The Playbook · Field guide
Read once. Climb forever.
Every system that matters in Void — Tower Defense, distilled into a single field guide. The numbers. The trade-offs. The plays top-ranked players make on instinct.
01 · The fundamentals
What every run is built on.
The loop, the currencies, the boss cadence. Internalise these once and the rest of the game opens up.
- 01
The core loop
Place towers between rounds. Survive escalating waves. Bank Game Points (GP) at game over. Spend GP between matches on permanent upgrades. Push deeper next run.
Pure run-based. Every match advances your account.
- 02
Two currencies, one balance sheet
Credits live and die inside a single match — they pay for towers, enhances, and bombs. GP is permanent. You earn it at match end and spend it on tower masteries, perks, and consumables that buff every future run.
Credits = match · GP = account
- 03
Lives are forgiving — until a boss leaks
You start every map with 20 lives (30 in Practice). A normal enemy costs 1 life on leak; a boss costs 5. Ignore a boss and the run is over fast.
Starting lives — Easy/Medium/Hard 20 · Practice 30
- 04
Every 10th wave is a boss — and from round 25, every 5th too
The Tank → Swarm Parent → Shielded → Runner archetype cycle still runs every 10 rounds. From round 25 onward, the off-rounds (25, 35, 45, 55…) also drop a mini-spawner event boss alongside the regular wave — a second pressure source layered on top of the main rotation.
Main bosses every 10 · mini-spawners every 5 from round 25
- 05
Difficulty comes from map design
Hard maps don't multiply enemy stats — they constrain you with longer paths, tighter geometry, and lower placement caps. Pick the map for the run you want, not for damage scalars.
Tier multipliers apply to GP and Skill Points, not to enemy HP
- 06
Practice mode is a sandbox
Practice grants 1,000 starting credits and 30 lives, lets you pick HP scaling at launch, and earns no GP or leaderboard credit. Use it to drill openings and test tower mixes before committing to a ranked run.
No GP · no SP · per-map best round still tracked
02 · Tower mastery
Four classes. Three tiers. One grid.
Knowing what each tower is for is the difference between a wave-30 wipe and a wave-100 cruise.
- 01
Four classes, four roles
Projectile is your balanced single-target workhorse. Laser fires fast and pierces at higher tiers. Launch deals heavy splash on a slow cadence. Freeze pulses a radial slow over its full range — no target needed.
Projectile · Laser · Launch · Freeze
- 02
T1 → T2 → T3 — exponential cost, exponential power
T2 costs 3× T1; T3 costs 8× T1. A T3 Projectile lands 32 damage on a 0.45s reload at 3.5 range — five times the DPS of a T1 for eight times the price. The math favours fewer, deeper towers over wider, weaker ones.
T2 ×3 · T3 ×8 · plus a 1.2× tier-up surcharge
- 03
Enhance vs Upgrade — two paths, one button
Enhance adds +15% damage, +15% range, and faster reload at the current tier. Upgrade jumps to the next tier and resets your enhance level. Enhance is efficient on a tier you like; upgrade unlocks new ceilings.
Enhance caps — T1 = 4 · T2 = 5 · T3 = 6 · cost = base × 1.6^level
- 04
Place where the path doubles back
A tower's range circle hugs the path; coverage is the metric, not raw stats. Drop towers where the path turns or loops so a single circle hits the same enemy twice. Bypass and Switchback reward this thinking heavily.
Tap any tower to see its range ring
- 05
Every map has a placement budget
Maps publish a per-class cap in their JSON. Easy allows 6 lasers, Medium 5, Hard 4. Launch caps at 3 across every map. Freeze caps at 5 (6 on Hard). Projectile is uncapped. The placement bar shows a Max pill the moment you hit the limit.
Max pill blocks placement · −1 in JSON = uncapped
- 06
Plateaus are permanent buff tiles
Locked grey tiles unlock for 50 credits. A tower placed on an unlocked plateau gets +20% to damage, range, fire rate, and splash — forever. The bonus lives on the tile, not the tower, so you can sell and replace without losing it.
