Tower Dominion

Tower Dominion

39 ratings
How to not suck
By shazi and 1 collaborators
An in depth, technical guide on how to not suck
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I see way too many people complaining about the difficulty of this game without truly understanding how it works. I am here to explain.

Yes, this game is RNG dependent, just like Rogue Tower, but with good choices and a small amount of luck, its pretty hard to lose, even on difficulty 4.



For the purposes of this guide, all strategies and tower rankings will be for difficulty 4. The differences primarily come from towers firing arcs and range as well as pathing selection since at difficulty 4 enemies come from many different directions (no ♥♥♥♥).

In case you are wondering why you should trust us, here are our credentials:
Commander completion:

Endless wave record:

Codex Completion:
Detailed Stats
I don't understand why this isn't on by default, but enable detailed stats in the settings. This will give you a LOT more info on what your towers are capable of.

For example, did you know that the Warwolfs only do about 60% of the damage that a Durendal does?
Terminology
Buildings
Anything that you can place will count as a building.

NOTE: PLATFORMS DO NOT COUNT

These will all count towards any doctrines that mention buildings, such as:



Here are some weird ones:
- Neutral buildings
- The HQ
- Smoke signals
- Relay antennas
- Barricades
- Plasma fences
- Captain Scarlett's Team/Tigers

Infantry/Troops
Infantry/troops (doesnt seem to be a difference) is any foot soldier that goes out onto the path and fights (and usually dies).
This includes:
- Grenadiers (and all associated types like field medic, company bugler, etc.)
- Praetorian guards
- Assault team

This does not include commanders.

Vehicles
Just tanks. Like infantry but metal.
Difficulty Scaling
This is something that a lot of people complain about. And anyone that complains about it self reports that they play on difficulty 1. For some reason the lower the difficulty the faster the scaling. My endless record on difficulty 1 is 36, but on difficulty 4 it is 78.

See Cheese Strats section on how to reset enemy scaling.
Damage Scaling
I am going to preface this by saying I don't actually understand how damage scaling works, the game doesn't do a good job of giving us this info. All I can say is, damage scaling stacks like crazy. Combine doctrines, neutral buildings, adjacency bonuses, and you will very quickly outscale the enemies (until the next tier of enemies).

This goes for all scaling. It seems the percentages are multiplicative, not additive. Meaning the multipliers are multiplied onto the existing value instead of being applied to the base values.
Final value= Base value * buff_1 * buff_2 ... * buff_n
This is the best explanation I can come up with, even though I know it is wrong.

For example, I got the tier 2 left upgrade for the Plasma Fence, and watched my Grenadier HP go from 304.75 to 344.5. This makes absolutely no sense:
304.75 * 1.1 = 335.225

This is the closest I can get to the real answer. So until the devs actually reveal how this scaling works, just assume this is how it works. At the very least you will under-estimate the damage.
Enemy Behavior
Longest Path
Enemy pathing is strange. Some enemies say they will follow the longest path but you can clearly see here that is not true:

The Vagus and Omegamucos (and Threxid) are stated to follow longest path but in our experience that is not always the case. Quite often they will ignore the longest path. We assume this is a bug and will be fixed at some point.
The pathing algorithm is quite interesting. The longest path isn't memoized, meaning when you place a new tile it will recalculate all paths to find the longest path instead of caching the previous longest path. This means once you place a new tile if the enemies were ignoring longest path, they might not anymore.

Here is an example. On wave 39 the Vagus were correctly going down the longest path:

However once it got to wave 46 they were no longer following the longest path:


Looped Paths
Preface: Update: WE CONFIRMED WERE NOT SCHZIO

In testing we couldn't get this to happen, but we have both seen enemies take routes that lead them away from the HQ at some point recently. We are pretty sure its a bug, and it will probably be fixed. But until then, abuse this.

IT HAPPENS WE SWEAR

Update: Had the instance of away pathing happen again, but this time remembered to document it. The best bet we have for why this happens is due to the cave on the double pass tile. More testing is required to know if this actually is the case, but that it does happen is confirmed.
Tower Behavior
UPGRADE YOUR TOWERS! Base towers are horrible, upgrading unlocks damage, abilities, and better weapons!

Target Priority
You cannot change the target priority for the towers in this game (except in rare cases like the Slovek Howitzer switching to most HP from closes to HQ with the second left upgrade).

Target priorities sometimes lie. For example, the Puma Position says it will prioritize air with the first right upgrade (which you should always get), but I've noticed it doesn't always do this. Seems like a bug.

