towerstats.org

The Tower game guide

The Tower Glossary: Every Abbreviation and Term Explained

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.

Ultimate weapon abbreviations in The Tower
AbbreviationMeaningWhat it is
UWUltimate WeaponOne 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 PlusAn 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.
BHBlack HoleUltimate weapon that opens a black hole for a set time and pulls nearby enemies into it. Stats.
CFChrono FieldUltimate weapon that creates a field which slows every enemy inside it by a percentage. Guide.
CLChain LightningUltimate weapon that gives each hit a chance to spawn lightning dealing a multiple of tower damage. Guide.
DWDeath WaveUltimate weapon that sends out a wave which keeps going until it has dealt a set multiple of tower damage. Guide.
GTGolden TowerUltimate weapon that turns the tower golden for a few seconds and multiplies the cash and coins from every kill while it is active. Guide.
ILMInner Land MinesUltimate weapon that spawns land mines which explode on contact for area damage. Guide.
PSPoison SwampUltimate weapon that spawns a swamp dealing damage every second to enemies standing in it. Guide.
SLSpotlightUltimate weapon that sweeps beams of light around the tower; enemies inside a beam take multiplied damage. Guide.
SMSmart MissilesUltimate 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.

Suffixes added to ultimate weapon abbreviations
AbbreviationMeaningWhat it is
dDamageAdded to a UW abbreviation to mean its damage stat, as in SMd for Smart Missiles damage.
durDurationAdded to a UW abbreviation to mean how long it stays active, as in GTdur.
CDCooldownAdded to a UW abbreviation to mean the time between activations, as in BHCD.
bBonusAdded to a UW abbreviation to mean its bonus multiplier, as in GTb for the Golden Tower coin bonus.
qQuantityAdded to a UW abbreviation to mean how many it creates, as in CLq for Chain Lightning quantity.
cChanceAdded to a UW abbreviation to mean its trigger chance, as in CLc.
AAngleAdded to a UW abbreviation to mean beam width, as in SLA for Spotlight angle.
SRSpeed ReductionAdded 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.

Card abbreviations in The Tower
AbbreviationMeaningWhat it is
CCCritical Chance or Critical CoinTwo 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.
DMDemon ModeEpic card you trigger once per round for 300x projectile damage and invincibility, lasting 180 to 300 seconds depending on card level.
DRDeath RayEpic card that fires a rotating ray which destroys non-boss enemies on contact.
EBEnemy BalanceCommon card that spawns more enemies each wave and raises cash per kill, a staple for farming.
ENEnergy NetEpic card that fires a net at a boss and holds it in place for a few seconds.
EOExtra OrbRare card that adds a spinning orb which destroys non-boss enemies it touches.
ESEnergy ShieldEpic card that blocks one attack completely, then recharges over several minutes.
FUFree UpgradesEither the rare card or the workshop stats of the same name; both raise the chance of a free in-run upgrade after each wave.
ISIntro SprintRare 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.
PCPlasma CannonRare card that fires one large shot at a boss and removes a percentage of its health. PC can also mean the Primordial Collapse module.
RPCRecovery Package ChanceRare card that raises the chance of a recovery package spawning each wave.
SASlow AuraCommon card that slows every enemy inside tower range.
STSuper TowerEpic card that multiplies tower damage for 15 seconds on a 30 second cooldown.
SWSecond WindEpic 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 CritUltimate CritEpic card that gives ultimate weapons a small chance to deal a critical hit using your tower Critical Factor.
WAWave AcceleratorEpic card that shortens the cooldown between waves, so runs take less real time. See the Wave Accelerator mastery chart.
WSWave SkipRare 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.
ZerkBerserkerEpic card that adds damage based on the total damage the tower has absorbed this round, capped at x8 tower damage.
# or mCard masteryWritten 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.

