Build a team bank, place specialised towers around the monster route and survive all 50 waves.
Tower Defence can be played solo or with up to four players, but more players also make the invading monsters tougher.
50Waves
1–4Players
10Tower classes
6hEntry cooldown
How a run works
The event is an economy and positioning game: every coin spent now affects how strong the team is several waves later.
1
Enter & form the teamThe first player becomes leader. Up to four players can join before Wave 1; the team then locks.
2
Pick the difficultyThe leader can choose Easy, Normal or Hard before Wave 1 and before any tower has been built.
3
Build the defenceSelect a tower class, then use the Tower Defence hammer on valid arena tiles. Towers cannot be placed on or directly beside the monster route.
4
Survive 50 wavesKills generate team coins and score. Leaks cost lives. Clear every wave to win and record the run.
Difficulty & co-op scaling
Difficulty changes the starting economy and monster pressure. Team size separately scales monster health and coin income.
Difficulty
Monster HP
Monster speed
Coin payout
Score
Starting bank
Base lives
Per extra player
Full-clear reward
Easy
80%
Slower
110%
85%
360
20
+170 coins / +3 lives
5 Crystal Coins
Normal
100%
Normal
100%
100%
300
15
+145 coins / +2 lives
10 Crystal Coins
Hard
135%
Faster
112%
135%
285
12
+125 coins / +1 lives
20 Crystal Coins
How to select the difficulty
The team leader chooses the mode in-game using one of the commands below. Normal is used by default if no other difficulty is selected.
Easy!td difficulty easy
Normal!td difficulty normal
Hard!td difficulty hard
Leader only: difficulty must be chosen before Wave 1 starts and before any tower is built. Once building or the first wave has started, the difficulty is locked for that run.
Player scaling
Players
Monster HP
Kill coin scale
Team tower cap
1
1.00×
1.00×
18
2
1.45×
1.12×
20
3
1.85×
1.24×
22
4
2.20×
1.36×
24
Shared team resources
The bank, lives and score are team-wide. One player's tower purchase reduces the same bank everyone sees.
This makes co-op coordination important: four players give you a larger tower cap and more starting resources,
but the monsters also receive substantially more health.
The Tower Defence economy
Strong teams do more than kill monsters — they protect their economy between waves.
5% interestAfter a cleared wave, the team earns interest on the current bank, capped at 40 coins.
Flawless bonusLeak nothing during a wave and gain extra team coins plus bonus score.
+12 early readyDuring the build break, if every active player readies early the team gets 12 extra coins.
70% sell refundSelling a tower returns 70% of everything invested into that tower.
Choose your towers
Every tower has three visual/stat stages: Level 1, Level 2 and Level 3. Upgrade costs below are L1→L2 and L2→L3.
Citizen
Cheap all-round starter
damage
50Build cost
80 / 125Upgrade costs
FirstDefault target
8Class cap
Range: 4 → 4 → 5
Damage: 11–17 → 19–28 → 30–43
Attack speed: 1.00s → 0.85s → 0.70s
Reliable, cheap coverage with no complicated gimmick.
Hunter
Fast long-range marksman
damage
75Build cost
115 / 170Upgrade costs
FirstDefault target
8Class cap
Range: 6 → 7 → 8
Damage: 12–19 → 20–31 → 31–46
Attack speed: 0.83s → 0.68s → 0.55s
Critical chance rises 12% → 16% → 22%, reaching a 2.0× crit multiplier at L3.
Mage
Long-range boss killer
damage
85Build cost
125 / 185Upgrade costs
StrongestDefault target
6Class cap
Range: 6 → 7 → 8
Damage: 15–23 → 25–36 → 38–54
Attack speed: 1.05s → 0.90s → 0.73s
Bonus damage against bosses: 1.20× → 1.30× → 1.45×.
Knight
Heavy 3-SQM cleave
damage
90Build cost
130 / 190Upgrade costs
ClosestDefault target
7Class cap
Range: 3 → 3 → 3
Damage: 25–35 → 40–55 → 59–78
Attack speed: 1.05s → 0.90s → 0.75s
Upgrades add cleave targets, making it strong against packed enemies near the route.
