Dungeon Defenders Wiki

Defenses, also known as Towers, are the structures heroes use to protect the Eternia Crystals and themselves from the creatures of Etheria. Each hero class and their counterpart (if any) has access to their own unique set of defenses.[hough frail, arcane towers. The Squire and Countess have access to sturdy blockades and brute-force turrets. The Huntress and Ranger deploys traps which detect and detonate on ground enemies. The Monk and Initiate create auras which apply effects to heroes or enemies inside them. The Summoner creates minions of which he can command. Series EV constructs two-point beams of adjustable lengths. The Jester can deliver presents which may contain a random hero defense. And the Hermit summons organic structures to slowly wither away his foes and provide health regeneration and buffs to ally heroes and defenses. The Barbarian does not have defenses; he uses battle stances instead. In Redux though, he can deploy totems to buff himself and his teammates.

Common Attributes[]

In contrast to traditional tower defense games, hero defenses are summoned on enemy walkways and can either be destroyed by the enemy or through their own means during combat. Most defenses physically collide with players, enemies and the environment. Monsters will attack (and damage) defenses that block their path to an = Traps, auras and beams (except the Physical Beam) are non-physical defenses. These intangible structures cannot be targeted by enemies directly (except for Djinn). A trap is destroyed when it runs out of charges, and an aura dies off when its lifespan expires. Beams go down from either exhaustion or, in the case of the Tower Buff Beam: from the loss of any defense along its length.

All defenses cost mana to summon and occupy a finite supply of either Defense Units (DU) or Minion Units (MU). The latter resource is used exclusively by the Summoner's minions. DU and MU limit the total number of defenses allowed on a map at any given time. Mana can be invested/returned by either repairing, upgrading or selling summoned defenses.

If the builder is active on the map, all of their defenses gain a 33% damage bonus. This also applies to the potency of Healing Auras.

List of Hero Defenses[]

Apprentice and Adept
Name Mana Cost DU Description
Magic Missile Tower 40 3 Shoots rapid‐fire bolts of arcane magic. Although weak standing alone, they can be deadly in numbers.
Magic Blockade 20 1 Blocks enemies, slowing their progress, while also stealing whatever elemental immunity the enemy has.

Redux: Dispels ALL nearby enemies when struck, not just the attacker.

Fireball Tower 80 5 Erupts with slow but powerful balls of flame that splash enemies with fire damage.
Lightning Tower 120 7 Channels lightning that chains from target to target, briefly stunning enemies with electrifying results.
Deadly Striker Tower 150 8 Unleashes deathly fast and accurate energy blasts over long distances and through walls, at a slow rate of fire.

This tower has increased target priority on certain enemy types.

Snowball Tower 150 8 Throws damaging snowballs at a very slow rate. These deal high splash damage and slow down enemies hit.

Can also freeze Wyverns.

Squire and Countess
Name Cost DU Description
Spike Blockade 30 3 A reinforced blockade that hurts enemies who touch its spikes.

Redux: Aggro range is ten times greater vs. the Vanilla game.

Bouncer Blockade 40 4 Thrusts enemies back with ferocious force.
Harpoon Turret 80 6 Fires piercing arrows which can damage multiple enemies in a straight line.
Bowling Ball Turret 100 7 This stationary turret drops heavy balls that bounce off of enemies and surfaces.
Slice N Dice Blockade 140 8 Takes time to wind up, but quickly cuts down packs of enemies with its whirling blades.

Redux: Pulls in nearby enemies it has line-of-sight to.