Workshop stat abbreviations in The Tower
AbbreviationMeaningWhat it is
WSWorkshopThe permanent coin-bought upgrades in the Attack, Defense and Utility tabs. Also short for the Wave Skip card. Workshop guide.
WS+Workshop EnhancementA 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.
ASPDAttack SpeedWorkshop stat for how many projectiles the tower fires; it also speeds up projectile travel.
BSCBounce Shot ChanceWorkshop stat for the chance a projectile bounces to another enemy after a hit, up to 68% from the workshop.
BSRBounce Shot RangeWorkshop stat for how far a projectile can travel when it bounces to its next target, from 2.0m up to 8.0m.
BSTBounce Shot TargetsWorkshop stat for how many times one projectile can bounce, from 1 up to 8 in the workshop.
CPKCoins per KillWorkshop Coins/Kill Bonus, a multiplier from x1.00 to x2.49 on coins from destroyed enemies.
C% / Crit ChanceCritical ChanceWorkshop stat for the chance each projectile deals critical damage, up to 80% from the workshop.
CritFCritical FactorWorkshop stat for the damage multiplier on a critical hit, from 1.2 up to 16.2 in the workshop.
DDDeath DefyWorkshop 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 MeterWorkshop stat that adds damage for every full meter between the enemy and the tower. Try it in the tower range simulator.
ELS / EALS / EHLSEnemy (Attack / Health) Level SkipWorkshop 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.
FUFree UpgradesThree workshop stats (attack, defense, utility) that each give a chance of a free in-run upgrade after every wave, up to 49.5% each.
KNKnockbackWorkshop stats giving a chance to push enemies away from the tower; heavier enemies move less.
LMCLand Mine ChanceWorkshop stat for the chance an enemy drops a land mine, up to 30%.
LMDLand Mine DamageWorkshop stat for land mine damage, set as a percentage of tower damage.
LMRLand Mine RadiusWorkshop stat for the blast radius of a land mine.
MSCMultishot ChanceWorkshop stat for the chance to fire at several enemies at once, up to 49.5%.
MSTMultishot TargetsWorkshop stat for how many projectiles a multishot fires, from 2 up to 9.
RFCRapid Fire ChanceWorkshop stat for the chance to fire 4x faster for a short time, up to 34%.
SCCSuper Critical ChanceWorkshop stat for the chance that a critical hit becomes a super critical, up to 20% from the workshop.
SCMSuper Critical MultiplierWorkshop stat that multiplies Critical Factor on a super critical hit, from 1.2 up to 13.2.
SWShockwaveWorkshop ability that periodically pushes non-boss enemies away from the tower. Also short for the Second Wind card. See shockwave range.
SWsShockwave SizeWorkshop stat for how large each shockwave is, from 0.6 up to 2.35.
SWfShockwave FrequencyWorkshop 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.

Lab abbreviations in The Tower
AbbreviationMeaningWhat it is
DDRDouble Death RayLab that gives Death Ray a chance to fire a second beam opposite the first; unlocked at Tier 3 Wave 300. Labs guide.
CFRChrono Field Damage ReductionLab that reduces damage the tower takes while Chrono Field is active, starting at 10%.
SLMSpotlight MissilesLab that makes the tower fire missiles on a timer, with damage based on your Smart Missiles damage.
SPBStandard Perk BonusPerk 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.

