recursal/Fanatic-Fandom huggingface dataset:
Gravity Cannon Tower

Gravity Cannon Tower

### Ability

**Gravitational Attraction**Increase target's speed by 400% for 0.5 seconds. Slow creeps it passes by 80% for 0.5 seconds. If it doesn't pass any creeps, deal full damage to the target again.

An  **Earth-based** tower with really long range, drastically speeding up its target. However, if it the target passes other creeps, it slows them down.

A multi-purpose tower that can target the back, clumping creeps together, or target the front to separate them out. Works great with Incantation and other finishers.

## Version history

* Attack speed reduced from 3 to 1
* Speedup/Slow durations increased from 0.2 to 0.5 seconds
* Default priority changed from front to back
 1.5.0
 1.4.0
Scoring System

Score is gained once you hit the Boss Rounds, which starts Wave 56. Each Boss kill is 1 Point. However, based on what Difficulty you're playing, and how fast you clear the game prior to Wave 56, there's a variety of multipliers that amplify or decrease that score.

### Difficulty

First off is Difficulty. Playing on a higher Difficulty gives you a higher multiplier.

* Easy - 70% HP | x0.25 Score Multiplier
* Normal - 100% HP | x1 Score Multiplier
* Hard - 130% HP | x2 Score Multiplier
* Very Hard - 160% HP | x4 Score Multiplier
* Insane - 200% HP | x8 Score Multiplier

### Speed Multiplier

Next up is based on how fast you clear up through Wave 55. At the start of the game, you start with a base Speed Multiplier. For each minute that passes, this multiplier decreases by 0.05. When you clear Wave 55, the multiplier stops decreasing. Based on what Length you're playing on, you start at a different Speed Multiplier:

* Full: Starts at Wave 1 with a Speed Multiplier of x4.2
	+ If you clear the game in 30 Minutes, you'll end with a Speed Multiplier of x2.7
	+ If you clear the game in 45 Minutes, you'll end with a Speed Multiplier of x1.95
	+ If you clear the game in 64 Minutes, you'll end with a Speed Multiplier of x1
		- No matter how long you take though, your Speed Multiplier won't drop any lower than x1.
* Short: Starts at Wave 11 with a Speed Multiplier of x3.6
* Extra Short: Starts at Wave 26 with a Speed Multiplier of x2.5
* Boss Hunt: Starts at Wave 56 with a Speed Multiplier of x1.0

#### Coop Mode

In coop +1 is added to all speed multipliers.

### Perfection Bonus

Lastly, there's a Perfection Bonus. If you get through Wave 55 without losing a single life, your score is multiplied by x1.15.

# Final Score Multiplier
Difficulty
×
Speed Multiplier
×
Perfection Bonus

{\displaystyle \text{Final Score Multiplier}=\text{Difficulty}\times\text{Speed Multiplier}\times\text{Perfection Bonus}}

If you're playing on either Easy Difficulty or God Mode, you will not receive a score.
In order to submit your score to the Leaderboards, you must be playing online. To do this, simply turn off the "Play Offline" checkbox before playing.
Haste Tower

Haste Tower

### Ability

**Gatling Gun**Each attack increases its attack speed by 6%, capping out at 330% attack speed. Loses 0.5 Attack Speed per second if not attacking.

**Haste Tower** is a  Fire based Tri-Element tower that attacks faster the longer it attacks without interruption. The attack speed starts shrinking rapidly after 1 second of not attacking. At max attack speed, haste tower is one of the fastest firing towers in the game.

Due to the ramping nature of the tower, **Haste tower** is one of the preferred options for the Super Speedy Achievements, as the next wave will often spawn before the haste tower has started to wind down.

 1.5.0
* Attack speed gain per attack reduced from 7% to 6%
 1.4.0
 1.3.0
 1.1.0
 1.0.0
Tsunami Tower

Tsunami Tower

### Ability

**Tidal Wave**Gains 1 Charge per second, and 2 Charge per creep hit. Activate to unleash a Tidal Wave, hitting all creeps within range of the tower. For every 50 Charge expended, the wave deals up to 23k, 55k, 95k and 145k damage.

**Tsunami** is a  **Water-based** tower with a single-target attack, which builds charge over time. Once you gain enough, you can manually activate it to unleash a powerful Tidal Wave, hitting all creeps in range.

It's got 4 Charge levels, and at its most potent, it can even deal significant damage to  **Boss Waves**. With proper timing, you can alternate a pair of Tsunamis and delete most waves in the mid-game.

## Version history

 1.5.0
 1.4.0
Element TD 2 Wiki

**Welcome to the...**
**Element TD 2 Wiki**
**147 articles • 335 files • 1,691 edits**

**About the wiki**

This is a wiki about the video game *Element TD 2* that anybody can edit. It plans to document all of the content that can be found in the game.

If you want to help and contribute content and don't know what to do the following to-dos are open (feel free to ignore/add own ideas) please visit this page!

**About the game**

Element TD 2 - is a classic Tower Defense PC game available on Steam with multiplayer support. Element TD 2 is the culmination of 15 years of multiplayer tower defense development, with the original mod having been downloaded over 5 million times across WarCraft 3, StarCraft 2 and Dota 2. With dozens of towers, alongside an array of maps to test your defenses, this is a feature-packed standalone sequel prepared to challenge tower defense players. The game has grossed $2.5 million dollars in its lifetime.

Creeps spawn at one portal and go according to pre-defined path to another portal. Players should build and upgrade towers around to attack creeps and prevent them from reaching target portal. Key feature of the game - 6 available elements. Combining those elements results in different type of towers.

