- Intro
- Notable new things
- Fixes
- General changes
- Armor changes
- Shop
- Gambling rework
- Towers (new/moved/removed)
- New tower abilities
- Basic tower changes
- Tech tower changes
- Special tower changes
- Chrono changes
- Chrono reward changes
- Quests
- Builder changes
- Tower Enhancement changes
- Wisp changes
- New achievements
- Achievement changes
- Damage Test
- Round balance
- Mode changes
- Endless mode
After more than 6 months of work, we’re excited to finally share this massive new version with you. This update adds much more depth, making you think carefully about your resources and the strategies you want to pursue.
A huge THANK YOU to everyone who’s been playing and contributing to make Pumpkin TD the best it can be! We were blown away by the number of responses to our player survey. Thanks to your anonymous feedback, we’ve made tons of changes and additions to the map. This update truly exists because of you.
The patch notes are long (in the best way), so use the tabs on the left to jump to what interests you most.
Thanks to the whole team:
- Dev team: Advy, ABlackDeath, KvickaN
- Support team: Ramtram, Baybaydoit (iAn), Nates
Additional credits:
- Patreon supporters
- HiveWorkshop (and all the creators there)
- Team808
Notable new things:
- Hall of Fame SEASON 6 will start after a short grace period, as there might be game-breaking bugs not yet known to us
- Rebalanced nearly all towers in the game
- 9 new towers (17 if you include Pile of Wood) (see: Towers)
- 4 removed towers
- New tower abilities, changed tower abilities, and more
- 18 new achievements (see: New achievements)
- 4 new base rounds for Easy, Hard, Master, Extreme, and Race modes
- New addition: Shop (see: Shop)
- Gambling rework (see: Gambling rework)
- All modes base scaling rework
- Armor rework (all abilities, buffs, etc. now take armor into account)
- Tower Enhancement rework
- All Ice towers (excluding Ice Box, Arrow Tower, and King’s Mage) now have an AoE slow
- 1 new Quest and changes to current Quests
- Quality of Life changes
- UI changes
- Bug fixes
Fixes
In total, there are roughly 65000 changes and additions to the game, both visible and under the hood functionality.
- “Fixed” – changed the Christmas Trees in the Tower Showcase area to be something else
- Fixed mode selection screen to be more visible, and it should now be visible to all players (only host can select a mode)
- Fixed mode scaling to be as intended
- Fixed DPS tags to work as intended for all towers and players
- Fixed, adjusted and changed all range check abilities
- Added a minimum speed to all units to avoid some unintended interactions slowing units by 100%
- Fixed an issue with max CR (lvl 20) allowing you to build T1 towers
- Fixed issues with gold/lumber box gaining unintended benefits when conditions were not met
- Fixed many regions within the map to suit the game flow better
- Fixed issues with abusing tower combining in multiplayer games
- Fixed issues where at the start of the game, others could do whatever before a mode has been selected
- Fixed remaining issues in multiplayer games
- Fixed minimap and assets to load faster at the start of the game
- Fixed autoload to now hopefully show the correct amount of DT damage saved on game startup
- Fixed some sounds to only play for the player instead of everyone, as intended
- Fixed boss music for all players to now play locally instead of everyone
- Fixed issues with Swap Position ability
- Fixed issues with Swap Position ability not showing in the tower showcase area
- Fixed issues with Swap Position ability placement
- Fixed issues with many items/abilities having too long cooldowns
- Fixed a few bugs with Tower upgrades using Wisps
- Fixed all Wisp abilities to be more responsive a.k.a. instant
- Fixed and adjusted 2500+ tooltips
- Fixed and changed 5000+ other things under the hood
- ..and a lot more
General changes
PSA for those that play on the wc3 Reforged client:
Note: Blizzard updated some graphics on their end, making certain things look better and use less resources when playing with Reforged graphics
2nd note: If there’s still lag during gameplay, mostly related to having an older PC, it’s recommended to play with Classic graphics
New Shop
More info regarding this addition: Shop
GAMBLING MODES:
- There are 4 items to buy; Stun Trap, Frost Nova, Pink Wisp, Gold Box
NO-GAMBLING MODES:
- There are 7 items to buy; Stun Trap, Frost Nova, Pink Wisp, Yellow Wisp, Random Aura, Pile of Wood (T1), Gold Box
- Updated UI elements
- Updated code related to general functionality and achievements
- Updated some in-game terrain
- Updated DPS tags to be slightly smaller for values under 10k
- Added a bunch of icons and sounds
- Added Zoom -/+ buttons on top of the UI
- Added a forced zoom-out at the start of the game (QoL)
- Added mode selection screen to be visible to all players (only host can select a mode)
- Added tower/endgame stats as a popup window, showing the amount of towers amongst other things (You can access this by clicking the STATS button in-game)
- Removed the old endgame stats after finishing DT
- Removed DIVINE tier from the showcase area for now (not available yet)
- Removed most info from Map Info (F9)
- Changed all Wings and Colors to be unclickable in-game, fixing some selection issues (Skin Showcase Area)
- Added a Lighthouse that now holds Titles/Wings/Colors info in-game (Skin Showcase area)
- Added a button to Cosmetic Pumpkin that takes you to the Skin Showcase area automatically when clicked
- Added Titles/Wings/Colors info to the Skin Showcase area (lighthouse)
- All Quest rewards now have a beam bag and they’re white in color to make them more visible
- Added info for Wisps and Chrono rewards next to Tower Showcase area
- Adjusted the Cosmetic Pumpkin placement and buttons slightly, with more info
- All bosses now give you 1 Yellow Wisp in addition to 1 Red Wisp (when killed)
- Reworked creep and boss scaling in ALL modes
- All creeps now have Pumpkin Armor, taking full damage as normal (only a text change)
- All bosses in every mode starting from round 24 now have Pumpkin BOSS Armor; taking 30% reduced damage from all towers (+ armor)
- “Pure” damage is also reduced by 30% (for bosses only)
- Endless Bonus Creep now has Pumpkin BOSS Armor, taking 30% reduced damage from all towers (+ armor)
- BOSS Armor will not be applied to Tank (Damage Test)
- Base Damage always takes armor into account when dealing damage
- Almost all abilities in the game now take armor into account when dealing damage
- Abilities that ignore armor will have a note in the tooltip, i.e. “Ignores Armor” or “Pure damage”
- Ignores Armor = the whole ability penetrates armor values
- Pure Damage = a specific portion of the ability penetrates armor values (doesn’t affect bosses)
- Bosses take reduced damage from “Pure Damage” | “Ignores Armor” however deals full damage to bosses
- All damage enhancements/bonuses now also take armor into account when dealing damage (Damage Enhancement, Damage Aura, Kyrestia, Smoke Box etc.)
- Removed most %HP passive's limitations of only dealing 2/3 of the damage to bosses (it's now full to both creeps and bosses) [except Elric & Omegamons]
- Added new spawn locations for ALL bonus units gained from gambling/other rewards, T1-8 units on the left side of your play area, wisps and misc. at the top
- no change to quest reward locations -- it is recommended to play with max zoom to see all the new spawn locations in real time
- Further adjusted a lot of timed messages and their durations (QoL)
- Changed “Miss!” to “?” when missing an attack, creates slightly less clutter on your screen in all modes
- Added new health bars
- Adjusted many hardcoded icons
- Adjusted hardcoded Damage/Armor/Debuffs and their tooltips: (= BOSS armor for bosses/endless bonus creep)




Armor changes
Armor changes are directly related to round balance: Round Balance
Each point of damage dealt now takes armor into account, from base damage, passive/active abilities, and buffs.
- All bosses starting from Round 24 now take 30% less damage from most sources, in addition to armor
- “Pure” damage deals full damage to all creeps and DT, excluding regular bosses
- “Ignores Armor” deals full damage to all creeps and bosses
- DT is considered as a “Creep” for “Pure” damage, unless stated otherwise i.e. “only deals ⅔ damage to bosses”
Armor explanation
Now, we need to understand what each point of Armor does for us. One point of Armor increases Damage Reduction by a semi-static amount, but what we want to look at here is Effective Hit Points (EHP). Regardless of Damage Reduction (DR) values, units will gain Effective Hit Points per point of armor.
So in the example below, for each point of Armor, the unit's EHP increases by 18%. Simply put: each point of armor increases survivability by 18%. EHP doesn’t mean added HP, it simply means it can take more damage, equal to a percentage over the HP value. Armor can be fully or partly negated by certain abilities and towers in the game.
- This is a huge revamp to armor scaling and how armor works in all modes.
- Armor reducing effects are VERY important now.
See the armor reduction table below:
Armor values: | Effective Hit Point values: | Example: |
---|---|---|
Armor | EHP | Creep |
1 armor = 15% DR | = 18% | has 1000 Hit Points = 1180 EHP |
2 armor = 26% DR | = 36% | has 1000 Hit Points = 1360 EHP |
3 armor = 35% DR | = 54% | has 1000 Hit Points = 1540 EHP |
4 armor = 42% DR | = 72% | has 1000 Hit Points = 1720 EHP |
5 armor = 47% DR | = 90% | has 1000 Hit Points = 1900 EHP |
6 armor = 52% DR | = 108% | has 1000 Hit Points = 2080 EHP |
7 armor = 56% DR | = 126% | has 1000 Hit Points = 2260 EHP |
8 armor = 59% DR | = 144% | has 1000 Hit Points = 2440 EHP |
9 armor = 62% DR | = 162% | has 1000 Hit Points = 2620 EHP |
10 armor = 64% DR | = 180% | has 1000 Hit Points = 2800 EHP |
..20 armor = 78% DR | ..= 360% | ..has 1000 Hit Points = 5600 EHP |
Example:
Tower damage: + Tower passive damage: | Unit has: | Unit has: | Output damage: | Unit is left with:
1000 + 1000 = 2000 total | 10 armor | 1000 HP | 720 | 280 HP
The same logic is applied to Bosses, but bosses have 30% additional damage reduction from almost all sources. If a boss has 10 armor = 180% EHP * 1.3 = 234% EHP. So if a boss has 10k HP and 10 Boss Armor = 33.4k EHP (as in how much damage you have to deal to kill it)
So: If a creep has 100,000 HP and 10 armor, you have to deal 280,000 damage to kill it, unless you have armor reducing effects in play. (+ any HP regen that might be present) > This obviously also applies to DT as in how much damage you can deal <
- Even a low tier tower like Lugia (T2) effectively increases a unit's damage taken by 18% for each unit the ability lands on!
Each point of armor increases EHP by 18%
Each point of negative armor decreases EHP by 6%
0 armor = full damage from all sources
Armor Reduction
ALL OF THESE STACK WITH EACH OTHER (apart from Destroyer and Van Hohenheim) (6 stacking effects)
- Lugia:
- Armor reduction = -1
- (doesn’t stack with Greater Lugia)
- Greater Lugia:
- Armor reduction = -4
- (doesn’t stack with Lugia)
- Destroyer:
- Armor reduction = -4
- (doesn’t stack with Van Hohenheim)
- Van Hohenheim:
- Armor reduction = -6 (multiattack)
- (doesn’t stack with Destroyer)
- Goblin Alchemist:
- Armor reduction = -4 (AoE)
- Elemental Lord:
- Armor reduction = -8
- Armor Reduction Aura:
- Armor reduction from:
- Level 1: -1.3
- Level 2: -2.6
- Level 3: -3.9
- Level 4: -5.2
- To:
- Level 1: -1.0
- Level 2: -2.0
- Level 3: -3.0
- Level 4: -4.0
- Armor reduction from:
- Orange Wisp:
- Armor reduction = -7 (AoE)
MAX armor reduction on a single target: (with all stacking effects in play)
With Van Hohenheim and Greater Lugia: -26 (additional temp. -7 with Orange Wisp)
For example DT has 15 armor
If targets armor = 0, ALL towers deal FULL damage to the target
If targets armor = negative values, i.e. -1 or -2, ALL towers deal additional BONUS damage to the target
For example DT has -armor
-1 = 6% increased damage from ALL sources
-2 = 11% increased damage from ALL sources
A very far fetched example:
If damage dealt would be 1b on DT with 10 armor = 360m
If damage dealt would be 1b on DT with 0 armor = 1b
If damage dealt would be 1b on DT with -2 armor = 1.11b
Now, it’s good to keep in mind that whatever damage dealt was present pre-2.1 is now different. For example armor didn’t matter whatsoever for DT in the past.