Unlock 50 credits · 1.2× damage / range / fire rate / splash
- 07
Targeting priorities have personalities
First locks onto the leading enemy and refuses to switch — perfect for tanks. Close picks the nearest in-range target. Strong chases the highest-HP enemy but won't waste shots on a dying one. Weak (perk-locked) is the mirror of Strong: it sticks on the lowest-HP target until it dies — the splash-tower finisher. Tap a tower to cycle.
First · Close · Strong · Weak (1,000 GP perk unlocks the 4th option)
- 08
Freeze is an aura, not a single shot
Freeze towers don't pick a target — they pulse a radial slow over their entire range every cooldown. T3 also deals a token 2 damage. Flying enemies are immune; runner-archetype bosses are immune; everything else slows hard.
T1 30% slow · T2 45% · T3 60% · 1.5–2.5s duration
- 09
Only some towers can hit fliers
Flying enemies are damaged by Projectile (any tier), Laser (any tier), or Launch T3. Launch T1 and T2 are useless against them, and Freeze can't slow them at all. Plan your lineup before a fly-heavy wave.
Anti-air checklist — Projectile ✓ · Laser ✓ · Launch T3 ✓
- 10
Sell while it's still fresh
Sell refund decays linearly: build cost × (1 − 0.05 × waves since built), bottoming out at 20% after wave 16. If you misplaced a tower, undo immediately — every wave you wait costs you 5%.
Floor 20% after 16 waves
03 · Enemy files
Who's coming, and what they want.
Every enemy type and boss archetype, and the tells that warn you before they leak.
- 01
Five enemy types, five tactics
Normal is your baseline. Fast trades 40% HP for an 80% speed boost. Armored stacks 35% damage reduction onto 80% more HP. Flying ignores splash and slows. Boss has 8× HP, hits for 5 lives per leak, and brings a special ability.
Normal 1.0/1.0 · Fast 0.6/1.8 · Armored 1.8/0.75 +35% · Flying 0.8/1.3 · Boss 8.0/0.6 +20% +5 leak
- 02
Tank bosses (round 10)
+40% HP, +15% armor, slower than baseline. The intro boss. Hard counter: a Launch tower placed on a path bend, with one Freeze holding the boss in place.
First appearance — wave 10
- 03
Swarm Parents (round 20)
On death, this boss spawns six fast enemies at half HP, inheriting the parent's path progress. Kill it earlier and farther from the goal — or have a Launch tower waiting at a choke to clean up the children.
Spawns 6× Fast at 50% HP on death
- 04
Shielded bosses (round 30)
Carries a cyan absorb-pool worth 40% of max HP. Nothing damages the boss until the shield drops to zero. The round-30 fight now also drops 8 mixed minions on the boss's death — 4 runners up front, 1 shielded healer in the middle, 3 blobs trailing. The biggest single difficulty wall in the game.
Shield = 40% max HP · round 30 = 4 runners + 1 healer + 3 blobs
- 05
Runner bosses (round 40)
+50% speed and fully freeze-immune. Slow won't save you — stack raw damage with a Projectile or Laser T3 and burn it down before it crosses.
Freeze immune · 1.5× speed
- 06
Mini-spawner event boss (round 25+)
Every 5-wave interval that isn't a 10-round main-boss wave drops a mini-spawner — a tougher boss-class enemy that cracks open into a randomised minion pack on death. From round 120+ you'll face two of them per qualifying wave. They don't count toward the Boss Hunter achievement, but they will end your run if you ignore them.
1.55× boss HP · 4–12 minions on death (4–15 from round 45+) · ≥3 are runners
- 07
Healers actually heal — kill them first
Swarm Parent bosses and the round-30 shielded boss's healer minion pulse a heal every 2 seconds, restoring 4% max HP to nearby non-flying allies in a 2.5-cell radius. They also deal +50% damage on leak. From round 30+ healers spawn in an ENHANCED state — faster cadence (1.6s) and a brighter aura ring telegraphing the threat.
