Content warning

Tower rankings are recommendations, not an official in-game tier list. DLC availability, balance updates, difficulty, and personal upgrade choices can change the order. The official patch notes confirm several buffs but do not publish a complete competitive ranking.

The answer before the background

Our recommendation

For a dependable campaign or Veteran loadout, start with Necromancer, Eldritch Channeler, Royal Archers, Tricannon, and Arborean Emissary. Replace the artillery with Ballista Outpost when a map rewards long sightlines or cheap physical damage. Use Dwarven Flamespitter for swarms and flying enemies, Paladin Covenant when blocking is the main problem, and Elven Stargazer when teleport control matters more than raw damage. For Impossible, prioritize Necromancer, Eldritch Channeler, Tricannon, and one of Royal Archers or Ballista Outpost, then select the fifth tower for the map. This is a recommendation rather than an official ranking; community lists disagree on several middle-tier towers.

The strongest all-purpose towers

The most reliable core is Necromancer, Eldritch Channeler, Tricannon, Royal Archers, and Arborean Emissary. This combination covers magic damage, physical damage, area damage, lane control, healing, and disposable or durable support units. It is not always the cheapest opening, but it gives you answers to the problems that cause late-wave failures.

Necromancer is the best blind pick for difficult stages. Its ranged attack is useful from safe positions, while its summons and Death Rider-style control help hold a lane when ordinary barracks are overwhelmed. The February 2025 official balance patch increased skeleton and golem durability and damage, strengthening its already broad role.

Eldritch Channeler is the best tower to rush toward a high upgrade level when you need flexible utility. Its damage and control remain valuable against elite targets, and its stronger abilities can compensate for a weak frontline. Tricannon is the best dedicated swarm clearer, but save for it only when the map gives its blast radius enough targets to justify the investment.

Royal Archers are the safest physical ranged option for general play. Ballista Outpost is a strong alternative when enemies travel through long lanes or you need heavier single-target pressure. Arborean Emissary is less about burst and more about keeping a defense stable through healing, roots, and consistent magical attacks.

  • S tier generalists: Necromancer and Eldritch Channeler.
  • S tier specialists: Tricannon for swarms; Royal Archers or Ballista Outpost for physical damage.
  • High-value support: Arborean Emissary, especially when the map has a useful open placement tile.
  • Situational picks: Paladin Covenant, Dwarven Flamespitter, Rocket Gunners, Elven Stargazers, and Battle Brewmasters.
  • Do not treat Surge Colossus as an automatic pick merely because it deals true damage; current community assessments still place it near the bottom because of cost and low practical damage.
TierRecommended towersBest use
SNecromancer; Eldritch ChannelerBlind picks, Impossible, elite enemies, and mixed waves
STricannon; Royal Archers; Ballista OutpostSwarm clearing or dependable ranged damage
AArborean Emissary; Dwarven Flamespitter; Paladin CovenantHealing, control, flying enemies, and lane blocking
A or BRocket Gunners; Battle Brewmasters; Elven StargazersMap-dependent damage, control, or micro-heavy strategies
B or lowerSurge Colossus and other narrow specialistsUse when a particular map or challenge rewards their niche
What is verified and what is judgment?

The official site verifies the tower roster and describes the game as built around combining 18 towers with special skills. The tier placement, upgrade priorities, and loadouts above are recommendations informed by the official balance notes and high-quality player testing. Community rankings disagree most on Rocket Gunners, Arborean Emissary, Elven Stargazers, and artillery choices.

Best choices for campaign, Veteran, Impossible, and DLC

For a first campaign clear, use one reliable damage tower, one magic tower, one area-damage tower, and one source of control or blocking. Necromancer, Eldritch Channeler, Royal Archers, Tricannon, and Arborean Emissary meet that requirement without depending on perfect ability timing.

Veteran allows more experimentation because many towers can win when placed well. If you are still unlocking upgrades, replace the expensive Tricannon with Ballista Outpost or Dwarven Flamespitter. The former gives efficient lane damage; the latter is better when waves cluster or flying enemies are present. The official patch specifically changed Dwarven Flamespitter so it can target flying enemies.

Impossible rewards consistency over flashy damage. Community testing commonly places Necromancer at or near the top because it fills several jobs at once. Keep Eldritch Channeler for control and magic pressure, then choose Tricannon only if you can fund it early enough. Add Paladin Covenant when the stage has a narrow choke point that must be held rather than bypassed.

For Dragon Wars, favor towers that can handle clustered enemies and the add-on’s aerial pressure. Dwarven Flamespitter is a safer inclusion after its anti-air change, while Dragon Hatchery is a reasonable DLC-specific experiment if you own it. Its precise position is less settled than the core roster, so do not replace a proven tower solely because it is new.

  • Campaign progression: unlock and practice Necromancer or Eldritch Channeler first, then add a physical ranged tower and artillery.
  • Veteran: use Ballista Outpost or Flamespitter when Tricannon delays your early defense.
  • Impossible: value flexible towers and control more than narrow maximum damage.
  • Dragon Wars: include anti-air coverage and test Dragon Hatchery only after the core lanes are stable.
  • Colossal Dwarfare: inspect the stage’s armor, magic resistance, and stun threats before committing to a magic-heavy build.
SituationSuggested five-tower shellWhy it works
Blind campaign pickNecromancer, Channeler, Archers, Tricannon, EmissaryBalanced damage, control, healing, and crowd clear
Long lanesNecromancer, Channeler, Ballista, Tricannon, ArchersMore time for ranged attacks and heavy projectiles
Tight choke pointNecromancer, Channeler, Paladins, Tricannon, EmissaryBlocking and healing protect expensive damage towers
Flying or mixed wavesNecromancer, Archers, Flamespitter, Channeler, TricannonAdds dependable anti-air without losing magic or area damage
Dragon Wars test buildNecromancer, Flamespitter, Channeler, Tricannon, Dragon HatcheryCovers air, magic, swarms, and the DLC’s specialist option
DLC uncertainty

The official site confirms the Dragon Wars add-on and the core tower roster, while independent coverage reports Dragon Hatchery changes. The exact best DLC loadout depends on the map and enemy composition, so treat the Dragon Wars row as a starting recommendation rather than a verified universal solution.