All Slowing Effects
(5 stacking effects)
- All ICE slows (slow -45%) [none of the ice slows stack with each other, but they refresh the duration]
- Slow Aura:
- Level 1: -5%
- Level 2: -10%
- Level 3: -15%
- Level 4: -20%
- Michelin Steak (slow -15%)
- Shadow Elemental (slow -10%)
- Moltres or Ragnaros (slow -7%) [these don’t stack with each other]
MAX slow with everything stacking on a single target = 97% (-97% from max movement speed)
Shop
- “Shop” spawns on the right side of each player’s play area
- New one-time use rewards to help early game or boost late game
- New Quality of Life improvement in no-gambling modes to dump your lumber into
- All items have a stock limit and will be removed from the shop when depleted (the stock does not replenish)
- Anything purchased from the shop spawn on top of the shop
Gambling mode:
Stun Trap: [Cost: 50g, stock = 5]
- Summons a bonus unit with an ability [Stun Trap]
- Target a location on the ground, stunning all enemies within range after a 1s delay
- AoE: 750
- Stun duration: 7s
Frost Nova: [Cost: 25g, stock = 2]
- Summons a bonus unit with an ability Frost Nova
- Target an enemy unit to slow it and all enemies within range
- Slow: 45%
- AoE: 1000
- Slow Duration: 30s
- (slow doesn’t stack with other Ice Slows)
Pink Wisp: [Cost: 25g + 1 lumber, stock = 2]
- Summons a Pink Wisp with an ability Cutie Damage
- On use, friendly towers within range temporarily gain Attack Damage
- Damage: +125 (to all towers)
- AoE around the Wisp: 750
- Duration: 30s
- Secondary ability: [Check Range]
Gold Box: [Cost: 125g + 10 lumber, stock = 2]
- Summons a bonus unit with an ability Build Gold Box (Tier 4)
No-Gambling mode:
Has all the same items as Gambling mode, but in addition:
Random Aura: [Cost: 40 lumber, stock = 10]
- When bought, grants +1 random aura
- Can only have a max level 4 of any aura
- (failsafe:) If at max auras, doesn’t do anything
Yellow Wisp: [Cost: 5 lumber, stock = 5]
- When bought, grants 1 Yellow Wisp
Pile of Wood T1: [Cost: 10 lumber, stock = 2]
- Summons a bonus unit with Pile of Wood T1 tower in it
Gambling Rework
NOTE: We understand that Gambling is one of the key and core elements of the game. However, it was slightly overtuned with super lucky RNG too early. The gambling changes should still feel rewarding, only slightly changing the meta from hitting too big too early to fishing for round appropriate towers and Gold Boxes, as an example.
Almost all gambling rewards now have a specific location they spawn in, making it easier to leave stuff where they spawn without having to move them around.
Made some gambling rewards to show the message only to the player instead of everyone, reducing clutter.
Adjusted Gold Gambling odds:
You can now only get certain towers after a round threshold: (gives you gold back if you would’ve hit it before the round)
- T6 Basic tower reward: Round 12+
- T7 Basic tower reward: Round 18+
- T8 Basic tower reward: Round 30+
There’s also a new skin “Warlock”, only obtainable after you have all other achievements completed.
Chance from Gold Gambling: ??? unknown
Gold Gambling now costs 25g, up from 15g
Lumber Gambling now costs 4l, up from 3l
Random Gambling Box now requires 10 busts, down from 15
Adjusted lumber gambling reward: Karax (1.25%)
- You now gain +250g if you already own it, up from +25g (as in if you hit it again)
Adjusted the probabilities as follows: (and added new rewards)


Gambling Box Changes
Gold Box (T4)
- Attack speed: from 4.0 to 3.6 (10% faster on paper)
Smoke Box (T4)
- These changes only apply to resources generated from Gold Box and Lumber Box
- Adjusted: Bonus resources generated from double to +1
- Adjusted: Bonus resource generation now requires you to have Smoke Box boosted by Spectrum Box
Lumber Box (T4)
- Attack speed from 15.0 to 20.0
- Increased projectile speed by 50% to avoid missing attacks if target dies before the attack lands
Towers
General tower changes:
PSA: All towers with Multihit/Splash/Target Ground, deal a lot more damage due to Tower Enhancement changes (see: Tower Enhancement changes)
- All towers and most tower abilities now take armor into account when dealing damage
- Increased all multihits projectile speed by 100%
- Fixed all %MAX HP tower passive’s to correctly take Damage Enhancements into account
- Removed most %MAX HP tower passive’s limitations of only doing i.e. “⅔ of the damage to bosses” (excluding T1 Lava Spawn and T4 Lord of Fire)
Removed towers:
- Removed T1 Soldier
- Removed T6 Ice
- Removed T6 Laser
- Removed T7 Korean Melon
Moved towers:
- Moved T9 Vintage Police Car to T7
Added towers:
- Added T1 Kabutops
- Added T1 Baby Chrono
- Added T2 Adolescent Chrono
- Added T2 Dame
- Added T3 King’s Mage
- Added T3 Greater Lugia
- Added T6 Elemental Lord
- Added T6 Earth Elemental
- Added T6 Ice Samurai
- Added T7 Dark Blade
- Added T9 Samurai Sensei
Adjusted “Downgrade” ability on Basic T2-T3 towers: (the ability doesn’t exist on Pikachu T3)
- Gold cost: from 50g to 15g
(The Downgrade ability was massively undervalued, and due to its high cost, it wasn’t used often even in version 2.0.. this change should make it far more useful for Achievements, Quests, Tech tower hunting etc.)
New towers
Pile of Wood (T1-T8)
A new gurumi-style tower that is meant to help with lumber-dumping. Can be obtained from Quest, Chrono Rewards, or Gold Gambling/Shop in no-gambling modes.
- The tower doesn’t do ANY damage and doesn’t upgrade itself automatically
- You can combine the tower with any other tower you wish, whenever
- Costs:
- T1 = from gold gambling or shop
- T2 = 2 lumber
- T3 = 5 lumber
- T4 = 7 lumber
- T5 = 10 lumber
- T6 = 15 lumber
- T7 = 20 lumber
- T8 = 25 lumber
- (total cost from T1 to T8 = 84 lumber)
NOTE: Baby Chrono or Adolescent chrono DO NOT have swap ability, but Chrono T3 does
Baby Chrono T1 [Special]
Gained from killing the first boss (Round 6)
- Base stats:
- Range: 550
- Attack speed: 1.0
- Damage: 40
- Ability: Automatically evolve into T2 Adolescent Chrono after killing the 2nd boss
- Note: you need to place Baby Chrono on your board before killing the 2nd boss, if you place it after, it won’t evolve
- Note: if you leak the boss or gamble with gold, it doesn’t evolve
Adolescent Chrono (T2) [Special]
- Base stats:
- Range: 575
- Attack speed: 0.75
- Damage: 90
- Ability: Automatically evolve into T3 Chrono after killing the 3rd boss
- Note: if you leak the boss or gamble with gold, it doesn’t evolve
Kabutops (T1) [Basic]
Replacing Soldier (T1)
- Base stats:
- Attack damage: 10
- Attack range: 600
- Attack speed: 0.5
- Passive ability: [Critical Slash]
- Has a 10% chance on attack to deal 5x damage, also deals +50 bonus pure damage on proc
- The crit cannot miss
Dame (T2) [Special]
Upgrades from Knight (T1)
- Cost: 10g, requires 2 Red Wisp, 2 Yellow Wisp (doesn’t consume them)
- Passive: [Protect the Queen!]
- Deals 150 bonus damage to bosses per hit
- Stats for upgrading:
- Range: 425 > 575
- Damage: 5 > 50
- Attack speed: 0.48 > 0.43
- Additionally:
- Attacks cannot miss
King’s Mage (T3) [Special]
Upgrades from Dame (T2). King’s Mage is a cheap and extremely powerful early-mid-late game tower, aimed at melting bosses, while also providing overall utility.
- Stats from evolution:
- Range: 575 > 650
- Damage: 50 > 100
- Attack speed: 0.43 > 0.4
- Passive Ability: [King’s Call] (has 4 functions)
- 1. Has a 15% chance on attack to cast a Firebolt at the target, dealing damage and stunning for the duration
- Damage: 300 (pure)
- Stun duration: 0.5s
- 2. Has a 10% chance on attack to summon an Icy Spectral that fights for you for its duration
- Icy Spectral stats:
- Damage: 50
- Range: 500
- Attack speed: 0.5
- Duration: 5s
- Passive: Each attack has a 33% chance to slow a single enemy for 0.75s (Ice Slow)
- 3. Additionally: Mage’s attacks deal 300 + 2% of MAX HP as additional damage to bosses only
- 4. Attacks cannot miss
- 1. Has a 15% chance on attack to cast a Firebolt at the target, dealing damage and stunning for the duration
Greater Lugia (T3) [Special]
Upgrades from Lugia (T2)
- Cost: 30g, requires 5 Red Wisp, 2 Yellow Wisp, 1 Blue Wisp (doesn’t consume them)
- Range: 600 > 650
- Attack damage: 45 > 100
- Attack speed: 0.9 > 0.6
- Active/Autocast ability: [Greater Fairy Blast]
- Cast range: 650
- Cooldown: 3s
- Duration: 15s
- Reduces the armor of an enemy by 4
- Stacks with other armor reducing effects
- Doesn’t stack with Lugia (T2)’s Fairy Blast
Earth Elemental (T6) [Basic]
- Base stats:
- Range: 800
- Attack damage: 500
- Attack speed: 0.5
- Passive: [Boulder]
- Each attack hurls a boulder, microstunning and damaging the enemy.
- *Deals 250 bonus pure damage per hit
- *Stun duration: 0.1s
- *Attacks cannot miss
Elemental Lord (T6) [Special]
This is a Special Quest 10 reward, see New Quests
- Base stats:
- Range: 750
- Attack damage: 1500
- Attack speed: 1.0
- Passive: [Elemental Mastery]
- Attacks reduce armor of the enemy.
- Armor reduction: -8
- Duration: 15s
- Stacks with:
- *Armor Reduction Aura
- *Lugia’s ability
- *Destroyer/Van Hohenheim ability
- *Goblin Alchemist’s ability
- *Orange Wisp
Dark Blade (T7) [Special]
Evolves from Twin Blade (T5) [Basic]
- Cost: 300g
- Has greatly increased damage at the cost of attack speed.
- Range: 750
- Attack damage: 20000 (highest in the game)
- Attack speed: 3.0
- Passive: [Darkblade]
- Darkblade: Attacks hit 2 enemies at the same time
This evolution offers a new target for Ditto (Twin Blade), and has some applications to rush higher Tiers cheaper. Also an insane combo with Akainu and/or Anduin mid-late game, if damage is what you need.
Both Samurai are melee-type high damage dealing towers
- Requiring good placement, and gaining more damage depending on different slows on the target
Ice Samurai (T6) [Basic]
- Base stats:
- Range: 350
- Attack damage: 650
- Attack speed: 0.2 (extremely fast)
- Active ability: [Swap]
- Can only be used once
- Passive: [Ice Blade]
- Attacks deal 650 bonus damage per hit if the target is affected by Ice Slow.
This passive can be boosted by Akainu’s Rage (When boosted by Akainu’s Rage, bonus damage dealt is +75%, i.e. +650 = +1337.5). Tower Enhancement, Kyrestia, Damage Aura etc. also boost this passive additively.
Samurai Sensei (T9) [Basic]
- Base stats:
- Range: 400
- Attack damage: 2500
- Attack speed: 0.1 (extremely fast)
- Active ability: [Swap]
- Can only be used once
- Passive: [Samurai Blade]
- Attacks deal bonus damage per hit depending on the amount of slowing effects on the target as follows: (Requires you to have Ice Slow as the base before other bonuses are applied) (After Ice Slow, other bonuses don’t matter regarding order, i.e. Ice Slow + Ragnaros Slow = 2 slow effects)
- Ice Slow (base)
- Slow Aura
- Michelin Steak Slow
- Shadow Elemental Slow
- Moltres or Ragnaros Slow (they don’t stack with each other)
- 1 slow effect: +1500 bonus damage
- 2 slow effects: +2500 bonus damage
- 3 slow effects: +3500 bonus damage
- 4 slow effects: +5000 bonus pure damage
- 5 slow effects: +7500 bonus pure damage
- Attacks deal bonus damage per hit depending on the amount of slowing effects on the target as follows: (Requires you to have Ice Slow as the base before other bonuses are applied) (After Ice Slow, other bonuses don’t matter regarding order, i.e. Ice Slow + Ragnaros Slow = 2 slow effects)
This passive can be boosted by Akainu’s Rage (When boosted by Akainu’s Rage, bonus damage dealt is +75%, i.e. +2500 = +4375 or +5000 = +8750). Tower Enhancement, Kyrestia, Damage Aura etc. also boost this passive additively.
