Sanctum Wiki
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Tag: Visual edit
 
m (minor edits)
Tag: Visual edit
 
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* There are 20 towers - 15 damage & 5 support ones. 12 are from the base game and the other 8 - from the [[Downloadable Content|DLCs]].
{| class="wrapper infobox" style="text-align: center"
 
  +
* Three of them are '''Dispensers''' - for [[Slow Field Dispenser|Slow fields]], [[AR-Mine Dispenser|AR]] & [[Rupture Mine Dispenser|Rupture]] mines, while the rest fires (or acts) automatically.
  +
* New towers are unlocked at certain [[Player Ranks|player ranks]] (listed below).
  +
* New tower slots are unlocked at [[Player Ranks|player ranks]] 3, 5, and 9, giving a maximum total of 4 tower slots.
  +
* Players can specify the enemy priorities of 13 of the towers via the [[Targeting System|targeting system]] (the ones without such option are the [[ACP]], [[Scatter Laser|Scatter lasers]], '''Dispensers''', [[Amp Spire|Amp]] & [[Range Spire|Range spire]]).
  +
  +
==Tower Base==
  +
{| class ="wikitable"
 
|-
 
|-
! colspan="4" style="text-align: center;"|{{{name|{{PAGENAME}}}}}
+
! colspan="2" | Tower
 
|-
 
|-
| colspan="4" style="padding-top: 10px;"|{{{image|[[File:Range Spire (Sanctum 2).png|200px]]}}}
+
| rowspan="3" | [[File:Base (Sanctum 2).png | 64px | link=Base]] || rowspan="3" | [[Base]]
  +
|}
  +
  +
==Damage Towers==
  +
{| class="wikitable" width="100%" style="text-align:center"
 
|-
 
|-
  +
! colspan="2" | Tower !! width="60" | Required Player Rank !! Tower Rank !! Total Cost !! Damage per Shot !! Shots per Second !! Range<br>(blocks) !! Damage per Second* !! DPS per resource* !! width="60" | Overcharge DPSPR*
! !! style="text-align: center;"|Rank 1 !! style="text-align: center;"|Rank 2 !! style="text-align: center;"|Rank 3
 
 
|-
 
|-
  +
| rowspan="3" |[[File:Cannon (Sanctum 2).png | 64px | link=Cannon]]|| rowspan="3" |[[Cannon]]|| rowspan="3" | 1 || 1 || 140 || 215 || 2.0 || 2.5 || 430 || 3.07 || rowspan="3" | 1.84
! Total Cost
 
