Description
Intermediate Mode is the ideal gamemode for beginners wanting to grind for
Gold and XP. Unlike Easy Mode, players can now see a tower's health by hovering over them, hinting at the fact that enemies will be able to damage your towers. It introduces players to resistances, which allow enemies to take less damage from towers that deal a certain damage type[1], Multipliers[2], enemies that are able to stun your towers, and enemies that can kill your towers. The bosses of Intermediate Mode are Predator and Eradicator. Predator can deal massive damage to your towers if it isn't distracted, but it cannot attack towers other than offensive towers such as EDJ. Eradicator is able to attack every tower and generally does more damage than the Predator, whilst also lacking Damage Falloff. Eradicator returns in Endless Mode as Eradicator MK I Combat.
Tower Perks
- Ranger costs 15% less.
- Missile Trooper costs 5% less.
- Operator costs 5% less.
- Shotgunner costs 10% less.
Strategies
Loadout
Players should generally include the following in their loadout:
- A single-target DPS tower (e.g. Operator, Barracks, Jet Trooper)
- Should be able to
detect stealth
- Should be able to
- A cheap crowd control tower (e.g. Shotgunner, Grenadier)
- A explosive tower (e.g. Missile Trooper, Grenadier, X-3+ Barracks)
- A bait tower for the bosses, such as Ranger
- Farm, for cash
Due to the low cash gain, higher-end towers like Juggernaut and Laser Gunner should be omitted in favor of cheaper towers. Also, it is crucial that both bullet and explosive resistances can be bypassed, necessitating towers that ignore resistances or a loadout that deals both damage types.
General Game Plan
- General Overview
Intermediate Mode starts out with small waves of normal enemies, advancing to waves with many weak enemies or few strong enemies. A single-target DPS tower should be used early on as crowd control is less effective early on, and it should be upgraded to deal with later waves. Crowd control towers should be placed later on as large hordes start appearing then.
- Specific Waves
- Wave 8 introduces the Revived Boss 1; a high-health enemy with average speed. An upgraded single target tower should be able to kill it and the two of them that appear the wave after.
- Wave 10 has a horde of Heavy Zombie+s. Crowd control towers can make quick work of them.
- On Wave 12, the first Multiplier 1 appears. Setting towers to Strongest will let the Multiplier live, preventing it from multiplying the other Boss 1s.
- On Wave 13, the Grenadier debuts. Crowd control towers can make quick work of it and its spawns. Additionally, setting towers to Last (or another depending on the current state) can kill it quicker, preventing it from spawning enemies.
- General Overview
The mid game introduces bullet resistant enemies, the first being the Armored Heavy Zombie+. Stronger enemies also appear in small, spaced groups, putting more emphasis on single-target towers; however, the Grenadier, Multipliers, and certain waves are made much easier with crowd control towers. Additionally, more expensive towers like Missile Trooper should be placed, and the existing defense should be upgraded.
- Specific Waves
- Wave 15 introduces the Armored Heavy Zombie+, and with it, bullet resistance. An explosive tower or one that ignores bullet resistance is required to beat the wave.
- Wave 17 has two Grenadiers along with a Super Heavy Zombie; a high-health, bullet resistant enemy. A mix of crowd control towers and towers that do not deal bullet damage should be used.
- Wave 18 has a group of Nuclear Zombies; zombies with relatively high health and speed. Upgraded crowd control towers can deal with them easily or allow single-target DPS to clean them up.
- Wave 22 has two Grenadiers and Revived Titans; the latter of which has extremely high health and bullet resistance. Towers that can bypass bullet resistance are a necessity on this wave.
- Wave 23 introduces the Monster; an enemy with high health but no resistances. High single-target DPS is recommended, and single-target towers should be upgraded to combat it.
- Wave 24 is the debut of the Infiltrator; a fast enemy resistant to explosives. Upgraded bullet towers should be used to counter it, though a 2-4+ Missile Trooper can also damage it.
- General Overview
The late game consists of sparse amounts of high health enemies. As such, single target DPS should be prioritized, with some crowd control to chip in, and towers should be maxxed or heavily upgraded. Additionally, stunning enemies that apply stuns to nearby towers also appear, making longer-range towers more valuable due to them being out of the range of stuns.
- Specific Waves
- Wave 25 is the debut of the Charger Boss; a fast, high-health enemy. Similar to the Monster, single-target DPS is useful, though it is important to note that the former is faster.
- Wave 27 introduces Smasher and Shocker. Both can stun towers nearby, making high-range or stun immune towers valuable. Setting towers to Strongest can avoid triggering Shockers and instead damage the Smasher, the main threat of the wave.
- On Wave 29, the Predator appears amongst a large crowd. Crowd control towers are extremely important to whittle down the crowd of enemies, alongside single-target DPS to kill the Predator and tankier enemies. Additionally, bait towers should continuously be placed to prevent any significant towers from dying.
