List of All Towers in Element TD 2

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Element TD 2 is a new tower defense game that based are based from the original flash game Element TD and different mod from Dota, Starcraft and many more games. This time, it has its own standalone game with modern graphics that you can enjoy this intense tower defense.

Most of you are probably looking for a tower guide as your reference to see how many towers that you can evolve in the game by mixing different element power.

In this guide, we have listed all of the tower that you build and its few description that can help you decide which tower fits to a specific match situation.

Towers Weakness and Strength

Each tower’s element has specific weakness and strength, you can easily distinguish this by the corresponding direction it is listed in the game. Each element to its right is its elemental strength, while each element to its left is its weakness.

For other element, this tower only give normal damage.

Light Towers

Light towers are effective for Darkness creeps which gives 200% damage to the creeps, while it is ineffective for Earth creeps as it only gets half of its damage (50%). This tower is best partner with the Nature tower in which it fills the weakness side.

Most of the light tower specialize in range and damage attack. It also has a buff support that can clone existing tower to deal the same damage.

TowersDescription

Light Tower 1
(Cost: 175, Damage: 100)


Light Tower 2
(Cost: 675, Damage: 600)


Light Tower 3
(Cost: 2500, Damage: 3600)


Light Tower 4
(Cost: 15000, Damage: 43200)

Specialized in long range attack. This tower can gain damage when it hit the same target. In each consecutive attack against the same target, it gains 5 / 30 / 180 / 2160 damage. Resets when it switches targets.

Make sure that “Focus on” is set on this tower, so that it will target the enemies until it is eliminated or exited from its range.

Role Type:
Attack

Requirements:
Light

Abilities:
Total Cost: 175 / 675 / 2500 / 15000
Damage: 100 / 600 / 3600 / 43200
Attack Speed: 1.5
Range: 1500
AoE: 0
Ability: Intensity

Upgrades:
Omniscience – Range increased to 1750
Acceleration – Consecutive damage bonus is increased by 200%

Atom Tower 1
(Cost: 500, Damage: 300)


Atom Tower 2
(Cost: 1300, Damage: 1200)


Atom Tower 3
(Cost: 3300, Damage: 4800)
It’s AoE attack will damage nearby enemies. Each consecutive attack against to the same target gains 10% damage. Loses half its stacks when it changes targets. Caps out after 11 attacks.

Ideal to place at the sharp turn path or for slow moving targets.

Role Type:
Attack

Requirements:
Light, Earth

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 300 / 1200 / 4800
Attack Speed: 1.5
Range: 900
AoE: 200
Ability: Quantum Focus

Upgrades:
High Capacity – Attack speed reduced to 1, but carries over 75% of its stacks on target change.
Quick Charge – Gains 25% damage per hit, but loses all stacks on target change. Caps out after 6 attacks.

Lighting Tower 1
(Cost: 500, Damage: 150)


Lightning Tower 2
(Cost: 1300, Damage: 600)


Lightning Tower 3
(Cost: 3300, Damage: 2400)
This tower are specialize for chain attacks that will damage several enemies at once. Each attack bounces to another creep within the range of the target, dealing 15% less damage for every bounce. Maximum of 4 bounces.

If you’re doing campaign, enable Power Jolt upgrade to increase the bounces to 8.

Role Type:
Attack

Requirements:
Light, Fire

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 150 / 600 / 2400
Attack Speed: 1.5
Range: 1150
AoE: 0
Ability: Chain Lightning

Upgrades:
Distant Thunder – Bounce range increased to 2000.
Power Jolt – Bounce range reduced to 600, but bounces up to 8 times.

Trickery Tower 1
(Cost: 500, Damage: 325)


Trickery Tower 2
(Cost: 1300, Damage: 1300)

Trickery Tower 3
(Cost: 3300, Damage: 5200)
A buff Tower which clones a nearby tower that currently has no buff. Every 15 seconds, it clones a Non-Buff Tower that deals 40% / 120% / 360% damage for 15 seconds. A cloned tower cannot be cloned again for 60 seconds.

Role Type:
Buff Support

Requirements:
Light, Darkness

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 325 / 1300 / 5200
Attack Speed: 1.5
Range: 1150
AoE: 0
Ability: Mirror

Upgrades:
Distant Mirror – Range increased to 1500. Clone deals 32% / 96% / 288% damage.
Mirror Aura – Range reduced to 250. Clone deals 60% / 180% / 540% damage for 20 seconds.

