I created this to help everyone know which upgrades to get for each tower in Aucune créature n'a été blessée TD. Il’s like a spot where we gather information about the best towers and the right upgrades to choose first.
Les bases
Before we dive into the parts and bullet casings, laisser’s go over what each stat does so everyone is on the same page.
- Santé: This is how much damage a turret can take before being destroyed. Turrets can be rebuilt using an ability, another tower, and are fully reconstructed at the start of the next wave.
- Dommage: Il’s how much each shot from a turret does to a creep before considering any armor values.
- Dégâts par seconde (DPS): This is the total damage that occurs in one second. To calculate this, you take the damage number and multiply it by the fire rate.
- Incendie: It represents how many shots a turret can make in one second.
- Vitesse de visée: This is the maximum speed at which a turret can rotate on its axis.
- Gamme: It indicates how far a turret can target a creep. Gardez à l'esprit que 1 equals one tile.
- Upkeep Tax: This is how much of a burden it is to maintain the turret. Every time you gain money, a portion will be deducted depending on how high the tax is. You cannot build any more turrets if the tax reaches 60%.
- Force: This tells you what this turret is most effective at.
- Faiblesse: It points out what will overwhelm this turret.
Turrets Overview and Upgrades
I will discuss each turret in the order you unlock them. je’ll begin with its name, in-game description, statistiques, and their upgrades. Après cela, je’ll share my final thoughts.
Blaster
This is a quick-shooting mid-range turret. Often used for turning living things into not living things.
- Coût: 120
- Santé: 500/1000/2500
- Dommage: 25/35/45
- DPS: 50
- Incendie: 2/2.5/3.25
- Aim Speed: 310
- Gamme: 6/7
- Upkeep Tax: 0.6%
- Force: Rapide
- Faiblesse: Numerous
- Upgrade cost: 60X(# of upgrades+1)
This is your basic turret, a staple in every tower defense game. Its damage upgrades almost double the damage of each shot, and the rate of fire is not insignificant. You can boost its health to 2500 si c'est’s likely to be the first target along your path. The turret can also be equipped with a cloak detector, allowing it to target invisible enemies. Upgrading its range isn’t crucial since the maximum is seven tiles. I suggest maximizing its fire rate and damage to help it handle weaker creeps and focus on the fastest ones.
Mur
Use this to block things you don’t want to go from one side of the wall to the other side of that same wall. Walls are indestructible, and you can build turrets on top of them.
- Coût: 15
- Upkeep tax: 0.1%
Même si’s not technically a turret, I felt it should be included. Walls are useful for extending your death maze and can be used to destroy creep eggs that spawn, thereby limiting the resulting swarm. toutefois, be cautious about where you place them as they still drain your funds, and those disappear quicker than you might think. En outre, they can block the line of sight for your turrets, limiting their effectiveness. Turrets also don’t benefit much from a range boost since their range is essentially a sphere.
Artillerie
Fires explosive shells across a long distance, causing damage to those unfortunate to be within the blast radius. Artillery cannot target units that are too close, and shells may damage friendly units slightly. Requires adequate overhead clearance.
- Coût: 225
- Santé: 1000
- Dommage: 45/55/75/100/140
- DPS: 9
- Rayon de souffle: 2.25/2.5/2.75/3.25
- Incendie: 0.2/0.22/0.24/0.28
- Aim Speed: 25/45
- Gamme (Min/Max): (8/18)/(8/22)
- Upkeep tax: 1%
- Force: Numerous, Lent
- Faiblesse: Fort, Rapide
- Upgrade cost: 100X(# of upgrades+1)
This turret is excellent against swarms of creeps. Damage can be upgraded all the way to 140 dégâts par tir, and the number of projectiles can max out at 3, making any area it targets a no-creeps land. The blast radius can also be upgraded, along with its fire rate, aim speed, and range. The last few aren’t as important as damage and projectiles. Il’s recommended to max out projectiles first, then damage, and if you have the credits to spare, blast radius, leaving it set on minimal rotation.