New tower abilities
Most of these are duplicate to their original location in the notes, but clarifying all new abilities here for reference
Arrow Tower (T1)
- Added a new passive:
- Has a 33% chance on attack to slow the target for 0.75s (counts as Ice Slow)
Knight (T1)
- Added Dame evolution ability:
- Cost: 10g, requires 1 Red Wisp, 1 Yellow Wisp (doesn’t consume the Wisps)
- Added a new passive:
- Attacks deal 75 bonus damage to bosses
- Added a new passive:
- Attacks miss 50% less
Dame (T2)
- King’s Mage evolution ability:
- Cost: 5 lumber, requires 2 Red Wisp, 2 Yellow Wisp (doesn’t consume the Wisps)
- Added a new passive:
- Attacks deal 150 bonus damage to bosses
- Added a new passive:
- Attacks cannot miss
King’s Mage (T3)
- Passive Ability: [King’s Call] (has 4 functions)
- 1. Has a 15% chance on attack to cast a Firebolt at the target, dealing damage and stunning for the duration
- Damage: 300 (pure)
- Stun duration: 0.5s
- 2. Has a 10% chance on attack to summon an Icy Spectral that fights for you for its duration
- Icy Spectral stats:
- Damage: 50
- Range: 500
- Attack speed: 0.5
- Duration: 5s
- Passive: Attacks have a 33% chance to slow a single enemy for 0.75s (Ice Slow)
- 3. Additionally: Mage’s attacks deal 300 + 2% of MAX HP as additional damage to bosses only
- 4. Attacks cannot miss
- 1. Has a 15% chance on attack to cast a Firebolt at the target, dealing damage and stunning for the duration
Greater Lugia (T3)
- Active/Autocast ability: [Greater Fairy Blast]
- Cast range: 650
- Cooldown: 3s
- Duration: 15s
- Reduces the armor of an enemy by 4
Tesla Tower (T5) (Magic Tower)
- Added new passive:
- Attacks have a 25% chance to overflow lightning, instantly shocking the enemy for 900 additional damage and stunning it for 0.5s
- *Ignores Armor
Stitches (T5) (all changes can be seen in Tech Towers)
- New passive: [Putrid Stitches]
- All enemy units passing Stitches automatically gain a debuff, dealing pure damage over time
- DPS: 125
- AoE: 500
- Duration: 6s
- *Enemies cannot die from this passive
(This passive is low-key insane early-mid game if Stitches has good placement)
Mountain Giant (T5) (all changes can be seen in Tech Towers)
- New passive: [Multishot]
- Each attack hits 3 enemies at the same time
- (multihits deal pure damage)
Goblin Tinker (T5) (all changes can be seen in Tech Towers)
- New Active ability: [Goblin Transmute]
- Kills a target enemy unit instantly, transforming it into resources!
- Gold gained: +50
- Lumber gained: +5
- Cast range: 650
- Cooldown: 4 minutes
- (Cannot target bosses or bonus creeps)
- In addition, autoattacks have a splash of 250
Goblin Alchemist (T6) (all changes can be seen in Tech Towers)
- New Passive ability: [Unstable Concoction]
- Attacks have a chance to cast Alchemist Bomb on the target, dealing damage and reducing armor of the enemies affected. (stacks with all other armor reducing effects)
- Alchemist Bomb chance: 15%
- Main target DPS: 200 (pure)
- Other than main target DPS: 150 (pure)
- AoE: 600 (around the target hit)
- Armor reduction: -4 (to all units affected)
- Duration: 15s
- Additionally: (separate chance)
- *Attacks have a 25% chance to deal 5x damage
- *Deals +250 bonus Pure damage on proc
- Critical hits can't miss
Saitama (T7)
- New passive ability: [Unparallel Strength]
- Deals 3000 bonus damage per hit to stunned enemies
- *Ignores Armor
Dark Blade (T7)
- Passive: [Darkblade]
- Attacks 2 enemies at the same time
Basic tower changes
Soldier (T1)
- Removed from the game
Kabutops (T1)
- Replacing Soldier (T1)
- Base stats:
- Attack damage: 10
- Attack range: 600
- Attack speed: 0.5
- Passive ability: [Critical Slash]
- Has a 10% chance on attack to deal 5x damage, also deals +50 bonus pure damage on proc
- The crit cannot miss
Knight (T1)
- Attack damage: from 11 to 8
- New passive: [Protect the King!]
- Deals 75 bonus damage to bosses per hit
- New passive:
- Attacks miss 50% less
- New active ability: [Dame Evolution]
- Cost: 10g
- Requires: 1 Red Wisp, 1 Yellow Wisp (doesn’t consume them)
- Evolves your Knight into Dame (Tier 2)
- See: New towers
Lava Spawn (T1)
- Attack speed: from 0.8 to 0.75
- Passive: [Lava Spit]
- Fixed %damage buffs to be taken into account when dealing damage
Troll Head Hunter (T1)
- Range: from 550 to 525
- Attack damage: from 5 to 10
- Passive: [Multishot]
- Now hits max 5 enemies instead of all
Arrow Tower (T1)
- Attack damage: from 12 to 15
- Attack speed: from 1.0 to 0.95
- Added a new passive:
- Has a 33% chance on attack to slow the target for 0.75s (counts as Ice Slow)
Gimbap (T1)
- Damage from 35 to 40
Salamander (T2)
- Attack speed: from 1.2 to 1.1
Grunt (T2)
- Attack damage: from 30 to 35
Electrified Hermit (T2)
- Attack range: from 500 to 550
- Attack damage: from 15 to 20
- Has multihit: attacks all targets within range
Cheese Ramen (T2)
- Damage from 35 to 40
Ueki (T2)
- Attack speed from 1.5 to 1.4
- Passive ability: [Woodwork]
- Lumber generated from 1 to 2
Lugia (T2)
- Range from 500 to 600
- Damage from 50 to 45
- Autocast ability: [Fairy Blast]
- Armor reduction from 2 to 1
- Range from 500 to 600
- Cooldown from 5 to 2
- Duration from 25s to 15s
- New ability: Greater Lugia Evolution (T3)
- Cost: 30g, requires 5 Red Wisp, 2 Yellow Wisp, 1 Blue Wisp (doesn’t consume the Wisps)
- Boosted stats + ability Greater Fairy Blast
- See: New Towers
Icy Elemental (T2)
- Range: from 600 to 500
- Attack damage: from 10 to 25
- Attack speed: from 1.0 to 1.35
- New: Now deals slowing Splash damage in 150 AoE (Ice Slow)
Lightning Overlord (T3)
- Fixed the passive to deal correct amount of damage
- Akainu’s Rage ability now increases the damage for this passive
Lillymon (T3)
- Passive: [One with Ice]
- Damage to slowed targets: from 100 to 150 (ignores armor)
Articuno (T3)
- Passive: [Frost Prison]
- *Now deals pure damage
Lord of Fire (T4)
- Attack speed: from 0.9 to 0.8
- Passive: [Lava Strikes]
- Fixed %damage buffs to be taken into account when dealing damage
Luffy (T4)
- Attack speed from 0.85 to 0.7
- Added passive: [Two Piece]
- *Deals 1250 bonus damage to stunned enemies
- *Ignores armor
Dumpling Noodle Soup (T4)
- Fixed multihit to deal the correct amount of damage
- Damage from 45 to 55
- Attack speed from 0.8 to 0.7
Aokiji (T4)
- New: Now deals slowing Splash damage in 300 AoE (Ice Slow)
Akainu (T4)
- Removed Mana and Mana cost from abilities
- Fixed Akainu’s Rage ability manual and autocast range to have correct values
- Removed casting time from the ability
- Cooldown is now 10 seconds (up from 5s)
- Ability duration is now 120s, down from 180s
- Changed Akainu’s auto/manual cast range to both be 800
- Increased Akainu’s Rage ability base attack damage increase from 60% to 75%
Akainu’s Rage ability now increases a few selected passive abilities damage: (in addition to base attack boost)
- Hedgehog (T1)
- Lightning Overlord (T3)
- Lightning God (T7)
- Ice Samurai (T6)
- Samurai Master (T9)
Mewtwo (T4)
- Passive: [Psychic Pulse]
- *Ignores armor
Inuyasha (T4)
- Removed Mana and Mana cost from abilities
- Active ability: [Wind Scar]
- Cooldown from 3s to 15s
- *Ignores armor
- Active ability: [Backlash Wave]
- Max %HP damage from 8% to 15%
- Initial damage from 500 to 1500
- Cooldown from 3s to 45s
- *Ignores armor
Zapdos (T4)
- Passive: [Electric Shock]
- *Deals pure damage
Twin Blade (T5)
- Attack speed: from 0.72 to 0.6
- Attack damage: from 300 to 350
- Has multihit: 2 targets
Magic Tower (T5)
- Renamed to Tesla Tower
- Range: from 1400 to 1250
- Attack damage: from 500 to 900
- Attack speed: from 1.1 to 2.0 (it's actually been 2.0 all along, just clarifying this)
- Added new passive:
- Attacks have a 25% chance to overflow lightning, instantly shocking the enemy for 900 additional damage and stunning it for 0.5s
- *Ignores Armor
Hydralisk (T5)
- Attack speed: from 0.6 to 0.5
- Added new passive: [Poison Fangs]
- Each attack poisons the enemy, dealing damage over time.
- DPS: 350
- Duration: 8s
- Doesn't stack with itself
Grim Reaper Myers (T5)
- Ability cooldown from 1s to 4s
- Removed manacost
Windston (T5)
- Passive: [Tornado Attack]
- *Ignores armor
Moltres (T5)
Good to keep in mind: Moltres Burning Breath DOES NOT stack with Ragnaros Burn
- Passive: [Burning Breath]
- DPS from 120 to 200 (now deals Pure damage)
- Burning Breath now also applies a 7% slow, stacking with other slowing effects (doesn't stack with Ragnaros)
- Passive: [Overheat]
- DPS from 50 to 150 (now deals Pure damage)
- Radius around the tower increased from 650 to 700
Don Quixote (T6)
- Attack damage: from 2500 to 3500
- Attack range: from 700 to 850
Whitebeard (T6)
- Attack damage: from 510 to 650
- Attack range: from 500 to 575
- Added an icon for the passive
Alphamon (T6)
- Attack damage: from 650 to 750
- Crit passive: from 3x to 4x damage
Lunch (T6)
- Attack speed: from 1.3 to 1.15
Lion Ship (T7)
- Added a tooltip stating it has a splash attack
Van Hohenheim (T7)
- Attack range: from 600 to 900
- Multishot range: from 600 to 900
- Adjusted passive: see Fullmetal trio
Vintage Police Car (T7)
- Moved from T9 to T7
- Increased projectile speed by 100% to counter clipping with its passive
- Adjusted attack damage from 5000 to 600
- Attack speed from 0.8 to 1.0
- Adjusted passive [Police Rockets]: (doesn’t work after Sudden Death - no change, just making it clear)
- Damage per rocket from 5000 to 500
- Max damage from 50000 to 5000
- Attacks required for the passive to launch: 20, up from 15
- Effect duration: 2.5s (0.25s per rocket)
- AoE: 600
- Stun duration to 0.75s, from 2.5s
- *Deals pure damage
- *Stun duration refreshes with each rocket, up to 10 times.
- Additionally:
- *Attacks have a splash of 600
- *Attacks miss 50% less
Michelin Steak (T7)
- Attack damage from 1100 to 700
- Attack range from 600 to 1000
- Added ability: [Check Range]
- Checks range of 1000 around the tower
- Active/Autocast Ability: [Slow Digestion]
- Removed mana cost
- Slow duration from 12s to 15s
- Ability cooldown from 3s to 2.5s
- Slow amount is -15% per target
- Autocast should now properly fetch units that don’t already have the slow from 1000 range, up from 500
- Autocast however requires windup (delay) of 1.6s total to register that enemies are in autocast range (blizzard things)
- (you can now have max 5 units slowed at the same time by one Michelin Steak, priority for the slow is any unit that doesn't have the debuff)
- Additionally: Michelin Steak attacks now have a splash of 350
Aldoran (T7)
- Attack damage: from 735 to 1000
- Attack speed: from 0.75 to 0.65
- Passive ability: [Stun]
- Now deals +4000 bonus damage on proc in addition to 40% chance to stun an enemy for 0.4s
- *Deals Pure damage
- *The stun proc can’t miss
Saitama (T7)
- Attack speed from 0.7 to 0.6
- New passive ability: [Unparallel Strength]
- Deals 3000 bonus damage per hit to stunned enemies
- *Ignores Armor
Solt (T7)
- Removed the limitation of only doing ⅔ %MAX HP damage to bosses
- > Fixed %damage buffs to be taken into account when dealing damage
Lightning God (T7)
- Attack damage: from 750 to 1050
- Fixed the passive to do correct amount of damage
- Akainu’s Rage ability now increases the damage for this passive
Ice Golem (T8)
Moving some raw power to its’ Freeze! ability, making it more useful for its’ purpose
- Attack damage: from 2000 to 650
- Attack speed from 0.8 to 1.25
- Additionally: attacks have a splash of 400
- Active ability: [Freeze!]