Astral Tower 1
(Cost: 1500, Damage: 1700)


Astral Tower 2
(Cost: 5000, Damage: 6800)

Like a sniper, this tower has super long range attack and high damage. For 3 seconds, this tower fires at up to 3 extra creeps, no matter how far they are. Cooldown of 9 seconds.

Role Type:
Attack

Requirements:
Light, Darkness, Water

Abilities:
Total Cost: 1500 / 5000
Damage: 1700 / 6800
Attack Speed: 1.0
Range: 1500
AoE: 0
Ability: Splinter

Laser Tower 1
(Cost: 1500, Damage: 4800)


Laser Tower 2
(Cost: 5000, Damage: 19200)
For each creeps within 200 AoE of its target, this tower deals 600 / 2400 less damage, down to a minimum of 2400 / 9600 less damage.


Role Type:
Attack

Requirements:
Light, Darkness, Earth

Abilities:
Total Cost: 1500 / 5000
Damage: 4800 / 19200
Attack Speed: 1.0
Range: 900
AoE: 0
Ability: Concentrate

Nova Tower 1
(Cost: 1500, Damage: 700)


Nova Tower 2
(Cost: 5000, Damage: 2800)
This tower will slow down your enemies. Hits all creeps in its range, applying a debuff that slows creeps by 16% / 32%. Slow lingers for 3 seconds.

Role Type:
Slow Support

Requirements:
Light, Fire, Nature

Abilities:
Total Cost: 1500 / 5000
Damage: 700 / 2800
Attack Speed: 0.66
Range: 900
AoE: 0
Ability: Combustion

Darkness Towers

Darkness tower on the other hand has a strength for Water towers that can deal double damage. While its weakness is light. Best pair with Earth tower to deal with the Light elemental creeps.

Overall, these tower specialty is overtime and multiplier damage.

TowersDescription

Darkness Tower 1
(Cost: 175, Damage: 280)


Darkness Tower 2
(Cost: 675, Damage: 1680)


Darkness Tower 3
(Cost: 2500, Damage: 10080)


Darkness Tower 4
(Cost: 15000, Damage: 120960)
This tower deals a massive damage to the enemies. If this tower kills a creep, any excess damage transfers to a nearby creep and deals an additional 5% of their maximum health.

Role Type:
Attack

Requirements:
Darkness

Abilities:
Total Cost: 175 / 675 / 2500 / 15000
Damage: 280 / 1680 / 10080 / 120960
Attack Speed: 0.66
Range: 1150
AoE: 0
Ability: Overkill

Upgrades:

Poison Tower 1
(Cost: 500, Damage: 50)


Poison Tower 2
(Cost: 1300, Damage: 200)


Poison Tower 3
(Cost: 3300, Damage: 800)
Poisonous as its name, this tower can inflict damage over time, ideal for crowd control. Deals 50 / 200 / 800 damage per seconds to all creeps hit. Each stack lasts for 15 seconds. New stacks extend the duration of all existing stacks by 0.1 / 0.2 / 0.4 seconds.

Role Type:
Attack

Requirements:
Darkness and Water

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 50 / 200 / 800
Attack Speed: 0.66
Range: 900
AoE: 300
Ability: Contagion

Disease Tower 1
(Cost: 500, Damage: 110)


Disease Tower 2
(Cost: 1300, Damage: 440)


Disease Tower 3
(Cost: 3300, Damage: 1760)
Aside from its fast attack speed, this tower is an finisher for all the creeps. The lower the creep’s health, the more damage this tower deals exponentially. Damage is multiplied by (Max HP / Current HP). For example (2000 / 200 = 10), this tower gets 10 times additional damage.

This tower is ideal to be placed near the end of the path or outpost where creeps has lower health which is its advantage.

Role Type:
Attack

Requirements:
Darkness and Nature

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 110 / 440 / 1760
Attack Speed: 3.0
Range: 900
AoE: 0
Ability: Decay

Runic Tower 1
(Cost: 1500, Damage: 1200)


Runic Tower 2
(Cost: 5000, Damage: 4800)
For 3 seconds, this tower fires at all creeps within 300 AoE around its target. Cooldown of 6 seconds.

