Merge towers at the same level
- Same type + same level: The tower gains one level. Identical combo towers can also merge to level up.
- Different base types + same level: They form the tower listed below, at the same level as the ingredients.
- Different combo types: They cannot form a new combination. Select a tower to see its available merge candidates.
Example: Bow Lv.1 + Bow Lv.1 → Bow Lv.2. Bow Lv.1 + Laser Lv.1 → Rail Arrow Lv.1. Different levels cannot merge; ingredient order does not change the result.
7 base towers
Combine damage towers with towers that hold enemies in place. Each type has its own attacks and automatic targeting priorities.
Bow
Cheap, steady single-target damage
Cheap, steady single-target damage.
Best early filler. Use it to cover long straight paths before saving for utility towers.
Laser
Fast instant shots
Fast instant shots that hunt speedy leaks.
Best against fast enemies or anything slipping near the exit. It prioritizes speed and progress.
Bomb
Radial splash damage
Radial splash damage around impact.
Best where enemies bunch up around turns. Center hits are stronger; edge hits still splash.
Ice
Strong slow and brief freeze
Strong slow; repeated hits briefly freeze.
Best before Bomb or Dark Star zones. It buys time, and repeated hits can stop non-boss enemies.
Tornado
Emergency crowd control
Emergency crowd control with low damage.
Best near the exit or before a kill zone. Bosses resist it, but it still buys a moment.
Dark Star
Slow boss-killer
Slow boss-killer with max HP bonus damage.
Best saved for bosses and high-HP enemies. It prioritizes bosses first.
Sniper
Extreme-range precision fire from distant corners
Deals 50% more damage when fired from at least 260 range.
Keep it pure for the long-shot bonus, or merge it with any other base tower for specialized long-range utility.
All 21 combinations
Merge the two base ingredients in each row at the same level. Roles and effects match the in-game tower encyclopedia.
| Ingredients | Combo tower | Role and effects |
|---|---|---|
| Bow + Laser | Rail Arrow | Piercing anti-leak line shot Long-range beam arrow that cuts through up to three enemies in a lane.Strong on long straight paths. |
| Bow + Bomb | Explosive Arrow | Cheap splash damage Keeps Bow flexibility while adding a compact explosion on impact.A budget-friendly way to reinforce turns. |
| Bow + Ice | Frost Arrow | Fast single-target slow A quick arrow that chills leaks and freezes enemies already slowed.Useful against fast enemies near the exit. |
| Bow + Tornado | Gale Arrow | Long-range emergency stun A control arrow that knocks one target into the air without giving up Bow reach.Buys time from far away. |
| Bow + Dark Star | Eclipse Arrow | Precise elite hunter A long-range arrow that adds max-HP bonus damage against bosses and bulky enemies.Starts boss damage early from long range. |
| Laser + Bomb | Plasma Mortar | Fast compact splash A quick plasma shell that lands smaller explosions more often than Bomb.Good into dense streams. |
| Laser + Ice | Cryo Beam | Hitscan slow control A precise beam that damages and chills fast enemies before they leak.Stops quick enemies before they slip away. |
| Laser + Tornado | Storm Beam | Piercing beam control A beam that clips multiple enemies and briefly disrupts their movement.Best on straight lanes. |
| Bomb + Ice | Frost Bomb | Splash slow and freeze setup Hits a cluster, slows the area, and roots enemies already chilled or near the center.Great around crowded turns. |
| Bomb + Tornado | Cyclone Mine | Area burst and stun A blast that deals splash damage and lifts survivors caught near the impact. Bosses are only disrupted briefly.A strong emergency stop for packed enemies, but weak boss control. |
| Bomb + Dark Star | Singularity Bomb | Heavy gravity explosion A high-tier bomb that crushes groups and adds a max-HP bite to tough enemies.Heavy late-game area pressure. |
| Ice + Tornado | Blizzard | Wide crowd control A larger control zone that trades damage for repeated slow and freeze pressure.Focuses on holding enemies in place. |
| Ice + Dark Star | Frozen Eclipse | Boss slow and burst A dark frost shot that slows priority targets while burning a slice of max HP.Keeps bosses inside your kill zone. |
| Tornado + Dark Star | Gravity Well | High-tier enemy trap Creates a heavy impact zone that slows and pins enemies without lifting them.A grounded control effect that does not look airborne. |
| Laser + Dark Star | Void Ray | Boss-focused burst beam A precise long-range ray with max-HP bonus damage for bosses and bulky enemies.Premium late-game boss pressure. |
| Bow + Sniper | Piercing Ballista | Extreme-range line piercing Pierces up to 3 enemies in a line, dealing 65% damage to downstream targets.Slightly shorter than pure Sniper, but clears long lanes with one heavy bolt. |
| Laser + Sniper | Rail Sniper | Rapid long-range hitscan Instantly attacks fast or leading enemies without projectile travel time.Trades per-shot power for reliable hits and a much faster firing cycle. |
| Bomb + Sniper | Siege Mortar | Long-range heavy splash A slow shell explodes across a wide 112 radius for heavy area damage.Bombards crowded turns from cells far away from the path. |
| Ice + Sniper | Cryo Sniper | Long-range slow and freeze Slows its target and applies a longer freeze if the enemy was already slowed.Pins the leading enemy early so it stays inside your main damage zone. |
| Tornado + Sniper | Storm Harpoon | Long-range single-target airborne control Lifts a distant leading enemy and briefly interrupts bosses.Stops sudden leaks from across the map. |
| Dark Star + Sniper | Void Sniper | Shield-breaking boss execution Adds max-HP damage against bosses and bulky enemies.A slow, heavy shot built to pressure shielded bosses and aura-protected targets. |
Merging and placement tips
- Early defense: Start with Bow for basic coverage. Add Laser when fast enemies slip through.
- Crowded corners: Pair Bomb-family splash damage with Ice-family slows to give your towers more time to attack.
- Bosses: Prepare Dark Star and combos with max-HP damage. Check Boss First targeting in tower details.
- Long-range roles: A pure Sniper gains 50% damage at 260+ range. Sniper combos trade that bonus for specialized piercing, hitscan, splash or control abilities.
- When tiles run out: Prepare ingredients in the two-slot Merge Workbench. Waiting towers do not attack, and battle pauses while the workbench is open.
For the full progression flow, read the game guide. For accounts and saving, visit the FAQ.