Air Enemies
Just because an enemy follows the path doesn't mean it's not an air unit. Here is a list of towers/units/weapons that cannot hit air units:
- Mines (C2 Mine Launcher/Area Denial Launcher)
- Omega Emitter (this alone makes it not worth using imo)
- Plasma Fence
- Barricade

Remember, THE final end game enemy, the Threxid, is an air unit, and it has so much health -_-
As a result anything that buffs air damage is very valuable, and anything that can't hit air units is not very valuable.

Camo Detect
Towers/upgrades that grant camo detection will not change the tower's target priority. That means you should always put camo detection towers close to the HQ so that they don't have anything to shoot at but the camo enemies that leaked through your main damage zone(s).

Keep Target
Some weapon have a keep target modifier to their priority, meaning that once they select a target they will keep shooting the same target until it dies or it can no longer be shot by that weapon. Most fast firing weapons in this game have keep current target so that they can actually make use of their DPS instead of constantly switching targets.

I am specifically saying weapons here and not towers since each weapon tracks its own target. Usually this isnt a big deal because all weapons on a tower tend to focus the same target as it comes into their range at the same time. However, there are exceptions like the Electric Arc Cannon for example. This tower has 4 tesla weapons with their own distinct non-overlapping fields of fire. The result is enemies will get focused by one beam, leave its firing arc, and then move into another. But since it now has less health, it wont be targeted by the next beam, which is looking for the healthiest enemy.

Targets
This game does not handle AOE like you would think. Each weapon that has AOE has a "Targets" stat. This target stat is how many enemies the AOE attack can hit. So for example, a Warwolf by default has 15 targets. That means in one shot it can only damage up to 15 enemies, regardless of how many enemies are actually in its explosion radius.

As a result, you want to design the map so that it spawns enemies in sparse groups, not all one big group. If the entire map comes at you all at once, your AOE towers will only be able to hit around 15-20 of them at a time, meaning as they move along most enemies aren't actually taking damage.

Also keep in mind that doctrines that buff target count for a tower aren't always good. For example, Durendals have an explosion radius of 0.8, half that of a Warwolf. You should play into the strengths of each tower. Durendals are single target damage dealers while Warwolfs are horde cleaners.
Tower Placement
Towers like the smoke signals from Air Commands and the Omega Emitter fire down a straight line, only hitting one spot as they go. As a result, you want to always place these towers so they are attacking from behind the enemies. As the enemies walk away from the tower they will stay in the beam/bomb area longer, resulting in slightly more damage.
Tiles
Entrances and Pathing
Disclaimer: The game does not tell us this info, it is based on experience and vibes. The functionality roughly fits the descriptions below.


Enemies spawn in sets, always a group of enemies. Each wave a certain amount of enemies sets will spawn. This amount of enemies sets is then split evenly (mostly) across all entrances on the map. This means if you have two battlefronts, the number of enemies on each battlefront is directly proportional to how many entrances are on that battlefront.

This means the ideal strategy is to have two battlefronts, a still manageable amount. One battlefront will be the "primary", with the majority of entrances, and thus the majority of enemies. Then the other battlefront has 1 entrance to limit the amount of enemies spawning there.

With this strategy you can still benefit from any upgrades or doctrines that buff based on number of battlefronts, while still keeping enemies in check.

This also means you need to be very careful when merging battlefronts. Battlefronts that haven't had many enemies (and thus not many towers) will suddenly get a massive influx of enemies that you will not be able to handle.

This also goes for merging paths (mostly). Enemies will generally split evenly across all paths, assuming they don't have special instructions like "Follows Longest Path" (which they dont always do). So when you merge paths also be careful that you have enough towers on both paths to kill everything.

Looped Paths
If you have a closed path that loops on itself like shown below:

The enemies will ignore that path entirely. They will not go down it. Use this to your advantage by permanently closing down problematic sections of the map, allowing you to focus your towers elsewhere.

Auto Fill
If you completely surround an area, that open space will automatically fill with an empty tile.



Use this to your advantage to get large areas of open space to place towers.

NOTE: You can only fill up to 1 tile, any gap larger than that will stay as a gap:


However if you place an empty tile in the middle of the gap, it will fill both sides.





Caves
Bryta (tunnelers) are the most annoying enemy to get at Tier 1 (close second is camo dudes). When you get tunnelers, you are guaranteed to get a 4 way tile with a cave at each threat level (waves 10, 20, 30, 35). This is not reroll-able and it usually results in spawning the pretty beefy tunnelers right next to your HQ.
Height
Height will only increase tower RANGE. Nothing else! It is not always better to place towers on higher areas since there can be benefits to being at height 0.

For example, if you need a shield break, Bastions are great sources. Make sure you get a 1-2-2 Bastion for this since the shield damage is already so strong you want to buff reload speed more than damage.


