The Perfect Tower II

The Perfect Tower II

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Acaykath's Challenge Guide
By Acaykath
Provides tested and guaranteed builds and strategies for completing challenges.
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Challenge Information
Challenges
Challenges are a game mode in The Perfect Tower 2 that require you to defeat a level with certain limits, targets and special rules. For example: You might have a level where you may only use 2 modules, must reach level 100 and the enemies will be immune to neutral damage.

Completion
Completing challenges provides bonuses upon completion, such as certain abilities having a greater effect for each completed challenge, as well as a prize such as a module or a skill point for completing it.

Build Limits
All advanced builds are tested at MT15 with maximum speed and all software active unless otherwise specified. This may result in advantages over lower tiers, such as higher tower health and armor.

All basic builds aew tested at their absolute minimum MT level. For example, a challenge that requires modules to be max T2 would be tested at MT2.

Build Value
Builds for your tower will be valued based on three things.

The first is efficacy. At minimum a build must be able to occasionally complete a challenge. A higher chance of completing the challenge will result in a higher value. A build that is always successful will be more valuable than any other build that has a lesser completion rate regardless of any other factors.

The second is speed. A build that completes the challenge in two minutes is vastly preferred to one that completes the challenge in two days.

The third is simplicity. A build that succeeds with a single module or lower rarity modules will be preferred to ones using rare and secret modules. If there is a build that uses rare modules and is vastly superior in every other way, then both an expensive and budget variant will be provided.

Build Import Codes
Build import codes are broken into 60 character segments due to formatting issues. Please use a text editor such as notepad to remove the extra line breaks before using.
Region 1 - Forest - Mission
The following sections will contain the builds for the normal challenges in Region 1 - Forest.
Region 1 - Forest - Mission - Level #1
Region
1 - Forest
Challenge
Level #1
Details
A symphony of water and fire
Goals
Reach wave 111
Rules
  • You may have a maximum of 7 modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 for the duration of the challenge.
Rewards
A new module: Phoenix Bounce
Enemies
Water Fire
Strategy
Kill as many enemy units as fast as possible
Advanced Build
  • Basic Attack
  • Attack Speed
  • Critical Strike
  • Anti-Water Projectiles
  • Anti-Fire Projectiles
  • Multishot
  • Basic Bouncing
Advanced Build Time
00:00:04
Advanced Build Import
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Region 1 - Forest - Mission - Level #2
Region
1 - Forest
Challenge
Level #2
Details
The dirt is alive. Can you overcome 325 waves of angry, tanky and bossy earth elementals?
Goals
Reach wave 325
Rules
  • You may have a maximum of 5 modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the maximum of T2 for the duration of the challenge.
Rewards
+5% resource drops per completed challenge.
Enemies
Earth
Strategy
Deal as much nature damage as possible
Advanced Build
  • Nature Attack
  • Nature's Touch
  • Attack Speed
  • Multishot
  • Basic Bouncing
Advanced Build Time
00:00:03
Advanced Build Import
Q2hhbGxlbmdlO2F0dGFjay5uYXR1cmVzdG91Y2g7YXR0YWNrLm5hdHVyZTt hdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNl
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Region 1 - Forest - Mission - Level #3
Region
1 - Forest
Challenge
Level #3
Details
Nature strikes back. Make sure to hold back the incoming waves of archers and assassins.
Goals
Reach wave 500
Rules
  • You may have a maximum of 5 modules.
  • You may not have any offensive, support, nor ultimate modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the maximum of T3 for the duration of the challenge.
Rewards
A new module: Stab Prevention
Enemies
Nature
Strategy
Use the reflect module to defend against enemies.
Nature Shell, Granite Foundation, Diamond Foundation, and Basic Regeneration may be useful at lower tiers.
Advanced Build
  • Reflect
Advanced Build Time
00:00:02
Advanced Build Import
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Region 1 - Forest - Mission - Level #4
Region
1 - Forest
Challenge
Level #4
Details
Rage of the forest. A combination of various elemental types try to break your glass tower.
Goals
Reach wave 50
Rules
  • You may have a maximum of 5 modules.
  • You may not have any defensive modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the maximum of T4 for the duration of the challenge.
Rewards
A new module: Planned Strike
Enemies
Neutral Fire Nature Water
Strategy
Attack as fast and as often as possible
Advanced Build
  • Basic Attack
  • Attack Speed
  • Multishot
  • Basic Bouncing
  • Splash
Advanced Build Time
00:00:01
Advanced Build Import
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Region 1 - Forest - Mission - Level #5
Region
1 - Forest
Challenge
Level #5
Details
Are the Neutrals evolving?
Goals
Reach wave 20
Rules
  • You may have a maximum of 6 modules.
  • You may have a maximum of 2 offensive modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 for the duration of the challenge.
  • Neutral enemies can only be damaged by Universal damage.
  • Universal damage can only harm Neutral enemies.
  • Basic tower element is Universal instead of Neutral.
Rewards
A new module: Universal
Enemies
Neutral Fire Earth
Strategy
Use a combination of neutral and universal damage.
Advanced Build
  • Basic Attack
  • Universal Attack
  • Basic Regeneration
  • Fire Shell
  • Earth Shell
  • Marble Foundation
Advanced Build Time
00:00:18
Advanced Build Import
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Region 1 - Forest - Mission - Level #6
Region
1 - Forest
Challenge
Level #6
Details
Piercing "arrows". Only waves full of archers are now trying to tear down your tower.
Goals
Reach wave 60
Rules
  • You may have a maximum of 10 modules.
  • You may have a maximum of 4 offensive modules.
  • You may have a maximum of 4 defensive modules.
  • You may have a maximum of 2 ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 for the duration of the challenge.
  • Enemies only have 1% of their usual health.
  • Enemies damage is multiplied by 10.
Rewards
A new module: Forest Gift
Enemies
Nature Earth
Strategy
Attack as fast as possible at long range.
Advanced Build
  • Basic Attack
  • Attack Speed
  • Multishot
  • Basic Bouncing
  • Earth Shell
  • Fire Shell
  • Diamond Foundation
  • Basic Regeneration
Advanced Build Time
00:00:01
Advanced Build Import
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Region 2 - Desert - Mission
The following sections will contain the builds for the normal challenges in Region 2 - Desert.
Region 2 - Desert - Mission - Level #1
Region
2 - Desert
Challenge
Level #1
Details
The wizards of light blend in with the scenery.
Goals
Reach wave 250
Rules
  • You may have a maximum of 10 modules.
  • You may have a maximum of 2 offensive modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to T1 for the duration of the challenge.
  • Modules will be set to level 0 at the beginning of the challenge.
  • Utility modules keep their original tier and level.
  • Enemies do not drop xp.
  • Gems cannot be used to upgrade modules.
Rewards
+1 exotic gem per challenge completed.
Enemies
Light
Strategy
Deal air damage. Level modules with Offensive Pack and Defensive Pack
Advanced Build
  • Air Attack
  • Attack Speed
  • Diamond Foundation
  • Basic Regneration
  • Reflect
  • Offensive Pack
  • Defensive Pack
Advanced Build Time
00:00:03
Advanced Build Import
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Region 2 - Desert - Mission - Level #2
Region
2 - Desert
Challenge
Level #2
Details
Sandstorm from the root
Goals
Reach wave 175
Rules
  • You may have a maximum of 8 modules.
  • You may have not have any defensive, support, nor ultimate modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the maximum of T2 for the duration of the challenge.
Rewards
A new module: Energy Flow
Enemies
Nature Air
Strategy
Deal as much damage as possible as fast as possible.
Advanced Build
  • Basic Attack
  • Attack Speed
  • Multishot
  • Basic Bouncing
  • Splash
  • Anti-Air Projectiles
  • Anti-Nature Projectiles
Advanced Build Time
00:00:01
Advanced Build Import
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Region 2 - Desert - Mission - Level #3
Region
2 - Desert
Challenge
Level #3
Details
Assassins don't like sand. They are not the only type of enemy you will face between the dunes...
Goals
Reach wave 300
Rules
  • You may have a maximum of 6 modules.
  • You may have a maximum of 3 defensive modules.
  • You may have not have any ultimate modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the maximum of T2 for the duration of the challenge.
Rewards
A new module: Headhunting
Enemies
Electricity
Strategy
Deal as much earth damage as possible as fast as possible. Defend with Electricity Shell
Advanced Build
  • Earth Attack
  • Attack Speed
  • Multishot
  • Basic Bouncing
  • Diamond Foundation
  • Electricity Shell
Advanced Build Time
00:00:04
Advanced Build Import
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Region 2 - Desert - Mission - Level #4
Region
2 - Desert
Challenge
Level #4
Details
What do you get when you combine two bossess and three tanks? That's right. A half-buried camel in the sand.
Goals
Reach wave 400
Rules
  • You may have a maximum of 6 modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the maximum of T3 for the duration of the challenge.
