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% |
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% |
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.