Here is another example of benefits at height 0:


For many towers, range isn't usually a large concern so if you can't build at height 0, don't sweat it. Save your platforms for a tower that needs it, or a tower that is powerful enough to warrant it.
Things That Slow
The most powerful mechanic in the game. Slower enemies = more time to damage them

Towers
Tower Name
Upgrade Tier
Upgrade
Warwolf
3
Right
Sanction Cannon
1
Right
Scout Hideout
3
Left
Electric Arc Cannon
1
Right
Rampart Missile Silo
3
Left
Salamander Position
3
Right (costs 3 tech)
Frontline Trench
3
Right
Xeno-Prognosis
2
Right

Doctrines


Neutral Buildings

Towers That Buff
Feel free to mix and match for massive damage/DPS scaling. Combine with doctrines/commander skills/neutral buildings for even more carnage.

Tower Name
Buff Type
Buff
Sturdy Bunker
Adjacent
+50% damage and rate of fire
Mirador
Adjacent
+20% damage and reload speed
+30% HP, +15% damage, +5% repair when next to HQ
Medium Mortar Position
Adjacent
+10% damage
+15% fire rate
Detection
Sanction Cannon
Adjacent
+15% damage and rate of fire
Plasma Fence
Adjacent/All buildings
+15% damage until end of wave
+5% damage until end of wave
Rampart Missile Silo
Adjacent
Detection for all buildings
Sturdy bunkers +2 range
Omega Emitter
Adjacent
+20% damage and upgrades -20% cost
+10% damage per battlefront
+1 range per battlefront
Super Heavy Pulse Defense
Adjacent
+50% damage to shields
Air Command
All buildings/Adjacent
+10% damage against air units
+15% rate of fire
Detection
Arc Cannon
Adjacent
+15% damage
+30% or 50% damage
Light Mortar
Adjacent
+200% damage
+2 range
Decimation Position
Adjacent
+25% damage
+2 range
Salamander Position
Adjacent
+2 range for Claymores and Pumas
+50% damage per adjacent building; those buildings get -75% rate of fire
-1 range, +20% damage, -20% costs for adjacent buildings
Imperial barracks
Adjacent
+3 Grenadier production when adjacent to Sturdy Bunker
+10% HP, +10% Damage for HQ when adjacent
The Stars Call
All Buildings
+10% air and shield damage
-15% building costs
+10% until end of wave when commander dies
Officers Quarters
HQ
+50% rate of fire, +1 Range per battlefront
HQ +200% HP and +15% repair
Flame of the Tsarstvo
Adjacent
+25% damage, rate of fire, reload speed
Barricade
Adjacent/HQ/All Buildings
+15% rate of fire
+155% HQ HP, +25% per battlefront
+5% damage for all buildings when destroyed until end of wave
Experimental Pulse Emitter
Adjacent
+20% damage
+10% rate of fire for buildings adjacent to at least one charge system
Camp Alpha
Adjacent
Detection
+25% damage
Ammo Depot
Adjacent
Up to +30% bonus damage and fire rate
+20% fire rate to adjacent Super Heavy Pulse Defenses
Division Relay
Adjacent
+25% rate of fire per adjacent Relay Antenna
+15% damage and rate of fire
Mission Control
All Buildings
+2% damage for each adjacent building
+4% damage per battlefront per Mission Control Extension
Iron Dragoon (Blue Faction)
Starting Build Order:

You always want to start 1-1 on the HQ. This will give the HQ enough guns to survive on its own to around wave 7 without taking damage, allowing you to save up some money. From there you either want to build further into HQ damage and range, or start building into towers.

Perks:
The Iron Dragoons will spawn soldiers like the Lions of Ravelski. However, unlike the Lions the Dragoons' Grenadiers are guaranteed to hit enemies (assuming the enemy doesn't die before they reach it). This has two incredible benefits:
1. Grenadiers are guaranteed damage, and they spawn every 8 seconds
2. The path that the Grenadiers follow out of the HQ is the path that some enemy will take, allowing you to place towers on the path to stem bleeding

By default the grenadiers each have 50hp, and spawn 5 each time, giving them a base DPS of 31.25. This scales incredibly well since so many things can buff their HP and charge size. As a result, the Grenadiers are an incredibly reliable source of damage up to around wave 25 and are one of the best ways to defend against camo enemies (you will still need towers for this though).

The Iron Dragoons are also the only faction that have an advanced tower exclusive to them, the Advanced Imperial Barracks. For more information see the Imperial Barracks section below.

HQ:
The Iron Dragoons HQ is the largest in the game, giving 16 adjacent squares. It also has the highest base HP and best HP scaling out of the three factions. Each Mirador will buff its HP by 30% as well as giving it 15% damage and 5% repair while each Imperial Barracks will give it an extra 20% damage and HP.

