Enemies

Last verified 2026-07-29 · 16 data tables

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.

%T1T2T3T4T5T6T7T8T9T10T11T12T13T14T15T16T17T18T19T20T21
0%000000000000000000000
0.33%500450405365328295266239215194174157141127114413733302724
1.33%10009008107296565905314784303873493142822542291029283756861
3%1500135012151094984886797717646581523471424381343205185166150135122
5%2000180016201458131211811063957861775697628565508458308277250225203182
8%30002700243021871968177115941435129111621046941847763686411370333300270243
12%40003600324029162624236221261913172215501395125511301017915617555500450405365
16%500045004050364532812952265723912152193717431569141212711144823741667600540486
21%6000540048604374393735433189287025832325209218831695152513731029926833750675608
27%700063005670510345934133372033483013271224412197197717791601123511111000901811729

Double Elite Enemy Spawns

The table below lists the spawn rates that apply once a second Elite per wave becomes possible.

%T1T2T3T4T5T6T7T8T9T10T11T12T13T14T15T16T17T18T19T20T21
0.33%8000720064805832524947244252382634443099278925102259203318301441129711671051946851
1.33%90008100729065615905531447834305387434873138282425422288205916471482133412011081973
3%1000090008100729065615905531447834305387434873138282425422288185316671500135112161094
5%1100099008910801972176495584652614735426238353452310727962516205818531667150113511216
8%12000108009720874878737086637757405166464941843766338930502745226420381834165114861337
12%130001170010530947785297676690962185596503645334080367233042974247022232001180116211459
16%1400012600113401020691858267744066966027542448814394395435593203267624082168195117561580
21%1500013500121501093598418857797271746457581152304708423638133432288225942334210118911702
27%16000144001296011664104979448850376536887619955795022451940673660308827792501225120261824
33%170001530013770123931115310038903481317318658659285336480143213889329429642668240221611945

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.

Fleet Enemy Overview
Fleet EnemyDescriptionSpeedHealthAttack
SaboteurSelects 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.2x20x0*
CommanderEmpowers 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.0.5x20xN/A
OverchargeShoots a returning projectile at the Tower, dealing 1.4x damage with each hit. Fires a final projectile on death.1x20xWave 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.

Fleet Rewards
TiersReroll Shards (80%)WaveModule Shards (20%, 5% per type)
T14108015
T1512002506
T1613505007
T1715007508
T18165010009
T191800125010
T201950150011
T212100175012
200013
225014

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.

Fleet Companions
FleetCompanions
OverchargeRanged
CommanderTank
SaboteurFast

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.

Low Tier Spawning
TierFirst Spawn WaveSpawn Frequency Waves / Fleet
Tier 115,000100
Tier 214,750100
Tier 314,500100
Tier 414,250100
Tier 514,000100
Tier 613,750100
Tier 713,500100
Tier 813,250100
Tier 913,000100
Tier 1012,750100

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.

Spawning Behavior
TierFirst WaveFrequency Wave/fleetBonus Spawn First WaveFrequency Wave / Fleet
Tier 14+ (Legends prior to V27.3)89530N/AN/A
Tier 142495100011,750100
Tier 15149575011,500100
Tier 1699550011,250100
Tier 1749525011,000100
Tier 17+ (Legends from V27.3+)89530
Tier 189510010,750100
Tier 19455010,500100
Tier 20510 waves/1 fleet10,250100
Tier 21510 waves/2 fleets10,000100

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.

LevelTimeCostValue
12d  7h 33m20,000,000,000-0.40%
22d 15h 54m40,000,000,000-0.80%
33d  0h 27m60,070,000,000-1.20%
43d  9h 34m80,330,000,000-1.60%
53d 19h 44m100,970,000,000-2.00%
64d  7h 36m122,260,000,000-2.40%
74d 21h 51m144,530,000,000-2.80%
85d 15h 19m168,130,000,000-3.20%
96d 12h 53m193,510,000,000-3.60%
107d 15h 31m221,140,000,000-4.00%

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.

