The Tower community writes almost everything in abbreviations: GT, BH, eHP, WAWSIS, PH, CPH. This glossary defines 151 of them in plain language, grouped by ultimate weapons, cards, workshop, labs, modules, builds, economy and enemies, plus the letter notation the game uses for large numbers. Each definition is written to stand on its own, with a link to the matching Towerstats page where one exists.
Updated
- Terms defined
- 151 abbreviations and core terms
- Ultimate weapons
- 9 BH CF CL DW GT ILM PS SL SM
- Module abbreviations
- 22
- Number suffixes
- 33 K up to av (10^99)
How to read The Tower abbreviations
Most shorthand in The Tower is just initials, but players stack extra markers on top. Knowing the four patterns below lets you decode nearly anything you see on Discord or Reddit.
- Initials name the thing: GT is Golden Tower, WA is Wave Accelerator, PH is Pulsar Harvester.
- A lowercase suffix on an ultimate weapon names one of its stats: GTb is Golden Tower bonus, CFSR is Chrono Field speed reduction.
- A plus sign means the upgraded layer: BH+ is the Black Hole Ultimate Weapon Plus ability, ASPD+ is the Attack Speed workshop enhancement.
- A # or m on a card means its mastery: WA# is Wave Accelerator mastery, and a number after it is the mastery lab level.
Ultimate weapon abbreviations
There are nine ultimate weapons, and every one has a two or three letter abbreviation that players use far more often than the full name. The nine together cost 9,705 power stones to unlock.
| Abbreviation | Meaning | What it is |
|---|---|---|
| UW | Ultimate Weapon | One of nine special weapons bought with power stones that fire on their own cooldown during a run. See the ultimate weapons guide. |
| UW+ | Ultimate Weapon Plus | An extra ability for an ultimate weapon, bought with stones once all nine are owned; a number after it is the ability level, starting at 0. Costs are on the UW+ reference. |
| BH | Black Hole | Ultimate weapon that opens a black hole for a set time and pulls nearby enemies into it. Stats. |
| CF | Chrono Field | Ultimate weapon that creates a field which slows every enemy inside it by a percentage. Guide. |
| CL | Chain Lightning | Ultimate weapon that gives each hit a chance to spawn lightning dealing a multiple of tower damage. Guide. |
| DW | Death Wave | Ultimate weapon that sends out a wave which keeps going until it has dealt a set multiple of tower damage. Guide. |
| GT | Golden Tower | Ultimate weapon that turns the tower golden for a few seconds and multiplies the cash and coins from every kill while it is active. Guide. |
| ILM | Inner Land Mines | Ultimate weapon that spawns land mines which explode on contact for area damage. Guide. |
| PS | Poison Swamp | Ultimate weapon that spawns a swamp dealing damage every second to enemies standing in it. Guide. |
| SL | Spotlight | Ultimate weapon that sweeps beams of light around the tower; enemies inside a beam take multiplied damage. Guide. |
| SM | Smart Missiles | Ultimate weapon that launches a volley of missiles which track enemies and explode on impact. Guide. |
Stat suffixes
These letters are attached to an ultimate weapon abbreviation to point at one stat. Current values for every stat are on the ultimate weapon reference.
| Abbreviation | Meaning | What it is |
|---|---|---|
| d | Damage | Added to a UW abbreviation to mean its damage stat, as in SMd for Smart Missiles damage. |
| dur | Duration | Added to a UW abbreviation to mean how long it stays active, as in GTdur. |
| CD | Cooldown | Added to a UW abbreviation to mean the time between activations, as in BHCD. |
| b | Bonus | Added to a UW abbreviation to mean its bonus multiplier, as in GTb for the Golden Tower coin bonus. |
| q | Quantity | Added to a UW abbreviation to mean how many it creates, as in CLq for Chain Lightning quantity. |
| c | Chance | Added to a UW abbreviation to mean its trigger chance, as in CLc. |
| A | Angle | Added to a UW abbreviation to mean beam width, as in SLA for Spotlight angle. |
| SR | Speed Reduction | Added to a UW abbreviation to mean its slow strength, as in CFSR for Chrono Field. On its own SR can also mean the Shrink Ray module. |
Card abbreviations
Only the cards that come up constantly in build discussions have a settled abbreviation. Level values for all of them are in the cards guide.