Nobleman
Economy / bounty tower
economy
70Build cost
110 / 165Upgrade costs
WeakestDefault target
3Class cap
Range: 4 → 5 → 6
Damage: 13–20 → 22–32 → 33–47
Attack speed: 0.98s → 0.83s → 0.70s
Kills pay extra bounty: +25% → +40% → +60%. Maximum three Noblemen.
Summoner
Multi-target chain magic
control
100Build cost
150 / 210Upgrade costs
FirstDefault target
4Class cap
Range: 5 → 6 → 7
Damage: 11–17 → 18–27 → 27–39
Attack speed: 1.15s → 1.00s → 0.85s
Chains across 2 → 3 → 4 targets, ideal when several enemies enter range together.
Splash damage plus burn-over-time. Best when enemies bunch together.
Waves & bosses
The event ramps in five ten-wave chapters. Bosses leak more lives and increasingly resist crowd-control, so pure slow strategies become less reliable later.
Waves 1–10Opening AssaultRats, orcs, minotaurs, spiders, swift enemies and the first Warlord / Dragon Lord checks.
Waves 11–20The First SiegeJuggernauts and demons enter the mix, finishing with the first Demon Overlord on Wave 20.
Waves 21–30Abyssal InvasionHigher health multipliers, faster rushes and increasingly frequent Overlords.
Waves 31–40Nightmare LegionDense mixed waves, heavy Juggernaut pressure and multiple bosses in a single wave.
Waves 41–50End of All ThingsEndgame swarms, extreme health scaling and a five-Overlord finale on Wave 50.
Every active player is rewarded for waves they actually complete; players cannot join a fresh team after Wave 1.
Wave 20EXP PotionItem ID 42380
Wave 30500% EXP PotionItem ID 45918
Wave 40500% EXP PotionItem ID 45918
Wave 50Ruby of PowerItem ID 46811
1 Keystake per cleared wave (Item ID 46570).
Every active player receives a Keystake for each wave they complete. Clearing all 50 waves earns
50 Keystakes, plus the milestone items above and the difficulty-specific
full-clear Crystal Coin reward. No Premium Points are awarded.
Useful !td commands
The event is controlled through the registered !td command plus the Tower Defence hammer.
!td help
Show the Tower Defence command help.
!td status
Show difficulty, wave, alive enemies, shared bank, lives, towers, score and ready count.
!td players
Show the registered team slots, leader and ready status.
!td towers
List the available tower classes.
!td select hunter
Choose which tower your next build will place. Replace hunter with another tower name.
!td difficulty easy
Leader only: switch the run to Easy before Wave 1 and before any tower is built.
!td difficulty normal
Leader only: switch the run to Normal before Wave 1 and before any tower is built.
!td difficulty hard
Leader only: switch the run to Hard before Wave 1 and before any tower is built.
!td ready
Mark yourself ready for the next wave. If everyone readies early, the team receives +12 coins.
!td upgrade
Switch the next tower interaction into upgrade mode.
!td sell
Switch the next tower interaction into sell mode; sold towers return 70% of invested coins.
!td build
Return to normal build / interaction mode.
!td next
Preview the next wave information.
!td stats
Show the current tower army and its accumulated kills.
!td best
Check your persistent Tower Defence performance record.
Good habits for a first clear
Tower Defence rewards a balanced army more than simply filling the arena with one expensive tower.
Build economy earlyNobleman is capped at three, but its bounty bonus can compound into more upgrades later.
Cover fast and heavy enemiesUse long range and slows for fast waves, then add boss damage and execute towers for heavy targets.
Do not spend the bank to zeroKeeping coins between waves can generate interest; selling inefficient towers later still returns 70% of investment.
Use the team tower capThe cap rises from 18 solo to 24 with four players. Spread roles instead of duplicating the same weakness.
Ready togetherIf the team is prepared, everybody using !td ready earns the early-wave coin bonus and keeps the run moving.
Prepare for boss resistanceDruid slows help, but bosses have crowd-control resistance. Back control towers with Mage, Barbarian and other direct damage.
Important: Tower Defence has a per-character 6-hour entry cooldown for a new run. Reconnecting to the same active run is handled separately by the event system.