Role Type:
Attack

Requirements:
Darkness, Fire and Light

Abilities:
Total Cost: 1500 / 5000
Damage: 1200 / 4800
Attack Speed: 1.0
Range: 1150
AoE: 200
Ability: Proliferate

Ethereal Tower 1
(Cost: 1500, Damage: 900)


Ethereal Tower 2
(Cost: 5000, Damage: 3600)
This tower is ideal to path that receives a lot of kills where it can increase its damage. For each creep that dies within this tower’s range, it gains 100 / 400 damage for 3 seconds.

Role Type:
Attack

Requirements:
Darkness, Nature and Light

Abilities:
Total Cost: 1500 / 5000
Damage: 900 / 3600
Attack Speed: 3.0
Range: 1150
AoE: 100
Ability: Soul Drain

Jinx Tower 1
(Cost: 1500, Damage: 1100)


Jinx Tower 2
(Cost: 5000, Damage: 4400)
A support tower that can give additional damage to the enemies up to 16%. Applies a debuff that causes creeps to take 8% / 16% bonus damage since being cursed. Lasts 7.5 seconds and applies every 2.5 seconds.

Role Type:
Amplify Support

Requirements:
Darkness, Fire and Nature

Abilities:
Total Cost: 1500 / 5000
Damage: 1100 / 4400
Attack Speed: 1.50
Range: 900
AoE: 200
Ability: Malediction

Water Towers

The Water towers are effective for Fire elemental creeps in which it can inflict 200% damage to them, while it is ineffective for Water elemental creeps, it is best pair with the Darkness tower to cover the damage gap.

Specialize in AoE damage, these tower can make huge damage to a lot of enemies in a single shot.

TowersDescriptions

Water Tower 1
(Cost: 175, Damage: 85)


Water Tower 2
(Cost: 675, Damage: 510)


Water Tower 3
(Cost: 2500, Damage: 3060)


Water Tower 4
(Cost: 15000, Damage: 36720)
If there’s another creep within 125 AoE of the target, a secondary attack will strike it for 40% damage.

Role Type:
Attack

Requirements:
Water

Abilities:
Total Cost: 175 / 675 / 2500 / 15000
Damage: 85 / 510 / 3060 / 36720
Attack Speed: 1.50
Range: 900
AoE: 200
Ability: Condensation

Vapor Tower 1
(Cost: 500, Damage: 175)


Vapor Tower 2
(Cost: 1300, Damage: 700)


Vapor Tower 3
(Cost: 3300, Damage: 2800)
Hits creep in a line. For each creep hit, it deals 10% more damage.

Role Type:
Attack

Requirements:
Water and Fire

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 175 / 700 / 2800
Attack Speed: 1.0
Range: 750
AoE: 300
Ability: Evaporate

Ice Tower 1
(Cost: 500, Damage: 800)


Ice Tower 2
(Cost: 1300, Damage: 3200)


Ice Tower 3
(Cost: 3300, Damage: 12800)
Stuns the primary target for 0.08 / 0.16 / 0.24 seconds. The same target cannot be stunned again for 1 second.

Role Type:
Attack

Requirements:
Water and Light

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 800 / 3200 / 12800
Attack Speed: 1.0
Range: 900
AoE: 100
Ability: Freeze

Well Tower 1
(Cost: 500, Damage: 450)


Well Tower 2
(Cost: 1300, Damage: 1800)


Well Tower 3
(Cost: 3300, Damage: 7200)
This is a Buff Tower. Every 15 seconds, it increases a Non-Buff tower’s attack speed by 10% / 30% / 90% for 60 seconds. Can have up to 4 towers buffed at once.

Role Type:
Buff Support

Requirements:
Water and Nature

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 450 / 1800 / 7200
Attack Speed: 1.5
Range: 900
AoE: 0
Ability: Spring Forward

Flooding Tower 1
(Cost: 1500, Damage: 400)


Flooding Tower 2
(Cost: 5000, Damage: 1600)
Each consecutive attack against the same target gains 15 AoE. Resets when it switches targets.

Role Type:
Attack

Requirements:
Water, Nature and Darkness

Abilities:
Total Cost: 1500 / 5000
Damage: 400 / 1600
Attack Speed: 3.0
Range: 1150
AoE: 300
Ability: Drown

Wisp Tower 1
(Cost: 1500, Damage: 750)


Wisp Tower 2
(Cost: 5000, Damage: 3000)
Each attack decreases its AoE by 10 but increases its damage by 5%, up to a max of 400% damage. Resets after 4 seconds of not attacking.