Rewards
A new module: Advanced Heal
Enemies
Neutral Light Fire Earth
Strategy
Deal as much damage as possible as fast as possible.
Advanced Build
  • Basic Attack
  • Attack Speed
  • Multishot
  • Basic Bouncing
  • Diamond Foundation
  • Basic Regeneration
Advanced Build Time
00:00:04
Advanced Build Import
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Region 2 - Desert - Mission - Level #5
Region
2 - Desert
Challenge
Level #5
Details
A storm of spells and arrows is approaching. Stay firm and you will unlock the secret power of the desert.
Goals
Reach wave 150
Rules
  • You may have a maximum of 8 modules.
  • You may have a maximum of 2 offensive modules.
  • You may have a maximum of 2 defensive modules.
  • You may have a maximum of 2 support modules.
  • You may have a maximum of 2 ultimate modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the maximum of T4 for the duration of the challenge.
Rewards
A new module: Sandstorm
Enemies
Neutral Fire Air
Strategy
Deal as much damage as possible as fast as possible.
Advanced Build
  • Splash
  • Attack Speed
  • Diamond Foundation
  • Basic Regeneration
Advanced Build Time
00:00:02
Advanced Build Import
Q2hhbGxlbmdlO3NwbGFzaC5iYXNpYzthdHRhY2suc3BlZWQ7Zm91bmRhdGl vbi5kaWFtb25kO3JlZ2VuZXJhdGlvbi5iYXNpYw==
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Region 2 - Desert - Mission - Level #6
Region
2 - Desert
Challenge
Level #6
Details
Those cacti are the remains of assassins turned into plants by wizards...
Goals
Reach wave 25
Rules
  • You may have a maximum of 12 modules.
  • You may have a maximum of 1 offensive modules.
  • You may not have any defensive modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 for the duration of the challenge.
  • Enemies only have 0.1% of their original health.
  • Enemy damage is multiplied by 100.
Rewards
A new module: Desert Gift
Enemies
Light Nature
Strategy
Splash.
Advanced Build
  • Splash
Advanced Build Time
00:00:08
Advanced Build Import
Q2hhbGxlbmdlO3NwbGFzaC5iYXNpYw==
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Region 3 - Winter - Mission
The following sections will contain the builds for the normal challenges in Region 3 - Winter.
Region 3 - Winter - Mission - Level #1
Region
3 - Winter
Challenge
Level #1
Details
The harsh cold greatly enhances the resistance to negative magic of all the creatures in this region.
Goals
Reach wave 500
Rules
  • You may have a maximum of 10 modules.
  • You may have a maximum of 1 defensive modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 for the duration of the challenge.
  • Enemies can not be slowed.
  • Enemies have a debuff resistance of 75%.
  • Enemies have a stun resistance of 75%.
Rewards
+3 darkness damage per completed challenge.
Enemies
Darkness Water
Strategy
Attack hard and fast.
Advanced Build
  • Basic Attack
  • Attack Speed
  • Anti-Water Projectiles
  • Anti-Darkness Projectiles
  • Multishot
  • Basic Bouncing
  • Impetus
  • Splash
  • Rapidfire
Advanced Build Time
00:00:02
Advanced Build Import
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Region 3 - Winter - Mission - Level #2
Region
3 - Winter
Challenge
Level #2
Details
A blizzard is an entertainment by itself. It will really teach you the craft or war.
Goals
Reach wave 400
Rules
  • You may have a maximum of 12 modules.
  • You may have a maximum of 6 offensive modules.
  • You may not have any ultimate modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the maximum of T2 for the duration of the challenge.
  • Tower starts with 400% attack cooldown.
  • Map is covered in a snow storm.
Rewards
A new module: Snowstorm
Enemies
Air Water
Strategy
Defend and reflect.
Advanced Build
  • Granite Foundation
  • Basic Regeneration
  • Reflect
Advanced Build Time
00:00:03
Advanced Build Import
Q2hhbGxlbmdlO2ZvdW5kYXRpb24uZ3Jhbml0ZTtyZWdlbmVyYXRpb24uYmF zaWM7ZGVmZW5zZS5yZWZsZWN0
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Region 3 - Winter - Mission - Level #3
Region
3 - Winter
Challenge
Level #3
Details
Mind you speed in this challenge. Giants don't like quick movements
Goals
Reach wave 350
Rules
  • You may have a maximum of 8 modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the maximum of T3 for the duration of the challenge.
  • Tower's attacks per second affect enemies base movement speed on spawn.
  • Tower's attacks per second affect enemies base health regeneration on spawn.
Rewards
+5% max health per completed challenge.
Enemies
Darkness Water
Strategy
Defend and reflect.
Advanced Build
  • Granite Foundation
  • Basic Regeneration
  • Reflect
Advanced Build Time
00:00:09
Advanced Build Import
Q2hhbGxlbmdlO2ZvdW5kYXRpb24uZ3Jhbml0ZTtyZWdlbmVyYXRpb24uYmF zaWM7ZGVmZW5zZS5yZWZsZWN0
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Region 3 - Winter - Mission - Level #4
Region
3 - Winter
Challenge
Level #4
Details
Looks like the enemies are coming straight from Jötunheim. Is there anything to stop them?
Goals
Reach wave 225
Rules
  • You may have a maximum of 18 modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the maximum of T4 for the duration of the challenge.
  • Every unit that spawns increases the towern's attack cooldown.
  • Base health and damage of enemies is squared.
Rewards
+1% wave acceleration factor for wave streaming per completed challenge.
Enemies
Darkness Water
Strategy
Defend and reflect.
Advanced Build
  • Granite Foundation
  • Basic Regeneration
  • Reflect
Advanced Build Time
00:00:02
Advanced Build Import
Q2hhbGxlbmdlO2ZvdW5kYXRpb24uZ3Jhbml0ZTtyZWdlbmVyYXRpb24uYmF zaWM7ZGVmZW5zZS5yZWZsZWN0
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Region 3 - Winter - Mission - Level #5
Region
3 - Winter
Challenge
Level #5
Details
Defeat Olaf!
Goals
Reach wave 200
Rules
  • You may have a maximum of 10 modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 for the duration of the challenge.
  • Olaf
Rewards
A new module: Mjölnir
Enemies
Darkness Water Earth
Strategy
Defend and reflect the normal units. Massive single target Electricity damage for Olaf.
Advanced Build
  • Electricity Attack
  • Critical Strike
  • Attack Speed
  • Anti-Water Projectiles
  • Electricity Crit
  • Planned Strike
  • Rapidfire
  • Granite Foundation
  • Basic Regeneration
  • Reflect
Advanced Build Time
00:00:27
Advanced Build Import
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Region 3 - Winter - Mission - Level #6
Region
3 - Winter
Challenge
Level #6
Details
A dark ancient spell unites enemies in this challenge. Better keep them divided.
Goals
Reach wave 125
Rules
  • You may have a maximum of 8 modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 for the duration of the challenge.
  • Enemies gain 1% resistance for every other enemy on the map.
  • Enemies become almost invulnerable to almost all damage when 100 enemies are on the map.
Rewards
A new module: Winter's Gift
Enemies
Darkness Nature Water Earth
Strategy
Use intant-kill abilities.
Advanced Build
  • W.I.N.C.E.
Advanced Build Time
00:00:21
Advanced Build Import
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Region 4 - Underground - Mission
The following sections will contain the builds for the normal challenges in Region 4 - Underground.
Region 4 - Underground - Mission - Level #1
Region
4 - Underground
Challenge
Level #1
Details
A sequence of avalanches and earthquakes has awakened the deep earth tanks. Can you put them back to sleep?
Goals
Reach wave 250
Rules
  • You may have a maximum of 7 modules.
  • You may have a maximum of 3 defensive modules.
  • You may not have any ultimate modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 for the duration of the challenge.
  • Enemies divide incoming damage based on the wave they spawned in.
Rewards
+1% earth resistance per completed challenge.
Enemies
Earth
Strategy
Use high anti-earth critical attacks.
Advanced Build
  • Nature's Touch
  • Attack Speed
  • Critical Strike
  • Anti-Earth Projectiles
  • Anti-Earth Crit
  • Multishot
  • Basic Bouncing
Advanced Build Time
00:00:04
Advanced Build Import
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Region 4 - Underground - Mission - Level #2
Region
4 - Underground
Challenge
Level #2
Details
The tormented spirits of the old miners will haunt your tower.
Goals
Reach wave 500
Rules
  • You may have a maximum of 10 modules.
  • You may have a maximum of 2 offensive modules.
  • You may have a maximum of 2 ultimate modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the maximum of T2 for the duration of the challenge.
  • Darkness enemies deal 10% of the towers current shield and current health as additional damage on every attack.
Rewards
+3% earth damage per completed challenge.
Enemies
Darkness Earth
Strategy
Defend and reflect.