Heal pulse 2.0s (1.6s ENHANCED) · 4% maxHP · 2.5-cell radius · +50% leak damage
- 08
Read the visual language
A pulsing dashed cyan ring means slowed. A cyan bar above the HP bar means a shield is absorbing. An amber bar means armor is soaking damage. A subtle healing aura means a baseline healer is mid-pulse; a bright aura with an outer ring is the late-game ENHANCED variant — that one is dangerous.
Cyan = slow / shield · amber = armor · subtle halo = healer · bright halo = ENHANCED
04 · Economy edge
Where the credits actually come from.
Most players underestimate distance bonuses, odd-round drops, and discount cadences. Don't be most players.
- 01
Kill rewards grow every round
Every kill pays out base × (1 + 0.03 × (wave − 1)). A normal enemy is worth 2 credits in wave 1 and roughly 8 by wave 100. Boss kills are worth 120 base — a one-shot wallet refill.
Bases — Normal 2 · Fast 3 · Flying 4 · Armored 5 · Boss 120
- 02
Kill early, earn more
Enemies killed near spawn earn an efficiency bonus on credits and a separate score bonus, both using a (1 − progress)^1.3 curve. Up to ~+75% credits and +50% score at the spawn, fading to zero at the goal.
Scales with how close to spawn the kill happens
- 03
Efficiency is capped per round
Each wave caps efficiency-bonus credits at 75 + wave × 15. Once you've banked the cap, further early kills stop awarding the bonus until next wave. Don't over-stack — diminishing returns are real.
Wave 10 cap 225 · Wave 30 cap 525 · Wave 50 cap 825
- 04
Odd rounds: per-kill kicker + flat drop
Every kill on an odd-numbered wave earns a random 20–60% bonus on top of the standard kill reward. Finishing the wave drops a flat 200-credit reward (configurable per map). Odd rounds are payday.
Per-kill ×1.2–1.6 · flat 200 credits on completion
- 05
Even rounds: lump-sum tip + bombs
Completing an even-numbered wave drops a random 10–30% of all credits earned that wave as a bonus payout. Short, efficient even waves yield a bigger tip. Rounds 2–10 also restock a bomb.
Random 10–30% of wave credits on completion
- 06
Queue ahead while you defend
Once a wave is fully spawning or already spawned, tap Queue Next to bank up to 2 future waves. Each queue pays (25 + 4 × nextWave) credits, and the second queue pays 1.5× as much. Free money for confident players.
Cap 2 queued · 1st ×1.0 · 2nd ×1.5
- 07
Skip Prep collapses the countdown
During prep windows, Skip Prep starts the wave immediately and pays a credit bonus that scales with seconds skipped. If you placed everything you needed, take the money and start.
Capped at 200 credits · prep window only
- 08
Discount Rounds — every 3rd wave
Waves 3, 6, 9, 12… cut tower placement and tier-upgrade costs for the entire round. Base discount is 10%; the Market Discount perk pushes it to 20%, 40%, then 60%. Enhance costs intentionally stay full price.
10% base · 20/40/60% with Market Discount perk
05 · Match mechanics
Bombs, revives, speed, and the tools you forget you have.
The buttons sitting next to your placement bar are quietly some of your strongest plays.
- 01
Bombs are stockpile-gated
Tap any path tile to drop a bomb for a flat 5 credits. Damage is 200 with a 1.8-tile splash. Your real limiter is supply — bombs come from the round-end restock ladder, and the stockpile caps at 15.
200 damage · armour-reducible · 1.8-tile splash · cap 15
- 02
Bomb restock progression
Round 1 finishes empty. Rounds 2–10 only restock on even waves (2, 4, 6, 8, 10). Round 11 onward restocks every wave. The cadence ramps up at 21 (+4 per wave) and again at 41 (+6 per wave).
