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Sophie

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May 1, 2014
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Tower Defence is a game all about strategy, communication and most importantly knowledge. Knowledge is power, after all. I have for you all below, an assortment of organized tips and information regarding all towers that are purchasable in Tower Defence, so that you can all become the very best, like no one ever was.
Also thanks to Efcluke94 for adding a Tower Defence section to the forums, hop on over to his profile and follow him if you want to show your appreciation :)

Archer Tower
Cost:
70 points
Space: 3x3
Information: The Archer Tower is your ideal, go-to aerial defence. It's cheap, relatively small, and is one of the few towers that deal direct damage to aerial monsters, such as Endermites (Tic tac's), blazes and silverfish, whilst simultaneously providing archer support against the mobs that are on the ground. It can damage any enemy on the map with an exception to the Cave Spider, and is therefore far less opportunistic than say, the Artillery Tower. However, this seemingly overpowered jack-of-all-trades tower comes at a price; it fires relatively slowly, and does not deal very much damage. Additionally it is only capable of hitting one target at a time. Place them wisely, and spam them only when you need to.

Artillery Tower
Cost
: 100 points
Space: 3x3
Information: This tower is your ideal, go-to land defence. It's cheap, relatively small, and packs a punch to any land reinforcements that may be advancing on your position. It has an adequate range, and fires explosive rounds that will damage any enemy in a nearby radius. It should always be your go-to tower if you see a wave of land reinforcements advancing. Similarly to the Archer Tower however, the Artillery Tower has its weaknesses. Artillery Towers are incapable of hitting aerial targets, meaning that enemies such as silverfish or blazes are able to blissfully fly on by, free from harm. Make sure you're well alert of which towers your team are placing, for if you place too many Artillery Towers, you may expose your weakness to aerial assaults and be swarmed with blazes before you are able to construct an adequate aerial defence.

The best way to arrange Artillery Towers is to place an entire row of them adjacent to one another, to deal as much damage to crowds of enemies as possible whilst maintaining efficient spacing.

Poison Tower
Cost
: 800 points
Space: 3x3
Information: Poison Towers are honestly not very effective. It is unable to target cave spiders, ruling the Poison Tower out as a potential defence for the one monster in the game that is actually capable of posing a threat to you at any given time. Additionally, it does very little more than apply a passive flow of damage to monsters over a short period of time, which is exactly what the Mage Tower does, for a quarter of the price. This isn't to say that the Poison Tower has no use however, as the debuff that it does provide will stack with the fire debuff that Mage Towers provide, but with the cost of 800 points, you're far better off investing in a Zeus or Necromancer tower.

The best way to arrange Poison Towers is to place them far apart. Placing numerous Poison Towers in the same area is a mistake that many users will likely make early on, however by placing them together, you're wasting both space and money. This is because the Poison effect that they inflict on their targets will not stack, meaning that if the enemy is already poisoned, any further poisoning of the target will be ineffective.

Necromancer tower
Cost
: 1,500 points
Space: 5x5
Information: Do not under-estimate this tower simply because it's expensive. Trust me, what this tower does will justify every penny that you spent on it. Whenever a monster enters its vicinity, it will summon... JOHN CENA!... Yes, this tower summons John Cena to fight by your side, slamming his mighty fists into the skulls of his opposition with ease, crushing any enemy troops 50ft into the ground with his godly, indisputable might. If that wasn't scary enough, you can upgrade the tower twice, granting the almighty John Cena additional speed and damage.

Turret Tower
Cost
: 800 points
Space: 5x5
Information: A Turret Tower is essentially a fully-automatic Archer Tower. They may cost a lot and may consume a large amount of space, however they're by no means a poor purchase, given that they provide the best aerial defence of any other tower. If you feel as though your opponents may take an aerial approach on their assault, I would advise placing numerous Turret Towers in one spacious area, and apply a potion of slowness to said area in the event of an aerial assault, to allow for your Turret Towers to deal as much damage as possible.

Zeus Tower
Cost
: 1,000 points
Space: 3x3
Information: Zeus Towers are either the most useful towers in the game, or they are the least useful towers in the game. Zeus towers fire a powerful, relentless bolt of lightning down on their target's position, making them the ideal tower to use when dealing with Giants. However, given their purchase and upgrade costs, a Zeus Tower should only really be purchased if the opposition have summoned giants already, seeing as there are far more cost-efficient towers to use when dealing with say, pigmen. Sure it's a powerful tower, but it's very opportunistic and is often times unnecessary.

