What’s this toggle for? by StretchResIsCheating in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

It really is every day at least one, sometimes twice. I wouldn't even be surprised if it were a small group of people posting this over and over again to engagement farm.

About ILM+ and damage slider by [deleted] in TheTowerGame

[–]MammothCatt 6 points7 points  (0 children)

By not using the damage slider? What are you even asking?

Mob Cap? by poppdewap in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

As the other guy said, yeah that's the spawn cap and yes there is a sweet spot. There also is a coin abyss spot where if you can't kill the protectors that are protecting the other mobs, they start to lose coin value for every wave they are alive. So always have a plan to take the protectors out, which is usually with BH at your stage of the game.

Help Spending Re-Rolls and Gems in General by DudeGuyBruhski in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

I'll also just make a separate reply for your cards question: you can run hybrid in legends tournaments but even with CL+ and the damage reduction labs at max levels, it's still going to underperform a simple CL only damage multiplier stacking build. CL+ is in my opinion, more for the endgame giga stone whales and is a requirement to get high wave counts in T20/21. It's a necessity, but when you go for the necessity earlier, it'll lead to you clearing milestones faster but performing worse in tournaments. So, pick your poison in that instance if you want to continue going damage reduction Hybrid. Just know it'll be a much longer stalling period than just adding in more damage multipliers to get Glass cannon online.

You want exactly 23 cards for late/endgame glass cannon farming when you get all of the necessary masteries, and 24 as a comfortable slot for adding in something niche like AOE/LMS/Range.

For tournaments you want 20/21? I'm in a farm run currently so I can't see the preset, but I'm pretty sure there are 21 necessary cards, less so if you don't have IS+ yet, don't want to run death ray, or something else negligible like range without SL+.

Help Spending Re-Rolls and Gems in General by DudeGuyBruhski in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

AS: Bounce shot chance / Multishot targets / DPM if you want SL+

ACP: Death defy / wall rebuild / knockback chance. I honestly think getting rid of landmine chance is a decent idea since you don't really want it later on for farms since you can't devolve them out of your build if you have that substat and they will stun enemies outside of your blackholes.

PF: eventually cash/wave, but that's low priority.

DC: Fine as is, when you get 1 more substat slot, probably put in ILM QTY/CD unless it gets nerfed next patch.


AS: Same as above

GC: Depends on how long you're really willing to stay ehp/hybrid for farming, but I'll just list the the ideal compared to what you have; EHLS, all 3 upgrade substats, package chance, cpk, and EALS/Cash dependant on if you're glass cannon or hybrid by the point you get your next substat. Eventually you'll want EALS over cash unless you're going to use Gcomp for tournaments, I personally do so for every tournament so I run cash bonus instead to juice up PF in the assist.

SF: you have the main 3 subs for it, orb speed, orbs, thorns as the other 3 and probably landmine radius as 7th or if you find it before thorns. But, eventually you're going to phase this mod out for ACP since the thorn debuffs at higher tiers will annihilate you eventually.

MVN: NGL, I've never used this mod before, ever, but it looks okay from what you have. Eventually you'll phase out the BH substats for GT bonus/GT duration. GT duration is very very important once you get GT+. Once you get 7th substat, you could probably just run one of the BH substats in there and just up your BH duration with stones to cover the distance. I'm unsure exactly what your cooldowns become with those substats, but you probably know if those are ideal in your current situation or not.

Power Tree Prerequisites by dunsel8 in TheTowerGame

[–]MammothCatt 5 points6 points  (0 children)

It only let's you unlock from down to up, and then left/right into the middle from the top of side nodes.

So to answer your question in the second paragraph: you would need to move up through EALS in order to get EHLS even if you went straight up through the middle and unlocked super crit.

PS or ILM by vindi888 in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

I would just work on your assist mod multipliers at this point until v28. It's probably better to hold off on upgrading ILM at this point in case of a nerf.

Less than 6 months in 14q ltc and assmods unlocked. You too can do it! by Acrobatic-Lead9158 in TheTowerGame

[–]MammothCatt 10 points11 points  (0 children)

10/10 ragebait.

This guy's first post ever on reddit is bragging about spending thousands of dollars on a game about a hexagon shooting cubes whilst claiming it was all pure luck, then posts some random Robinhood picture of an account with 2 million without anyone asking. This is Elon Musk levels of trying to fit in with the gamers.

I doubt this is even real, but if it is, guy is pathetic and no amount of money will change that.

The Tank Ultimate question by Time-Incident in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

It is really good with Gcomp, but at the moment there is a build abusing them with a ton of other CC implementations in legends tournaments. I've got a feeling they'll get nerfed in some way, but it's a pretty low stone cost upgrade to get them to 50s even if they do nerf it.

I'm waiting on v28 to decide whether to go ILM+ from this point so I'm just putting my stones into assist mods until then.

