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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:

TowerClassCostRangeDamageCadenceSplashRole
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.