MAZE TOWER WARS
Field guide

How to win at Maze Tower Wars.

Five minutes of reading, every tower and troop on one page.

The basics

  1. Every player has a board 7 tiles wide and 22 long. Troops enter at IN and walk the shortest open path to OUT. You can’t block it: every tower must leave a way through. So bend it — the longer the walk, the longer your towers fire.
  2. You start with 100 gold, 40 lives and +60 gold every 5 seconds. The first 30 seconds are a prep round: build your opening maze, no sends yet.
  3. Sending troops builds your economy. A troop costs gold now, but it raises your income for the rest of the match. Every send is an investment and an attack at once.
  4. Kills pay, leaks hurt. A troop you kill pays you a bounty. One that reaches OUT costs lives — up to 3 from a single troop.
  5. Last player with lives wins. In a free-for-all, troops that get through one maze march on into the next.

Towers

Each tower upgrades along one of two paths, and each path ends in a capstone. Tap the ⇧ badge on a tower card to upgrade every tower of that type at once.

The Archer

Archer

Cheap, long reach, hits air. The answer to Flyers, Runners and Stealth once it buys Detection.

Cost
15 gold
Damage
Pierce
Hits
Air and ground
Sees Stealth
With the Detection upgrade
Strong vs
Runner, Flyer and Stealth
Paths
+Range → Deadeye
+Arrow → Volley
The Brawler

Brawler

The cheapest tower, so the cheapest wall. Punches Grunts flat but can’t reach the sky.

Cost
12 gold
Damage
Blunt
Hits
Ground only
Sees Stealth
No
Strong vs
Grunt
Paths
Cleave → Whirlwind
+Damage → Berserker
The Tesla

Tesla

Lightning that jumps between troops, and it sees Stealth on its own.

Cost
20 gold
Damage
Energy
Hits
Air and ground
Sees Stealth
Yes, always
Strong vs
Swarm
Paths
+Chain → Storm
+Jump Dmg → Overload
The Mage

Mage

Picks an element at its first upgrade: Frost to slow and freeze, Fire to burn. Melts Armored.

Cost
35 gold
Damage
Magic
Hits
Air and ground
Sees Stealth
With the Detection upgrade
Strong vs
Armored
Paths
Frost → Deep Freeze
Fire → Wildfire
The Cannon

Cannon

Takes two tiles. Splash damage that shreds Swarms and cracks Armored.

Cost
70 gold · 1×2 tiles
Damage
Siege
Hits
Ground only
Sees Stealth
No
Strong vs
Swarm and Armored
Paths
+Blast → Bombardment
+Damage → Siege Breaker

Troops

Six troops, each in six tiers. The Roman numeral over a troop’s health bar is its tier. The Send tray tells you what your target’s maze is missing.

The Grunt

Grunt

The best income for its gold. The backbone of most armies.

Cost
10 gold at Tier I
Armor
None
Speed
Steady
Lives if it leaks
1
Weak to
Brawler
The Runner

Runner

Nearly twice as fast as a Grunt. Punishes short mazes.

Cost
18 gold at Tier I
Armor
Light
Speed
Fast
Lives if it leaks
1
Weak to
Archer
The Swarm

Swarm

Three small bodies per send. Splash and chain towers eat them.

Cost
30 gold at Tier I · 3 per send
Armor
Swarm
Speed
Steady
Lives if it leaks
1
Weak to
Tesla and Cannon
The Armored

Armored

Heavy plating shrugs off arrows and fists, and a leak costs two lives.

Cost
70 gold at Tier I
Armor
Heavy plating
Speed
Slow
Lives if it leaks
2
Weak to
Mage and Cannon
The Flyer

Flyer

Flies straight down the middle and ignores your maze. Only towers that hit air can touch it.

Cost
90 gold at Tier I
Armor
Flying
Speed
Steady
Lives if it leaks
1
Weak to
Archer
The Stealth

Stealth

Only towers that can detect it are able to shoot it.

Cost
45 gold at Tier I
Armor
Light
Speed
Steady
Lives if it leaks
1
Weak to
Archer

Elements & combos

The Frost Mage
Frost slows troops, and can freeze them solid.
The Fire Mage
Fire sets troops burning. Its breath catches up to four more troops nearby.

Camp, Forge & Onslaught

Camp
Each upgrade moves every troop you send up a tier, from I to VI. Higher tiers cost more, take far more punishment and pay more income.
Forge
Unlocks the next rank of upgrades for towers you already own.
Onslaught
At 7:00, waves start hitting every maze every 20 seconds, each bigger than the last, until someone breaks.

Tips from the loading screen

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