You can further buff the HQ by getting the left tier 3 upgrade on the Officers Quarters:


This makes an HQ build a legitimate option for Iron Dragoons on all runs. As long as you can get a couple good Doctrines, the HQ will be the only "tower" you will really need. For example:




Faction specific towers:
Imperial Barracks
These things are crazy good for grenadier and HQ scaling, and alright for damage. I would recommend a 2-1-2 build whenever possible to maximize HQ and Grenadiers, but if you want to use the tech elsewhere a 2-1-1 is also totally valid since the Vencedors are pretty decent damage and can actually shoot 360 degrees around it so its not directional.

Just make sure you always try to place them so that they only take up 1 adjacent space to the HQ so you can jam more stuff around it.

The advanced version of this tower provides an 30HP increase to all Grenadiers immediately upon being placed. At a base level that is a 60% bonus DPS (up to 50) to the Grenadiers, just by existing.


Frontline Trench
These things buff the Grenadiers, thats it. Always do a 1-1-1 unless you desperately need slow, then do a 1-1-2.

Dont even think about buffing its damage. It comes with Protector Mk 2s, which is probably the worst weapon in the game with a base damage of 9, atrocious reload time and no AOE. With full buffs you can make it about as effective as a stock Puma Defense, with a quarter the range.

Officers Quarters
You should almost always go for the 1-2-1 upgrade path. While grenadier HP is nice, 15hp per grenadier isn't worth the +8 recon generation. If you are going for a grenadier build, or are using Commissar Anysia as your commander, the little bit of HP isnt worth the HQ survivability or the recon production.


Agrafts Puma Position
This thing is great early game. He is a half price Puma Position and grants a global +10% damage against air units (which will come in VERY handy if you go endless). His DPS is strong early game but falls off quickly and his range isn't easily buffable. Never ever save up for his quad barrel upgrade, it is very good single target damage but its SUPER not worth the price and the 5 recon production on the right is far more useful for letting you build a good map, especially if you get it early. Combined with the Officers Quarters you can get a respectable +13 recon production, and that'll help you a lot more in the long run.

Laethissa
Shes aight. Very strong early game, great insurance against camo enemies when combined with Grenadiers. Towards the late game, her damage will start to fall off, and its quite difficult to buff her. Her primary purpose afterwards just becomes buffing adjacent towers, but where she goes isn't guaranteed so results will vary.

The main focus of this commander is the +15 recon production that she offers. After about wave 20 you can kind a just pretend that Laethissa herself doesn't exist.
Lions of Ravelski (Red Faction)
Starting Build Order:
Get a 1-2 upgrade for your HQ to get cheaper towers and some early recon production. Then rush for a 2-1-2 close support Mirador for HQ health and healing.
This will carry you through the first few waves easily.

Do NOT get the reaper turrets, they can be pretty good single target damage early game but they will get outscaled quite quickly. The importance of the 30% rate of fire and 25% cost reduction to all adjacent buildings upgrade cannot be understated.

Perks:
This faction will get two towers per blueprint. So at the end of each wave when you select a tower blueprint, you will get two. This effectively doubles the amount of towers you have available for each run. This is a very strong hidden mechanic, giving you more flexibility.

HQ:
GET THE ORBITAL CANNON

Seriously, the tank has 1500hp (and can only scale with the last upgrade on armored staging grounds which will only give it a bonus 150hp) , which isnt even enough to kill any tier 3 enemy. The Lions of Ravelski tanks are also not guaranteed to hit enemies, they will often take the wrong path and are just useless. The orbital cannon on the other hand does 575 BASE damage, the highest in the game. Combined with adjacency bonuses (yes this weapon is affected by fire rate, reload speed and damage buffs) this scales very quickly quickly into the best single target weapon in the game.



As a result this doctrine is also absolutely busted. The supply income hit is well worth it especially since in the late game most of your supply comes from killing enemies and not from the end of round reinforcement.

Faction specific towers:
Armored Staging Ground:
Spawns 1 tank every 10 seconds with 1500 base hp. The left upgrades will give each tank weapons, and the right one will give it more health.

Ignore the left tree.

The weapons it gets fall off very quickly and the ranges and firing arcs/range are pretty poor. More importantly, since they are vehicles and not troops the tanks don't scale with doctrines. The tanks are far more useful as moving and constantly respawning arc fences/barricades. When maxed out, each tank has 5250HP (not including the last upgrade which gives 10% base HP - 150HP - per Armored Staging Ground). With two Armored Staging Grounds you have an effective 1,110 dps from tanks (thats not much).

This is not a good tower, and for 7400 its a horrible way to waste money. 7400 can get you a maxed out Super Heavy Pulse Defense which will do WAY more damage.