Patch notes and announcements:
* Version 1.7 - Balance and fixes
* Version 1.6 - New maps!
* Version 1.5 - Quad Balance and Ranked S3
* Version 1.4 - Quad Towers

**Navigation**

MapsTowersMissionsGuidesMechanicsAchievements

**HELPFUL LINKS**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
PCRandom Wiki

This is your only source for all your penguin-related needs! This wiki will be updated frequently with everything about *PCRandom*, including **Catalogs**, **Parties**, **Rooms**, **Mascots**, and more!
*so get over here and help us out or else*

- Penguin Style - Last edited by Alexsssi1

- ???? - Last edited by LeoGames2012

- Staff - Last edited by Robertj15CPR

- Retired Staff Member - Last edited by Robertj15CPR

- PCRandom Wiki - Last edited by ChrisCPI

See more activity →
Space

## Description

Space is a FFA, Teams and War map added in patch 1.6 on 5/13/2022. It features two portals that both start on the outer ring before pathing into the inner ring half way through their route. Although several non-fantasy avatars and arguably towers existed prior to space, space is the first non-fantasy themed map added to Element TD2, along with Space (Variant).

### Description

Two paths loop through the and around one another in the vacuum of space on an abandoned station.
Jinx Tower

Jinx Tower

### Ability

**Malediction**Applies a debuff that deals damage every 2.5 seconds equal to 8% / 16% of the damage the creep has taken since the debuff began. Lasts 7.5 seconds.

**Jinx Tower** is a  Darkness based Tri-Element Amplifying Tower. It is one of tree, alongside  Corrosion Tower and  Incantation Tower.

**Jinx Tower,** unlike the other amplifying towers, deals bonus damage to the creeps at set intervals based on the amount of damage the creep has received, instead of increasing the amount of damage a creep takes.

Because it is still considered an amplifying tower, it is still subject to  Diminishing Returns.
Nova Tower

Nova Tower

### Ability

**Combustion**Hits all creeps in its range, applying a debuff that slows creeps by 16% / 32%. Slow lingers for 3 seconds.

**Nova Tower** is a  Light based triple-element tower that deals equal damage to all mobs hit within the range of the tower, slowing creeps. It is an ideal slow tower if you do not want to group up creeps, as it slows all creeps equally, unlike  Windstorm Tower which groups mobs up.
Phantom Zone Tower

### Ability

**Stasis**Holds a creep in place for 2 seconds. During this time, it stores all the damage it takes. Afterwards, 30% of the damage that was stored hits in a 300 AoE shockwave. Can't **Stasis** the same creep for another 12 seconds.

Phantom Zone is a  **Darkness-based** tower that temporarily places a creep in stasis, storing all incoming damage. After a few seconds, it's released

from stasis with an explosion, spreading the stored damage into an area.

Effectively, it can convert your single-target damage into AoE damage. It does have a cooldown before it can stasis the same creep again, so it can't be used to stunlock, but it can buy you time and separate the creep wave out, allowing for towers like  Laser Tower to dish out major damage with Phantom Zone.

## Version history

 1.5.0
 1.4.0
Root Tower

**Root Tower** is an  Nature**-Based** Tri-Element slow tower, one of four in the game, alongside  Windstorm Tower,  Nova Tower, and  Muck Tower. Root fires in a straight line, slowing all creeps hit and applying a damage over time effect. Typically, it's best used set to "far" to ensure that the maximum amount of creeps along a path are hit.

Root tower contributes to  Diminishing Returns, alongside the other slow and amp towers.

### Ability

**Entanglement**Hits creeps in a line, dealing 100 / 400 damage-per-second and applies a debuff that slows creeps by 16% / 32% for 5 seconds.

## Version history

 1.0.0
Pinnacle

Pinnacle

## Map description

This is Co-Op map with long horizontal distribution. Key feature of this map is Pink and Light Green players don't have their dedicated lines. These 2 lines cross map from left-to-right and from right-to-left through all other players and cannot be carried by only one player as those lines dont have any G-curves on it.

The Green and Pink path mobs move faster to compensate the longer paths, so playing those paths without a full lobby can be extremely difficult.
Nature Tower

Nature Tower

### Ability

**Burst**For the first 1 second of attacking, it gains a +150% / +175% / +200% / +250% damage boost. Bonus resets after 1 second of not attacking.

 Nature Tower is one of the six single element towers in the game. It has no AoE and a shorter range, and deals bonus damage for the first second it attacks. With creeps in range, this is currently 3 attacks. It will reset after 1 second of not attacking, making placements that allow the tower to get 2-3 passes ideal.

## Version history

 1.7.0
 1.5.0
 1.4.0
 1.3.0
* Effect duration reduced from 4 to 1 second
* Effect damage multiplier increased from x1.5 to x4
 1.1.0
 1.0.0
Lionel Finch

**Lionel Damien Finch**, also known as **Flare**, is an S-Class Hero for the Hope Organization. Previously Lionel was a hero that worked under the N.U.N Hero Organization, and had a top hero, Leon Viggo, mentor him along with Reyom Wehttam, though the three acted more like friends than colleagues.

## Abilities

### Power(s)

* **Fire Mimicry**: Lionel can become fire at less-than a moment's notice, though the majority of the time that he's had his powers he's been unable to turn it off.
* **Fire Manipulation**: Lionel is able to fling fire at incredible speeds, and can control where it lands and how it spreads, this power was an incredible asset to have, as he needed to control his own fire constantly to not burn his clothing and anything he comes in contact with.
* **Pyrokinetic Regeneration**: Like a lot of heroes, Lionel gets injured during fights, this power was the last of his powers to surface. To work, it requires him to feed off of fire sources, like fireplaces, or miscellaneous on-fire buildings, this coupled with his fire manipulation is an incredibly fragile balancing act, as if he absorbs too much then he has the possibility of becoming too great of a fire for him to control.

#### Awakening

* **Ultimate Burning**: Had Lionel ever broken through his Power Wall, he'd have access to this power. Lucky for him he didn't. If this power were to ever become unlocked he could have possibly scorched whatever area he was in, burning anything and everything around him, unable to stop it.