| Abbreviation | Meaning | What it is |
|---|---|---|
| CC | Critical Chance or Critical Coin | Two different cards share this one: Critical Chance raises crit chance, Critical Coin gives basic enemies killed by a crit a chance to drop coins. In chat it can also mean crowd control. Cards. |
| DM | Demon Mode | Epic card you trigger once per round for 300x projectile damage and invincibility, lasting 180 to 300 seconds depending on card level. |
| DR | Death Ray | Epic card that fires a rotating ray which destroys non-boss enemies on contact. |
| EB | Enemy Balance | Common card that spawns more enemies each wave and raises cash per kill, a staple for farming. |
| EN | Energy Net | Epic card that fires a net at a boss and holds it in place for a few seconds. |
| EO | Extra Orb | Rare card that adds a spinning orb which destroys non-boss enemies it touches. |
| ES | Energy Shield | Epic card that blocks one attack completely, then recharges over several minutes. |
| FU | Free Upgrades | Either the rare card or the workshop stats of the same name; both raise the chance of a free in-run upgrade after each wave. |
| IS | Intro Sprint | Rare card that jumps 10 waves at a time at the start of a run, up to a card-level limit or your best wave on that tier; no coins are earned while it runs. |
| PC | Plasma Cannon | Rare card that fires one large shot at a boss and removes a percentage of its health. PC can also mean the Primordial Collapse module. |
| RPC | Recovery Package Chance | Rare card that raises the chance of a recovery package spawning each wave. |
| SA | Slow Aura | Common card that slows every enemy inside tower range. |
| ST | Super Tower | Epic card that multiplies tower damage for 15 seconds on a 30 second cooldown. |
| SW | Second Wind | Epic card that revives the tower at half health once per round and shields it for 10 to 40 seconds. SW can also mean the Shockwave workshop stat. |
| UW Crit | Ultimate Crit | Epic card that gives ultimate weapons a small chance to deal a critical hit using your tower Critical Factor. |
| WA | Wave Accelerator | Epic card that shortens the cooldown between waves, so runs take less real time. See the Wave Accelerator mastery chart. |
| WS | Wave Skip | Rare card with a chance to skip a wave and pay 1.1x the coins, cash and cells of the previous wave. WS is also used for the Workshop. |
| Zerk | Berserker | Epic card that adds damage based on the total damage the tower has absorbed this round, capped at x8 tower damage. |
| # or m | Card mastery | Written after a card abbreviation (WA#, ISm) to mean that card's mastery, bought with stones after Tier 16 Wave 100; a number after it is the mastery lab level. Costs are on the card mastery reference. |
Workshop abbreviations
Workshop stats are abbreviated mostly when players share builds or talk about which stats to leave at zero. Maximums quoted here are workshop-only, before labs, cards and other bonuses.