Role Type:
Attack

Requirements:
Water, Nature and Light

Abilities:
Total Cost: 1500 / 5000
Damage: 750 / 3000
Attack Speed: 1.0
Range: 900
AoE: 500
Ability: Pressurize

Windstorm Tower 1
(Cost: 1500, Damage: 550)


Windstorm Tower 2
(Cost: 5000, Damage: 2200)
Aside from dealing an overtime damage to the enemy, this tower can also slow them down. Summons a fierce tornado that deals 550 / 2200 damage-per-second and applies a debuff that slows creeps by 16% / 32%. Slow lingers for 3 seconds.

Role Type:
Slow Support

Requirements:
Water, Fire and Light

Abilities:
Total Cost: 1500 / 5000
Damage: 550 / 2200
Attack Speed: 0.2
Range: 1150
AoE: 600
Ability: Tornado

Polar Tower 1
(Cost: 1500, Damage: 1400)


Polar Tower 2
(Cost: 5000, Damage: 5600)
Though this tower has slow attack, this tower instantly removes percentage health of the enemies for 15 seconds. Applies a debuff that temporarily removes 12% / 24% of the creep’s current HP for 15 seconds. Return half the amount lost at the end.

Role Type:
Amplify Support

Requirements:
Water, Earth and Light

Abilities:
Total Cost: 1500 / 5000
Damage: 1400 / 5600
Attack Speed: 0.66
Range: 900
AoE: 300
Ability: Forstbite

Fire Towers

The Fire towers can deal double damage to the Nature elemental creeps and half damage to the water creeps. You may also use Darkness tower to pair it with this tower for effective defenses.

TowersDescriptions

Fire Tower 1
(Cost: 175, Damage: 32)


Fire Tower 1
(Cost: 675, Damage: 192)


Fire Tower 3
(Cost: 2500, Damage: 1152)


Fire Tower 4
(Cost: 15000, Damage: 13824)
For each second that this tower is attacking, it gains 1 / 6 / 36 / 432 damage. Resets after 3 seconds of not attacking.

Role Type:
Attack

Requirements:
Fire

Abilities:
Total Cost: 175 / 675 / 2500 / 15000
Damage: 32 / 192 / 1152 / 13824
Attack Speed: 3.0
Range: 750
AoE: 300
Ability: Blaze

Solar Tower 1
(Cost: 500, Damage: 125)


Solar Tower 2
(Cost: 1300, Damage: 500)


Solar Tower 3
(Cost: 3300, Damage: 2000)
Role Type:
Attack

Requirements:
Fire and Nature

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 125 / 500 / 2000
Attack Speed: 1.0
Range: 750
AoE: 100
Ability: Ignite

Infernal Tower 1
(Cost: 500, Damage: 650)


Infernal Tower 2
(Cost: 1300, Damage: 2600)


Infernal Tower 3
(Cost: 3300, Damage: 10400)
Role Type:
Attack

Requirements:
Fire and Darkness

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 650 / 2600 / 10400
Attack Speed: 1.5
Range: 750
AoE: 0
Ability: Convergence


Blacksmith Tower 1
(Cost: 500, Damage: 450)


Blacksmith Tower 2
(Cost: 1300, Damage: 1800)


Blacksmith Tower 3
(Cost: 3300, Damage: 7200)
A Buff tower that can boost nearby towers damage for a period of time. This is a Buff Tower, Every 15 seconds, it increases a Non-Buff tower’s damage by 10% / 30% / 90% for 60 seconds. Can have up to 4 towers buffed at once.

Role Type:
Buff Support

Requirements:
Fire and Earth

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 450 / 1800 / 7200
Attack Speed: 1.5
Range: 1150
AoE: 0
Ability: Mirror

Flamethrower Tower 1
(Cost: 1500, Damage: 320)


Flamethrower Tower 2
(Cost: 5000, Damage: 1280)
Targets receive a stack of napalm. When the target dies, the napalm stacks explode, dealing 160 / 640 damage per stack within 400 AoE of the target.