2–10 even = +1 · 11–20 = +1 · 21–40 = +4 · 41+ = +6
- 03
Bombs chain through path tiles only
The blast travels up to 3 tiles in each cardinal direction but stops as soon as the next tile isn't part of the enemy path. Drop them where the path curves so a single detonation covers a long L-shape.
Up to 13 tiles hit on a perfectly straight segment
- 04
Revives clear the board and skip a wave
When you hit zero lives, the Revive sheet appears. Accepting grants +10 lives, +1,000 credits, wipes the board, and jumps you to the next round. Cost scales hard with wave and prior revive count.
Max 3 revives per run
- 05
Revive Pills are insurance
Stockpile up to 3 Revive Pills (500 GP each in the Shop or Profile). When the Revive sheet appears, a pill bypasses the scaling GP cost entirely and gives the same effect as a paid revive.
500 GP each · max stack 3 · same effect, no GP charge
- 06
Pure runs count for life
A Pure Run means you cleared wave 50+ without a single revive. It unlocks the Pure Run achievement and ticks your lifetime Pure Run counter on Profile. A flex worth chasing.
Wave 50+ · zero revives
- 07
Speed cycles up to 3.2× — or 4× with the perk
Tap the speed button to cycle 1× → 2× → 2.8× → 3.2× → 1×. Buy the 4× Speed perk in Shop or Profile to unlock 4× in the cycle. Higher speeds keep the credit and score economy ticking through idle stretches.
Default 1×/2×/2.8×/3.2× · 4× perk costs 840 GP
- 08
Solo kills earn a +10% bonus
If exactly one tower has ever damaged an enemy (bombs don't count), the kill scores an extra 10% on top of its base score. Focusing fire with a strong single tower pays off in score.
Tracked per enemy · score-only
- 09
Build Summary pill — your loadout at a glance
A small bolt-shield pill in the top HUD opens a quick overlay showing every tower mastery level (with live damage delta), every active perk, and your Revive Pill stack. Maxed entries glow gold. Tap it on a long run to remember what you've already invested in before committing to your next purchase.
Two-pill HUD silhouette · Build Summary + Stats · auto-dismisses on canvas tap
- 10
Never lose a run — match snapshot resume
Every time the app leaves the foreground — phone call, lock screen, force quit, OS suspension — Void writes a complete snapshot of the match (board state, run trackers, match clock) to disk. Next launch you go straight back into the run, paused, with a 'Picking up where you left off' toast. Restart Match deliberately wipes the snapshot so a planned reset never accidentally re-resumes.
Auto-saves on backgrounding · resumes paused on next launch
- 11
Free Revive Pills drop on a timer
Every 10 rounds, there's a 30% chance a free Revive Pill drops into your stack. Hit round 26 without one and the next pill is guaranteed. The stack still caps at 3, so spend or stockpile accordingly — pills bypass the scaling GP revive cost entirely.
30% chance per 10-round window · guaranteed every 26 rounds · max stack 3
06 · Strategy notes
The plays that separate top-5 from middle-pack.
Patterns top-ranked players run on instinct. Steal them.
- 01
Open with two T1 Projectiles
100 credits each, balanced damage, no class cap. Drop two near the start of the path and they'll hold to wave 5–6 while you save for your first enhance, your first Laser, or your first plateau unlock.
Cheapest · uncapped · safest first buy
- 02
Launch on chokes, Laser on straights
Launch hits hardest when enemies bunch up — a path corner or a Freeze slow zone. One shell can clip 4–5 enemies at once. Laser's range and pierce shine on long straight segments where each beam clears a full lane.
Geometry > raw damage
- 03
Freeze + direct damage = force multiplier
A single Freeze at the entrance slows every non-flying, non-runner enemy in its radius. Other towers get extra shots per enemy before they reach the goal. Freeze is a setup tower — not the finisher.
