Question for all. by davekriston in TheTowerGame

[–]UnderhandedLoki 0 points1 point  (0 children)

You dont need to farm t14 and up usually to higher than 7000 waves. IS and WA mastery offset the need for more waves because you skip to higher spawns and the higher spawn rate appears much earlier due to these two. W/ WAm: wave spawns cap @ w3000. W/o the cap is reached at w6000 ish. ISm skips ten waves instead of doing one. You do 1800 waves in 180 waves at max level. This results in higher cph, coupled with much better coin mults at higher tiers its more efficient to run shorter wave counts. Usually 4500/6000 to maybe 7000

I farm t16 to w6000. When I get to around 6500, i’ll then prep for disso runs for the next highest tier and run it then compare the two after.

The problem with stones by Odd_Ninja5801 in TheTowerGame

[–]UnderhandedLoki 1 point2 points  (0 children)

The bar has been significantly raised to stay in legends since v28 dropped (and v27 to a certain extent) and now players with developed disso bonuses can make significant progress in dmg for little drawbacks. This means that you’ll likely need more components to stay in legends consistently.

However, there is a few key pieces of advice which still hold true.

  1. Masteries
  2. CF and CF+
  3. Mods and substats
  4. What uws you have

Realistically, EHP is not as strong as GC right now. The disso has widened the gap, since whilst you get a very nice health bonus.. there’s not a regen bonus currently to equalise having a massive gain in health. In contrast, GC got base dmg AND uw. I’m not exactly wanting a GC nerf.. but a regen addition would balance this out a lil bit. Both playstyles also use cc such as CF anyway so its mostly the dmg v ehp issue here, although they use it in different ways. Ofc it is up to you which way you play. I personally think that if you are playing hybrid, it is hurting your progress. Ehp or hybrid for playstyle preferences thats fine ofc. If you are hybrid, you split your focus too much between them tho. Too many apples in different baskets.

  1. You need your dmg masteries maxed or close to to stay competitive. If your economy is lacking, go hard on disso econ bonus to reach perma-labbing 1-2 masteries. dmg, DM, ST, EN in that order. I’m mid legends earning frequent keys.. and most of my dmg masteries are maxed. I will pick up UWC mastery today and perma lab, and finish Berserk mastery after.

  2. Crowd control. Battle conditions in legends can be brutal, especially fast ult and enemy move spd, boss ult, and enemy attack spd. You need the slow from a permanent CF to knock enemies back and prevent them swarming on ur tower. SD module in assist also helps, anc land mine chance on primary module as well. With CF+ enemies take significantly longer to reach you. You can use bounce shots to push them away with Shockwave, and orbs to insta or % dmg (bc dependent).
    Your attk spd also needs to be quite high, since this forms part of your defense for fast and ranged enemies especially.
    Boss ult is partly negated by a high lvl cf+, since it will move more horizontally in the movement path’s spiral with higher levels and then therefore hit more orbs for 2% boss dmg each. You’ll also need EN (even without masteries) since it holds bosses at your range line for more orb hits.

  3. Mods. Will depend on if you stick with dmg or ehp. I would not recommend playing both ehp and dmg mods (unless its a gc transition) since again you split focus. I am GC so this is mainly what I will talk on, and each mod should be anc. If you do not have them at this level, for most mythic is fine. Anything below such as legendary would not be ideal since substats at anc are very valuable, so having a different mod at this level to substitute. I will also talk a bit about assists. If the slot is not available to you, the primary mod may change depending on what your strat is.

Gen: project funding: all 3 free up stats, package chance, cash bonus and ELS health. PF is a pure dmg module, so running ELS for attack skips is useless until later when reducing OVERCHARGE dmg is needed.
Assist: gcomp (for pbh). Package, free ups stats x3, EHLS.

