Normal
Follows the shortest open route.
DESKBOUND STRATEGY
A long route helps only while your towers can reach it. Start with a compact defense, watch what escapes, and use each wave’s gold to solve the next problem.
Begin in Easy if you want to learn one entrance at a time. Classic adds a second crossing route. Place a short row of inexpensive Pellets so ground creeps must turn around its end, then put a stronger weapon where it can cover the approach and the return journey.
Keep an open route from every entrance to its exit. A placement that seals a route is rejected. The wide gates let creeps enter at different positions, so do not assume every enemy will walk past one tower at the same distance.
Extend your row a little at a time. If creeps already spend a long time in range but survive, buy damage before adding more empty corridor. Click a tower to inspect its range circle and check which lanes it actually covers.
Flying creeps first appear at wave 7 and ignore your walls. Watch the upcoming-wave display and reserve gold for air defense before they arrive. Pellet and Squirt can hit air; Swarm specializes in it. Dart, Bash, and Ink cannot hit flying creeps.
Place air defense around the direct flight routes rather than the far end of your ground maze. An expensive tower in the wrong corner can spend the whole wave without a target.
Choose a tower that sees repeated traffic and upgrade it. High-damage hits are especially useful against Dark creeps, whose armor absorbs weak attacks. Use the tower guide to compare costs and final upgrades instead of assuming every level increases range or speed.
A selected tower can upgrade once with U, or queue upgrades toward its maximum with Shift + U. The marked tower upgrades as gold becomes available. Upgrades take time and stop its firing, so stagger them while other weapons cover the lane.
Put Frost beside a section already covered by damage towers. Slower creeps spend longer under fire, but immune enemies need another answer. Place Boost so its footprint touches the side or corner of your strongest weapons. Several Boosts can affect the same tower.
For example, a level-one Boost adds 10% damage to each touching weapon. Two active level-one Boosts add 20% in total. The bonus does not travel through a chain of ordinary towers: each weapon must touch the Boost itself.
Hold and drag to preview a row. The cost appears before you release. Affordable towers are built, and orders you cannot yet afford remain queued until gold comes in. Queued towers do not shoot or block creeps.
You can cancel an unpaid order without a sale penalty. Review the queue before enabling many automatic upgrades: construction orders reserve priority for their cost. A long shopping list can delay the firepower you need immediately.
Select an enemy to see its remaining health, recent damage rate, and an estimate of whether your current defense will stop it. Treat that forecast as a planning aid: targets, routes, and tower availability can change during the wave.
Follows the shortest open route.
Moves quickly. Slowing towers help.
Arrives in a tight pack. Use splash damage.
Ignores your maze. Prepare Swarm towers.
Unaffected by Frost towers and slowing.
Splits into smaller creeps when defeated.
Armor absorbs weak hits. Upgrade damage.
Changes between fast, dark, and immune forms.
Accelerates along straight corridors.
Distracts nearby towers with a durable target.
Can hop across a tower when its hop recharges.
Sandbox starts with 10,000 gold for experiments. Try a compact maze and a sprawling maze, then compare which towers spend the most time firing. A current run ends when you leave or refresh the page, so open guides in a separate tab while playing.
Try your next maze