T3 Freeze adds 2 damage; that's not its job
- 04
Save bombs for boss waves
Bombs cost a flat 5 credits — your real cost is stockpile. Hold a small reserve and spend it on the lead-up to round 10, 20, 30, 40. A bomb chain on a path bend can solo-clear a boss's escort.
Round 30 is the wall — stockpile bombs for it
- 05
Mind the bonus tile, not the tower
The 1.2× plateau buff lives on the tile, not the tower placed there. If you change your mind, sell and re-place — the tile keeps its boost. Build your defense around your unlocked plateaus, not the other way around.
Sell and re-place freely on plateau tiles
- 06
Round 30 demands a layered defense
The Shielded boss now drops 4 runners, 1 shielded healer, and 3 blobs on death. You need a Freeze slowing the runners, a Launch handling the blobs, and burst damage on the healer before its aura recovers the rest. Round 30 is where unprepared runs die.
Plan tower mix BEFORE wave 25
- 07
Mini-spawner waves stack pressure
From round 25, every fifth off-boss wave brings a mini-spawner alongside the regular composition. They're not the main boss — they're additive. Treat them as a focus-fire priority and have a Launch or T3 burst tower ready, because their death pack always includes at least three runners that will slip past anything not already firing.
Cadence 25, 35, 45, 55… · two per wave from round 120+
- 08
Healers move to the top of the kill list
If you see a healing aura on the board — Swarm Parent boss, round-30 healer minion, or any ENHANCED healer late game — every other enemy in its 2.5-cell radius is regenerating 4% max HP every two seconds. Burn the healer first, even if it costs a leak elsewhere.
Healer kill > tank kill on a healer wave
07 · Progression & ranks
Climb the monthly ladder, then keep climbing.
How Skill Points are calculated, how ranks are awarded, and the permanent boosts that compound the longer you play.
- 01
Skill Points reset every month
Skill Points are a monthly-scoped ranking metric: pushing later rounds inflates them fastest because the formula leans on round^2.5. The first match of a new calendar month starts you at zero. Every player gets a fresh shot at the global board.
SP ≈ Round^2.5 + Score/10K + √Games × 30, then × streak × decay × tier
- 02
Six tiers map to the rounds you survive
F (Recruit) 0–19 rounds. D (Underdog) 20–39. C (Contender) 40–69. B (Vanguard) 70–99. A (Warforged) 100–129. S (Apex) 130+. Apex isn't a grind — it's reserved for runs that crack 130 rounds.
F · D · C · B · A · S — by best round this month
- 03
Higher tiers earn dramatically more SP
Skill Points scale with the tier you're climbing into. F earns 0.85× the baseline; S earns 2.00×. Combined with the round^2.5 backbone, each tier you cross roughly doubles the SP a comparable wave is worth.
F 0.85× · D 1.00× · C 1.15× · B 1.35× · A 1.60× · S 2.00×
- 04
Daily streaks compound
Every three consecutive days played adds a +5% bonus to your Skill Points, stacking up to +25% after fifteen days. Miss a day and the streak resets — but you can rebuild it any time.
+5% per 3-day streak · max +25% at 15 days
- 05
A week off is free — longer erodes
Skill Points stay untouched for a full week of inactivity. After that they decay slowly, capping at a 50% drop. The moment you play again, your Skill Points recover automatically — nothing is permanently lost.
7-day grace · 2% per day after · max −50%
- 06
Round milestones permanently boost GP
Reach round 80 once and every future match pays 1.2× GP forever. Cross round 120 and it's 1.5×, then +0.3× per 40 rounds, capping at 3.0× when you hit round 320. Compounds with GP Fortune mastery and the difficulty-tier bonus.
80→1.2× · 120→1.5× · 160→1.8× · cap 3.0× at 320
- 07
Tower masteries are front-loaded
Each tower class has a 20-level mastery track that boosts its damage and range in every match. The first four levels add 2% each. Levels taper sharply after that, so the early investment is the best value.