| 120 || 280 || 480
 
 
|-
 
|-
  +
| 2 || 310 || 749|| 1.0 || 3.27 || 749 || 2.42
! Range Increase
 
| 15.0% || 25.4% || 38.4%
 
 
|-
 
|-
  +
| 3 || 500 || 1727|| 0.567 || 4.1 || 979 || 1,96
! Effect Range
 
  +
|-
| 1.7 || 1.7 || 2.7
 
  +
! colspan="11" |
  +
|-
  +
| rowspan="3" |[[File:Gatling (Sanctum 2).png | 64px | link=Gatling]]|| rowspan="3" |[[Gatling]]|| rowspan="3" | 2 || 1 || 100 || 56 || 6.65 || 1.75 || 372.4 || 3.72 || rowspan="3" | 2.33
  +
|-
  +
| 2 || 210 || 100 || 6.65 || 2.17 || 665 || 3.17
  +
|-
  +
| 3 || 320 || 144 || 6.65 || 2.6 || 957.6 || 2.99
  +
|-
  +
! colspan="11" |
  +
|-
  +
| rowspan="3" |[[File:Lightning (Sanctum 2).png | 64px | link=Lightning]]|| rowspan="3" |[[Lightning]]|| rowspan="3" | 3 || 1 || 150 || 2750 || 0.2167 || 1.8 || 595,8 || 3.97 || rowspan="3" | 1.3 to 2.11
  +
|-
  +
| 2 || 375 || 3706
  +
+1853 for 2nd enemy
  +
| 0.2167 || 1.9 || 803 to 1204.4 || 2.14 to 3.21
  +
|-
  +
| 3 || 600 || 4662
  +
+2331 for 2nd enemy
  +
  +
+583 for 3rd enemy
  +
| 0.2167 || 2.1 || 1010.1 to 1641.4 || 1.68 to 2.74
  +
|-
  +
! colspan="11" |
  +
|-
  +
| rowspan="3" |[[File:ACP (Sanctum 2).png | 64px | link=ACP]]|| rowspan="3" |[[ACP]]|| rowspan="3" | 6 || 1 || 180 || 350 || 0.4 || 2.0 || 140 per enemy || 0.78 per enemy || rowspan="3" | 0.7 per enemy
  +
|-
  +
| 2 || 430 || 462 || 0.567 || 2.2 || 261.8 per enemy || 0.61 per enemy
  +
|-
  +
| 3 || 680 || 575 || 1.0 || 2.3 || 575 per enemy || 0.85 per enemy
  +
|-
  +
! colspan="11" |
  +
|-
  +
| rowspan="3" |[[File:Violator (Sanctum 2).png | 64px | link=Violator]]|| rowspan="3" |[[Violator]]|| rowspan="3" | 10 || 1 || 200 || 3500 || 0.1 || 8.0 || 350 || 1.75 || rowspan="3" | 1.0
  +
|-
  +
| 2 || 500 || 6600 || 0.1 || 10.3 || 660 || 1.32
  +
|-
  +
| 3 || 800 || 9600 || 0.1 || 12.6 || 960 || 1.2
  +
|-
  +
! colspan="11" |
  +
|-
  +
| rowspan="3" |[[File:Rocket (Sanctum 2).png | 64px | link=Rocket]]|| rowspan="3" |[[Rocket]]|| rowspan="3" | 11 || 1 || 140 || 600 || 0.133 || 4.0 || 80 per enemy || 0.57 per enemy || rowspan="3" | 0.8 per enemy
  +
|-
  +
| 2 || 305 || 798 * 2 || 0.167 || 5.1 || 266 per enemy || 0.87 per enemy
  +
|-
  +
| 3 || 470 || 996 * 3 || 0.167 || 6.86 || 498 per enemy || 1.06 per enemy
  +
|-
  +
! colspan="11" |
  +
|-
  +
| rowspan="3" |[[File:Scatter Laser (Sanctum 2).png | 64px | link=Scatter Laser]]|| rowspan="3" |[[Scatter Laser]]|| rowspan="3" | 13 || 1 || 120 || 147 || 2.5 || 2.5 || 367.5 || 3.06 || rowspan="3" | 0.66
  +
|-
  +
| 2 || 260 || 211 || 2.85 || 3.0 || 601.35 || 2.31
  +
|-
  +
| 3 || 400 || 290 || 3.3167 || 3.5 || 961.83 || 2.4
  +
|-
  +
! colspan="11" |
  +
|-
  +
| rowspan="3" |[[File:Focus (Sanctum 2).png | 64px | link=Focus]]|| rowspan="3" |[[Focus]]|| rowspan="3" | 15 || 1 || 150 || 100 to 500 || 2.0 || 4.0 || 200 to 1000 || 1.33 to 6.67 || rowspan="3" | 1.0 to 5.0
  +
|-
  +
| 2 || 375 || 212 to 1060 || 2.2167 || 4.0 || 470 to 2350 || 1.25 to 6.27
  +
|-
  +
| 3 || 600 || 325 to 1625 || 2.5 || 4.0 || 813 to 4063 || 1.35 to 6.77
  +
|-
  +
! colspan="11" |
  +
|-
  +
| rowspan="3" |[[File:Makeshift Cannon (Sanctum 2).png | 64px | link=Makeshift Cannon]]|| rowspan="3" |[[Makeshift Cannon]]<br>(Ruins of Brightholme DLC) || rowspan="3" | 21 || 1 || 150 || 275 || 1.65 || 2.5 || 357 per enemy (approximate) || 2.4 per enemy (approximate) || rowspan="3" | 1.4 per enemy (approximate)
  +
|-
  +
| 2 || 310 || 475 || 1.65 || 2.7 || 616 per enemy (approximate) || 2.0 per enemy (approximate)
  +
|-
  +
| 3 || 480 || 687 || 1.65 || 2.9 || 892 per enemy (approximate) || 1.9 per enemy (approximate)
  +
|-
  +
! colspan="11" |
  +
|-
  +
| rowspan="3" |[[File:Friendship Laser (Sanctum 2).png | 64px | link=Friendship Laser]]|| rowspan="3" |[[Friendship Laser]]<br>(The Pursuit DLC) || rowspan="3" | 28 || 1 || 125 || 400 || 1.0 || 2.0 || 400 || 3.2 || rowspan="3" | 2.2
  +
|-
  +
| 2 || 270 || 690 || 1.0 || 2.5 || 690 || 2.56
  +
|-
  +
| 3 || 430 || 1010 || 1.0 || 3.0 || 1010 || 2.35
  +
|-
  +
! colspan="11" |
  +
|-
  +
| rowspan="3" |[[File:Anti-Air (Sanctum 2).png | 64px | link=Anti-Air]]|| rowspan="3" |[[Anti-Air]]<br>(The Last Stand DLC) || rowspan="3" | 32 || 1 || 100 || 400 * 2 || 0.67 || 5.0 || 533.33 || 5.33 || rowspan="3" | 19.2
  +
|-
  +
| 2 || 200 || 700 * 4 || 0.67 || 6.3 || 1866.66 || 9.33
  +
|-
  +
| 3 || 300 || 1000 * 6 || 0.8 || 9.6 || 4800 || 16.0
  +
|-
  +
! colspan="2" | Tower !! width="60" | Required Player Rank !! Tower Rank !! Total Cost !! Damage per Shot !! Shots per Second !! Range<br>(blocks) !! Damage per Second* !! DPS per Resource* !! Overcharge DPSPR*
 