Advanced Build
  • Granite Foundation
  • Basic Regeneration
  • Reflect
Advanced Build Time
00:00:03
Advanced Build Import
Q2hhbGxlbmdlO2ZvdW5kYXRpb24uZ3Jhbml0ZTtyZWdlbmVyYXRpb24uYmF zaWM7ZGVmZW5zZS5yZWZsZWN0
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Region 4 - Underground - Mission - Level #3
Region
4 - Underground
Challenge
Level #3
Details
It looks like those cave dwellers consumed some strange ores which hardened them.
Goals
Reach wave 125
Rules
  • You may have a maximum of 10 modules.
  • You may not have any ultimate modules.
  • You may not have any support modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the maximum of T3 for the duration of the challenge.
  • Enemies only take 100% damage from their own element type.
  • Enemies are immune to any element type except their own.
Rewards
A new module: Aftershock
Enemies
Neutral Darkness Earth
Strategy
Match attack to enemy elements.
Advanced Build
  • Basic Attack
  • Earth Attack
  • Darkness Attack
  • Attack Speed
  • Multishot
  • Basic Bouncing
  • Critical Strike
  • Earth Crit
  • Darkness Crit
Advanced Build Time
00:00:01
Advanced Build Import
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Region 4 - Underground - Mission - Level #4
Region
4 - Underground
Challenge
Level #4
Details
We have found a deep, hot ravine.
Goals
Reach wave 100
Rules
  • You may have a maximum of 10 modules.
  • You may not have any ultimate modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the maximum of T4 for the duration of the challenge.
  • Destroying fire enemies damages the tower's health (ignores shield) for 33% of its maximum health as fire damage.
  • Destroying light enemies damages the tower for 33% of its maximum shield as light damage.
  • Destroying earth enemies reduces the tower's current energy by 33%.
Rewards
A new module: Tremors
Enemies
Light Fire Earth
Strategy
Reflect and defend.
Advanced Build
  • Reflect
  • Granite Foundation
  • Diamond Foundation
  • Basic Regeneration
Advanced Build Time
00:00:02
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdDtmb3VuZGF0aW9uLmdyYW5pdGU 7Zm91bmRhdGlvbi5kaWFtb25kO3JlZ2VuZXJhdGlvbi5iYXNpYw==
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Region 4 - Underground - Mission - Level #5
Region
4 - Underground
Challenge
Level #5
Details
We've breached the walls of a chamber filled with toxic organic life.
Goals
Reach wave 125
Rules
  • You may have a maximum of 15 modules.
  • You may have a maximum of 4 defensive modules.
  • You may not have any ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 for the duration of the challenge.
  • Enemies apply poison when attacking.
  • Poison reduces damage resistance and deals damage based on max hp.
  • Higher stacks of poison are more potent.
Rewards
A new module: Poison Sting
Enemies
Nature Air Water Earth
Strategy
Reflect and defend.
Advanced Build
  • Reflect
  • Granite Foundation
  • Diamond Foundation
  • Basic Regeneration
Advanced Build Time
00:00:02
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdDtmb3VuZGF0aW9uLmdyYW5pdGU 7Zm91bmRhdGlvbi5kaWFtb25kO3JlZ2VuZXJhdGlvbi5iYXNpYw==
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Region 4 - Underground - Mission - Level #6
Region
4 - Underground
Challenge
Level #6
Details
The archers and wizards of the deep dark found an ancient technique to cloak themselves.
Goals
Reach wave 75
Rules
  • You may have a maximum of 8 modules.
  • You may have a maximum of 3 defensive modules.
  • You may have a maximum of 3 ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 for the duration of the challenge.
  • Enemies are invisible and untargetable.
  • Enemies become visible and targetable for 0.25 seconds after attacking.
Rewards
A new module: Underground Gift
Enemies
Darkness Earth
Strategy
Reflect and defend.
Advanced Build
  • Reflect
  • Diamond Foundation
  • Basic Regeneration
Advanced Build Time
00:00:02
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdDtmb3VuZGF0aW9uLmRpYW1vbmQ 7cmVnZW5lcmF0aW9uLmJhc2lj
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Region 5 - Volcano - Mission
The following sections will contain the builds for the normal challenges in Region 5 - Volcano.
Region 5 - Volcano - Mission - Level #1
Region
5 - Volcano
Challenge
Level #1
Details
The shells of these magma entities seem impervious. Can you survive them or find other means to defeat them until they cool off?
Goals
Reach wave 50
Rules
  • You may have a maximum of 10 modules.
  • You may have a maximum of 1 offensive modules.
  • You may have a maximum of 1 ultimate modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 for the duration of the challenge.
  • Enemies spawn with 1E100 generic armor.
  • Enemies start with negative health regeneration.
  • Enemies deal 1000 times more damage
Rewards
+1% fire resistance per completed challenge.
Enemies
Fire
Strategy
Reflect and defend.
Advanced Build
  • Reflect
  • Diamond Foundation
  • Basic Regeneration
Advanced Build Time
00:00:07
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdDtmb3VuZGF0aW9uLmRpYW1vbmQ 7cmVnZW5lcmF0aW9uLmJhc2lj
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Region 5 - Volcano - Mission - Level #2
Region
5 - Volcano
Challenge
Level #2
Details
We have reached the molten core. Ir seems like we require water to proceed.
Goals
Reach wave 125
Rules
  • You may have a maximum of 12 modules.
  • You may have a maximum of 5 offensive modules.
  • You may have a maximum of 2 ultimate modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the maximum of T2 for the duration of the challenge.
  • Enemies can only be damaged using the water element or any module that is not affected by element.
  • Enemies ignore elemental type effectiveness.
Rewards
A new module: Molten Core
Enemies
Fire Earth
Strategy
Water Damage
Advanced Build
  • Water Attack
  • Water Splash
  • Attack Speed
  • Basic Bouncing
  • Multishot
  • Diamond Foundation
  • Basic Regeneration
  • W.I.N.C.E.
Advanced Build Time
00:00:01
Advanced Build Import
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Region 5 - Volcano - Mission - Level #3
Region
5 - Volcano
Challenge
Level #3
Details
We cannot bring our upgraded modules into these lower sections of the volcano.
Goals
Reach wave 300
Rules
  • You may have a maximum of 12 modules.
  • You may have a maximum of 4 defensive modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the maximum of T3 for the duration of the challenge.
  • Enemies spawn with 1e100 neutral, fire, nature, darkness, and universal armor.
  • Enemies have 75% debuff resistance.
Rewards
+3% fire damage per completed challenge.
Enemies
Light Fire Earth
Strategy
Water Damage.
Advanced Build
  • Water Attack
  • Water Splash
  • Attack Speed
  • Basic Bouncing
  • Multishot
  • Diamond Foundation
  • Basic Regeneration
  • W.I.N.C.E.
Advanced Build Time
00:00:04
Advanced Build Import
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Region 5 - Volcano - Mission - Level #4
Region
5 - Volcano
Challenge
Level #4
Details
The enemies in this section have developped a really strong shield.
Goals
Reach wave 200
Rules
  • You may have a maximum of 20 modules.
  • You may have a maximum of 6 offensive modules.
  • You may have a maximum of 4 ultimate modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the maximum of T4 for the duration of the challenge.
  • Enemies spawn with shield points equal to their health raised to the power of 3.
  • Boss units can spawn randomly like normal unit types.
Rewards
A new module: Heatwave
Enemies
Fire Darkness
Strategy
Bypass defense.
Advanced Build
  • Diamond Foundation
  • Basic Regeneration
  • Magma Regeneration
  • Granite Regeneration
  • W.I.N.C.E.
Advanced Build Time
00:00:43
Advanced Build Import
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Region 5 - Volcano - Mission - Level #5
Region
5 - Volcano
Challenge
Level #5
Details
The volcano is about to erupt! Seems like the ashes falling from the sky protect the inhabitants of this area.
Goals
Reach wave 300
Rules
  • You may have a maximum of 15 modules.
  • You may have a maximum of 5 defensive modules.
  • You may have a maximum of 3 ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 for the duration of the challenge.
  • Enemies are immune to a random element.
Rewards
A new module: Rain of Ashes
Enemies
Electricity Fire earth
Strategy
Bypass defense.
Advanced Build
  • Diamond Foundation
  • Basic Regeneration
  • Magma Regeneration
  • Granite Regeneration
  • W.I.N.C.E.
Advanced Build Time
00:00:24
Advanced Build Import
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Region 5 - Volcano - Mission - Level #6
Region
5 - Volcano
Challenge
Level #6
Details
The pool of lava is filling up. Make sure not to overheat your tower.
Goals
Reach wave 400
Rules
  • You may have a maximum of 30 modules.
  • You may not have any ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 for the duration of the challenge.
  • Every time a unit spawns or dies the tower loses 25% of its current health, shield, and energy.
  • Health and shield loss is not considered incoming damage.
  • For each module you bring into this challenge, the loss amount increases by 2%.
Rewards
A new module: Volcano Gift
Enemies
Electricity Fire earth
Strategy
Kill them before they touch you. No need to defend.
