Dota heroes are the towers. Pick elements, combine dual heroes, hold the 60 classic waves and go as far as you can in endless mode. The rules are those of Element TD, from Warcraft 3.
Earns Battle Pass AstokensLoading the map
Building the scenery and the sky. The game unlocks by itself when it is done.
Patch 27 stays live until the end of the PGL. 1st place in this ranking wins R$ 500.
Games started until 09/28, 00:15 (Brasília time) count, even if they end later.
Everyone's best run on patch 27.g, the balance that is live. Same rules for all.
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Inspired by Element TD, the Warcraft 3 classic. Hero images belong to Valve.
Every 15 seconds the gold sitting in your account earns the HUD percentage (2% at the start). It rises 1% with each interest pick, up to 7%. Only part of your gold earns: the larger of 1,000,000 and twelve waves of income, so the cap keeps up with the late game. And interest only runs while the run is moving (wave and break), never during setup or the pick screen. That is the secret of the game: whoever saves gold early reaches the late game with a snowball.
It depends on the wave. Up to 59 the boss takes 10 lives; from 60 to 99 he takes 20; from 100 on he takes the wave's hundred: 100 at wave 100, 200 at wave 200, 300 at wave 300, and so on. In every case he does not get through: he walks back to the start of the path with the health he had, and the wave only ends when he dies. The game announces every time the price goes up.
Each normal or fast creep that reaches the base takes 1 life; a tank takes 2. You start with 50 lives and gain 5 at each choice (wave 5, 10, 15...) if you pick lives instead of an element or interest.
Every 10 waves a boss comes (8x the wave's health), every 30 a big boss (14x) and every 60 the big one (25x): 60, 120, 180, 240. Wave 60 is the exception: it stays at 6x, because it's the end of the classic. After wave 200 all three get heavier every wave, up to triple at wave 600.
Four things, not just damage: the level's damage (the tower panel shows what the next step multiplies), +3% attack speed per level, +5% on effects (slow, burn, stun, splash and crit) and +10% on the ability's aura. The attack speed is not hidden damage: per-hit damage drops by the same amount, so each level's DPS is exactly what the card says.
The game goes on in endless mode until the base falls. Up to wave 100 creep health grows 7% per wave; from 100 to 200 is the breather (0.8% per wave); from 200 on is the ordeal: health at 2.5% per wave, faster creeps every wave and heavier bosses. Gold per creep also grows, always a bit less than health.
Every run pays a little: the first of the day pays 25 (on reaching wave 10), beating your own best pays 15 at any wave, and every 10 waves played pay 1, up to wave 100. The big rewards start at 60: the daily achievements (reach wave 60, play 3 runs that get there, take down the wave 60 boss and reach wave 100), the weekly one (wave 150), the milestones paid once a season (clearing wave 60, then waves 100, 150, 200, 300, 500 and 999) and the ranking bonus: every run past wave 60 that becomes your season best pays by the place you reach, and pays more the higher you land. Subscribers earn double on all of it. The values are in the Playing here levels up your pass block above.
It is not per run, it is per energy. Without an account you have 6 energy; free, 12; subscriber, unlimited. One point comes back every 15 minutes, and each run charges by the wave it reached: 1 up to 19, 2 up to 59, 3 up to 119, 4 up to 299 and 5 beyond that. Stopping before wave 5 costs nothing, and a long run pays for itself, because energy comes back while it happens. Subscribers can also save the run in the browser and continue later.
No. Items belong to the hero, not the tower: they stay equipped on every tower of that hero, and his next tower is born with the item. Selling a tower doesn't remove the item either.
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The season ladder
Battle Pass
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Energy: 6 without an account, 12 free (one point every 15 min), unlimited for subscribers. A run charges by its size, from 1 to 5.