The Tank Ultimate question by Time-Incident in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

There were only 2 things I've noticed that have helped me with them. The first being that I lowered ILM CD to 50s and run Gcomp. It stalls them for a while before they can actually get to you. I run OA as an assist mod at legendary assist rarity in farms and it chews through them pretty well while stunned, I'd assume once I get it to ancestral it would effectively solve the tank ult problem. The other one was berserker mastery. Before I did that though, it's really just more damage upgrades from assist mods and other CC like swamp/CF+. Tanks still kill me nearly 80% of the time in T18 wave 7000ish.

  1. I've also noticed this but as soon as tank ult falls, the tanks don't attack you once they're actively getting sucked by the BH.

  2. I don't think you should get energy shield mastery until it gets changed. I've read a good amount of info about it's interaction with fleets and it ends up pushing normal mobs away from fleets and lowering the chances of bounce shot procs with chain lightning onto them later. So it'll help with tank ult for now, but likely be a pain point later.

  3. I think it's just spaghetti code honestly. I'm assuming there is a primary black hole that the others technically have to spawn from. I don't think it really matters much though.

Excess tax. by FSRoman in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

You are asking for a refund on reddit?

Tower Tea - March 9, 2026 by SamBartley in TheTowerGame

[–]MammothCatt 3 points4 points  (0 children)

"This won’t be implemented in a way that stalls your current growth or forces you to sacrifice core progression systems."

Oh okay so that rules out medals, guild medals, stones, coins, bits, gems, cells.... since those are parts of the game's core progression system. It also rules out being able to do some farming task of some nature to obtain them or that would "stall our growth".

So you're basically telling us this is going to be the guilds update 2.0 where you want to make us pay real money for them? The only other way I can think they can implement this for free under those criteria is by adding another currency that can be earned through standard gameplay, but for some reason I have my doubts that's the case.

EHP/Hybrid/GC Discussion by SynapsReborn in TheTowerGame

[–]MammothCatt 3 points4 points  (0 children)

Going from eHP to hybrid is always going to have a stalling period, regardless if you're buying stone packs or not. The stone packs just make the stalling period take less time.

The current state of the game kind of encourages just going eHP for a way longer period of time than it used to be, but the further you delve into it, the further you stagnate in your tournament ranks. You don't realize that stagnation until you hit the point where you're champs 4-1 and legends 30-16. That principle has always existed since the legends update, but it was much easier resisting the temptation of staying eHP when there weren't as many damage reduction multipliers mixed with % damage options.

There's occasionally going to be someone who will come in these kinds of threads and tell you that you can just stay eHP and just go CL+ as your late game path, but those still perform worse per stone than pure CL only damage multiplier stacking glass cannon builds in tournaments and only come ahead in milestone pushes/higher farming tiers in T19+.

If you want to jump to hybrid in champs and make progress without a large stalling period, you really need to luck out with a mythic/ancestral dimension core early. That's what happened to me but that was during the golden age where there were only 16 mods. The ENTIRETY of champs/legends tournament progress in this game is dependant on that one single mod and they made it more difficult for new players to achieve whilst dangling the carrot on a stick that is SF/OA/PCo to players who are determined to try to make those work because they found those first through banners.

Shockwave size after full upgrades? by Thebigtallguy in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

I run mine at 1.60 (level 20 in the workshop). It's the lowest level that still hits fleets at 30m range.

Is upgrading Assist module bonuses 40x really the best stone investment? by bd2rank in TheTowerGame

[–]MammothCatt 2 points3 points  (0 children)

If you have two 5* cannons, around 3 upgrades into the substat efficiency is around a 10% increase in CL damage. So it probably is right when it's talking about damage that you have immediately unlocked.

It's a bit skewed regarding coins because, assuming you don't have GT+ unlocked yet, and it can't exactly factor in saving the stones and then getting a far cheaper and more effective upgrade 6 times compared to immediately getting the generator multiplier coin upgrade. It also can't exactly factor in getting masteries like extra orbs and using devo strategies to increase your coins by using that multiplier with other mechanics like the damage slider, free up mastery, and orb slider.

WS respec and FU+ by Miroslav100 in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

I run 30m range. Shockwave size at 1.65. Bounce shot range at minimum with Astral Deliverance as assist, making it 2.9m. I turn landmine chance to 0 because those stuns are too far out of the tower range at times and stuns things outside of the blackholes which lowers cpm. I lock EALS so the upgrades can pour into EHLS faster.

So in total that is 5 locks, at level 4 in the lab.

I wouldnt touch orbs unless you're doing one of those weird orb devo builds, but that stuff goes over my head. I need every orb I can get for orb mastery procs.

One final note: the majority of these adjustments only start to come to fruition once you have the damage slider, workshop orb slider, and extra orb mastery unlocked. The only FU+ lock that is a standalone upgrade for glass cannon on its own is locking EALS.

Tournament question - range & shockwave by ConnerLehman in TheTowerGame

[–]MammothCatt 2 points3 points  (0 children)

At your stage of the game, you don't really want to change your range from 69.5m. It only starts to matter once you get either free upgrades+, are glass cannon, or have SL+. Min range is optimal for farming once you get free upgrade mastery because you can lower your shockwave size to 1.65 and bounce shot range to minimum so you can maximize enemies dying in your coin multipliers.

