Kinetic · single · kinetic
A belt fed autoturret on a salvaged traverse ring. It will not solve a problem on its own and it has never once jammed.
- cost
- 90
- damage
- 9
- rate
- 0.42s
- range
- 3.4
Feed Rate · More rounds per second
Caliber · Fewer, heavier rounds
Optics · Reach and precision
Vulcan Spin up and do not stop. Ultimate: Overspin.
Marksman One round, one seam. Ultimate: Cull.
Scattergun Everything in the cone. Ultimate: Wall of Lead.
Ordnance · splash · explosive
A dug in tube with a fire table taped to the shield. Slow, indirect, and the only early answer to a packed lane.
- cost
- 130
- damage
- 34
- rate
- 1.90s
- range
- 4.6
Charge · Bigger bursts
Tube · Faster and further
Fuse · What the shell does on arrival
Siege Battery Reaches the whole map. Ultimate: Saturation Fire.
Napalm Well Leaves the fire behind. Ultimate: Firestorm.
Breaker For the things with plate. Ultimate: Sunder.
Voltaic · chain · energy
Two electrodes and a capacitor bank that was never rated for this. The arc prefers whatever is closest and wet.
- cost
- 150
- damage
- 16
- rate
- 0.90s
- range
- 3.2
Chain · More links
Charge · Harder discharge
Field · What the arc leaves behind
Tempest The whole lane at once. Ultimate: Ion Storm.
Tesla Pylon Stops things dead. Ultimate: Lockdown.
Railarc One line, straight through. Ultimate: Lance.
Cryogenics · control · cryo
A pressure vessel bled through a shaped nozzle. Does very little damage and buys every other tower twice the time.
- cost
- 120
- damage
- 6
- rate
- 1.10s
- range
- 2.8
Pressure · Colder and wider
Brittle · Cold as a damage multiplier
Reach · Cover more ground
Glacier Nothing moves through this. Ultimate: Deep Winter.
Shatterlance Cold as ammunition. Ultimate: Icefall.
Permafrost Support that never stops. Ultimate: Stillness.
Splinter Ballista
core · level 2Kinetic · single · kinetic
A torsion frame throwing a hardwood bolt with a steel cap. Cheap, slow, and it does not stop at the first body.
- cost
- 110
- damage
- 40
- rate
- 1.50s
- range
- 4.8
Torsion · Harder throw
Bolt · What is on the end of it
Crew · Faster between shots
Impaler One bolt, one lane. Ultimate: Skewer.
Hailfire Rack Eight at a time. Ultimate: Blackout Volley.
Harpoon Winch Pulls them back. Ultimate: Reel In.
Thermal · splash · thermal
Pressurised fuel and a spark plug. Everything in the cone burns, and the burn does not care about plate.
- cost
- 140
- damage
- 11
- rate
- 0.23s
- range
- 2.4
Fuel · Hotter mix
Cone · Cover more of the lane
Scorch · What the ground remembers
Pyroclast A standing wall of fire. Ultimate: Eruption.
Thermal Lance A cutting torch, aimed. Ultimate: Cutting Sweep.
Cinderwind Fire that follows them. Ultimate: Ash Gale.
Toxin Sprayer
core · level 4Biotic · control · toxic
An atomiser on a tank of something the field manual will not name. Toxic damage is mitigated by nothing at all.
- cost
- 160
- damage
- 8
- rate
- 0.80s
- range
- 3.0
Dose · Stronger mix
Spread · Reach more of them
Corrode · Strip what protects them
Plague Well It spreads on its own. Ultimate: Outbreak.
Acid Fount Nothing keeps its armour. Ultimate: Dissolve.
Hive Sends something out to do it. Ultimate: Swarm.
Beacon Relay
core · level 5Support · support · energy
A signal mast that has no weapon at all. It hands range and rate to every tower in its radius and stacks with nothing except itself.
- cost
- 170
- damage
- 0
- rate
- 3.00s
- range
- 3.6
Gain · A stronger signal
Reach · Cover more towers
Economy · Pay for itself
Command Node The whole cluster fires faster. Ultimate: Surge.
Bulwark Beacon Buys back the lives you lost. Ultimate: Mend.