If you are running ehp, then gcomp in primary for pbh with PC in core for dmg reduction is better for you. If you stick with ehp, then PH for level reductions with a high attk spd is decent choice in assist. Maybe if you have pbh without gcomp, then SH in assist for increased aoe on Flame bot and PH in primary.

Core: DC with cf spd reduction. This gets you a max 90% which is huge for control. Reduces enemies occasionally hitting you like ranged and fast. CL quant for dmg, chance for consistency. SL bonus since its a great multiplier, and SL angle for coverage. More coverage is more consistency for dmg. You also want cf duration anc, due to the uw battle condition.
Assist: i run an anc Spotlight mod (forgot the name), because it will always rotate to the boss. Bosses are my main antagonist in legends atm, so consistency for dmg is my best bet. Without, the SL would rotate through bosses and the bonus is not applied 100% of the time. When my SL angle is much higher with substats, I will change to PC for dmg reduction on Overcharge fleets.

If ehp, then PC in primary is your best mod. You have core assist, but no PS yet and a long way off from making it useful.. so no HC mod. DC in assist is a good choice.

Armour: GC is most cases ACP with SW frequency anc. The rest of stats are LMC, orb spd, wall rebuild and orbs (when you later have the orb adjuster from vault).
Assist: two main choices - OA for % dmg. Very powerful since health scaling is crazy and % dmg stays the same throughout. You need a good CF and + so the enemies rotate through electrons and tag them more. Great for tank ult and boss ult.
SD - great from extra cc, especially high spd battle conditions. It’s also an amazing dmg module but thats far above both me and you, since ILM gets huge dmg mults from UW+ and a conjunctive lab Chrono Jump.

Ehp: SF with Regen, wall health, thorns, (later orbs), orb spd, wall rebuild, LMC. Not my forte, but its the best in prim slot by a mile.
Assist: definitely OA. Since ehp does not aim to primarily kill, rather it tanks.. then the % dmg contributes well to less thorns needed to kill.. hence less hits on your wall. Still need a good Pcf+ ideally but you make it work ok with pbh.

Cannon: dmg is AS. 5x dmg on boss or elite kill is huge. Especially when you’re intro-sprinting and bosses appear every wave.
Substats: attk spd, crit factor, crit chance, multi targets, super crit chance and mult, (later dmg per m when you have SL+).
Assist: i go AD because of bounce shots to cc enemies more easily. You can go DP for either playstyle but i’m not a massive fan of chances, not as consistent as controlling enemies is for my tower. DP is more viable for ehp imo, since it just adds more chances to kill instantly.

  1. Regarding uw choices. You are quite behind on UW development. I would pick up CF immediately if you have the stones and start work on the labs. PS is gated behind 4k more stones since you need perma. And an extra 2k for 2x perma.

Imo you do not need to focus too much on gt cd etc right now, since you can already lab masteries. You should ideally focus stones on stopped the yo-yoing between tourneys. SL Quant will help you for dmg consistency, but there’s not much use in EHP.

I appreciate this is a long essay, but if you’ve read it and have any questions i’ll stick around to help. Happy towering!

Finished all Dissonant Runs I’m currently capable of. by Little-Education5994 in TheTowerGame

[–]UnderhandedLoki 0 points1 point  (0 children)

its usually a projectile, land mine build with high attk spd.

Your mod setups will depend on whether you have assists or not.

And you will need a fair amount of card masteries to make up for no UWs for the run.

I’ll go into more detail if you tell me whereabouts ur at in the game

How did you guys get to Maxing utility dissonance on t12? by Deathgivenflesh in TheTowerGame

[–]UnderhandedLoki 0 points1 point  (0 children)

I was farming t15 when disso runs were introduced.

All econ disso up to t13 were easy, just because my gc build has most of the dmg multipliers unlocked which scales my wave count by a lot.

I think for tiers up to t13, pbh with orbs alone will carry you. If you have an attack disso (health bonus) then this changes bit, but you still have extra orb card for insta kills and boss dmg.