## Trivia

* Lionel has a near-crippling anxiety disorder, it's a giant detriment to his life and is one of the reasons he wasn't a very public hero, until he got professional help in 2389. Now he is much better, both mentally and as a hero.
* Lionel along with Calvin and Mummy Man are three of the few jewish superheroes that work at a combat capacity.
Impulse Tower

Impulse Tower

### Ability

**Longbow**The further its projectile travels, the greater the damage. Damage multiplier is Distance Traveled / 1000.

**Impulse Tower** is a  Nature based Tri Element tower that deals more damage the further the target is from the tower. As such, leaving the target priority on the tower to "far" is usually ideal to maximize the amount of damage each attack deals.

At 1500 Range, Impulse is among the furthest range towers in the game, Alongside  Astral Tower,  Ethereal Tower,  Gravity Cannon Tower,  Light Tower and  Howitzer Tower.

## Version history

 1.6.0
 1.4.0
 1.2.0
 1.1.0
 1.0.0
Fire Tower

Fire Tower

### Ability

**Blaze**For each second that this tower is attacking, it gains 1 / 6 / 36 / 432 damage. Resets after 3 seconds of not attacking.

 Fire Tower is one of the Six single element towers, gaining damage each second it attacks, stacking to a maximum of 60. After 3 seconds of not attacking it will reset, so tower placement to ensure the uninterrupted attacks is important.

As a result, **Fire** tower is also a powerful choice for completing the super speedy Achievements, as the new wave will often start before the **fire** tower has quit attacking the current one.

## Version history

 1.1.0
* Fire damage stops growing after 60 seconds now, down from 120
 1.0.0
Singularity Tower

Singularity Tower

### Ability

**Black Hole**Creeps hit by its attack are pulled towards the primary target for 0.25 seconds.

 **Light-based** tower that hits in a wide AoE, pulling surrounding creeps inwards. It's slow firing, but it can clump up creeps for your other AoE towers, which is especially great when paired with  Runic Tower &  Windstorm Tower.

If you get enough of them, you can pull the entire wave into a single clump, which can be great... or a giant boon when  Healing Creeps are involved.

This tower was a community suggestion.

## Version history

 1.4.0
Construction Plaza

The **Construction Plaza** is a room in PCRandom. It is one of the main rooms in the game, and can be accessed from the Map or heading north of the Dock. The Dojo and Pizza Parlor can be accessed from here.

## Trivia

* The crane in the background has an animation.

## Gallery

### Graphical Designs

January 23, 2021 - July 12, 2022July 12, 2022 - Present
Flooding Tower

Flooding Tower

### Ability

**Drown**Each consecutive attack against the same target gains 15 AoE. Resets when it switches targets.

**Flooding Tower** is a  Water based Tri-element tower that ramps up it's Area of Effect each consecutive attack on the same target. Once it switches targets, its Area of Effect resets back to 300 AoE. Leaving "Focus On" is important to maximize the most out of it's ramping AoE.

This tower can have strong synergy with a  Nuclear Tower, as the creep will take longer to kill, allowing the **Flooding Tower** to build a larger AoE.

## Version History

 1.6.0
 1.3.0
 1.1.0
 1.0.0
Holy Poop Chamber

Candidate for deletionThis page has been nominated for removal from the wiki.Remember to check what links here and the page history before deletion.
This is an example of what you are not supposed to make, do not make something like this

Please

This will be you

People who smell bad list: (this is just a joke do not sue me Chritford)

1. Jefftherock
Flamethrower Tower

Flamethrower Tower

### Ability

**Napalm**Targets receive a stack of napalm. When the target dies, the napalm stacks explode, dealing 200 / 800 damage per stack within 450 AoE of the target.

**Flamethrower Tower** is a  Fire based tower that inflicts a stacking debuff on creeps it hits. Once the creep is killed, the napalm detonates, dealing damage to any creeps around it in a larger AoE. Napalm can be detonated early using  Shredder Tower effect, as splitting the creep will cause existing stacks to detonate early.

**Flamethrower Tower** benefits largely from extra creeps and grouped up creeps, due to napalm applying in the AoE the tower attacks in, creating strong synergy with slow towers such as  Windstorm Tower and  Muck Tower, as well as  Singularity Tower.

## Version history

 1.2.0
 1.0.0
Rockhopper

His player card artwork.

**Rockhopper** is a mascot in *PCRandom*. He has his own pirate ship and is the only penguin known to have a red puffle, he first appeared during the Autumn Party. His color is Red, wearing his own personal hat.

## Personality

Rockhopper is an energetic and fun penguin that brings his pirate ship to the island every once in a while.

## Visits

* Autumn Party
* 1st Anniversary Party
Atom Tower

Atom Tower

### Ability

**Quantum Focus**Each consecutive attack against the same target gains 10% damage. Loses 70% of its stacks when it changes targets. Caps out after 11 attacks.

Atom Tower is a mid-range  Light based tower with a ramping attack. Each attack on the same target builds the damage of the tower by a stacking 10%. It loses 3/4 of its stacks when it changes targets, so it's best left with "focus on" so that it has opportunity to build stacks.

## Version history

 1.7.0
 1.6.0
 1.5.0
 1.4.0
 1.3.0
* Consecutive damage growth increased from 12% to 15%
* Stack cap increased from 9 to 11
 1.2.0
* Max stacks reduced from 11 to 9
* Carryover stacks increased from 30% to 35% (so that it still carries 3 stacks over when at max stacks)
* Carryover stacks now round instead of floor
 1.1.0
* Consecutive damage bonus increased from 10% to 13%
 1.0.0
Infernal Tower

Infernal Tower

### Ability

**Convergence**Once it starts shooting a target, it will continue to shoot it until it's dead or you manually change targets, regardless of range.

