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List of All Towers in Element TD 2 – GamingPH.com

List of All Towers in Element TD 2 – GamingPH.com

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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)


Mild Tower 2
(Value: 675, Injury: 600)


Mild Tower 3
(Value: 2500, Injury: 3600)


Mild Tower 4
(Value: 15000, Injury: 43200)

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:
Assault

Necessities:
Mild

Skills:
Complete Value: 175 / 675 / 2500 / 15000
Injury: 100 / 600 / 3600 / 43200
Assault Velocity: 1.5
Vary: 1500
AoE: 0
Potential: Depth

Upgrades:
Omniscience – Vary elevated to 1750
Acceleration – Consecutive harm bonus is elevated by 200%


Atom Tower 1
(Value: 500, Injury: 300)


Atom Tower 2
(Value: 1300, Injury: 1200)


Atom Tower 3
(Value: 3300, Injury: 4800)

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:
Assault

Necessities:
Mild, Earth

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 300 / 1200 / 4800
Assault Velocity: 1.5
Vary: 900
AoE: 200
Potential: Quantum Focus

Upgrades:
Excessive Capability – Assault pace diminished to 1, however carries over 75% of its stacks on the right track change.
Fast Cost – Good points 25% harm per hit, however loses all stacks on the right track change. Caps out after 6 assaults.


Lighting Tower 1
(Value: 500, Injury: 150)


Lightning Tower 2
(Value: 1300, Injury: 600)


Lightning Tower 3
(Value: 3300, Injury: 2400)

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:
Assault

Necessities:
Mild, Fireplace

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 150 / 600 / 2400
Assault Velocity: 1.5
Vary: 1150
AoE: 0
Potential: Chain Lightning

Upgrades:
Distant Thunder – Bounce vary elevated to 2000.
Energy Jolt – Bounce vary diminished to 600, however bounces as much as 8 instances.


Trickery Tower 1
(Value: 500, Injury: 325)


Trickery Tower 2
(Value: 1300, Injury: 1300)

Trickery Tower 3
(Value: 3300, Injury: 5200)

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:
Buff Assist

Necessities:
Mild, Darkness

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 325 / 1300 / 5200
Assault Velocity: 1.5
Vary: 1150
AoE: 0
Potential: Mirror

Upgrades:
Distant Mirror – Vary elevated to 1500. Clone offers 32% / 96% / 288% harm.
Mirror Aura – Vary diminished to 250. Clone offers 60% / 180% / 540% harm for 20 seconds.


Astral Tower 1
(Value: 1500, Injury: 1700)


Astral Tower 2
(Value: 5000, Injury: 6800)

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:
Assault

Necessities:
Mild, Darkness, Water

Skills:
Complete Value: 1500 / 5000
Injury: 1700 / 6800
Assault Velocity: 1.0
Vary: 1500
AoE: 0
Potential: Splinter


Laser Tower 1
(Value: 1500, Injury: 4800)


Laser Tower 2
(Value: 5000, Injury: 19200)

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:
Assault

Necessities:
Mild, Darkness, Earth

Skills:
Complete Value: 1500 / 5000
Injury: 4800 / 19200
Assault Velocity: 1.0
Vary: 900
AoE: 0
Potential: Focus


Nova Tower 1
(Value: 1500, Injury: 700)


Nova Tower 2
(Value: 5000, Injury: 2800)

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:
Sluggish Assist

Necessities:
Mild, Fireplace, Nature

Skills:
Complete Value: 1500 / 5000
Injury: 700 / 2800
Assault Velocity: 0.66
Vary: 900
AoE: 0
Potential: Combustion

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)


Darkness Tower 2
(Value: , Injury: )


Darkness Tower 3
(Value: , Injury: )


Darkness Tower 4
(Value: , Injury: )

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:
Assault

Necessities:
Darkness

Skills:
Complete Value: 175 / 675 / 2500 / 15000
Injury: 280 / 1680 / 10080 / 120960
Assault Velocity: 0.66
Vary: 1150
AoE: 0
Potential: Overkill

Upgrades:


Poison Tower 1
(Value: , Injury: )


Poison Tower 2
(Value: , Injury: )


Poison Tower 3
(Value: , Injury: )