|}
 
|}
   
  +
{| class="wikitable" width="100%" style="text-align:center"
==Overview==
 
  +
|-
*The '''Range Spire''' is similar to the [[Amp Spire|AMP Spire]], in that it increases a certain quality of towers within its range. However, unlike the [[Amp Spire|AMP Spire]], this tower increases the range of other towers.
 
  +
! colspan="2" | Tower !! width="60" | Required Player Rank !! Tower Rank !! Total Cost !! Range<br>(blocks) !! Spawn Interval<br>(seconds) !! Drone Duration<br>(seconds) !! Total Damage<br>(per Drone) !! Damage per Second* !! DPS per Resource* !! Overcharge<br>DPSPR*
*The other support towers ([[Amp Spire|AMP Spire]], [[Slow Field Dispenser|Slow fields]], etc) are also affected by it.
 
  +
|-
*Unlocked at [[Player Ranks|Rank]] 19 for players, that have the [[Game Updates|Road to Elysion DLC]].
 
  +
| rowspan="3" |[[File:Drone (Sanctum 2).png | 64px | link=Drone]]|| rowspan="3" |[[Drone]]|| rowspan="3" | 9 || 1 || 140 || rowspan="3" | 1.8 || rowspan="3" | 5.0 || rowspan="3" | 15.0 || 3000 || 200/400/600 per 1/2/3 enemies || 1.43/2.86/4.29 per 1/2/3 enemies || rowspan="3" | 1.33/2,67/4 per 1/2/3 enemies
*The effects of multiple Range Spires do '''not''' stack - only the highest effect is applied. ''(similarly to the [[Amp Spire|AMP spire]] and the slowing effects)''
 
  +
|-
*А Range Spire '''cannot''' increase the range of another Range Spire(s).
 
  +
| 2 || 350 || 8000 || 533/1066/1600 per 1/2/3 enemies || 1.52/3.05/4.57 per 1/2/3 enemies
*Like the [[Amp Spire|AMP Spire]], the area of effect of the Range Spire increases when upgraded to rank 3. For ranks 1 and 2, this area is a 3x3 square around the spire. For level 3 '''Range Spire''', the area of effect is a 5x5 square without the corner blocks (another way of stating this is "two straight blocks away, or one diagonal and one straight block away, but not two diagonal blocks away")
 
  +
|-
*Gives 3.00% per every 100 resources overcharge. (= 0,03% per resource ~ 1% per 33 resources)
 
  +
| 3 || 560 || 13000 || 867/1733/2600 per 1/2/3 enemies || 1.55/3.05/4.64 per 1/2/3 enemies
*The '''Range Spire''' can increase the field of action of [[Slow Field Dispenser|Slow Fields]], the blast radius of [[AR-Mine Dispenser|AR-Mines]] and also the range of attaching of [[Rupture Mine Dispenser|Rupture mines]].
 