Role Type:
Attack

Requirements:
Fire, Earth and Darkness

Abilities:
Total Cost: 1500 / 5000
Damage: 320 / 1280
Attack Speed: 1.5
Range: 750
AoE: 200
Ability: Napalm

Haste Tower 1
(Cost: 1500, Damage: 1000)


Haste Tower 2
(Cost: 5000, Damage: 4000)
Each attack increases its attack speed by 7%, capping out at 330% attack speed. Loses 30% Attack Speed per second if not attacking.

Role Type:
Attack

Requirements:
Fire, Earth and Water

Abilities:
Total Cost: 1500 / 5000
Damage: 1000 / 4000
Attack Speed: 1.5
Range: 900
AoE: 0
Ability: Gatling Gun

Corrosion Tower 1
(Cost: 1500, Damage: 1400)


Corrosion Tower 2
(Cost: 5000, Damage: 5600)
Deals 160 / 640 damage per seconds and applies a debuff that increases damage taken by 20% / 40% for 5 seconds.

Role Type:
Amplify Support

Requirements:
Fire, Darkness and Water

Abilities:
Total Cost: 1500 / 5000
Damage: 1400 / 5600
Attack Speed: 0.66
Range: 900
AoE: 300
Ability: Forstbite

Nature Towers

Nature tower is a counter damage for Earth elemental creeps which double its damage. Though it deals half damage to the Fire elemental creeps, you can pair it with Water Nature to deal with it.

TowersDescriptions

Nature Tower 1
(Cost: 175, Damage: 80)


Nature Tower 2
(Cost: 675, Damage: 480)


Nature Tower 3
(Cost: 2500, Damage: 2880)


Nature Tower 4
(Cost: 15000, Damage: 34560)
For the first 3 seconds of attacking, it gains 40% damage boost. Bonus resets after 1 second of not attacking.

Role Type:
Attack

Requirements:
Nature

Abilities:
Total Cost: 175 / 675 / 2500 / 15000
Damage: 80 / 480 / 2880 / 34560
Attack Speed: 3.0
Range: 750
AoE: 0
Ability: Burst

Mushroom Tower 1
(Cost: 500, Damage: 125)


Mushroom Tower 2
(Cost: 1300, Damage: 500)


Mushroom Tower 3
(Cost: 3300, Damage: 2000)
Best tower for mini-boss like the Golem, big-shark and other high health monsters. This tower deals up to 200% damage to high health creeps, scaling down to 100% against low health creeps. Damage is multiplied by ((Current HP / Max HP) + 1).

Role Type:
Attack

Requirements:
Nature and Earth

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 125 / 500 / 2000
Attack Speed: 3.0
Range: 750
AoE: 200
Ability: Spore

Bloom Tower 1
(Cost: 500, Damage: 550)


Bloom Tower 2
(Cost: 1300, Damage: 2200)


Bloom Tower 3
(Cost: 3000, Damage: 8800)
When not attacking, its attack speed is increased by 30% per second, up to a max of 300%. While attacking, it loses 20% of its bonus attack speed per second.

Role Type:
Attack

Requirements:
Nature and Light

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 550 / 2200 / 8800
Attack Speed: 1.5
Range: 900
AoE: 0
Ability: Photosynthesis

Impulse Tower 1
(Cost: 1500, Damage: 2200)


Impulse Tower 2
(Cost: 5000, Damage: 8800)
The further its projective travels, the greater the damage, dealing up to 150% damage at 1500 range, but down to 50% at 500 range.

Role Type:
Attack

Requirements:
Nature, Water and Fire

Abilities:
Total Cost: 1500 / 5000
Damage: 2200 / 8800
Attack Speed: 1.0
Range: 1500
AoE: 0
Ability: Longbow

Golem Tower 1
(Cost: 1500, Damage: 3000)


Golem Tower 2
(Cost: 5000, Damage: 12000)
In exchange of massive damage and faster attack speed, this tower a reload time. After attacking for 3 seconds, this tower stops attacking for 4 seconds.

Role Type:
Attack

Requirements:
Nature, Earth and Water

Abilities:
Total Cost: 1500 / 5000
Damage: 3000, 12000
Attack Speed: 3.0
Range: 900
AoE: 0
Ability: Ephemeral

Root Tower 1
(Cost: 1500, Damage: 150)


Root Tower 2
(Cost: 5000, Damage: 600)
Hits creeps in a line, dealing 150 / 600 damage per seconds and applies a debuff that slows creeps by 16% / 32% for 5 seconds.