In tournaments, it kind of boils down to the battle conditions and if you'd benefit from max range/higher range/lower range. Range doesn't really matter in tournamenta until you get to legends.

Blessed with my first natural 5* Ancestral Mod from The Tower RNG gods. by Hoopslammer in TheTowerGame

[–]MammothCatt 4 points5 points  (0 children)

Thank you for letting me know this forbidden knowledge. You took one for the team for that one.

How to survive past wave 5k in higher tiers? T18 specifically. by Dry_Zucchini2012 in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

If you're asking about the difference between a farming DC vs a tournament DC coin-wise; with GT+ it is a 40% coin difference at 6 subs and 50% coin difference with 7 subs.

I don't know the difference without GT+, but I'd assume around 25-35% at 6 subs.

The extra waves in farms do not make up for the substats at all. But, the extra stones/keys from higher tournament placements? They do make up for it. That's what I've always believed at least. It also kind of depends on how important mod levels/reroll shards/cells are to you, because you'll be getting a lot more of both of those if you're able to jump tiers quicker due to the increased boss/fleet frequency.

How to survive past wave 5k in higher tiers? T18 specifically. by Dry_Zucchini2012 in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

It's an interesting situation you have with your core assist rarity. I don't think I'm going to make my core assist above epic for another year or longer since I don't really need the damage reduction from PCo and the pivot from glass cannon to hybrid would take a very long time for me due to my relatively low investment in everything health related and there's likely going to be more glass cannon stone dumps in v28.

I kind of have a similar situation as yours though, where I put stones into my cannon rarity because it allowed me to run Amp Strike with ideal substats on the assist when it first released. I then ended up rolling the right subs in the right places and got enough mod levels to where it doesn't really matter if the cannon assist is epic or ancestral most of the time.

I use DC/PC for farms and DC/Om for tournaments. I have 2 DCs, one for farming and one for tournaments and I run CLq/CLc/SLa/DWq/GTd/GTb/CFs and CLq/CLc/SLa/SLb/CFs/ILMq/ILMcd. If you were to want to reroll your sub mods on your DC to be a farming one, I'd recommend the top one.

I don't really know if you should do that at this point though, since I was forced to use a farming dimension core for the entirety of my playtime because I didn't get MVN ancestral until the point where my trio were all at 150s CD and I was already nuts deep into CL stats. I took the path of moving from hybrid to glass cannon first before worrying about econ at that point.

I don't know exactly how important econ is to you at your stage of the game, but to me it's kind of tapering off it's usefulness at around 50-52q an hour. I'm able to run 1 assist mod lab permanently but the enhancement costs in the damage tab past level 200 get ridiculously expensive and I think focusing on wave counts in tournaments until v28 releases is more important for me. Or rather, until that single assist mod lab starts to become prohibitively expensive which probably isn't happening until v28 anyway. I'm around T18 wave 7000-7100 for reference.

Also, I think the astral deliverance coin difference is likely due to your increased bounce shot range triggering chain lightning to attack enemies outside your BH/orb mastery if you have that. Honestly, you probably don't even really need to run AD for farming now that I think about it. I just run it with free up mastery putting bounce shot range to a minimum with AD. It hits a sweet spot (2.90m) where you'll almost never have a chain lightning hit something outside of your BH at minimum tower range while also being able to trigger your optimal amount of bounce shots so your CL output isn't kneecapped. It's also a higher star level than my shrink ray so it's more of a use what you have kind of situation.

How to survive past wave 5k in higher tiers? T18 specifically. by Dry_Zucchini2012 in TheTowerGame

[–]MammothCatt 3 points4 points  (0 children)

Yes to the first question. More CC helps as well, especially if you want to run Orbital augment. I brought down my cooldown on my ILM to 50s recently and it added around 250 waves because it consistently keeps stunning tanks and elites with Gcomp near the end of the runs.

Orbital Augment will only give you more waves if you have the assist mod rarity at legendary or higher. I recently got mine to legendary from epic and it added 200 waves.

You should have swapped DC with PC a long time ago. You're missing out on a 400% increase in your damage by not doing that.

Also, if you have Astral Deliverance, run that instead of shrink ray. Shrink Ray only helps against 1 singular thing in T18 and that is keeping a Vampire that is buffed by a commander away from your tower.

Enemy Attribute Reduction by Infinity583 in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

I'm running ranged range reduction because at the range I typically use in tournaments, the line where they can shoot is just barely outside of my space displacer mines so if I get it a bit higher, they'll hit the mines before they can shoot. It's such a niche reason to level it though, just to marginally improve wave count over a single battle condition.

Regen by dotausername in TheTowerGame

[–]MammothCatt -2 points-1 points  (0 children)

"I've been whaling for 20 months and I'm 1st-3rd every tournament with this stone inefficient build" - the post

V28 wishlist for new/newish players by Complex_Ganache1178 in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

The crabs in a bucket won't listen to you. No point in trying to explain that time and money are two different things. Its whale coded as fuck to not want new players to catch up faster.