6/10.Īnd now we move on to Physical Ranged towers. With its faster bomb drops than the Rocket Riders, its a mid tier choice for artillery. The upgrades on this tower are a bit of a let down, however, as the Goblin Sapper doesnt block enemies, and the oil spill doesnt hit a large enough area for how much gold you put into it, and the range upgrade doesnt matter much if youve positioned your towers correctly. This is a good boost to its effectiveness, especially on waves that split enemy types into different lanes, allowing you to prioritize where you want your artillery to hit. Goblin War Zeppelin- The Zeppelin has the unique ability (amoung artillery) to move around like and infantry unit with a rally point. If this could be patched to do magic damage instead of physical, it shoot up a couple points. Unfortunately, this tower is outclassed by the other Artillery towers in pretty much every way. If you use this tower, the root upgrade is absolutely essential, and will pay itself off very quickly as there is no limit to the number of enemies that can be gripped. The constant drain aura is nice when you have loads of infantry to keep them in place, but it feels too slow to have any meaningful effect on most enemies in the game. The treants are surprisingly durable for the cost, and they do an effective job of holding enemies in the aoe while they wither away. Rotten Forest- At first i wasnt sure whether to put this tower here or in the Physical Ranged section, but seeing as how its aoe ill put it here. If you can manage it, put fast hitting towers near this one, so they get the most benefit from the damage boot aura the Furnace puts off. Im not sure if its a glitch, but when this tower throws its hot coals, it can reach way outside of the indicated aoe on the tower. The upgrades make this tower massively increase its dps, and when i use it its often the first tower to be totally upgraded. This can buy you invaluable time for troops to replenish, your hero to respawn, or for your hero abilities to cooldown. Its real benefit though is its mass stun, which happens with every single hit. Melting Furnace- This towers philosophy is to hit its entire effective area at once, with rapid, lesser damaging strikes than what other artillery towers offer. They do have the highest base damage of all the artillery, but with such a small aoe that damage is usually spent on just one or two targets, which is far too few to make it worth a spot on your tower roster. Goblin Rocket Riders- These guys are the starting artillery tower, and on first glance they have decent upgrades and range, but upon actually using them you find that not only do they fire abysmally slowly, but they also have a small aoe for the impact of the rockets. If youre looking to use one infantry type and never change it, pick these guys and never look back. However, they do tend to get overwhelmed by large numbers, which means you either need a hero to back them up, frequent reinforcements, or well upgraded towers to whittle down the enemy wave before they get there. They even can keep going after death on occasion, which is a great bonus. They have great melee, great ranged, and with their dodging, their lack of armor isnt sorely missed. 5/10.Įlite Harassers- Probably the best standalone blockers in the game. you can have up to 5 active zombies at once, which is more that any other tower in the game. They do decent damage, but its dependent on them exploding, which means you lose a blocker for too little aoe damage, in my opinion. The Zombies themselves have meh stats, and do spawn on their own if no kills are made in a certain time frame (I think like 8-12 secs). The problem is that the zombies tend to engage outside of the aoe for raising the dead, meaning you have to set the rally point far back, which can compromise your defensive line. Grim Cemetery- This tower is meant to hold enemies in its aoe, so that when they die, you get zombies from the fallen enemy. Couple them with other sources of blocking to get the most out of them. Their armor keeps them in the fight long enough to usually get a 1 hit kill, but the low chance of it means youre leaving those 3 stars up to RNG. 7/10.ĭark Knights- The opposite of the Orcs, The DKs are best suited to blocking waves that are made of fewer big enemies. Their constant regen and impressive damage when fully upgraded makes them useful throughout the game, but never the best option past the Dwarven mountain section of the game. Orc Warriors Den- The Orcs are best used to handle waves of weak enemies in large numbers. Towers will be ranked in the order they are unlocked, and all will be judged as if fully upgraded. This list will tell you, based on my experience, which towers are worth using. Sorting the towers based on their efficiency in the following jobs Infantry Blocking, Artillery, Physical Ranged, and Magical Ranged.
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