- Note: Freeze! Ability goes through the Sudden Death timer
- Freeze! duration: from 3.0s to 3.5s
- Max. amount of charges from 15 to 25
- Increasing max. effective stun duration from 45s to 87.5s total (per Golem)
Zeppelin (T8)
- Added a tooltip stating it has a splash attack
Flandre Scarlet (T8)
- Passive: [Execution]
- *Deals Pure damage
Freddy (T8)
- Attack speed: from 0.9 to 0.7
- Passive: [Bombarding Claws]
- *Ignores armor
Kimchi Stew (T8)
- Attack damage: from 900 to 1000
- Adjusted 1st ability (crit) from 20% chance to deal 12x damage to 10% chance to deal 95x damage
- New: The critical hit can’t miss
- Adjusted 2nd ability (stun) from 20% chance to stun for 0.6s to 15% chance to stun for 0.65s
- New: The stun hit can’t miss
Nerubian Tower (T8)
- Range: from 950 to 850
- Demonic Tower Upgrade ability:
- Wisp requirement: 3x Red Wisp, 5x Yellow Wisp, 1x Blue Wisp (from 2x, 2x, 0x respectively)
- Cost: from 500g to 700g
Broly (T8)
Intro: Broly’s power comes from manually casting his first ability while having the passives unlocked. The less mana Broly has the more powerful he becomes.
Changes:
- Mana regen from 1.0 to 0.3 (per second)
- Initial mana from 25 to 30
- Added a note to skill activation tooltips that Seconds also increases the damage for Eraser Cannon and Hit Hard
- Active ability: [Eraser Cannon]
- Cast range: from 1100 to 1250
- Mana cost: from 20 to 25
- Cooldown: from 3s to none
- Pulse count: from 10 to 15
- Damage per pulse: from 1000 to 1500
- Damage per pulse if you have: [Seconds] from 1500 to 2250
- *Ignores armor
- Passive ability: [Seconds]
- Attack damage increase: from 500 to 750
- Attack speed increase: from 35% to 45%
- Seconds now also adds %max HP damage to [Hit Hard]
- Passive ability: [Hit Hard]
- Attacks have a chance to proc bonus damage based on current mana from 30% to 35%
- If you have more than: 50% mana = +1250 damage on proc
- If you have less than: 50% mana = +2500 damage on proc
- If you have [Seconds] passive unlocked;
- More than 50% mana = +2500 + 2% of the creeps MAX hp on proc
- Less than 50% mana = +3750 + 10% of the creeps MAX hp on proc
- *Ignores armor
Baby Ragnaros (T9)
- Passive: [Baby Rage]
- Removed the limitation of only doing half %MAX HP damage to bosses
- Fixed %damage buffs to be taken into account when dealing damage
- Nerfed %MAX HP damage from 15% to 12%
Deathwing (T9)
- Adjusted attack damage from 500 to 1000
- Adjusted attack range from 1100 to 800
- Adjusted attack speed from 1.1 to 0.8
- New: Attacks miss 25% less
Wandering Ghost (T9)
- Passive: [Wandering Horde]
- Final capped damage at Round 100 from 25000 to 45000
- No changes to other increments
- This is mostly to help Wandering Ghost be more useful for late Endless rounds
- New: Ignores armor
- New: Attacks miss 50% less
Shadow Elemental (T9)
- Adjusted passive: [Shadow Strike]
- Chance to proc is now 35%, from 30%
- Duration from 3s to 7s
- Initial damage is now pure
- Tick base damage is now pure
- Bonus max HP damage per tick from 17% to 10%
- Tick damage is dealt per second, so old 3s = 51% total max HP damage
- New 7s = 70% total max HP damage
Shaman (T9)
- Range: from 1000 to 975
- Attack speed: from 0.6 to 0.55
- Bash Totem’s proc now deals pure damage
- New: Attacks miss 25% less
Avatar of Khaine (T9)
- Range: from 1000 to 975
- Passive: [Sword of Khaine]
- Now takes armor into account when dealing damage to Bosses
- Now deals Pure damage when dealing damage to Creeps
Kyrestia (T9)
- Range from 1200 to 800 (it's now the same as her buff range)
- Attack damage: from 600 to 1500
- Attack speed: from 1.0 to 1.5
- Active/Autocast ability: [Light’s Blessing]
- Cooldown: from 15s to 10s
- Duration: from 50s to 55s
Fullmetal trio
Fullmetal trio combo tower change: The trio should now feel a lot better throughout the game. Alphonse effectively permastuns most rounds if you have enough of them (one or two not enough to do that though). Edward Elric is really good for clearing rounds, both in Endless and other modes. Van Hohenheim reduces armor of almost all units in the round if it has good positioning.
T5 Alphonse Elric:
- Range: 600
- Attack damage: from 150 to 175
- Attack speed: from 0.75 to 0.85
- Adjusted multihits per Enhancement level (per combo tower)
- From a static 4 to:
- No combo: 3 targets
- 1 Combo piece: 4 targets
- 2 Combo pieces: 5 targets
- Passive can now stun with each multihit, but the chance is separate for each hit landed
- *The stun proc cannot miss
- Chance to stun from 45% to 40%
- Stun duration from 0.4 to 0.6
- Attack speed combo increase from 40% to 45%
So…
- Having T6 Edward Elric within 500 range unlocks:
- 40% chance to stun any target hit for 0.6s
- Attacks 4 enemies at the same time
- Having T7 Van Hohenheim within 500 range unlocks:
- +45% attack speed
- Attacks 4 enemies at the same time
- Having both within 500 range unlocks:
- All bonuses mentioned above
- Attacks 5 enemies at the same time
T6 Edward Elric:
- Range: from 600 to 650
- Attack damage: from 260 to 325
- Attack speed: from 0.9 to 0.75
- Fully Enhanced Passive now deals 6% current health damage to bosses (up from 4.5%)
So…
- Having T5 Alphonse Elric within 500 range unlocks:
- Deals 6% of the targets current health as additional damage to all enemies hit (3% vs bosses)
- Having T7 Van Hohenheim within 500 range unlocks:
- Deals 6% of the targets current health as additional damage to all enemies hit (3% vs bosses)
- Having both within 500 range unlocks:
- Deals 9% of the targets current health as additional damage to all enemies hit (6% vs bosses)
T7 Van Hohenheim:
- Range: from 700 to 800
- Adjusted multihits per Enhancement level (per combo tower)
- From a static 4 to:
- No combo: 3 targets
- 1 Combo piece: 4 targets
- 2 Combo pieces: 5 targets
- Passive now reduces armor of all enemies it hits
- Armor reduction from 4 to 6
- (Still doesn’t stack with T4 Destroyer)
So…
- Having T5 Alphonse Elric within 500 range unlocks:
- Attacks 4 enemies at the same time
- +30% attack speed
- Having T6 Edward Elric within 500 range unlocks:
- Attacks 4 enemies at the same time
- Reduces the armor of each enemy hit by 6
- (lasts for 10s, doesn’t stack with Destroyer)
- Having both within 500 range unlocks:
- All bonuses mentioned above
- Attacks 5 enemies at the same time
Tech tower changes
Ghoul (T1)
- Attack damage: from 10 to 15
Archer (T1)
- Attack speed: from 0.95 to 0.55
- Has multihit: 3
Stuffed Goblin (T1)
- Attack damage: from 20 to 24
Agumon (T1)
- Attack damage: from 11 to 15
Gabumon (T1)
- Attack damage: from 10 to 15
Yrel (T1)
- Attack damage: from 20 to 25
Yrel - Mad Jester (T1)
- Attack damage: from 30 to 35
- Attack speed: from 1.0 to 0.95
Goblin Sapper (T2)
- Attack damage from 22 to 35
- Passive: [Self Destruct]
- *Now deals pure damage
Garurumon (T2)
- Attack speed: from 0.11 to 0.35
- Attack damage from 6 to 25
Nazeebo - Harlequin (T2)
- Passive: [Bombafrogs]
- *Now deals pure damage
Huntress (T2)
- Passive: [Shadow Glaives]
- Attacks now bounce up to 3 additional enemies, up from 2
Ballista (T3)
- Passive: [Heavy Bolt]
- *Now deals pure damage
Valla - Mecha (T3)
- Passive: [Mechastorm]
- *Now deals pure damage
Goblin Shredder (T3)
- Attack damage from 110 to 125
MetalGreymon (T3)
- New: Added a tooltip with an icon to clarify it has a splash attack
Destroyer (T4)
- Range: from 500 to 750
- Attack speed: from 1.5 to 1.25
Goblin Zeppelin (T4)
- Attack damage: from 165 to 200
- Attack speed: from 1.0 to 1.25
- Added: Attacks now deal splash damage in 400 AoE
MetalGarurumon (T4)
- New: Now deals slowing splash damage in 300 AoE
Dehaka (T4)
- Re-added ability: [Dehaka Mecha Evolution]
- It was removed in v2.0+, now re-adding the functionality
- Cost: from 75g to 350g
Dehaka - Mecha (T4)
- Ability: [Inner Madness]
- Max damage: 150k
- Range: from 600 to 625 (around the tower)
Stitches (T5)
- Attack speed from 0.9 to 0.8
- Passive: [Stitches Smash!]
- *Now deals pure damage
- New passive: [Putrid Stitches]
- All enemy units passing Stitches automatically gain a debuff, dealing pure damage over time
- DPS: 125
- AoE: 500
- Duration: 6s
- *Enemies cannot die from this passive
Mountain Giant (T5)
- Range: from 600 to 700
- Attack speed: from 1.1 to 1.2
- Attack damage: from 600 to 750
- Added passive: [Multishot]
- Each attack hits 3 enemies at the same time
- (multihits deal pure damage)
Goblin Tinker (T5)
- Attack damage: from 200 to 225
- Attack speed: from 0.7 to 0.9
- New: Active ability: [Goblin Transmute]
- Kills the targeted enemy unit instantly, transforming it into resources!
- Gold gained: +50
- Lumber gained: +5
- Cast range: 650
- Cooldown: 4 minutes
- Can’t target bosses or bonus creeps (endless)
- Additionally: Attacks have a splash of 250
- Goblin Tinker now also has mana to have a visual indicator for when your ability is ready to be cast again
Anduin (T5)
- Active ability: [Anduin - Sci-Fi Vigilante upgrade]
- Cost from 100g to 150g
- Max. amount of Sci-Fi Vigilantes upgraded via the ability is now 2, down from 5
- (You can still get more than 2 alt Anduins when naturally evolving from Dehaka)
Anduin - Sci-fi Vigilante (T5)
- Max mana from 30 to 25
- Initial mana from 30 to 25
- Active ability: [Lightbomb]
- Cooldown: from 30s to 25s
- Mana cost: from 30 to 25
- Damage dealt by the blast from 25% of target’s base damage to 50%
- (multiplied by number of enemies hit)
- *Now takes armor into account when dealing damage
Ivysaur (T5)
- Passive: [Petal Dance]
- *Now deals pure damage
Goblin Alchemist (T6)
- Attack damage: from 370 to 450
- New: Passive ability: [Unstable Concoction]
- Attacks have a chance to cast Alchemist Bomb on the target, dealing damage and reducing armor of the enemies affected.