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:
Assault

Necessities:
Darkness and Water

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 50 / 200 / 800
Assault Velocity: 0.66
Vary: 900
AoE: 300
Potential: Contagion


Illness Tower 1
(Value: , Injury: )


Illness Tower 2
(Value: , Injury: )


Illness Tower 3
(Value: , Injury: )

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:
Assault

Necessities:
Darkness and Nature

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 110 / 440 / 1760
Assault Velocity: 3.0
Vary: 900
AoE: 0
Potential: Decay


Runic Tower 1
(Value: , Injury: )


Runic Tower 2
(Value: , Injury: )

For 3 seconds, this tower fires in any respect creeps inside 300 AoE round its goal. Cooldown of 6 seconds.

Position Sort:
Assault

Necessities:
Darkness, Fireplace and Mild

Skills:
Complete Value: 1500 / 5000
Injury: 1200 / 4800
Assault Velocity: 1.0
Vary: 1150
AoE: 200
Potential: Proliferate


Ethereal Tower 1
(Value: , Injury: )


Ethereal Tower 2
(Value: , Injury: )

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:
Assault

Necessities:
Darkness, Nature and Mild

Skills:
Complete Value: 1500 / 5000
Injury: 900 / 3600
Assault Velocity: 3.0
Vary: 1150
AoE: 100
Potential: Soul Drain


Jinx Tower 1
(Value: , Injury: )


Jinx Tower 2
(Value: , Injury: )

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:
Amplify Assist

Necessities:
Darkness and Water

Skills:
Complete Value: 1500 / 5000
Injury: 1100 / 4400
Assault Velocity: 1.50
Vary: 900
AoE: 200
Potential: Malediction

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: )


Water Tower 2
(Value: , Injury: )


Water Tower 3
(Value: , Injury: )


Water Tower 4
(Value: , Injury: )

If there’s one other creep inside 125 AoE of the goal, a secondary assault will strike it for 40% harm.

Position Sort:
Assault

Necessities:
Water

Skills:
Complete Value: 175 / 675 / 2500 / 15000
Injury: 85 / 510 / 3060 / 36720
Assault Velocity: 1.50
Vary: 900
AoE: 200
Potential: Condensation


Vapor Tower 1
(Value: , Injury: )

Vapor Tower 2
(Value: , Injury: )

Vapor Tower 3
(Value: , Injury: )

Hits creep in a line. For every creep hit, it offers 10% extra harm.

Position Sort:
Assault

Necessities:
Water and Fireplace

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 175 / 700 / 2800
Assault Velocity: 1.0
Vary: 750
AoE: 300
Potential: Evaporate


Ice Tower 1
(Value: , Injury: )

Ice Tower 2
(Value: , Injury: )

Ice Tower 3
(Value: , Injury: )

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:
Assault

Necessities:
Water and Mild

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 800 / 3200 / 12800
Assault Velocity: 1.0
Vary: 900
AoE: 100
Potential: Freeze


Nicely Tower 1
(Value: , Injury: )


Nicely Tower 2
(Value: , Injury: )


Nicely Tower 3
(Value: , Injury: )

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:
Buff Assist

Necessities:
Water and Nature

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 450 / 1800 / 7200
Assault Velocity: 1.5
Vary: 900
AoE: 0
Potential: Spring Ahead


Flooding Tower 1
(Value: , Injury: )

Flooding Tower 2
(Value: , Injury: )

Every consecutive assault towards the identical goal positive aspects 15 AoE. Resets when it switches targets.

Position Sort:
Assault

Necessities:
Water, Nature and Darkness

Skills:
Complete Value: 1500 / 5000
Injury: 400 / 1600
Assault Velocity: 3.0
Vary: 1150
AoE: 300
Potential: Drown

Wisp Tower 1
(Value: , Injury: )

Wisp Tower 2
(Value: , Injury: )

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:
Assault

Necessities:
Water, Nature and Mild

Skills:
Complete Value: 1500 / 5000
Injury: 750 / 3000
Assault Velocity: 1.0
Vary: 900
AoE: 500
Potential: Pressurize

Windstorm Tower 1
(Value: , Injury: )

Windstorm Tower 2
(Value: , Injury: )