Advanced Build
  • Basic Attack
  • Water Attack
  • Earth Attack
  • Nature Attack
  • Execution
  • Anti-Fire Projectiles
  • Anti-Earth Projectiles
  • Anti-Electricity Projectiles
  • Headhunting
  • Attack Speed
  • Rapidfire
  • Multishot
  • Basic Bouncing
  • Phoenix Bounce
  • Relay
  • Impetus
  • Splash
  • Combustion
  • Advanced Splash
  • Critical Strike
  • Anti-Fire Crit
  • Anti-Earth Crit
  • Anti-Electricity Crit
  • Planned Strike
  • Emergency Crit
  • Death Wish
  • Extinguish
  • Bash
  • Sparks
  • Lifesteal
Advanced Build Time
00:00:01
Advanced Build Import
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Region 6 - High Mountain - Mission
The following sections will contain the builds for the normal challenges in Region 6 - High Mountain.
Region 6 - High Mountain - Mission - Level #1
Region
6 - High Mountain
Challenge
Level #1
Details
The high air density in this area creates a significant amount of pressure
Goals
Reach wave 250
Rules
  • You may have a maximum of 10 modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 for the duration of the challenge.
  • Enemies reflect 100% of non-air damage.
Rewards
+1% air resistance per completed challenge
Enemies
Air
Strategy
Use Air and Anti-Air damage.
Advanced Build
  • Attack Speed
  • Anti-Air Projectiles
  • Air Attack
  • Anti-Air Crit
  • Air Crit
  • Multishot
  • Basic Bouncing
  • Air Slice
  • Air Impetus
  • Air Shell
Advanced Build Time
00:00:02
Advanced Build Import
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Region 6 - High Mountain - Mission - Level #2
Region
6 - High Mountain
Challenge
Level #2
Details
Seems like the archers in this area have incredibly sharp senses
Goals
Reach wave 300
Rules
  • You may have a maximum of 8 modules.
  • You may not have any ultimate modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the maximum of T2 for the duration of the challenge.
  • Enemies have +100% attack range.
  • Enemies are immune to fire and darkness.
Rewards
A new module: Storm Aura
Enemies
Air Water
Strategy
Reflect damage.
Advanced Build
  • Reflect
Advanced Build Time
00:00:03
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
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Region 6 - High Mountain - Mission - Level #3
Region
6 - High Mountain
Challenge
Level #3
Details
Their golems seem to be indestructable although short-lived
Goals
Reach wave 125
Rules
  • You may have a maximum of 12 modules.
  • You may not have any ultimate modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the maximum of T3 for the duration of the challenge.
  • Air enemies are immune to stuns.
  • Earth enemies are immune to all types of damage.
  • Earth enemies have negative health regeneration
Rewards
+3% air damage per completed challenge
Enemies
Air Earth
Strategy
Reflect damage, Survive earth enemies.
Advanced Build
  • Reflect
Advanced Build Time
00:00:14
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
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Region 6 - High Mountain - Mission - Level #4
Region
6 - High Mountain
Challenge
Level #4
Details
Silent as the wind. Don't underestimate them just because they are slow!
Goals
Reach wave 100
Rules
  • You may have a maximum of 10 modules.
  • You may have no ultimate modules.
  • You may have no utility modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the maximum of T3 for the duration of the challenge.
  • Enemy damage is multiplied by 1E100.
  • Enemies move very slowly.
  • Enemies are immune to darkness damage.
Rewards
A new module: Aero Core
Enemies
Air
Strategy
Immense Fire Damage.
Advanced Build
  • Fire Attack
  • Attack Speed
  • Multishot
  • Basic Bouncing
  • Burning Attack
  • Fire Breath
  • Combustion
  • Volcano Gift
  • Anti-Air Projectiles
  • Magma Foundation
Advanced Build Time
00:00:03
Advanced Build Import
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Region 6 - High Mountain - Mission - Level #5
Region
6 - High Mountain
Challenge
Level #5
Details
All those destruction noises seem to alert the local fauna.
Goals
Reach wave 150
Rules
  • You may have a maximum of 12 modules.
  • You may have a maximum of 8 offensive modules.
  • You may have a maximum of 8 defensive modules.
  • You may have a maximum of 8 ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to T5 for the duration of the challenge.
  • Modules will start at level 0.
  • Goats will occaisionally roam across the map.
  • Goats deal 20% of the towers maximum HP as air damage uoin contact.
Rewards
A new module: Stampede
Enemies
Darkness Air Earth
Strategy
Reflect and heal.
Advanced Build
  • Reflect
  • Adaptive Regeneration
  • W.I.N.C.E
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdDtyZWdlbmVyYXRpb24ucmVsYXR
pdmU7cmVmbGVjdC53aW5jZQ==[/code]
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Region 6 - High Mountain - Mission - Level #6
Region
6 - High Mountain
Challenge
Level #6
Details
The low air pressure at this altitude severely affects the target capabilities of all our devices.
Goals
Reach wave 175
Rules
  • You may have a maximum of 15 modules.
  • You may have a maximum of 6 offensive modules.
  • You may have a maximum of 6 defensive modules.
  • You may have no ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 for the duration of the challenge.
  • Area of effect of active, passive, and aura modules reduced by 90%.
  • Base attack range of tower is 3m instead of 18m.
Rewards
A new module: High Mountain Gift
Enemies
Darkness Air Earth
Strategy
Reflect.
Advanced Build
  • Reflect
Advanced Build Time
00:00:03
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
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Region 7 - Jungle - Mission
The following sections will contain the builds for the normal challenges in Region 7 - Jungle.
Region 7 - Jungle - Mission - Level #1
Region
7 - Jungle
Challenge
Level #1
Details
Who knows what lurks in the thicket?.
Goals
Reach wave 400
Rules
  • You may have a maximum of 12 modules.
  • You may have a maximum of 4 offensive modules.
  • You may have a maximum of 2 ultimate modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 for the duration of the challenge.
  • Enemies apply poison when attacking.
  • Poison reduces attack speed and attack range.
  • Higher stacks of poison are more potent.
Rewards
+3% nature damage per completed challenge
Enemies
Nature Water Earth
Strategy
Reflect.
Advanced Build
  • W.I.N.C.E.
  • Reflect
  • Infinity Reflect
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdDtpbmZpbml0eS5yZWZsZWN0O3J lZmxlY3Qud2luY2U=
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Region 7 - Jungle - Mission - Level #2
Region
7 - Jungle
Challenge
Level #2
Details
It seems like the rainy climate and humid temperatures provide the perfect environment for exceptional growth.
Goals
Reach wave 300
Rules
  • You may have a maximum of 14 modules.
  • You may have a maximum of 12 offensive modules.
  • You may have a maximum of 2 defensive modules.
  • You may have no ultimate modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the maximum of T2 for the duration of the challenge.
  • Maximum health and damage of enemies increases over time.
  • Enemies regenerate 20% of their maximum health every second.
Rewards
A new module: Monsoon Aura
Enemies
Nature Water
Strategy
Kill as fast as possible.
Advanced Build
  • Basic Attack
  • Nature Attack
  • Electricity Attack
  • Attack Speed
  • Basic Bouncing
  • Multishot
  • Rapidfire
  • Critical Strike
  • Anti-Water Crit
  • Anti-Nature Crit
  • Anti-Nature Projectiles
  • Anti-Water Projectiles
  • Reflect
Advanced Build Time
00:00:04
Advanced Build Import
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Region 7 - Jungle - Mission - Level #3
Region
7 - Jungle
Challenge
Level #3
Details
Never confuse venomous with poisonous!
Goals
Reach wave 400
Rules
  • You may have a maximum of 10 modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the start of T3 at the beginning of the challenge.
  • Gems cannot be used to upgrade modules.
  • XP drop factor is 20% higher.
  • Enemies are poisonous (not venomous).
  • Attacking enemies inflicts a stack of a poison effect on the the attacker.
  • Poison deals nature damage based on maximum health and reduces nature resistance.
  • Higher stacks of poison are more potent.
Rewards
+1% nature resistance per completed challenge
Enemies
Nature
Strategy
Indirect damage. (Note: All workers are set to upgrade modules. Module upgrade is 25X. Facility Ai casts spells at location of tower)
Advanced Build
  • Toxic Piranha Ivy
  • Stampede
  • Energy Flow
  • Energy Recycling
  • Moon Energy
  • Sun Energy
  • Energy
  • Energy Regeneration
  • W.I.N.C.E.
Advanced Build Time
00:00:11
Advanced Build Import
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Region 7 - Jungle - Mission - Level #4
Region
7 - Jungle
Challenge
Level #4
Details
Those beasts withstand anything. Weshould not make too much noise.
Goals
Reach wave 200
Rules
  • You may have a maximum of 20 modules.
  • You may have a maximum of 2 ultimate modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the start of T4 at the beginning of the challenge.