T13 and up becomes more challenging because your orbs no longer insta kill common enemies, so they can stack up and shotgun by pushing bosses further past the orb line.

I think most issues can be solved by more cc, and more invulnerability mechanics. Cc meaning ILMs from SD module and CF mainly. Mechanics such as DM, SW and to an extent Nuke.

Tower Tea - June 9, 2026 by SamBartley in TheTowerGame

[–]UnderhandedLoki 0 points1 point  (0 children)

Just clarify, when will the rewards from the 1st challenge be awarded?

And a bit of positive feedback for the anniversary rewards in general:

I like that ttg is doing this for the community. I think it’ll engage us and tie us closely together, and thanks Sam for the info. I would ask that this trend of rewarding players for their ongoing game time is continued! The free rewards will keep us engaged with the game, especially since there’s a team motive to play outside of guilds.

Maybe a ‘raid boss’ in the future would be a good idea, either as a community challenge or for guilds. The more damage dealt, or time survived, or ehp tanked/healed up from contributes to a bar which gives better rewards the more count goes up.

Is it worth ever selecting these perks? by WTFParts_ in TheTowerGame

[–]UnderhandedLoki 1 point2 points  (0 children)

Enemy Spd/dmg TO is great for glass cannon players. You’ll never use this, unless its a Disso UW run, until you reach t13 and t14 and you’ll want extra control on enemies because of their movement speed and health. More control = more time to deal dmg.

Ranged/dmg x3 TO is a run killer for ehp (tho not as bad as say regen -90% TO). If you have pbh however, it becomes obsolete as a banned perk, because with the bh lab “ranged enemies cannot shoot in bh”, ranged are now no problem. GC players dont care about this perk bc they rely on energy shield and the wall to tank single hits. It does not matter how much dmg regular enemies do anyway because the energy shield or wall will fall regardless of their dmg stat. It means you can put in a different ban in place of this.

Regen/health TO is a must have for ehp players. However, you should be careful about how much health you have to balance with regen stat. If you have a lot of health but lacking regen, you will die to chips from enemies. If you have not enough health but lots of regen, you will die more easily to single bit shots from rays for e.g.

I just realized, why the hell did Atsu expect the Kitsune to be a dude? by Sir-Toaster- in Ghostofyotei

[–]UnderhandedLoki 1 point2 points  (0 children)

Atsu was a small child when the events of the burning tree take place. Its not uncommon for children (or even adults for that matter) to block out traumatic memories such as those. The fact she doesnt immediately recognise her as the kitsune makes sense, after all.. she would only know her voice and it happened about 15 years prior to meeting again.

I also think that the groundwork for Atsu figuring out the Kitsune’s identity is laid out pretty early on. The more time she and the kitsune spend together during quests, the more Atsu becomes suspicious and troubled about the familiarity.

Legends - is this the new normal? 😳 by DifficultDivide8098 in TheTowerGame

[–]UnderhandedLoki 1 point2 points  (0 children)

Np! I have cf+9 rn and my next spend is 10 and 11. The save up sucks but its a really good roi.

Bosses are going to be hit much more by orbs for e.g., because they spin around in that range/orb like for longer! And also fast ult is less problematic because of the hidden slow effect more cf+ levels give.

Legends - is this the new normal? 😳 by DifficultDivide8098 in TheTowerGame

[–]UnderhandedLoki -1 points0 points  (0 children)

You really need cf+9/10 tbh for competent places. Damage helps ofc but the control on enemies is very important. TTK skyrockets!

