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Move Tower is the Jester's first ability unlocked at level 5. It allows her to relocate and readjust defenses on-the-fly, while keeping their upgrade levels.

Upon activation, 80 mana is consumed. The camera switches to a top-down perspective that functions similar to the Summoner's Overlord Mode. A yellow circle surrounds the Jester which represents the ability's range. The higher Move Tower's stat (Ability1) is, the bigger this radius will be. She cannot move while this ability is active.

When a defense is selected, its current range is shown. Internally though, it is treated as if the Jester was summoning it; external range buffs are ignored. If her Defense Area of Effect is less than that of the builder, she can make auras and traps of the same type intersect. Traps can also be placed closer to Eternia Crystals and other dark energy areas. Once the defense is placed, its range will update accordingly. Defenses in-range of Move Tower can be moved any of number of times at no additional cost.

Scaling[]

Notes and Tips[]

  • Tower Buff Beams cannot be moved whatsoever without selling and rebuilding them.
    • Other beam defenses retain their length and orientation when moved.
  • Because the range of buffed defenses does not update until it is re-positioned, expanded traps and auras can be moved further away from a buff beam boosting them, without losing its benefits.
  • Pressing the +/- keys will cycle between stacked/overlapping defenses to grab. Those same keys will up/downscale the size of the aura or trap selected.
  • Unlike the Jester's other ability, Wheel O' Fortuna, Move Tower will not be interrupted by enemy attacks, unless they disable hero abilities (ex: spider webs). This ability auto-cancels when the next wave is reached.

Version History[]

Redux[]

Vanilla[]

9.?: Can now move minions. ?: Introduced with the Jester.