Towers & Buildings

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.

Attack towers

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.

🏹Scout Tower

LevelDamageRangeCooldownDPS
L152.50.3s16.7
L2102.80.25s40
L3183.20.2s90
L4283.50.18s155.6
L5403.80.16s250
L66040.14s428.6

💣Cannon Tower

LevelDamageRangeCooldownDPSSplash
L13261.2s26.71.4
L25071s501.8
L311080.8s137.52.3
L416090.7s228.62.7
L5220100.6s366.73.1
L6300110.5s6003.5

❄️Frost Tower

LevelDamageRangeCooldownDPSSlowDuration
L1830.8s10to 50% speed1.5s
L2143.50.7s20to 40% speed2s
L32440.6s40to 30% speed2.5s
L4384.30.55s69.1to 25% speed3s
L5584.60.5s116to 20% speed3.5s
L6854.80.45s188.9to 15% speed4s

Support buildings

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.

⛏️Gold Mine

LevelGold per tickTick intervalGold per minute
L124s30
L243.5s68.6
L363s120

💠Shield Tower

LevelShield HP grantedAura radiusRegen per second
L1254 cells3
L2505 cells6
L3756 cells9

⚔️Barracks

LevelTroop HPTroop damageAttack intervalSpawn intervalTroop cap
L13060.8s4s2
L24590.7s3s3
L360120.6s2.5s4

Damage, repair and selling

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.