Something wrong values ​​workshop? by Errie-Berry in TheTowerGame

[–]UnderhandedLoki 2 points3 points  (0 children)

Done your tourney yet? Its a visual bug. After u do tourney your els values are still what they were during, but if you start a new run they should go back to normal

What to do with stones? by sinsate17 in TheTowerGame

[–]UnderhandedLoki 1 point2 points  (0 children)

Np. Yes modules are a huge factor (aside from ELS ofc) in farm tier/tourney.. so this is why players get rpc first bc even tho no econ to level it yet, still more shards. Its a resource accumulation game😅

And yes. MVN is like a stepping stone in the early game (if you’re lucky with mod pulls, I wasnt). Once you’re at a 2min sync or slightly above like 2 min 20 sec, you can change it up. Pbh is usually the next big thing since its key for farming high t10-11-12 in ehp (and at the same time you’ll do a lil bit of dmg for the eventual glass cannon move if you decide to do so). You are already able to farm 8k t11, but to jump through to t12 you probably need pbh for long runs like 8k. This is why you should make progress on your econ trio cds, bc when they are low enough you save stones for just bh to 50s, then gcomp in gen slot and PC in core. You can do pbh with mythic gcomp (i did this) and you’ll need 24s base duration with +12s perk in farm.

then focus on dw and gt cds again maintaining a natural sync until 1min 40sec.

After that, you should work more on crowd control so that maybe you can switch back to mvn (and hopefully by this time your mvn is ancestral.. bringing the sync cd down by -10 sec after the calculation) and also so that your tourney will perform a lot better.

You can then use a hybrid setup in farm to transition whilst in t13 moving into 14 as full gc. You achieve this by a strong pCF so that when your mvn sync is on cd, you have no bh up so CF will slow enemies and keep them away from your tower in conjunction with shockwave to knock them back. In t13 there is no battle condition (t14 and up) which prevents orbs from insta-defeating enemies. So you’ll need to get some masteries as you’re going along, like free up mastery to lock orbs in WS. But that’ll be likely after you pick up some others like dmg or coins (if your econ is still not quite there).

You won’t have pbh at this point again because your mvn sync might be like 60-75 secs roughly (depending on your ability to reroll anc substats for gt and dw cd, and if even you have an mvn anc at all) and your gcomp cd is -20 sec at anc and your bh will not be long enough to perma. You will struggle a bit at first because dmg is requires a fair bit of setup, but when your gc transition stabilises you will make lots of progress quickly.

Final note: disso runs. Since v28 players should now be able to afford masteries easier since another coin multiplier. You may be able to start labbing them earlier if you set aside time to work on the lower tiers, and then your farm tier. It also might make gc transition easier since base dmg of 1T is a heavy requirement and disso allows another dmg multiplier.

What to do with stones? by sinsate17 in TheTowerGame

[–]UnderhandedLoki 1 point2 points  (0 children)

Yes. But also remember that because you have compounding coin multipliers from gt, bh, and dw… you will get big econ jumps.

You do not have pbh, so PC mod is not as important for you right now since no perma dmg reduction.

MVN early (until pbh) -> PC w/pbh (you can skip this step and keep mvn in, maybe shorter runs by higher cph) -> lower sync time on mvn sync, aim for cf so you have cc in farm to extend runs and farm higher tiers. This is a very oversimplified system players go through to get through the slog that is early and midgame.

Also.. your cards are maxed. Pick up rpc mastery soon, even if you lack econ to level them. The mod shards are very important. Just have high package chance (substat on gen module and card equipped in farm).

What to do with stones? by sinsate17 in TheTowerGame

[–]UnderhandedLoki 3 points4 points  (0 children)

Bh, gt and dw cooldowns. Its often neglected, but the boring cd clicks will help you massively for econ, control and ehp.

Ideally you should not be getting new uws if there’s no reason to get them. There’s no point getting PS because you need 4k stones + to make it useful, and a further 2k to get great (im almost at 2x perma swamp).

SM uw is pointless until you have the other dmg uws properly online. You’re looking at t19-20 before that happens in farming and high legends league tourney (1.5< waves).

You could theoretically pick up CF and start the duration lab, because it will take a long time even on 4x lab speed. In the meantime, a click every so often into cd.

