Tower Defense Simulator is a game made by Paradoxum Games created on the 5th of June 2019 and officially released on the 14th of June 2019. It involves players teaming up with one another to fight waves of different enemies until they either are overrun or triumph on that particular map. Players gain cash by damaging enemies and from wave bonuses, which can subsequently be invested in buying new towers or upgrading existing ones. Once players are defeated or triumph, they gain
EXP, which is used to level up, and
Coins or
Gems, which can be used to purchase new towers, emotes or skins.
List of abbreviations:
- N
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19 June 2026
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18 June 2026
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Read More
Operator Concept (NOT an article-style concept… yet)
- 1 General Information
- 2 Stats
- 2.1 Level 0
- 2.2 Level 1 - Improved Munitions
- 2.3 Level 2 - Staccato Pistol
- 2.4 Level 3 - Secretive Agent
- 2.5 Level 4A - Heavy Firearms
- 2.6 Level 5A - Paramilitary Unit
- 2.7 Level 6A - Death Ops
- 2.8 Level 4B - Reinforcement Mercenaries
- 2.9 Level 5B - Tactical Abundance
- 2.10 Level 6B - Invasive Operation
How to Obtain: Level the Scout up to by using it in matches (can only be levelled up once the player reaches ). Then, buy the Operator for and .
Type: Hardcore
Description: “Send in the whole legion! A cost efficient early game attacker that can either be a strong, cost efficient mid-late game DPS tower or a spammable attacker that gets stronger the more of it you place.”
Placement Cost:
Placement Limit: Variable
Damage: 3
Range: 14
Firerate: 0.…
Ranger Evolution: Aegis
& |placement=Cliff|role=Offense|placement_limit=1|basecost=|basesellingprice=|basedamage=150|damagetype=Single|basefirerate=6|baserange=100|hidden_detection=|lead_detection=|flying_detection=|immune=Stun|footprint=Very Large (2.5)|evolved_from=Ranger|evolution_levels=25|base_exp=75a|growth_rate=1.075|tooltip-1=A massive defensive tower that fires incredibly high damage shots at a slow fireoate.. At level 4, splits into two paths.|tooltip-2=On top path, gains an outpost banner that allows any tower with 15 or more range to attack within a specific area.|tooltip-3=On Bottom Path, gains the ability to execute specific enemies with a total health below 30% of its max health.|levelrequirement= (Ranger)|title=Aegis}}
- 1 Description
- 2 Upgrades
- 3 Stats T…
Luminescence
on death|hidden=|fly=No|ghost=No|lead=No|immunity=}}
- 1 Description
- 2 Appearance
- 3 Strategy
- 4 Trivia
- 5 Update History
The Luminescence is an enemy that appears in ???. There is not much known information about it, so only its stats are available.
The Luminescence is a ghostly humanoid with lime arms and a lime head with white closed eyes. Its torso and legs are slightly dark green tones. It emanates a soft, yellow glow from itself. Its entire body is translucent and its legs fade out from below.
- Unlike other mysterious enemies such as the Celestial or the Supernatural, the Luminescence is a hidden enemy.
- Thankfully, due to its low health and average speed, cheap, early-game oriented towers can deal with it.
- The Luminescence is… green. What else is there to say ab…
Artillerist, Evolved Rocketeer Concept
|basecost =
|basesellingprice =
|role = Defense
|placement = Ground
|placement_limit = TBA
|basedamage = TBA
|damagetype = Splash
|basefirerate = TBA
|baserange = 20
TBA (Explosion Range)
TBA (Deadzone Range)
|hidden_detection = }}
Fementin
Fementin, it's NOT your ordinary Mentin, it is scary... VERY SCARY LOOKING... FEMALE MENTIN!!!!! Or maybe it's a femboy...