- Chance on hit: 15%
- Main target DPS: 200
- Other targets hit DPS: 150
- AoE: 600
- Armor reduction: -4 (to all units affected)
- Duration: 15s
- Additionally:
- Attacks have a 25% chance to deal 5x damage
- Deals +250 bonus pure damage on proc
- This proc also cannot miss
Icy Dragon (T6)
- Passive: [Ice Attack]
- Splash (AoE) from 350 to 700
- *Slows all enemies hit by 45% for 3s
Poisonous Chimaera (T6)
- Passive: [Poisonous Spit]
- Damage from 650 to 800 pure damage
- Splash (AoE) from 350 to 600
Orphea - Mobster (T6)
- Attack speed: from 0.6 to 0.5
- Passive: [Overflowing Chaos] (max stacks = 10)
- Increased base damage per stack from 25% to 50% (max 500% = 2.5k bonus base damage)
- Increased max HP damage per stack from 0.08% to 0.09% (max 9%)
- As long as it’s hitting the same target, stacks don’t reset
- Good to keep in mind: This ability ignores all armor
Arthas (T7)
- Attack damage: from 1600 to 2000
- Attack speed: from 2.0 to 1.6
- Fixed his AoE slow to work as intended
- AoE slow is now 1000, up from 350
Mini-Gatling Goblin (T7)
- Attack damage: from 250 to 300
Li-Ming (T7)
- Passive: [Disintegrate]
- *Ignores armor
Li-Ming Volleyball (T7)
- Passive: [Disintegrate]
- *Ignores armor
Venusaur (T7)
- Passive: [Petal Blizzard]
- *Multihits deal 2% of the targets MAX HP (now works properly)
Blastoise (T7)
- Passive: [Hydro Pump]
- Range: from 700 to 600 (it’s now in line with its’ attack range)
- Chance to proc on attack from 30% to 25%
- Adjusted stun duration from 2.5s to 1.0s
- Adjusted stun proc bonus damage from 12.5k to 9k
- *Now deals pure damage
Charizard (T7)
- Passive: [Flamethrower]
- *Now deals pure damage
Adjusted T9 Mega-Venusaur
- Attack speed: from 0.9 to 0.75
- Passive: [Mega-Petals]
- Initial damage per damage interval from 20k to 10k
- New: Initial damage now deals pure damage
- Bonus %max HP damage from 15% to 10%
- New: Attacks miss 50% less
- New: Now also deals 25000 bonus damage per hit if the target is Tank (DT)
Mega-Blastoise (T9)
- Attack speed: from 0.9 to 0.8
- Passive: [Water Multi-Pulse]
- New: Bouncing hits can now trigger [Mega-Pump]
- Passive: [Mega-Pump]
- Chance to proc on attack hit from 17% to 7%
- Bonus damage per damage interval from 30k to 10k
- Adjusted passive bonus damage from 17% max HP to 12% max HP
- New: Attacks miss 50% less
- New: Now also deals 5000 bonus damage per hit if the target is Tank (DT)
Mega-Charizard-Y (T9)
- Attack speed: from 0.9 to 0.8
- Passive: [Dragon Flame]
- Bonus DPS from 50k to 15k
- %HP DPS from 12% to 11%
- Cone width from 400 to 550
- Additionally:
- If the target is Tank (-DT), deal 12500 bonus damage per hit
- New: Attacks miss 50% less
Mega-Charizard-X (T9)
- Attack speed: from 0.65 to 0.6
- Passive: [Dragon FrostFire]
- Chance to proc on attack from 15% to 20%
- %max HP damage on proc from 65% to 75%
- Additionally:
- If the target is Tank (-DT), deal 5000 bonus damage per hit
Lich King (T9)
- Range: from 1100 to 950
- Passive: [Execute]
- Chance to instantly kill any creep from 12% to 5%
- If the target is a boss, deal 45% of the targets max HP as damage instead, up from 20%
- New: Attacks cannot miss
- Passive: [Frostmourne Hungers]
- Chance to summon from 12% to 10%
- New: Both summons now deal 1% of the target's current HP as bonus damage per hit
- (both summons have: attacks cannot miss)
Mega Gatling Goblin (T9)
- Attack range: from 700 to 775
- Attack speed: from 0.04 to 0.03
- New: Now also deals 500 bonus damage per hit if the target is Tank (DT)
- New: Attacks miss 50% less
D.Va - Cat Dress: (T9)
- Attack damage: from 2000 to 2500
- (works with passive’s increments)
D.Va - Mech Suit (T9)
- Attack damage: from 2000 to 3000
- (works with passive’s increments)
- Attack range: from 775 to 800
- Attack Speed: from 0.35 to 0.3
- Adjusted passive: chance to deal 2x damage from 10% to 15%
- New: Attacks miss 50% less
Omegamon
T5, T6, and T7
- Can no longer be targeted by Green Wisp
- (just a bugfix for now, due to how the towers work it doesn’t do anything)
Omegamon (T5)
- Attack speed: from 1.0 to 0.9
- Ability: [Omegamon - Zwart Evolution]
- Now also requires you to have a Blue Wisp (doesn’t consume it)
Omegamon - Zwart (T6)
- Attack speed: from 1.0 to 0.8
- Ability: [Omegamon - Merciful Evolution]
- Now also requires you to have a Black Wisp (doesn’t consume it)
Omegamon - Merciful (T7)
- Attack speed: from 1.0 to 0.7
Special tower changes
Hedgehog (T1)
- Removed Swap Position ability
- Fixed Hedgehog to deal the correct amount of damage
- Passive: [Endless Circle]
- New: *Deals additional damage equal to 2.5% of the target’s max HP
- New: *Attacks cannot miss
- New: *Ignores Endless Bonus Creep’s debuffs
- This passive can be boosted by Akainu’s Rage (When boosted by Akainu’s Rage, bonus damage dealt is +75%, i.e. 1000 damage = 1750)
- Tower Enhancement, Kyrestia, Damage Aura etc. also boost this passive additively
Iron Man (T1)
- New: Attacks deal 1% of the target’s max HP as additional damage
Light Yagami (T2)
- Attack damage: from 1000 to 2000
- Attack speed: from 1.0 to 0.8
- Passive: [Execution]
- *5000 damage proc from the passive now deals Pure damage
- Autoattacks and passive trigger now deal an additional 4% of the targets MAX hp as additional damage, up from 3%
- *Attacks cannot miss
- When selecting Light Yagami as your quest reward, you now also gain a free Green Wisp (see Quest Changes)
Karax (T2)
- Renamed passive [Tank Destroyer] to [Boss Destroyer]
- Karax now properly works with Tower Enhancements, buffs, and armor
- Adjusted damage dealt to DT per hit from 15k to 1500
- New: Damage dealt to bosses per hit = 3000 + 2% of MAX HP as additional damage
- New: Attacks miss 50% less
Chrono (T3)
- Base stats:
- Range: from 600 to 625
- Attack speed: 0.7
- Damage: 250
- Adjusted Chrono Enhancement buffs: see Chrono changes
Raichu (T4)
- Adjusted Alolan Raichu (T6) upgrade: (from Raichu T4)
- Cost: 8 lumber, up from 7 lumber
- *Multihits deal pure damage
Dumpling Noodle Soup (T5)
- Adjusted attack damage from 60 to 70
Tauren Bear Form (T5)
- Attack speed: from 1.0 to 1.15
- Ability: [Feral Bash]
- Bonus damage on proc now deals Pure damage
- Passive's %hp damage from 5% max HP damage per hit to 4.5%
- > Fixed %damage buffs to be taken into account when dealing damage
Troll Cat Form (T5)
- Attack speed: from 0.3 to 0.35
- Ability: [Feral Crit]
- Bonus damage on proc now deals Pure damage
- Passive's %hp damage from 2% max HP damage per hit to 1.75%
- > Fixed %damage buffs to be taken into account when dealing damage
Alolan Raichu (T6)
- Increased projectile speed by 100% to counter unintended clipping in its attacks
- *Changed Passive from 1% to 0.6% max HP damage
- *Multihits deal pure damage
T6 Chrono God:
- Attack damage: from 2500 to 3000
- Attack speed: from 0.5 to 0.45
- New: Attacks have a splash of 250 (AoE)
- Splash works with its’ %hp passive
Sonic (T7)
- Attack speed: from 1.0 to 0.9
- Attacks required for passive to proc from 50 to 55
- Gold gained on proc from 5g to 10g
- Added:
- A visual attack counter on top of the tower (shows current registered attacks to proc the passive)
- *Attacks can’t miss
Shadow (T7)
- Attack speed: from 1.0 to 0.9
- Added:
- A visual attack counter on top of the tower (shows current registered attacks to proc the passive)
- *Attacks can’t miss
Fireston (T8)
- Attack speed: from 1.2 to 1.35
- Passive: [Tornado Attack]
- *Ignores armor
Exodia the Forbidden One (T8)
- Adjusted passive [Godmode]:
- Critical hits now also deal +2500 bonus pure damage on proc
Demonic Tower (T9)
- Range: from 1000 to 900
- Fixed the passive to gain all additive %damage boosts when dealing damage (TE, Aura, Smoke Box, Kyrestia)
- Reduced damage gained from each T5-9 tower you own from 1300 to 850
- Note: It now deals more damage than ever before, but requires most %damage buffs
Mew (T9)
- Range: from 1200 to 925
- Attack speed: from 0.5 to 0.6
- Adjusted Mew Evolution (from Mewtwo)
- Cost: from 500g to 800g
- Renamed the passive ability to: [Mythic Convergence]
- *Attacks have a 20% chance to cast a random ability from the list below:
- Adjusted ability: [Razor Leaf]
- Mew gathers 10 leaves around itself and after a short channeling duration casts them on an enemy.
- Also deals damage to all other units they pass through.
- Damage per leaf: 30000 (to creeps&DT)
- Damage per leaf: 15000 (to bosses)
- Can hit the same target multiple times
- Added ability: [Icicles]
- Mew gathers 10 icicles around itself, and after a short channeling duration casts them on an enemy.
- Each icicle hits and freezes the first enemy in line.
- Damage per icicle: 10000
- Freeze duration per icicle: 2.5s
- Can hit the same target multiple times
- Added ability: [Firelash]
- Mew gathers ancient power, instantly unleashing 10 fire lashes around itself. After 2 seconds, cast an echo of the ability, with less damage and more range.
- Initial lash:
- Damage in all directions: 2500 (pure)
- Distance: 500
- Echo lash:
- Damage in all directions: 1250 (pure)
- Distance: 1000
- Can hit the same target multiple times
Ragnaros (T9)
- Changed Ragnaros’s model
- Good to keep in mind: Ragnaros Burn DOES NOT stack with Moltres Burning breath
- Renamed the passive to [Burning Wound] (for more lore accuracy)
- Now also applies a 7% slow, stacking with other slowing effects (doesn't stack with Moltres)
- Now takes armor into account when dealing damage
- > Fixed %damage buffs to be taken into account when dealing damage
- NEW: Attacks miss 25% less
Chrono changes
- New: You can now see all Chrono rewards in-game, in the INFO showcase section
- New: You now gain Baby Chrono (T1) reward after killing the first boss
- New: If you have Baby Chrono (T1) in play, it automatically evolves into Adolescent Chrono (T2) after killing the second boss
- New: If you have Adolescent Chrono (T2) in play, it automatically evolves into Chrono (T3) after killing the third boss
Chrono T3 reward no longer exists, so you have to start scaling it and the rewards from Baby Chrono (T1)
Keep in mind: If you don’t place Baby Chrono (T1) on your board when it’s given to you, you’ll lose all future rewards
Keep in mind: If you leak 1st boss, you’ll also lose all future rewards
T3 Chrono continues to gain buffs as usual upon killing the 4th boss and every boss thereafter
T3 Chrono Enhancement changes:
- 1. Attack damage bonus from 100 to 150
- 2. Attack speed increase from 35% to 40%
- 3. Chain Lightning damage from 250 to 300
- Chain Lightning now deals full damage with each bounce (from 35% less with each bounce)
- Chain Lightning now deals Pure damage
- Maximum number of targets hit = 7 (from 3)
- 4. Critical hit: 30% chance to deal 2 times normal damage, also deals 100 pure damage
- 5. New: Upgrades Critical hit: 40% chance to deal 3 times normal damage, also deals 150 pure damage
- 5. Deals 5% of targets current health as added damage
Chrono God (T6)
- Attack speed: from 0.5 to 0.45
- New: Attacks have a splash of 250 (AoE)
- Splash works with its’ %hp passive
Chrono reward changes
Chrono rewards can be obtained by not gambling with gold, starting from round 18, consecutive rewards after killing a boss thereafter. (You will also need to have Chrono (T3) on your board in order to receive further rewards)
New rewards:
We got rid of the somewhat useless +1 CR rewards, but you now have to wait until the 6th reward to gain free CR. It will however now max out your CR regardless of what your current CR level is. I.e., if you waited at CR1 until then, enjoy the free 19 levels. If you wish to see old rewards to compare, see 2.0 patch notes here: v2.0 chrono changes
Note:
As usual, you need to KILL the boss in order to receive anything. Keep in mind that Chrono T1, T2 and T3 are now FREE. Also worth mentioning that IF YOU DON’T PLAY Baby Chrono T1 before the second boss is killed, you’ll lose future rewards.
