Tower Defense battlefield

Tower Defense Wiki

Units, buildings, enemies, heroes, economy, levels, and strategies — everything you need to defend your realm.

Overview

Tower Defense is a real-time strategy mode where you build a base on a 7×7 grid, place buildings and troops, and defend your Headquarters (HQ) against waves of enemies. Each level is set in a themed realm with specific enemy types, and clearing all waves in a level advances you to the next.

Your currency is XP — you spend it to build, train, and upgrade. You earn XP by clearing waves, and you start each level with a budget. Smart XP management is the core of the game.

The Grid

The battlefield is a 7×7 grid (columns A–G, rows 1–7). Your HQ starts at the center (D4). Enemies spawn at random edge cells and path toward the HQ's current position. Buildings and troops are placed on grid cells; each cell holds one structure or unit.

  • Buildings (including the HQ) can be moved by dragging; you can also destroy and rebuild.
  • Troops and heroes can be repositioned between waves.
  • Range is calculated using Manhattan distance for range > 3, and specific adjacency patterns for range 1–3.

Buildings

Buildings form the backbone of your defense. Each level unlocks building types and caps how many you can place.

HQ

HQ

Free

HP 1,000DMG 22RNG 3Atk 0.9/s
Tower

Tower

200 XP

HP 300DMG 17RNG 2Atk 2.3/s
Wall

Wall

100 XP

HP 300
Resource

Resource

250 XP

HP 200XP/tick 5

You can place and move all buildings (including the HQ) by dragging. HQ attacks enemies; if it falls, the run ends. Towers are your primary ranged turrets. Walls absorb damage and block enemy pathing. Resource buildings (unlocked at Level 3) generate passive XP income — a key long-run investment. The HQ also generates 1 XP/tick.

Atk = attacks per second.

Units (Troops)

Troops are your offensive and defensive soldiers. Each class has a distinct role on the battlefield.

Warrior

Warrior

80 XP

HP 150DMG 11RNG 2Atk 2.3/s
Ranger

Ranger

110 XP

HP 120DMG 22RNG 3Atk 1.5/s
Ravager

Ravager

140 XP

HP 300DMG 54RNG 1Atk 0.9/s
Mage

Mage

170 XP

HP 100DMG 6RNG 3Atk 4.5/s

Warrior

Balanced melee-ranged fighter. Cheap, reliable, your bread and butter for holding positions. Unlocked at Level 1.

Ranger

Long range, high damage, lower HP. Position behind walls to deal damage safely. Unlocked at Level 1.

Ravager

Melee tank with massive 54 damage per swing and 300 HP. Slow attacks but devastating at chokepoints. Unlocked at Level 2.

Mage

Fast attacks with fire (2 DMG over 3 ticks) and freeze (slows for 1 tick). Fragile but excellent crowd control. Unlocked at Level 3.

Heroes

Recruit one hero per run for 300 XP. Heroes are elite versions of any troop class — 3× damage and 1.2× health — and scale further with upgrades.

Hero Warrior

Hero Warrior

300 XP

DMG HP 1.2×
Hero Ranger

Hero Ranger

300 XP

DMG HP 1.2×
Hero Ravager

Hero Ravager

300 XP

DMG HP 1.2×
Hero Mage

Hero Mage

300 XP

DMG HP 1.2×
  • Hero levels (from upgrades) grant +20% HP and +20% damage per level, up to level 15.
  • Hero level persists across campaigns — your hero stays at their upgraded level for every new run.
  • You can reposition your hero between waves.
  • Choose your hero class to complement your army composition.

Upgrades

Upgrade troops and your hero to scale their stats. Upgrades apply to all units of that class. Troop and hero levels persist across campaigns — once you level up a Warrior or your Hero, they stay at that level for every future run. This meta-progression makes later runs easier and rewards replay.

UpgradeBase CostEffectMax Level
Warrior180 XP+15% HP, +10% DMG per level15
Ranger210 XP+15% HP, +10% DMG per level15
Ravager240 XP+15% HP, +10% DMG per level15
Mage270 XP+15% HP, +10% DMG per level15
Hero360 XP+20% HP, +20% DMG per level15

If you have 4 Rangers on the field, one Ranger upgrade is far more valuable than upgrading a single Warrior. Leveling troops and your hero early in your career pays off in later levels and repeat runs.

Enemies

Enemies spawn at the map edges and march toward your HQ. Each realm introduces new threats.

The Goblin Realm

Goblin

Goblin

HP 65ATK 10Atk 2.3/s
Orc

Orc

HP 100ATK 15Atk 4.5/s
Troll

Troll

HP 200ATK 40Atk 1.1/s

The Undead Realm

Skeleton

Skeleton

HP 45ATK 15Atk 2.3/s
Revenant

Revenant

HP 125ATK 20Atk 4.5/s
Zombie

Zombie

HP 270ATK 40Atk 1.1/s

Goblins swarm in numbers, Orcs hit harder, and Trolls are slow-moving tanks. The Undead mirror this pattern but with Skeletons (fast/fragile), Revenants (durable), and Zombies (devastating HP sponges).