Splatter gun
Fires a wide spread of small, explosive bullets. Ineffective at a distance, but it can mow down multiple creeps at close range.
- Coût: 180
- Santé: 500/1500/4000
- Dommage: 25/30/35/55
- DPS: 62.5
- Projectiles: 5/6/8
- Rayon de souffle: 0.35
- Incendie: 0.5/0.65
- Aim Speed: 180
- Gamme: 5.5/6/7
- Upkeep tax: 0.6%
- Force: Lent, Numerous
- Faiblesse: Fort, Rapide
- Upgrade cost: 80X(# of upgrades+1)
This turret is excellent against a horde, allowing it to heavily damage or outright kill anything nearby. Its projectiles can max out at 8, and combined with its fully upgraded damage, it will ensure no creep is slow enough to get past. Its health can be upgraded to 4000, making it a great front-line turret. Je n'en ai pas’t recommend upgrading its range, as it is a shotgun after all, and the fire rate is nothing to write home about.
Ground Pounder
Periodically drives a massive weight into the ground, generating a small yet unpleasant blast wave.
- Coût: 340
- Santé: 1500/2500/3500/7500
- Dommage: 25/35/45/55/75/100/150
- DPS: 12.5
- Incendie: 0.5/0.6/0.75
- Gamme: 2/2.25/2.5/3
- Upkeep tax: 0.6%
- Force: Faible, Lent, Numerous
- Faiblesse: Rapide, Fort
- Upgrade cost: 150X(# of upgrades+1)
This is not a good turret. Its range is abysmal, and the fire rate is very slow, even when upgraded. It can be somewhat useful by having creeps make turns around it, but it only gets a few shots off before the creeps are out of range. Il’s also expensive to build and upgrade. Heureusement, it attacks automatically every time it’s ready, so it can hit cloaked creeps. It works well early on but doesn’t scale well against later waves.
Lag Field
Creeps within the range of the Lag Field will become sluggish and lazy, or maybe even totally motionless for a short time. The Lag Field can also detect cloaked creeps for some reason. Slows targets down for a time. Freezes targets in place for a time.
- Coût: 300
- Santé: 2000/3000/7500
- Gamme: 2.25/2.5/2.75/3.25
- Freeze chance: 1%/2%/3%/5%
- Upkeep tax: 1.2%
- Force: Numerous, Rapide
- Upgrade cost: 125X(# of upgrades+1)
This is the first support turret you unlock and, for its price, est plutôt bien. Its range isn’pas génial, mais ça’s fine because it gives the other turrets more time to do their job. It pairs well with AOE weapons like the Artillery and Splattergun since it groups creeps up. I would upgrade its range first, then health. I almost never upgrade its freeze chance since that’s aléatoire. Although you would improve its odds, je le ferais’t count on it stopping the most threatening creep at the time.
Ranger Turret
A strong cannon that shoots far away to hit enemies. Even hidden enemies can get hit. Bullets can go through many enemies and shields.
- Prix: 360
- Santé: 2500
- Dommage: 350/450/550/800/1300/2500
- Dégâts par seconde: 50
- Explosion range: 0.35
- Shooting speed: 0.2/0.22/0.24/0.26/0.3
- Shooting distance (Min/Max): (6.5/20)/(6.5/24)/(6.5/30)
- Vitesse de visée: 35/55
- Money needed regularly: 1.2%
- Force: Fort, rapide, célibataire
- Faiblesse: Faible, beaucoup
- Upgrade price: 140X(# of upgrades+1)
This turret is great for defeating tough enemies. Make it target the strongest and improve its damage and range. Upgrading fire rate and aim speed helps a bit, but not much.
Beam emitter
The beam does more damage the longer it shoots one enemy. C'est gagné’t stop firing unless it can’t see or the target disappears. Enfiler’t look at the front of the device.