Treasury Turns the map into income. Ultimate: Dividend.
Kinetic · siege · kinetic
Two rails, a capacitor stack and a tungsten spike. Long cycle, enormous single hit, and it can shoot across the map.
- cost
- 220
- damage
- 130
- rate
- 2.60s
- range
- 8.4
Rails · More energy behind it
Optics · Hit what matters
Spike · What arrives
Annihilator One shot, whatever it was. Ultimate: Zero Point.
Stormrail Long range, short cycle. Ultimate: Fusillade.
Nailer Pins the lane shut. Ultimate: Lockplate.
Kinetic · control · kinetic
An impeller in a shaped duct. Does almost no damage and buys an entire lane's worth of time by pushing.
- cost
- 130
- damage
- 4
- rate
- 1.40s
- range
- 3.2
Thrust · Push harder
Field · Cover the approach
Grit · Put something in the air
Cyclone Holds a whole crowd in place. Ultimate: Maelstrom.
Shearwind Wind as a weapon. Ultimate: Flay.
Updraft Grounds the sky. Ultimate: Grounding.
Lattice Laser
advanced · level 12Photonic · beam · energy
A continuous beam that heats a single target until the target is the problem.
- cost
- 260
- damage
- 13
- rate
- 0.08s
- range
- 4.2
Focus · Tighter beam
Aperture · Reach and coverage
Thermal · What the beam leaves
Solaris One target, no upper limit. Ultimate: Solar Flare.
Prismfan Eight beams, eight targets. Ultimate: Total Refraction.
Nullbeam Deletes what protects them. Ultimate: Strip.
Hailstorm Battery
advanced · level 14Cryogenics · splash · cryo
A rack of cryo shells lobbed in a pattern rather than aimed.
- cost
- 280
- damage
- 38
- rate
- 1.50s
- range
- 5.4
Pattern · More shells per volley
Payload · Colder shells
Tempo · Faster volleys
Whiteout Freezes the whole field. Ultimate: Total Whiteout.
Avalanche Weight instead of cold. Ultimate: Collapse.
Glassflower Kills spread the cold. Ultimate: Bloom.
Pulse Driver
advanced · level 15Voltaic · splash · energy
Discharges a shockwave outward on a fixed cycle and does not aim at anything.
- cost
- 240
- damage
- 44
- rate
- 1.20s
- range
- 2.8
Amplitude · Harder pulse
Frequency · Faster cycle
Interference · What the pulse does to them
EMP Core Turns their advantages off. Ultimate: Blackout.
Quaker Nothing keeps its footing. Ultimate: Fault Line.
Nova Driver Damage, and a lot of it. Ultimate: Detonate.
Warden Spire
advanced · level 17Arcane · single · arcane
A carved spire that sees stealth, ignores wards and prefers whatever is trying not to be seen.
- cost
- 290
- damage
- 72
- rate
- 0.90s
- range
- 4.6
Sight · See more, reach more
Word · Harder impact
Curse · Make them worse
Inquisitor Kills the ones that cheat. Ultimate: Judgement.
Hexweaver The map takes more damage. Ultimate: Anathema.
Sanctum Holds the line by itself. Ultimate: Warding.
Acid Fount
advanced · level 18Biotic · splash · toxic
A pressurised well of solvent that sprays in an arc and keeps eating after it lands.
- cost
- 250
- damage
- 30
- rate
- 0.85s
- range
- 3.6
Molarity · Stronger solvent
Volume · More of it
Catalyst · Chain reactions
Dissolver Armour stops existing. Ultimate: Unmake.
Caustic Well The lane is the weapon. Ultimate: Deluge.
Vitriol Lance One target, all of it. Ultimate: Purge.
Tempest Rod
advanced · level 20Voltaic · chain · energy
A grounded rod that throws an arc which prefers targets it has already marked.
- cost
- 300
- damage
- 40
- rate
- 0.70s
- range
- 4.0
Links · Longer chains
Potential · Harder arcs
Ground · Field control
Thunderhead Every enemy, every cycle. Ultimate: Thunderstorm.
Stormpike One target, everything at once. Ultimate: Bolt from Nothing.