Tactical Fortress:
Not really much to say about this one, its just a REALLY good damage dealer. Direction matters when placing this thing, it has a main gate where there are two Defender M5s, these are directional so make sure to try and place it accordingly. Just keep in mind that the Super Heavy Pulse Defense and the missile rack are the main reason to have this building so dont sweat it if you cant get all weapons involved.

Always go for the 1-2-2 upgrade path since it will add 4 reaper cannons and a missile rack that does pretty good single target damage.

With how large this thing is you will almost always end up using platforms to put it on at least a height 1 area, but that also means you will have an easy time buffing it with other towers since it has up to 9 adjacent squares.

The Stars Call:
This tower has no offensive weapons, it just buffs everything else. Just put it down to activate the first neutral tower you get.
The only real way to upgrade this thing is 2-1-2.

Air and shield damage will never not be valuable, especially if you are going for an endless run especially since the Threxids count as air enemies, and they are by far the largest pain point for any endless run due to their sheer HP.

The second upgrade is also extremely useful early game, try to rush it as fast as possible since the earlier you get it the more you will gain from it. -15% to all initial costs (how much it costs to place the building) is massive and will save you a lot of money in the future.

Lastly, your commander is quite weak late game, they will die almost instantly so a free 10% damage buff to all troops and buildings (note it says troops and not vehicles, another reason why tanks suck) is massive.

Flame of the Tsarstvo:
This thing has crazy good scaling as well. Save them up (unless you are buffing the HQ orbital cannon) for the late game and buff your strongest towers. Click through each tower and see what is doing the most damage, and then buff that as much as possible.

Xeno-Prognosis:
I love this thing

I would recommend mostly sticking to the right branch on this building, the left branch upgrades all provide very temporary benefits, and ruin the true potential of this building.

The first two right upgrades each emit a wave every 10 seconds that causes 100 damage to up to 1000 enemies, however the second upgrade adds a slowing effect. This slow effect is by far the most important part of these two upgrades. It is a global slow every 10 seconds. The damage of these waves falls off quite quickly, but since it damages basically ALL enemies, it is still worth the damage, although the two tech from the first left upgrade if used correctly can definitely be worth it.

I like using this early game to help clear most of the enemies so I can save up supply and spend it on tier 2 towers.

The repair warp generator on the third tier of upgrades is where this building really shines. It increases each tower's range by 1 every 10 seconds. This adds up VERY quickly and it means your towers will essentially have cross-map range and as a result all of your towers will be firing constantly. This is a massive buff to your total damage.

The strategy with this is to build the map to be a spiral instead of the typical straight line. Since every tower will very quickly be able to shoot everywhere, you should place towers towards the center . You don't need to invest in range upgrades and you can focus purely on damage. Make sure to have as much slow as possible to maximize the benefits of this upgrade by giving your towers more time to ramp up their range.

Example below:

This lasted until wave 65.
Pargan Assault Group (Green Faction)
Starting Build Order:
The standard best upgrades are 1-2 for your HQ followed by a 2-1-2 close support Mirador for the HQ health and repair.
The 40% healing on the HQ alone can last you the first few waves but with the Mirador you are mostly set until the first enemy reveal. The second tier upgrade can last you even longer if you get any lucky barricade reinforcement choices early on due to boosting their HP by 50% as well.

The final upgrade while being purchasable immediately is best saved once you know what the biggest threats you will be facing are. The longer this choice is put off the better allowing a counter to tier 3 enemies if RNG permits.

An alternate upgrade path that does work, especially if you are not playing Frontier Mode is 1-1 on the HQ allowing you to easily control how the track gets laid out the entire game but does mean that your HQ has no significant defense to keep itself alive against leaks.
The only upgrade worthless on the initial investment is Communication Relay due to the fickle nature of RNG. If you are a lucky player this single upgrade can give back more than both left hand upgrades combined but the consistency prevents it from being a good pick with 100 supply boosting the early game too much to ignore.

Perks:
This factions perks are unfortunately half flavor text due to the second one being the reason the HQ gets its given upgrades. As all factions HQs can upgrade, this is a similar situation to Iron Dragoons.

However the other perk, Shock Troops is incredibly important to the consistency of the faction as unlike both other factions, Recon is not a rarity but rather a guarantee. 20 income allows you to reroll consistently throughout the run.

HQ:
As mentioned before, the HQs final upgrade is best saved for either desperate times or to reinforce a lacking point in your defense. Both paths are worthwhile to take depending on if you are currently getting harassed by Air or Shields. However, as the worst enemy in the game is a flyer, if you plan to go endless, take the 15% against air.

Faction specific towers:

Pargan Assault Group has the most unique towers in the game compared to the other two factions coming in at 8 however unlike the other factions uniques, most of these function as extensions or creations of one another and are thus categorized as such.