**Infernal Tower** is a  Fire based Dual Element tower that continues attacking its target even if the target has left the towers range. As such, it's typically considered necessary to leave "focus on" to ensure the tower is maximizing its passive.

You can also select a tower and right click a creep to manually target, so that when something such as a Elemental Boss is in the towers range, you ensure the **infernal** attacks and continues to attack the boss until it dies.

The Portal Master Achievement Requires the **Infernal Tower** to NOT be used.

## Version history

 1.6.0
 1.4.0
 1.3.0
 1.2.0
 1.1.0
 1.0.0
Geyser Tower

Geyser Tower

**Geyser Tower** is an  Earth based Dual Element tower, with a medium range and outside of it's passive, no Area of Effect. Every 4th attack will give the tower 300 AoE, however. It is one of the hardest hitting towers in the game.

 1.6.0
 1.5.0
 1.4.0
 1.3.0
 1.2.0
 1.1.0
* Range reduced from 900 to 750
 1.0.0
Ethereal Tower

Ethereal Tower

### Ability

**Soul Drain**For each creep that dies within this tower's range, it gains 75 / 300 damage for 6 seconds.

**Ethereal** Tower is a  Darkness based tower that rapidly attacks and gains damage as creeps die within its range. At 1500 Range, Ethereal is one the furthest range towers, along with  Light Tower**,**  Howitzer Tower**,** and  Impulse Tower,  Gravity Cannon Tower, and  Astral Tower.

Ethereal's can make use of splitting mechanics from  Shredder Tower, gaining a stack from the split, and the extra targets allowing it to gain more stacks.

Ethereal Tower also gains a stack during both deaths of an  Undead creep.

## Version History

 1.3.0
* Range increased from 1150 to 1500
* Stack duration increased from 4 to 6 seconds
 1.2.0
 1.1.0
 1.0.0
Trickery Tower

Trickery Tower

### Ability

**Mirror**This is a Buff Tower. Every 15 seconds, it clones a Non-Buff Tower for 6/18/54 seconds. A cloned tower cannot be cloned again for 60 seconds. This can be Manual Cast. Right-click ability to turn off Auto-Cast.

**Trickery Tower** is a  Light based Dual tower and one of three **buff** towers, alongside  Blacksmith Tower and  Well Tower. It creates a clone of a tower within its range that deals the same damage but with a varied duration based on level. Trickery has been notoriously difficult to balance and bug fix, going through more iterations and bug fixes than most other towers in the game, due to the issues the clones have caused with other towers.

## Version history

 1.6.0
* Range and cast range reduced from 1150 to 900
* Clone now deals 100% damage regardless of Level
* Duration adjusted from 20 seconds to 10 / 20 / 60 seconds
* Clones now carry manual/autocast settings over from the original
 1.5.0
* Clone damage reduced from 40% / 120% / 360% to 30% / 90% / 270%
* Clone duration increased from 15 to 20
 1.4.0
 1.0.0
Forest (Variant)

## Description

Forest Variant is a FFA, Teams and War mode map that features one path in FFA and war, circling the lower island. It does not utilize the outer path and extra portals (Blue and red portal in the Image) at all unless teams or advanced paths is enabled. The map is 52 seconds long, 4 seconds longer than the standard Forest map and one of the longer maps in the game.

Note that the creeps move 25% slower on the long path when enabled.

### Description

A redux of the classic map, with a shorter main path and devious side paths!
Muck Tower

Muck Tower

**Muck** is a  Earth based Tri-Element tower that slows creeps it attacks for 5 seconds. Its attack has a larger AoE, and slows in an AoE around the target.

Muck is one of four slow towers in the game, alongside  Nova Tower,  Windstorm Tower and  Root Tower. While slows do stack with each unique slow tower, they are still effected by  Diminishing Returns.

## Version history

 1.3.0
 1.0.0
Well Tower

Well Tower

### Ability

**Spring Forward**This is a Buff Tower. Every 15 seconds, it increases a Non-Buff Tower's attack speed by 10% / 30% / 90% for 60 seconds. Can have up to 4 towers buffed at once. This can be Manual Cast. Right-click ability to turn off Auto-Cast

**Well Tower** is a  Water based tower, one of the three buff towers currently in the game, alongside  Blacksmith Tower and  Trickery Tower. Every 15 seconds it will buff another tower'ss attack speed within its range by an amount based on the **Well Towers** level.

While this is by default on auto-cast, you can right click the ability to switch it to manual if you'd like to micro towers that receive the buff. The main use cases for this would be versus  Cursed creeps, which remove all buffs on the affected tower.
Runic Tower

Runic Tower

### Ability

**Proliferate**For 3 seconds, this tower fires at all creeps within 300 AoE around its target. Cooldown of 6 seconds. This can be Manual Cast. Right-click ability to turn off Auto-Cast.

**Runic Tower** is a  Darkness-**based** tri-element tower that fires extra projectiles around its target every 6 seconds. This tower can be exceptionally powerful when its ability is triggered at the same time multi-path creeps are crossing, as shown below. It allows the tower's AoE to overlap with its extra projectiles.

*With the runic towers set to far, the runics fire at the exact cross of the creeps as their ability triggers.*

## Version history

 1.4.0
 1.1.0
 1.0.0
Life Altar Tower

Life Altar Tower

### Ability

**Ritual Sacrifice**Activate to increase the damage and attack speed of Towers within 2 tiles by 30% for 15 seconds. Every 3 kills by an affected tower gives you a life. Costs lives equal to the number of affected towers divided by 2. Cooldown of 60 seconds.

**Life Altar** is a  Nature based tower capable of buffing all nearby towers in range, giving them a damage and attack speed bonus for a short duration. They even recover your lives back for every few kills.

However, the more towers in range, the more lives it costs to activate the ability. Time it right to get as many of your lives back as possible.