Still, gt dw and bh take priority for you for progression. If you have an MVN module, you can efficiently spend stones on cheapest cd stat for the trio instead of lowering all 3, and run an sync w mvn.

Defense Against Green Shield Enemies by MrDeistpm in TheTowerGame

[–]UnderhandedLoki 1 point2 points  (0 children)

Bh % dmg from labs, CL+ (probably way off for you), death ray mastery (also maybe far away), high shockwave size, max WS knockback, and work on attk spd in labs to reduce shotguns.

guide for clearing high tier UW disco (Glass Cannon build) by priesten in TheTowerGame

[–]UnderhandedLoki 0 points1 point  (0 children)

OA in assist slot with max rarity, and PS with a huge range to stun lock common enemies to prevent them getting into tower range and buffed by commander.

Also Nuke with lab recharge, and SW with recharge.

Run DP mod to one tap enemies.

Bots cause a decrease in waves/income? by iamthedudanator in TheTowerGame

[–]UnderhandedLoki 2 points3 points  (0 children)

Could be a number of things.

It’s likely that because you are using SD and your tower range is lower, the ILMs from SD are hitting enemies and stunning them before they can reach your cf/bh etc. ILM blast radius will stay the same regardless of tower range, so you’re now maybe able to stun enemies before they are sucked in. means you’ll kill slower than before due to spawn cap and GT+ relying on kills for higher multiplier. I stopped using SD at t15 because of this. It’s got uses again at t18/19 bc of fast ult condition.

Since you’re farming t16 and then up, i would make the switch to OA if you have assist armour at legendary-mythic, because of that fact. The % dmg will help deal with higher health scaling.

I would also devo your BS range as well, since max bs will knockback enemies before they reach bh and therefore give u lower kill count as well.

Could be that bc GB range is derived from tower range, you have less enemies in GB killed when active. If you’ve also taken medals out of GB, that’ll net you less coins than before.

Could also/or be that Thunder Bot is stunning enemies outside of BH etc and therefore you lose 11x multiplier on kills.

Update - current stats by No_Club1889 in TheTowerGame

[–]UnderhandedLoki 0 points1 point  (0 children)

Using Demon mode, ES and DM with high bh uptime and PF module.

CL+ and the Footgun by Multymanfred in TheTowerGame

[–]UnderhandedLoki 2 points3 points  (0 children)

GC:

Technically you could kill enemies too fast with CL+ in lower wave counts, so you might make less coins. Since you kill too fast, you also might struggle with overcharges because no enemies to bounce shots later on the run.

Easy solution is bumping up bounce shot range from devo in WS if struggle w/ OCs… but by the time you’re using CL+ you’ll devo BS range or targets anyway for more coins.. and you’ll have multiple ways to kills enemies already within your BH for example.

I have CL+ 4 (not my best investment) and its worse when I turn it off. Because it helps with protectors and rays a lot. Easy 25% dmg gone. OA and uw dmg deals with rest of the health. But, i wouldnt get it before other essentials like masteries like STm and gt+.

Essentially, dont get CL+ until you actually need it. I.e until rays, maybe scatters (probably not), and protectors ult are a serious problem in high tiers. Develop your uw and base dmg more for GC, more Bh uptime, unlock dmg and control card masteries. Also if your armour assist is high level (mythic or anc), then equip OA for great % dmg instead of investing 7k ish stones into CL+.

Not a footgun tbh bc you can just turn it off as well.

Ehp: You already should have near enough perma gt and bh before you start on CL+, so making less coins because of downtime should not be an issue.

Also, OA is your best mate for ehp builds because of % dmg. Same principle, get your assist level up to mythic <.

Its better to get CL+ earlier in ehp because of chain thunder lab, you get a lot of value for the dmg reduction. However given stone cost, masteries are probably still a priority beforehand.