| Abbreviation | Meaning | What it is |
|---|---|---|
| WS | Workshop | The permanent coin-bought upgrades in the Attack, Defense and Utility tabs. Also short for the Wave Skip card. Workshop guide. |
| WS+ | Workshop Enhancement | A second layer of workshop upgrades unlocked at Tier 12 Wave 60; a plus after a stat (ASPD+) means its enhancement. See the workshop enhancement reference. |
| ASPD | Attack Speed | Workshop stat for how many projectiles the tower fires; it also speeds up projectile travel. |
| BSC | Bounce Shot Chance | Workshop stat for the chance a projectile bounces to another enemy after a hit, up to 68% from the workshop. |
| BSR | Bounce Shot Range | Workshop stat for how far a projectile can travel when it bounces to its next target, from 2.0m up to 8.0m. |
| BST | Bounce Shot Targets | Workshop stat for how many times one projectile can bounce, from 1 up to 8 in the workshop. |
| CPK | Coins per Kill | Workshop Coins/Kill Bonus, a multiplier from x1.00 to x2.49 on coins from destroyed enemies. |
| C% / Crit Chance | Critical Chance | Workshop stat for the chance each projectile deals critical damage, up to 80% from the workshop. |
| CritF | Critical Factor | Workshop stat for the damage multiplier on a critical hit, from 1.2 up to 16.2 in the workshop. |
| DD | Death Defy | Workshop stat giving a chance that a hit which would kill the tower is ignored instead. |
| DEF% | Defense % | Workshop Defense Percent, the share of incoming damage removed before Defense Absolute applies; capped at 98%. |
| DPM (D/M) | Damage Per Meter | Workshop stat that adds damage for every full meter between the enemy and the tower. Try it in the tower range simulator. |
| ELS / EALS / EHLS | Enemy (Attack / Health) Level Skip | Workshop stats that make enemies skip their attack or health level-up after a wave, so they scale more slowly. See the enemy level skip calculator. |
| FU | Free Upgrades | Three workshop stats (attack, defense, utility) that each give a chance of a free in-run upgrade after every wave, up to 49.5% each. |
| KN | Knockback | Workshop stats giving a chance to push enemies away from the tower; heavier enemies move less. |
| LMC | Land Mine Chance | Workshop stat for the chance an enemy drops a land mine, up to 30%. |
| LMD | Land Mine Damage | Workshop stat for land mine damage, set as a percentage of tower damage. |
| LMR | Land Mine Radius | Workshop stat for the blast radius of a land mine. |
| MSC | Multishot Chance | Workshop stat for the chance to fire at several enemies at once, up to 49.5%. |
| MST | Multishot Targets | Workshop stat for how many projectiles a multishot fires, from 2 up to 9. |
| RFC | Rapid Fire Chance | Workshop stat for the chance to fire 4x faster for a short time, up to 34%. |
| SCC | Super Critical Chance | Workshop stat for the chance that a critical hit becomes a super critical, up to 20% from the workshop. |
| SCM | Super Critical Multiplier | Workshop stat that multiplies Critical Factor on a super critical hit, from 1.2 up to 13.2. |
| SW | Shockwave | Workshop ability that periodically pushes non-boss enemies away from the tower. Also short for the Second Wind card. See shockwave range. |
| SWs | Shockwave Size | Workshop stat for how large each shockwave is, from 0.6 up to 2.35. |
| SWf | Shockwave Frequency | Workshop stat for the time between shockwaves, from 20 seconds down to 14 in the workshop. |
Lab abbreviations
Few labs have their own abbreviation; most are just called by the stat they improve. These four are the common exceptions.
| Abbreviation | Meaning | What it is |
|---|---|---|
| DDR | Double Death Ray | Lab that gives Death Ray a chance to fire a second beam opposite the first; unlocked at Tier 3 Wave 300. Labs guide. |
| CFR | Chrono Field Damage Reduction | Lab that reduces damage the tower takes while Chrono Field is active, starting at 10%. |
| SLM | Spotlight Missiles | Lab that makes the tower fire missiles on a timer, with damage based on your Smart Missiles damage. |
| SPB | Standard Perk Bonus | Perk lab that multiplies the strength of every standard perk you pick. Perks guide. |
Module abbreviations
Module abbreviations refer to the unique effect of an epic-or-better module. Each belongs to one of four slots: Cannon, Armor, Generator or Core. Values by rarity are in the modules guide, and you can practice sub-effect rolls in the reroll simulator.