*It can reach up to 2 Tiles out, letting it get around  Cursed creeps.*

## Version History

 1.6.0
 1.5.0
* It now has a 60 second cannot-be-buffed period, matching its cooldown.
* Life threshold increased from 2 to 3 kills.
 1.4.2
 1.4.0
Solar Tower

Solar Tower

### Ability

**Ignite**Each target hit receives a stacking debuff, dealing 120 / 480 / 1920 damage-per-second in a 200 AoE around the target. Lasts 4 seconds.

**Solar Tower** is a  Fire based Dual element tower that deals damage in a small AoE, with each hit applying a stacking a debuff that also deals damage in an AoE around its target. Due to the AoE nature of the tower, solar can be exceptionally powerful on maps where creeps cross each other, allowing the **Ignite Ability** of the tower deal large amounts of overlapping damage.

## Version history

 1.7.0
* Impact damage increased from 90 to 230
 1.6.0
 1.5.0
 1.4.0
 1.3.0
 1.0.0
Laser Tower

Laser Tower

### Ability

**Concentrate**For each creep within 200 AoE of its target, this tower deals 750 / 2250 less damage, down to a minimum of 3000 / 12000 less damage.

**Laser Tower** is a  Light based Tri-Element Tower that deals less damage for each creep within a certain range of its target. As such, Laser tower benefits from isolating effects, such as  Rage Tower,  Gravity Cannon Tower or  Phantom Zone Tower and can be effected detrimentally by too many grouped targets caused by  Singularity Tower or  Windstorm Tower.

## Version history

 1.3.0
* Damage drop per nearby creep increased from 600 to 1000
 1.0.0
Obelisk Tower

Obelisk Tower

### Ability

**Energize**Fires a constant beam at the target. Upon switching targets, it explodes, dealing 6000 damage in 200 AoE, incrementing by 4750 damage and 50 AoE for each second the beam was channeled.

A  **Fire-based** tower that fires a continuous beam at a creep. Upon switching targets, it triggers an explosion with more damage and AoE based on how long it channeled. Multiple Obelisks can trigger explosions on the same creep, allowing it to deal some serious AoE damage.Pair it with some slows like  Nova Tower &  Windstorm Tower , and you can trigger some insanely large and powerful explosions.

    *Whether the creep dies, goes out of range, or even pops a  Shield, Obelisk will still trigger an explosion.*

## Version history

* Damage increased from 4000 to 9000
* Attack speed reduced from 3 to 1 (meaning it's no longer insta-switching targets)
 1.7.0
 1.6.0
 1.4.0
Version 1.6.2 - Fixed the Split Game Issue!

For the past few months, **Element TD 2** has been plagued by a bug where, when a game loads, half the players would somehow get split into a separate game instance, making them appear as though they're AFK at the start and then die.

We've been doing some heavy debugging recently, and we believe we've found the issue. As it turns out, it wasn't caused by us, but rather, a change from our server backend that interacted poorly with our setup.

A fix has been applied in **Version 1.6.2.** If anyone is still encountering this issue, please let us know! In the meantime, we're still working on fixes for the following:

* Desyncs in Ranked
* MMR search range being off
* Being able to pause after you've died
* Chaos being incompatible with Co-op Boss VariantsWe hope have fixes for these out within the next week
Vapor Tower

Vapor Tower

### Ability

**Evaporate**Hits all targets in range. Splits damage equally among all targets hit. Deals 3% / 5% / 8% more damage for each target hit.

**Vapor Tower** is a  Water based Dual Element tower that deals damage to all creeps in its range. Although it splits the damage it deals amongst the creeps it hits, it deals more damage per creep in range, allowing it to scale well from placement. Vapor is often used as a **rushing** tower due to its high damage early on in the game.

## Version history

 1.6.0
 1.5.0
 1.3.0
reworked:
* Damage increased from 175 to 1650
* Attack Speed reduced from 1 to 0.66
* AoE reduced from 200 to 0
* Range increased from 750 to 900
* Old Effect: Hits creeps in a line, dealing 10% more damage per creep hit.
 1.0.0
Money Tower

Money Tower

### Ability

**Greed**Gains damage equal to 20% / 40% of your Unspent Gold. Max damage is 5120 / 25600. Passively Generates 6 / 24 gold every 15 seconds.

**Money Tower** is an  Earth based Tri-Element tower that passively gains gold per second and gains damage equal to an amount of your unspent gold. Currently, you need 32,000 gold for the tower to have max damage at level 2.

**Money tower's** gold generating passive introduced in Quad Balance and Ranked Season 3 Update 1.5 continues to generate gold in boss waves, after natural Income stops.

## Version history

 1.6.0
 1.5.0
* Damage gain based on unspent gold increased from 15% / 30% to 20% / 40%
 1.3.0
 1.2.0
* Damage bonus from gold reduced from 20% / 40% to 15% / 30%
* Damage cap reduced from x2 to x1.5 / x1.7
* **1.1 Values:** Damage was 3200 / 12800 and capped out at 6400 / 25600. Unspent gold required was 16000 / 32000.
 1.1.0
* Money Effect Damage bonus increased from 15% / 30% to 20% / 40%
	+ Damage cap remains unchanged
 1.0.0
Archdruid Tower

Arch Druid Tower

### Ability

**Primeval Force**Launches the targeted creep at the front-most creep within its range, dealing its attack damage at the impact point.

This  **Nature-based** tower may seem counterintuitive, as it chucks creeps forward at the front-most creep in range. However, it can be used to clumps creeps really tightly together, pairing great with  Solar Tower &  Vapor Tower.

Of all the Quad Towers added, Archdruid has the potential to be the most game-changing. The conventional rules of tower positioning go out the window, as it's capable of turning "bad spots" on maps into fast kill zones. Just be careful not to accidentally chuck creeps from the start to the end in your defense.

