

Consider at least unlocking crushers and poison sprayers and/or unlocking bleed/burn/poison upgrades for mortars and/or tesla towers, as these will spread DoT effects quite well. Health and shield regeneration are the most problematic.The main thing is that they just don't require a mana crystal and the max mana added is pretty good to avoid going from 100 to 0 on every shot if you invest heavily in mana towers. Mana banks are pretty good, though less efficient than siphons (125g per mana/s vs.However, the bleed is good for the extra 5% critical chance if you get the upgrade. Poison can slow down if you stack enough, and shields are a pain. The different damage upgrades over time are better than they sound, but poison is probably your best option.I'm pretty sure they unlock hidden buffs, like a 5% critical hit chance for all towers, which is pretty cool, but their own reward is pretty much luck based.
#ROGUE TOWER GUIDE UPGRADE#
It's a single card, though, so it's not the worst at polluting your upgrade deck. The chance to repair and bonus hitpoints are huge for traversing through leaks, but then again, it might not be enough to save you. Even when it eventually pays for itself, it makes a pathetic amount of money. It has hidden upgrades, consumes mana, and requires 5-10 levels to pay for itself. For example, do you really want to unlock armor and burn damage on crushers? Ask yourself why you would want to unlock that tower in a game and if you will have other towers to pick up the slack in other ways. Focus on what towers are good at when it comes to upgrading them.This can be mildly annoying or borderline disastrous if you're after certain achievements.
#ROGUE TOWER GUIDE UPDATE#
This can quickly pollute your update pool if you're not careful.


Any card you unlock (yellow background) can appear every time you get a chest or upgrade in the game, as long as you meet the prerequisites. Not only does this crash everything, but it also resets your XP to zero, so be careful. In the current state of the game, the only way to remove a card from your unlocks is to reset your XP.
#ROGUE TOWER GUIDE FREE#
Two can work for turrets meant to pick off stragglers, but avoid jack of all trades if you can.įeel free to suggest more clever combinations in the comments! In general, I recommend focusing on one stat for maximum damage. You can replace the stats with something like less armor and less health later in the game when fast enemies are shielded. It's good for killing weak enemies before they get in range of some other turret and cause it to fire, for example. With things like ballistae with slow arrows, this will usually cause them to focus fire as well. Obviously, you also want your turrets to shoot things that are good for kills, so here are a few combinations I like: If they spent most of their time "watching" only health targets, then that's what you'll level. Basically, you earn XP for what you aim instead of what you damage. Priorities are super useful and even if your turret isn't actively firing, it affects the type of damage it goes up for. It's a potentially powerful mechanic, but it's essentially gambling and you could be unlucky. If you are successful, each tower will deal more damage of that type. Then, every time you start a level, a die is rolled for each stat and each university. You can also pay to increase the percentage of a particular stat. Once you place a university, depending on your upgrades and the cards you have chosen, they will have a percentage associated with Health/Armor/Shields. They usually start to appear around level 25 and up, but they are not guaranteed to appear. For example, this means you can controlar what stats will go up on tesla towers, for example, even if they hit everything in range.Ī: They must be next to a hidden shrine. See the priorities section for more information.Ī: They gain experience over time based on what they aim at within range, even if they don't shoot. If there are two targets with the same value, your defenses will shoot the one closest to the tower. For example, if you use More Health + More Armor, your tower will target whatever in range has the higher cumulative health of both.

Each priority you set has a hidden value. Selling upgraded towers only returns the purchase price of the tower, not the value of levels gained.Ī: The order in which the priorities are placed does not matter. However, towers can be upgraded by paying money and will level up naturally over time. Q: Are there any downsides to selling towers?Ī: If they are level 1, then no. You should always use higher ground if possible. A: It not only increases its range, but also its base damage.