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:
Sluggish Assist

Necessities:
Water, Fireplace and Mild

Skills:
Complete Value: 1500 / 5000
Injury: 550 / 2200
Assault Velocity: 0.2
Vary: 1150
AoE: 600
Potential: Twister

Polar Tower 1
(Value: , Injury: )

Polar Tower 2
(Value: , Injury: )

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:
Amplify Assist

Necessities:
Water, Earth and Mild

Skills:
Complete Value: 1500 / 5000
Injury: 1400 / 5600
Assault Velocity: 0.66
Vary: 900
AoE: 300
Potential: Forstbite

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
(Value: , Injury: )

Fireplace Tower 3
(Value: , Injury: )

Fireplace Tower 4
(Value: , Injury: )

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:
Assault

Necessities:
Fireplace

Skills:
Complete Value: 175 / 675 / 2500 / 15000
Injury: 32 / 192 / 1152 / 13824
Assault Velocity: 3.0
Vary: 750
AoE: 300
Potential: Blaze

Photo voltaic Tower 1
(Value: , Injury: )

Photo voltaic Tower 2
(Value: , Injury: )

Photo voltaic Tower 3
(Value: , Injury: )

Position Sort:
Assault

Necessities:
Fireplace and Nature

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 125 / 500 / 2000
Assault Velocity: 1.0
Vary: 750
AoE: 100
Potential: Ignite

Infernal Tower 1
(Value: , Injury: )

Infernal Tower 2
(Value: , Injury: )

Infernal Tower 3
(Value: , Injury: )

Position Sort:
Assault

Necessities:
Fireplace and Darkness

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 650 / 2600 / 10400
Assault Velocity: 1.5
Vary: 750
AoE: 0
Potential: Convergence

Blacksmith Tower 1
(Value: , Injury: )

Blacksmith Tower 2
(Value: , Injury: )

Blacksmith Tower 3
(Value: , Injury: )

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:
Buff Assist

Necessities:
Fireplace and Earth

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 450 / 1800 / 7200
Assault Velocity: 1.5
Vary: 1150
AoE: 0
Potential: Mirror

Flamethrower Tower 1
(Value: , Injury: )

Flamethrower Tower 2
(Value: , Injury: )

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:
Assault

Necessities:
Fireplace, Earth and Darkness

Skills:
Complete Value: 1500 / 5000
Injury: 320 / 1280
Assault Velocity: 1.5
Vary: 750
AoE: 200
Potential: Napalm

Haste Tower 1
(Value: , Injury: )

Haste Tower 2
(Value: , Injury: )

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:
Assault

Necessities:
Fireplace, Earth and Water

Skills:
Complete Value: 1500 / 5000
Injury: 1000 / 4000
Assault Velocity: 1.5
Vary: 900
AoE: 0
Potential: Gatling Gun

Corrosion Tower 1
(Value: , Injury: )

Corrosion Tower 2
(Value: , Injury: )

Offers 160 / 640 harm per seconds and applies a debuff that will increase harm taken by 20% / 40% for five seconds.

Position Sort:
Amplify Assist

Necessities:
Water, Earth and Mild

Skills:
Complete Value: 1500 / 5000
Injury: 1400 / 5600
Assault Velocity: 0.66
Vary: 900
AoE: 300
Potential: Forstbite

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: )


Nature Tower 2
(Value: , Injury: )


Nature Tower 3
(Value: , Injury: )


Nature Tower 4
(Value: , Injury: )

For the primary 3 seconds of attacking, it positive aspects 40% harm enhance. Bonus resets after 1 second of not attacking.

Position Sort:
Assault

Necessities:
Nature

Skills:
Complete Value: 175 / 675 / 2500 / 15000
Injury: 80 / 480 / 2880 / 34560
Assault Velocity: 3.0
Vary: 750
AoE: 0
Potential: Burst

Mushroom Tower 1
(Value: , Injury: )

Mushroom Tower 2
(Value: , Injury: )

Mushroom Tower 3
(Value: , Injury: )

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:
Assault

Necessities:
Nature and Earth

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 125 / 500 / 2000
Assault Velocity: 3.0
Vary: 750
AoE: 200
Potential: Spore

Bloom Tower 1
(Value: , Injury: )

Bloom Tower 2
(Value: , Injury: )