| Abbreviation | Meaning | What it is |
|---|---|---|
| ACP | Anti-Cube Portal | Armor module: enemies hit by a shockwave take multiplied damage for 7 seconds. |
| AD | Astral Deliverance | Cannon module: extends Bounce Shot range and makes each bounce add damage to the projectile. |
| AS | Amplifying Strike | Cannon module: killing a boss, elite or fleet enemy gives 5x tower damage for a few seconds. |
| BA | Being Annihilator | Cannon module: raises Super Crit chance, and each super crit guarantees the next 5 shots are super crits. |
| BHD | Black Hole Digestor | Generator module: temporarily raises Coins/Kill Bonus for each free upgrade gained on the current wave. |
| DC | Dimension Core | Core module: changes Chain Lightning so its shock chance and multiplier are doubled and repeated shocks stack. |
| DP | Death Penalty | Cannon module: gives each enemy a chance to be marked on spawn so the first hit destroys it. |
| GComp | Galaxy Compressor | Generator module: each recovery package collected takes seconds off every ultimate weapon cooldown except Poison Swamp. |
| HB | Havoc Bringer | Cannon module: gives rend armor a chance to jump straight to its maximum. |
| HC | Harmony Conductor | Core module: poisoned enemies have a chance to miss their attacks, halved for bosses. |
| MH | Magnetic Hook | Core module: fires Inner Land Mines at bosses and fleet enemies as they enter tower range, and at 25% of elites. |
| MVN / MN | Multiverse Nexus | Core module: makes Death Wave, Golden Tower and Black Hole always activate together on an averaged cooldown. |
| NMP | Negative Mass Projector | Armor module: an orb hit that does not kill applies a stacking debuff cutting the enemy's damage and speed, up to 50%. |
| OC / Om | Om Chip | Core module: Spotlight turns to focus a boss, and nearby enemies take multiplied damage from the reflected light. |
| PC | Primordial Collapse | Core module: spawns one additional Black Hole and reduces damage from enemies inside a Black Hole. PC is also the Plasma Cannon card. |
| PF | Project Funding | Generator module: multiplies tower damage by a percentage of the number of digits in your current cash. |
| PH | Pulsar Harvester | Generator module: each projectile hit has a chance to lower the enemy's health and attack level by 1. See the Pulsar Harvester curve. |
| SD | Space Displacer | Armor module: gives workshop land mines a chance to spawn as Inner Land Mines that arrange themselves around the tower. |
| SF | Sharp Fortitude | Armor module: multiplies Wall health and regen, and wall thorns hit harder with each repeated hit. |
| SH | Singularity Harness | Generator module: adds range to every bot and doubles the damage enemies take after a Flame Bot hit. |
| SR | Shrink Ray | Cannon module: attacks have a 1% chance to cut an enemy's mass. SR is also the Speed Reduction suffix for Chrono Field. |
| WR / WHR | Wormhole Redirector | Armor module: lets Health Regen heal above full health, up to a share of Package Max Recovery. |
Build and strategy terms
These are the words players use for whole approaches to a run rather than single upgrades, along with the community tools that come up in the same conversations.
| Abbreviation | Meaning | What it is |
|---|---|---|
| BW | Bounce Web | A build that maximizes projectile count so Pulsar Harvester triggers as often as possible. |
| Devo | Devolve | A family of farming builds that strip the tower's killing power so enemies pile up and die at a chosen moment, usually inside the coin multiplier window. |
| DWEW | Death Wave Effective Wave | Player shorthand for the wave up to which Death Wave still does its job in a run; the wiki expands the acronym but gives no formula. |
| SMEW | Smart Missile Effective Wave | The wave at which a Smart Missiles volley stops killing enemies in an SMax Devo build. |
| GC | Glass Cannon | A build that puts nearly everything into damage and little into survival. |
| eHP | Effective Health Points | How much raw enemy damage you can survive once every source of damage reduction is taken into account; the usual name for defense-focused builds. |
| CC | Crowd Control | Anything that stops enemies from reaching or hitting the tower, such as slows, stuns and knockback. Also short for two cards. |
| WAWSIS | Wave Accelerator + Wave Skip + Intro Sprint | Running those three cards together to push waves quickly; once a tournament tactic, now mostly a high-tier farming setup that relies on the three card masteries. |
| CTO | Coins Trade-off Perk | The trade-off perk that gives x1.80 coins in exchange for 70% less tower max health. Perks guide. |
| PWR | Perk Wave Requirement | The number of waves between perk choices, and the perk that lowers it by 20%. |
| Disco | Dissonance | A second difficulty layer, unlocked at Tier 4 Wave 90, where you disable one upgrade category for a run in exchange for a permanent boost. Plan one with the Dissonance Run tool. |
| ePaths | Effective Paths Collection | A community set of Google Sheets that work out the return on investment of upgrades for your own account. |
| T(D)C | Tower (Data) Collection | A large community compilation of optimization tools and data by Cris and other players. |
Dissonance boosts
A Dissonant Run disables one of four categories: Attack, Defense, Utility or Ultimate Weapons. The permanent boost you earn grows with the wave you reach and tops out at wave 5,000: 5x for Attack, Defense and Ultimate Weapons, and 3x for Utility.