  +
|}
   
  +
{| class="wikitable" width="100%" style="text-align:center"
  +
|-
  +
! colspan="2" | Tower !! width="60" | Required Player Rank !! Tower Rank !! Total Cost !! Range<br>(blocks) !! Fire Interval<br>(seconds) !! Laser Duration<br>(seconds) !! Damage per Hit !! Damage Interval<br>(seconds) !! Damage per Second* !! DPS per Resource* !! Overcharge<br>DPSPR*
  +
|-
  +
| rowspan="3" |[[File:Orbital Strike Relay (Sanctum 2).png | 64px | link=Orbital Strike Relay]]|| rowspan="3" |[[Orbital Strike Relay]]<br>(The Last Stand [[Downloadable Content|DLC]]) || rowspan="3" | 35 || 1 || 300 || 4.0 || 20.0 || rowspan="3" | 5.0 || 1500 || rowspan="3" | 0.5 || 600/3000 per enemy
  +
(overall/during strikes)
  +
| 2/10 per enemy (overall/during strikes) || rowspan="3" | 1.6/6.4 per enemy (overall/during strikes)
  +
|-
  +
| 2 || 650 || 4.91 || 20.0 || 3005 || 1202/6010 per enemy
  +
(overall/during strikes)
  +
| 1.85/9.25 per enemy (overall/during strikes)
  +
|-
  +
| 3 || 1000 || 5.82 || 15.0 || 4510 || 2255/9020 per enemy
  +
(overall/during strikes)
  +
| 2.26/9.02 per enemy (overall/during strikes)
  +
|}<br />
  +
{| class="wikitable" width="90%" style="text-align:center"
  +
|-
  +
! colspan="2" |Tower !! width="60" | Required Player Rank !! Tower
  +
Rank
  +
! Total
  +
Cost
  +
! Mines
  +
Dispensed<br>(per Wave)
  +
! Mine Damage !! Explosion Range<br>(blocks)
  +
|-
  +
| rowspan="3" |[[File:AR-Mine Dispenser (Sanctum 2).png|64px|link=AR-Mine Dispenser]]|| rowspan="3" |[[AR-Mine Dispenser]]|| rowspan="3" | 5 || 1 || 100 || 1 || 7500 || 1.33
  +
|-
  +
| 2 || 250 || 2 || 9500 || 1.66
  +
|-
  +
| 3 || 400 || 3 || 11500 || 2.00
  +
|}<br />
  +
{| class="wikitable" width="90%" style="text-align:center"
  +
|-
  +
! colspan="2" | Tower !! width="60" | Required Player Rank !! Tower Rank !! Total Cost !! Mines Dispensed<br>(per Wave) !! Initial Mine Damage !! Attachment Range<br>(blocks) !! Attachment Duration<br>(seconds)
  +
|-
  +
| rowspan="3" |[[File:Rupture Mine Dispenser (Sanctum 2).png|64px|link=Rupture Mine Dispenser]]|| rowspan="3" |[[Rupture Mine Dispenser]]<br>(Ruins of Brightholme [[Downloadable Content|DLC]]) || rowspan="3" | 22 || 1 || 100 || 2 || 100 || rowspan="3" |1.33 || rowspan="3" | 8.0
  +
|-
  +
| 2 || 250 || 4 || 155
  +
|-
  +
| 3 || 400 || 6 || 210
  +
|}
  +
<nowiki>*</nowiki> The raw Damage per second (attack speed x damage) & DPS per resource above take into account just a few things, but ignore many important factors, like:
   
  +
* the range impact (more range generally means more damage). Along with the displayed value, it can be clearly seen if the player targets the tower(s) out-of-wave and looks at the map/minimap - then it shows its radius of action.;
==Notes & tactics==
 
  +
* the enemy vulnerability, including the partial invulnerability of the [[Hoverer|Hoverers]], [[Bobble Head|Bobble heads]] & [[Fiskeplaske]] and the fact that some armoured enemies like [[Armoured Heavy|Armoured heavies]] & [[Super Heavy|Super heavies]] & [[Screamer Matriarch|Screamer matriarchs]] will reduce/negate the DPS (except the DPS of the [[Drone|Drones]]).
  +
* the towers that use projectiles, meet random obstructions like walls, rocks, '''other towers''', etc, even sometimes [[Base|bases]] - these all are technically also related to the range, since anything that blocks a tower's sight can serve as a range decrease and therefore lower damage dealt. The [[ACP]] is a non-projectile tower and is clearly an exception of this, but if its range reaches into areas, where no enemies pass by, the range utility also is reduced. '''Talking in general, the projectile-using towers are the [[Scatter Laser|Scatter lasers]] & the towers with [[Targeting System|targeting system]]'''.
  +
* the raw probabilities of [[Makeshift Cannon|Makeshift cannons]] to get deactivated temporarily.
  +
* the fact that the [[Drone]] & the [[Orbital Strike Relay|Orbital strike relay]] don't fire all the time, but just for certain periods when they find targets and are ready to fire.
  +
* the '''inabilities''' of the [[ACP]] & [[Orbital Strike Relay|Orbital strike relay]] to '''target & damage''' air enemies and the [[Anti-Air|Anti-air]] to '''target''' ground ones.
   