Paralysis Grid The lane simply stops. Ultimate: Hold.
Siege Howitzer
advanced · level 22Ordnance · siege · explosive
A towed gun on a concrete pad. Enormous range, enormous crater, nothing quick about it.
- cost
- 380
- damage
- 260
- rate
- 3.20s
- range
- 10.0
Bore · Bigger shells
Range · Reach the spawn
Crew · Faster cycle
Doomsday Gun One shell, one wave. Ultimate: Fire Mission.
Carpet Battery Everywhere at once. Ultimate: Carpet.
Breachhead For the ones with plate. Ultimate: Sunder All.
Drone Bay
advanced · level 24Autonomous · summon · kinetic
A launch cradle that keeps three drones in the air. They chase what the bay cannot reach.
- cost
- 320
- damage
- 26
- rate
- 0.50s
- range
- 5.6
Wing · More drones
Armament · Better guns
Logistics · Uptime and reach
Carrier Twelve in the air. Ultimate: Alpha Strike.
Reaper Wing Fewer drones, heavier ordnance. Ultimate: Danger Close.
Swarm Bay Too many to count. Ultimate: Cloud.
Shatter Prism
advanced · level 26Photonic · splash · energy
A cut crystal that splits an incoming charge into a spread of hard light.
- cost
- 270
- damage
- 34
- rate
- 0.75s
- range
- 4.4
Facets · More shards
Hardness · Sharper shards
Resonance · What happens after
Kaleidos Sixteen shards, every shot. Ultimate: Burst.
Monolens All facets, one point. Ultimate: Pierce.
Mirrorfield Their own attacks come back. Ultimate: Cascade.
Nail Storm
advanced · level 28Kinetic · single · kinetic
A hopper of steel nails and a spinning throw wheel. Absurd rate of fire, nothing behind each hit.
- cost
- 230
- damage
- 7
- rate
- 0.07s
- range
- 3.0
Wheel · Faster still
Nails · Better nails
Hopper · Uptime
Shredder Fifteen hits a second. Ultimate: Grind.
Flechette Storm Everything in the arc. Ultimate: Blizzard.
Scrapworks Pays for the whole build. Ultimate: Payout.
Plasma Lance
elite · level 30Thermal · beam · thermal
A magnetically pinched arc of plasma that does not stop at the first target.
- cost
- 420
- damage
- 96
- rate
- 0.35s
- range
- 5.4
Pinch · Hotter core
Sweep · Cover more angles
Scorch · Leaves heat
Starcutter A line across the map. Ultimate: Cleave.
Forgeheart Turns the ground to slag. Ultimate: Crucible.
Arcwelder Holds one thing until it stops. Ultimate: Overload.
Graviton Well
elite · level 32Void · control · void
A contained mass anomaly. It does not kill anything and it makes everything else twice as effective.
- cost
- 460
- damage
- 18
- rate
- 1.60s
- range
- 4.0
Mass · Stronger pull
Tidal · Damage from the gradient
Field · Reach and duration
Singularity Everything, into one point. Ultimate: Collapse.
Lensing Array Makes every tower hit harder. Ultimate: Focus.
Repulsor Sends the wave backward. Ultimate: Reset.
Meteor Caller
elite · level 34Arcane · siege · explosive
A sighting obelisk that borrows its ammunition from orbit. Long telegraph, enormous crater.
- cost
- 520
- damage
- 420
- rate
- 4.00s
- range
- 9.0
Mass · Heavier rocks
Volley · More rocks
Aftermath · What the crater does
Extinction Event One rock, everything. Ultimate: Impact.
Starfall Continuous rain. Ultimate: Meteor Rain.
Cometlock Aimed, and it does not miss. Ultimate: Lock On.
Null Emitter
elite · level 36Void · single · void
Projects a field where matter stops being reinforced. Void damage passes through armour and wards alike.
- cost
- 480
- damage
- 180
- rate
- 0.80s
- range
- 4.8
Aperture · Wider null
Depth · Harder null
Resonance · What the field does
Erasure Field Nothing keeps anything. Ultimate: Void.
Executioner Finishes anything wounded. Ultimate: Sentence.
