The Tower has received minor buffs overall, with only one unit receiving a sizeable rework in its design.
Gremlin Mechanics can Repair War Machines, Gargoyles, Golems, and Giants twice per battle. This makes them a brilliant unit to help keep Tower's core brawlers on the battlefield much longer, especially Golems, which are typically unable to come back from being destroyed.
The Gargoyle line has received a minor stat redistribution, with Obsidian Gargoyles being minorly buffed to focus on their offensive capabilities. The Elemental Gargoyle is a slower and more defensive option, making them more sustainable at the expense of the infiltration capabilities.
Magnetic Golems forego Spell Damage resistance for their complete immunity to all debuffing spells. They also Slow enemy units foolish enough to attack them in melee combat, making them a brilliant debuffing tank themselves.
The Mage line has seen a significant rework in their role, as the upgrades are a now powerful offensive casters as well as shooters. In exchange for the removal of No Melee Penalty, Mages gain the friendly spell point decrease passive previously only seen on Arch Mages. This passive is improved with the Arch Mage, who now has a 40% chance to cast Magic Arrow at 60% Power after they shoot, meaning 10 Arch Mages are required for a bonus flat 80 Damage if the spell is cast. Battle Mages instead have 3 guaranteed casts of either Magic Arrow, Ice Bolt, or Lightning Bolt at 40% Power they may use instead of shooting. This gives players a choice between a chance-based caster who is better for longer combats and a powerful burst caster who specialises in shorter engagements.
The Genie line has received a flat 50% Damage reduction from Air Magic spells due to their magical nature. The Master Genie has received a slight stat buff to make it more competitive with its alternate unit: the Genie Vizier. The Vizier is an aggressive melee brawler with greater survivability who is guaranteed to cast Misfortune on its opponents after it attacks. Single-unit stacks of Master Genies are still a great way to buff troops, and Genie Viziers can turn into a brutal powerstack target for their caster counterpart.
The Naga line has received a minor stat redistribution, with Nagas losing 10 Health only for the Naga Queen to gain that Health back twofold. Naga Ranis sit in between Nagas and Naga Queens in terms of Health and Damage, but compensate with bonus Speed and a 3-headed attack that can be devastating in larger-scale combat.
The Giant line now has hatred for every Dungeon Dragon. The Colossus is a beast in melee combat with the highest Health of all factional units in the game. Its Lightning Strike is an amped-up version of the Thunderbird's Lightning Strike with a higher chance to occur and a much higher Damage output. It essentially has a 40% chance to deal 50% extra Damage (in relation to its base Damage); combined with its high Speed, the only place it truly suffers is in siege combat, where Titans are heavily favoured.
Attack 3
Defense 3
Shots -
Damage 1–2
Health 4
Speed 4
Move Ground
Size 1
Growth 16
AI Val. 44
Fight Val. 55
Cost 30
Shoots.
Attack 4
Defense 4
Shots 8
Damage 1–2
Health 4
Speed 5
Move Ground
Size 1
Growth 16
AI Val. 66
Fight Val. 55
Cost 40
Spellcaster: 2x Advanced Repair (10% Power).
Attack 3
Defense 3
Shots -
Damage 1–2
Health 6
Speed 5
Move Ground
Size 1
Growth 16
AI Val. 66
Fight Val. 55
Cost 40
No balance changes were made.
Attack 6
Defense 6
Shots -
Damage 2–3
Health 16
Speed 6
Move Flying
Size 1
Growth 9 (+4)
AI Val. 165
Fight Val. 150
Cost 130
Attack 8
Defense 6
Shots -
Damage 2–4
Health 16
Speed 9
Move Flying
Size 1
Growth 9 (+4)
AI Val. 225
Fight Val. 165
Cost 160
Attack 6
Defense 8
Shots -
Damage 2–3
Health 20
Speed 7
Move Flying
Size 1
Growth 9 (+4)
AI Val. 225
Fight Val. 165
Cost 160
Obsidian Gargoyle:
Attack 7 → 8
Defense 7 → 6
Damage 2–3 → 2–4
AI Value 201 → 225
Fight Value 155 → 165
Attack 7
Defense 10
Shots -
Damage 4–5
Health 30
Speed 3
Move Ground
Size 1
Growth 6
AI Val. 260
Fight Val. 339
Cost 150
Attack 9
Defense 10
Shots -
Damage 4–5
Health 35
Speed 5
Move Ground
Size 1
Growth 6
AI Val. 412
Fight Val. 412
Cost 200
Attack 7
Defense 12
Shots -
Damage 4–5
Health 35
Speed 5
Move Ground
Size 1
Growth 6
AI Val. 412
Fight Val. 412
Cost 200
No balance changes were made.