* Using a '''Range Spire''' to increase the range of the [[Focus]] tower(s) can greatly increase its effectiveness, as the [[Focus]] will be able to keep firing at the target for longer, thus being able to damage enemies with its maximum potential for more time.
 
* A ranged-boosted [[ACP]] can be used for great effect, covering big areas and not allowing even the trickiest and fastest lumes to escape the damage if a proper killzone 's been made for the improved radius.
 
* While the general rule is that a bigger range means more damage and better performance, there are random scenarios, when the extra range is mostly not needed and might situationally have some side effect, although this is also dependent on what range is the player aiming at for the current setup.
 
**Sometimes, you'll want focus of the tower on a certain spot, likely the killbox, so it doesn't waste time attacking enemies beyond that zone. [[Orbital Strike Relay|Orbital Strike Relays]] are among the most notable examples of this, as they should ideally fire on enemies which are slowed, stunned, or otherwise inhibited inside the killbox, not those that are rapidly traveling through random parts of the maze. Usually not too much of a problem, since one can set the tower's targeting to "'''Closest'''", thus reducing the "risk" of too distant enemies being targeted. Of course, if the [[Orbital Strike Relay|Orbital strike relay]] already has the desired range, it is fine to leave it outside the '''Range spire'''<nowiki/>'s radius.
 
**[[Mind Control Spire|Mind control spire(s)]] don't need the buff very much and often are left out of the '''Range spire'''<nowiki/>'s radius, since often player(s) want to keep the controlling effect for a certain zone, where towers are concentrated, instead of applying the effect to distant lumes that would sometimes be too far away from the damage towers. Long/mid-ranged damage towers usually don't bother much, but those with shorter radius of action might not be helped by the [[Mind Control Spire|Mind control spire]] if its radius goes too big;
 
**The [[Kairos]] might randomly throw its slowing orbs very far away and affect too distant zones, similarly to the scenario with the [[Mind Control Spire|Mind control spires]]. This is yet another tower, that can safely be put away from the spire's radius, thus making for better probability that the orbs will be thrown around the close damage towers for a better concentrated fire vs them. Most time this is not too much of an issue, but if the players(s) rely on towers with limited range (e.g. [[ACP]] & [[Lightning|Lightnings]]), throwing the orbs too far away can reduce the [[Kairos]]' utility;
 
**While the [[Anti-Air|Anti-air]] is a tower that generally benefits well from the '''Range spire'''<nowiki/>'s buff, there are random scenarios, when the buff would be technically unnecessary, especially since if the tower's target dies, the sent rockets to it 'll automatically be destroyed mid-air. Usually not too much of a problem, but in maps when the [[Anti-Air|Anti-air]] is guaranteed to grab all incoming flying lumes, it is fine to leave one or more [[Anti-Air|Anti-air]] towers out of the Range spire's radius.
 
**Another situtation is kinda predictable - at a certain moment and more easily on smaller maps, the towers might meet random obstacles and even to hit in the map's borders, which comes faster for smaller maps. While this is rarely an issue, mainly noticeable in Survival [[Game Modes|mode]], one might want to be careful about balancing between range and damage improvements in order to not lose utility of the range gain and if the buffed towers with the lowest range have grabbed the whole map or the maximum possible they can, this is te<nowiki/>chnically a critical maximum of the '''Range spire'''<nowiki/>'s overcharge & upgrade utility.
 
