Rogue Tower – Basics for beginners

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Rogue Tower - Basics for beginners

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If you are a new player in Rogue Tower, this basic guide will help you clarify some game mechanics and strategies. We'll see.

Frequently Asked Questions Rogue Tower

Q: What does putting taller towers do?
 

A: It not only increases its range, but also its base damage. You should always use higher ground if possible.

Q: Are there any downsides to selling towers?

A: If they are level 1, then no. However, towers can be upgraded by paying money and will level up naturally over time. Selling upgraded towers only returns the purchase price of the tower, not the value of levels gained.

Q: How do priorities work?

A: The order in which the priorities are placed does not matter. Each priority you set has a hidden value. For example, if you use More Health + More Armor, your tower will target whatever in range has the higher cumulative health of both. Progress is always implicit. If there are two targets with the same value, your defenses will shoot the one closest to the tower. See the priorities section for more information.

Q: How do you level up towers?

A: They gain experience over time based on what they aim at within range, even if they don't shoot. For example, this means you can control what stats will be raised on tesla towers, for example even if they hit todor in its range.

Q: How do universities work?

A: They must be next to a hidden shrine. They usually start to appear around level 25 and up, but they are not guaranteed to appear. Once you place a university, depending on your upgrades and the cards you have chosen, they will have a percentage associated with Health/Armor/Shields. You can also pay to increase the percentage of a particular stat. Then, every time you start a level, a die is rolled for each stat and each university. If you are successful, each tower will deal more damage of that type. It's a potentially powerful mechanic, but it's essentially gambling and you could be unlucky.

 
 

Priorities of Rogue Tower

Priorities are super useful and even if your turret isn't actively firing, it affects the type of damage it goes up for. Basically, you earn XP for what you aim instead of what you damage. If they spent most of their time "watching" only health targets, then that's what you'll level.

Obviously, you also want your turrets to shoot things that are good for kills, so here are a few combinations I like:

anti-ram

most armor
less shield
The slowest

Bastbefore simple With things like ballistae with slow arrows, this will usually cause them to focus fire as well.

anti-runners

less shield
less armor
The fastest

It's good for killing weak enemies before they get in range of some other turret and cause it to fire, for example. You can replace the stats with something like less armor and less health later in the game when fast enemies are shielded.

In general, I recommend focusing on one stat to get maximum damage. Two can work for turrets intended to eliminate stragglers, but avoid the game of todthe jobs if you can.

Feel free to suggest more clever combinations in the comments!

 
 

Updates from Rogue Tower

In the current state of the game, the only way to remove a card from your unlocks is to reset your XP. This not only blocks todo, it also sets your XP to zero, so be careful. Any card you unlock (yellow background) can appear whenever you get a chest or upgrade in the game, as long as you meet the prerequisites. This can quickly contaminate your update pool if you're not careful. This can be mildly annoying or almost disastrous if you're going for certain achievements.

Tips:

  • Focus on what towers are good at when it comes to upgrading them. Ask yourself why you would want to unlock that tower in a game and if you will have other towers to pick up the slack in other ways. For example, do you really want to unlock armor and burn damage on crushers?
  • The haunted house is bastbefore terrible. It has hidden upgrades, consumes mana, and requires 5-10 levels to pay for itself. Even when he finally pays for himself, he makes a pathetic amount of money. Avoid.
  • Mines are a similar case. The chance to repair and bonus hitpoints are huge for traversing through leaks, but then again, it might not be enough to save you. It's a single card, though, so it's not the worst at polluting your upgrade deck.
  • The universities are debatable. Am bastYou're sure to unlock hidden upgrades, like a 5% critical hit chance for todas the towers, which is bastbefore good, but its own reward is based bastbefore in luck
  • The different damage upgrades over time are better than they sound, but poison is probably your best option. Poison can slow down if you stack enough, and shields are a pain. However, the bleed is good for the extra 5% critical chance if you get the upgrade. The weakest is probably burn damage.
  • Mana banks are bastagainst good ones, although they are less efficient than siphons (125 g per mana/s vs. 100 g). The main thing is that they simply do not require a mana crystal and the maximum added mana is bastgood ante to avoid going from 100 to 0 with each shot if you invest heavily in mana towers.

Tips on damage over time:

  • Health and shield regeneration are the most problematic. Consider unlocking at least crushers and poison sprayers and/or unlocking bleed/burn/poison upgrades for mortars and/or tesla towers, as these will spread DoT effects bastbefore good.
  • The generic DoT upgrades at the bottom left of the upgrade screen are bastbefore good. Creeping cough is a good alternative source of slowing and evisceration adds a bit of hematocrit which helps todo.
  • DoT buffs work by increasing the maximum DoT cap "consumed" every second. Be careful about getting those upgrades early, as they can cause your DoT to run out early.
  • The Blood Trail, Fire and Flame, and Fel Consumption upgrades are good force multipliers.
  • Bleed out, burn, and expunge can be very powerful but you need to invest in DoT upgrades and crit chance.
  • The Shredders/Flamethrowers/Poison Sprays DoT upgrades are more powerful than the generic ones, but they also require more overall upgrades to access and will make your DoT deplete even faster. This can make them bastagainst detrimentals by contaminating the deck and causing DoTs to deplete literally too quickly.
 