  • Enemies are immune to debuffs and stuns.
  • Enemies health and damage increase by 200% for each module in your blueprint.
Rewards
A new module: Gaia's Protection
Enemies
Nature
Strategy
Reflect
Advanced Build
  • Reflect
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
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Region 7 - Jungle - Mission - Level #5
Region
7 - Jungle
Challenge
Level #5
Details
Where is the coconut?
Goals
Reach wave 100
Rules
  • You may have a maximum of 18 modules.
  • You may have a maximum of 8 offensive modules.
  • You may have a maximum of 8 defensive modules.
  • You may have a maximum of 8 ultimate modules.
  • You may have a maximum of 8 utility modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 at the beginning of the challenge.
  • Enemies are monkeys.
  • Whenever a monkey dies, all other monkeys health and damage are multiplied by 10.
Rewards
A new module: Return To Monkey
Enemies
Neutral Fire Nature Wind Water Earth
Strategy
Instantly kill every monkey on screen. (Note: All workers are set to upgrade modules. Module upgrade is 25X. Facility Ai casts spells at location of tower)
Advanced Build
  • Lightning
  • Energy
  • Energy Flow
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO3NwZWxsLmxpZ2h0bmluZztlbmVyZ3kuYmFzaWM7ZW5lcmd 5LmZsb3c=
Basic Build
---
Basic Build Import
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Region 7 - Jungle - Mission - Level #6
Region
7 - Jungle
Challenge
Level #6
Details
Proof that you are the king of the jungle!
Goals
Reach wave 150
Rules
  • You may have a maximum of 25 modules.
  • You may have a maximum of 15 offensive modules.
  • You may have a maximum of 10 ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the start of T5 at the beginning of the challenge.
  • Gems cannot be used to upgrade modules.
  • XP drop factor is multiplied by 25.
  • Enemies spawn with shield points equal to their maximum health.
  • Enemies regenerate 50% of their maximum health every second.
Rewards
A new module: Jungle Gift
Enemies
Nature Wind Water Earth
Strategy
Reflect. (Note: All workers are set to upgrade modules. Module upgrade is 25X. Facility Ai casts spells at location of tower)
Advanced Build
  • Reflect
Advanced Build Time
00:00:02
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
---
Basic Build Time
---
Region 8 - Metallic Ruins - Mission
The following sections will contain the builds for the normal challenges in Region 8 - Metallic Ruins.
Region 8 - Metallic Ruins - Mission - Level #1
Region
8 - Metallic Ruins
Challenge
Level #1
Details
Looks like we have to choose between hitting against rocks or being electrocuted...
Goals
Reach wave 300
Rules
  • You may have a maximum of 10 modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 at the beginning of the challenge.
  • Earth enemies have a 10% chance to stun an attacker.
  • Electricity enemies have a 10% chance to stun their target when attacking.
  • Stuns from enemies last for up to 10 seconds.
Rewards
+3% electricity damage per completed challenge
Enemies
Electricity Earth
Strategy
Reflect or other passive damage.
Advanced Build
  • Reflect
Advanced Build Time
00:00:06
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
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Basic Build Time
---
Region 8 - Metallic Ruins - Mission - Level #2
Region
8 - Metallic Ruins
Challenge
Level #2
Details
They are short-circuiting all of our machines!
Goals
Reach wave 250
Rules
  • You may have a maximum of 14 modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the maximum of T2 at the beginning of the challenge.
  • Killing electricity enemies increases the cooldown of all active modules by 1% for each ultimate module in your blueprint.
Rewards
+5% factory production per completed challenge
Enemies
Electricity Earth
Strategy
Reflect.
Advanced Build
  • Reflect
Advanced Build Time
00:00:06
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
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Basic Build Time
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Region 8 - Metallic Ruins - Mission - Level #3
Region
8 - Metallic Ruins
Challenge
Level #3
Details
The static in the air seems to cause some sort of levitation effect on projectiles.
Goals
Reach wave 450
Rules
  • You may have a maximum of 16 modules.
  • You may have a maximum of 3 ultimate modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the start of T3 at the beginning of the challenge.
  • Gems cannot be used to upgrade modules.
  • XP drop factor is multiplied by 10.
  • Archers spawn with an attack range of 100m.
  • Archers spawn with negative health regeneration.
  • Cooldown of all active modules is doubled.
Rewards
+1% electricity resistance per completed challenge
Enemies
Electricity Fire Air
Strategy
Reflect. (Note: All workers are set to upgrade modules. Module upgrade is 25X. Facility AI casts spells at location of tower)
Advanced Build
  • Reflect
Advanced Build Time
00:00:05
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
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Basic Build Time
---
Region 8 - Metallic Ruins - Mission - Level #4
Region
8 - Metallic Ruins
Challenge
Level #4
Details
What is going on here? The elemental laws do not apply here.
Goals
Reach wave 300
Rules
  • You may have a maximum of 13 modules.
  • You may have a maximum of 5 offensive modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the maximum of T4 at the beginning of the challenge.
  • Tier of special modules is ignored for this challenge.
  • All elements are immune to earth damage.
  • All elements deal unlimited damage to neutral elements.
Rewards
A new module: Magnetic Core
Enemies
Electricity Fire
Strategy
Reflect. Don't be neutral.
Advanced Build
  • Reflect
  • Universal
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO3Rvd2VyLnVuaXZlcnNhbDtkZWZlbnNlLnJlZmxlY3Q=
Basic Build
---
Basic Build Import
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Region 8 - Metallic Ruins - Mission - Level #5
Region
8 - Metallic Ruins
Challenge
Level #5
Details
Our tech appears to be non-functional in this particular area. How are we going to approach this issue?
Goals
Reach wave 200
Rules
  • You may have a maximum of 25 modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the start of T5 at the beginning of the challenge.
  • Gems cannot be used to upgrade modules.
  • Enemies are immune to neutral damage.
  • Enemies are immune to universal damage.
Rewards
A new module: Battery Foundation
Enemies
Electricity Earth
Strategy
Strong elemental damage. (Note: All workers are set to upgrade modules. Module upgrade is 25X. Facility AI casts spells at location of tower)
Advanced Build
  • Fiery Aura
  • Magma Foundation
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO2F1cmEuZmllcnk7Zm91bmRhdGlvbi5tYWdtYQ==
Basic Build
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Region 8 - Metallic Ruins - Mission - Level #6
Region
8 - Metallic Ruins
Challenge
Level #6
Details
This level of engineering confuses our targeting systems!
Goals
Reach wave 150
Rules
  • You may have a maximum of 20 modules.
  • You may have no ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 at the beginning of the challenge.
  • Enemies can protect themselves with gears.
  • Enemies need 100 energy to spawn a gear.
  • Enemies with gears are untargetable for 4 seconds.
Rewards
A new module: Metallic Ruins Gift
Enemies
Electricity Fire Darkness
Strategy
Reflect or other non-targeted damage.
Advanced Build
  • Reflect
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
---
Basic Build Time
---
Region 9 - Beach - Mission
The following sections will contain the builds for the normal challenges in Region 9 - Beach.
Region 9 - Beach - Mission - Level #1
Region
9 - Beach
Challenge
Level #1
Details
Low tide! Where is the water?
Goals
Reach wave 350
Rules
  • You may have a maximum of 15 modules.
  • You may have a maximum of 5 offensive modules.
  • You may have no ultimate modules.
  • You may have no special modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 at the beginning of the challenge.
  • Fire is immune to universal and water.
  • Fire is very resistant against earth and fire.
Rewards
A new module: Low Tide
Enemies
Fire Water Earth
Strategy
Reflect.
Advanced Build
  • Reflect
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
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Region 9 - Beach - Mission - Level #2
Region
9 - Beach
Challenge
Level #2
Details
High tide! Too much water.
Goals
Reach wave 350
Rules
  • You may have a maximum of 15 modules.
  • You may have a maximum of 5 offensive modules.
  • You may have no ultimate modules.
  • You may have no special modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the maximum of T2 at the beginning of the challenge.
  • Water is immune to universal and fire.
  • Water is very resistant against earth and water.
Rewards
A new module: High Tide
Enemies
Fire Water Earth
Strategy
Reflect.
Advanced Build
  • Reflect
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
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Basic Build Time
---
Region 9 - Beach - Mission - Level #3
Region
9 - Beach
Challenge
Level #3
Details
The sand seems to apply crustacean-like features to enemies in this region.
Goals
Reach wave 200
Rules
  • You may have a maximum of 20 modules.
  • You may have a maximum of 10 offensive modules.
  • You may have a maximum of 2 ultimate modules.
  • You may have no special modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the maximum of T3 at the beginning of the challenge.
  • Enemies are immune to neutral, universal, darkness, light, and fire.
  • Enemies have a 25% chance for each element to spawn with wave^10 armor for that element.
Rewards
+1% sea mile generaion factor in the shipyard per completed challenge
Enemies
Nature Air Water Earth
Strategy
Lots of electricity damage.