Ev Tower 🤔
Scout: Operator
Sniper: Sharpshooter
Paintballer: Airsofter
Demoman: Detonator
throws sticky C4 at enemies and detonate the bomb anytime you want. gains two paths between
1. bigger explosion with slower firerate
2. faster firerate and stronger damage but smalled explosion
Slime Trooper: Dissolver
does an AOE damage and deals 2x damage to lead enemies while still being able to slow down enemies. gains two paths between
1. increase slowness and when buying a later upgrade, will stun enemies in place for a long time
2. at later upgrades will remove immunity from enemies, and attack now deals 4x damage to lead and does DoT
Soldier: Specialist
Shotgunner: Enforcer
Freezer: Sub-Zero Troop
Assassin: Cloak
Militant: Sergeant
Hunter: Tracker
every 3 enemies killed …
Kingpin
&
|placement = Ground |role = Defense |placement_limit = 3 |basecost = |basesellingprice = |basedamage = 18 |damagetype = Single |basefirerate = 0.3 |baserange = 14 |hidden_detection = TBA |lead_detection = TBA |flying_detection = TBA |immune = None |footprint = TBA |evolved_from = Crook Boss |evolution_levels = 20 |base_exp = 60 |growth_rate = 1.1 |tooltip-1 = A crime boss with long-term economic and offensive capabilities. |tooltip-2 = On Top Path, sends out an army of henchmen that slowly build up unmatched damage output. |tooltip-3 = On Bottom Path, TBA. |tooltip-4 = Capable of detecting TBA. |levelrequirement= (Crook Boss)}}
- 1 Description
- 2 Stats Table
AURA BLUDS... ROLL OUT
makes cash
does damage
gg
Operator Tower Concept
|basesellingprice=|basedamage=3|unlockcost=|levelrequirement= (Scout)|damagetype=Single|basefirerate=0.55|baserange=14|hidden_detection=|lead_detection=|flying_detection=|immune=None|footprint=Below Average (1.25)|caption=GroomNuggetx69's take on the Operator}}}}
The Operator or EvolvedOperator is the evolved version of Scout, unlocked by reaching Level 20 on the Scout tower (alternatively you can buy all the levels for 1,199 Robux). Once done it can be brought for .
The Operator is a upgraded version of the Scout. Unlike any other tower the Operator gets stronger when more are placed down, increasing in damage and range when more are placed starting with the second Operator.
Because of this fact, The Operator can be considered an all-rounder early-gam…
TDS Operator Tower Concept
|towercost=|placement=Cliff|role=Defense|placement_limit=1|basecost=|basesellingprice=|basedamage=250|damagetype=Single
Splash (Level 4A+)
Pierce (Level 4B+)|basefirerate=8.025|baserange=0|hidden_detection=|lead_detection=|flying_detection=|immune=Stun|footprint=Very Large (2.5)|tooltip-1=A massive offensive tower that fires high damage shots at a quick rate. At level 4, splits into two paths.|tooltip-2=On top path, gains a fortify zone that reduces debuff and stun times for nearby towers.|tooltip-3=On Bottom Path, gains a damage multiplier on boss enemies.|tooltip-4=Capable of detecting hidden enemies, flying enemies on top path, and lead enemies on bottom path.|levelrequirement=225|title=}}
- 1 Description (UNFINISHED)
- 2 Upgrades
- 3 Ability
- 4 Stats T…
Darkomancer
}}
and
|levelrequirement =
|role = Defense
|placement = Ground
|placement_limit = 1
|basecost =
|basesellingprice =
|basedamage = 3
|damagetype = Single
Multi-target (Level 3)
|basefirerate = 0.15
|baserange = 25
6 (The Gates to the Darkness)
|hidden_detection =
|lead_detection = (Tower and collision only)
|flying_detection =
|footprint = 1.5
}}
Darkleton: Health: 150. Damage: 25. Firerate: 0.5. Range: baserange = 5. Speed: speed = 3 (Average) Hidden: Yes Lead: Yes (collision only) Flying: No
The Darkomancer is a hardcore spawner tower that can be unlocked in the store for with and has a level requirement of . You would also need to spawn 3.5k units from necromancer to unlock the cost.
The Darkomancer fires dark beams at the enemies. …
Since the last time I made a post about this kinda thing it got deleted, I'm gonna celebrate here.
It's the one year anniversary of THIS
Supernatural
on death|hidden=No|fly=No|ghost=No|lead=No|immunity=}}
- 1 Description
- 2 Appearance
- 3 Strategy
- 4 Trivia
- 5 Update History
- 6 Notes
The Supernatural is an enemy that appears in ???. Likewise with the Celestial, not much is actually known about this enemy, so only its stats are available.
The Supernatural is a humanoid with blue arms and a blue head with yellow alien-like eyes. Its torso and legs are a darker shade of blue.
- Compared to the Celestial, the Supernatural is twice as fast and has 1.5 times its health, making it more threatening. Upgrading early game towers such as the Scout to a reasonable degree can kill it.
- The Supernatural is stun immune, making towers such as the Electroshocker less effective against it.
