q | 176.88q 25 | 1.25x | 77.47q | 254.35q 26 | 1.26x | 102.60q | 356.95q 27 | 1.27x | 133.59q | 490.55q 28 | 1.28x | 171.41q | 661.96q 29 | 1.29x | 217.13q | 879.09q 30 | 1.30x | 271.92q | 1.15Q 31 | 1.31x | 337.06q | 1.49Q 32 | 1.32x | 496.77q | 1.98Q 33 | 1.33x | 705.87q | 2.69Q 34 | 1.34x | 975.00q | 3.67Q 35 | 1.35x | 1.32Q | 4.98Q 36 | 1.36x | 1.74Q | 6.73Q 37 | 1.37x | 2.27Q | 9.00Q 38 | 1.38x | 2.92Q | 11.92Q 39 | 1.39x | 3.71Q | 15.64Q 40 | 1.40x | 4.67Q | 20.30Q 41 | 1.41x | 5.81Q | 26.11Q 42 | 1.42x | 7.16Q | 33.27Q 43 | 1.43x | 8.77Q | 42.04Q 44 | 1.44x | 10.65Q | 52.69Q 45 | 1.45x | 12.85Q | 65.54Q 46 | 1.46x | 15.42Q | 80.96Q 47 | 1.47x | 18.39Q | 99.35Q 48 | 1.48x | 21.81Q | 121.15Q 49 | 1.49x | 25.74Q | 146.89Q 50 | 1.50x | 30.24Q | 177.13Q 51 | 1.51x | 35.37Q | 212.50Q 52 | 1.52x | 47.38Q | 259.88Q 53 | 1.53x | 62.14Q | 322.01Q 54 | 1.54x | 80.12Q | 402.13Q 55 | 1.55x | 101.84Q | 503.97Q 56 | 1.56x | 127.88Q | 631.85Q 57 | 1.57x | 158.91Q | 790.75Q 58 | 1.58x | 195.63Q | 986.39Q 59 | 1.59x | 238.88Q | 1.23s 60 | 1.60x | 289.53Q | 1.51s ### Workshop Utility Discount URL: https://www.tower-hub.com/wiki/workshop/workshop-utility-discount Workshop Utility Discount is a workshop upgrade that cuts the coin cost of your utility upgrades. If you find yourself saving up for expensive utility purchases, this discount helps those coins stretch further. #### Description Workshop Utility Discount reduces how many coins you spend on utility upgrades in the workshop. Each level of the discount shaves more off the price, so the savings grow as you invest in it. This only applies to the utility section of the workshop — it does not affect attack, defense, or other upgrade categories. If utility upgrades are a regular part of your build, the discount pays for itself over time by letting you afford higher levels sooner. #### Lab The Workshop Utility Discount lab becomes available once you reach wave 60 on tier 2 in Milestones. It has 99 levels, giving you plenty of room to keep pushing the discount higher as you progress. Check the table below for the cost and effect at each level. Level | Time | Cost | Value 1 | 0d 0h 0m | 30 | 0.50% 2 | 0d 0h 6m | 71 | 1.00% 3 | 0d 0h 16m | 178 | 1.50% 4 | 0d 0h 31m | 398 | 2.00% 5 | 0d 0h 52m | 772 | 2.50% 6 | 0d 1h 20m | 1,340 | 3.00% 7 | 0d 1h 56m | 2,120 | 3.50% 8 | 0d 2h 39m | 3,170 | 4.00% 9 | 0d 3h 31m | 4,510 | 4.50% 10 | 0d 4h 32m | 6,170 | 5.00% 11 | 0d 5h 43m | 8,170 | 5.50% 12 | 0d 7h 3m | 10,560 | 6.00% 13 | 0d 8h 34m | 13,350 | 6.50% 14 | 0d 10h 15m | 16,580 | 7.00% 15 | 0d 12h 7m | 20,270 | 7.50% 16 | 0d 14h 10m | 24,440 | 8.00% 17 | 0d 16h 25m | 29,130 | 8.50% 18 | 0d 18h 52m | 34,360 | 9.00% 19 | 0d 21h 31m | 40,160 | 9.50% 20 | 1d 0h 22m | 46,540 | 10.00% 21 | 1d 3h 26m | 53,530 | 10.50% 22 | 1d 6h 