- On Wave 30, the Elite Grenadier and Revived Abomination both appear; the former of which summons strong enemies while the latter is an extremely tanky, fast threat. High range and/or single-target DPS is required alongside towers that can deal explosive damage to take out the crowds.
- On Wave 32, the final wave, the Eradicator appears amongst a few other enemies. Many maxxed crowd control and single-target towers are required, the former of which can be sold after the weaker enemies are taken out. Additionally, baits should be placed constantly, and a close eye should be kept to sell towers at low HP. Towers out of range of the Eradicator should be sold. All of this should be sufficient to defeat the Eradicator.
Power-up Rewards
Upon completing Wave 32, players receive one power-up roll from the following weighted table:
| Power-Up | Weight |
|---|---|
| Health Crate | 20/66 (~30.3%) |
| Recon Drone | 18/66 (~27.3%) |
| Cash Crate | 15/66 (~22.7%) |
| Air Strike | 6/66 (~9.1%) |
| Healing Field | 4/66 (~6.1%) |
| A-10 Strike | 2/66 (~3.0%) |
| AC-130 Support | 1/66 (~1.5%) |
Enemies
Wave Structure
The waves follow these timings:
| Wave | 0 |
1-18 |
29 |
30-31 |
32 |
|---|---|---|---|---|---|
| Timer | 00:14 |
00:59 |
07:29 |
00:59 |
00:00 |
Notes:
⠀⠀●⠀Bolded names indicate an enemy's debut.
⠀⠀●⠀Shield boosts are based off of base health.
| Wave | Layout | Advisor Dialogue | |
|---|---|---|---|
| 1 | ●⠀6× Zombie+ |
|
"Welcome to Intermediate mode! This will be more challenging compared to Easy mode, commander. Ranger won't be suitable late-game now..." |
| 2 | ●⠀9× Zombie+ |
N/A | |
| 3 | ●⠀8× Fast Zombie+ ●⠀5× Zombie+ |
|
"Everything starts off similarly to Easy Mode, but with a "plus". They have even more HP and speed now!" |
| 4 | ●⠀12× Fast Zombie+ ●⠀5× Zombie+ |
N/A | |
| 5 | ●⠀12× Fast Zombie+ ●⠀10× Zombie+ ●⠀4× Heavy Zombie+ |
N/A | |
| 6 | ●⠀7× Fast Zombie+ ●⠀8× Zombie+ ●⠀9× Heavy Zombie+ |
N/A | |
| 7 | ●⠀13× Heavy Zombie+ ●⠀8× Fast Zombie+ |
N/A | |
| 8 | ●⠀1× Revived Boss 1 ●⠀5× Heavy Zombie+ |
|
"Boss 1 enemies incoming! Or should I say... revived. We fought these long ago, but somehow they're back from the dead! Take them down!" |
| 9 | ●⠀2× Revived Boss 1 ●⠀5× Zombie+ |
N/A | |
| 10 | ●⠀25× Heavy Zombie+ |
|
"Stealth rush next wave, be sure to get some sort of stealth detection. I'd recommend Operator, get his Assault Rifle upgrade when you can." |
| 11 | ●⠀15× Stealth Fast Zombie+ |
|
"Stealth rush inbound! Be sure to have towers that can detect stealth, otherwise we're doomed!" |
| 12 | ●⠀2× Revived Boss 1 ●⠀1× Multiplier 1 |
|
"Multiplier detected! These guys will multiply zombies in their area upon death, resulting in FASTER cloned versions of the zombies! Get rid of them!" |
| 13 | ●⠀2× Revived Boss 1 ●⠀1× Grenadier |
|
"Grenadier! Smarter... but still a zombie. They throw grenades that spawn in zombies!" |
| 14 | ●⠀30× Heavy Zombie+ ●⠀2× Multiplier 1 |
|
"Bulletproof threats come in next wave, save up money for a Missile Trooper. He will be a great way to counter them!" |
| 15 | ●⠀5× Armored Heavy Zombie+ |
|
"Bullet resistant enemies are here! Place down Missile Troopers to counter them easily, or other towers that don't deal bullet-type damage." |
| 16 | ●⠀6× Revived Boss 1 ●⠀1× Grenadier |
|
"Good work taking out that threat, they're not bulletproof but take a lot less damage. It's just a better idea to place down other types of towers to counter them!" |
| 17 | ●⠀1× Super Heavy Zombie ●⠀2× Grenadier |
|
"Super Heavy Zombie detected, he's bullet resistant as well. We need more explosive damage to take him down! Laser Gunner with Energy Cells could be a great counter too." |
| 18 | ●⠀8× Nuclear Zombie |
|
"Nuclear Zombies! Although weak on their own they can be overwhelming in numbers. Take them out!" |
| 19 | ●⠀1× Revived Titan |
|