Advanced Build
  • Electricity Attack
  • Electricity Burst
  • Electricity Crit
  • Electricity Impetus
  • Electricity Splash
  • Electricity Taste
  • Attack Speed
  • Basic Bouncing
  • Multishot
Advanced Build Time
00:00:03
Advanced Build Import
Q2hhbGxlbmdlO2F0dGFjay5lbGVjdHJpY2l0eTtjcml0LmVsZWN0cmljaXR 5RG1nO2ltcGV0dXMuZWxlY3RyaWNpdHk7YnVyc3QuZWxlY3RyaWNpdHk7c3 BsYXNoLmVsZW1lbnQuZWxlY3RyaWNpdHk7dGFzdGUuZWxlY3RyaWNpdHk7Y XR0YWNrLnNwZWVkO2F0dGFjay5ib3VuY2U7YXR0YWNrLm11bHRpc2hvdA==
Basic Build
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---
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---
Region 9 - Beach - Mission - Level #4
Region
9 - Beach
Challenge
Level #4
Details
As the waves hit the basement of the tower... It starts to crumble.
Goals
Reach wave 250
Rules
  • You may have a maximum of 18 modules.
  • You may have a maximum of 6 defensive modules.
  • You may have a maximum of 4 ultimate modules.
  • You may have no special modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the maximum of T4 at the beginning of the challenge.
  • Enemies attacking the tower will permanently reduce its generic resistance.
Rewards
A new module: Shoreline Boost
Enemies
Water Earth
Strategy
Destroy them before they touch you.
Advanced Build
  • Basic Attack
  • Attack Speed
  • Critical Strike
  • Multishot
  • Basic Bouncing
  • Rapidfire
  • Splash
  • Advanced Splash
  • Simple Evasion
  • Gravel
  • Lucky Shot
  • Power Of The Cat
Advanced Build Time
00:00:02
Advanced Build Import
Q2hhbGxlbmdlO2F0dGFjay5iYXNpYzthdHRhY2suc3BlZWQ7Y3JpdC5iYXN pYzthdHRhY2subXVsdGlzaG90O2F0dGFjay5ib3VuY2U7YXR0YWNrLnJhcG lkZmlyZTtzcGxhc2guYmFzaWM7c3BsYXNoLmFkdmFuY2VkO3Nob3QubHVja 3k7Y2F0LnBvd2VyO2V2YXNpb24uYmFzaWM7ZWFydGguZ3JhdmVs
Basic Build
---
Basic Build Import
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---
Region 9 - Beach - Mission - Level #5
Region
9 - Beach
Challenge
Level #5
Details
Crabs! Hopefully they don't start dancing.
Goals
Reach wave 175
Rules
  • You may have a maximum of 15 modules.
  • You may have a maximum of 5 offensive modules.
  • You may have a maximum of 5 defensive modules.
  • You may have no special modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 at the beginning of the challenge.
  • Enemies are crabs.
  • Enemies spawn with a randomized amount of aromor for each element.
Rewards
Shipment multiplier increased by 1 in bonus calculations inside the shipyard.
Enemies
Nature Water Earth
Strategy
W.I.N.C.E. Nothing else can kill them.
Advanced Build
  • W.I.N.C.E
Advanced Build Time
00:00:20
Advanced Build Import
Q2hhbGxlbmdlO3JlZmxlY3Qud2luY2U=
Basic Build
---
Basic Build Import
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Region 9 - Beach - Mission - Level #6
Region
9 - Beach
Challenge
Level #6
Details
Whatever depths they emerged from is not of our concern.
Goals
Reach wave 150
Rules
  • You may have a maximum of 25 modules.
  • You may have a maximum of 1 ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 at the beginning of the challenge.
  • Destroying an enemy has a 10% chance to stun the tower.
  • Destroying an enemy will slow the tower for 30 seconds if it does not stun it.
  • Stun and slow are treated as buffs instead of debuffs.
Rewards
A new module: Beach Gift
Enemies
Air Water Earth
Strategy
Reflect or other passive damage.
Advanced Build
  • Reflect
Advanced Build Time
00:00:03
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
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Basic Build Time
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Region 10 - Ocean - Mission
The following sections will contain the builds for the normal challenges in Region 10 - Ocean.
Region 10 - Ocean - Mission - Level #1
Region
10 - Ocean
Challenge
Level #1
Details
The water pressure is immense down here.
Goals
Reach wave 200
Rules
  • You may have a maximum of 15 modules.
  • You may have no ultimate modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 at the beginning of the challenge.
  • Health regeneration is disabled.
  • Using an active module has a 5% chance to destroy the tower.
Rewards
+1% water resistance per completed challenge
Enemies
Water
Strategy
Reflect.
Advanced Build
  • Reflect
Advanced Build Time
00:00:05
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
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Region 10 - Ocean - Mission - Level #2
Region
10 - Ocean
Challenge
Level #2
Details
All this water really handicaps our performance.
Goals
Reach wave 175
Rules
  • You may have a maximum of 20 modules.
  • You may have a maximum of 2 ultimate modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the start of T2 at the beginning of the challenge.
  • Gems cannot be used to upgrade modules.
  • Base attack range is reduced by 25%.
  • Base attack cooldown is doubled.
Rewards
A new module: Diver's Shield
Enemies
Darkness Water
Strategy
Reflect.
Advanced Build
  • Reflect
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
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Basic Build Time
---
Region 10 - Ocean - Mission - Level #3
Region
10 - Ocean
Challenge
Level #3
Details
Our presence inside this trench seems to make the local wildlife more aggressive.
Goals
Reach wave 150
Rules
  • You may have a maximum of 15 modules.
  • You may have no ultimate modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the start of T3 at the beginning of the challenge.
  • Enemy attacks deal at least as much damage as the tower's maximum health.
  • Enemies spawn with 1 shield point.
  • Enemies will block the first instance of incoming damage if they have more than 0 shield points.
Rewards
+3% water damage per completed challenge
Enemies
Darkness Water
Strategy
Reflect.
Advanced Build
  • Reflect
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
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Basic Build Time
---
Region 10 - Ocean - Mission - Level #4
Region
10 - Ocean
Challenge
Level #4
Details
We have to ensure to properly depressurize the situation.
Goals
Reach wave 125
Rules
  • You may have a maximum of 25 modules.
  • You may have no ultimate modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the start of T4 at the beginning of the challenge.
  • Base water resistance is greatly reduced.
  • Baase attack cooldown increases multiplicatively by 5% for each living enemy.
Rewards
A new module: Aquatic Absorption
Enemies
Neutral Darkness Water
Strategy
Do not let them touch you. All software other than Auto Skip and Wave streaming disabled.
Advanced Build
  • Attack Speed
  • Anti-Water Projectiles
  • Anti-Water Crit
  • Electricity Attack
  • Electricity Crit
  • Electricity Burst
  • Electricity Taste
  • Multishot
  • Basic Bouncing
  • Planned Strike
  • Sparks
  • Metallic Ruins Gift
  • Electricity Impetus
  • Electricity Splash
  • Electricity Subsistence
  • Frost Aura
  • Whirlwind Aura
  • Storm Aura
  • Monsoon Aura
  • Dryness Aura
  • Simple Evasion
  • Defiance
  • Energy
  • Energy Regeneration
Advanced Build Time
00:00:59
Advanced Build Import
Q2hhbGxlbmdlO2F0dGFjay5zcGVlZDtib29zdC53YXRlcjtjcml0LndhdGV yO2F0dGFjay5lbGVjdHJpY2l0eTtjcml0LmVsZWN0cmljaXR5RG1nO2J1cn N0LmVsZWN0cmljaXR5O3Rhc3RlLmVsZWN0cmljaXR5O2F0dGFjay5tdWx0a XNob3Q7YXR0YWNrLmJvdW5jZTtzdHJpa2UucGxhbm5lZDthdHRhY2suc3Bh cms7Z2lmdC5tZXRhbGxpY3J1aW5zO2ltcGV0dXMuZWxlY3RyaWNpdHk7c3B sYXNoLmVsZW1lbnQuZWxlY3RyaWNpdHk7c3Vic2lzdGVuY2UuZWxlY3RyaW NpdHk7ZW5lcmd5LmJhc2ljO2VuZXJneS5yZWdlbmVyYXRpb247YXVyYS5mc m9zdDthdXJhLndoaXJsd2luZDthdXJhLnN0b3JtO2F1cmEubW9uc29vbjth dXJhLmRyeW5lc3M7ZXZhc2lvbi5iYXNpYztkZWZlbnNlLmRlZmlhbmNl
Basic Build
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Region 10 - Ocean - Mission - Level #5
Region
10 - Ocean
Challenge
Level #5
Details
Our tower is heavily restricted in this depth. We should probably bring a good shield to the party.
Goals
Reach wave 100
Rules
  • You may have a maximum of 24 modules.
  • You may have a maximum of 4 offensive modules.
