Tournaments

Last verified 2026-07-29 · 12 data tables

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.

NameDescriptionAppears In (TBD)
Death Ray ResistanceInstead of destroying enemies, death ray deals x% enemy health as damageTiers/Tournament
Thorns ResistanceThorns Deals x% damageTiers/Tournament
Enemy Attack SpeedEnemy attack speed is increased by x%Tiers/Tournament
Knockback ResistanceKnockback force applies to enemies is reduced by x%Tiers/Tournament
Plasma Cannon ResistancePlasma Cannon deals x% of normal damageTiers/Tournament
More Enemiesx% more enemies spawnTiers/Tournament
Orb ResistanceInstead of destroying enemies, orbs deal x% enemy health as damageTiers/Tournament
More BossesBosses spawn every x waves instead of 10Tiers/Tournament
More FleetAn additional fleet spawns every x waves.Tiers (Overheat)
Enemy SpeedEnemies move x% fasterTiers/Tournament

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.

RankGemsStones
110020
28018
3 - 46516
5 - 65012
7 - 84510
9 - 10409
11 - 12308
13 - 15207
16 - 22156
23 - 30105

Silver Rewards

Silver pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown.

RankGemsStones
120040
215035
3 - 410030
5 - 67520
7 - 86519
9 - 106018
11 - 125517
13 - 155016
16 - 224514
23 - 304012

Gold Rewards

Gold pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown.

RankGemsStones
130080
225070
3 - 420060
5 - 615040
7 - 812530
9 - 1010028
11 - 129026
13 - 158024
16 - 227022
23 - 305020

Platinum Rewards

Platinum pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown.

RankGemsStones
1400160
2350140
3 - 4300120
5 - 625070
7 - 822565
9 - 1020060
11 - 1217556
13 - 1515053
16 - 2412550
25 - 3010020

Champion Rewards

Champion pays out Gems and Power Stones based on your final placement — see the rewards table below for the per-rank breakdown.

RankGemsStones
1600320
2500300
3-4400280
5-6350200
7-8325175
9-10300150
11-12275125
13-15250100
16-2420090
25-3015020

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.

RankGemsStonesKeys
180042525
270040020
3 - 460037515
5 - 650035010
7 - 84753258
9 - 104503006
11 - 124252754
13 - 154002502
16 - 243752250
25 - 302001200

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.

LevelTimeCostValue
116d 16h 0m 0s1.00q2
233d 8h 0m 0s2.10q4
350d 0h 0m 0s4.20q6
466d 16h 0m 0s8.6q8
583d 8h 0m 0s17.7q10
6100d 0h 10m 0s36.2q12
7116d 16h 0m 0s74.2q14
8133d 8h 0m 0s152.2q16
9150d 0h 0m 0s311.9q18
10166d 16h 0m 0s639.4q20

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.

LevelTimeCost(Q)Value
113d 11h 59m0.21%
226d 23h 58m0.42%
340d 11h 57m0.63%
453d 23h 56m0.84%
567d 11h 55m15%
680d 23h 54m1.26%
794d 11h 53m1.47%
8107d 23h 53m1.68%
9121d 11h 52m1.89%
10134d 23h 51m210%

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.

LevelTimeCost(Q)Value
116d 4h 46m0.51%
232d 9h 33m12%
348d 14h 20m1.53%
464d 19h 7m24%
580d 23h 54m2.55%
697d 4h 41m36%
7113d 9h 28m3.57%
8129d 14h 15m48%
9145d 19h 2m4.59%
10161d 23h 49m510%

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.

LevelTimeCost(Q)Value
126d 23h 58m1.001%
237d 19h 9m1.502%
348d 14h 20m2.253%
459d 9h 32m3.384%
570d 4h 43m5.065%
680d 23h 54m7.596%
791d 19h 6m11.397%
8102d 14h 17m17.098%
9113d 9h 28m25.639%
10124d 4h 40m38.4410%

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.

LevelTimeCost(Q)Value
126d 23h 58m21%
244d 19h 37m42%
362d 15h 17m83%
480d 10h 57m164%
598d 6h 36m325%
6116d 2h 16m646%
7133d 21h 56m1287%
8151d 17h 35m2568%
9169d 13h 15m5129%
10187d 8h 55m102410%

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 2026-07-09). Something out of date? Tell us in the Discord.

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