Joint Operations - Assault Team:
The Join Operations is a strange building as unlike any other building in the game it places its own towers in empty spaces filling in DPS where it is lacking and during this process will utilize the helicopters guns to support a small area around that position. The preferred positions it seemingly chooses are those directly next to the track.

This does mean that you do not have direct control over how the tower actually decides to fight a given wave making it similar to any other long range tower in that it is better used as a supporting role than a primary damage dealer. Thankfully the units it does place do very significant damage.
As a result of this the best upgrade path for it is 1-#-# with both the second and third tier upgrades being more up to the specific enemies you are facing.

Barricade:
The Barricade is an incredibly simple tower that when I had first started playing, I didn't even realize it was faction locked until feeling its absence on the other fronts. All it does it block a good bit of damage for a quite cheap cost but where the true use of it comes from is its upgrades. By base its is vastly worse than the Plasma Fence with significantly less health and no regeneration once destroyed but with its upgrades it can do so much throughout the entire run.

At the start of the run, especially if you are following this guide and did #-2-# on the HQ at the start, these will have 1500 HP. With 1-1, it goes up to 4250 HP and only costed 500 in total. This HP is easily enough to fully block of entire waves up into and after the first reveal.

However if you instead want to greed and let your HQ tank for as long as possible, the 2-2 upgrade path has you covered with a 30% increase to HQ HP as the first upgrade and 10 supply every time the building is destroyed with the second. While not alot of supply, placed deep into the front of the track makes it pay that upgrade back in 3 waves and only provide more profit from there.

The third tier upgrade makes it able to either buff every tower you have or buff neighboring towers from tiles otherwise unusable.

No matter the upgrade path, the Barricade will always be useful in your defense.

Experimental Pulse Emitter - Charge System:
The Experimental Pulse Emitter is a commander specific tower of Techno-Adept Jorg acting as a nerfed but highly scaleable Super Heavy Pulse Defense. Being able to place a SHPD on round 1 however does require downside and as such the EPE does 100 damage with an awful 2 second in between for its shots.

Its upgrades similarly suffer being primarily good at buffing the other half of this tower pair, the Charge System. Due to this, the ideal upgrade path for it is #-1-#. The first tier both being useful either as a prep for buffing many towers, or as a big single buff to neighboring towers and the third tier being upgrades directly pulled from the SHPD but unfortunately unlike there, the two best upgrades are competing for a tier spot. I have found best success going 1-1-2.

Now for the best part of the pair, the Charge System. Once you place the EPE, every round you will receive a single Charge System to place, ideally next to the EPE. But with the 1-1 upgrades on the EPE, these turn from just a single tower gimmick to a massive boost to your entire frontier. The first tier upgrade makes these free, and as such, able to activate neutral buildings at no cost of your own and the second tier makes them boost ANY tower placed next to them. This is the equivalent of almost an un-upgraded Ammo Depot's worth of fire rate for free.

However, be ready to realize how few tiles are actually at height 0 as the Charge System can only be placed at height 0.

Captain Scarlett - Scarlett's Tigers - Camp Alpha:
The final special tower set available to Pargan Assault Group, being a commander specific tower of as you would expect by the name, Captain Scarlett. She is one of the few commanders outside of Lions of Ravelski that is willing to take to the battlefield manually and fight to defend the HQ and boy does she do a lot of damage as a result. She upgrades via the building you get along with her, the Camp Alpha, a purely recon upgradable building similar to the Recon Tower. Going 2-2-2 on the camp turns her from a simple high damage Mirador into a monster of a unit.
Going the other direction with 1-1-1 makes her give any surrounding towers a better damage buff than a partially upgraded Ammo Depot and camo detection along with, just like the Charge System, giving you an extra tower every round supporting the same weapon she has.
Warwolfs
One of the most powerful towers. This thing gets an insane HQ adjacency bonus:

Surrounding the HQ with these even in the late game is nuts, they absolutely demolish every enemy unit since it gets 15 targets as well.

If you combine this already insane range with the expertise skill along with any other range increasing doctrines or the tier 3 skill on xeno prognosis you can get some crazy efficiency with these.

Combine this yet again with building proxy bonuses (which include the HQ) and you can get some insane scaling.





Warwolfs are also extremely useful for slowing down enemies, since they can hit so many targets and have a pretty decent radius. If you are going to go for slow, buff rate of fire as much as possible since the damage isn't as important, and make sure you have multiple of these since slow doesn't last too long in this game.
Durendals
For its cost, a 1-1-1 Durendal is pretty decent single target damage. Always always always put them next to neutral buildings, the range buff upgrade is twice as effective, and the neutral building(s) will buff the Durendal further as well. Always go for the Blessed Machine if you can, the DPS output is way higher compared to Kladen Cannon. Never get Flarium Shells. Only Exposed Elements if you are playing the Lions of Ravelski, since their HQ should never take damage anyways.



