Tower Guide — The Full Roster
Every tower in the game with live stats, plus how stars, branches, strains and mastery mutate them.
The roster
Every tower is an organism with a combat class, a firing pattern and a role on the line. This table is generated from the live game data, so it is always current with the shipped build:
| Tower | Class | Cost | Range | Damage | Cadence | Splash | Role |
|---|---|---|---|---|---|---|---|
| Needle Spitter | Kinetic | 100 | 700 | 3 | 0.4s | — | Very long range — peppers from afar, stacking Fracture (armor shred). |
| Bone Mortar | Caustic | 170 | 960 | 8 | 2.1s | 60 | Full-map artillery. Slow, arcing AoE; leaves Corrosion pools (DoT + slow). |
| Flesh Reactor | Vital | 120 | 90 | 0 | 0s | — | Generates biomass; overcharges NEARBY towers (+dmg, +rate). |
| Parasite Nest | Viral | 130 | 280 | 6 | 0.8s | — | Medium range — place forward. Seeds Infection: ramping armor-ignoring DoT. |
| Neural Obelisk | Neural | 165 | 360 | 5 | 1.1s | — | Wide control field — slows + makes enemies take more from ALL sources. |
| Carrion Maw | Kinetic | 140 | 170 | 26 | 1.3s | — | Short-reach jaws — CLEAVES everything inside them. The last line eats well. |
| Amber Chrysalis | Caustic | 155 | 430 | 18 | 3.4s | — | Encases the BIGGEST threat in amber — frozen solid, briefly out of the fight. |
| Wailing Effigy | Neural | 150 | 300 | 0 | 2.6s | — | A shrieking totem — panics attackers into FLEEING the Hive. Buys time, not kills. |
| Resonance Coil | Resonant | 150 | 340 | 26 | 0.5s | — | Locks a beam onto ONE target; damage RAMPS the longer it holds — melts elites & bosses. |
| Marrow Siphon | Vital | 175 | 300 | 22 | 0.4s | — | Splits a draining WEB across the wounded — GORGES fatter the more the lane dies, siphoning the swarm into Biomass. |
| Blight Sower | Caustic | 130 | 300 | 46 | 2.8s | 88 | Seeds the approach with ARMED spore mines — pre-placed detonations that corrode everything they catch. |
| Synapse Spire | Neural | 150 | 210 | 30 | 1.1s | — | Casts a synaptic ARC that leaps victim to victim — the tighter the pack, the longer the lightning. |
| Undertow Polyp | Kinetic | 140 | 165 | 5 | 1.6s | — | A rooted undertow that DRAGS the wave back up-lane with every pulse — progress itself becomes the resource you deny. |
| Spitfang Turret | Kinetic | 90 | 380 | 12 | 0.6s | — | A reliable mid-range autocannon — brisk, punchy single-target fire. The dependable damage pick. |
| Rift Anchor | Neural | 175 | 190 | 20 | 1.4s | — | A premium void anchor — a psionic singularity that DRAGS the wave to its heart and crushes it. The deepest unlock. |
Four evolution layers
A tower kind grows along four independent axes. Stars (permanent, bought with Tower Shards in the Lab) climb an authored ★-path of stat and behavior upgrades. Branches (in-run, per instance) lock a tower into one of two mutually exclusive mutations that re-author how it fires. Strain (in-run) is the evolution layer fed by consuming duplicate organisms from the Biomorph Conveyor. Mastery (permanent XP from kills) unlocks ranks, lore and cosmetic evolution.
The practical order for a new player: place towers → learn their branches → push stars on your favorites → let mastery accumulate on its own.
Reading a tower’s role
Cost and range tell you where it lives; cadence and splash tell you what it kills. Cheap + long range = your opener. High splash = swarm control. Beam or debuff organs multiply everything AROUND them — they never carry a line alone. Artillery has a deadzone: enemies closer than its minimum range cannot be targeted, so screen it with short-range brawlers.