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A Beam is a hero defense type utilized by Series EV. Beams are created between two nodes which can be any valid distance apart, as long as the path does not intersect map terrain (with some map-dependent exceptions) or an Eternia Crystal. Longer beams cost more Defense Units to summon, but have more health; every additional DU spent on a beam increases its maximum health or charges by 50% additively.
All beams, except the Physical Beam, are non-physical defenses; enemies do not collide with them. Only Djinn can target and remove them directly. How else a non-physical beam goes down varies:
- Proton Beams lose 1 HP per enemy hit, per damage tick.
- Reflection Beams always lose 25 HP per reflected projectile.
- Shock Beams operate on charges, similar to Traps.
- Tower Buff Beams go down when a buffed defense is either lost OR sold during the Combat Phase.
List of Beam Defenses[]
- DU Cost depends on the length of the beam.
Series EV Beams | ||||
---|---|---|---|---|
Name | Mana Cost | DU Cost | Description | |
Proton Beam | 40 | 2-6 | An intense beam that constantly zaps all ground enemies along its length. Deals generic damage.
Redux: Also slows enemies intersecting it. | |
Physical Beam | 30 | 2-5 | A simple, yet flexible blockade. Heroes do not collide with this barrier. | |
Reflection Beam | 20 | 1-3 | Reflects projectiles back at enemies for increased damage. Loses exactly 25 HP per blocked projectile. Cannot block most boss projectiles. | |
Shock Beam | 55 | 2-6 | A laser tripwire with a delayed detonation; stuns and damages enemies along its length.
Redux: Enemies killed by the beam explode, damaging other foes equal to at-most 25% of the original victim's max HP. | |
Tower Buff Beam | 70 | 4-6 | Increases the effectiveness of defenses along its length. This beam goes down when any boosted defense is destroyed or sold during combat. Cannot be moved by a Jester. |
Length-to-DU Cost Intervals[]
- Measured in hundreds of Unreal units and expressed in interval notion.
Special Stat Interactions[]
- Increases the Buff Beam's resistance boost multiplier. Buffed physical defenses take less damage.
- Redux: Increases the potency of the Proton Beam's slow effect.
- Increases the Buff Beam's damage/potency multiplier.
Range ("Shock Beam Stun Time" In-game)
- Extends the duration enemies are immobilized by Shock Beams.
- Increases the Buff Beam's range multiplier.
- Increases the Buff Beam's attack rate multiplier.
Notes/Tips[]
- For Proton, Shock and Buff Beams, the player must place their cursor over either node to inspect, repair, upgrade, etc. A Djinn also needs line-of-sight to a node in order to de-summon any of these beams.
- Reflection Beam nodes can overlap with those of any beam, including other reflectors.
- Jesters can move non-Tower Buff Beams, albeit with restrictions:
- Neither the beam's length or angular orientation can be changed.
- No placement preview ghost appears under the player's cursor which invisibly snaps to a node, rather than the beam's midpoint.
- Presents never contain beams.
In Other Dungeon Defenders Games[]
Dungeon Defenders II[]
A single beam defense in DD2 can have more than two connected nodes and thus multiple lines or panels. The total DU cost increases by every node added. The Tower Buff Beam was renamed to "Overclock Beam" in this game.
Dungeon Defenders: Awakened[]
All beams now list their length in meters inside their info box. The Physical and Reflection Beams were renamed to "Blocking Field" and "Reflect Field" respectively.
See Also[]
- SAM Unit - Series EV's non-beam defense in Redux.
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