Role Type:
Slow Support

Requirements:
Nature, Earth and Darkness

Abilities:
Total Cost: 1500 / 5000
Damage: 150 / 600
Attack Speed: 1.0
Range: 900
AoE: 300
Ability: Entanglement

Incantation Tower 1
(Cost: 1500, Damage: 1000)


Incantation Tower 2
(Cost: 1000, Damage: 4000)
Applies a debuff to creeps, increasing damage taken by 8% / 16%. If there are no other creeps within 300 AoE of the target, damage taken is increased by 40% / 80% instead. Lasts 5 seconds.

Role Type:
Amplify Support

Requirements:
Nature, Earth and Light

Abilities:
Total Cost: 1500 / 5000
Damage: 1000 / 4000
Attack Speed: 1.5
Range: 900
AoE: 0
Ability: Gatling Gun

Earth Towers

The Earth tower is effective for Light elemental creeps that deals 200% damage, while it is weak with Nature elemental creeps, you can pair it with Fire tower to make a strategic build.

TowersDescriptions

Earth Tower 1
(Cost: 175, Damage: 125)


Earth Tower 2
(Cost: 675, Damage: 750)


Earth Tower 3
(Cost: 2500, Damage: 4500)


Earth Tower 4
(Cost: 15000, Damage: 54000)
Causes a shockwave around the tower that deals 60 / 360 / 2160 / 25960 damage, which grows by 50 AoE per second to a max of 900 AoE. Resets after 3 seconds of not attacking.

Role Type:
Attack

Requirements:
Earth

Abilities:
Total Cost: 175 / 675 / 2500 / 15000
Damage: 125 / 750 / 4500 / 54000
Attack Speed: 0.66
Range: 900
AoE: 300
Ability: Aftershock

Howitzer Tower 1
(Cost: 500, Damage: 170)


Howitzer Tower 2
(Cost: 1300, Damage: 680)


Howitzer Tower 3
(Cost: 3300, Damage: 2720)
The further the distance, the greater the AoE, up to a max of 600 AoE. However, it deals bonus damage the closer the target is.

Role Type:
Attack

Requirements:
Earth and Darkness

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 170 / 680 / 2720
Attack Speed: 1.0
Range: 1500
AoE: 50
Ability: Artillery


Geyser Tower 1
(Cost: 500, Damage: 900)


Geyser Tower 2
(Cost: 1300, Damage: 3600)


Geyser Tower 3
(Cost: 3300, Damage: 14400)
On every 5th attack, this tower does a 300 AoE attack.

Role Type:
Attack

Requirements:
Earth and Water

Abilities:
Total Cost: 500 / 1300 / 3300
Damage: 900 / 3600 / 14400
Attack Speed: 1.0
Range: 900
AoE: 0
Ability: Erupt

Quake Tower 1
(Cost: 1500, Damage: 5000)


Quake Tower 2
(Cost: 1500, Damage: 6000)
Every 10 attacks, this tower releases a powerful shockwave, hitting all creeps in range for 3000 / 12000 damage.

Role Type:
Attack

Requirements:
Earth, Fire and Nature

Abilities:
Total Cost: 1500 / 5000
Damage: 1500 / 6000
Attack Speed: 1.5
Range: 750
AoE: 100
Ability: Seismic Shock

Money Tower 1
(Cost: 1500, Damage: 1200)


Money Tower 2
(Cost: 3000, Damage: 3000)
Gains damage equal to 15% / 30% of your unspent Gold.

Role Type:
Attack

Requirements:
Earth, Light and Fire

Abilities:
Total Cost: 1500 / 5000
Damage: 1200 / 3000
Attack Speed: 1.0
Range: 1150
AoE: 0
Ability: Greed

Muck Tower 1
(Cost: 1500, Damage: 950)


Muck Tower 2
(Cost: 950, Damage: 3800)
Applies a debuff that slows creeps by 16% / 32% for 5 seconds.

Role Type:
Slow Support

Requirements:
Earth, Darkness and Water

Abilities:
Total Cost: 1500 / 5000
Damage: 950 / 3800
Attack Speed: 1.0
Range: 900
AoE: 300
Ability: Sludge

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