## Version history

* AoE Reduced from 400 to 300
 1.5
 1.4
Game Modes

All modes have 55 unique waves, and after that the boss waves will come out and it's all about getting as high of a score as possible. In FFA, Teams, and War, there are currently 20 maps (including variants) to choose from.

## FFA

Free for all with up to 8 players. Every player has their own field and it's about who survives the longest or gets the highest boss score. **Anyone** clearing a wave will start the countdown to the next wave for all players, meaning you can push waves on other players by killing them fast. This is the mode used for Ranked on Very Hard difficulty, 1v1.

## Teams

Works exactly the same as FFA but it's 2v2v2v2.
Each of the 2 teammembers shares the same map, but have separate gold pools.
Income from killing creeps is shared.

## Co-op

Co-op is a mode that allows up to 8 players to work together on a shared, much bigger map. Gold pools are separate. Income from killing creeps is shared. You can select one of three path styles in Co-op; Balanced, 4 lane or 8 lane. Selecting balanced only allows creeps to spawn on the path that players have chosen, indicated by their color in the lobby section (Paths and their matching colors can be found as images on the respective map wiki page). Each map has a varying level of difficulty, with different path lengths and passes your towers are likely to have.
There are currently 6 Co-op maps.

## War

You and your opponent play on the same map. Starts on wave 11 with 3 picks. Your and your opponent's creeps come out of opposite portals. Your towers heal your creeps, and damage the opponent's. You get abilities based on your element picks. Note that as of patch 1.6, you no longer have to slay an elemental boss. War is intended to be a faster paced version of the normal game - you pick your element and keep going, no breaks!
Wasteland Extreme

Wasteland Extreme Achievement Screenshot.

Start with one fire tower (front focus) on each entrance, follow by arrow towers on the top and bottom of the map. Upgrade those to water, then vapor left first, and send water 2, followed by fire 2. Although they will likely leak, go water 3 and fire 3 followed by double income to increase networth later on. More and better fire towers towards the end to help with darkness waves.
Version 1.6.1 - Hotfixes

+ This fixes a bug where, upon previously completing one of these maps, it'd chuck you random other achievements
* Fixed minimap offsets on **Cave, Space, & Lowlands**
* Fixed pings not appearing on **Cave & Space**
* Fixed builder not properly moving up/down on **Cave & Space**
* Fixed pressing Esc on the map selection screen going back to the starting **Main Menu**
* Fixed updated desync detector in **Ranked**
* Fixed Cursed tooltip randomizing when selecting it on various towers

Please note, we are aware of the multiplayer bug where, after loading, half the players end up in a separate game instance. Fixing this bug is our top priority! There's also a few other long-time bugs that have been popping up, like the ghost lobby issue, or replays not loading properly, which we're also investigating.
Version 1.7.3 - Desync Fixes, Ranked Season 4

* Fixed a potential cause of desync when using different Boss skins (Ronald vs Doom Lord).
* Fixed an issue with the Inferno Boss only hitting Player 1 in Co-op.
* Fixed the Game Mode Information window displaying 80% Sell in Pick.
* Fixed an issue with the Ranked ban phase where players shared the timer.
* Fixed the host desyncing with the rest of the players in Co-op.
* Fixed end of game input bug in Ranked upon loss.
Astral Tower

Astral Tower

### Ability

**Splinter**For 3 seconds, this tower fires at up to 3 extra creeps, no matter how far they are. Cooldown of 9 seconds.

Astral Tower is a long range  Light based tri-element tower that fires Single target rays of light at the creeps. Every 9 seconds, it will extend this attack to 3 other targets, with unlimited range.

At 1500 Range, it is one of the longest range towers in the game, alongside  Howitzer Tower,  Impulse Tower and  Light Tower,  Ethereal Tower and  Gravity Cannon Tower.

## Version history

 1.6.0
 1.4.0
 1.3.0
 1.2.0
 1.0.0
Space (Variant)

Space (Variant)

### Description

A more complex station filled with pipes and laser bridges, allowing paths above and around one another.

Space (Variant) is a FFA, Teams and War map added in patch 1.6 on 5/13/2022. It features an asymmetrical two path map, which has creeps navigating two separate paths toward their exit portals. Uniquely, it has creeps path over and under each other using a bridge, only previously seen on Pinnacle and Tundra.
Nuclear Tower

Nuclear Tower

### Ability

**Mutate**Primary target's HP is doubled and is slowed by up to 30%. Target then emits radiation around it, dealing 0.35% of the target's Current HP and 6000 damage-per-second in 100 AoE. Duration is permanent and cannot stack.

An  **Earth-based** tower that mutates its target, doubling its HP while also slowing it down and dealing heavy damage over time. This is a permanent effect, and as thus, it can only apply it once per creep.

This tower can be used as a slow, or a means of separating creeps out, while also dealing heavy damage.

## Version history

 1.6.0
* Max slow reduced from 40% to 30%
* % HP damage-per-second increased from 0.25% to 0.35%
* Effect no longer applies to Elemental Bosses
* Fixed a bug with its damage-per-second applying inconsistently within its AoE. This should be an increase compared to before.
 1.5.0
 1.4.0
Händler

Der Händler wird Ihr Dorf jeden Tag besuchen, um Smaragde im Tausch gegen Ihre hart verdienten Waren anzubieten. Er bietet Tauschgeschäfte an, die darauf basieren, was Ihr Dorf produzieren kann. Die Tauschgeschäfte ändern sich jeden Tag, daher ist ein gut aufgestelltes Dorf der Schlüssel zur Maximierung Ihrer Smaragdvorräte.