Usually you don't want more than one Durendal in a run because of this Doctrine (which appears very frequently):


10% increased damage across the board (minus a few Durendals) is well worth it, especially considering the fact that Durendals are just "ok" at dealing damage and this buff will go to far better towers like Super Heavy Pulse Defenses, Cruiser Cannons, Pulse Cannons, etc.
Super Heavy Pulse Defense
The Super Heavy Pulse Defense is one of the best towers in the game. With a 1-2-2 upgrade it can hit up to 6 targets with 1380 damage, giving it one of the heaviest hits in the game. When combined with an ammo depot however, the fire rate bonus goes from +50% to +100%. When fully upgraded plus an ammo depot, the Super Heavy Pulse Defense will have a reload/shot of 0.36s and a fire rate of 2.4 shots/s. This is an insane amount of DPS and will usually cause the Super Heavy Pulse Defense to be your top damage dealer in a run.
Electric Arc Cannon
With the Omegamucos having a total effective HP of 169,080 and the Vagus having an effective HP of 78,000, the beefiest (and most problematic) enemy in endless is the Threxid, aka Tentacle ♥♥♥♥♥ with a whopping 200,040HP.


This is the single largest threat to you in endless, and it is an air unit so it gets to fly over things like mines, Plasma Fences, Omega Emitters, etc. Thus, any increase to air damage is an effective decrease to its total HP, which given its vast amount, is a large bonus.

To this end, the Electric Arc Cannon's insane +50% bonus damage to air units for adjacent buildings is absolutely busted. This is an effective 33% (or 66,680HP) off of the Threxid's total HP pool. The only downside is a guaranteed 500 damage to the HQ, which, if one of these gets through, wont really help you much in endless anyways. So as long as you have enough HQ HP to survive the 500 damage from each Electric Arc Cannon, this is well worth the cost.

If you surround the Arc Cannon with 4 Retribution Positions, all targeted towards air with a 1-2-2 upgrade, you will melt the strongest enemy in the game. Even Puma Defenses will do well adjacent to these, assuming you have the range for them...
C2 Mine Launchers

The standard C2 mine launcher that comes on the Scout Hideout and the Ammo Depot is not very good, it fires way too slow to be of any real use. However, the Area Denial Launcher that comes on the Mission Control is VERY good damage since it fires so much faster, and as such you should always get the right upgrade for the tier 3 upgrade on the Mission Control.
Just keep in mind these mines cannot hit air units.
Pulse Cannon
Not to be confused with the multipulse, which belongs to the most useless building in the game, the Claymore.
This might be the most slept on weapon. It does insane single target damage and absolutely rips shields.

This weapon comes on the following towers:
- Bastion
- Tactical Fortress
- Division Relay (it gets up to two)

The standout here is the Division Relay. This tower gets two of these things and a bonus 15% damage and fire rate upgrade on the right tier 3 upgrades. The result is a stupid base DPS of 201, which gets scaled VERY easily since everything scales off of base values.

Math below:
DPS = (damage * magazine) / (1/(reloads/s) + shots/s * mag size) Damage/shot = 335 Reloads/second = 0.5 (2 second reload) Magazine = 3 Shots/s = 1 DPS = (335 * 3) / (2 + 1 * 3) = 1005 / 5 = 201
Claymore Defense
This thing is such ♥♥♥♥♥♥♥ GARBAGE I had to mention this ♥♥♥♥♥♥♥ piece of lowlife ass cheese trash. Literally do not get it unless you are desperate for shield break or want to see what masochism is all about. It takes up 4 ♥♥♥♥♥♥♥ tiles of space and barely does more damage than 1 ♥♥♥♥♥♥♥ Puma Defense. It literally takes up as much space as a Division Relay, one of the most powerful ♥♥♥♥♥♥♥ towers in the game—and yet somehow has the nerve to exist like it deserves to breathe the same air as the Division Relay.

So you know how the Pulse Cannon is one of the best weapons in the game? Well of ♥♥♥♥♥♥♥ course the Claymore Defense has the ♥♥♥♥♥♥ unemployed lowlife ♥♥♥♥ version of the Pulse Cannon called the MultiPulse. The MultiPulse on the Claymore Defense literally has a range of two. ♥♥♥♥♥♥♥ TWO. It couldn't even hit your mom if she was spoon-feeding it. And guess what? If you want to buff that to a MONSTROUS range of 4 you need to spend 90 ♥♥♥♥♥♥♥ RECON. In what ♥♥♥♥♥♥♥ world is this ♥♥♥♥♥♥♥ basic upgrade worth like 9-40 waves of recon???? And you know what's even FUNNIER about this ♥♥♥♥♥♥♥ MultiPulse? The Claymore Defense is literally the ONLY ♥♥♥♥♥♥♥ tower in the entire game that has this useless ♥♥♥♥ ♥♥♥♥♥♥♥ ♥♥♥♥♥♥♥♥ weapon.