Chrono rewards are now the following:
- 1st boss: (6)
- Gain Baby Chrono (T1)
- 2nd boss: (12)
- Baby Chrono (T1) automatically evolves into Adolescent Chrono (T2)
- 3rd boss: (18)
- Adolescent Chrono (T2) automatically evolves into Chrono (T3)
- 1 free Yellow Wisp
- + Choose one:
- Random Tech T1
- Yrel T1
- 4th boss: (24)
- Chrono (T3) gains first Enhancement for free
- 1 free Yellow Wisp
- + Choose one:
- Gold Bonus (+100g), a White Wisp and a Yellow Wisp
- Lumber Bonus (+6l), a Green Wisp and a Yellow Wisp
- 5th boss: (30)
- Chrono (T3) gains second Enhancement for free
- 1 free Yellow Wisp
- + Choose one:
- Gurumi T1
- Pile of Wood T1
- 6th boss: (36)
- Chrono (T3) gains third Enhancement for free
- 1 free Yellow Wisp
- + Choose one:
- Ditto T1
- Wisp Package (contains: 1 of each, Yellow, Blue, White, Green, Orange, Pink Wisp)
- 7th boss: (42)
- Chrono (T3) gains fourth Enhancement for free
- 1 free Yellow Wisp
- + Choose one:
- Random Gamble Box
- Random Basic T6
- 8th boss: (48) [Chrono is maxed out here]
- Chrono (T3) gains fifth Enhancement for free
- 1 free Yellow Wisp
- 1 free White Wisp
- 1 free Green Wisp
- + Choose one:
- CR lvl 20 (MAX)
- Random Basic T6
- Random Gamble Box
- Gold Bonus (+200g), a White Wisp and a Yellow Wisp
- 9th boss: (54) [Final reward]
- 1 free Yellow Wisp
- 1 free White Wisp
- 1 free Green Wisp
- + Choose one:
- Random Basic T7
- Gold Bonus (+300g), a White Wisp and a Yellow Wisp
- Life (if at 10 life, gain +5 max life, else set current life to 10)
- (^ in Race mode, if at 20 life, gain +5 max life, else set current life to 20)
Quests
General Quest changes:
- All quest completion messages are now more informative
- All quest completion bags now have a beam to make them stand out more
- All quest completion bags are now white in color to make them stand out more
- Shortened “Special Quest” to “SQ” for the pillars to better fit their respective names
- Eg Special Quest 1 - Panda Express = EQ 1 - Panda Express
- Tooltips will still have the full name “Special Quest”
New Quests
Special Quest 10 - Elemental Mastery:
To complete the Quest, have 7 unique towers from the list below:
- Lava Spawn (T1)
- Icy Elemental (T2)
- Lightning Overlord (T3)
- Lord of Fire (T4)
- Windston (T5)
- Earth Elemental (T6)
- Lightning God (T7)
- Ice Golem (T8)
- Fireston (T8)
- Shadow Elemental (T9)
Reward: Elemental Lord (T6)
For more info regarding the reward, see: New Towers
Quest Changes
Adjusted all Quest’s tooltips
Basic Quest 1:
It’s now generally easier to complete, and rewards you staying at low CR early to fish for T1 techs
Changed requirements:
- You now need 8 unique towers from the list, up from 5
- The amount of allowed unique towers on the list from 7 to 15
- Kabutops (T1)
- Knight (T1)
- Troll Head Hunter (T1)
- Lava Spawn (T1)
- Arrow Tower (T1)
- Gimbap (T1)
- Baby Chrono (T1)
- Grave (T1)
- Ghoul (T1)
- Archer (T1)
- Stuffed Goblin (T1)
- Agumon (T1)
- Gabumon (T1)
- Yrel (T1)
- Yrel - Mad Jester (T1)
Adjusted rewards:
- Always get: 3x Orange Wisp
- — Additionally
- Choose one:
- +100g, 1 White Wisp and 1 Yellow Wisp (was +100g)
- +6 lumber, 1 Green Wisp and 1 Yellow Wisp (was +6 lumber)
Basic Quest 2:
Adjusted the requirement and rewards
- New requirement: have 4x Basic T2 towers of the same type (was 3x)
- Choose one:
- Aokiji (T4) (was random Tech T1)
- Windston (T5) (was random Basic T2)
Basic Quest 3:
Adjusted rewards:
- Choose one:
- Icy Elemental (T2)
- Pikachu (T3) (was random T3)
Basic Quest 5:
Adjusted rewards:
- Choose one:
- Ditto T1
- Random T6 Basic tower (was Windston)
Basic Quest 6:
Replaced the already removed T6 Ice and T6 Laser with T6 Ice Samurai and T6 Earth Elemental respectively
Adjusted rewards: (added wisps and reduced gold reward slightly)
- Choose one:
- +300g, 1 White Wisp, 1 Yellow Wisp
- T2 Light Yagami,1 Green Wisp, 1 Yellow Wisp
Special Quest 6 - Sky’s the limit:
- Removed “only once per game” > All players can now complete this Quest
- Removed the Weather visual effect when completed
- Adjusted rewards: from “Hidden” to
- Choose one:
- Gurumi T1
- Pile of Wood T1
Special Quest 7 - Pokémon Master:
- Added Kabutops (Tier 1) to the list of unique basic Pokémon required (4 unique needed)
- You now have 7 unique Basic Pokémon available to complete the Quest, up from 6
Special Quest 8 - Blackened:
Adjusted the requirement:
- You now need 4x Red Wisp, 6x Yellow Wisp, 1x Blue Wisp, 1x any T9 tower (from 5x, 5x, 1x, 1x respectively)
Special Quest 9 - The Lumber Pirate:
Adjusted the requirement:
- You now need 5x Gold Box T4 (from 1 of each of the obtainable Boxes)
[Extra Quest 1] (This is the only way to get Sonic (Tier 7))
[Gambling version]
Adjusted requirements: (from 1x Grave, 1x Chrono (T3), 1x Mewtwo (T4), 1x Alolan Raichu (T6)) to:
- Chrono (Tier 3)
- King’s Mage (Tier 3)
- Alolan Raichu (Tier 6)
Reward: Sonic (Tier 7)
[Extra Quest 1] (This is the only way to get Shadow (Tier 7))
[No-Gamble version]
Adjusted requirements: (from 1x Grave, 1x Chrono (T3), 1x Alolan Raichu (T6)) to:
- Chrono (Tier 3)
- King’s Mage (Tier 3)
- Alolan Raichu (Tier 6)
Reward: Shadow (Tier 7)
[Extra Quest 2] (2nd Spectrum Box)
[Gambling version]
Adjusted requirements: (from 1x spectrum, 1x Fireston, 25x any Box) to:
- 1x Spectrum Box
- 1x Lumber Box
- 1x Smoke Box
- 1x Fireston (T8)
- 15x Gambling Box (any - including Spectrum, Lumber, Smoke)
Builder Changes
General builder changes:
- Adjusted Builder Passive (CR10) chance to get 1 lumber from 2.5% to 2.0%
- Adjusted Builder Passive (CR20) chance to get 1 lumber from 5.0% to 4.0%
Construction Research
Adjusted CR tooltips per level (to be more informative)
Level 15: (enables gambling)
- Changed from:
- Tier 1: 0%
- Tier 2: 50%
- Tier 3: 50%
- Tier 4: 0%
- To:
- Tier 1: 5%
- Tier 2: 45%
- Tier 3: 50%
- Tier 4: 0%
Tower Enhancement changes
Fixed Tower Enhancement and other additive bonuses to properly work with %hp towers and effects
Note: Tower Enhancement also takes armor into account when dealing damage
2nd note: Yellow Wisp no longer gives MAX Tower Enhancement, it’s now +1 instead per Wisp
Tower Enhancement is automatically applied to a newly built, combined or upgraded tower. There is a 65% chance to get a tower enhancement between levels 1-5. Meaning that you have a 35% chance to hit nothing. When a tower is combined or upgraded, the current enhancement is reset and a new random one will be applied.
- The newly built tower can still hit nothing even if your previous tower had level 1-5 enhancement
In addition to +10% all damage dealt per level: All towers with tower enhancement now deal additional bonus damage equal to 0.1% of the targets current HP per level. MAX: 0.5% (only half is applied to bosses)
KEEP IN MIND THIS IS FOR ANY TOWER THAT HAS TOWER ENHANCEMENT LEVEL 1-5
Yes, it affects auto attacks, splash damage, abilities, etc.
Yes, it stacks with other similar effects (if the tower has any)
Yes, all towers with tower enhancement
Yes, even Tier 1’s
Tower Enhancement buffs: (additional %hp damage is halved for bosses and DT)
- Level 0: Nothing (no tooltip)
- Level 1: 10% ALL damage increase + 0.1% of the targets current HP as additional damage
- Level 2: 20% ALL damage increase + 0.2% of the targets current HP as additional damage
- Level 3: 30% ALL damage increase + 0.3% of the targets current HP as additional damage
- Level 4: 40% ALL damage increase + 0.4% of the targets current HP as additional damage
- Level 5: 50% ALL damage increase + 0.5% of the targets current HP as additional damage
- ALL damage dealt increase is for base damage and any ability the tower might have
- The current HP additional damage is further boosted by the enhancement itself, damage aura, smoke box, kyrestia etc.
- So i.e. Level 5 TE = 0.5% + 50% = 0.75% current HP
- However, all of that damage is reduced by any Armor the enemy might have
Wisp changes
New: You can now see what all Wisps do in the new INFO section in-game
White Wisp changes
Quality of Life: You can no longer target a tower with Wisp’s Lust if it already has the buff
Bonus gambling ability:
- Cost: 50 gold
- Receive: 25-200 gold (from 0-150)
- You can now lose a max. of 25 gold, and gain a max. of 150 gold
Gold Exchange ability:
- Cost: 50 gold
- Receive: 5 lumber (from 2)
Green Wisp changes
Quality of Life: You can no longer target a tower with Wisp’s Rage if it already has the buff
Added a new Wisp’s Rage effect icon to fix issues with it not showing on towers
Wisp’s Rage ability:
- Attack damage boost from +200 to +175
- Can’t target Omegamon T5-7 (due to how they work, it doesn’t do anything so it’s a bugfix for now)
Bonus gambling ability:
- Cost: 5 lumber
- Receive: 4-15 lumber (from 0-15)
- You can now lose a max. of 1 lumber, and gain a max. of 10 lumber
Lumber Exchange ability:
- Cost: 5 lumber
- Receive: 75 gold (from 50)
Yellow Wisp changes
- You now gain a Yellow Wisp in addition to a Red Wisp when killing a boss
- Yellow Wisps now give +1 Tower Enhancement (from +5 MAX)
- Yellow Wisps can no longer be used on towers that already have lvl 5 Tower Enhancement (QOL)
- Added functionality to Tower Enhancements in general, see: Tower Enhancement changes
Orange Wisp (NEW)
- Can be obtained from Gold Gambling or Basic Quest 1
- On use, reduces armor of all enemies within range by -7 (750 AoE around the Wisp)
- Stacks with other armor reducing effects
- The debuff lasts for 15 seconds
- The Wisp is consumed on use
- Additional Ability: Check range (750) around the Wisp [checking the range doesn’t consume it]
Pink Wisp (NEW)
Pink Wisp (only obtainable from the shop or Chrono Rewards, has a shop stock of 2 per game)
- Cost: 25 gold and 1 lumber
- On use: All friendly towers within range gain +125 attack damage for 15s
- Range: 750
- The Wisp is consumed on use
- Additional Ability: Check range (750) around the Wisp [checking the range doesn’t consume it]
New achievements
Please note: (this applies to both older and newer achievements)
You will always need to have the requirements met before killing Titanic (Easy-Hard-Extreme-Master-Race). You will always need to have the requirements met before the Round threshold (Endless).