- However, the Supernatural is still vulnerable to oth…
TDS Railguner tower concept
& |placement=Cliff|role=Defense|placement_limit=1|basecost=|basesellingprice=|basedamage=250|damagetype=Single
Splash (Level 4A+)
Pierce (Level 4B+)|basefirerate=8.025|baserange=0|hidden_detection=|lead_detection=|flying_detection=|immune=Stun|footprint=Very Large (2.5)|tooltip-1=A massive offensive tower that fires high damage shots at a quick rate. At level 4, splits into two paths.|tooltip-2=On top path, gains a fortify zone that reduces debuff and stun times for nearby towers.|tooltip-3=On Bottom Path, gains a damage multiplier on boss enemies.|tooltip-4=Capable of detecting hidden enemies, flying enemies on top path, and lead enemies on bottom path.|levelrequirement= (Ranger)|title=}}
- 1 Description (UNFINISHED)
- 2 Upgrades
- 3 Ability
- 4 Stats Tabl…
Celestial
on death|hidden=No|fly=No|ghost=No|lead=No|immunity=}}
- 1 Description
- 2 Appearance
- 3 Strategy
- 4 Trivia
- 5 Update History
- 6 Notes
The Celestial is an enemy that appears in ???. Not much is known about this enemy, so only its stats are available.
The Celestial is a humanoid with lilac arms and a lilac head. Its torso and legs are a darker tone of pink.
- Despite being tougher than most other first-to-spawn enemies such as the Normal, it can easily be killed by early game towers such as the Scout or Soldier due to its low health.
- Preferably, towers such as the Golden Scout and the Brawler are the best towers to handle this enemy due to their great cost efficiency.
- This is the first enemy blog made by TinyGhostGamer87.
- For some reason, the Celestial refuses to change in …
mecha base ok
|basecost=|basesellingprice=|role=Defense|placement=Ground|placement_limit=3|basedamage=32|damagetype=Single
Collision
Splash|basefirerate=0.375|baserange=25 (Unit)
3 (Tower)|levelrequirement = |basespawnrate=180s|hidden_detection=|lead_detection= (Splash Damage only)|flying_detection=|immune=Debuff|footprint=3.5|tooltip-1=A unit summoning tower that releases a steady stream of Mechas from the base.|tooltip-2=Units are capable of detecting all enemies depending on their weapons.|tooltip3=Can be modified so units have different weapons/attachments.}}
- 1 Description
- 2 Upgrades
- 3 Stats Table
- 4 Credits
- 5 Notes
The Mecha Base is a hardcore tower that can be unlocked with after reaching . In it's early levels it spawns in Mechas that can shoot enemies with bul…
Railgunner Concept
|levelrequirement=|role=Defence|placement=Cliff|placement_limit=4|basecost=|basedamage=450|damagetype=Single
Splash (Level 2+)|basefirerate=10|baserange=70|hidden_detection=N/A|lead_detection=|flying_detection=|footprint=Large (2)|tooltip-1=“A late game cliff tower that uses a deadly railgun to deal colossal damage to enemies. At later levels, can create explosions to deal area damage. Capable of detecting flying and lead enemies (can indirectly hit hidden enemies via explosions).”}}
- 1 Description
- 2 Upgrades
- 3 Stats Table
- 4 Strategy
- 5 Trivia
- 6 Update History
- 7 Notes
The Railgunner is a hardcore defensive tower that has very large range and attacks slowly but very strongly. It can be bought from the shop for upon reaching .
The Railgunner deals extremely high…
Blog Post for Gemini (don’t ask. please.)
this blog post will clear up some things for people, AIs (specifically Gemini), etc. who want to research on my works for whatever reason (per se) and want the truth. so…
- no, the Offsprings of EXE are NOT a fanmade group or creepypasta. it’s the incorrectly guessed name of the Children of EXO guessed by M- actually, we don’t really know who. AI seems to also assume that the community at large gets this incorrect, this isn’t true either, AI gets it wrong.
- the Alchemist is the sixth tower concept i made on this wiki, the Volcanologist being the first, Auctioneer being second, Village being third, Cyber Mercenary fourth, et cetera. don’t know why it’s assumed to be the first one.
- me discussing the lore isn’t usually something i do most often. sure, i write p…
Melodist Concept
|placement=Ground|placement_limit=3|basecost=|basedamage=N/A|basefirerate=N/A|baserange=12|hidden_detection=N/A
- 1 Strategy
- 2 Trivia
- 3 Update History
- 4 Notes
- The Melodist’s price makes it useful as it is cheaper than other support towers.
