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Dota 2 lessons, guides and replay analysis with three-time champion coach Filipe “Astini” Ribeiro.

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Tower Defense

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 Astokens

Gold

250

Lives

50

Wave

0/60

Interest

2%

6Sign in and play with 12 energy

Loading the map

Building the scenery and the sky. The game unlocks by itself when it is done.

Tower Defense ranking

197 players

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.

Sign in so your game counts in the ranking and pays Astoken. Sign in

Pos.Playerwave
  1. #1Yudoma_jack

    wave

    6 games

    760
  2. #2Rafudo25

    wave

    32 games

    750
  3. #3Gustavo Peixoto das Neves

    wave

    9 games

    699
  4. #44Leo Gerbasi

    wave

    29 games

    660
  5. #51Sam

    wave

    22 games

    660
  6. #51Lucas Rezende

    wave

    51 games

    660
  7. #71FFlavio Santos

    wave

    11 games

    650
  8. #71Fernando Caletti

    wave

    16 games

    650
  9. #91Lucas Barbosa

    wave

    7 games

    600
  10. #91Vooooortex

    wave

    6 games

    600
  11. #91Marcelo Subtil Santi

    wave

    16 games

    600
  12. #91Luiz Andrade

    wave

    4 games

    600
  13. #920Fritter

    wave

    5 games

    600
  14. #91Astini

    wave

    21 games

    600
  15. #151N3r0

    wave

    14 games

    570
  16. #161Ttu

    wave

    13 games

    540
  17. #161Mateus Revers Mendes

    wave

    2 games

    540
  18. #1620Bruno Morais

    wave

    26 games

    540
  19. #161Jjesse

    wave

    3 games

    540
  20. #161Pedro Gabriel

    wave

    6 games

    540

How to play

›The basics
  1. Creeps enter at the green arrow and leave at the red one. Each one that leaks costs lives.
  2. The first 4 waves only have the basic tower. From wave 5 on, every 5 waves you pick an element (or interest, or lives).
  3. The wheel: Light beats Darkness, Darkness beats Ice, Ice beats Fire, Fire beats Nature, Nature beats Earth, Earth beats Light. Strong deals 1.75x, weak deals 0.5x.
  4. Idle gold earns interest every 15 seconds. Spending early or saving up is the game's real decision.
›Towers and combos
  1. With two elements, the pair hero card for both joins your hand; with three, the triple hero for all three (20 heroes, one per trio). Pairs and triples hit much harder and DO follow the wheel with each of their elements: Light + Shadow deals 1.75x to Shadow and to Ice, 0.5x to Earth and to Light (when one element wins and the other loses to the same creep, 0.875x). Only the basic tower deals composite damage (1x against everything).
  2. Towers have 7 levels (level 7 deals 90x damage): you can concentrate on a few towers and play around them. Elements unlock in jumps: element level 1 allows tower level 1; level 2, up to 3; level 3, up to 7. Four ways to combine, all with adjacent towers: two simple heroes of different elements become their pair for 150 gold; a pair and the simple hero of the third element become the triple for 500; two identical towers at the same level become one a level higher for half the upgrade price; and the basic tower becomes a hero of an element you own, paying only the difference.
  3. Double-click a tower to select all of the same kind and upgrade or sell them at once. Shift+click adds a tower to the selection.
  4. Auras: Crystal Maiden (+15% attack speed), Keeper of the Light (+1 range), Drow Ranger (+30% damage) and Omniknight (+25% speed) buff neighboring towers within 2 to 2.5 cells. Roulette (the Spin TD machine): up to 3 spins per wave, each costing one and a half waves of income. Regular spin: 62% nothing, 20% double, 17.5% common item, 0.5% rare. High spin (4x the cost): 50% nothing, 18% double, 24% rare, 6.5% legendary, 1.5% jackpot (legendary plus five times the cost).
›Bosses, items and wave themes
  1. Every 10 waves a boss shows up, and he never gets through: reaching the base costs you lives (10 up to wave 59, 20 from 60 to 99, and from 100 on the wave's hundred: 100 at wave 100, 200 at wave 200, 300 at wave 300), then he walks back to the start of the path with the health he had, until he dies. Killing him drops a RARE Dota item, rolled per match (the right column shows which one is coming), and from wave 60 on the legendaries join the pool. Any creep can also drop a common item when it dies: when it does, the "Dropped" banner shows over the map and the icon rises from the ground. Duplicates forge into the next one up: two Crystalys make a Daedalus, three Blight Stones make a Desolator, three Javelins make a Monkey King Bar, and FIVE Desolators make a Stygian Desolator. Items belong to the hero: equip one on a tower and it counts for every tower of that hero, up to 3 items per hero. Doom hits bosses for 2x; Tusk and Shadow Fiend, 1.5x.
  2. From wave 12 on, waves carry a THEME, announced in the right column before they start: Regeneration (creeps heal as they walk), Plating (armor eats your damage), Evasion (direct shots miss), Stubborn (they resist slows and stuns), Healer (the last creep in line heals the others) and Split (every dead creep breaks into two). Every theme has a counter: block healing (Ancient Apparition, Necrophos, Spirit Vessel, Eye of Skadi), corrode armor (Blight Stone, Desolator, Stygian Desolator, Slardar), Monkey King Bar or an area tower against evasion, and Nullifier against the resistances. Tanks are born armored and stubborn, fast creeps already evade, and the boss resists being locked down. In the classic run a theme shows up every 3 waves; past wave 60 every wave has one, and from wave 80 the even ones have two.
  3. Click a creep (or the boss) to open its card in the middle of the screen: health dropping live, armor, evasion, regeneration, slow and stun resistance, the gold it pays and how long until it reaches your base.
›Controls
  1. Pick a card from your hand and click a cell off the path to build. Right click or Esc cancels. Click a tower to upgrade or sell it.
  2. Drag with the middle button to rotate the camera, and use the mouse wheel to zoom.
  3. Shortcuts: the space bar starts the game and calls the next wave, U upgrades the selected tower (or group), P pauses and Esc closes whatever is open, one thing at a time.
  4. On a phone: tap a cell to build or to pick a tower, drag one finger to turn the camera, and pinch with two fingers to zoom in.

Inspired by Element TD, the Warcraft 3 classic. Hero images belong to Valve.

Frequently asked questions

›How does interest work?

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.

›How many lives do I lose when a boss reaches the base?

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.

›And regular creeps, how much do they take?

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.

›When do bosses come, and which is the strongest?

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.

›What improves when I level a tower up?

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.

›What changes after wave 60?

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.

›How does the game pay Astokens?

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.

›How many runs can I play per day?

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.

›I lost a tower. Is the item that was on it gone?

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.

Your season

Sign in for the season milestones to pay Astoken: each one pays once. Sign in

The season ladder

  1. Hold the 60 classic waves+25
  2. Reach wave 100+40
  3. Reach wave 150+55
  4. Reach wave 200+80
  5. Reach wave 300+120
  6. Reach wave 500+175
  7. Reach wave 1000+250

Battle Pass

Playing here levels up your pass

Sign in so the match counts for the ranking and the pass.

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.

Sign in
  • +25Astokens for the first run of the day (from wave 10), plus 1 every 10 waves played, in every run
  • +60Astokens a day across four achievements: reach wave 60, 3 runs, take down the wave 60 boss and reach wave 100
  • +40Astokens per week: one match reaching wave 150
  • +745Astokens in season milestones, from clearing wave 60 onward
  • +200Astokens for taking 1st on the leaderboard. Every personal best pays 15, at any wave, wherever you land