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Defense Interaction
Heroes can interact with defenses in a few particular ways: Building, Repairing, and Upgrading. The base range a hero must be to interact with a defense is 1500 unreal units, or 28.57m.


Each Defense costs a specific amount of Green Mana to Build. The Mana consumed to build a defense is also reduced from the current Defense Limit Capacity. The Defense Limit lost from building a defense is refunded when the defense is either lost or sold.


A player can repair a Defense by pressing R (by default) and then left clicking on a defense

  • Repairing a Defense does not change in cost according to the upgrade tier. The repair cost is always based off of the base cost of the Tier 1 version of the Defense


A Player may sell a defense by pressing Z (by default) and then left clicking on the defense.

A Defense will sell for Green Mana based on its condition and upgrade status. A Defense sold in the same build phase it was built in will give a full refund, including any Green Mana spent on upgrades. A Defense sold at any other point after it has been built will sell for 75% of its cost (Including Upgrade costs) times its percent health left. Example: a Flameburst Tower costs 40 mana, if it is sold at half health you will get 11 mana back, 30 mana * 75% * 50% health.


A Player may Upgrade a defense by pressing Q (by default) and then left clicking on a Defense.

Upgrading a defense costs different amounts of Green Mana for each upgrade tier:

Upgrading a Tower will increase its Defense Power ratio and Defense Health ratio. These upgrading values can be found on each Defenses' page

Each Upgrade Tier is also unlocked at specific levels:

  • Level 1
  • Level 3
  • Level 9
  • Level 15
  • Level 20

Types of Defenses


A Tower is any Defense that has physical presence. A Tower is the most common form of Defense. All Heroes besides the Series EV2 and the Gun Witch have at least 1 Tower. Heroes and Enemies cannot move through towers. Towers are targetable by Enemies. Enemies will attempt to attack Towers according to their Aggression behaviors. Towers have a health bar, which is directly determined by a Hero's Defense Health. When the a Tower's Health pool reaches 0 it is destroyed with no refund to Green Mana. Towers do not consume any resources to attack enemies, unlike Auras and Traps, and Damage type Towers have an attack rate that is determined by the Tower's base attack rate and the Hero's Defense Speed.


A Blockade is a subtype of Tower. Blockades are typically defenses that excels in absorbing damage on the front line. The Squire, Apprentice, Mystic, Dryad, Abyss Lord, and Lavamancer have blockades in their defense arsenal.


A Trap is a Type of Defense used by the Huntress, Mystic, and Lavamancer. Unlike other hero defenses, a trap has a limited number of detonation charges, using a charge count instead of a health pool. This is determined by the Hero's Defense Health. Once a trap runs out of detonation charges it disappears, similar to an aura's health degeneration.

Traps are non-physical hero defenses which do not block movement and cannot be directly destroyed by enemies. Traps have 2 radii. A trigger radius and a damage radius. An enemy must come within the trigger radius of a trap for it to detonate, but then any enemy in the damage radius will suffer the effects. Traps also have a recharge rate instead of an attack time, but these mechanics essentially work the same. Determined by the Trap's base recharge rate and the Hero's Defense Speed.


An Aura is a type of Defense used by the Monk, Initiate, and Lavamancer. Unlike other hero defenses, an aura has a variable lifespan dependant on the the number of times it has affected enemies or players, shown as a percentage. This percentage is a reflection of the relative health compared to the health when the Aura was built. The underlying number of uses an Aura has is determined by the Hero's Defense Health.

Auras are non-physical hero defenses which do not block movement and are untargetable by Enemies except for Cyborks. Auras are spherical in shape and their rotation does not need to be adjusted when being placed on the map. Auras have an effect rate. All auras have a base effect rate. All Auras except the Boost Aura are affected by Defense Speed.

Damage Varieties

Burst Defenses are any of the four above types that apply their damage slowly in high power attacks.

Sustain Defenses are also any of the four above types that apply their damage quickly in low power attacks.

Stat Build Attributes
The following Attributes apply to Defenses:

Defense Stats

The following Attributes apply to Defenses.

  • Defense Health: Increases the maximum health pool of your tower.
  • Defense Power: Affects how much damage is dealt by the Tower's Attacks.
  • Defense Range: Determines how far away the Defense can attack enemies from.
  • Defense Speed (a.k.a Attack Rate): Affects how frequently the Defense can attack.
  • Defense Crit Chance: A % chance that determines how likely the Defense is to land a critical hit.
  • Defense Crit Damage: Affects how much extra % damage a critical hit does.


Defense Power is a stat that players will find on relics and directly affects the effectiveness of each activation of a Defense. For most Defenses this means the Damage Per Hit. The Damage of all Defenses is a direct scalar multiple of the Hero's Defense Power.

Damage Over Time

Based on Defense Power, this stat applies to a select few Defenses that have an overtime damage effect. This overtime damage is applied at a set rate, regardless of the Defense Speed or Upgrades.


Defense Health is a hero stat that directly affects the Tower health, Trap Charges, and Aura Battery Life of Defenses. Each Defense has a scalar multiplier for Defense Health.


Defense Speed is a Hero Stat that directly affects the Tower Attack Rate, Trap rearming time, and Aura effect rate of Defenses. Defense Speed applies as a percentage increase to the base number of attacks per second on a defense. The Base Attack Rate of a Damage Type Defense does not change with the upgrade tier of the Defense.

The way that the game calculates a Defense's attack rate, rearm time, and effect rate is directed by the following formula:

APS(attacks per second) = bDS(Defense's base attacks per second) * ( 1 + ( DS (Defense Speed) - (Perfect Speed) ) * (Growth %) )

Which is basically saying that at specific break points of Defense Speed you have over the Perfect Speed value, your Defense's attacks per second increases by 100% of the base value. For example, a Flameburst Tower (Which has a Perfect Speed at 250, and growth rate of 0.33% and thus hits 100% every 300 points above 250) has a Base attack rate of 2.5 seconds, or 0.4 Attacks per Second. At 250 DS the Flameburst Tower will be at that base value of 0.4 APS. At 550 DS the Flameburst Tower will be at 0.8 APS. At 850 DS the Flameburst Tower will be at 1.2 APS, etc.



The range of a defense, in both "unreal unit" pixels and in game centimeters. 30 of these units are equal to one foot, 100 of these units are equal to one meter, and 500 of these units are equal to one lane block (3 Blocks = 50ft or 15m).

Ranges come in the following varieties:

  • Short: 500-1500px
  • Medium: 1500-2500px
  • Long: 2500-3500px
  • Very Long: 3500-4500px
  • Extreme: 4500px+

Each hero has their own unique stat:

  • Apprentice - Barrier Recharge Time: Time required for the barrier to reconstruct itself after exploding. This value is not affected by upgrades.
  • Huntress - Trap Trigger Range: Radius from the trap an enemy must be before it will explode. This value is not affected by upgrades.
  • Monk - Aura Damage Protection: Percent of damage reduction given to the target being buffed. This value is increased by upgrades, usually by 10%.
  • Squire - Ballista Pierce Count: Number of enemies attacked in a line before the projectile vanishes. For any other tower, this value would be considered "1". This value is not affected by upgrades.