- In Endless, you can still continue to play your game as long as you want even after finishing the achievement
- Keep in mind there’s now an option to “Skip” Damage Test
- Note: You will ALWAYS have to finish -DT (Damage Test) before your game saves, regardless of the mode you’re playing
New Titles/Skins:
Title: [Noob]: Easy+ (Easy, Hard, Extreme, Master or Race)
- Kill Titanic with only Tier 1-3 towers in play
- You're not allowed to have T4-9 towers
Skin+Title: [Hitsugaya]: Hard+ (Hard, Extreme, Master or Race)
- Kill Titanic without completing a single Quest (Basic, Special or Extra)
Skin+Title: [Devil Wisp]: Hard+ (Hard, Extreme, Master or Race)
- Kill Titanic without consuming a single Wisp during your playthrough
- ..while having exactly 2x Blue Wisp
- ..while having all Basic and Special quests completed
Skin+Title: [Paladin]: Extreme+ (Extreme or Master)
- Have [Armor Reduction Aura] at level 4 AND at least one of each of the following armor reducing towers before killing Titanic;
- Lugia (Tier 2)
- Greater Lugia (Tier 3)
- Destroyer (Tier 4)
- Goblin Alchemist (Tier 6)
- Elemental Lord (Tier 6)
- Van Hohenheim (Tier 7) [Needs to be fully buffed by T5 Alphonse Elric and T6 Edward Elric]
- ..and at least one (1) Orange Wisp
Skin+Title: [Noob King]: Master
Requires: [Noob] title to be loaded
- Have the following when Titanic dies:
- 15 life remaining without ever losing a single life
- ..with only 1-4 tier towers in play
- ..and have the exact amount of the following towers:
- 5x Lava Spawn (T1)
- 1x Greater Lugia (T3)
- 1x King’s Mage (T3)
- 1x Gurumi (T4)
- 1x Lord of Fire (T4)
- 5x Dumpling Noodle Soup (T4)
- You're not allowed to have T5-9 towers
- You're not allowed to have more or less of the specified towers
- You're not allowed to leak, not even if you heal back to 15 life again
Skin+Title: [Race Car]: Race (Race No-Gamble only)
- At least 4 players need to be alive and kill Titanic
- (achievement unlocks for everyone still alive)
Skin+Title: [Gallywix]: Race (Race Gamble only)
- Gather at least 15 000 bonus gold before killing Titanic;
- ..and have at least one of each of the Goblin techs (T1-T9) in play
Skin+Title: [Treasurer]: Race (Race Gamble only)
- Have each tier of Pile of Wood (T1-T8) in play before killing Titanic;
- ..and at least one of each of the Gambling Boxes in play (Gold, Ice, Book, Spectrum, Smoke, Lumber)
Title: [Slow Killer]: Endless (Endless Gamble or No-Gamble)
- Clear Round 60 in more than 120 minutes
- (clearing Round 60 before 120 minutes have passed will fail this achievement)
Skin+Title: [Cyclops]: Endless (Endless Gamble)
- Clear Round 150;
- ..without ever getting Baby Chrono (Tier 1)
- ..and have exactly 15 lives (you’re allowed to leak)
- (you need to forcefully leak the first boss)
Skin+Title: [Spyro Wizard]: Endless (Endless Gamble or No-Gamble)
- Complete all Special Quests in this order before Round 100: (you still need to clear round 100 to complete the achievement)
- THEY NEED TO BE DONE IN THIS ORDER
- Special Quest 10
- Special Quest 9
- Special Quest 8
- Special Quest 7
- Special Quest 6
- Special Quest 5
- Special Quest 4
- Special Quest 3
- Special Quest 2
- Special Quest 1
- You can complete Basic and Extra quests in whatever order you wish, as long as Special Quests are completed in order.
Skin+Title: [Warlock]: ANY MODE (with gambling enabled)
- You have a ???% chance to unlock this from Gambling (gold)
- You need to have unlocked ALL other achievements in the game prior to having the chance to unlock this
- (all titles, skins, wings, colors - literally everything, this is the ultimate achievement.. for now)
New Wings:
Wings 10: (Endless No-Gambling Only)
- Deal at least 1bil damage (1 000 000 000) to DT while also having;
- Wings 9 unlocked, and;
- At least one of each of the T9 towers available in play
- (only one and any T9 Mega-Pokémon will suffice since you can only get one)
Wings 11: (Endless Gambling Only)
- Deal at least 2bil damage (2 000 000 000) to DT while also having;
- Wings 10 unlocked, and;
- At least one of each of the T9 towers available in play
- (only one and any T9 Mega-Pokémon will suffice since you can only get one)
New Colors:
Left Hand Fire (red): Race (Race No-Gamble only)
(this effect should stack with other colors/wings) (and Right Hand Fire)
- Deal at least 500m (500 000 000) damage to DT;
- ..while also having colors 1-18 unlocked
Right Hand Fire (blue): Race (Race Gamble only)
(this effect should stack with other colors/wings) (and Left Hand Fire)
- Deal at least 1bil (1 000 000 000) damage to DT;
- ..while also having colors 1-19 unlocked
Judgment: Hard+ (Hard, Extreme, Master, Race only)
- Deal 3bil (3 000 000 000) damage to DT;
- ..and have ALL Wings (1-11) and ALL colors (1-20) unlocked
Super Saiyan Aura: Master (Master only)
- Deal at least 500mil damage to DT in Master mode;
- You’re not allowed to leak, not even if you heal back up to 10-15 life again
- You’re not allowed to have Tier 9 towers
- ..and have at least 3x fully buffed Broly’s (Tier 8) in play (all 3 abilities unlocked)
- ..and have Skin+Title [Goku] already unlocked
Achievement changes:
- Fixed Wings 3 to unlock as intended
- Changed all achievements to take the new Special Quest 10 into account (those that have all Special Quests as req)
Adjusted Color 2
- Req. dmg to -DT from 150k to 500k
Adjusted Color 3
- Req. dmg to -DT from 450k to 1m
Adjusted Color 4
- Req. dmg to -DT from 750k to 2m
Adjusted Color 5
- Req. dmg to -DT from 1m to 3m
Adjusted Color 6
- Req. dmg to -DT from 1.25m to 4m
Adjusted Color 7
- Req. dmg to -DT from 1.5m to 5m
Adjusted Color 8
- Req. dmg to -DT from 3m to 10m
Adjusted Color 9
- Req. dmg to -DT from 6m to 15m
Adjusted Color 11
- Req. accumulated dmg to DT from 50m to 200m
Adjusted Wings 4
- Req. dmg to -DT from 12m to 20m
Adjusted Wings 7
- It now requires you to have Wings 6 to be able to unlock
Adjusted [Gambling King] title:
- Gambling Box requirement from 6 to 15
Adjusted [King of Ants] title:
- Clear Hard+ with exactly 10 life and without Tier 6, 7, 9 towers
- You’re allowed to have Tier 8 towers
- (from without Tier 6-7 towers)
Adjusted [Winner] title:
- Clear Extreme+ with exactly 15 life (from 10 life)
Adjusted [Noob King] title+skin:
- You now also need 1x King’s Mage in addition to previous requirements
Adjusted [Super Saiyan Aura] (Color 22):
- Changed “Can’t complete Basic Quest 9”
- To: You’re not allowed to have Tier 9 towers
Captain Morgan:
- Adjusted requirements:
- From: 2x Luffy (T4), 2x Whitebeard (T6)
- To: 3x Luffy (T4), 3x Whitebeard (T6)
Damage Test
Note: Easy mode doesn’t allow DT damage saving
Damage Test (DT) - towers that deal %hp damage now treat Tank(s) as if they had 75k max hp, up from 50k. Keep in mind that armor now affects %hp towers.
- Damage Test (DT) Tank armor increased from 10 base armor to 15
With the changes to armor in general, you now have to think about armor reducing effects for -DT as well, not only damage and buffing towers. It’s a lot harder now to negate Tank’s armor to 0, even more so if you want to go for negative armor value (for all towers to deal extra damage).
- (NEW) To start Damage Test, there’s now a button to do so (opens up a dialog) (the button appears top middle of your UI when eligible, below time of day)
- (NEW) You can now skip Damage Test if you so choose, granting you 10k DT damage to your save, allowing you to save other achievements gained in that game without a forced DT (highly requested feature)
- Fixed most lag caused by DT (we might have to take more drastic actions if the issue still persists, the lag reason is now known)
- (TEST) Adjusted DT’s rolling damage numbers on the right to now only refresh each second rather than when any damage is applied
- (NEW) When you start DT, ALL BONUS UNITS AND WISPS WILL BE REMOVED FROM YOUR BOARD
- Exception: Orange/Pink wisps and bonus shop units will remain
- // This is in place to reduce lag during DT, so don’t start DT before you’re ready!
- Removed “-dt” command
- Fixed DT time display text when finished
Round balance
PSA:
The round limit was previously (way way back) reduced from 75 to 61 to shorten game length; we are now reintroducing additional rounds, extending the average game duration by approx. 2-6 mins.
This addition should ease the feeling of being rushed; whether it’s farming for resources, finishing up some tough achievements, utilizing T8-T9 towers better or anything else. However, the final 5 rounds are now tougher than ever, so you need to be prepared.
NEW: There’s now 4 additional Rounds in all modes (excluding Endless)
Since everything has been remade, the values will be shown in this format: OLD | NEW (i.e. 10 | 15) - if it’s the same value nothing was changed
To give an idea what Movement speed means: min = 0, max = 522 // MS = square moved in a second // One full square = 256 (a tower is 256). Movement speed reduction, i.e. Ice Slow = (MS 300 (minus slow) -45%) = 165 (very slow). Pure damage ignores armor for the specific damage portion of an ability for all rounds (excluding bosses after round 24). All bosses in any mode starting from the 4th (round 24) now have BOSS Armor, taking 30% less damage from all damage (even pure). (^ abilities stating “ignores armor” is not affected by this change ^). In addition to base stats, ALL creeps have 0.25% max HP regen per second (same as before). (only bosses have additional base regen)
Rounds 1-65 (all modes)
Round 1: Jeongal Scorpion
- Movement speed base = 290 | 270
- Base HP = 35 | 50
- Base Armor = 0 | 0
Round 2: Spectral Remains
- Movement speed base = 290 | 270
- Base HP = 73 | 100
- Base Armor = 0 | 0
Round 3: Rotten Tree Roots
- Movement speed base = 290 | 270
- Base HP = 115 | 150
- Base Armor = 1 | 0
Round 4: Ramen
- Movement speed base = 290 | 270
- Base HP = 165 | 200
- Base Armor = 2 | 0
Round 5: Crying Frogs
- Movement speed base = 290 | 270
- Base HP = 222 | 250
- Base Armor = 3 | 0
Round 6: (BOSS) Ursus Arctos Horribilis
- Movement speed base = 290 | 270
- Base HP = 1000 | 1000
- Base HP Regen = 2 | 3
- Base Armor = 3 | 1
- New: Has 2.5% evasion (chance for attacks to miss)
Round 7: Korean Pigeons
- Movement speed base = 290 | 280
- Base HP = 270 | 300
- Base Armor = 4 | 1
Round 8: Criminals
- Movement speed base = 290 | 280
- Base HP = 305 | 350
- Base Armor = 4 | 1
Round 9: Kunfu Finezing
- Movement speed base = 290 | 280
- Base HP = 350 | 400
- Base Armor = 4 | 1
Round 10: Axe Throwers
- Movement speed base = 290 | 280
- Base HP = 400 | 450
- Base Armor = 4 | 1
Round 11: Green Raiders
- Movement speed base = 290 | 280
- Base HP = 445 | 500
- Base Armor = 4 | 1
Round 12: (BOSS) The Wandering Knight
- Movement speed base = 305 | 300
- Base HP = 3000 | 3500
- Base HP regen = 4 | 5
- Base Armor = 5 | 2
- New: Has 2.5% evasion (chance for attacks to miss)
Round 13: Dragonspawns from Blue Dragonflight
- Movement speed base = 290 | 290
- Base HP = 550 | 600
- Base Armor = 5 | 2
Round 14: Swedish Vikings
- Movement speed base = 290 | 290
- Base HP = 620 | 700
- Base Armor = 5 | 2
Round 15: Inked Geckos
