The Firework tower is the first air-only tower. It deals low damage AOE with low reload to air enemies. The AOE radius is the light blue carpet.
Note: The pluses and minuses are from level I.
LEVEL I
Damage: 5, Range: 11, Rate: 2.5, Cost: 300
LEVEL II
Damage: 8 (+3), Range: 12 (+1), Rate: 2 (-0.5), Cost: 300
LEVEL III
Damage: 10 (+5), Range: 13 (+2), Rate: 1.5 (-1), Cost: 350
LEVEL IV
This path costs 380 points
Damage: 12 (+7), Range: 15 (+4), Rate: 1 (-1.5), Cost: 500
Note: The pluses and minuses are from level I.
LEVEL I
Damage: 5, Range: 11, Rate: 2.5, Cost: 300
LEVEL II
Damage: 8 (+3), Range: 12 (+1), Rate: 2 (-0.5), Cost: 300
LEVEL III
Damage: 10 (+5), Range: 13 (+2), Rate: 1.5 (-1), Cost: 350
LEVEL IV
This path costs 380 points
Damage: 12 (+7), Range: 15 (+4), Rate: 1 (-1.5), Cost: 500
The Anvil tower does high damage to a single enemy with medium-high reload. It can hit both air and ground.
LEVEL I
Damage: 30, Range: 10, Rate: 2, Damage in 10s: 150, Cost: 600
LEVEL II
Damage: 45 (+15), Range: 12 (+2), Rate: 2.75 (+0.75), Damage in 10s: 165 (+15), Cost: 750
LEVEL III:
Damage: 60 (+30), Range: 14 (+4), Rate: 3.5 (+1.5), Stun: 0.5s (+0.5), Damage in 10s: 170 (+20), Cost: 425
LEVEL TOP-I:
This path costs 400 points
Damage: 75 (+45), Range: 15 (+5), Rate: 4.25 (+2.25), Stun: 2s (+2), Damage in 10s: 175 (+25), Cost: 500
LEVEL BOTTOM-I:
This path costs 500 points
Damage: 25 (-5), Range: 10 (+0), Rate: 1.25 (-0.75), Damage in 10s: 200 (+50), Cost: 850
LEVEL I
Damage: 30, Range: 10, Rate: 2, Damage in 10s: 150, Cost: 600
LEVEL II
Damage: 45 (+15), Range: 12 (+2), Rate: 2.75 (+0.75), Damage in 10s: 165 (+15), Cost: 750
LEVEL III:
Damage: 60 (+30), Range: 14 (+4), Rate: 3.5 (+1.5), Stun: 0.5s (+0.5), Damage in 10s: 170 (+20), Cost: 425
LEVEL TOP-I:
This path costs 400 points
Damage: 75 (+45), Range: 15 (+5), Rate: 4.25 (+2.25), Stun: 2s (+2), Damage in 10s: 175 (+25), Cost: 500
LEVEL BOTTOM-I:
This path costs 500 points
Damage: 25 (-5), Range: 10 (+0), Rate: 1.25 (-0.75), Damage in 10s: 200 (+50), Cost: 850
The Charge tower takes a while to charge up energy. When it's energy meter is full, it deals a massive amount of damage to a single ground troop that come within it's radius/is already in it's radius. It has the exact same structure just with different wool colors. The 4 blocks are red clay at the top of each are it's energy meter. From the bottom to the top, they will each become green for each fourth of the charge done.
The Charge tower doesn't need a mob in it's radius to charge, unlike the leach.
LEVEL I:
Damage: 125, Range: 19, Charge time: 10s, Cost: 750
LEVEL TOP-I:
Damage: 250 (+125), Range: 20 (+1), Charge time: 15s (+5), Cost: 900
LEVEL BOTTOM-I:
Damage:100 (-25), Range: 16 (-3), Charge time: 5s (-5), Cost: 1000
LEVEL TOP-II:
This path costs 700 points
Damage: 375 (+250), Range: 22 (+3), Charge time: 20s (+10), Cost: 1500
LEVEL BOTTOM-II:
This path costs 650 points
Damage: 75 (-50), Range: 15 (-4), Charge time: 2.5s (-7.5), Cost: 1250
LEVEL TOP-III:
Damage: 500 (+375), Range: 25 (+6), Charge time: 25s (+15), Cost: 2000
LEVEL BOTTOM-III:
Damage: 50 (-75), Range: 12 (-7), Charge time: 1.25s (-8.75), Cost: 1750
The Charge tower doesn't need a mob in it's radius to charge, unlike the leach.
LEVEL I:
Damage: 125, Range: 19, Charge time: 10s, Cost: 750
LEVEL TOP-I:
Damage: 250 (+125), Range: 20 (+1), Charge time: 15s (+5), Cost: 900
LEVEL BOTTOM-I:
Damage:100 (-25), Range: 16 (-3), Charge time: 5s (-5), Cost: 1000
LEVEL TOP-II:
This path costs 700 points
Damage: 375 (+250), Range: 22 (+3), Charge time: 20s (+10), Cost: 1500
LEVEL BOTTOM-II:
This path costs 650 points
Damage: 75 (-50), Range: 15 (-4), Charge time: 2.5s (-7.5), Cost: 1250
LEVEL TOP-III:
Damage: 500 (+375), Range: 25 (+6), Charge time: 25s (+15), Cost: 2000
LEVEL BOTTOM-III:
Damage: 50 (-75), Range: 12 (-7), Charge time: 1.25s (-8.75), Cost: 1750