Attack 10
Defense 8
Shots 24
Damage 8–10
Health 25
Speed 5
Move Ground
Size 1
Growth 4
AI Val. 570
Fight Val. 416
Cost 350
Shoots.
No barrier penalty.
Hero's spells cost 3 spell points less in combat.
Spellcaster after attack: Advanced Magic Arrow (40%, 60% Power).
Attack 12
Defense 10
Shots 24
Damage 8–10
Health 30
Speed 7
Move Ground
Size 1
Growth 4
AI Val. 750
Fight Val. 500
Cost 500
Shoots.
No barrier penalty.
Spellcaster: 3x Random Advanced spell (40% Power):
Magic Arrow (40%)
Ice Bolt (35%)
Lightning Bolt (25%)
Attack 14
Defense 8
Shots 24
Damage 8–10
Health 30
Speed 6
Move Ground
Size 1
Growth 4
AI Val. 750
Fight Val. 500
Cost 500
Mage:
Attack 11 → 10
Damage 7–9 → 8–10
Arch Mage:
Defense 9 → 10
Damage 7–9 → 8–10
AI Value 680 → 750
Fight Value 467 → 500
Attack 12
Defense 12
Shots -
Damage 13–16
Health 40
Speed 7
Move Flying
Size 1
Growth 3
AI Val. 900
Fight Val. 690
Cost 550
Attack 13
Defense 13
Shots -
Damage 13–16
Health 40
Speed 11
Move Flying
Size 1
Growth 3
AI Val. 1100
Fight Val. 775
Cost 650
Flies.
Damage from Air Magic spells reduced by 50%.
Spellcaster after attack: Advanced Misfortune (100%, 3 Power).
Attack 14
Defense 12
Shots -
Damage 13–16
Health 50
Speed 10
Move Flying
Size 1
Growth 3
AI Val. 1100
Fight Val. 775
Cost 550
Genie:
AI Value 884 → 900
Fight Value 680 → 690
Master Genie:
Attack 12 → 13
Defense 12 → 13
Damage 7–9 → 8–10
AI Value 942 → 1100
Fight Value 748 → 775
Cost 600→ 650
No enemy retaliation.
Attack 16
Defense 14
Shots -
Damage 20
Health 100
Speed 5
Move Ground
Size 2
Growth 2
AI Val. 1750
Fight Val. 1950
Cost 1000
No enemy retaliation.
Attack 16
Defense 14
Shots -
Damage 30
Health 120
Speed 7
Move Ground
Size 2
Growth 2
AI Val. 3000
Fight Val. 3000
Cost 1600
No enemy retaliation.
3-headed attack.
Attack 16
Defense 14
Shots -
Damage 25
Health 110
Speed 8
Move Ground
Size 2
Growth 2
AI Val. 3000
Fight Val. 3000
Cost 1600
Naga:
Defense 13 → 14
Health 110 → 100
AI Value 1814 → 1750
Fight Value 2016 → 1950
Cost 1100→ 1000
Naga Queen:
Defense 13 → 14
Health 110 → 120
AI Value 2840 → 3000
Fight Value 2840 → 3000
Attack 20
Defense 16
Shots -
Damage 40–60
Health 150
Speed 7
Move Ground
Size 1
Growth 1
AI Val. 3750
Fight Val. 3155
Cost 2000 + 1G
Attack 24
Defense 24
Shots 24
Damage 40–60
Health 300
Speed 11
Move Ground
Size 1
Growth 1
AI Val. 7500
Fight Val. 5000
Cost 5000 + 2G
Attack 26
Defense 22
Shots -
Damage 40–60
Health 330
Speed 12
Move Ground
Size 1
Growth 1
AI Val. 7500
Fight Val. 5000
Cost 5000 + 2G
Giant:
Attack 19 → 20
AI Value 3718 → 3750
Fight Value 3146 → 3160