   
  +
== Support Towers ==
  +
<br />
  +
{| class="wikitable" width="90%" style="text-align:center"
  +
|-
  +
! colspan="2" | Tower !! width="60" | Required Player [[Player Ranks|Rank]]!! Tower Rank !! Total Cost !! Slow Effect
  +
!Range <br>(blocks)!! Shots per Second
  +
|-
  +
| rowspan="3" |[[File:Kairos (Sanctum 2).png | 64px | link=Kairos]]|| rowspan="3" |[[Kairos]] || rowspan="3" | 7 || 1 || 120 || 13.0%
  +
|2.5|| rowspan="3" |0.25
  +
|-
  +
| 2 || 300 || 24.7%
  +
|3.0
  +
|-
  +
| 3 || 480 || 34.8%
  +
|3.4
  +
|}
   
  +
{| class="wikitable" width="90%" style="text-align:center"
{{Sanctum 2}}
 
  +
|-
  +
! colspan="2" |Tower !! width="60" | Required Player [[Player Ranks|Rank]]!! Tower Rank !! Total Cost
  +
!Slow Effect
  +
!Field Range<br>(blocks)!! Fields Dispensed
  +
|-
  +
| rowspan="3" |[[File:Slow Field Dispenser (Sanctum 2).png|64px|link=Slow Field Dispenser]]|| rowspan="3" |[[Slow Field Dispenser]]<br>(Road to Elysion [[Downloadable Content|DLC]]) || rowspan="3" | 16 || 1 || 120
  +
|14.0%
  +
|0.5|| 1
  +
|-
  +
| 2 || 290
  +
|26.8%
  +
|0.6|| 2
  +
|-
  +
| 3 || 500
  +
|40.1%
  +
|0.7|| 3
  +
|}
   
  +
{| class="wikitable" width="90%" style="text-align:center"
[[Category: Sanctum 2 towers]]
 
  +
|-
  +
! colspan="2" | Tower !! width="60"| Required Player Rank !! Tower Rank !! Total Cost !! Damage Increase !! Effect Range<br>(blocks)
  +
|-
  +
| rowspan="3" | [[File:Amp Spire (Sanctum 2).png | 64px | link=Amp Spire]] || rowspan="3" | [[Amp Spire|AMP Spire]] || rowspan="3"| 12 || 1 || 120 || 13.0% || rowspan=2| 1.8
  +
|-
  +
| 2 || 310 || 22.5%
  +
|-
  +
| 3 || 500 || 32.0% || 2.8
  +
|}
  +
  +
{| class="wikitable" width="90%" style="text-align:center"
  +
|-
  +
! colspan="2" | Tower !! width="60"| Required Player Rank !! Tower Rank !! Total Cost !! Range Increase !! Effect Range<br>(blocks)
  +
|-
  +
| rowspan="3" | [[File:Range Spire (Sanctum 2).png | 64px | link=Range Spire]] || rowspan="3" | [[Range Spire]]<br>(Road to Elysion [[Downloadable Content|DLC]]) || rowspan="3" | 19 || 1 || 120 || 15.0% || rowspan=2| 1.7
  +
|-
  +
| 2 || 280 || 25.4%
  +
|-
  +
| 3 || 480 || 38.4% || 2.7
  +
|}
  +
  +
{| class="wikitable" width="90%" style="text-align:center"
  +
|-
  +
! colspan="2" | Tower !! width="60"| Required Player Rank !! Tower Rank !! Total Cost !! Mind Control Duration<br>(seconds) !! Shots per Second !! Range<br>(blocks)
  +
|-
  +
| rowspan="3" | [[File:Mind Control Spire (Sanctum 2).png | 64px | link=Mind Control Spire]] || rowspan="3" | [[Mind Control Spire]]<br>(The Pursuit [[Downloadable Content|DLC]]) || rowspan="3" | 30 || 1 || 220 || 2.0 ||0.1 || 2.0
  +
|-
  +
| 2 || 440 || 3.3
  +
|0,0833|| 2.3
  +
|-
  +
| 3 || 670 || 4.9
  +
|0,0833|| 2.7
  +
|}<br />{{Sanctum 2}}

Revision as of 21:28, 23 September 2021

  • There are 20 towers - 15 damage & 5 support ones. 12 are from the base game and the other 8 - from the DLCs.
  • Three of them are Dispensers - for Slow fields, AR & Rupture mines, while the rest fires (or acts) automatically.
  • New towers are unlocked at certain player ranks (listed below).
  • New tower slots are unlocked at player ranks 3, 5, and 9, giving a maximum total of 4 tower slots.
  • Players can specify the enemy priorities of 13 of the towers via the targeting system (the ones without such option are the ACP, Scatter lasers, Dispensers, Amp & Range spire).