 

towers of Rogue Tower

Ballista

As a starting tower they are very good and hard to beat early game in terms of cost vs. DPS. However, they are single target, which is probably the main difficulty in achieving the single ballista.

Very good against health by default, can be upgraded to be decent against armor and shields.

Best upgrades for crossbows: slow, the first +1 to each damage type, as it unlocks DOT upgrades for crossbows, making the second half of the game much easier to deal with. You can skip if you have the corresponding DOT from another source, especially if that source is AoE.

Mortar

Unlocked by default and very good AoE, especially with upgrades considering it costs no mana. However, travel time can cause a projectile to be wasted if the target dies before the hit lands.

Very good against armor, decent against health, and weak against shields.

Best Mortar Upgrades: blast radius. Range is a double-edged sword, as longer travel time means even worse chances of hitting correctly. Other damage types are decent, especially if you're going for the ballista and mortar only achievement.

Tesla tower

Although it was only nerfed, it is still a very good tower. The range is tiny but it hits todor within it. Be careful, priorities are important to level up. Consumes mana.

Very good against shields, decent against health, weak against armor.

Best upgrades for tesla towers: obviously shield upgrades lend to the tower's natural strength. Unlocking a level of each damage type and using it to apply DOT is a valid strategy. Going for a high tier tesla tower with extra crit chance and quality over quantity buffs can still turn this into a monster.

 

Frost Keep

A good force multiplier, but it doesn't work as well todor as expected. This tower has no AoE, but instead generates projectiles within its radius. The more road you cover, the more snowflakes you will generate. Although it does not shoot enemies directly, priorities influence its level. Consumes mana.

Good against health, medium/weak against armor/shields.

Better improvements: The range is great since the rate of fire depends on the amount of path it covers. Not the best tower for damaging or applying bleed/burn/poison.

Camp

Place mines with a small AoE on the map randomly within its radius. The speed at which he lays mines is related to the amount of path he covers, so placement is especially important and trying to get him to lay mines in a specific spot by limiting his coverage will hurt his overall DPS significantly. Although it doesn't shoot enemies directly, priorities influence its level.

Very good against armor, decent against health, weak against shields.

Better improvements: Range as it also increases DPS, bleed/burn/poison can be advantageous as it has AoE.

Shredder / Flamethrower / Poison Sprayer

These three towers have similar performance. The shredders send discs along the path while the other two spray a spot. Todaces have some level of AoE and apply the corresponding damage over time effect that stops todto regeneration for that type of health. Flamethrowers and sprayers consume mana.

They are good against health/armor/shields respectively.

Better improvements: Ironically, it's best to leave these towers with as few upgrades as possible. The main exception would be the bottom line buffs that increase the amount of bleed/burn/poison they apply. Investing in their other upgrades makes them more powerful, but requires a significant investment in upgrades compared to taking the generic DoT upgrades.

Vigilance tower

Passive tower that points to something (red cross at the monster's feet) based on your priorities. That target takes more damage based on the tower's own multipliers. It is better to use it in places where you have many towers to take advantage of the bonus.

TodThe stats start out relatively low, but favor health and shield damage.

Better improvements- While potentially a great force multiplier, it's best left alone and upgraded in-game with gold, as it could add a ton of upgrade cards to the pool.

Radar

Send a small plane to very long distance to attack the enemies. The plane needs to physically navigate and attacks infrequently, but it does bastbefore damage.

It's good against health and decent against armor and shields.

Better improvements: Another one that's probably best left alone. Even the base range is incredibly large. Attack very slowly to spread DoT effects. I recommend upgrading it in-game with gold or letting it level up on its own.

Obelisco

Short-range, no-reuse doom laser. It's great for picking off targets or even taking out a bunch of low-health enemies. The range is short, but it's not overly difficult to handle. Consume mana.

Good against armor, decent against health, weak against shields.

Better improvements: very powerful as is. You might want to fully upgrade her to get the passive damage bonus, but probably avoid the bleed/burn/poison upgrades. They're good, but there are better ways to spread DoT.

particle cannon

It is essentially a sniper tower. Slow shot, high damage and long range.

It's good against shields, decent against health, and weak against armor.

Better improvements: You can consider range upgrades as the base range is good but not as extreme as you might think. I wouldn't recommend getting the other upgrades so as not to pollute the upgrade pool. It's also not the best at spreading DoT.


That's todor what we are sharing today in Rogue Tower – The basics for beginners, do not hesitate to leave a comment on our social networks or go to the section of contact. See you!

Credit to Ohm is futile
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