Bosses

Boss fights are the climax of certain levels. Bosses occupy a 2×2 footprint on the grid and have unique devastating mechanics.

Goblin King

Goblin King

Level 5 Boss — The Goblin Realm

HP 1,500ATK 30RNG 1 / 8 throw
  • Goblin Throw: Hurls goblins at your buildings from range 8. Up to 3 active thrown goblins at once.
  • Stomp: Every 25 ticks, deals 40 area damage to adjacent defenders. Stomps on spawn too.
  • Crush: Destroys buildings it spawns on top of.
Necromancer

Necromancer

Level 10 Boss — The Undead Realm

HP 2,000ATK 100RNG 8
  • Dark Bolt: Devastating ranged attack dealing 100 damage.
  • Global Spell: Every 30 ticks, deals 10 damage to all your units and buildings. Fires on spawn.
  • Raise Dead: Every 20 ticks, summons 2 skeletons near your HQ (max 6 active). They rise behind your outer defenses.
  • Crush: Destroys any building it spawns on top of.

XP Economy

XP is your currency for everything: buildings, troops, upgrades, and heroes.

SourceAmount
Starting XP (Level 1)1,200
Starting XP increase+150 per level
Wave clear reward120 XP base (+5 per level)
Level clear bonus (Level 1)700
Level clear bonus increase+100 per level
HQ passive income1 XP per tick
Resource building income5 XP per tick

XP remaining at the end of a run counts toward your leaderboard score (×0.15). Banking XP by being efficient is rewarded — don't overspend if you're already winning.

Levels & Realms

The game currently has 10 levels across two realms. Each level increases starting XP, enemies, and building/unit caps.

LevelRealmWavesStart XPClear BonusTowersUnitsWallsResources
1Goblin Realm11,2007004480
2Goblin Realm21,8001,05066100
3Goblin Realm32,5001,40088122
4Goblin Realm43,2001,75099132
5Goblin Realm5 + Boss4,0002,1001010143
6Undead Realm64,5002,4501111153
7Undead Realm75,2002,8001212164
8Undead Realm85,8003,1501313174
9Undead Realm96,5003,5001313174
10Undead Realm10 + Boss7,0003,8501313175

Beyond Level 10, the game continues with scaling difficulty: +1 wave per level, gradually increasing caps, and the Undead Realm enemy pool.

Waves

Each level has a target number of waves to clear. Between waves you can reposition troops, build, and upgrade. During a wave, enemies spawn at the edges and march toward your HQ.

  • Enemies spawn in intervals (one every ~0.44s at base speed).
  • Each wave has a set enemy count and composition defined by the level.
  • Clearing a wave earns XP; clearing all waves in a level earns the level clear bonus and advances you.
  • Boss waves typically appear as the final wave of a boss level (Level 5, Level 10).

HQ global strike & emergency sweep

To keep waves from getting stuck, the HQ has two support mechanics:

  • HQ global strike — Roughly every 40 seconds during a wave, the HQ fires a global strike that damages all enemies on the map (flat damage). This helps clear stuck or hard-to-reach enemies.
  • HQ emergency sweep — If a wave runs too long (about 66 seconds), the HQ force-completes the wave so the game never stays stuck in one wave indefinitely.

Scoring

For full scoring details, see the Scoring page.

Quick summary: your TD run score = level × 500 + waves × 80 + xpRemaining × 0.15 + timeBonus. Higher levels and banked XP earn more. Your career TD score on the leaderboard is the sum of all runs.

Leaderboard views: The app and web show both total TD points (career sum) and best average run — average points per run, rounded to a whole number, so you can see who is most consistent as well as who has the highest total.

Strategy Tips

Wall

Walls First

Cheap walls (100 XP) absorb damage and buy time for towers and troops. Place them between your HQ and the edges.

Resource

Invest in Resources

A resource building (250 XP) generates 5 XP/tick. Over a long run, it more than pays for itself. Build them early.

Ranger

Rangers Behind Walls

Range 3 and high damage. Position behind walls so they fire while enemies chew through your defenses.

Mage

Mages for Crowd Control

Freeze slows enemies, fire DoT stacks. One mage can make a swarm much more manageable.

Ravager

Ravagers at Chokepoints

300 HP and 54 damage per swing. Plant them where enemies funnel through to maximize their impact.

Hero

Time Your Hero

300 XP is expensive early on. Build your base first, then recruit a hero before a tough wave or boss fight.

Tower

Level Troops & Hero (Meta)

Troop and hero levels carry over between runs. Leveling them up (Upgrade tab) makes every future run stronger — invest in your favorite classes early.

HQ

Bank XP for Score

XP remaining at the end of a run counts toward your leaderboard score. Don't overspend if you're already winning.

This wiki is updated as new levels, enemies, and mechanics are added.