Like, look at this ♥♥♥♥♥♥♥ travesty of a stat card:

The frag launcher says it's "efficient against packs of small foes". BROTHER. IT CAN ONLY ONE SHOT A SINGLE ENEMY IN THE ENTIRE ♥♥♥♥♥♥♥ GAME. Most tier ZERO enemies will take at least three ♥♥♥♥♥♥♥ shots from this miserable piddly gremlin ♥♥♥♥♥♥♥ excuse of a tower. This useless ♥♥♥♥♥♥♥ piece of absolute ♥♥♥♥ game design ♥♥♥♥♥♥♥ ♥♥♥♥ is literally two un-upgraded Puma Defenses stacked together in a ♥♥♥♥♥♥♥ trench coat, taking up enough space to have its own ♥♥♥♥♥♥♥ zip code. ♥♥♥♥♥♥♥ useless piece of worthless ♥♥♥♥.

This thing is such a horrible, flaming pile of wasted space I genuinely think the only tower that can even ♥♥♥♥♥♥♥ compete with it in the "most useless ♥♥♥♥♥♥♥ money pit" category is the Decimation Position. At least that piece of ♥♥♥♥ had the decency to show up with a buff to all Light Mortar Positions though, like it was trying to be worth something. But no. this joke of a tower? Go ahead. Blow 1250 ♥♥♥♥♥♥♥ supply and 90 RECON just to make it even remotely usable. You’ll still be stuck with one of the most infuriating, overpriced, underperforming pieces of ♥♥♥♥♥♥♥ in the entire game. I would literally rather shove a spiny prickly pear cactus up a Discord mod's crusty ass crack and infect it with their ass cheese then shove it down my urethra than use the Claymore Defense when I have literally any other tower available. Come to think about it, France's Maginot Line during World War 2 was probably entirely ♥♥♥♥♥♥♥ made up of these ♥♥♥♥♥♥♥♥ ass cheeks ♥♥♥♥♥♥♥ towers and thats why they fell in 3 weeks.

F U C K. This. Thing.
Plasma Fence
What is the Plasma Fence? For the blind, it is the vision. For the hungry, it is the chef. For the thirsty, it is the water. If the Plasma Fence thinks, I agree. If it speaks, I'm listening. If the Plasma Fence has one fan its me. If the Plasma Fence has no fans, I don't exist.


20 points to Gryffindor if you know who this is

Just get it. No questions asked. Just get it. This tower is busted. It will almost single-handedly carry your ass through to wave 35. Find a spot where a lot of enemies are, plop it down, and watch it wipe like half the enemies.

I cream my pants every time I see this tower pop up in a blueprint because its just that good. Its basically a free win. Put it next to strong towers and buff them, maximize its HP, doesn't matter how you use it, its that good.

Note: To get the most out of this thing, you need the enemies moving in clumps, not as one big group (which you should already be doing anyways). You need to design the map to give the plasma fence enough time to recharge otherwise it wont be nearly as useful. So don't you dare throw dirt at my GOAT, its simply a skill issue.
Cheese Strats
Menagerie of cringe ways to cheese the game:
<LIST IN PROGRESS>
  • For some reason, leaving and rejoining the run (either through return to menu or by closing the game) seems to reset the enemy health scaling. This will only work for one wave. However, if you are about to lose, quickly leave and rejoin, this will make the wave significantly easier, and it is required if you want to go far since resetting each wave can easily get you 10 waves further.
6 Comments
shazi  [author] 23 Sep @ 11:53pm 
Yes, but that upgrade can only affect up to a maximum of 4 towers. Late game camo detect isn't a big deal anymore since splash will handle all enemies, so its really only going to have an impact early game, but the upgrade costs 1100...
Don Trump 4 23 Sep @ 9:01pm 
You are missing the best part of Agraft's Puma: the +100% damage and camo detection for adjacent buildings. He's essentially a better Gurtag when paired with the HQ, and the deal only gets sweeter if you manage to fit any other towers by him.
Cuthawolf 21 Sep @ 7:04pm 
This was a super helpful guide, legit. I corrected some mistakes I've been making, picked up some new tricks and have been doing much better over all.
Traveler 18 Sep @ 8:18pm 
How to not suck. Play the only viable character, the tomb raider girl.
Bearsuit 20 Aug @ 3:54pm 
You can force Bryta caves to spawn on tiles other than the 4-way if you create paths don't leave valid placement for 4-ways. I was able to force it on a 3-way earlier.
shay_mcquaid 6 Aug @ 1:29pm 
Thanks.