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Though it doesn't do the most damage, the speed at which it drains enemy health makes that negligible. It has the highest fire rate of all the magic towers with a decent range to boot. This pay-to-play tower is the closest you'll come to having a laser beam. They can deal heavy damage through attacks and spells, which can also support your other defenses. Unusual towers that make use of energy and the arcane to alter the battlefield. Due to the nature of this tower, its range is limited to its immediate area. Instead, the monks that live within use hit-and-run tactics to strike the enemies that come by. Unfortunately, bones don't travel far so their attack range is limited.ĭespite the name, this tower does not produce melee units. They can also summon Skeletons and Giant Skeletons to stop enemies in their path as they pelt them with bones. Due to the lightweight of bones, the skeletons can attack fast to overwhelm the enemy. The only undead ranged tower, this gives you control over a group of skeletons.
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They have the slowest ranged attack but compensate with their area coverage and high damage. Due to the way their boomerangs travel, they can hit multiple enemies to and from their max range. Though not having the range of the Archers, these Goblins are able to hit from far away, starting at level one. The second ranged tower is also very efficient in terms of range and area. As a final pro, their Blade of Demise lets them eliminate a non-boss and non-mechanical enemy of your choosing. They're also quite effective at stacking damage and boosting the attacks of other towers as a result of their Crow's Nest and Shadow Mark abilities, respectively.
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They have one of the longest ranges of all the towers available and one of the fastest attack speeds. They're designed to fire projectiles quickly and from long-range to strike enemies as soon as possible.Įven though these are some of the first units you'll have access to, they prove to be some of the most effective. The backbone of your tower-defense strategy.
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