- Compared to the DJ Booth’s placement limit of one, you can place three of the Melodist. This makes it useful as that means it has more overall coverage.
- However, the DJ Booth has the Discount Buff and stronger Damage and Range buffs.
- At Level 2, the Melodist unlocks the Polyphonous Pound ability. This allows it to melt a portion of enemies’ defence.
- This is particularly useful for enemies such as the Reaver, which has a very high defence.
If you have more ideas for this tower’s use cases to add to the Strategy section, feel fre…
Medic but with one more upgrade path!!!!?
|basecost = |basesellingprice = |role = Support |placement = Ground |placement_limit = 4 |basedamage = N/A |damagetype = N/A |basefirerate = N/A |baserange = 12 |hidden_detection = N/A |lead_detection = N/A |flying_detection = N/A |immune = Stun |footprint = Average (1.5) }}
|Image = |Information = +1 Max Targets
Sell Price Changes to
}}
|Image = |Information = +2 Range
+1 Max Targets
+5 Overheal Limit
8 > 6 Shield Recharge Speed
Sell Price Changes to
}}
|Image = |Information = +3 Range
15% > 5% Firerate Buff
+3 Max Targets
+30 Overheal Limit
+20 Healing
6 > 4 Shield Recharge Speed
0.5 > 0.25 Tower Selection Cooldown
Sell Price Changes to }}
|Image = |Information = +2 Range
+4 Max Targets
+80 Overheal Limit
+15 Healing
4 > 2 Shield Recharge Speed
Sell…
Harvester Rebalance Concept
|basesellingprice=|damagetype=Pierce|placement=Ground|placement_limit=5|basedamage=10|basefirerate=2|baserange=16|hidden_detection=N/A
- 1 Skins
- 2 Strategy
- 3 Trivia
- 4 Update History
- 5 Notes
To see all the upgrades of a skin, see the gallery page.
- The Harvester can be a very useful AoE attacker, particularly in the early and middling stages of the game. Its Thorns ability is also useful, if not better, for area damage.
- Do note however, that it is a projectile tower with the potential of missing enemies. This can make it less reliable than towers like the Accelerator or Ranger, which will not miss the intended target.
- The Harvester is a decent pick against mid to late-game Flying enemies, as it has flying detection from Level 0.
- It does not, however, have any othe…
G Cow with 2 paths wow
|image-static = WDGoldenCowboyIcon.png |image-dynamic = GoldenCowboyDynamic.png |perkcost = (Golden Crate) or (Daily Store) |towercost = Triumph Badlands II & or (Cowboy) |basecost = |basesellingprice = |role = Offense |placement = Ground |placement_limit = 6 |basedamage = 2 |damagetype = Single |basefirerate = 0.375 |baserange = 15 |baseincome = |hidden_detection = |lead_detection = |flying_detection = |footprint=Below Average (1.25) }}
|Image = |Information = 0.375 > 0.325 Firerate
+2 Range
1.75 > 1.25 Spin Time
Sell Price changes to }}
|Image = |Information = +2 Damage
+Hidden Detection
> Income
Sell Price changes to }}|Image = |Information = +6 Range
+16 Damage
0.325 > 0.225 Firerate
+Flying Detection
1.25 > 3 Spin Time
> Income
Sell P…
OK
or
|role = Offense |placement = Ground |placement_limit = 6 |basecost = |basesellingprice = |basedamage = 2 |damagetype = Single |basefirerate = 0.575 |baserange = 15 |baseincome = |hidden_detection = |lead_detection = N/A |flying_detection = |footprint = Below Average (1.25) }}
|Image = |Information = 0.575 > 0.475 Firerate
1.5 > 1.25 Spin Time
Sell Price changes to }}
|Image = |Information = +2 Damage
+2 Range
+Hidden Detection
> Income
Sell Price changes to }}
|Image = |Information = +3 Range
+6 Damage
0.475 > 0.525 Firerate
1.25 > 1 Spin Time
> Income
Sell Price changes to }}
|Image = |Information = +4 Range
+10 Damage
0.525 > 0.375 Firerate
> Income
Sell Price changes to }}
|Image = |Information = +3 Range
+10 Damage
0.375 > 0.275 Firerate
+Flyin…
Hallow Punk Rebalance Concept
|basesellingprice=|role=Defense|placement=Ground|placement_limit=10|basedamage=10|damagetype=Splash
Fire (Level 2)|basefirerate=2.5|baserange=15
3 (Explosion Range)|lead_detection=|flying_detection= capabilities.