Sorcerer Tower
Cost
: 800 points
Space: 3x3
Information: I like to see the Sorcerer Tower as a variant to the Necromancer Tower. It will summon an entity (a farm animal, i.e. chicken, cow, mooshroom, pig, sheep) that will continuously attack any enemy in its vicinity. They aren't as powerful as the Necromancer Towers, however they're smaller in both size and cost, making them ideal to place on 3x3 paths that are too small for Necromancer placement.

It is valuable to note that if you are going to place a Sorcerer Tower, you should always be willing to fully upgrade it instantly. Each upgrade will add an additional farm animal summon upon activation, essentially tripling your damage output if fully upgraded.

Mage Tower
Cost
: 200 points
Space: 3x3
Information: The Mage Tower should be among one of your first priorities upon starting a game of Tower Defence. It is one of the only two towers that are capable of targeting the infamous cave spider enemies, and is the only tower that will actually damage them. It will damage all other enemies too, making it very beneficial under any situation, and it's very cheap too!

I would advise placing a Mage Tower at the enemy spawn point, allowing it to burn any enemy reinforcements early on and dealing significant damage to them before they can get anywhere near your castle.

Placing numerous Mage Towers in the same area is a mistake that many users will likely make early on, however by placing them together, you're wasting both space and money. This is because the Fire effect that they inflict on their targets will not stack, meaning that if the enemy is already on fire, any further burning of the target will be ineffective.

Ice Tower
Cost
: 80 points
Space: 3x3
Information: The Ice Tower is very hit-and-miss. Personally, I would advise placing only two of them; one at the enemy spawn, and one towards your castle. This way, you can slow down enemies as they are spawning, granting your team more time to react to the incoming invasion, as well as when they're approaching your castle, thus serving as an emergency 'stop-right-there' to allow your team to purchase potions before the enemies begin attacking your castle walls.

The reason you do not want much association with this tower throughout the game is because it's incredibly opportunity-reliant and ineffective. It doesn't slow down your targets enough for it to make a significant difference, nor does it provide an Area of Effect, meaning that it targets enemies individually. On the other hand, you can purchase a Slowness Potion for only 200 points, which will create an enormous region in which all enemies caught inside will be brought to a snail's pace.


I hope this list was informative :)
Sorry for any mistakes that are made, I'm very tired v.v I'll edit out any mistakes that I find in the morning
 

Ellie Williams

Forum Veteran
Jan 6, 2016
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University of Eastern Colorado
Maybe add images?
16ap32.jpg

Voici une image.
 

agent320

Dedicated Member
Jun 28, 2016
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Could you add information on quake and leach please. Ik Leach is good to deal with an army of strong mobs(When its fully charged it can oneshot even witches)
 
D

Deleted member 96982

Guest
btw if i get 1500 points i have all 5by5 towers
 

DarkEndDivinity

Well-Known Member
Jul 30, 2016
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I've heard once that mage power fire effect can stack, is this just a rumour or is it true? and if it is true, can poison or ice stack too? Just want to know to see if I can improve my defensive setup in any way.
 

Sophie

Forum Professional
May 1, 2014
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I've heard once that mage power fire effect can stack, is this just a rumour or is it true? and if it is true, can poison or ice stack too? Just want to know to see if I can improve my defensive setup in any way.
Nope, placing two of the same tower in close proximity has no benefit.
 

DarkEndDivinity

Well-Known Member
Jul 30, 2016
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Okay, thanks. Btw would it be a decent strategy if they were 5 towers away from each other? say ice > mage > poison > 5 artilleries with archers in back if space > repeat?
 

betty's oldies

Forum Expert
Okay, thanks. Btw would it be a decent strategy if they were 5 towers away from each other? say ice > mage > poison > 5 artilleries with archers in back if space > repeat?
Archers cannot shoot through towers, but TNT can. It's better to place archers in the front so that the arrows can fly toward their targets.

Placing mages with a 5 tower gap in between still has a lot of overlap. I'd say 9-10 tower gap is better to maximize the mage's afterburn (mages have a range of 15, or 5 3x3 tower spaces).

Placement depends on your team's playstyle. Rarely will you see teams place poison (maybe 1 or 2, but no more than that).

See ymbmg's thread about optimum placement: https://www.cubecraft.net/threads/y...al-ideas-tower-range-damage-and-stats.167588/
 
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