  • You may have a maximum of 4 ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 at the beginning of the challenge.
  • Tower max health is 1.
  • Tower attack range is 10m.
  • Tower maximum energy cannot exceed 100.
Rewards
A new module: Ocean Core
Enemies
Neutral Darkness Nature Water
Strategy
Make an impenetrable shield.
Advanced Build
  • Advanced Shield
  • Generic Resistance
  • Shield Amplifier
  • Whirlwind Aura
  • Storm Aura
  • Monsoon Aura
  • Shield Of Frost
  • Simple Evasion
  • Defiance
  • Phasing
  • Fire Barrier
  • Light Barrier
  • Electricity Barrier
  • Division Shield
  • Unfolding
  • Universal Shield
  • Conductor
Advanced Build Time
00:00:03
Advanced Build Import
Q2hhbGxlbmdlO3NoaWVsZC5kaXZpc2lvbjtzaGllbGQudW5mb2xkaW5nO3N oaWVsZC51bml2ZXJzYWw7ZGVmZW5zZS5jb25kdWN0b3I7c2hpZWxkLmFkdm FuY2VkO3Jlc2lzdGFuY2UuZ2VuZXJpYztzaGllbGQuYW1wbGlmaWVyO2F1c mEud2hpcmx3aW5kO2F1cmEuc3Rvcm07YXVyYS5tb25zb29uO3NoaWVsZC5m cm9zdDtldmFzaW9uLmJhc2ljO2RlZmVuc2UuZGVmaWFuY2U7c2hpZWxkLnB oYXNpbmc7YmFycmllci5maXJlO2JhcnJpZXIubGlnaHQ7YmFycmllci5lbG VjdHJpY2l0eQ==
Basic Build
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Basic Build Import
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---
Region 10 - Ocean - Mission - Level #6
Region
10 - Ocean
Challenge
Level #6
Details
This particular Section of the ocean has a strange effect on our blueprint compatibility.
Goals
Reach wave 250
Rules
  • You may have a maximum of 30 modules.
  • You may have not have any ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 at the beginning of the challenge.
  • Neutral damage does no damage to other elements.
  • Damage against neutral is multiplied by 1E100.
  • Special Modules can be used without restrictions.
Rewards
A new module: Ocean Gift
Enemies
Water
Strategy
Become a tesla coil.
Advanced Build
  • Electricity Attack
  • Electricity Crit
  • Electricity Burst
  • Electricity Taste
  • Electricity Impetus
  • Electricity Splash
  • Multishot
  • Basic Bouncing
  • Anti-Water Projectiles
  • Anti-Water Crit
Advanced Build Time
00:00:02
Advanced Build Import
Q2hhbGxlbmdlO2NvcmUubWFnbmV0aWM7YXR0YWNrLmVsZWN0cmljaXR5O2N yaXQuZWxlY3RyaWNpdHlEbWc7YnVyc3QuZWxlY3RyaWNpdHk7dGFzdGUuZW xlY3RyaWNpdHk7aW1wZXR1cy5lbGVjdHJpY2l0eTtzcGxhc2guZWxlbWVud C5lbGVjdHJpY2l0eTthdHRhY2subXVsdGlzaG90O2F0dGFjay5ib3VuY2U7 Ym9vc3Qud2F0ZXI7Y3JpdC53YXRlcg==
Basic Build
---
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Region 11 - Neutral - Mission
The following sections will contain the builds for the normal challenges in Region 11 - Neutral.
Region 11 - Neutral - Mission - Level #1
Region
11 - Neutral
Challenge
Level #1
Details
This is very neutral.
Goals
Reach wave 100
Rules
  • You may have a maximum of 10 modules.
  • You may have not have any utility, ultimate, special nor legendary modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 at the beginning of the challenge.
  • Neutral takes no damage from other elements.
Rewards
+3% neutral damage per completed challenge
Enemies
Neutral
Strategy
Reflect.
Advanced Build
  • Reflect
Advanced Build Time
00:00:05
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
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Basic Build Time
---
Region 11 - Neutral - Mission - Level #2
Region
11 - Neutral
Challenge
Level #2
Details
This is even more neutral.
Goals
Reach wave 100
Rules
  • You may have a maximum of 10 modules.
  • You may have not have any utility, ultimate, special nor legendary modules.
  • Your modules must be leveled to at least the maximum T2.
  • Modules will be set to the maximum of T2 at the beginning of the challenge.
  • Each equipped module without a neutral tag decreases attack range by 10%.
  • Each equipped module without a neutral tag increases attack cooldown by 25%.
Rewards
A new module: Neutral Crit
A new module: Anti-Neutral Crit
Enemies
Neutral
Strategy
Reflect.
Advanced Build
  • Reflect
Advanced Build Time
00:00:05
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
Basic Build
---
Basic Build Import
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Basic Build Time
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Region 11 - Neutral - Mission - Level #3
Region
11 - Neutral
Challenge
Level #3
Details
This appears to be less neutral.
Goals
Reach wave 100
Rules
  • You may have a maximum of 10 modules.
  • You may have not have any utility, ultimate, special nor legendary modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the maximum of T3 at the beginning of the challenge.
  • Whenever an enemy is destroyed, a random element will become additively 1% more effective against neutral.
  • Whenever an enemy is destroyed, a random element will become multiplicatively 2% less effective against neutral.
Rewards
+1% neutral resistance per completed challenge
Enemies
Neutral
Strategy
Reflect.
Advanced Build
  • Reflect
Advanced Build Time
00:00:05
Advanced Build Import
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Region 11 - Neutral - Mission - Level #4
Region
11 - Neutral
Challenge
Level #4
Details
Now this is some contrast.
Goals
Reach wave 100
Rules
  • You may have a maximum of 20 modules.
  • You may have not have any utility, ultimate, special nor legendary modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the maximum of T4 at the beginning of the challenge.
  • Whenever a universal enemy is destroyed it will trigger an additional spawn tick of neutral enemies.
  • The additional spawn tick ignores the maximum unit limit.
Rewards
A new module: Neutral Block
A new module: Neutral Burst
Enemies
Neutral
Strategy
Reflect.
Advanced Build
  • Reflect
Advanced Build Time
00:00:05
Advanced Build Import
Q2hhbGxlbmdlO2RlZmVuc2UucmVmbGVjdA==
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Region 11 - Neutral - Mission - Level #5
Region
11 - Neutral
Challenge
Level #5
Details
This requires pure neutral strength.
Goals
Reach wave 100
Rules
  • You may have a maximum of 20 modules.
  • You may have not have any utility, ultimate, special nor legendary modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 at the beginning of the challenge.
  • Enemies are immune to any type of reflect damage.
Rewards
A new module: Neutral Resistance
A new module: Neutral Taste
Enemies
Neutral
Strategy
Neutral attack.
Advanced Build
  • Basic attack
  • Attack Speed
  • Basic Bouncing
  • Multishot
  • Critical Strike
  • Anti-Neutral Projectiles
  • Anti-Neutral Crit
  • Neutral Crit
  • Neutral Burst
  • Impetus
  • Splash
  • Planned Strike
  • Rapidfire
  • Advanced Splash
Advanced Build Time
00:00:03
Advanced Build Import
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Region 11 - Neutral - Mission - Level #6
Region
11 - Neutral
Challenge
Level #6
Details
Completing this will put us into a true neutral state.
Goals
Reach wave 100
Rules
  • You may have a maximum of 20 modules.
  • You may have not have any utility, ultimate, special nor legendary modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 at the beginning of the challenge.
  • Neutral damage heals neutral enemies.
  • Universal damage heals universal enemies.
  • Enemies are immune to any type of reflect damage.
  • Destroying a universal enemy spawns an additional tick of neutral enemies.
  • Additional enemies will not spawn if there are no remaining enemies.
  • Additional enemies ignore the maximum unit limit.
Rewards
A new module: Neutral Gift
Enemies
Neutral
Strategy
Non-Neutral attack.
Advanced Build
  • Attack Speed
  • Basic Bouncing
  • Multishot
  • Critical Strike
  • Fire Crit
  • Fire Attack
  • Incineration
  • Planned Strike
  • Combustion
  • Rapidfire
  • Fire Impetus
  • Fire Splash
  • Fiery Aura
  • Forest Gift
  • Desert Gift
  • Magma Foundation
Advanced Build Time
00:00:03
Advanced Build Import
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Region 12 - Dark Realm - Mission
The following sections will contain the builds for the normal challenges in Region 12 - Dark Realm.
Region 12 - Dark Realm - Mission - Level #1
Region
12 - Dark Realm
Challenge
Level #1
Details
This realm is void of any light
Goals
Reach wave 250
Rules
  • You may have a maximum of 15 modules.
  • You may have a maximum of 5 defensive modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 at the beginning of the challenge.
  • Enemies are immune to darkness, neutral and universal damage
  • Enemies deal 75% of the tower's maximum health as additional darkness damage.