- Prix: 150
- Santé: 500/1000/3500
- Dommage: 8/10/15/20/35/65
- Dégâts par seconde: 8
- Firing/Charging speed: Increases continuously
- Distance: 8/9/10/12
- Vitesse de visée: 225
- Money needed regularly: 0.6%
- Force: Fort, lent, célibataire
- Faiblesse: Rapide, beaucoup
- Upgrade price: 60X(# of upgrades+1)
This turret is okay for its cost but not the best. Il’s cheap to build and upgrade, effective against tougher enemies like Bricks and Bosses, but its damage happens only every second, not continuously. Pour autant que je sache, the damage keeps increasing as long as it has a lock, but resets when it targets a new enemy. Aussi, if it can’t see its target but is still in range, it keeps its high damage for a second and a half before changing targets. Max out its damage first, then range, and then health.
Pulser
Shoots slow magnetic plasma bolts that deal a lot of physical and emotional damage. Bullets can go through solid objects.
- Prix: 210
- Santé: 600/1500/5000
- Dommage: 75/100/150/200/400/800
- Dégâts par seconde: 52.5
- Shooting speed: 0.7/0.8/1
- Distance: 5/6
- Aim Speed: 140
- Money needed regularly: 0.6%
- Force: Fort, lent
- Faiblesse: Rapide, beaucoup
- Upgrade price: 85X(# of upgrades+1)
This turret is a better choice than the Beam Emitter for several reasons: ce n'est pas le cas’t need to scale its damage over time, its shots can pass through your turrets without harming them, and they can choose a new target if their initial enemy dies. toutefois, il’s still limited by line-of-sight and doesn’t perform well against faster enemies as they can outrun its shots. Il’s more expensive overall, but The Pulser is a good investment. I recommend maximizing its firing rate, then damage, and health first if it’s close to the front.
Boost Emitter
Increases the power of nearby turrets and structures. The boosts can add up. Donne juste’t try to boost other boosters.
- Prix: 560
- Santé: 1500/2500/3500/7500
- Booster; Dommage: 1%/10%/20%/30%
- Booster; Incendie: 1%/10%/15%/20%
- Booster; Gamme: 1%/10%/20%/30%
- Booster; Réparation: 0%/0.1%/0.2%
- Gamme: 1.5
- Money needed regularly: 1.4%
- Structure Limit: 10
- Upgrade price: 200X(# of upgrades purchased+1)
je le ferais’t suggest getting this initially because it’c'est cher, and you need upgrades for it to really make a difference. Aussi, the range is very short, meaning you have to place turrets right next to it for them to be affected. Its peculiar shape allows it to be built in places where turrets won’t be most effective. If you do get this, cependant, I recommend never upgrading its health because, with other turrets nearby, creeps will have more important things to worry about.
Snap Trap
Unlucky enemies triggering the trap get stabbed by spikes. Even hidden enemies can’t get past. Takes time to reset. Upgrading charge capacity allows rapid triggering. Peut’t be built on walls.
- Prix: 285
- Santé: 1500/2500/7500
- Dommage: 200/250/350/500/1250
- DPS: 50
- Charge/Fire Rate: 0.25/0.35/0.55
- Charges: 1/4/8
- Money needed regularly: 0.6%
- Force: Fort, Rapide
- Faiblesse: Beaucoup
- Upgrade price: 120X(# of upgrades purchased+1)
This trap is effective against groups of enemies as it hits all enemies on the targeted tile. toutefois, even fully upgraded, its slow fire rate makes it unsuitable for the frontline. Place this kind of trap near the middle or rear to accumulate charges for creeps that survive the initial onslaught. Upgrading its damage is recommended to handle boss enemies.
Toxic launcher
Infects unvaccinated enemies with a potent toxin that slowly eats away at their ability to live. Poisons targets, causing damage over time. Ne’t affect shields. Total poison is limited by the enemy’santé maximale: 75%.