- Movement speed base = 290 | 290
- Base HP = 680 | 800
- Base Armor = 5 | 2
Round 16: Turned Shamans
- Movement speed base = 290 | 290
- Base HP = 730 | 900
- Base Armor = 5 | 2
Round 17: Korean Jajangmyeon
- Movement speed base = 290 | 290
- Base HP = 980 | 1000
- Base Armor = 5 | 2
Round 18: (BOSS) Truck-kun
- Movement speed base = 320 | 315
- Base HP = 6875 | 7000
- Base HP regen = 6 | 7
- Base Armor = 6 | 3
- New: Has 5% evasion (chance for attacks to miss)
Round 19: Wild Centaurs of Magnesia
- Movement speed base = 290 | 290
- Base HP = 1200 | 1350
- Base Armor = 6 | 3
Round 20: Ghost Archmagi of Dalaran
- Movement speed base = 290 | 290
- Base HP = 1300 | 1450
- Base Armor = 6 | 3
Round 21: Rhinoceros
- Movement speed base = 290 | 290
- Base HP = 1425 | 1600
- Base Armor = 6 | 3
Round 22: Flesh Ripping Beetles
- Movement speed base = 290 | 290
- Base HP = 1550 | 1700
- Base Armor = 6 | 3
Round 23: Baby Beetles
- Movement speed base = 290 | 290
- Base HP = 1700 | 1850
- Base Armor = 6 | 3
Round 24: (BOSS) Venus Explorer
- Movement speed base = 335 | 330
- Base HP = 12000 | 12250
- Base HP regen = 12 | 10
- Base Armor = 7 | 3
- Armor type = Normal | Pumpkin (BOSS)
- New: Has 5% evasion (chance for attacks to miss)
Round 25: Soy Crab
- Movement speed base = 290 | 300
- Base HP = 2000 | 2300
- Base Armor = 7 | 3
Round 26: Seasoned Crab
- Movement speed base = 290 | 300
- Base HP = 2115 | 2600
- Base Armor = 7 | 3
Round 27: Knock Out
- Movement speed base = 290 | 300
- Base HP = 2300 | 2900
- Base Armor = 7 | 3
Round 28: Gyedong Chicken
- Movement speed base = 290 | 300
- Base HP = 2430 | 3200
- Base Armor = 7 | 3
Round 29: Daughters of Cenarius
- Movement speed base = 290 | 300
- Base HP = 2641 | 3500
- Base Armor = 7 | 3
Round 30: (BOSS) Death Knight
- Movement speed base = 350 | 345
- Base HP = 18000 | 20000
- Base HP regen = 18 | 20
- Base Armor = 8 | 5
- Armor type = Normal | Pumpkin (BOSS)
- New: Has 5% evasion (chance for attacks to miss)
Round 31: Korean Jjamppong
- Movement speed base = 290 | 300
- Base HP = 2943 | 3500
- Base Armor = 7 | 4
Round 32: Robbers
- Movement speed base = 290 | 300
- Base HP = 3035 | 4000
- Base Armor = 7 | 4
Round 33: Druids from the Third War
- Movement speed base = 290 | 300
- Base HP = 3150 | 4500
- Base Armor = 7 | 4
Round 34: Jerry
- Movement speed base = 290 | 300
- Base HP = 3299 | 5000
- Base Armor = 7 | 4
Round 35: Nitro Jeep
- Movement speed base = 290 | 300
- Base HP = 3500 | 5500
- Base Armor = 8 | 4
Round 36: (BOSS) Melon
- Movement speed base = 365 | 360
- Base HP = 23500 | 25000
- Base HP regen = 36 | 40
- Base Armor = 8 | 7
- Armor type = Normal | Pumpkin (BOSS)
- New: Has 5% evasion (chance for attacks to miss)
Round 37: Joining Illidari
- Movement speed base = 290 | 300
- Base HP = 3800 | 5500
- Base Armor = 8 | 5
Round 38: Demonic Warriors of Ered’ruin
- Movement speed base = 290 | 300
- Base HP = 4050 | 6000
- Base Armor = 8 | 5
Round 39: Korean Flower Piggys
- Movement speed base = 290 | 300
- Base HP = 4265 | 6500
- Base Armor = 8 | 5
Round 40: Jeju Black Pig
- Movement speed base = 290 | 300
- Base HP = 4431 | 7000
- Base Armor = 8 | 5
Round 41: Ancient Reavers
- Movement speed base = 290 | 300
- Base HP = 4650 | 7500
- Base Armor = 8 | 5
Round 42: (BOSS) Demigod Cenarius
- Movement speed base = 380 | 375
- Base HP = 25600 | 35000
- Base HP regen = 50 | 55
- Base Armor = 9 | 10
- Armor type = Normal | Pumpkin (BOSS)
- New: Has 5% evasion (chance for attacks to miss)
Round 43: SCII Visitor
- Movement speed base = 290 | 310
- Base HP = 4900 | 7500
- Base Armor = 8 | 5
Round 44: Cheese Crust Pizza
- Movement speed base = 290 | 310
- Base HP = 5100 | 8250
- Base Armor = 8 | 5
Round 45: Black Baby Dragon
- Movement speed base = 290 | 310
- Base HP = 5465 | 9000
- Base Armor = 8 | 5
Round 46: Black Sister Dragon
- Movement speed base = 290 | 310
- Base HP = 5786 | 9750
- Base Armor = 8 | 5
Round 47: Black Mommy Dragon
- Movement speed base = 290 | 310
- Base HP = 6008 | 10500
- Base Armor = 8 | 5
Round 48: (BOSS) Korean Fondue
- Movement speed base = 395 | 390
- Base HP = 36500 | 50000
- Base HP regen = 100 | 120
- Base Armor = 9 | 11
- Armor type = Normal | Pumpkin (BOSS)
- New: Has 5% evasion (chance for attacks to miss)
Round 49: Ancient Trunked Mammal
- Movement speed base = 290 | 320
- Base HP = 6400 | 10500
- Base Armor = 9 | 6
Round 50: Griffindor
- Movement speed base = 290 | 320
- Base HP = 6800 | 11250
- Base Armor = 9 | 6
Round 51: Strong Bones
- Movement speed base = 290 | 320
- Base HP = 7300 | 12000
- Base Armor = 9 | 6
Round 52: Bones with Arrows
- Movement speed base = 290 | 320
- Base HP = 7650 | 12750
- Base Armor = 9 | 6
Round 53: Magic Bones
- Movement speed base = 290 | 320
- Base HP = 8020 | 13500
- Base Armor = 9 | 6
Round 54: (BOSS) Hair Gel
- Movement speed base = 410 | 405
- Base HP = 54300 | 95000
- Base HP regen = 200 | 250
- Base Armor = 10 | 12
- Armor type = Normal | Pumpkin (BOSS)
- New: Has 5% evasion (chance for attacks to miss)
Round 55: Oily Sky Patrollers
- Movement speed base = 290 | 330
- Base HP = 9300 | 13500
- Base Armor = 9 | 7
Round 56: The Swallowtail Butterfly
- Movement speed base = 290 | 330
- Base HP = 9710 | 14500
- Base Armor = 9 | 7
Round 57: Spicy Ra-bokki
- Movement speed base = 290 | 330
- Base HP = 12114 | 16000
- Base Armor = 9 | 7
Round 58: Sasquatch
- Movement speed base = 290 | 330
- Base HP = 12600 | 19000
- Base Armor = 9 | 7
Round 59: Yetis
- Movement speed base = 290 | 350
- Base HP = 13332 | 25000
- Base Armor = 9 | 7
Round 60: (BOSS) Go’el
- Movement speed base = 425 | 420
- Base HP = 87600 | 150000
- Base HP regen = 300 | 500
- Base Armor = 11 | 13
- Armor type = Normal | Pumpkin (BOSS)
- New: Has 10% evasion (chance for attacks to miss)
(NEW) Round 61: Tuskarr Fighter
- Movement speed base = 360
- Base HP = 30000
- Base Armor = 9
(NEW) Round 62: Adélie Penguin
- Movement speed base = 370
- Base HP = 37500
- Base Armor = 10
(NEW) Round 63: Soul Stealers
- Movement speed base = 380
- Base HP = 47500
- Base Armor = 11
(NEW) Round 64: Dot-Dan-Bae Sailboats
- Movement speed base = 390
- Base HP = 60000
- Base Armor = 12
Round 65: (BOSS) Titanic (Titanic doesn’t exist in Endless mode)
- Now starts at Round 65, up from Round 61
- Movement speed base = 440 | 450
- Base HP = 93000 | 300000
- Base HP regen = 525 | 750
- Base Armor = 12 | 17
- Armor type = Normal | Pumpkin (BOSS)
- New: Has 10% evasion (chance for attacks to miss)
Endless base stats (60+)
Endless rounds start after killing round 60 (BOSS) Go’El. Endless doesn’t have the base rounds of 61-65.
Endless Round 61: Endless Creep
- Movement speed base = 290 | 300
- Base HP = 30 000 | 25 000
- Base Armor = 26 | 15
Endless Round 61: Endless Bonus Creep
- Movement speed base = 290 | 120
- Base HP = 5000 | 10 000
- Base Armor = 15 | 20
- Armor type = Normal | Fortified (BOSS)
- Divine Shield duration from 5/7.5/10/12.5/15/17.5/20/22.5/25/30 to 10/15/20/22.5/25/30/32.5/35/40/45
- Movespeed: Is now capped to 250 after round 90
Endless Round 61+: Endless BOSS (every 6 rounds, starting from 66)
- Movement speed base = 425 | 350
- Base HP = 150 000 | 175 000
- Base HP regen = 300 | 1000
- Base armor = 30 | 20
- Armor type = Normal | Fortified (BOSS)
Mode changes
Added 4 additional rounds for Easy, Hard, Extreme, Master, and Race modes. Moved Titanic to start at round 65 (up from 61).
Added evasion to ALL bosses in ALL modes; (chance for attacks to miss)
- 2.5% evasion for the first 2 bosses (Round 6 & 12)
- 5% evasion for all bosses between rounds 18 to 54
- 10% evasion for bosses Go'El & Titanic (Rounds 60 & 61)
Bonus stats for each mode is additive to the base stats of creeps/bosses
Easy mode:
Note: Easy mode doesn’t allow DT damage saving
No additional bonuses for any round
Hard mode:
Start of game creep bonuses:
- +20% max HP, +20 movespeed, +2 armor
Round 42:
- +30% max HP, +30 movespeed, +3 armor
Extreme mode:
- Construction (Building) cost: 35g
- Construction Research (-CR) cost: 30g
Start of game creep bonuses:
- +30% max HP, +20 movespeed, +2 armor
Round 42:
- +40% max HP, +30 movespeed, +3 armor
Master mode:
- Construction (Building) cost: 35g
- Construction Research (-CR) cost: 30g
Start of game creep bonuses:
- +45% max HP, +30 movespeed, +3 armor
Round 42:
- +60% max HP, +40 movespeed, +4 armor
Race mode:
- Fixed players leaving the game permanently forcing you 2 rounds to clear at the same time
Adjusted min. Player requirement to start the mode from 2 to 3. Adjusted starting life from 10 to 20. Added additional bonuses for clearing rounds to mitigate one player snowballing the lobby:
- First player to clear a round receives +5g (in addition to round clear/creep kill bonuses)
- All other players receive +10g (in addition to round clear/creep kill bonuses)
Start of game creep bonuses:
- +15% max HP, +10 movespeed, +1 armor
Round 12:
- +30% max HP, +20 movespeed, +2 armor
Round 24:
- +45% max HP, +30 movespeed, +3 armor
Round 36:
- +60% max HP, +40 movespeed, +4 armor
Round 48:
- +75% max HP, +50 movespeed, +5 armor
(New scaling) Round 54:
- +90% max HP, +50 movespeed, +6 armor
Endless mode
Added:
- Rounds 160+ now have a 90% chance to evade attacks
- Rounds 170+ now have a 95% chance to evade attacks
- Rounds 180+ now have a 99% chance to evade attacks
Added:
- Creeps and bosses after Round 100 now have random skins from rounds 1-61
- Creeps between rounds 60 and 99 still have the Pumpkin Sproutling skin
Adjusted Endless BOSS scaling;
- All bosses after round 60 now gain the same evasion as creep rounds (up from 5% static Endless boss evasion)
- Bosses now start at 20 base armor, up from 10
Adjusted Endless creeps:
- Creeps now start at 15 base armor, up from 10
TRUE Endless starts after Round 60 (there’s no Titanic in this mode). After each boss beyond round 60, units gain +1 bonus armor. Armor scaling is infinite in Endless. After each round beyond 60+: All units gain 4% max HP (additive to base HP). All units gain 2% movespeed per round (until capped at 500). Endless Creeps didn’t have a movement speed cap before, making slows useless after round ~78 (now capped). Endless Boss rounds every 6 rounds; starting from Round 66. Spawns a Bonus Endless Creep per round (excluding boss rounds).
Start of game creep bonuses:
- +30% max HP, +10 movespeed, +0 armor
Round 7 >
- +40% max HP, +20 movespeed, +1 armor
Round 13 >
- +50% max HP, +30 movespeed, +1 armor
Round 19 >
- +60% max HP, +40 movespeed, +2 armor
Round 25 >
- +75% max HP, +50 movespeed, +2 armor
Round 31 >
- +90% max HP, +60 movespeed, +3 armor
Round 37 >
- +105% max HP, +70 movespeed, +3 armor
Round 43 >
- +125% max HP, +80 movespeed, +4 armor
Round 49 >
- +150% max HP, +90 movespeed, +4 armor
Round 55 >
- +200% max HP, +100 movespeed, +5 armor
Adjusted Endless Bonus Creep:
- It will now always have a max movespeed of 250 after Round 90+
- Adjusted Divine Shield Duration:
- Round 60: 10s
- Round 70: 15s
- Round 80: 20s
- Round 90: 22.5s
- Round 100: 25s
- Round 110: 30s
- Round 120: 32.5s
- Round 130: 35s
- Round 140: 40s
- Round 150+: 45s