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Component TD 2 is a brand new tower protection sport that primarily based are primarily based from the unique flash sport Component TD and totally different mod from Dota, Starcraft and lots of extra video games. This time, it has its personal standalone sport with fashionable graphics you could get pleasure from this intense tower protection.

Most of you’re in all probability on the lookout for a tower information as your reference to see what number of towers you could evolve within the sport by mixing totally different component energy.
On this information, we’ve listed all the tower that you just construct and its few description that may provide help to resolve which tower suits to a selected match scenario.
Towers Weak point and Power
Every tower’s component has particular weak point and power, you’ll be able to simply distinguish this by the corresponding course it’s listed within the sport. Every component to its proper is its elemental power, whereas every component to its left is its weak point.

For different component, this tower solely give regular harm.
Mild Towers
Mild towers are efficient for Darkness creeps which supplies 200% harm to the creeps, whereas it’s ineffective for Earth creeps because it solely will get half of its harm (50%). This tower is finest accomplice with the Nature tower during which it fills the weak point aspect.
A lot of the gentle tower concentrate on vary and harm assault. It additionally has a buff assist that may clone present tower to deal the identical harm.
Towers | Description |
![]() Mild Tower 1 (Value: 175, Injury: 100)
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Specialised in lengthy vary assault. This tower can achieve harm when it hit the identical goal. In every consecutive assault towards the identical goal, it positive aspects 5 / 30 / 180 / 2160 harm. Resets when it switches targets.
Make it possible for “Concentrate on” is ready on this tower, so that it’ll goal the enemies till it’s eradicated or exited from its vary. Position Sort: Necessities: Skills: Upgrades: |
![]() Atom Tower 1 (Value: 500, Injury: 300)
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It’s AoE assault will harm close by enemies. Every consecutive assault towards to the identical goal positive aspects 10% harm. Loses half its stacks when it adjustments targets. Caps out after 11 assaults.
Splendid to put on the sharp flip path or for gradual shifting targets. Position Sort: Necessities: Skills: Upgrades: |
![]() Lighting Tower 1 (Value: 500, Injury: 150)
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This tower are specialize for chain assaults that can harm a number of enemies directly. Every assault bounces to a different creep throughout the vary of the goal, dealing 15% much less harm for each bounce. Most of 4 bounces.
If you happen to’re doing marketing campaign, allow Energy Jolt improve to extend the bounces to eight. Position Sort: Necessities: Skills: Upgrades: |
![]() Trickery Tower 1 (Value: 500, Injury: 325)
Trickery Tower 3 |
A buff Tower which clones a close-by tower that presently has no buff. Each 15 seconds, it clones a Non-Buff Tower that offers 40% / 120% / 360% harm for 15 seconds. A cloned tower can’t be cloned once more for 60 seconds.
Position Sort: Necessities: Skills: Upgrades: |
![]() Astral Tower 1 (Value: 1500, Injury: 1700)
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Like a sniper, this tower has tremendous lengthy vary assault and excessive harm. For 3 seconds, this tower fires at as much as 3 additional creeps, regardless of how far they’re. Cooldown of 9 seconds.
Position Sort: Necessities: Skills: |
![]() Laser Tower 1 (Value: 1500, Injury: 4800)
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For every creeps inside 200 AoE of its goal, this tower offers 600 / 2400 much less harm, right down to a minimal of 2400 / 9600 much less harm.
Position Sort: Necessities: Skills: |
![]() Nova Tower 1 (Value: 1500, Injury: 700)
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This tower will decelerate your enemies. Hits all creeps in its vary, making use of a debuff that slows creeps by 16% / 32%. Sluggish lingers for 3 seconds.
Position Sort: Necessities: Skills: |
Darkness Towers
Darkness tower alternatively has a power for Water towers that may deal double harm. Whereas its weak point is gentle. Greatest pair with Earth tower to cope with the Mild elemental creeps.
General, these tower specialty is extra time and multiplier harm.
Towers | Description |
![]() Darkness Tower 1 (Value: 175, Injury: 280)
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This tower offers a large harm to the enemies. If this tower kills a creep, any extra harm transfers to a close-by creep and offers a further 5% of their most well being.
Position Sort: Necessities: Skills: Upgrades: |
![]() Poison Tower 1 (Value: , Injury: )
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Toxic as its title, this tower can inflict harm over time. Offers 50 / 200 / 800 harm per seconds to all creeps hit. Every stack lasts for 15 seconds. New stacks lengthen the length of all present stacks by 0.1 / 0.2 / 0.4 seconds.
Position Sort: Necessities: Skills: |
![]() Illness Tower 1 (Value: , Injury: )
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Apart from its quick assault pace, this tower is an finisher for all of the creeps. The decrease the creep’s well being, the extra harm this tower offers exponentially. Injury is multiplied by (Max HP / Present HP). For instance (2000 / 200 = 10), this tower will get 10 instances further harm.