## Verhalten

Der Händler spawnt, wie die Nomaden, an den Rändern des benutzerdefinierten Wegfindungssystems von TekTopia. Damit der Händler Ihr Rathaus erreichen kann, ist ein klarer Weg in Ihr Dorf erforderlich. Wenn der Händler den Weg in Ihre Stadt nicht finden kann, erhalten Sie eine Fehlermeldung, die Sie darauf hinweist.

Wenn Sie einen Handelsstand in der Stadt haben, wird der Händler sich um den Stand herum aufhalten.  Wenn nicht, wird der Kaufmann zufällig in Ihrem Dorf umherwandern.

## Handeln

Der Händler wird jeden Tag Handelsgeschäfte zufällig generieren. Ein Händler, der einen Händlerstand besucht, wird zwei zusätzliche zufällige Handelsgeschäfte für diesen Tag generieren lassen (wenn möglich).

Die folgende Tabelle fasst die möglichen Handelsgeschäfte zusammen.

Menge ist die Menge der Gegenstände, die der Händler benötigt; Basiswert ist der Startpreis einer neuen Wirtschaft.

Erscheinungsgewicht summiert die Gewichtungszahlen aller Handelsgeschäfte und wählt dann eine Zufallszahl zwischen eins und der Gesamtsumme. Jede dieser Gewichtungen bestimmt, wie wahrscheinlich es ist, dass dieser Gegenstand im Verhältnis zu den anderen möglichen Handelsgeschäften erscheint.

Erforderlicher Beruf ist der Beruf, der im Dorf erforderlich ist, bevor das Handelsgeschäft erscheint.

Je mehr Sie mit Ihrem Händler handeln, desto mehr ändern sich die Preise. Der Handel mit einem Gegenstand senkt dessen Wert und erhöht den Wert anderer Gegenstände. Die Wirtschaft des Händlers verfolgt die letzten 30 verkauften Gegenstände.

Einmal pro Tag bietet der Händler kleinen Dörfern 1 hochwertigen Lebensmittelverkauf an.
Darkness Tower

Darkness Tower

### Ability

**Overkill**If this tower kills a creep, any excess damage transfers to a nearby creep within 750 range and deals an additional 9% of their maximum health.

 **Darkness Tower** is one of the six Single element towers present in Element TD2. Their attack is the hardest hitting among the single element towers, albiet slowest attacking, with a powerful passive that allows their excess damage to roll to the next target. As such leaving their attack priority on weak ensures maximum utilization of their passive.

## Version History

 1.5.0
 1.4.0
* Bounce range increased from 500 to 750
 1.3.0
* HP removal on bounce increased from 5% to 7.5%
 1.1.0
 1.0.0
Mazing

## Mazing Mode

Mazing mode is a mode that was originally implemented in the Starcraft II version of element TD that will be returning to the franchise in Element TD 2. The mode features new and different maps based on the same themes as the original 10 maps, new co op maps, and a new building type called a blocker. More information to come as it's released.

The first public alpha of mazing mode will be available for players on 9/10/22 through 9/11/22.
Shurikenneko

**Shurikenneko** is a Tama Pet obtainable on the Tamagoneko iD L. He comes from Gozaru Village.

## Appearance

Shurikenneko resembles a mouse and a ninja. He is dark gray and has a light gray ninja star on his head. His face is a white square shape with black eyes and a small circle nose. He has a large body with two large ears, joined to his body. His legs are short and white.

## In the Anime

Shurikenneko also appeared in the anime where there are multiples of Shurikenneko, all of which belonging to Shigurehimeneko. They serve under her as servants and must protect her from any harm. So they can do this, they must look for enemies to ambush.
Ackerland

Ackerland wird für Bauern benötigt, um Getreide anzubauen und zu ernten. Nach dem Rathaus und dem Lager sollte es das erste "Bauwerk" sein, das Sie anlegen. Im Gegensatz zu anderen Strukturen benötigt eine Farm keinen Strukturmarker.

## Voraussetzungen

Ackerland hat die gleichen die grundlegenden Anforderungen von Vanilla-Minecraft (Zugang zu Wasser, Licht, etc.).

Das Dorf sucht in regelmäßigen Abständen nach nutzbarem Farmland, das der Farmer nutzen kann. Wenn das Dorf Ackerland entdeckt, wird es dann die angrenzenden Blöcke nach zusätzlichem Ackerland absuchen. Dieser Vorgang wird mehrmals wiederholt, um die gesamte "Farm" zu bestimmen. Wenn ein benachbarter Block aus Erde oder Gras besteht, wird der Farmer ihn in Farmland umwandeln.

Die Bereitschaft eines Bauern, ein bestimmtes Stück Land zur Bearbeitung auszuwählen, hängt von zwei Dingen ab:

* der Entfernung vom Rathaus
* der Größe der Farm

Aus diesem Grund sollten größere Farmen weiter vom Rathaus entfernt platziert werden.

Wenn Sie Ihre Farmen nicht mit einer Grenze versehen, werden die Bauern weiterhin Ackerland anlegen.

## Einsatzgebiete

Der Bau einer Farm ist eine der ersten Voraussetzungen für den Erhalt eines Dorfes. Ohne Feldfrüchte werden Ihre Dorfbewohner schnell Hunger bekommen und schließlich verhungern. Da alle Dorfbewohner zu essen braucht, vor allem früh Spiel, ist dies die erste "Struktur", die zu einem neuen Dorf hinzugefügt werden sollte.

## Funktionsweise

Die Farmauswahl ist ein gewichteter Zufallswurf, anstatt einfach die nächstgelegenen Farmen zuerst auszuwählen.

Die Gewichtung jeder Farm ist eine Funktion ihrer Entfernung zum Lager und ihrer Größe; je größer und näher eine Farm ist, desto mehr wird sie bearbeitet

Wenn Farm A doppelt so groß ist wie Farm B, aber auch doppelt so weit vom Lager entfernt, werden beide Farmen mit ungefähr gleicher Priorität bearbeitet (vorausgesetzt, es gibt in beiden Farmen Arbeit zu erledigen)

Kleine Farmen, die weit entfernt sind, erhalten viel weniger Aufmerksamkeit.