Tower Base

Tower
Base (Sanctum 2) Base

Damage Towers

Tower Required Player Rank Tower Rank Total Cost Damage per Shot Shots per Second Range
(blocks)
Damage per Second* DPS per resource* Overcharge DPSPR*
Cannon (Sanctum 2) Cannon 1 1 140 215 2.0 2.5 430 3.07 1.84
2 310 749 1.0 3.27 749 2.42
3 500 1727 0.567 4.1 979 1,96
Gatling (Sanctum 2) Gatling 2 1 100 56 6.65 1.75 372.4 3.72 2.33
2 210 100 6.65 2.17 665 3.17
3 320 144 6.65 2.6 957.6 2.99
Lightning (Sanctum 2) Lightning 3 1 150 2750 0.2167 1.8 595,8 3.97 1.3 to 2.11
2 375 3706

+1853 for 2nd enemy

0.2167 1.9 803 to 1204.4 2.14 to 3.21
3 600 4662

+2331 for 2nd enemy

+583 for 3rd enemy

0.2167 2.1 1010.1 to 1641.4 1.68 to 2.74
ACP (Sanctum 2) ACP 6 1 180 350 0.4 2.0 140 per enemy 0.78 per enemy 0.7 per enemy
2 430 462 0.567 2.2 261.8 per enemy 0.61 per enemy
3 680 575 1.0 2.3 575 per enemy 0.85 per enemy
Violator (Sanctum 2) Violator 10 1 200 3500 0.1 8.0 350 1.75 1.0
2 500 6600 0.1 10.3 660 1.32
3 800 9600 0.1 12.6 960 1.2
Rocket (Sanctum 2) Rocket 11 1 140 600 0.133 4.0 80 per enemy 0.57 per enemy 0.8 per enemy
2 305 798 * 2 0.167 5.1 266 per enemy 0.87 per enemy
3 470 996 * 3 0.167 6.86 498 per enemy 1.06 per enemy
Scatter Laser (Sanctum 2) Scatter Laser 13 1 120 147 2.5 2.5 367.5 3.06 0.66
2 260 211 2.85 3.0 601.35 2.31
3 400 290 3.3167 3.5 961.83 2.4
Focus (Sanctum 2) Focus 15 1 150 100 to 500 2.0 4.0 200 to 1000 1.33 to 6.67 1.0 to 5.0
2 375 212 to 1060 2.2167 4.0 470 to 2350 1.25 to 6.27
3 600 325 to 1625 2.5 4.0 813 to 4063 1.35 to 6.77
Makeshift Cannon (Sanctum 2) Makeshift Cannon
(Ruins of Brightholme DLC)
21 1 150 275 1.65 2.5 357 per enemy (approximate) 2.4 per enemy (approximate) 1.4 per enemy (approximate)
2 310 475 1.65 2.7 616 per enemy (approximate) 2.0 per enemy (approximate)
3 480 687 1.65 2.9 892 per enemy (approximate) 1.9 per enemy (approximate)
Friendship Laser (Sanctum 2) Friendship Laser
(The Pursuit DLC)
28 1 125 400 1.0 2.0 400 3.2 2.2
2 270 690 1.0 2.5 690 2.56
3 430 1010 1.0 3.0 1010 2.35
Anti-Air (Sanctum 2) Anti-Air
(The Last Stand DLC)
32 1 100 400 * 2 0.67 5.0 533.33 5.33 19.2
2 200 700 * 4 0.67 6.3 1866.66 9.33
3 300 1000 * 6 0.8 9.6 4800 16.0
Tower Required Player Rank Tower Rank Total Cost Damage per Shot Shots per Second Range
(blocks)
Damage per Second* DPS per Resource* Overcharge DPSPR*
Tower Required Player Rank Tower Rank Total Cost Range
(blocks)
Spawn Interval
(seconds)
Drone Duration
(seconds)
Total Damage
(per Drone)
Damage per Second* DPS per Resource* Overcharge
DPSPR*
Drone (Sanctum 2) Drone 9 1 140 1.8 5.0 15.0 3000 200/400/600 per 1/2/3 enemies 1.43/2.86/4.29 per 1/2/3 enemies 1.33/2,67/4 per 1/2/3 enemies
2 350 8000 533/1066/1600 per 1/2/3 enemies 1.52/3.05/4.57 per 1/2/3 enemies
3 560 13000 867/1733/2600 per 1/2/3 enemies 1.55/3.05/4.64 per 1/2/3 enemies
Tower Required Player Rank Tower Rank Total Cost Range
(blocks)
Fire Interval
(seconds)
Laser Duration
(seconds)
Damage per Hit Damage Interval
(seconds)
Damage per Second* DPS per Resource* Overcharge
DPSPR*
Orbital Strike Relay (Sanctum 2) Orbital Strike Relay
(The Last Stand DLC)
35 1 300 4.0 20.0 5.0 1500 0.5 600/3000 per enemy