LevelTimeCostValue
12d  7h 33m30,000,000,000-0.40%
22d 15h 54m60,010,000,000-0.80%
33d  0h 27m90,070,000,000-1.20%
43d  9h 34m120,330,000,000-1.60%
53d 19h 44m150,970,000,000-2.00%
64d  7h 36m182,260,000,000-2.40%
74d 21h 51m214,530,000,000-2.80%
85d 15h 19m248,130,000,000-3.20%
96d 12h 53m283,510,000,000-3.60%
107d 15h 31m321,140,000,000-4.00%

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.

LevelTimeCostValue
12d 18h 39m60,000,000,000-0.40%
23d  3h  1m120,010,000,000-0.80%
33d 11h 34m180,070,000,000-1.20%
43d 20h 40m240,330,000,000-1.60%
54d  6h 51m300,970,000,000-2.00%
64d 18h 43m362,260,000,000-2.40%
75d  8h 58m424,530,000,000-2.80%
86d  2h 26m488,130,000,000-3.20%
97d  0h  0m553,510,000,000-3.60%
108d  2h 38m621,140,000,000-4.00%

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.

LevelTimeCost(T)Value
12d 16h 47m1.0-0.50%
25d 9h 35m1.4-1.00%
38d 2h 23m2.0-1.50%
410d 19h 11m2.7-2.00%
513d 11h 59m3.8-2.50%
616d 4h 46m5.4-3.00%
718d 21h 34m7.5-3.50%
821d 14h 22m10.5-4.00%
924d 7h 10m14.8-4.50%
1026d 23h 58m20.7-5.00%

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.

LevelTimeCostValue
12d  7h 33m40,000,000,000-0.30%
22d 15h 54m80,010,000,000-0.60%
33d  0h 27m120,070,000,000-0.90%
43d  9h 34m160,330,000,000-1.20%
53d 19h 44m200,970,000,000-1.50%
64d  7h 36m242,260,000,000-1.80%
74d 21h 51m284,530,000,000-2.10%
85d 15h 19m328,130,000,000-2.40%
96d 12h 53m373,510,000,000-2.70%
107d 15h 31m421,140,000,000-3.00%

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.

LevelTimeCostValue
12d 18h 39m80,000,000,000-0.30%
23d  3h  1m150,000,000,000-0.60%
33d 11h 34m220,070,000,000-0.90%
43d 20h 40m290,330,000,000-1.20%
54d  6h 51m360,970,000,000-1.50%
64d 18h 43m432,260,000,000-1.80%
75d  8h 58m504,530,000,000-2.10%
86d  2h 26m578,130,000,000-2.40%
97d  0h  0m653,510,000,000-2.70%
108d  2h 38m731,140,000,000-3.00%

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.

LevelTimeCost(Q)Value
110d 19h 11m0.25-0.40%
221d 14h 22m0.50-0.80%
332d 9h 33m0.75-1.20%
443d 4h 45m1.00-1.60%
553d 23h 56m1.25-2.00%
664d 19h 7m1.50-2.40%
775d 14h 19m1.75-2.80%
886d 9h 30m2.00-3.20%
997d 4h 41m2.25-3.60%
10107d 23h 53m2.50-4.00%

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.

LevelTimeCostValue
11d 3h 13m4,5000.5
21d 6h 5m7,1001.0
31d 9h 49m13,3001.5
41d 14h 59m26,7002.0
51d 22h 5m50,9002.5
62d 7h 33m89,5003.0
72d 19h 45m146,1003.5
83d 11h 5m224,3004.0
94d 5h 54m327,7004.5
105d 4h 32m459,9005.0

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.

levelTimeCostValue
18d 8h 0m100.00Bx1.25
29d 8h 0m150.00Bx2.5
310d 10h 52m225.00Bx3.75
411d 16h 59m337.50Bx5
513d 2h 42m506.25Bx6.25
614d 16h 28m759.38Bx7.5
716d 10h 45m1.14Tx8.75
818d 10h 8m1.71Tx10
920d 15h 11m2.56Tx11.25
1023d 2h 36m3.84Tx12.5

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.

Related pages

Written for Tower Hub. Numbers and mechanics were cross-checked against our decoded save data and the community's Fandom wiki (community page last edited 2026-01-26). Something out of date? Tell us in the Discord.

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