Strategies
Short guides for holding the line. Every name and number here comes from the game itself: its tower and enemy data (the same catalog the Field Guide reads) and its rules.
Start here
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Getting started
Your first ten waves
Where to put your first Cannon Tower, why bends matter, what turns up before wave ten and what to research first.
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The battlefield
Terrain is a weapon
Every level up is +8% damage and half a tile of range: hills, platforms, the bulldozer and the Airport's ground work.
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Gold
Gold, Miners and reward cards
Where gold comes from, how Miners earn and run dry, and how to spend reward cards, rerolls and the Reward Store.
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Towers
Every tower's job
What each tower does best, the second thing it is good at, and how to build a team that covers crowds, armour and flyers.
Counters and systems
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Counters
Armour, shields and flyers
Three kinds of trouble, the enemies that bring them and the towers that answer each one.
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Systems
Power and heat
What each tower draws, which towers go dark first, Power Plants, and cooling hot guns with Cold Snap and water.
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Bosses
Worm, Blimp, Mech
The Giant Worm, the Blimp Boss and the Mech Boss: when they come, what they do and how to see them off.
The Clanker says
I have read all of these guides. I am still on the other side. Make of that what you will.
Want the stats? Every tower and enemy has its own page: towers Basic, Advanced and Utility; enemies Ground, Flying and Bosses. Or turn them round in the Field Guide. Want a map to practise on? See Maps. Got a strategy of your own? Share it in Discuss.