Mortar Turret 150 8 A powerful short-ranged cannon that fires bombs that explode on impact with terrain or an enemy.
Huntress and Ranger
Name Cost DU Description
Proximity Mine Trap 30 3 When activated, an explosive blast damages all nearby enemies in an instant.
Gas Trap 40 3 When activated, weaker enemies become engulfed in poisonous gas, stunning them for the duration.
Inferno Trap 60 4 When activated, a blazing cloud surrounds enemies and damages them over time.
Darkness Trap 70 3 When activated, enemies become consumed by darkness, making them lose their current target and dispels their elemental affinity.
Ethereal Spike Trap 80 3 Skewers the single closest enemy to its center for massive lightning damage. This is the only trap that detects aerial mobs.
Oil Trap 80 4 Damages and temporarily oils enemies when triggered. Oiled monsters take more fire damage.
Monk and Initiate
Name Cost DU Description
Ensnare Aura 30 3 Enemies within this aura become encumbered by their own weight, greatly slowing their movement and attack speed.
Electric Aura 50 5 Feeling their souls slowly draining away, all enemies within this aura take lightning damage over time.
Healing Aura 40 4 Within this aura, heroes are healed over time. Can be centered directly on top of an Eternia Crystal.
Strength Drain Aura 60 5 All enemies within this aura, bosses included, deal significantly less damage and are stripped of elemental affinity while affected.
Enrage Aura 100 5 Enemies within this heated aura may become blind with rage, attacking and killing one another.
Barbarian
Name Cost DU Description
Damage Totem 100 8 Boosts the damage dealt by all heroes in range. Does not stack with other Damage Totems.
Speed Totem Boosts the movement speed of all heroes on the map globally. Only one Speed Totem can be present at a time.
Series EV
Name Cost DU Description
Proton Beam 40 2-6 An intense beam that constantly zaps all ground enemies foolish enough to walk along its length.

Redux: Also slows enemies touching 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 health per bounced 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.
SAM Unit 150 8 This anti-air turret launches homing rockets at the enemy, dealing splash fire damage on impact.

It has increased target priority on certain enemy types.

Summoner
Name Cost MU Description
Archer Minion 40 4 A crystalline Dark Elf Archer. Shoots arrows at enemies with 360° range.
Spider Minion 80 5 A crystalline Spider. Throws crippling web balls at enemies. Webbed foes are slowed down and take double damage.
Orc Minion 140 6 A crystalline Orc. Cleaves through enemies at melee range.
Mage Minion 180 7 A crystalline Dark Elf Mage. Shoots high-damage fireballs at enemies and periodically heals itself and nearby allies.
Warrior Minion 300 8 A crystalline Dark Elf Warrior. Runs up to enemies to attack at melee range.
Ogre Minion 600 / 400 13 A crystalline Ogre. Clobbers enemies at melee range and occasionally fires poison snot balls.
Spider Queen Minion 600 30 A crystalline Spider Queen. Fires multiple webs at once and splinters enemies at melee range. Takes 10% reduced damage.
Jester
Name Cost DU Description
Jack in the Box 40 3 A type of blockade. Contains a boxing glove to punch back foes.
Party Popper 50 4 An attacking tower that randomly cycles through a variety of projectiles.
Small Present 40 2 When opened may yield mana, loot, a low cost defense, or additional enemies.

Presents cannot contain beams, minions or other presents.

Deluxe Present 80 3 When opened may yield mana, loot, a medium cost defense, or additional enemies.
Extravagant Present 120 4 When opened may yield mana, loot, a high cost defense, or additional enemies.
Hermit
Name Cost DU Description
File:SeedBombTower Wheel.png Seed Bomb Tower 40 4 Shoots exploding seeds at a slow rate, dealing generic damage on-hit followed by 5 potent ticks of poison damage overtime.
Web Wall 20 2-4 Webs enemies on contact, crippling their speed and damage resistances. Does not have collision and cannot be attacked by enemies.
Nature Pylon 80 5 A physical defense that buffs the resistance and range of other nearby defenses and the casting and movement speeds of nearby heroes.

Ignores Buff Beams and does not stack with said beams.

Mushroom Spore Tower 120 7 Spreads a viral damaging infection across multiple enemies.
Forest Golem 150 8 A bulky melee-oriented guardian. Occasionally throws hard-hitting rocks at enemies and heals surrounding allies.