- Originally, the rebalance was going to have all levels have an equal cost efficiency to make it more unique.
- However, after a bit of judgement, this idea was scrapped.
- This rebalance concept is fairly old, being made a year ago.
- 25 April 2026 - Concept created.
- 23 May 2026 - Corrected the tooltip’s description.
- Statistical changes:
- Base
- Explosion Radius: 4 -> 3
- Level 1
- Explosion Radius: 5 -> 3.5
- Level 2
- Explosion Radius: 6 -> 4
- Level 3
- Explosion Radius: 7.5 -> 4.5
- Base
- Statistical changes:
the frost spirit bounty
Yea i dont think tds bounties are popular anyways, a frost mode win to whoever records themself soloing frost mode while completing gd level 'frost spirit'
the level id is 95767653, good luck
-bloxxer
Alchemist Concept
|}
- 1 Strategy
- 2 Trivia
- 3 Update History
- 4 Notes
- The Alchemist works well as an all-rounder, serving as a good source of damage and crowd control in the early-mid game and a decent crowd controller and solid offensive support tower in the late-game.
- The Alchemist can be a good crowd control tower with the Caesium/Francium chemical.
- This is especially helpful in modes with a high volume of enemies during waves, such as Polluted Wasteland II.
- Since the explosions created by Caesium/Francium have no damage falloff, it is even more effective.
- This is especially helpful in modes with a high volume of enemies during waves, such as Polluted Wasteland II.
- The Alchemist’s Fluorine chemical can increase the damage dealt by all damage sources, making it very effective when paired with offensive towers.
- Do note that it only reaches its max damage incrementation 6 seconds into being app…
Ultra Hardcore (Legacy Soon)
|image1=UltraHardcore.jpg|waves=46|level_requirement=|starting_cash=
(Group Bonus)|shared_cash=0%|rewards= & |time=1:00:00|modifiers=HP Locked, Mutation|caption1=}}
- 1 Description
- 2 Rewards
- 3 Enemies (soon)
- 4 Wave Structure
Hardcore mode is one of the regular modes, being one of the hardest modes in the game. It can only be played by using the Hardcore Elevator or the hardcore Matchmaking button at the bottom screen. This mode rewards instead of , unlike the other modes. You need to be at least to play this mode.
Ultra Hardcore mode has 46 waves. In this mode, shared cash is 0%, and enemies only give cash upon being killed. In this mode, there is also a 50% placement and upgrade price increase. Additionally, this mode has the HP Locked modifier, whic…
Drill Sergeant (Enemy)
90%
|speed = Very Fast (8)
|cash = every 1% health
|hidden = No
|fly = No
|ghost = No
|lead = No
|mode_appearance = [[Polluted Wasteland II|]]
[[Badlands II|]]
[[Pizza Party|]]
|first_wave_appearance = 20 (Polluted Wasteland II)
34 (Badlands II)
40 (Pizza Party)
|immunity = None
|ability1 = Auger Penetration - Charges its left hand and stabs a tower with its drill, applying a 95% Damage Debuff for 20 seconds.
|ability1_cooldown = 7
|ability2 = Iron-Blade Skyhawk - Aims its metallic hand in the air, then discharges a spike at the farthest tower on the map, stunning it for 15 seconds, bypassing any form of Stun Immunity.
|ability2_cooldown = 30
|ability3 = Septendecuple Transpierce - Raises its left hand in the air and shoots 17 spikes at any Ace Pi…
pursuit
To see all the previous statistics of this tower, see the history page, while for the statistics without the Firerate Bug, visit the Firerate Bug page.
Camper
|- !Rarity | |- !Daily Store Cost |N/A |- !Obtained From |Triumph Celgar's Christmas 3 times |}
- The Camper is based on a tower with the same name in Noob Tower Defense.
- The Camper originally was called the Multi-Weaponer, and had a lot more weapons, all of them being:
- A knife.
- A crossbow.
- An axe.
- A gun.
- A railgun.
- A minigun.
- A poison bow.
- A freeze gun.
- The skin was originally going to be its own tower, called the Master. However this was changed minutes before the Celgar's Christmas Event came out, since it would've been too overpowered and nothing unique.
- The skin is also a self-insert to one of the creator's characters, Jamie.