L1–4 +2% · L5–8 +1.25% · L9–12 +0.75% · tapers to L20
- 08
Bonus masteries are slow but permanent
Credit Surge multiplies every credit you earn in a match. GP Fortune multiplies every GP payout. Both cap at +60% (level 120). They're the long-tail upgrades that quietly accelerate every other unlock.
+0.5% per level · max +60% · cost 1,680 × 1.15^level
- 09
Achievements show their GP reward up front
Locked achievements display a +N GP chip telegraphing the payout. Once unlocked, the chip flips to a checkmark and the GP credits automatically — no claim flow, no duplicate payouts.
GP credited automatically on unlock
08 · Daily challenges
Three reasons to log in today.
Three rotating goals every day, up to 1,550 GP on top of your match payouts. No microtransactions, no FOMO mechanics — just bonus GP for the players who show up.
- 01
Three challenges, three payouts, every day
Each day rotates one Easy, one Medium, and one Hard challenge into your slate. Easy pays 150 GP, Medium 400 GP, Hard 1,000 GP — for a daily theoretical max of 1,550 GP on top of the GP your runs already earn.
Easy 150 · Medium 400 · Hard 1,000 · daily cap 1,550 GP
- 02
No two days look the same
The pool ships with 36 curated challenges (12 per difficulty). Each midnight, the rotation service deterministically picks one challenge per tier seeded on your profile and the calendar day, with a 14-day cooldown so you don't see a repeat for two weeks.
36-entry catalog · deterministic per profile per day · 14-day cooldown
- 03
Live progress while you play
Cumulative challenges (kills, bombs placed, towers built, bosses defeated) tick in real time during a match. Terminal challenges (reach round X, complete with constraints, earn N GP in a run) evaluate at game over. The mini progress capsule on each card always reflects the current count.
Cumulative ticks live · run-end objectives evaluate on persist
- 04
Quick-view panel — without leaving the match
A glass calendar pill sits above the Pause button (bottom-left). Tap it for a 280pt overlay showing today's three challenges with difficulty-tinted icons, summaries, and live progress. A gold dot in the corner means at least one completion is waiting to be claimed.
Bottom-left pill · gold dot = unclaimed win · auto-dismiss on canvas tap
- 05
Claim manually — or not at all
When a challenge completes, its Home card swaps to a Claim +N GP button. Tap it to credit GP immediately. Forgot? At midnight rotation, any unclaimed completion is auto-claimed before the day flips. A late-night win is never lost.
Manual claim from Home · auto-claim safety net at midnight rollover
- 06
Wording is literal — no hidden traps
Every challenge title states the literal action; every summary names the target plus every constraint. Scope is explicit ('today' vs 'in a single match'). No clever metaphors, no surprise requirements — if the card says 'Reach Round 8 — No Surrender', that's exactly the rule.
Constraints include no-surrender, no-bombs, no-life-lost, max-classes, only-classes, min-bosses
09 · Stay in the loop
Your match, on your lock screen.
Live Activities pin your run to the Lock Screen and the Dynamic Island the moment you background the app — and gentle match reminders pull you back if you wander off so a deep run is never lost.
- 01
Lock-screen Live Activity
The moment you background the app mid-match, Void pins a live progress card to your Lock Screen and the Dynamic Island. Current round, enemies left, progress percentage, and lives all stay visible without unlocking the phone.
Lock Screen · Dynamic Island Expanded / Compact / Minimal
- 02
Tap-to-return deep link
A single tap on the Live Activity or the reminder banner reopens the app straight at your paused match. No menus, no scramble — the run is right where you left it.
void://match/<mapId> deep link
- 03
Match reminders on a 3-hour cadence
If you wander off, Void fires up to four gentle local notifications across about three hours — at ten minutes, forty-five minutes, an hour fifteen, and two and a half hours. The moment you reopen the app, every pending reminder is cancelled.
