Scout Tower
| Level | Damage | Range | Cooldown | DPS |
|---|---|---|---|---|
| L1 | 5 | 2.5 | 0.3s | 16.7 |
| L2 | 10 | 2.8 | 0.25s | 40 |
| L3 | 18 | 3.2 | 0.2s | 90 |
| L4 | 28 | 3.5 | 0.18s | 155.6 |
| L5 | 40 | 3.8 | 0.16s | 250 |
| L6 | 60 | 4 | 0.14s | 428.6 |
Three attack towers with six upgrade levels each, and three support buildings with three. Every building is also a wall — where you put it matters as much as what it is.
Damage per second in these tables is raw output. Real throughput depends on how long enemies stay in range, which is what your maze shape controls.
| Level | Damage | Range | Cooldown | DPS |
|---|---|---|---|---|
| L1 | 5 | 2.5 | 0.3s | 16.7 |
| L2 | 10 | 2.8 | 0.25s | 40 |
| L3 | 18 | 3.2 | 0.2s | 90 |
| L4 | 28 | 3.5 | 0.18s | 155.6 |
| L5 | 40 | 3.8 | 0.16s | 250 |
| L6 | 60 | 4 | 0.14s | 428.6 |
| Level | Damage | Range | Cooldown | DPS | Splash |
|---|---|---|---|---|---|
| L1 | 32 | 6 | 1.2s | 26.7 | 1.4 |
| L2 | 50 | 7 | 1s | 50 | 1.8 |
| L3 | 110 | 8 | 0.8s | 137.5 | 2.3 |
| L4 | 160 | 9 | 0.7s | 228.6 | 2.7 |
| L5 | 220 | 10 | 0.6s | 366.7 | 3.1 |
| L6 | 300 | 11 | 0.5s | 600 | 3.5 |
| Level | Damage | Range | Cooldown | DPS | Slow | Duration |
|---|---|---|---|---|---|---|
| L1 | 8 | 3 | 0.8s | 10 | to 50% speed | 1.5s |
| L2 | 14 | 3.5 | 0.7s | 20 | to 40% speed | 2s |
| L3 | 24 | 4 | 0.6s | 40 | to 30% speed | 2.5s |
| L4 | 38 | 4.3 | 0.55s | 69.1 | to 25% speed | 3s |
| L5 | 58 | 4.6 | 0.5s | 116 | to 20% speed | 3.5s |
| L6 | 85 | 4.8 | 0.45s | 188.9 | to 15% speed | 4s |
Support buildings never shoot. They occupy grid cells like any tower, so they double as maze walls — a Gold Mine tucked into a corridor bend costs you nothing in coverage.
| Level | Gold per tick | Tick interval | Gold per minute |
|---|---|---|---|
| L1 | 2 | 4s | 30 |
| L2 | 4 | 3.5s | 68.6 |
| L3 | 6 | 3s | 120 |
| Level | Shield HP granted | Aura radius | Regen per second |
|---|---|---|---|
| L1 | 25 | 4 cells | 3 |
| L2 | 50 | 5 cells | 6 |
| L3 | 75 | 6 cells | 9 |
| Level | Troop HP | Troop damage | Attack interval | Spawn interval | Troop cap |
|---|---|---|---|---|---|
| L1 | 30 | 6 | 0.8s | 4s | 2 |
| L2 | 45 | 9 | 0.7s | 3s | 3 |
| L3 | 60 | 12 | 0.6s | 2.5s | 4 |
Every tower has 150 HP. Brute targets them deliberately, and Grunt, Tank, Flyer, Boss deal contact damage in passing. A destroyed tower opens your maze, so repairs are often more urgent than upgrades.
Repair cost scales with missing HP; selling refunds 50% of everything you put in. Sell All and Repair All act on the whole board at once.