44m | 61,160 | 11.00% 23 | 1d 10h 14m | 69,460 | 11.50% 24 | 1d 13h 58m | 78,430 | 12.00% 25 | 1d 17h 56m | 88,120 | 12.50% 26 | 1d 22h 7m | 98,530 | 13.00% 27 | 2d 2h 33m | 109,700 | 13.50% 28 | 2d 7h 13m | 121,650 | 14.00% 29 | 2d 12h 8m | 134,390 | 14.50% 30 | 2d 17h 18m | 147,950 | 15.00% 31 | 2d 22h 43m | 162,350 | 15.50% 32 | 3d 4h 23m | 177,620 | 16.00% 33 | 3d 10h 18m | 193,780 | 16.50% 34 | 3d 16h 30m | 210,830 | 17.00% 35 | 3d 22h 57m | 228,820 | 17.50% 36 | 4d 5h 40m | 247,760 | 18.00% 37 | 4d 12h 40m | 267,660 | 18.50% 38 | 4d 19h 55m | 288,560 | 19.00% 39 | 5d 3h 28m | 310,470 | 19.50% 40 | 5d 11h 17m | 333,400 | 20.00% 41 | 5d 19h 24m | 357,390 | 20.50% 42 | 6d 3h 47m | 382,450 | 21.00% 43 | 6d 12h 28m | 408,600 | 21.50% 44 | 6d 21h 26m | 435,870 | 22.00% 45 | 7d 6h 42m | 464,260 | 22.50% 46 | 7d 16h 15m | 493,810 | 23.00% 47 | 8d 2h 7m | 524,530 | 23.50% 48 | 8d 12h 17m | 556,430 | 24.00% 49 | 8d 22h 45m | 589,550 | 24.50% 50 | 9d 9h 31m | 623,890 | 25.00% 51 | 9d 20h 37m | 659,490 | 25.50% 52 | 10d 8h 0m | 696,340 | 26.00% 53 | 10d 19h 43m | 734,490 | 26.50% 54 | 11d 7h 45m | 773,940 | 27.00% 55 | 11d 20h 6m | 814,710 | 27.50% 56 | 12d 8h 46m | 856,830 | 28.00% 57 | 12d 21h 46m | 900,300 | 28.50% 58 | 13d 11h 5m | 945,160 | 29.00% 59 | 14d 0h 44m | 991,410 | 29.50% 60 | 14d 14h 43m | 1,040,000 | 30.00% 61 | 15d 5h 3m | 1,090,000 | 30.50% 62 | 15d 19h 42m | 1,140,000 | 31.00% 63 | 16d 10h 41m | 1,190,000 | 31.50% 64 | 17d 2h 1m | 1,240,000 | 32.00% 65 | 17d 17h 42m | 1,300,000 | 32.50% 66 | 18d 9h 43m | 1,360,000 | 33.00% 67 | 19d 2h 5m | 1,410,000 | 33.50% 68 | 19d 18h 48m | 1,470,000 | 34.00% 69 | 20d 11h 52m | 1,530,000 | 34.50% 70 | 21d 5h 17m | 1,600,000 | 35.00% 71 | 21d 23h 4m | 1,660,000 | 35.50% 72 | 22d 17h 12m | 1,730,000 | 36.00% 73 | 23d 11h 41m | 1,800,000 | 36.50% 74 | 24d 6h 32m | 1,870,000 | 37.00% 75 | 25d 1h 46m | 1,940,000 | 37.50% 76 | 25d 21h 20m | 2,010,000 | 38.00% 77 | 26d 17h 18m | 2,080,000 | 38.50% 78 | 27d 13h 37m | 2,160,000 | 39.00% 79 | 28d 10h 18m | 2,240,000 | 39.50% 80 | 29d 7h 22m | 2,320,000 | 40.00% 81 | 30d 4h 48m | 2,400,000 | 40.50% 82 | 31d 2h 37m | 2,480,000 | 41.00% 83 | 32d 0h 49m | 2,570,000 | 41.50% 84 | 32d 23h 24m | 2,650,000 | 42.00% 85 | 33d 22h 21m | 2,740,000 | 42.50% 86 | 34d 21h 42m | 2,830,000 | 43.00% 87 | 35d 21h 26m | 2,930,000 | 43.50% 88 | 36d 21h 33m | 3,020,000 | 44.00% 89 | 37d 22h 3m | 3,120,000 | 44.50% 90 | 38d 22h 57m | 3,220,000 | 45.00% 91 | 40d 0h 15m | 3,320,000 | 45.50% 92 | 41d 1h 56m | 3,420,000 | 46.00% 93 | 42d 4h 1m | 3,520,000 | 46.50% 94 | 43d 6h 30m | 3,630,000 | 47.00% 95 | 44d 9h 23m | 3,740,000 | 47.50% 96 | 45d 12h 40m | 3,850,000 | 48.00% 97 | 46d 16h 22m | 3,960,000 | 48.50% 98 | 47d 20h 27m | 4,070,000 | 49.00% 99 | 49d 0h 57m | 4,190,000 | 49.50%