Reminders at 10m · 45m · 1h 15m · 2h 30m
- 04
Randomized, never spammy
Each reminder pulls from a pool of ~18 friendly lines ("Your match is still waiting for you", "The leaderboard won't climb itself", "Your match misses you") so the cadence never feels canned. Disable any time in Settings — the in-app toggle is the only gate after onboarding.
~18 message variants · Settings toggle to disable
- 05
Plays nice with auto-save
The Live Activity and the match snapshot work together. Even if iOS retires the activity, the full match state is still on disk and resumes paused the next time you launch the app — with a quiet 'Picking up where you left off' toast to confirm the recovery.
Snapshot persists across crashes · activity is the surface, not the source of truth
10 · Quick reference
The cheat sheet.
Every number you'll want at a glance. Bookmark this section.
| Class | T1 | T2 | T3 |
|---|---|---|---|
| Projectile | 100 | 300 | 800 |
| Laser | 150 | 450 | 1,200 |
| Launch | 250 | 750 | 2,000 |
| Freeze | 500 | 1,500 | 4,000 |
| Tier | Projectile | Laser | Launch | Freeze |
|---|---|---|---|---|
| Easy / Practice | — | 6 | 3 | 5 |
| Medium | — | 5 | 3 | 5 |
| Hard | — | 4 | 3 | 6 |
| Type | HP× | Speed× | Armor | Leak |
|---|---|---|---|---|
| Normal | 1.00 | 1.00 | 0% | 1 |
| Fast | 0.60 | 1.80 | 0% | 1 |
| Armored | 1.80 | 0.75 | 35% | 1 |
| Flying | 0.80 | 1.30 | 0% | 1 |
| Boss | 8.00 | 0.60 | 20% | 5 |
| Round | Archetype | Trick |
|---|---|---|
| 10 | Tank | +40% HP, +15% armor, slower |
| 20 | Swarm Parent | Spawns 6 fast on death · heals nearby allies |
| 30 | Shielded | 40% absorb shield · drops 8 minions on death |
| 40 | Runner | +50% speed · freeze immune |
| Knob | Value |
|---|---|
| First appearance | Round 25 |
| Cadence | Every 5 waves (skips main-boss rounds) |
| HP multiplier | 1.55× boss baseline |
| Death pack — rounds 25–44 | 4–12 minions (≥3 runners) |
| Death pack — rounds 45+ | 4–15 minions (≥3 runners) |
| Bosses per wave — round 120+ | 2 |
| Map tier | GP multiplier |
|---|---|
| Easy / Practice | 0.70× |
| Medium | 0.85× |
| Hard | 1.35× |
| Knob | Value |
|---|---|
| Heal cooldown — baseline | 2.0 s |
| Heal cooldown — ENHANCED (round 30+) | 1.6 s |
| Heal radius | 2.5 cells |
| Heal amount | 4% of ally max HP |
| Healer leak damage multiplier | 1.5× |
| Tier | GP reward |
|---|---|
| Easy | 150 GP |
| Medium | 400 GP |
| Hard | 1,000 GP |
| Daily theoretical max | 1,550 GP |
| Perk | Cost |
|---|---|
| Market Discount L1 (10% → 20%) | 4,200 GP |
| Market Discount L2 (20% → 40%) | 7,000 GP |
| Market Discount L3 (40% → 60%) | 9,800 GP |
| 4× Speed | 840 GP |
| Weak Targeting (4th priority) | 1,000 GP |
| Highest wave | GP multiplier |
|---|---|
| 80 | 1.2× |
| 120 | 1.5× |
| 160 | 1.8× |
| 200 | 2.1× |
| 240 | 2.4× |
| 280 | 2.7× |
| 320+ | 3.0× (cap) |
| Tier | Round range | SP multiplier |
|---|---|---|
| F · Recruit | 0–19 | 0.85× |
| D · Underdog | 20–39 | 1.00× |
| C · Contender | 40–69 | 1.15× |
| B · Vanguard | 70–99 | 1.35× |
| A · Warforged | 100–129 | 1.60× |
| S · Apex | 130+ | 2.00× |
Now go push deeper