Economy and currency terms
| Abbreviation | Meaning | What it is |
|---|---|---|
| CB | Coin Bonus | Any multiplier on coins earned; often the combined total of all of them. |
| CPM | Coins per Minute | Coin income rate over a run, per minute of real time. |
| CPH | Coins per Hour | Coin income rate per hour, the usual way to compare farming runs. The Battle Report Analyzer calculates it from your reports. |
| LTC | Lifetime Coins | All coins an account has ever earned; the standard yardstick of progress. |
| LTS | Lifetime Stones | All power stones an account has ever earned. |
| ROI | Return on Investment | How much benefit an upgrade gives for what it costs, used to decide what to buy next. |
| F2P | Free to Play | A player who has not spent real money on the game. |
| P2P | Pay to Play | A player who has bought packs or other paid items. |
Currencies
Players shorten most currency names. "Stones" always means power stones and "cells" always means elite cells.
| Term | Meaning | What it is |
|---|---|---|
| Cash | In-run currency | Earned from kills and at the end of each wave, spent on upgrades that last only for the current round. |
| Coins | Main permanent currency | Pay for workshop upgrades, lab research and module upgrades. Currencies guide. |
| Gems | Premium currency | Buy cards, card slots, lab slots, lab rushes and modules. |
| Stones | Power Stones | Buy and upgrade ultimate weapons; earned mainly from tournaments. |
| Medals | Event currency | Earned from event missions and weekly boxes, spent in the event shop. Events guide. |
| Keys | Vault currency | Earned by placing 1st to 15th in a Legend tournament and spent in The Vault. |
| Shards | Module currency | Four module shard types upgrade their own module type, and reroll shards reroll sub-module effects. See the module shard calculator. |
| Cells | Elite Cells | Dropped only by elite enemies (Vampire, Ray, Scatter) and spent on lab boosts. |
| Bits | Guardian currency | Earned from guild chests and spent on Guardian chips and chip slots. Guardian guide. |
| Tokens | Guild store currency | Earned from guild chests and weekly boxes; unspent tokens turn into gems when a season ends. Guilds guide. |
Enemy terms
Enemy vocabulary matters most when reading farming and tournament advice, where the difference between a normal, elite and fleet enemy changes which weapons work.
| Term | Meaning | What it is |
|---|---|---|
| BC | Battle Condition | A modifier that makes a run harder, such as more enemies or resistance to one of your weapons; found in tournaments and on Tier 14 and above. See the battle conditions table. |
| Normal | Normal enemies | Basic, Fast, Tank, Ranged and Protector enemies, which share one spawn pool. Enemy stats. |
| Boss | Boss | A slow, high-health enemy that appears every 10 waves and is immune to orbs, Death Ray, shockwave and Black Hole. |
| Elite | Elite enemies | Vampire, Ray and Scatter. They drop elite cells and are immune to orbs, Death Ray, shockwave and Black Hole. See the elite spawn rate chart. |
| Fleet | Fleet enemies | Saboteur, Commander and Overcharge, which appear from Tier 14 and resist most crowd control. See fleet stats. |
| Heat-up | Enemy damage ramp | Every time an enemy hits the tower or wall and survives, its damage is multiplied by 1.04, which is why enemies can break through defense that should have blocked them. |
| Coin decay | Enemy coin loss | An enemy left alive for more than 3 waves loses 50% of its coin value. See the enemy coin weight curve. |
| Spawn cap | Enemy limit | At most 150 enemies can be alive at once: 120 normal, 20 elite and 10 bosses. |
| Mass | Enemy mass | How hard an enemy is to push; it rises 4% for each wave the enemy stays alive and weakens knockback. |