Map Specific[]

Statistics[]

By pressing the [E] key or [X] button while looking at a defense, the player can view its stats:

Defense Statistics
Stat Description Exclusive Defenses
## / ## Defense Health
Kills Number of enemies this defense dealt the finishing blow to.
Defense/Minion Units The amount of DU or MU this defense occupies.
Attack Damage (1) Maximum damage per hit for defenses that deal splash damage (ex: Fireball Tower).
Attack Damage (2) Maximum damage per second dealt to a single enemy for defenses that inflict splash damage (ex: Fireball Tower).
Attack/Effective Range Measured in hundreds of Unreal (Engine 3) units.
Attack Rate The delay between each attack. Calculation is different for minions.
Attack Speed Boost The factor applied to the actual attack rate of the minion. Minions
Enemy Movement Speed The movement speed enemies are reduced to. Caps at 15% for the Ensnare Aura. Ensnare Aura
Enemy Strength The damage enemy attacks are reduced to. Caps at 20% for the Strength Drain Aura. Strength Drain Aura
Heal Amount Number of health points restored per pulse to every hero in range. Healing Aura
Heal Rate The delay between each healing tick. Healing Aura
Chance to Enrage Caps at 93%. Enrage Aura
Range Scale For traps, this only applies to their visible activation range. Traps, Auras
Effective Duration The length of time each charge lasts before the trap has to recharge. Gas, Inferno and Darkness Trap
Maximum Detonations How many times the defense can trigger before breaking without maintenance. Traps, Shock Beam
Detonation Reset Time The amount of time that it takes for the unit to reset. Traps, Shock Beam
Activation Range The visible detection range of the trap. Traps
Reflect Damage Scale Damage multiplier given to reflected enemy projectiles. Reflection Beam
Damage Boost Damage multiplier given to boosted defenses. Tower Buff Beam
Resistance Boost (Damage) resistance multiplier given to boosted defenses. Tower Buff Beam
Range Boost Range multiplier given to boosted defenses. Tower Buff Beam
Attack Rate Boost Attack rate multiplier given to boosted defenses. Tower Buff Beam
Time to Reach Max Spin The duration of time for the tower to reach max speed. Slice N Dice Blockade
Damage at Max Spin The Slice N Dice Blockade's maximum damage per hit. Slice N Dice Blockade
Suction Strength Determines the force magnitude the defense exerts on pulled enemies. Slice N Dice Blockade
Suction Radius The range enemies can be pulled in by the defense. Slice N Dice Blockade
Max Chain Targets The max number of enemies that can be damaged at once. Determined solely by the builder hero's Defense Area of Effect. Lightning Tower
Max Chain Length The total maximum distance the tower's chain attack can cover at any given time. Lightning Tower
Attack Duration The amount of time the lightning chain is active. Lightning Tower
Enemy Slow Percentage The strength at which the enemies' speed will be reduced. Snowball Tower
Enemy Slow Time The amount of time affected enemies will have reduced speed. Snowball Tower
Oil Debuff Amount The multiplier for how much fire damage oiled enemies receive. Caps at 1.50. Oil Trap
Poison Damage DPS of the poison DoT. Seed Bomb Tower , Mushroom Spore Tower
Thorn Damage DPS of the generic type component. Seed Bomb Tower
Seed Explosion Damage Splash damage dealt on impact. Seed Bomb Tower
Web Duration The amount of time affected enemies will be webbed. Web Wall
Web Damage Bonus Determines the amplifier given to all sources of damage. Starts at 10%, which equates to a 1.10x multiplier. Web Wall
Player Cast Rate Boost Casting Rate multiplier given to boosted heroes. Nature Pylon
Player Speed Boost Speed multiplier given to boosted heroes. Nature Pylon
Armor Reduction Percent decrease to infected enemies' resistances. Mushroom Spore Tower
Max Spore Targets The max number of enemies a single infection can spread to. Mushroom Spore Tower
Max Spore Range The maximum distance a single infection can spread over. Mushroom Spore Tower
Projectile Attack Damage Damage dealt by the golem's thrown rocks. Forest Golem
Heal Interval Tick rate of the golem's healing. Forest Golem
Damage Reduction ? Forest Golem
Effect Range The golem's healing range. Forest Golem

Notes[]

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Version History[]

Redux[]

Vanilla[]