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Tower Buff Beam
The Tower Buff Beam is a Series EV defense. It increases the effectiveness of other hero defenses touching the beam or one of its two nodes by variable multipliers, based on the EV's 'Beam' stats.

Buff beams are an invaluable asset to beating many of the more difficult missions.

Use

Any defense touching the beam or its nodes has its stats increased by variable amounts. The effect can be increased by a small amount by increasing the corresponding 'Beam' stats.

Tower Stat Boosted Beam Stat
Damage Beam Damage
Resistance Beam Health/Charges
Range Stock Beam Stun Time
Attack Rate Beam Rest Time/Damage Rate

Leveling and Costs

  • The Tower Buff Beam has a base cost of 70 mana and 4 DU. Based on length, the DU cost can range from 4-6 Defense Units.

Notes

  • The Tower Buff Beam stacks with both the Monk's Tower Boost and a guardian pet's Defense Boost.
  • The beams themselves can not be boosted by guardians or each other.
  • Buff beams will only boost Huntress traps if the beam crosses the trap's detonation/detection range, NOT its area of effect. The beam must also be roughly coplanar to the trap's center, somewhere along its length.
  • Tower Buff Beams do not have hit points, and do not require any upkeep. They will perpetually boost defenses until any boosted defense is removed. Tower buff beams are instantly destroyed under the following conditions:
    • Any buffed defense is destroyed by brute force.
    • A Djinn completes their spell to instantly destroy the beam itself or any boosted defense.
    • A Trap or Aura is exhausted.
    • Selling a buffed defense outside a Build Phase.
  • The following effects do not destroy the buff beam:
    • A boosted defense being pushed by Sharken or a boss.
    • A boosted minion walking outside the beam.
    • A boosted tower moved away with the Jester's Move Tower ability.
  • It is more mana-cost effective to upgrade the buff beam itself rather than what it is buffing, even to the max level. Upgrading the beam effectively upgrades every defense in range and improves their stats more than upgrading them individually. This comes at a risk though; if the beam is destroyed, the player is left with a much weaker defense than if each defense was upgraded individually.
  • Choosing to upgrade a defense will position the player's cursor above buff beams over any other defense.
  • The diminishing returns on each stat multiplier are as follows (additional stat points will barely affect the multiplier after this is reached):

      Defense boost: 1645 tower health which is 2.00

      Defense damage: 1636 tower damage which is 2.20

      Defense range: 886 in shock beam reset time which is 1.59

      Defense attack speed: 1074 in Beam reset time which is 1.72

Buff Beam Data Tables

Buff Beam multipliers with no points invested in any of the 'Beams' stats.
Boost Lv 0 Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Damage 1.03 1.19 1.34 1.50 1.66 1.82
Resistance 1.05 1.19 1.33 1.47 1.62 1.76
Range 1.05 1.17 1.23 1.29 1.41 1.53
Attack Rate 1.05 1.18 1.25 1.33 1.46 1.59
Effect of Points into BEAM DAMAGE on Damage Boost
Stats Lv 0 Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
0 1.03 1.19 1.34 1.50 1.66 1.82
5 1.12 1.24 1.38 1.52 1.68 1.83
10 1.15 1.27 1.40 1.54 1.69 1.84
20 1.18 1.31 1.43 1.57 1.71 1.86
50 1.23 1.36 1.49 1.62 1.76 1.90
100 1.28 1.40 1.53 1.67 1.80 1.94
200 1.32 1.45 1.59 1.72 1.86 2.00
500 1.38 1.52 1.66 1.80 1.94 2.08
Effect of Points into BEAM HEALTH on Resistance Boost
Stats Lv 0 Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
0 1.05 1.19 1.33 1.47 1.62 1.76
5 1.11 1.23 1.35 1.49 1.63 1.76
10 1.13 1.25 1.37 1.50 1.63 1.77
20 1.15 1.27 1.39 1.52 1.65 1.78
50 1.18 1.30 1.42 1.55 1.68 1.81
100 1.21 1.33 1.46 1.58 1.71 1.83
200 1.24 1.36 1.49 1.61 1.74 1.87
500 1.28 1.41 1.53 1.66 1.79 1.92
Effect of Points into BEAM STUN on Range Boost
Stats Lv 0 Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
0 1.05 1.17 1.23 1.29 1.41 1.53
5 1.07 1.18 1.24 1.30 1.41 1.53
10 1.08 1.19 1.24 1.30 1.42 1.53
20 1.08 1.19 1.25 1.31 1.42 1.53
50 1.09 1.20 1.26 1.32 1.43 1.54
100 1.10 1.21 1.27 1.33 1.44 1.55
200 1.11 1.22 1.28 1.34 1.45 1.56
500 1.12 1.24 1.29 1.35 1.46 1.57
Effect of Points into BEAM RATE on Attack Rate Boost
Stats Lv 0 Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
0 1.05 1.18 1.25 1.33 1.46 1.59
5 1.09 1.21 1.27 1.34 1.46 1.59
10 1.10 1.22 1.28 1.35 1.47 1.60
20 1.12 1.23 1.29 1.36 1.48 1.60
50 1.14 1.26 1.32 1.38 1.50 1.62
100 1.16 1.28 1.34 1.40 1.51 1.64
200 1.18 1.30 1.36 1.42 1.54 1.66
500 x x x x x x

Attack Rate Breakpoints

This table highlights the Attack Rate Boost, (ARB), multiplier breakpoints in relation to 'Beam Damage Rate' (BDR) Stat allocation, for a 3-star, fully upgraded beam.

BDR ARB
0 1.59
10 1.60
24 1.61
43 1.62
67 1.63
98 1.64
138 1.65
189 1.66
254 1.67
336 1.68
440 1.69
572 1.70
739 1.71
949 1.72
1213 1.73
1545 1.74
1961 1.75
2482 1.76
3133 1.77
3946 1.78


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