How to choose the fifth tower

Start by identifying the map’s failure point. If enemies survive because they are too numerous, choose Tricannon or Dwarven Flamespitter. If armored targets reach the exit, use magic from Eldritch Channeler or Necromancer and avoid relying only on physical towers. If flying enemies bypass your kill zone, add Royal Archers or Flamespitter before adding another ground specialist.

Placement matters as much as the tier list. Put artillery where several paths overlap, place magic towers where they can attack for most of the lane, and reserve support towers for tiles that affect both the main kill zone and the blocking position. A tower that fires for twice as many seconds can outperform a theoretically stronger tower placed at the end of a short path.

Do not spend every coin on one maximum upgrade during the opening waves. Build enough coverage to stop leaks, then concentrate upgrades on the tower whose ability solves the next dangerous wave. For Tricannon, that usually means securing the central blast zone. For Necromancer, it means placing the tower where summons can delay enemies without standing alone against an entire lane.

  • Open maps favor Ballista Outpost, Royal Archers, and other long-range options.
  • Dense bends and intersections favor Tricannon, Flamespitter, and Battle Brewmasters.
  • Short lanes favor early control from Channeler, Paladin Covenant, or Elven Stargazer.
  • Maps with weak blocking favor Necromancer, Paladins, or Arborean Emissary.
  • If a tower needs constant micro to function, rank it lower for blind clears but higher for practiced challenge runs.
Map featurePriorityCommon mistake
Long sightlineBallista Outpost or Royal ArchersBuying expensive artillery before enough enemies enter its range
Several paths overlapTricannon or FlamespitterPlacing area damage where only one lane is covered
Short final laneChanneler, Stargazer, or PaladinsWaiting until the final bend to add control
Few safe blocking spotsNecromancer or EmissaryUsing fragile melee units as the only stall tool
Frequent flying wavesRoyal Archers or FlamespitterAssuming every ranged tower handles air equally well
Best tower combo rule

A good combo has complementary jobs rather than five high-damage towers. Aim for one magic source, one physical ranged source, one area-damage source, and one control or frontline tool. The fifth slot should answer the map’s specific threat.

A practical progression path

Early in a stage, buy coverage before specialization. One or two inexpensive towers should watch every active lane, with your first upgrades placed on the side that sees the earliest dangerous wave. Do not rush a premium tower if doing so leaves an uncovered entrance.

Once leaks are under control, rush the ability that changes the tower’s role. Necromancer upgrades that improve summons or control are more valuable than spreading small upgrades across several towers. Eldritch Channeler is an excellent early investment when its control can repeatedly affect the same choke point. Tricannon should normally be your midgame spike, not your first purchase.

In the late game, stop upgrading automatically and inspect what is actually killing you. Add anti-air if flyers are surviving, magic if armor is the issue, and control if enemies are reaching the exit despite taking damage. Save ability charges for elite waves and bosses rather than spending them on ordinary enemies that your core already handles.

  • Opening: establish lane coverage and avoid an uncovered entrance.
  • Midgame: fully develop one control or damage tower before buying a second expensive specialist.
  • Late game: add the counter to the stage’s actual failure mode instead of following a fixed build order.
  • Challenge clears: replay the map after identifying which tower supplied the most useful damage or control, then move that tower to the best tile.
Progress pointPriorityRecommended examples
Opening wavesCoverage and early stopping powerRoyal Archers, Ballista Outpost, or a low-level magic tower
First elite threatReliable control or armor answerEldritch Channeler or Necromancer
Middle wavesArea damage at the main intersectionTricannon or Dwarven Flamespitter
Late wavesSupport and counter-picksArborean Emissary, Paladin Covenant, or anti-air
Boss or final waveAbility timing and focused upgradesConcentrate upgrades instead of spreading gold
Evidence standard

The progression plan is a strategic recommendation. Official notes verify balance changes, but they do not provide a universal upgrade order for every map, difficulty, or DLC stage.

Common questions

What is the single best tower for most stages?

Necromancer is the safest single recommendation because it contributes ranged damage, summons, lane control, and emergency stalling. It is not automatically the highest damage tower, but it solves more problems than most alternatives.

What is the best tower combo for a new player?

Use Necromancer, Eldritch Channeler, Royal Archers, Tricannon, and Arborean Emissary. If Tricannon is too expensive for the map, replace it with Ballista Outpost until the economy is stable.

Is Tricannon always the best artillery tower?

No. It is the strongest general area-damage recommendation when enemies bunch together, but its cost can make it inefficient on short or low-income maps. Dwarven Flamespitter is often easier to use against swarms and flying enemies.

Should I use Surge Colossus in an Impossible build?

Only when a map specifically rewards its true-damage or bouncing-attack niche. Current community assessments generally rate it below the most dependable towers because its cost and practical damage remain difficult to justify.

Are older tower tier lists still accurate?

Use caution. The February 11, 2025 official balance patch changed Necromancer, Dwarven Flamespitter, Elven Stargazer, Twilight Longbows, and Cannoneer Squad. Any list made before those changes may underrate the buffed towers.

What we checked

Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.