| Thorns | Thorn Damage | Workshop stat that damages an enemy for a percentage of its max health when it attacks the tower; bosses take half. |
General gameplay terms
| Term | Meaning | What it is |
|---|---|---|
| Round | A full run | One attempt from wave 1 until the tower dies. "Once per round" abilities reset only when a new run starts. |
| Wave | One spawn cycle | A spawning phase followed by a cooldown with no spawns: 26 seconds plus 9 seconds at 1x speed. The cooldown is halved in tournaments. |
| Tier | Difficulty level | The game has 24 tiers; each is harder and carries a bigger coin bonus, from x1.0 at Tier 1 to x103 at Tier 24. Tiers guide. |
| T#W# | Tier and wave | Shorthand for a point in a tier, as in T16W100 for Tier 16 Wave 100. Most unlocks are tied to milestones written this way. |
| PB | Personal Best | Your highest wave on a tier or in a tournament. |
| RNG | Random number generator | Luck: anything decided by a random roll, such as card pulls or module drops. |
| Game Speed | Run speed multiplier | Speeds up everything on a timer. With the Game Speed perk and the Standard Perk Bonus lab it can reach x6.25, shown as 6.3, though the real pace runs slower than the number says. |
| Target Priority | Targeting lab | Lets you choose which enemy type the tower shoots first inside its range; unlocked at Tier 4 Wave 150. |
| Super Crit | Super Critical | A second roll on top of a critical hit that multiplies Critical Factor by Super Crit Mult; unlocked in the workshop for 100 million coins. |
| Package | Recovery Package | A heal that can spawn each wave and is applied automatically; it can push health above 100%, up to the Max Recovery limit. |
| Max Recovery | Package overheal cap | How far above full health recovery packages can take the tower, up to x16.50 from the workshop. |
| Wall | Workshop wall | A barrier with its own health that stops enemies reaching the tower until it breaks, then rebuilds over time. |
| Interest | Cash interest | Workshop stat that pays a percentage of the cash you are holding at the end of each wave. |
| Perk | In-run bonus choice | A bonus you pick every set number of waves during a run, starting at wave 200 before reductions. Perks guide. |
| Echo | Dissonant Echo | Lets a Dissonance boost earned on one tier add a small percentage (0.5% to start) onto other tiers. |
| Mastery | Card mastery | A stone-bought upgrade that adds a new effect to a maxed card, available after Tier 16 Wave 100. Card mastery reference. |
| Sync | Synced cooldowns | Lining up ultimate weapon cooldowns, usually Golden Tower and Black Hole, so their bonuses are active at the same time. |
| Skin | Theme | Player word for a tower, background, menu or Guardian theme; each one owned adds a small permanent coin bonus. |
| Guardian | Guild companion | A companion unlocked through guilds that uses chips for its effects. Guardian guide. |
| Bot | Event shop companion | One of five helpers (Flame, Thunder, Golden, Amplify, Bot Bot) unlocked with medals. Bots guide. |
Death prevention order
Several abbreviations above (DD, ES, SW, DM) are abilities that stop the tower from dying. When more than one is available, the game checks them in a fixed order:
- Death Defy (DD): on a lethal hit, it may trigger and ignore the hit.
- Energy Shield (ES): if any damage would be taken and Death Defy did not trigger, a shield charge is spent.
- Second Wind (SW): on a lethal hit with nothing above available, the tower revives.
- Demon Mode (DM): on a lethal hit, only if you have Smart Demon Mode Automation from The Vault.
- Nuke: on a lethal hit, only with Smart Nuke Automation, which also grants 15 seconds of invulnerability.
