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 |
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 |
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% |
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% |
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.