Silence Turns the wave off. Ultimate: Quiet.
Frostbound Obelisk
elite · level 38Cryogenics · control · cryo
A standing stone that never warms. Everything near it moves at a fraction of its speed.
- cost
- 440
- damage
- 46
- rate
- 1.00s
- range
- 4.4
Cold · Deeper freeze
Aura · Wider winter
Shatter · Cold into damage
Eternity The level stops moving. Ultimate: Halt.
Rimelance Cold with a point on it. Ultimate: Rimefall.
Glassheart Frozen things explode. Ultimate: Shatter.
Reaper Nest
elite · level 40Autonomous · summon · kinetic
Houses two heavy drones that hunt independently and prioritise whatever is worst for you.
- cost
- 500
- damage
- 160
- rate
- 1.10s
- range
- 7.0
Wing · More reapers
Ordnance · Heavier loads
Doctrine · How they choose
Warhost Ten reapers, all of them heavy. Ultimate: Alpha Sortie.
Gunship One drone, and it is enormous. Ultimate: Orbit Burn.
Harvester Pays for itself twice over. Ultimate: Tithe.
Spectral Choir
elite · level 42Arcane · support · arcane
Three bound voices that sing at everything in range at once. No projectile, no travel time.
- cost
- 470
- damage
- 54
- rate
- 0.90s
- range
- 5.0
Voices · More of them
Dirge · Harder song
Blessing · What it gives you
Requiem Everything in range, always. Ultimate: Last Rites.
Benediction The best support in the game. Ultimate: Grace.
Dirge A curse that finishes the job. Ultimate: The Toll.
Overload Reactor
elite · level 43Voltaic · splash · energy
Builds charge every cycle it does not fire and dumps all of it into the next shot.
- cost
- 450
- damage
- 200
- rate
- 2.20s
- range
- 4.6
Charge · Bigger dump
Cooling · Faster cycles
Venting · What the blast does
Meltdown One number, very large. Ultimate: Criticality.
Dynamo Powers everything around it. Ultimate: Grid Surge.
Arcstorm Constant, everywhere. Ultimate: Tempest.
Rift Harpoon
elite · level 44Void · control · void
Fires a tethered spike into a rift. Whatever it catches is dragged somewhere else for a while.
- cost
- 490
- damage
- 240
- rate
- 1.60s
- range
- 6.0
Tether · Hold them longer
Harpoons · More lines
Rift · What is on the other side
Banisher Removes them from play. Ultimate: Exile.
Dragnet Pulls the whole wave into your guns. Ultimate: Haul.
Riftspike One target, gone. Ultimate: Voidstrike.
Cinder Cathedral
elite · level 45Thermal · splash · thermal
Two tiles of standing furnace. Everything within four tiles is on fire, permanently.
- cost
- 540
- damage
- 110
- rate
- 0.60s
- range
- 4.0
Furnace · Hotter
Nave · Wider
Bells · The other thing it does
Inferno The whole map burns. Ultimate: Conflagration.
Great Forge Arms everything around it. Ultimate: Temper.
Pyre Burns down, then out. Ultimate: Cascade.
Singularity Core
legendary · level 48Void · control · void
A collapsed mass held in a lattice. Everything nearby falls toward it and comes apart on the way.
- cost
- 780
- damage
- 320
- rate
- 1.20s
- range
- 5.4
Mass · Deeper well
Reach · Wider collapse
Bleed · What escapes the well
Event Horizon Nothing crosses it. Ultimate: Total Collapse.
Quasar The well fires outward. Ultimate: Relativistic Jet.
Accretion Disc Feeds the whole build. Ultimate: Feast.
Orbital Lance
legendary · level 52Photonic · siege · energy
A ground designator for a weapon that is not on the map. Global range, long cycle, no cover.
- cost
- 820
- damage
- 900
- rate
- 3.40s
- range
- 20.0
Output · Harder strike
Cadence · Faster designation
Footprint · Where it lands
Judgement One target, from orbit. Ultimate: Verdict.
Gridfire The whole map, at once. Ultimate: Saturation.
Aegisfire Answers the emergency. Ultimate: Last Line.
