# VzioNARY's Tower Mechanics

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All these formulas were and are being discovered by VzioNARY

This guide is for console/mobile only as PC got an update making tower upgrades more useful.

I've finished mapping all the Towers that belong to the Squire. The mechanics are as follow:

- Each tower has a base health, base damage, base attack range (which is mostly acquiring range), and a base attack rate. Each tower also has a scaling number for each of those stats, sometimes more than one per stat.
- The formula for the health is the same for all real towers (squire & apprentice)
**Total = Base_Health * Health_Multiplier * Constant_1 * Constant_2**- The total is then rounded down to form an integer (5127.9 will give 5127 and not 5128)
- The
**Constant_1**is called**GlobalTowerHealthMultiplier**and it's equal to**1.68**(as of the latest version of the devkit). - The
**Constant_2**is the**GlobalPhysicalTowerHealthMultiplier**and it's equal to**1.0**. - The
**Health_Multiplier**is the part where it takes the stats of the hero.- For this part of the formula, the game needs
*5 constants*and the*Health Defense Stat*from the Hero. - The first 4 constants are:
**StatMultInitial_DefenseHealth**, which is**0.5**.**StatExpInitial_DefenseHealth**, which is**0.0924**.**StatMultFull_DefenseHealth**=**0.75**&**StatExpFull_Defense_Health**=**0.57**. - The last constant is the Tower scaling itself, which is called
**Health_Multiplier_Exponent.** - The
**Health_Multiplier**is in 2 parts:**Hero_Scaling**= 1 +**0.5*** (MIN(1 +*Health Defense Stat*, 4)^**0.0924**- 1) +**0.75*** ((1 +*Health Defense Stat*)^**0.57**- 1)**Health_Multiplier**=**Hero_Scaling**^**Health_Multiplier_Exponent**

- For this part of the formula, the game needs

****The Level Up mechanic is really simple: as a tower is upgraded, it scales the hero stats again, but with an added number. A level 0 tower is as written above. A level 1 tower adds 2 to each defense stat (BEFORE the calculation). For example, if the a level 2 hero has 3 in health defense (0 in the other stats), a level 1 tower will calculate every as if the hero had 5 in health, and 2 in all the other stats.- This means the higher the stat, the less is the gain while upgrading (there is still a gain, but it drops really fast on certain towers).

Tower Name | Base_Health | Health_Multiplier_Exponent |
---|---|---|

Spike Blockade | 420 | 1.0234* |

Bouncer Blockade | 300 | 1.0 |

Harpoon Turret | 250 | 1.04 |

Bowling Ball Turret | 280 | 1.04 |

Slice N Dice Blockade | 320 | 1.0 |

*(This one might be faulty, but it works so far, the content browser doesn't reset values if you edit them) |