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The Tower game guide

The Tower Cards: Slot Costs, Star Levels and Every Card Effect

Cards are permanent buffs you buy with gems and equip before a run. There are 32 of them across three rarities, each levels from 1 to 7 stars, and how many you can run at once depends on how many slots you have unlocked. This page lists every card value, what each slot and star costs, and the rules that decide which card you pull next.

Updated

Cards
32 12 common · 9 rare · 11 epic
Gems per pull
20 80 copies max a card
Slots with gems
22 58,400 gems total
Max slots
28 with Harmony vault keys

How cards work

Every card pull costs 20 gems. The game rolls the rarity first, then picks a card inside that rarity, so a new copy is always one of the cards you have not maxed yet. Duplicate copies are what level a card up: a card starts at 1 star and tops out at 7 stars.

You only get the effect of cards that are equipped, and you can only equip as many cards as you have slots. That makes slots the real bottleneck early on, which is why most gem guides tell new players to buy slots before chasing card levels.

Common pull chance
80%
Rare pull chance
17%
Epic pull chance
3%
Rare chance once commons are maxed
97%

Card slot costs

The first slot is free and the next 21 are bought with gems, for a total of 58,400 gems to reach 22 slots. Six more slots come from the Harmony tree in The Vault, bringing the cap to 28.

Gem cost of each card slot
SlotGem costRunning total
1Free0
25050
3100150
4200350
5300650
64001,050
75001,550
86002,150
97502,900
101,0003,900
111,2005,100
121,4006,500
131,6008,100
141,8009,900
152,50012,400
163,50015,900
174,50020,400
185,50025,900
196,50032,400
207,50039,900
218,50048,400
2210,00058,400

Slots 23-28 are unlocked with keys in the Harmony vault tree, not gems.

Copies and gems per star level

Maxing one card takes 80 copies, which is 1,600 gems at 20 gems a pull. The card you unlock with counts as the first copy toward 2 stars.

Copies needed for each card star level
Star levelCopies for this starGems for this starTotal copiesTotal gems
1 star (unlock)120120
2 stars2 more (3 total)40360
3 stars51008160
4 stars816016320
5 stars1224028560
6 stars2040048960
7 stars32640801,600

With 32 cards in the tables below, a full 7-star collection is 32 × 1,600 = 51,200 gems, before slots. Once a card is maxed it leaves the pool, and when every available card is maxed the buy button stops working.

Cards locked behind milestones

Five cards cannot drop until you clear a specific milestone. If you max everything else first, the shop will not sell you cards until one of these unlocks.

Milestone requirements for locked cards
CardRarityUnlock milestone
Recovery Package ChanceRareTier 2, Wave 750
Land Mine StunRareTier 7, Wave 250
NukeEpicTier 11, Wave 10
Ultimate CritEpicTier 14, Wave 50
Area of EffectEpicTier 20, Wave 80

Common cards

The 12 common cards are the flat stat multipliers: damage, health, coins, cash, and defense. Coins and Enemy Balance stay in most farming decks for the whole game.

Common card effects
CardEffect ([x] = level value)Lv 1Lv 7
DamageIncrease tower damage by [x]1.504.00
Attack SpeedIncrease tower attack speed by [x]1.252.15
HealthIncrease tower health by [x]1.504.00
Health RegenIncrease tower health regen by [x] / sec1.402.60
RangeIncrease tower range by [x]1.151.45
CashIncrease all cash earned by [x]1.202.40
CoinsIncrease all coins earned by [x]1.151.45
Slow AuraAll enemies in tower range speed decreased by [x]%13%31%
Critical ChanceIncrease critical chance by [x]%5%11%
Enemy BalanceIncrease enemies spawned each wave, cash earned per kill increased by [x]1.301.90
Extra DefenseIncrease defense percent by [x]%5%11%
FortressIncrease defense absolute by [x]1.302.20
Common card values by level
CardLv 1Lv 2Lv 3Lv 4Lv 5Lv 6Lv 7
Damage1.502.002.402.803.203.604.00
Attack Speed1.251.401.551.701.852.002.15
Health1.502.002.402.803.203.604.00
Health Regen1.401.601.802.002.202.402.60
Range1.151.201.251.301.351.401.45
Cash1.201.401.601.802.002.202.40
Coins1.151.201.251.301.351.401.45
Slow Aura13%16%19%22%25%28%31%
Critical Chance5%6%7%8%9%10%11%
Enemy Balance1.301.401.501.601.701.801.90
Extra Defense5%6%7%8%9%10%11%
Fortress1.301.451.601.751.902.052.20

Rare cards

The 9 rare cards add mechanics rather than raw stats: Wave Skip, Intro Sprint, Critical Coin, and the Cells card that matters once you are farming elite cells for labs.

