The rankings below are recommendations, not an official developer tier list. Map layouts, enemy waves, perks, mutators, and your chosen weapon can change the best answer. The current community reference documents the modern upgrade names separately from pre-version-1.5 names, so older guides may use
Fast answer
The answer before the background
For most campaign maps, upgrade a safe central tower to Castle Tower and then Archer’s Spire. Choose Sniper Tower into Ballistic Spire when the wave contains siege engines, ogres, bosses, or other high-health targets. Choose Armoured Tower for a frontline position that is expected to be hit, and Bunker Tower only when its shorter range and random targeting are acceptable. Fire Spire is the best damage upgrade against dense ground swarms. Healing Spire is valuable for unit-heavy defenses, but it should not replace your main damage towers. The best tower combo is usually one reliable Archer’s Spire, one Ballistic Spire covering a dangerous lane, and mobile units filling the gaps.
Direct recommendation
The practical tier list
There is no single tower that wins every night. Thronefall rewards matching a tower’s targeting rules and damage profile to the lane in front of it. For a blind first attempt on an unfamiliar map, use the following order.
S tier recommendations are Castle Tower into Archer’s Spire for dependable general defense, and Sniper Tower into Ballistic Spire for high-value targets. They cover the two problems that most often end a run: too many ordinary enemies and a few dangerous enemies that survive long enough to destroy buildings.
A tier choices are Armoured Tower into Healing Spire, or Armoured Tower into Archer’s Spire, when a tower sits on the front line. Fire Spire is also an A tier pick on maps with tightly packed ground routes. Bunker Tower is more situational because its shorter range and random target selection make its performance harder to control.
Healing Spire belongs in a support build rather than a normal damage build. It is attractive when several upgraded units hold a fixed position and the King cannot safely repair every lane, but using too many healing towers can leave the kingdom short on damage.
- Best general tower: Castle Tower into Archer’s Spire.
- Best anti-siege or anti-boss tower: Sniper Tower into Ballistic Spire.
- Best frontline choice: Armoured Tower.
- Best anti-swarm choice: Fire Spire.
- Best sustain choice: Healing Spire, when allied units are doing most of the fighting.
| Tower path | Best use | Main weakness |
|---|---|---|
| Castle Tower to Archer’s Spire | General waves, mixed enemies, and lanes that need consistent fire. | It is less specialised against very high-health targets. |
| Sniper Tower to Ballistic Spire | Siege engines, ogres, bosses, and other priority targets. | It can lose efficiency when many weak enemies reach the base together. |
| Armoured Tower to Archer’s Spire | Frontline towers and exposed positions that take repeated damage. | It gives up the range and damage focus of the sniper path. |
| Armoured Tower to Healing Spire | Unit-heavy defenses that need recovery during long fights. | It does not replace a true damage tower. |
| Bunker Tower to Fire Spire | Short lanes with dense ground formations. | Short range and random targeting can waste shots. |
The S and A labels describe reliable use across many maps, not raw damage in a test room. The game’s own targeting rules matter as much as the displayed bonuses.
Map advice
Best choices by map type
Map-specific advice is more useful when it describes the pressure you must answer rather than pretending one upgrade is always correct. Towers are fixed defensive structures, while units can be placed and commanded wherever the current attack lane needs help. That makes mobile troops especially important on maps with several approaches or awkward gaps between tower positions.
On early maps such as Neuland and Nordfels, prioritize economy and a simple Castle Tower into Archer’s Spire path. These stages are good places to learn spacing, range, and when a tower can cover two routes. Do not spend every early coin on level-three upgrades if an additional basic tower or barracks unit would protect a second entrance.
On maps with stronger economy options or more defensive building slots, such as Durststein and Frostsee, specialize one or two towers instead of making every tower identical. Put Ballistic Spires where they can see siege routes or long approaches. Use Fire Spires on bends and near walls, where several enemies remain inside the splash and oil area.
On later maps, including Uferwind, Sturmklamm, Wildbach, Moorweg, Freifort, and Totend, treat the tower network as a set of jobs. Keep at least one long-range priority tower, one anti-swarm tower near the most compressed route, and mobile units near the lane that changes most often. This is a recommendation based on the documented map progression and building layouts, not a claim that every late map requires the same build.
For Eternal Trials, challenges, and mutator runs, flexibility matters more than a static tier list. If a mutator increases enemy health, Ballistic Spires and strong melee units gain value. If the run creates dense waves, Fire Spires and Archer’s Spires become more attractive. If buildings are fragile or gold is restricted, an Armoured Tower or well-positioned mobile unit can be safer than chasing an expensive level-three upgrade.
- Long lanes and siege waves favor Sniper Tower into Ballistic Spire.
- Tight bends and wall chokes favor Fire Spire.
- Multiple attack lanes favor units more than an additional specialised tower.
- Frontline positions favor Armoured Tower before damage upgrades.
- Challenge and Eternal Trial builds should respond to the mutator instead of copying a campaign ranking.
| Map or mode situation | Recommended core | Why it works |
|---|---|---|
| Neuland or Nordfels progression | Castle Tower and Archer’s Spire | Simple, reliable coverage while you learn the map. |
| Durststein or Frostsee economy-heavy defenses | One Archer’s Spire plus one Ballistic Spire | Combines wave clear with priority-target damage. |
| Late maps with several approaches | Mixed towers plus mobile units | Units can reinforce the lane that needs help. |
| Dense swarm mutator | Fire Spire and Archer’s Spire | Splash, oil, and extra arrows address grouped enemies. |
| High-health or siege-focused wave | Sniper Tower and Ballistic Spire | The path is designed to focus valuable targets. |
The sources document available buildings, units, and map layouts, but they do not publish an official best-build ranking for every map. The map recommendations here are clearly marked strategic judgments based on those mechanics.