"Incoming Revived Titan! Super beefy and heavily armored. We need more counters against him! Invest into more explosive-type towers!" |
| 20 | ●⠀10× Nuclear Zombie ●⠀1× Multiplier 1 |
N/A | |
| 21 | ●⠀10× Revived Boss 1 ●⠀2× Stealth Multiplier 2 |
|
"Multiplier 2 detected! They're like Multiplier 1s, but multiply zombies by 3! Watch out!" |
| 22 | ●⠀2× Revived Titan ●⠀2× Grenadier |
N/A | |
| 23 | ●⠀2× Super Heavy Zombie ●⠀1× Monster |
|
"Monster detected! Slow but big. Their health is no joke! Take them down!" |
| 24 | ●⠀1× Revived Titan ●⠀20× Stealth Nuclear Zombie ●⠀2× Infiltrator |
|
"Infiltrators detected! They're explosive resistant, missile troopers are ineffective on them! Make sure you have operators down to take them out!" |
| 25 | ●⠀1× Charger Boss ●⠀3× Super Heavy Zombie |
|
"Charger Bosses incoming! They're speedy and beefy. In numbers they'll overwhelm us! Destroy them!" |
| 26 | ●⠀2× Monster ●⠀6× Stealth Revived Boss 1 ●⠀6× Stealth Nuclear Zombie |
N/A | |
| 27 | ●⠀1× Smasher ●⠀2× Shocker ●⠀1× Super Heavy Zombie ●⠀30× Stealth Heavy Zombie+ |
|
"Smasher and Shockers detected! These guys will stun your towers! Shockers will stun on death and Smasher stuns by smashing the ground!" |
| 28 | ●⠀3× Monster ●⠀16× Nuclear Zombie ●⠀9× Revived Boss 1 ●⠀1× Multiplier 1 |
N/A | |
| 29 | ●⠀1× Predator ●⠀115× Revived Boss 1 ●⠀6× Monster ●⠀3× Charger Boss |
|
"Predator detected! He can take out your towers! Maybe a bit unorthodox, but place down lots of Rangers to bait his attacks to save your more valuable towers!" |
| 30 | ●⠀6× Monster ●⠀1× Revived Abomination ●⠀1× Elite Grenadier |
|
"Outstanding work taking out Predator! Be aware of the Elite Grenadier and Revived Abomination this wave! Elite throws a nade[sic] that spawns in hefty stuff!" |
| 31 | ●⠀1× Smasher ●⠀15× Infiltrator ●⠀2× Elite Grenadier |
|
"Detecting a large entity on radar from afar. Prepare for next wave... Eradicator is coming. I'd advise getting as many Javelins as you can!" |
| 32 | ●⠀1× Eradicator ●⠀2× Revived Abomination ●⠀5× Grenadier ●⠀1× Elite Grenadier ●⠀7× Infiltrator ●⠀2× Charger Boss |
|
"Eradicator detected! Save your more valuable towers by baiting his attacks with cheaper towers! Use your money wisely!" |
Trivia
- Before the game's release, people thought that the Eradicator was going to be a tower in Tower Defense X.
- This was because most Tower Defense games on Roblox mainly used zombies as enemies and not robots.
- When its theme released, people also thought that it and Eradicator MK II would spawn together.
- Revived Boss 1 is based off the Boss1 from Tower Battles.
- Revived Boss 1 was previously orange prior to game's release.[3]
- Intermediate Mode alongside Tutorial Mode is one of the 6 main modes not to begin with the letter “E”.
Badges
Gallery
Gamemodes
Victory/Defeat Screen
Other
Update History
- 21 November 2023
- Intermediate Mode is released.
- 20 April 2024
- Intermediate Mode reworked.
- Waves decreased from 35 to 32, wave layout changed, and cash bonuses nerfed.
- Intermediate Mode reworked.
- 21 April 2024
- Wave 29 reworked.
- More Revived Boss 1s added and Monsters spaced out.
- Buffed cash bonuses.
- Base HP increased:
175 >
300
- Wave 29 reworked.
- 31 October 2025
- Tower Perks has been added to Intermediate Mode.
- Ranger costs 15% less.
- Missile Trooper costs 5% less.
- Operator costs 5% less.
- Shotgunner costs 10% less.
- Tower Perks has been added to Intermediate Mode.
Notes
- ↑ For example, an enemy with 92% Bullet Resistance would take 92% less damage from towers with the Bullet Damage Type, i.e. Ranger, Operator, etc.
- ↑ These are a special type of enemy that can multiply nearby enemies and increase their speed when they are killed.
- ↑ Timestamp from JOHN ROBLOX's "Tower Defense X Intermediate Mode COMPLETE!" video
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