Rare card effects
CardEffect ([x] = level value)Lv 1Lv 7
Free UpgradesIncreases all free upgrade chances per wave by [x]%4%10%
Extra OrbA spinning orb with a speed of [x] that destroys enemies on contact (except bosses)0.300.90
Plasma CannonFire one big plasma shot at a boss dropping its health by [x]%30%54%
Critical CoinIf a basic enemy dies from a critical shot it has a chance to drop coins of [x]%15%33%
Wave SkipChance to skip a wave and earning coins and cash equal to the previous wave x1.10 of [x]%9%19%
Intro SprintWaves Increases by 10 each time, for the first [x] waves or up to your highest wave. A Boss spawns every wave and no coins are earned during Intro Sprint.20100
Land Mine StunLand mines have a 40% chance to stun enemies for [x] sec (except bosses)1.43.8
Recovery Package ChanceIncrease recovery package spawn chance by [x]%15%33%
CellsIncrease Cells earned by [x] (after all multipliers).+2+14
Rare card values by level
CardLv 1Lv 2Lv 3Lv 4Lv 5Lv 6Lv 7
Free Upgrades4%5%6%7%8%9%10%
Extra Orb0.300.400.500.600.700.800.90
Plasma Cannon30%34%38%42%46%50%54%
Critical Coin15%18%21%24%27%30%33%
Wave Skip9%10%11%13%15%17%19%
Intro Sprint203040506080100
Land Mine Stun1.41.82.22.63.03.43.8
Recovery Package Chance15%18%21%24%27%30%33%
Cells+2+4+6+8+10+12+14

Epic cards

The 11 epic cards are the build-defining ones. Wave Accelerator shortens every wave, Second Wind and Demon Mode are once-per-round saves, and Berserker scales with the damage you absorb.

Epic card effects
CardEffect ([x] = level value)Lv 1Lv 7
Death RayA powerful ray that destroys enemies on contact (except bosses), with a duration of [x]2.3 sec4.9 sec
Energy NetFire a special net at a boss immobilizing it for [x]2.5 sec4.3 sec
Super TowerThe tower becomes super for 15 seconds, tower damage increased by [x] (30 sec cooldown)2.55.0
Second WindRevive the tower with half health once per round and creates an invincible shield for [x] sec10 sec40 sec
Demon ModeOnce per Round: Activate Demon Mode. Grants 300x Projectile Damage & Invincibility for [x] sec180 sec300 sec
Energy ShieldShield that ignores a single attack, replenishes after [x] min20 min8 min
Wave AcceleratorReduce the cooldown between waves by [x]%30%54%
BerserkerIncrease damage by [x] of total damage absorbed this round (max of x8 tower damage)0.8%1.4%
Ultimate CritUltimate weapons gain a [x]% chance to deal critical damage of (Tower Crit Factor)1%3%
NukeDestroys [x] of enemies.25%100%
Area of EffectIncrease area of effect damage for Inner Land Mine, Poison Swamp, Smart Missile, Flame Bot, and Land Mine by [x]5%25%
Epic card values by level
CardLv 1Lv 2Lv 3Lv 4Lv 5Lv 6Lv 7
Death Ray2.3s2.7s3.1s3.5s3.9s4.4s4.9s
Energy Net2.5s2.8s3.1s3.4s3.7s4.0s4.3s
Super Tower2.52.93.33.74.14.55.0
Second Wind10s15s20s25s30s35s40s
Demon Mode180s200s220s240s260s280s300s
Energy Shield20m18m16m14m12m10m8m
Wave Accelerator30%34%38%42%46%50%54%
Berserker0.8%0.9%1.0%1.1%1.2%1.3%1.4%
Ultimate Crit1%1.33%1.66%2%2.33%2.66%3%
Nuke25%35%45%55%65%80%100%
Area of Effect5%8%11%14%17%20%25%

After all 30 cards available at that point are maxed and you clear Tier 16 Wave 100, each card gains a mastery with its own lab. Those costs and effects are on the Card Mastery reference.

Frequently asked questions

How many gems does it take to max one card in The Tower?

A card needs 80 copies to reach 7 stars. At 20 gems per pull that is 1,600 gems per card.

What are the card rarity drop rates?

Each pull is 80% common, 17% rare, and 3% epic. Maxed cards leave the pool, so once every common is maxed the rare chance becomes 97%.

How many card slots can you have?

You can buy up to 22 slots with gems for a total of 58,400 gems. Harmony vault key upgrades add six more for a maximum of 28.

Why can I not buy more cards?

Five cards are locked behind milestones. If every other card is maxed, the shop stays closed until you reach the next unlock, such as Tier 11 Wave 10 for Nuke.

Can I change cards during a run?

Yes, unless the card shows a lock icon or a boss or fleet enemy is alive. You can also swap between presets that share the same locked cards.

Sources and credits

The numbers on this page come from the community-maintained The Tower - Idle Tower Defense Wiki and were reorganized and rewritten for Towerstats.org. Wiki text is available under CC BY-SA.

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