This tower is right to be positioned close to the tip of the trail or outpost the place creeps has decrease well being which is its benefit. Position Sort: Necessities: Skills: |
![]() Runic Tower 1 (Value: , Injury: )
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For 3 seconds, this tower fires in any respect creeps inside 300 AoE round its goal. Cooldown of 6 seconds.
Position Sort: Necessities: Skills: |
![]() Ethereal Tower 1 (Value: , Injury: )
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This tower is right to path that receives a whole lot of kills the place it could possibly enhance its harm. For every creep that dies inside this tower’s vary, it positive aspects 100 / 400 harm for 3 seconds.
Position Sort: Necessities: Skills: |
![]() Jinx Tower 1 (Value: , Injury: )
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A assist tower that can provide further harm to the enemies as much as 16%. Applies a debuff that causes creeps to take 8% / 16% bonus harm since being cursed. Lasts 7.5 seconds and applies each 2.5 seconds.
Position Sort: Necessities: Skills: |
Water Towers
The Water towers are efficient for Fireplace elemental creeps during which it could possibly inflict 200% harm to them, whereas it’s ineffective for Water elemental creeps, it’s best pair with the Darkness tower to cowl the harm hole.
Focus on AoE harm, these tower could make large harm to a whole lot of enemies in a single shot.
Towers | Descriptions |
![]() Water Tower 1 (Value: , Injury: )
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If there’s one other creep inside 125 AoE of the goal, a secondary assault will strike it for 40% harm.
Position Sort: Necessities: Skills: |
![]() Vapor Tower 1 (Value: , Injury: ) Vapor Tower 2 Vapor Tower 3 |
Hits creep in a line. For every creep hit, it offers 10% extra harm.
Position Sort: Necessities: Skills: |
![]() Ice Tower 1 (Value: , Injury: ) Ice Tower 2 Ice Tower 3 |
Stuns the first goal for 0.08 / 0.16 / 0.24 seconds. The identical goal can’t be shocked once more for 1 second.
Position Sort: Necessities: Skills: |
![]() Nicely Tower 1 (Value: , Injury: )
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It is a Buff Tower. Each 15 seconds, it will increase a Non-Buff tower’s assault pace by 10% / 30% / 90% for 60 seconds. Can have as much as 4 towers buffed directly.
Position Sort: Necessities: Skills: |
![]() Flooding Tower 1 (Value: , Injury: ) Flooding Tower 2 |
Every consecutive assault towards the identical goal positive aspects 15 AoE. Resets when it switches targets.
Position Sort: Necessities: Skills: |
Wisp Tower 1 (Value: , Injury: ) Wisp Tower 2 |
Every assault decreases its AoE by 10 however will increase its harm by 5%, as much as a max of 400% harm. Resets after 4 seconds of not attacking.
Position Sort: Necessities: Skills: |
Windstorm Tower 1 (Value: , Injury: ) Windstorm Tower 2 |
Apart from dealing an extra time harm to the enemy, this tower may also gradual them down. Summons a fierce twister that offers 550 / 2200 damage-per-second and applies a debuff that slows creeps by 16% / 32%. Sluggish lingers for 3 seconds.
Position Sort: Necessities: Skills: |
Polar Tower 1 (Value: , Injury: ) Polar Tower 2 |
Although this tower has gradual assault, this tower immediately removes proportion well being of the enemies for 15 seconds. Applies a debuff that briefly removes 12% / 24% of the creep’s present HP for 15 seconds. Return half the quantity misplaced on the finish.
Position Sort: Necessities: Skills: |
Fireplace Towers
The Fireplace towers can deal double harm to the Nature elemental creeps and half harm to the water creeps. You may additionally use Darkness tower to pair it with this tower for efficient defenses.
Towers | Descriptions |
Fireplace Tower 1 (Value: , Injury: ) Fireplace Tower 2 Fireplace Tower 3 Fireplace Tower 4 |
For every second that this tower is attacking, it positive aspects 1 / 6 / 36 / 432 harm. Resets after 3 seconds of not attacking.
Position Sort: Necessities: Skills: |
Photo voltaic Tower 1 (Value: , Injury: ) Photo voltaic Tower 2 Photo voltaic Tower 3 |
Position Sort: Assault Necessities: Skills: |
Infernal Tower 1 (Value: , Injury: ) Infernal Tower 2 Infernal Tower 3 |
Position Sort: Assault Necessities: Skills: |
Blacksmith Tower 1 (Value: , Injury: ) Blacksmith Tower 2 Blacksmith Tower 3 |
A Buff tower that may enhance close by towers harm for a time frame. It is a Buff Tower, Each 15 seconds, it will increase a Non-Buff tower’s harm by 10% / 30% / 90% for 60 seconds. Can have as much as 4 towers buffed directly.
