Tower Defense Events

ALL Events Page // Inspire Events // Reinforcement Events // **Tower Defense Events** // Fixed Decks

*"Defend your pre-built Shield Towers and decimate your opponent's to permanently expand your deploy area!"*

Tower defense is a game mode that starts with you and your opponent with two pre-built Shield Generator Towers (Rebel/Imperial) in the rear positions and the middle tower position empty but able to be built upon. Unlike other game modes, building a middle tower WILL NOT advance your deploy area. Your deploy area advances only when you destroy an opponent's shield generator (regardless of whether or not a friendly, enemy, or no tower is in the middle tower position). Once a shield generator is destroyed, another tower CANNOT be built in that position. However, the middle tower position follows normal game rules regarding tower building.

### Tower Defense Strategies

Your primary goal is to destroy one shield generator so that you can attempt plays against your opponent's base. Shield Generators do not attack/defend themselves and units will need to be played to defend any opposing units to protect the tower. After 5 seconds of no damage, a the tower will regenerate health of the shield while keeping any acquired damage to the tower itself. (A heal droid will repair the health of the tower, but energy is best spent elsewhere.)

One of the best method is to split-lane attack your opponent drawing attention to one side and then destroying the other side's tower. Once you destroy one tower, focus on attacking the base for an attempt at a max win (and precious Crystals). There is no need to destroy both towers as you can focus units and energy on defense of your shield generators and mounting a base attack.

Building a middle tower is not necessary is generally a waste of energy because it will not advance your deploy zone making your tower incredibly vulnerable and hard to defend. If your opponent is giving you trouble after you have destroyed one shield generator, a tower may be helpful to aid in defense of your shield generators. Again, just remember that your primary goal is to get a max win.

### Tower Defense Decks

If the event is open-deck, meta-relevant decks are the most helpful as it will give you the ability to effectively cycle and have counter cards to your opponent's deck. However, feel free to experiment with different units as long as you have time to continue playing after a time penalty, should one occur.

### Tower Defense Inspire

This game mode is a fusion of Tower Defense and Inspire events. Troops with the deploy area will move and attack twice as fast (as inspired). This game mode makes defenses much trickier to break as larger pushes are needed to overcome the defensive unit's double attack speed. Stun cards are incredibly helpful. As with normal inspire, snipers and other ranged units have an advantage as they can be inspired from further away and attack units from within the inspire zone.

The best advice for this game mode is to have a range variation of the meta deck avoiding swarms and to keep enough energy in reserve to defend effectively and build pushes off of your defense (since defense moves/attacks twice as fast). You can still push towards a max win, but that will largely depend on your opponent due to the base's double attack speed.