- Prix: 380
- Santé: 1000/2000/7500
- Dommage: 100/150/250/500/1000
- Blast radius: 1.2/1.4/1.6/2
- Incendie: 0.35/0.5/0.8
- Gamme (min/max): (2.5/4)/(2.5/4.5)/(2.5/5)/(2.5/6.5)
- Aim Speed: 275
- Money needed regularly: 0.6%
- Force: Fort, Lent
- Faiblesse: Rapide, Faible
- Upgrade price: 130X(# of upgrades purchased+1)
The Toxic Launcher is like a weaponized social media site. Il’s a decent frontline turret, but it needs to be far enough away to deal damage. The limit prevents it from instantly killing enemies, but it handles those with less than three-quarters of their health remaining. It might not be the first choice, mais ça’s a fine addition to your arsenal. Prioritize upgrading its damage and blast radius, then range and fire rate.
Mini-You Fabricator
Creates and maintains a tiny, adorable version of Brian Jar. The Mini-You can float anywhere on the map, attacking creeps. It needs to return to its fabricator to reload.
- Prix: 200
- Santé: 500
- Dommage: 30/35/40/50/75/150
- Dégâts par seconde: 48
- Incendie: 1.6/2/2.8/3.4
- Gamme: 6.5
- Munitions: 100/200/500/1000
- Drone Health: 75/100/150/250/550
- Money needed regularly: 1.2%
- Force: Célibataire, Lent
- Faiblesse: Beaucoup
- Upgrade price: 100X(# of upgrades purchased+1)
This is a unique and versatile tower in your arsenal. Numerous upgrades allow it to fill gaps in your defenses. Upgrade its ammo and fire rate if you want it to target faster creeps. Boost its health and damage for big game hunting. It can even have a cloak detector to hunt down sneaky creeps that make it through your defenses. Upgrade its ammo count first on larger maps as it has to return to its fabricator for more ammo.
Chain Bolter
Shoots an electrical bolt that can jump to other nearby creeps, linking them into a chain of pain. Deals random damage between one and max. Damage to shields: 200%
- Prix: 380
- Santé: 1500/2500/7500
- Max Damage: 150/175/200/300
- Dégâts par seconde: 187.5
- Incendie: 0.25/0.35/0.55
- Gamme: 3/4/5
- Arcs: 10/11/12/15
- Money needed regularly: 0.6%
- Force: Beaucoup
- Faiblesse: Fort, Célibataire
- Upgrade price: 175X(# of upgrades purchased+1)
This tower is quite effective despite its random damage output and higher cost. The initial target just needs to be in range, and the arcs will hit any other creep within one tile. The lightning can’t hit the same creep twice in the same shot, and its slow fire rate holds it back. Target the weakest creep and maximize its rate of fire first, then upgrade damage.
Flame Turbine
Emits a jet of fire along a set path. Most living things dislike being burned. Sets targets on fire, damaging them over a short period. Burning creep speed: 200%
- Prix: 275
- Santé: 1500/2500/7500
- Dommage: 80/120/200/450
- Dégâts par seconde: 32
- Incendie: 0.4/0.45/0.55
- Gamme: 4/4.5/5/6
- Money needed regularly: 0.6%
- Force: Beaucoup, Lent
- Faiblesse: Rapide
- Cannot be built on walls
- Upgrade price: 85X(# of upgrades purchased+1)
The turbine is an auto-firing trap weapon. je le ferais’je ne le recommande pas, as while fire does decent damage, it also doubles the creeps’ vitesse, allowing faster creeps like the runner to blitz through your defenses. Fire might be useful, but it also limits how much damage your turrets can deal before the creep reaches the drill. Upgrade its fire rate and damage.
SRM Launcher
Launches short-range missiles that track targets, making them hard to avoid. Freshly launched missiles take a short time to lock-on, mais une fois qu'ils l'ont fait, they accelerate toward their victim at ludicrous speeds! Needs adequate overhead clearance.
