
The first magic tower you acquire is quite handy but can lose its effectiveness over the campaign. Its ace in the hole is Possession, allowing you to turn an enemy of your choice into a temporary ally. It has Guardian Gargoyles, which are sturdy and strong and Spectral Communion to store additional attacks. While it suffers in the damage and speed department, it makes up for it with its powers. They can make targets harmless with Froggification and silence troublesome enemies with Hex Totem.Īnother collection of undead fighters, this tower lets you control Ghosts and their abilities. The flyer can poison enemies while the tower maintains control and abilities. You gain access to two witches, one that stays planted on the tower and another that can fly around the field. This purchasable tower is one of the strongest on the list while having the absolute slowest attack speed. Then you've got the devastating area of effect spells Meteor Shower and Static Shock. With such a long range, you can hit magic-prone enemies with ease. This magic tower provides much-needed healing to your units with its Healing Roots. This tower proves that magic isn't beyond the grasp of Orcs, and it's powerful magic at that. The beam can also insta-kill targets with the Destructo-Ray and makes enemies explode on death with Unstable Power. It becomes even more powerful by multiplying its damage through the Gem of Application ability. Though it doesn't do the most damage, the speed at which it drains enemy health makes that negligible.

It has the highest fire rate of all the magic towers with a decent range to boot. This pay-to-play tower is the closest you'll come to having a laser beam. They can deal heavy damage through attacks and spells, which can also support your other defenses. Unusual towers that make use of energy and the arcane to alter the battlefield. Due to the nature of this tower, its range is limited to its immediate area. Instead, the monks that live within use hit-and-run tactics to strike the enemies that come by. Unfortunately, bones don't travel far so their attack range is limited.ĭespite the name, this tower does not produce melee units. They can also summon Skeletons and Giant Skeletons to stop enemies in their path as they pelt them with bones. Due to the lightweight of bones, the skeletons can attack fast to overwhelm the enemy. The only undead ranged tower, this gives you control over a group of skeletons. They have the slowest ranged attack but compensate with their area coverage and high damage. Due to the way their boomerangs travel, they can hit multiple enemies to and from their max range.

Though not having the range of the Archers, these Goblins are able to hit from far away, starting at level one. The second ranged tower is also very efficient in terms of range and area.

As a final pro, their Blade of Demise lets them eliminate a non-boss and non-mechanical enemy of your choosing. They're also quite effective at stacking damage and boosting the attacks of other towers as a result of their Crow's Nest and Shadow Mark abilities, respectively. They have one of the longest ranges of all the towers available and one of the fastest attack speeds. They're designed to fire projectiles quickly and from long-range to strike enemies as soon as possible.Įven though these are some of the first units you'll have access to, they prove to be some of the most effective. The backbone of your tower-defense strategy.
