Tower Attributes
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Pierce
Allows projectiles to go through a specified amount of enemies. Note that setting tower targeting to Last does not affect pierce, as it is calculated after the enemy is hit.
Ignore Resistance
Allows towers to do their full damage to enemies, even if they are resistant to that damage type.
Stun Immunity
The Stun Immunity icon
Towers with Stun Immunity cannot be stunned by normal stuns. However, enemies with the
Ignore Stun Immunity attribute bypass this entirely.
Some towers, such as the Combat Drone when in Direct Control Mode, have Full Stun Immunity and cannot be stunned by any means.
Targeting
Stealth Detection allows towers to attack stealth enemies.
Air Targeting allows towers to attack airborne enemies.
No Buffs
No Friendly Buffs prevents a tower from being revived by the Combat Medic and receiving buffs from support towers (e.g. EDJ.) Some buffs, such as the Damage Field, override this attribute.
No Damage Buffs prevents towers from receiving damage buffs from any source.
No Range Buffs prevents towers from recieving range buffs from any source.
No Healing prevents towers from being healed by the Medic. Usually found on mechanical towers.
Line of Sight
Raised Line of Sight allows towers to bypass line of sight restrictions on shorter obstacles.
Ignore Obstacles enables towers to see through obstructions and obstacles on the map.
Stealth
A stealthed tower
Stealthed towers cannot be directly targeted by enemies without stealth detection. Their body is transluent and their health bar has a camouflage texture. If a tower is stunned or damaged, they will temporarily lose stealth.
Airborne
Airborne towers do not take up space on the ground and can move freely around the map. Additionally, airborne towers may only be targeted by enemies with
air targeting.
Mechanical
Mechanical towers [TBA] and have the
No Friendly Buffs attribute.
Splash Transfer
Towers with Splash Transfer can indirectly attack airborne enemies.
Rebuilds
Upon death, some mechanical towers can rebuild itself after a specified period of time, giving it an orange circle and smoke particles while rebuilding. Upon completion, the tower will regain all of its health and lose a rebuild. Upon reaching 0 rebuilds, the tower will die as usual.
No Targeting
Cannot be targeted by any attacks, die, be debuffed, or lose health. Currently exclusive to the bottom path Combat Drone.
Enemy Attributes
Enemies may have special attributes that modify how enemies interact with towers and paths.
Spawned enemies inherit the summoner's attributes (but not inherited ones).
Damage Resistance
The Bullet Resistance icon.
Reduces incoming damage of a specified type by a percentage. The eight damage resistances that currently exist are
Bullet,
Fire,
Explosive,
Ice,
Laser,
Golden,
Melee, and
Collision resistance. Ice resistance, also reduces body heat deducted from freezing attacks. Enemies with negative resistances are vulnerable to that damage type. Resistances can be countered by using varied damage types, the
Ignore resistance attribute, or reducing resistances with Toxicnator or Grenadier's
Napalm Grenade ability.
No Cash
No Cash Icon.
Prevents cash gain from damaging enemies.
Boss
A boss health bar displayed on top of the screen.
Bosses usually appear in later waves, often have theme songs and various abilities, and display health bars at the top of the screen, with up to three bars. The sol exception is Snow Predator. Additionally, bosses have innate
stun immunity.
Stealth
For a list of towers with Stealth Detection, visit this page.
A stealthed enemy's health bar.
Stealth enemies cannot be directly targeted by towers without stealth detection. Their body is translucent and their health bar has a camouflage texture. If enemies do not naturally have this attribute applied to them, "Stealth" is added to the start of its name on its health bar.
Airborne
Airborne enemies cannot be targeted by towers without air detection and have innate air targeting. Towers with Splash Transfer indirectly damage airborne enemies.
Stun Immunity
Prevents stuns. Towers with Ignore Stun Immunity bypass this, though enemies with full stun immunity cannot be stunned at all.
Targeting
- Stealth Detection allows enemies to target stealthed towers and is indicated by a
stealth detection icon to the right of their health bar.
- Air Targeting enables enemies to target .
- Unit Targeting allows enemies to directly attack Units.
Ignore Path
Allows enemies to follow a unique path.
No Headshots
Prevents headshots from the Combat Drone.
Ignore Units
Prevents units from attacking or colliding with these enemies (e.g. Tormented Soul).
Destroys Base
Enemies with this attribute instantly deplete the base's HP upon entering it, regardless of its health.
Knockback Immunity
Prevents enemies from being knocked back by the War Machine I, II, and III. Currently exclusive to the Emperor on Nightmare Mode.
Special Resistance Case
Collision Damage Exchange
When a unit and an enemy collide and both have
Collision Resistance, they do not destroy each other based only on raw
Health.
Instead, Collision Resistance does two things at the same time:
- It reduces collision damage taken.
- it increases collision damage dealt by increasing a unit’s effective ram
Health
As a result, when two units with Collision Resistance collide:
- each unit deals collision damage equal to its effective ram
Health. - each unit reduces incoming collision damage according to its own
Collision Resistance.
Both damage values are applied simultaneously.
Examples of collision resistance interaction during collisions
- A Mega Z.E.D. has
67,000 Health and
95% Collision Resistance, giving it
1,340,000 effective ram Health. - An Eradicator MK II+ has
1,450,000 Health,
250,000 Shield, and
60% Collision Resistance, giving it
4,250,000 effective ram Health.
On collision:
- The Eradicator MK II+ reduces the Mega Z.E.D.’s effective ram Health by 60%, taking
536,000 collision damage from the Mega Z.E.D.. It survives with
1,164,000 health and
0 Shield. - The Mega Z.E.D. reduces the Eradicator’s effective ram Health by 95%, taking
212,500 collision damage from the Eradicator MK II+. It dies because it has only
67,000 Health.
- Therefore, the Mega Z.E.D. would need at least
212,500 Health to destroy the Eradicator MK II+ on impact.
- Therefore, the Mega Z.E.D. would need at least
Following the rules above, if an enemy has
100% collision resistance or is UberCharged by the Giant Medi Bot, it will deal infinite
collision damage while taking 0 collision damage.
Trivia
- On release, every resistance had the same color palette as Armor/Bullet Resistance, which was green.
- However, when Endless Mode released, they were given unique color palettes.
- The reason for bosses having 30% Collision Immunity by default is because of testers spamming Operator's Humvee during playtesting.[1]
- The icon for
Collision Resistance was created by BreadOctopus on this wiki, due to lacking an icon for it at the time.[2] It was then adopted as the icon for
Collision Resistance when it was made visible at a later update.[3]
Notes
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