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Towers and combat
Este artículo está escrito en inglés.
Every tower's numbers are on its own page under Towers. This article explains the rules that sit on top of those numbers.
Accuracy
Towers that fire a round roll for accuracy on every shot. The base chance is 70%. A miss is not a wasted round: it still flies to a point near the target and can hit whatever insect is there.
- The common Accuracy+ card and the Accuracy+ skill multiply that chance: each card raises it by 5% of itself.
Lanzallamas,
Veneno and the
Colector never roll. Shots you aim yourself in the cockpit do not roll either.- A sandstorm takes 10% off every tower that rolls.
Critical hits
Every tower starts with a 5% chance to crit for +100% damage. Cards and the skill tree raise both.
Shields
Shielded insects carry a shield that absorbs damage before their health. Gun, Cannon, Machine Gun, Missile, Bolt, Frost and Laser can break it; Flame and Poison cannot get through an active shield without a card such as Shield Bane. Once the shield is down, Bolt, Frost and Laser deal only half damage to health, so bring other towers to finish the job.
Status effects
- Burn (
Lanzallamas), poison (
Veneno) and bleed (
Láser) deal damage over time. The ticks are a share of the hit that caused them, so upgrades and ammunition make them stronger too. - Slow (
Hielo) cuts the insect's speed for a few seconds. - Stun (
Rayo) stops the insect briefly. An active stun is not refreshed, a shield does not prevent it, and elemental immunity does. - Flame and Poison spray the ground and do not reach flying insects.
Special ammunition
The factory turns debris into ammunition. While its group has stock, a tower's hits deal +500% damage, and each hit spends one unit. You can switch it off tower by tower in the popup.
Munición Nv.1 feeds the Gun, Cannon, Machine Gun and Missile.
Munición Nv.2 feeds the Flame, Poison and Frost.
Munición Nv.3 feeds the Bolt and Laser.
Elemental weakness
From wave 8, a wave may be weak to one damage type (60% of the time); its insects then take +50% from towers of that type. The wave panel shows which type is active. The list starts with projectile and flame and grows as later towers arrive: explosive at wave 10, frost at 18, bolt at 22, laser at 26 and poison at 37.
Elemental combos
With the Elemental Combos card, elemental towers placed side by side link up. Shatter (Frost + Bolt) adds +100% damage and Frostburn (Frost + Flame) adds +50%. The Combo Master card doubles those bonuses.
Fusion
With the Fusion Lab card, two level-3 towers of the same type can fuse into a single, stronger tower. Six types can fuse: Gun, Flame, Bolt, Frost, Laser and Poison. A fusion costs $500 plus materials; open the popup of a level-3 tower and choose Fuse. The six results are listed under Towers.
Upkeep and selling
Above 12 towers, part of each kill reward pays for upkeep, and the share has a ceiling. Selling a tower that sends the insects on a longer route makes them recover health, up to 150%; selling one that does not change the route has no penalty.