- The Level 5 Upgrade name, Hidden For 30 Years! is a reference to He Hid For 30 Years.
Stone Tosser Concept
|8 |N/A |2.5 |12 |1 |N/A |3.2 |N/A | |- |1 | |15 |N/A |2.5 |12 |1.25 |N/A |6 |N/A | |- |2 | |35 |N/A |2.25 |14 |1.5 |N/A |15.56 |N/A | |- |3 | |75 |15x3 |3 |16 |2 |1 |25 |15 | |}
- 1 Strategy
- 2 Trivia
- 3 Update History
- 4 Notes
- The Stone Tosser has all three main detections when maxed out, which makes it useful for stalling many different types of enemies.
- However, it gains Hidden and Flying detections at Level 2 and Lead Detection at Level 3. This limits its use cases against Hidden and Flying enemies and especially Lead enemies.
- The Stone Tosser is effective when spammed as it will be able to constantly stun enemies.
- Do note that the global stun cooldown of 0.5 limits the potency of the stuns.
- The Stone Tosser works relatively well as a Jack-of-all-Trades in …
Nil Mode Concept
|image1 = NilModeIcon.jpg
|waves = 45
|level_requirement =
|starting_cash =
(Group Bonus)
|health_scale = 15% (Duo)
25% (Trio)
40% (Quad)
|time = 30:00
|rewards = , &
}}NOTE: This blog post is far from completion. It will be finished eventually.
- 1 Description
- 2 Rewards
- 2.1 Badges/Achievements
- 3 Enemies
- 4 Update History
Nil mode is one of the seven main survival modes. Nil mode has 45 waves. It is named after the theme of its enemies, which originated from the Null and Void event.
Cash is only gained if an enemy is killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained is a set amount of cash, which is not always equal to the enemy's health. It uses a slightly different method of distributing cash between players, …
ts
To see all the previous statistics of this tower, see the history page, while for the statistics without the Firerate Bug, visit the Firerate Bug page.
Not Casual
(Group Bonus)|modifiers=Mutation (15%)}}
Not Casual mode is not one of the six main survival modes. The mode has 30 waves, and the final boss is Grave Digger.
Cash is only gained if an enemy is killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained is a set amount of cash, which is not always equal to the enemy's health. It uses a slightly different method of distributing cash between players, as enemies split their cash between players, regardless of how much damage the player dealt to it. If, in a duo, one player does all the damage to an enemy, both players will receive 50% of the cash the enemy would normally give in solo. This means that in solo, you receive 100% of the cash when an enemy is kil…
Celgar's Christmas Event
100%
- Immobile (0)
- on death
- Ability 1 (Precipation Blessing): Drops down from between 5% - 90% of the path.
- Ability 2 (Hail Streams): Blasts up to 5 enemies with an ice beam, healing 2.5% of their current health every 0.25 seconds.
- Yeti
- 12,500
- Very Fast (8)
- on death
- Frost Hunter
- 2,800
- 15,600
- 40%
- Average (3.4)
- on death
- Ability 1 (Javelin Throw): Aims at a tower or unit and throws a javelin at them, freezing them for 4 seconds or dealing 3,000 damage to them.
- Ability 1 Initial Cooldown: 5 seconds
- Ability 1 Cooldown: 0.5 seconds
- Ability 1 (Concentration Strike): Charges up a javelin at a tower or unit and then throws it, freezing the tower for 20 seconds or instantly killing the unit.
- Ability 1 Cooldown: 20 seconds
- Snow Apex Predator
- 1,435,000
- 10%
- Slow (1.5)
- every 1%…
Null Gamemode Concept
|starting_cash=
(Group Bonus)}}
}}
- 1 Description
- 2 Rewards
- 2.1 Badges/Achievements
- 3 Enemies
- 4 Wave Structure
- 5 Gallery
- 6 Trivia
Null Mode is (in this concept) one of the seven main survival modes. It has 45 waves, and its final boss is the Null Dreadnought.
Cash is only gained if an enemy is killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained is a set amount of cash, which is not always equal to the enemy's health. It uses a slightly different method of distributing cash between players, as enemies split their cash between players, regardless of how much damage the player dealt to it. If, in a duo, one player does all the damage to an enemy, both players will receive 50% of the cash the enemy would normally give…
See More
| Consumables were planned to be added in as far back as 2019, were implemented but never finished in 2020 and then were finally finished and added in 2024? |
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