(overall/during strikes)

2/10 per enemy (overall/during strikes) 1.6/6.4 per enemy (overall/during strikes)
2 650 4.91 20.0 3005 1202/6010 per enemy

(overall/during strikes)

1.85/9.25 per enemy (overall/during strikes)
3 1000 5.82 15.0 4510 2255/9020 per enemy

(overall/during strikes)

2.26/9.02 per enemy (overall/during strikes)


Tower Required Player Rank Tower

Rank

Total

Cost

Mines

Dispensed
(per Wave)

Mine Damage Explosion Range
(blocks)
AR-Mine Dispenser (Sanctum 2) AR-Mine Dispenser 5 1 100 1 7500 1.33
2 250 2 9500 1.66
3 400 3 11500 2.00


Tower Required Player Rank Tower Rank Total Cost Mines Dispensed
(per Wave)
Initial Mine Damage Attachment Range
(blocks)
Attachment Duration
(seconds)
Rupture Mine Dispenser (Sanctum 2) Rupture Mine Dispenser
(Ruins of Brightholme DLC)
22 1 100 2 100 1.33 8.0
2 250 4 155
3 400 6 210

* The raw Damage per second (attack speed x damage) & DPS per resource above take into account just a few things, but ignore many important factors, like:

  • the range impact (more range generally means more damage). Along with the displayed value, it can be clearly seen if the player targets the tower(s) out-of-wave and looks at the map/minimap - then it shows its radius of action.;
  • the enemy vulnerability, including the partial invulnerability of the Hoverers, Bobble heads & Fiskeplaske and the fact that some armoured enemies like Armoured heavies & Super heavies & Screamer matriarchs will reduce/negate the DPS (except the DPS of the Drones).
  • the towers that use projectiles, meet random obstructions like walls, rocks, other towers, etc, even sometimes bases - these all are technically also related to the range, since anything that blocks a tower's sight can serve as a range decrease and therefore lower damage dealt. The ACP is a non-projectile tower and is clearly an exception of this, but if its range reaches into areas, where no enemies pass by, the range utility also is reduced. Talking in general, the projectile-using towers are the Scatter lasers & the towers with targeting system.
  • the raw probabilities of Makeshift cannons to get deactivated temporarily.
  • the fact that the Drone & the Orbital strike relay don't fire all the time, but just for certain periods when they find targets and are ready to fire.
  • the inabilities of the ACP & Orbital strike relay to target & damage air enemies and the Anti-air to target ground ones.


Support Towers


Tower Required Player Rank Tower Rank Total Cost Slow Effect Range
(blocks)
Shots per Second
Kairos (Sanctum 2) Kairos 7 1 120 13.0% 2.5 0.25
2 300 24.7% 3.0
3 480 34.8% 3.4
Tower Required Player Rank Tower Rank Total Cost Slow Effect Field Range
(blocks)
Fields Dispensed
Slow Field Dispenser (Sanctum 2) Slow Field Dispenser
(Road to Elysion DLC)
16 1 120 14.0% 0.5 1
2 290 26.8% 0.6 2
3 500 40.1% 0.7 3
Tower Required Player Rank Tower Rank Total Cost Damage Increase Effect Range
(blocks)
Amp Spire (Sanctum 2) AMP Spire 12 1 120 13.0% 1.8
2 310 22.5%
3 500 32.0% 2.8
Tower Required Player Rank Tower Rank Total Cost Range Increase Effect Range
(blocks)
Range Spire (Sanctum 2) Range Spire
(Road to Elysion DLC)
19 1 120 15.0% 1.7
2 280 25.4%
3 480 38.4% 2.7
Tower Required Player Rank Tower Rank Total Cost Mind Control Duration
(seconds)
Shots per Second Range
(blocks)
Mind Control Spire (Sanctum 2) Mind Control Spire
(The Pursuit DLC)
30 1 220 2.0 0.1 2.0
2 440 3.3 0,0833 2.3
3 670 4.9 0,0833 2.7