Progression
Best units as they unlock
Units are often the answer when a tower cannot cover every lane. The documented roster includes basic melee and ranged troops, specialist units, and hero units. Regular units arrive in groups and can be upgraded as a group, while hero units appear as a single stronger unit. Because units can be ordered to stand ground or follow, they are particularly useful for protecting an exposed economy or intercepting enemies before they reach a tower.
Early in progression, Knights, Spearmen, and Crossbowmen are dependable foundations. Use melee troops to pin enemies near walls or towers, then let ranged troops fire from behind them. Flails become available at level 6 and are a useful early melee alternative when you need more close-range pressure.
At level 19, Hunters unlock and become a strong specialist choice against monster-type enemies. At level 25, Berserks add a more aggressive melee option for holding dangerous ground. At level 29, Fire Archers are the preferred specialist against siege-type enemies. These unlock levels are verified progression facts; their ranking is a recommendation that depends on the wave.
The hero units are powerful when you can afford a focused role. Firewing provides ranged area damage against ground and flying targets. Golem supplies heavy area and single-target damage against ground enemies. Lizard Rider offers hybrid melee and ranged single-target pressure. Support Mage heals the King and allied units and blocks magical projectiles, making it a defensive choice rather than a direct damage carry.
A strong general unit package is one frontline melee group, one ranged group, and one specialist selected for the map’s enemy roster. Replace the specialist rather than rebuilding the entire army. The official 2.13 update also added basic unit damage and health information to the pause screen, so check the actual values in your run instead of relying on an old guide.
- Early game: Knights or Spearmen in front, with Crossbowmen behind them.
- Against monsters: Add Hunters after level 19.
- Against siege enemies: Add Fire Archers after level 29.
- For mobile area damage: Consider Firewing.
- For healing and projectile protection: Consider Support Mage.
- For a durable ground anchor: Consider Golem.
| Progression point | Best unit focus | Use case |
|---|---|---|
| Starting roster | Knights, Spearmen, Crossbowmen | Basic frontline and ranged coverage. |
| Level 6 | Flails | Additional melee pressure. |
| Level 19 | Hunters | Monster-focused damage. |
| Level 25 | Berserks | Aggressive melee holding power. |
| Level 29 | Fire Archers | Siege-focused damage. |
| Hero access | Firewing, Golem, Lizard Rider, or Support Mage | Choose based on damage, mobility, single-target pressure, or sustain. |
The strongest defense is usually a combination, not a choice between the two. Towers provide fixed coverage, while units solve movement, lane changes, and targets that bypass the preferred firing position.
Execution
How to build the combo during a run
Start by identifying the lane that reaches the castle fastest or contains the most valuable buildings. Place or upgrade a basic tower there only after protecting the economy needed for the next night. A level-three tower is powerful, but a second basic defense can be better when enemies are arriving from opposite sides.
Upgrade the first important tower to Castle Tower when you need reliable general fire. Choose Sniper Tower instead when the next wave clearly contains siege engines, ogres, or a boss-like priority target. Use the range indicator to confirm that the upgrade actually covers the intended route.
Do not place every Ballistic Spire beside the castle. Spread priority damage across the routes that contain high-health enemies, then use Archer’s Spires or Fire Spires closer to the final choke. Keep the King near the tower that needs the most help if your selected perk rewards proximity, but avoid sacrificing the rest of the map to empower one structure.
Finally, inspect the pause screen after a difficult night. Version 2.13 exposes basic unit statistics and damage numbers, which makes it easier to see whether a tower is failing because it lacks range, cannot hit the right target, or simply needs a different unit protecting it.
- Protect income before chasing a level-three tower.
- Use one specialised tower per important problem instead of duplicating every path.
- Place mobile units where the next attack lane is weakest.
- Recheck tower range after every upgrade.
- Use actual pause-screen statistics to validate a suspected weak link.
FAQ
Common questions
What is the best tower combo for a first clear?
Use Castle Tower into Archer’s Spire for general coverage, then add one Sniper Tower into Ballistic Spire on the lane with siege engines or high-health enemies. Add Fire Spire only where enemies bunch up.
Is Ballistic Spire better than Archer’s Spire?
Neither is always better. Archer’s Spire is the safer general upgrade because it handles ordinary waves consistently. Ballistic Spire is better when priority targets are the reason you are losing.
Which units are the best overall?
Crossbowmen are a reliable early ranged unit, while Knights or Spearmen provide the frontline. Later, Hunters answer monsters and Fire Archers answer siege enemies. Hero choices depend on whether you need area damage, durability, hybrid pressure, or healing.
Should I use Healing Spire in every build?
No. Use it when several allied units hold a fixed position and sustain is the limiting factor. If enemies are reaching the castle because they are not dying quickly enough, use a damage spire instead.
Do old guides using Ballista and Hot Oil still apply?
Some strategic ideas still apply, but the current reference lists Archer’s Spire, Ballistic Spire, Fire Spire, and Healing Spire as the current level-three names. Check your game’s upgrade screen before copying an older build.
Sources
What we checked
Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.
- OfficialThronefall official Steam announcements, including version 2.13 and current development posts
- OfficialThronefall official Steam store page
- CommunityThronefall community wiki tower reference
- CommunityThronefall community wiki units reference
- CommunityThronefall community wiki buildings and map availability reference
- CommunityThronefall community wiki Arcane Towers perk reference