- Prix: 425
- Santé: 2000
- Dommage: 40/60/80/120
- Dégâts par seconde: 48
- Projectiles: 2/3/4
- Blast radius: 0.4
- Incendie: 0.6/0.8/1.2
- Gamme (Min/Max): (4/12)/(4/14)/(4/16)/(4/20)
- Aim Speed: 180
- Money needed regularly: 0.8%
- Upgrade price: 180X(# of upgrades purchased+1)
This is an excellent weapon as multiple projectiles let it take out most creeps in one volley. The missiles can retarget mid-flight if the original creep is killed before all the missiles hit, even if the new target is inside its minimal range. The blast radius helps somewhat against groups, mais ça’s better to have this weapon target the most dangerous creep in range. Maximize its projectiles first, then upgrade damage or rate of fire.
Medic hub
Creates and maintains a single Medic Drone. The Medic can move anywhere on the map, repairing damaged structures and assisting with construction tasks. It needs to return to its hub to recharge. The repair rate is based on the target’santé maximale.
- Prix: 240
- Santé: 750
- Réparation: 1000/2000/5000/10000
- Mini-Health: 150/250/550/1000
- Repair Rate: 5%/10%/15%
- Money needed regularly: 1.2%
- Upgrade price: 80X(# of upgrades purchased+1)
This support tower is more effective in the later stages when stronger enemies start appearing. I recommend upgrading the drone’s health by one or two levels, then maxing out either its repair rate or the amount it can restore, depending on the map size.
Laser Gate
Creeps passing through the Laser Gate receive electric punishment! Passing creeps cause a feedback surge, briefly increasing the damage output. Méfiez-vous, if the surge gets too high, the Laser Gate will overload and explode! Deals random damage between one and max. Damage to shields: 200%
- Prix: 380
- Santé: 1500/2500/7500
- Dommage: 50/75/100/200/450
- Money needed regularly: 0.6%
- Force: Rapide, Beaucoup
- Faiblesse: Célibataire
- Upgrade price: 165X(# of upgrades purchased+1)
- Cannot be built on walls
This design is interesting as the escalating damage makes it effective against hordes, mais là’s a risk of self-destruction. je’m unsure how a cloak detector benefits the gate since it damages any cloaked creeps passing through. Enfiler’t place it as the first line of defense; it works well after a few turrets before it. Upgrade its health once, then maximize its damage.
Chrono Ray
Opens a crack in space-time and sends a creep through it. Victims end up at an earlier point in their journey, experiencing part of your death maze a second time. Paradox Prevention 101: You can only send creeps through time once. Sends targets to where they were in the past (une fois)
- Prix: 700
- Santé: 1500
- Distance: -14/-18/-22/-28
- Duration: 5/4/3
- Fire/Charge Rate: 100%
- Gamme: 8.5/9.5/10.5/12.5
- Aim Speed: 100
- Money needed regularly: 1.2%
- Force: Fort, Lent
- Faiblesse: Beaucoup
- Upgrade price: 200X(# of upgrades purchased+1)
This is the most expensive weapon in your arsenal, mais ça’s worth the cost. Rewinding a creep’s advance is significant, even though it can only do it once per creep. Build this after your strongest defenses and be prepared for boss creeps. I recommend reducing its duration first, then maximizing its distance.
Quantum Farm
Increases Power recharge rates and awards Credits at the end of every wave. Farms are best built early to maximize return. Farms explode violently if destroyed, punishing you for your greed and hubris.
- Prix: 350
- Santé: 250
- Credits per wave: 20/30/40/50/75/100/150/275
- Power Charge rate: 1%/5%/10%/25%/50%/100%
- Money needed regularly: 2%
- Structure Limit: 10
- Upgrade price: 160X(# of upgrades purchased+1)
The Farm is a purchase you make early on or not at all. If you buy one, either upgrade its Credit generation or Power charge rate, pas les deux. Il’s cheaper to get two Farms and have them specialize. They have very low health, so place them where creeps are unlikely to reach, and beware of Stingers.
Conclusion
These are all the different structures you can create in the game up to now. If you have any ideas or if you’ve noticed anything that seems unclear or a mistake on my part, s'il vous plaît dites-moi. I made this guide to share helpful information with other players.
C'est tout ce que nous partageons aujourd'hui pour cela Aucune créature n'a été blessée TD guide. Ce guide a été initialement créé et rédigé par Speed demon. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.