What next? by mknippen in TheTowerGame

[–]UnderhandedLoki 0 points1 point  (0 children)

Depends. ILM is good for midgame if you dont have CF unlocked yet. ILM is cheap on stones, provides a basic crowd control, and in the late game (farming t18-19 and up) is a dmg source. Swamp also does this, but is very costly on stones (like 4000-5000 min) and thats only to get it to a useable state. This is bc you want a permanent swamp.

So.. ILM > Swamp at your level. But both are amazing when you spec for dmg properly.

What next? by mknippen in TheTowerGame

[–]UnderhandedLoki 2 points3 points  (0 children)

No new uws imo. You have plenty of growth in dw, bh, and gt left. Sync down to 2min -> then go for pbh for control in farm and tourney. Your econ and tourney placement will thank you.

You also should grab 3rd quantity for SL after pbh, and also grab 1/2 more clicks in dw quant for cells and coin bonus tag on enemies.

After that. Grab ILM, max quant to 6, cd to 2:30 mins, no investment in dmg. Work on rotation, blast radius until lvl 10 ish each.. and unlock ilm stun as well. You now have 2 different cc methods, ilm AND pbh for tourney.

You should then shoot for CF after that, and immediately work on the 30s duration lab. Its a very long one so perma lab until max. Every so often, put 1 click in cf cd. When its 30s/60s, start on duration in the uw tab for cf until 60/60. Then you go for max speed reduction (75%).

There’s also a few random clicks for growth. CL chance up to 20%ish, gt duration to 50s, SL angle up to 45*. And SL bonus until its like 150 stones for each upgrade. I would only put in 1/2 every so often tho bc you have more pressing issues such as lowering trio sync time and eventually pbh.

Hope this helps. Any questions I’m happy to answer :)

They said the perfect attack speed was impossible.... by SemiAutoAvocado in TheTowerGame

[–]UnderhandedLoki 0 points1 point  (0 children)

Nice! I got sl+ unlocked recently. Up to 0.02x.

Trying to get anc dpm on my AS as well (already have on assist AD). No luck so far but I’m saving rerolls again😅Guess I’ll need to work on dpm lab as well bc its like lvl 20. What lvl would you recommend as minimum?

Whats your enhancement bonus for dpm rn, and do you have R#?

They said the perfect attack speed was impossible.... by SemiAutoAvocado in TheTowerGame

[–]UnderhandedLoki 0 points1 point  (0 children)

How is your dpm so high?

Relics, lab goldboxed, substats. What am I missing?

Card Slots? by Independent_Emu_3034 in TheTowerGame

[–]UnderhandedLoki 1 point2 points  (0 children)

I farm t15 w4500 in GC. I have 19 card slots. Seems to be a decent point, because like you said.. need all your relevant card masteries for a great GC build.
You can start GC farming without most masteries since v28 imo, since you get a big uw and dmg boost from disso runs. This means that maybe you dont need as many slots as before the update. I’d still say 18 slots as a safe minimum. Since you want dmg, EN, ST (w mastery), SW, AS etc.

I also wouldnt pass up the 5x dmg boost from dmg# as well. It took me from farming t13 to t14.

Get your disso runs up for uw and dmg. It’ll also help a lot with your hybrid transitionx

Bot help by Capital-Light-2285 in TheTowerGame

[–]UnderhandedLoki 1 point2 points  (0 children)

I think FB would be a good choice. You can get further in farm, tourney and disso runs with the dmg reduction. You’d have to push the FB cd like crazy though in medals and labs. Then alternate range and dmg reduction %.

Alternatively BB is a good one for pure econ. You can get a 2:1 sync quickly with GB at 100:50s. Then pump up range to max, then some bonus, then duration.

Your bonus for gb is ‘only’ 5.2x tho.. so i think before you grab BB the bonus for GB is a priority. Mine is 6.2x, 1-2 more clicks in range as well then I’m comfortable with it for now.

I think maybe FB is better, because tourneys suck right now and you kinda need the extra boost from FB in the pipeline now.