Rewards
+1% darkness resistance per completed challenge
Enemies
Darkness Earth
Strategy
Non-neutral attack.
Advanced Build
  • Attack Speed
  • Basic Bouncing
  • Multishot
  • Critical Strike
  • Fire Crit
  • Fire Attack
  • Incineration
  • Planned Strike
  • Combustion
  • Rapidfire
  • Fire Impetus
  • Fire Splash
  • Fiery Aura
  • Magma Foundation
Advanced Build Time
00:00:02
Advanced Build Import
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Region 12 - Dark Realm - Mission - Level #2
Region
12 - Dark Realm
Challenge
Level #2
Details
Pure darkness seems to provide some defensive properties.
Goals
Reach wave 225
Rules
  • You may have a maximum of 20 modules.
  • You may not have any ultimate modules.
  • Your modules must be leveled to at least the maximum T1.
  • Modules will be set to the maximum of T1 at the beginning of the challenge.
  • Enemies are immune damage for 7 hits of more than 0 damage.
Rewards
A new module: Unholy Cloak
Enemies
Darkness Earth
Strategy
Many attacks.
Advanced Build
  • Attack Speed
  • Basic Bouncing
  • Multishot
  • Critical Strike
  • Fire Crit
  • Fire Attack
  • Incineration
  • Planned Strike
  • Combustion
  • Rapidfire
  • Fire Impetus
  • Fire Splash
  • Fiery Aura
  • Magma Foundation
Advanced Build Time
00:00:04
Advanced Build Import
Q2hhbGxlbmdlO2F0dGFjay5zcGVlZDthdHRhY2suYm91bmNlO2F0dGFjay5 tdWx0aXNob3Q7Y3JpdC5iYXNpYztjcml0LmZpcmVEbWc7YXR0YWNrLmZpcm U7ZmlyZS5pbmNpbmVyYXRpb247c3RyaWtlLnBsYW5uZWQ7YXR0YWNrLmNvb WJ1c3Rpb247YXR0YWNrLnJhcGlkZmlyZTtpbXBldHVzLmZpcmU7c3BsYXNo LmVsZW1lbnQuZmlyZTthdXJhLmZpZXJ5O2ZvdW5kYXRpb24ubWFnbWE=
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Region 12 - Dark Realm - Mission - Level #3
Region
12 - Dark Realm
Challenge
Level #3
Details
Directly executing them won't work.
Goals
Reach wave 200
Rules
  • You may have a maximum of 12 modules.
  • You may not have any ultimate nor legendary modules.
  • Your modules must be leveled to at least the maximum T3.
  • Modules will be set to the maximum of T3 at the beginning of the challenge.
  • Enemies are immune to damage that exceeds their maximum health.
Rewards
+3% darkness damage per completed challenge
Enemies
Fire Darkness Earth
Strategy
Percentage damage.
Advanced Build
  • Attack Speed
  • Basic Bouncing
  • Multishot
  • Poison Sting
  • Combustion
  • Soul Harvesting
  • Toxic Piranha Ivy
  • Gigantic Vines
  • Heartstopper Aura
  • Energy
  • Energy Regeneration
Advanced Build Time
00:00:09
Advanced Build Import
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Region 12 - Dark Realm - Mission - Level #4
Region
12 - Dark Realm
Challenge
Level #4
Details
Darkness is the most cursed element.
Goals
Reach wave 200
Rules
  • You may have a maximum of 20 modules.
  • You may have a maximum of 4 offensive modules.
  • You may have a maximum of 4 ultimate modules.
  • You may not have any special nor legendary modules.
  • Your modules must be leveled to at least the maximum T4.
  • Modules will be set to the maximum of T4 at the beginning of the challenge.
  • When enemies attack, they apply a stacking of curse on their target.
  • A unit with 100 stacks of curse will instantly die.
  • Enemies spawn with shields equal to their maximum health.
Rewards
A new module: Grim Reaper
Enemies
Darkness Water
Strategy
Kill them before they touch you. (This build is only successful 1/10 times unless you turn of some software.)
Advanced Build
  • Basic Attack
  • Attack Speed
  • Basic Bouncing
  • Multishot
  • Darkness Block
  • Water Block
  • Frost Aura
  • Whirlwind Aura
  • Storm Aura
  • Monsoon Aura
  • Checkerboard Aura
  • Simple Evasion
  • Focused Multishot
  • Neutral Amplifier
  • Lucky Shot
Advanced Build Time
00:00:02
Advanced Build Import
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Region 12 - Dark Realm - Mission - Level #5
Region
12 - Dark Realm
Challenge
Level #5
Details
Unholy deals in this realm seem to provide enhanced powers
Goals
Reach wave 100
Rules
  • You may have a maximum of 25 modules.
  • You may have a maximum of 5 defensive modules.
  • You may not have any special nor legendary modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 at the beginning of the challenge.
  • Earth enemies are immune to all elements except earth.
  • Darkness enemies spawn with shields equal to their maximum health.
  • Water enemies move extemely fast.
  • Water enemies are immune to earth damage.
Rewards
A new module: Soul Core
Enemies
Darkness Water Earth
Strategy
Reflect and Earth damage.
Advanced Build
  • Earth Attack
  • Attack Speed
  • Basic Bouncing
  • Multishot
  • Earth Splash
  • Reflect
Advanced Build Time
00:00:02
Advanced Build Import
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Region 12 - Dark Realm - Mission - Level #6
Region
12 - Dark Realm
Challenge
Level #6
Details
The heart of darkness lies before us. They shall not pass!
Goals
Reach wave 120
Rules
  • You may have a maximum of 20 modules.
  • You may not have any special nor ultimate modules.
  • Your modules must be leveled to at least the maximum T5.
  • Modules will be set to the maximum of T5 at the beginning of the challenge.
  • Debuffs on enemies have 0 duration.
  • Destroying an enemy divides the current health of the tower by the max health of the enemy.
Rewards
A new module: Dark Realm Gift
Enemies
Darkness Water Earth
Strategy
Life steal. Do not attack too fast.
Advanced Build
  • Lifesteal
  • Nature's Touch
  • Attack Speed
  • Nature Attack
  • Nature Crit
  • Critical Strike
  • Nature Burst
  • Nature Taste
  • Impetus
  • Divine Blessing
  • Nature Impetus
  • Adaptive Regeneration
  • Ocean Gift
  • Monsoon Aura
Advanced Build Time
00:09:54
Advanced Build Import
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75 Comments
SchmendrickTheMagician 14 May @ 2:36am 
C4-3 (Underground Lvl 3 Nomal)
Pco7DgIxDADRq6AcIA1UuISaCyCEnA+stYmDbKdC3B2khC2fZt4ulJ5fQmzqjrurOx3290uTigUerXNCo8Y+EdbGCXShXJIPqBQhoAhl8RnFlk0JZeWsCmiGcZ3vxFgntjMK2Ujn+oTQRSdH+X+/6G6fLw==
BlazeWarrior 17 Apr @ 12:56pm 
Jungle 5 is a pain, but once you're late game it's easy. At first you just won't have enough damage, but later you'll be able to skip all waves at once with software. Did it a few mins ago with Lightning
Your Fent Hallucination 17 Apr @ 10:04am 
So sad that this guide is so in-depth, only for it to be completely wrong about half the challenges, especially all the forest ones are complete messups and don't work most of the time even with insane power stones
Yutrishi 4 Apr @ 2:05pm 
Most challenges can either be completed with a W.I.N.C.E. tank build or a heatwave spam build lol. I've completed most challenges with one of these two builds before MT11 because I'm stubborn and wanna do it this way.
chakatfirepaw 4 Apr @ 10:00am 
For 3-5, use the one from the wiki:

RY7RCcMwDERXCR4gAzSjlH4oziURVWQjy4VSunsdgumXdE+64z5hlopsrF7CbbiHJLQOMR1Z4Fgmcqf4HCGIbhzZ3x0peTV0Jbzt3kXJ+Ftb1lyLc9JO5lQ1YlrbWOg8jJuRsrewajTuIPPiKWfYZChcnNr/2eGAOkmDGxR2eQ3SlhfC4/sD
Cramboui The Stupid 29 Mar @ 8:02am 
I am struggling so dang hard on Jungle challenge 5... I have no clue what I am doing wrong exactly. Trying to find guides online is hard and I am out of options, not going to lie.
Logtrimmer 13 Feb @ 1:34pm 
Forest 5 should have adaptive regen (~140M) instead of basic regen (1M)
Freakywu2 16 Nov, 2024 @ 9:59am 
most of the "reflect build" ones are beatable if you add fiery aura, heartstopper aura and diamond foundation (not sure how far through the game you need to be for this to work, since i'm doing this at MT15 with fully maxed power stones)
Ninja Zyborg 13 Nov, 2024 @ 4:16pm 
guide needs an update, forest 2 does not work.
TheGreen246 21 Sep, 2024 @ 4:57pm 
GUYS
I DID FOREST 3
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