Die Bauern beginnen mit der Bearbeitung, sobald ein Gebiet mit der entsprechenden Kultur ausgesät wurde, damit sie wissen, was Sie auf diesem Feld anbauen möchten

## Zuständige Dorfbewohner

**Bauer**
Bewirtschaftet das Ackerland**Druide**
Druiden beschleunigen das Wachstum von Nutzpflanzen
Polar Tower

Polar Tower

### Ability

**Frostbite**Applies a debuff that temporarily removes 11% / 22% of the creep's current HP for 30 seconds.

**Polar Tower** Is a  Water based Tri-Element tower that removes Creeps HP when attacked. This removal is based on the creeps current HP, so it's best to have it near the start of the maze to remove the maximum amount of HP. Note that while the creeps HP is not returned at the end of the duration, HP cannot be removed again until the end of the 30 second debuff timer. Polar always contributes to  Diminishing Returns , and the amount of HP removed on the initial hit will be impacted by the current DR stack. Therefore, it is again best to have polar hitting creeps *before* other **Dimishing returns** inflicting towers to ensure the most amount of HP is removed.

## Version history

 1.3.0
* Attack Speed increased from 1 to 1.5
* Projectile Speed increased by 25%
* HP Shave reduced from 13% / 26% to 12% / 24%
* HP Shave Duration increased from 15 to 30 seconds
 1.2.0
 1.1.0
 1.0.0
Windstorm Tower

Windstorm Tower

### Ability

**Tornado**Summons a fierce tornado that deals 725 / 2900 damage-per-second and applies a debuff that slows creeps by 16% / 32%. Slow lingers for 3 seconds.

**Windstorm Tower** is a  Water based Tri-Element Slow Tower, one of four in the game, alongside  Root Tower,  Nova Tower, and  Muck Tower. Windstorm creates a tornado on the creep it attacks, which slowly follows the creep slowing it and all other creeps that enter the tornado. The tower is often set to **Front** targeting, as it will allow the tower to group creeps up heavily, although with reduced effectiveness any time you have several windstorms that might overlap their range as a result of front targeting.

**Windstorm** contributes to  Diminishing Returns alongside the other slow and amp towers.

## Version history

 1.1.0
 1.0.0
Version 1.7.5 - Interim Balance Update

## Version 1.7.5

It's been a while, but we're still here! Today, we're just releasing a balance patch meant to dial in the unstoppable Nature spam, as well as reduce the overly straightforward spam across the Score Leaderboards. Note, this does mean there's a Score Leaderboard reset (but not a Ranked reset). Read on for the full page of notes!

### Balance

#### General

* Build Times adjusted increased by 0.5 seconds across the board, including Upgrade Times:
	+ For example, this means a Level 1 Single went up by 0.5 seconds, but a Level 3 Single went up by a total of 1.5 seconds
	+ Additionally, Level 4 Singles/Periodic total build time is now 15 seconds
* Atlantis Co-op Map adjusted:
	+ Creeps no longer move 10% faster
	+ Creeps now have 5% more HP
* The Inferno Boss (both in Co-op & Campaign) no longer blows up towers. It now stuns them for 10 seconds, preventing them from shooting, activating abilities, being upgraded, or being sold.

#### Towers

* Nature bonus ability damage reduced from +300% to +150% / +175% / +200% / +250%
* Atom damage increased from 310 to 315
* Bloom adjusted:
	+ Now starts at max charge when built. Do note, this does not apply to Trickery Clones.
	+ Damage reduced from 360 to 355
* Lightning nerfed:
	+ Damage reduced from 185 to 180
	+ Level 3 damage reduction per bounce increased from 8% to 9%

* Vapor damage bonus per creep reduced from 3% / 6% / 9% to 3% / 5% / 8%

* Solar buffed:
	+ Impact damage increased from 230 to 240
	+ Debuff damage increased from 115 to 120
* Crystal Spire adjusted:
	+ Now starts with max spirits when built. Do note, this does not apply to Trickery Clones.
	+ Max spirits reduced from 10 to 9
* Obelisk adjusted:
	+ This tower's effect now scales by attack speed instead of per-second
	+ Damage increased from 4000 to 9000
	+ Attack speed reduced from 3 to 1 (meaning it's no longer insta-switching targets)
	+ Damage increment on explosion reduced from 5750 to 4750
* Rage speed boost bumped from 25% to 50%

That's it for this patch! However, before we go today, we have one other thing to bring up...

### Where is the Mazing DLC?

We've been teasing it for a long time, and admittedly, there've been some internal delays that keep pushing this back. But rest assured, not only are we working on it and will be able to show you previews soon - you'll be able to play it soon.
Next week, we'll be pushing our first big preview, and with it, we'll be running a weekend-long Open Alpha Test of the DLC! We'll also be providing you details of what you can expect from the DLC as a whole, as well as the estimated release date.
Version 1.7.1 - Replays saving, Co-op Sync Check

## Version 1.7.1

Fixes & Improvements

* Fixed replays not saving on leaderboard entries
* Fixed a variety of new bugs in co-op by disabling the sync check
* Fixed an Interest pick abuse
* Fixed cost of upgrading a Single 3 to a Dual 3
* Fixed mana prompt not disappearing when picking Interest
* Fixed Doom debuff dealing half damage to Water creeps
* Reduced Rage damage from 4500 to 4200Because of the nature of the changes, a leaderboard reset was required and has been done.

We will be working on the co-op sync check during the alpha versions of 1.8. This is a feature that we really want to add as it will stop desyncs in co-op games. If you have a group of friends, and are willing to help (by simply playing co-op and mentioning bugs), that would be fantastic.