Bloom Tower 3
(Value: , Injury: )

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:
Assault

Necessities:
Nature and Mild

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 550 / 2200 / 8800
Assault Velocity: 1.5
Vary: 900
AoE: 0
Potential: Photosynthesis

Impulse Tower 1
(Value: , Injury: )

Impulse Tower 2
(Value: , Injury: )

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:
Assault

Necessities:
Nature, Water and Fireplace

Skills:
Complete Value: 1500 / 5000
Injury: 2200 / 8800
Assault Velocity: 1.0
Vary: 1500
AoE: 0
Potential: Longbow

Golem Tower 1
(Value: , Injury: )

Golem Tower 2
(Value: , Injury: )

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:
Assault

Necessities:
Nature, Earth and Water

Skills:
Complete Value: 1500 / 5000
Injury: 3000, 12000
Assault Velocity: 3.0
Vary: 900
AoE: 0
Potential: Ephemeral

Root Tower 1
(Value: , Injury: )

Root Tower 2
(Value: , Injury: )

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:
Sluggish Assist

Necessities:
Nature, Earth and Darkness

Skills:
Complete Value: 1500 / 5000
Injury: 150 / 600
Assault Velocity: 1.0
Vary: 900
AoE: 300
Potential: Entanglement

Incantation Tower 1
(Value: , Injury: )

Incantation Tower 2
(Value: , Injury: )

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:
Amplify Assist

Necessities:
Fireplace, Earth and Water

Skills:
Complete Value: 1500 / 5000
Injury: 1000 / 4000
Assault Velocity: 1.5
Vary: 900
AoE: 0
Potential: Gatling Gun

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: )


Earth Tower 2
(Value: , Injury: )


Earth Tower 3
(Value: , Injury: )


Earth Tower 4
(Value: , Injury: )

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:
Assault

Necessities:
Earth

Skills:
Complete Value: 175 / 675 / 2500 / 15000
Injury: 125 / 750 / 4500 / 54000
Assault Velocity: 0.66
Vary: 900
AoE: 300
Potential: Aftershock

Howitzer Tower 1
(Value: , Injury: )

Howitzer Tower 2
(Value: , Injury: )

Howitzer Tower 3
(Value: , Injury: )

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:
Assault

Necessities:
Earth and Darkness

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 170 / 680 / 2720
Assault Velocity: 1.0
Vary: 1500
AoE: 50
Potential: Artillery

Beyser Tower 1
(Value: , Injury: )

Beyser Tower 2
(Value: , Injury: )

Beyser Tower 3
(Value: , Injury: )

On each fifth assault, this tower does a 300 AoE assault.

Position Sort:
Assault

Necessities:
Earth and Water

Skills:
Complete Value: 500 / 1300 / 3300
Injury: 900 / 3600 / 14400
Assault Velocity: 1.0
Vary: 900
AoE: 0
Potential: Erupt

Quake Tower 1
(Value: , Injury: )

Quake Tower 2
(Value: , Injury: )

Each 10 assaults, this tower releases a strong shockwave, hitting all creeps in vary for 3000 / 12000 harm.

Position Sort:
Assault

Necessities:
Earth, Fireplace and Nature

Skills:
Complete Value: 1500 / 5000
Injury: 1500 / 6000
Assault Velocity: 1.5
Vary: 750
AoE: 100
Potential: Seismic Shock


Cash Tower 1
(Value: , Injury: )


Cash Tower 2
(Value: , Injury: )

Good points harm equal to fifteen% / 30% of your unspent Gold.

Position Sort:
Assault

Necessities:
Earth, Mild and Fireplace

Skills:
Complete Value: 1500 / 5000
Injury: 3000 / 1200
Assault Velocity: 1.0
Vary: 1150
AoE: 0
Potential: Greed

Muck Tower 1
(Value: , Injury: )

Muck Tower 2
(Value: , Injury: )

Applies a debuff that slows creeps by 16% / 32% for five seconds.

Position Sort:
Sluggish Assist

Necessities:
Earth, Darkness and Water

Skills:
Complete Value: 1500 / 5000
Injury: 950 / 3800
Assault Velocity: 1.0
Vary: 900
AoE: 300
Potential: Sludge

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