Chrono Vault
legendary · level 56Arcane · control · arcane
A sealed crystal that runs slower inside than out. Everything near it experiences less second per second.
- cost
- 860
- damage
- 120
- rate
- 1.40s
- range
- 5.0
Dilation · Slower still
Acceleration · Your side runs faster
Rewind · Undo what happened
Stasis Vault Nothing happens here. Ultimate: Full Stop.
Accelerator Your whole build, twice as fast. Ultimate: Overdrive.
Paradox Engine Damage happens twice. Ultimate: Loop.
Aegis Bastion
legendary · level 58Support · support · energy
A fortified block with no weapon that repairs the core and shields the towers around it.
- cost
- 720
- damage
- 0
- rate
- 2.60s
- range
- 6.0
Plating · Protect the core
Uplink · Strengthen the cluster
Economy · Fund the build
Citadel The core cannot be broken. Ultimate: Hold the Line.
Armory Everything hits harder. Ultimate: General Issue.
War Treasury Turns the campaign into income. Ultimate: War Chest.
Voidsong Spire
legendary · level 62Void · chain · void
Sings into the void and the void answers on every enemy at once. Chains without falloff.
- cost
- 800
- damage
- 260
- rate
- 0.70s
- range
- 6.0
Verse · Longer chains
Chorus · Harder song
Silence · What the song removes
Voidsong Requiem Everything, every cycle. Ultimate: Silence.
Null Choir Turns off the whole wave. Ultimate: Mute.
The Last Note One chain, then nothing. Ultimate: Coda.
Titan Forge
legendary · level 66Autonomous · summon · kinetic
Assembles a walking construct that leaves the tower, holds the lane and is rebuilt when it falls.
- cost
- 760
- damage
- 420
- rate
- 1.40s
- range
- 6.4
Chassis · Bigger constructs
Line · More constructs
Doctrine · How they fight
Colossus One construct, unkillable. Ultimate: Awaken.
Legion Twelve on the field. Ultimate: Muster.
Bulwark Line Nothing gets past. Ultimate: Shield Wall.
Prism Cascade
legendary · level 70Photonic · chain · energy
A stack of prisms where each split feeds the next. The chain grows instead of decaying.
- cost
- 740
- damage
- 220
- rate
- 0.50s
- range
- 6.0
Stack · More prisms
Gain · Brighter light
Spectrum · Other wavelengths
Supernova The whole map, in light. Ultimate: Flash.
Focal Point Every prism, one target. Ultimate: Focal Lance.
Spectra Every damage type at once. Ultimate: Full Spectrum.
Wyrmfire Maw
legendary · level 74Thermal · beam · thermal
Charges for four seconds and releases a cone of fire that reaches most of the map.
- cost
- 700
- damage
- 900
- rate
- 4.00s
- range
- 8.0
Breath · Hotter
Lungs · Shorter charge
Reach · Longer cone
Cataclysm One breath, one wave. Ultimate: Last Breath.
Emberstream Never stops breathing. Ultimate: Endless.
Ashwyrm The fire hunts on its own. Ultimate: Flight.
Genesis Bloom
legendary · level 78Biotic · control · toxic
A seed that spreads along the lane. Every tile it takes becomes a hazard that never leaves.
- cost
- 690
- damage
- 180
- rate
- 0.80s
- range
- 5.4
Growth · Spread further
Toxin · Stronger poison
Symbiosis · What the bloom gives you
Worldroot The level belongs to it. Ultimate: Full Bloom.
Thornheart The lane fights back. Ultimate: Thicket.
Graftmother Grows your side instead. Ultimate: Flourish.
Nullspire Anchor
legendary · level 85Void · single · void
Salvaged from the tower itself and turned around. It does a little of everything, and all of it ignores defences.
- cost
- 1200
- damage
- 700
- rate
- 0.80s
- range
- 7.0
Anchor · Deeper hold on the void
Aperture · Reach
Dominion · What it takes
Dominion The strongest tower in the game. Ultimate: Unmake.
Black Obelisk One shot, whatever it is. Ultimate: Null.
Keystone Makes the whole build legendary. Ultimate: Ascend.