Position Sort: Necessities: Skills: |
Flamethrower Tower 1 (Value: , Injury: ) Flamethrower Tower 2 |
Targets obtain a stack of napalm. When the goal dies, the napalm stacks explode, dealing 160 / 640 harm per stack inside 400 AoE of the goal.
Position Sort: Necessities: Skills: |
Haste Tower 1 (Value: , Injury: ) Haste Tower 2 |
Every assault will increase its assault pace by 7%, capping out at 330% assault pace. Loses 30% Assault Velocity per second if not attacking.
Position Sort: Necessities: Skills: |
Corrosion Tower 1 (Value: , Injury: ) Corrosion Tower 2 |
Offers 160 / 640 harm per seconds and applies a debuff that will increase harm taken by 20% / 40% for five seconds.
Position Sort: Necessities: Skills: |
Nature Towers
Nature tower is a counter harm for Earth elemental creeps which double its harm. Although it offers half harm to the Fireplace elemental creeps, you’ll be able to pair it with Water Nature to cope with it.
Towers | Descriptions |
![]() Nature Tower 1 (Value: , Injury: )
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For the primary 3 seconds of attacking, it positive aspects 40% harm enhance. Bonus resets after 1 second of not attacking.
Position Sort: Necessities: Skills: |
Mushroom Tower 1 (Value: , Injury: ) Mushroom Tower 2 Mushroom Tower 3 |
This tower offers as much as 200% harm to excessive well being creeps, scaling right down to 100% towards low well being creeps. Injury is multiplied by ((Present HP / Max HP) + 1).
Position Sort: Necessities: Skills: |
Bloom Tower 1 (Value: , Injury: ) Bloom Tower 2 Bloom Tower 3 |
When not attacking, its assault pace is elevated by 30% per second, as much as a max of 300%. Whereas attacking, it loses 20% of its bonus assault pace per second.
Position Sort: Necessities: Skills: |
Impulse Tower 1 (Value: , Injury: ) Impulse Tower 2 |
The additional its projective travels, the higher the harm, dealing as much as 150% harm at 1500 vary, however right down to 50% at 500 vary.
Position Sort: Necessities: Skills: |
Golem Tower 1 (Value: , Injury: ) Golem Tower 2 |
In alternate of large harm and quicker assault pace, this tower a reload time. After attacking for 3 seconds, this tower stops attacking for 4 seconds.
Position Sort: Necessities: Skills: |
Root Tower 1 (Value: , Injury: ) Root Tower 2 |
Hits creeps in a line, dealing 150 / 600 harm per seconds and applies a debuff that slows creeps by 16% / 32% for five seconds.
Position Sort: Necessities: Skills: |
Incantation Tower 1 (Value: , Injury: ) Incantation Tower 2 |
Applies a debuff to creeps, rising harm taken by 8% / 16%. If there are not any different creeps inside 300 AoE of the goal, harm taken is elevated by 40% / 80% as a substitute. Lasts 5 seconds.
Position Sort: Necessities: Skills: |
Earth Towers
The Earth tower is efficient for Mild elemental creeps that offers 200% harm, whereas it’s weak with Nature elemental creeps, you’ll be able to pair it with Fireplace tower to make a strategic construct.
Towers | Descriptions |
![]() Earth Tower 1 (Value: , Injury: )
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Causes a shockwave across the tower that offers 60 / 360 / 2160 / 25960 harm, which grows by 50 AoE per second to a max of 900 AoE. Resets after 3 seconds of not attacking.
Position Sort: Necessities: Skills: |
Howitzer Tower 1 (Value: , Injury: ) Howitzer Tower 2 Howitzer Tower 3 |
The additional the space, the higher the AoE, as much as a max of 600 AoE. Nonetheless, it offers bonus harm the nearer the goal is.
Position Sort: Necessities: Skills: |
Beyser Tower 1 (Value: , Injury: ) Beyser Tower 2 Beyser Tower 3 |
On each fifth assault, this tower does a 300 AoE assault.
Position Sort: Necessities: Skills: |
Quake Tower 1 (Value: , Injury: ) Quake Tower 2 |
Each 10 assaults, this tower releases a strong shockwave, hitting all creeps in vary for 3000 / 12000 harm.
Position Sort: Necessities: Skills: |
![]() Cash Tower 1 (Value: , Injury: )
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Good points harm equal to fifteen% / 30% of your unspent Gold.
Position Sort: Necessities: Skills: |
Muck Tower 1 (Value: , Injury: ) Muck Tower 2 |
Applies a debuff that slows creeps by 16% / 32% for five seconds.
Position Sort: Necessities: Skills: |
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