Number notation: K, M, B, T, q, Q and beyond
The game shortens large numbers with letters. The first four are the familiar K, M, B and T. After that it switches to single letters where case matters: lowercase q is quadrillion and uppercase Q is quintillion, lowercase s is sextillion and uppercase S is septillion. Past decillion it uses two-letter pairs starting at aa.
| Suffix | Name | Value | Suffix | Name | Value |
|---|---|---|---|---|---|
| K | Thousand | 10^3 | ag | Septendecillion | 10^54 |
| M | Million | 10^6 | ah | Octodecillion | 10^57 |
| B | Billion | 10^9 | ai | Novemdecillion | 10^60 |
| T | Trillion | 10^12 | aj | Vigintillion | 10^63 |
| q | Quadrillion | 10^15 | ak | Unvigintillion | 10^66 |
| Q | Quintillion | 10^18 | al | Duovigintillion | 10^69 |
| s | Sextillion | 10^21 | am | Trevigintillion | 10^72 |
| S | Septillion | 10^24 | an | Quattuorvigintillion | 10^75 |
| O | Octillion | 10^27 | ao | Quinvigintillion | 10^78 |
| N | Nonillion | 10^30 | ap | Sexvigintillion | 10^81 |
| D | Decillion | 10^33 | aq | Septemvigintillion | 10^84 |
| aa | Undecillion | 10^36 | ar | Octovigintillion | 10^87 |
| ab | Duodecillion | 10^39 | as | Novemvigintillion | 10^90 |
| ac | Tredecillion | 10^42 | at | Trigintillion | 10^93 |
| ad | Quattuordecillion | 10^45 | au | Untrigintillion | 10^96 |
| ae | Quindecillion | 10^48 | av | Duotrigintillion | 10^99 |
| af | Sexdecillion | 10^51 |
Each step is 1,000 times the one before, so 1.5q is 1,500T and 2Q is 2,000q.
Frequently asked questions
What does GT mean in The Tower?
GT is Golden Tower, an ultimate weapon that turns the tower golden for a few seconds and multiplies the cash and coins from every enemy killed while it is active. GTb means its bonus multiplier and GT+ its Ultimate Weapon Plus ability.
What does eHP mean in The Tower?
eHP stands for effective health points: how much damage you can survive after all damage reduction is counted. An eHP build wins by absorbing damage with health, defense and recovery rather than by raw killing power.
What does WAWSIS mean?
WAWSIS is Wave Accelerator + Wave Skip + Intro Sprint, three cards run together to move through waves as fast as possible. It began as a tournament tactic and is now mostly a high-tier farming setup built on the three card masteries.
What is Devo in The Tower?
Devo is short for devolve. It covers farming builds that deliberately remove killing power so enemies stack up and die at a chosen time or place, usually while Golden Tower and Black Hole are both active, for more coins.
What is the difference between q and Q in The Tower?
Lowercase q is quadrillion (10^15) and uppercase Q is quintillion (10^18), a thousand times larger. The same applies to s (sextillion, 10^21) and S (septillion, 10^24).
What does BH+ or WA# mean?
A plus after an ultimate weapon means its Ultimate Weapon Plus ability, so BH+ is Black Hole Plus. A # or m after a card means its card mastery, so WA# is Wave Accelerator mastery. A number after either one is the upgrade level, starting at 0.
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.
- Common Abbreviations
- Gameplay
- Frequently Asked Questions
- Wave Skip
- Intro Sprint
- Demon Mode
- Dissonance
- Second Wind
- Game Speed
- Target Priority
- Super Critical
- Super Critical/Description
- Recovery Packages
- Enemy Level Skip
- Wave Accelerator
- Ultimate Weapons
- Ultimate Weapons/Ultimate Weapon Plus
- Cards
- Card Masteries
- Epic Module Unique Effect
- Enemies
- Elite Enemies
- Fleet Enemies
- Perks
- Workshop Enhancement
- Critical Hits
- Death Defy
- Defense Percent
- Thorn Damage
- Knockback
- Shockwave
- Free Upgrades
- Interest
- Wall
- Land Mine
- Bounce Shot/Description
- Multishot/Description
- Rapid Fire/Description
- Damage Per Meter/Description
- Attack Speed
- Coins Per Kill Bonus
- Lab/Double Death Ray
- Lab/Chrono Field Damage Reduction
- Lab/Spotlight Missiles
- Perk Labs/Standard Perk Bonus
- Devo Guide
- Currency/Keys
- Currency/Elite Cells
- Tournaments
- Tiers
- Tournaments/Battle Conditions List