Module abbreviations in The Tower
AbbreviationMeaningWhat it is
ACPAnti-Cube PortalArmor module: enemies hit by a shockwave take multiplied damage for 7 seconds.
ADAstral DeliveranceCannon module: extends Bounce Shot range and makes each bounce add damage to the projectile.
ASAmplifying StrikeCannon module: killing a boss, elite or fleet enemy gives 5x tower damage for a few seconds.
BABeing AnnihilatorCannon module: raises Super Crit chance, and each super crit guarantees the next 5 shots are super crits.
BHDBlack Hole DigestorGenerator module: temporarily raises Coins/Kill Bonus for each free upgrade gained on the current wave.
DCDimension CoreCore module: changes Chain Lightning so its shock chance and multiplier are doubled and repeated shocks stack.
DPDeath PenaltyCannon module: gives each enemy a chance to be marked on spawn so the first hit destroys it.
GCompGalaxy CompressorGenerator module: each recovery package collected takes seconds off every ultimate weapon cooldown except Poison Swamp.
HBHavoc BringerCannon module: gives rend armor a chance to jump straight to its maximum.
HCHarmony ConductorCore module: poisoned enemies have a chance to miss their attacks, halved for bosses.
MHMagnetic HookCore module: fires Inner Land Mines at bosses and fleet enemies as they enter tower range, and at 25% of elites.
MVN / MNMultiverse NexusCore module: makes Death Wave, Golden Tower and Black Hole always activate together on an averaged cooldown.
NMPNegative Mass ProjectorArmor module: an orb hit that does not kill applies a stacking debuff cutting the enemy's damage and speed, up to 50%.
OC / OmOm ChipCore module: Spotlight turns to focus a boss, and nearby enemies take multiplied damage from the reflected light.
PCPrimordial CollapseCore module: spawns one additional Black Hole and reduces damage from enemies inside a Black Hole. PC is also the Plasma Cannon card.
PFProject FundingGenerator module: multiplies tower damage by a percentage of the number of digits in your current cash.
PHPulsar HarvesterGenerator module: each projectile hit has a chance to lower the enemy's health and attack level by 1. See the Pulsar Harvester curve.
SDSpace DisplacerArmor module: gives workshop land mines a chance to spawn as Inner Land Mines that arrange themselves around the tower.
SFSharp FortitudeArmor module: multiplies Wall health and regen, and wall thorns hit harder with each repeated hit.
SHSingularity HarnessGenerator module: adds range to every bot and doubles the damage enemies take after a Flame Bot hit.
SRShrink RayCannon module: attacks have a 1% chance to cut an enemy's mass. SR is also the Speed Reduction suffix for Chrono Field.
WR / WHRWormhole RedirectorArmor 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.

Build, strategy and community tool terms
AbbreviationMeaningWhat it is
BWBounce WebA build that maximizes projectile count so Pulsar Harvester triggers as often as possible.
DevoDevolveA 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.
DWEWDeath Wave Effective WavePlayer 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.
SMEWSmart Missile Effective WaveThe wave at which a Smart Missiles volley stops killing enemies in an SMax Devo build.
GCGlass CannonA build that puts nearly everything into damage and little into survival.
eHPEffective Health PointsHow much raw enemy damage you can survive once every source of damage reduction is taken into account; the usual name for defense-focused builds.
CCCrowd ControlAnything that stops enemies from reaching or hitting the tower, such as slows, stuns and knockback. Also short for two cards.
WAWSISWave Accelerator + Wave Skip + Intro SprintRunning 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.
CTOCoins Trade-off PerkThe trade-off perk that gives x1.80 coins in exchange for 70% less tower max health. Perks guide.
PWRPerk Wave RequirementThe number of waves between perk choices, and the perk that lowers it by 20%.
DiscoDissonanceA 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.
ePathsEffective Paths CollectionA community set of Google Sheets that work out the return on investment of upgrades for your own account.
T(D)CTower (Data) CollectionA 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

Economy abbreviations in The Tower
AbbreviationMeaningWhat it is
CBCoin BonusAny multiplier on coins earned; often the combined total of all of them.
CPMCoins per MinuteCoin income rate over a run, per minute of real time.
CPHCoins per HourCoin income rate per hour, the usual way to compare farming runs. The Battle Report Analyzer calculates it from your reports.
LTCLifetime CoinsAll coins an account has ever earned; the standard yardstick of progress.
LTSLifetime StonesAll power stones an account has ever earned.
ROIReturn on InvestmentHow much benefit an upgrade gives for what it costs, used to decide what to buy next.
F2PFree to PlayA player who has not spent real money on the game.
P2PPay to PlayA 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.

Currencies in The Tower and what they buy
TermMeaningWhat it is
CashIn-run currencyEarned from kills and at the end of each wave, spent on upgrades that last only for the current round.
CoinsMain permanent currencyPay for workshop upgrades, lab research and module upgrades. Currencies guide.
GemsPremium currencyBuy cards, card slots, lab slots, lab rushes and modules.
StonesPower StonesBuy and upgrade ultimate weapons; earned mainly from tournaments.
MedalsEvent currencyEarned from event missions and weekly boxes, spent in the event shop. Events guide.
KeysVault currencyEarned by placing 1st to 15th in a Legend tournament and spent in The Vault.
ShardsModule currencyFour module shard types upgrade their own module type, and reroll shards reroll sub-module effects. See the module shard calculator.
CellsElite CellsDropped only by elite enemies (Vampire, Ray, Scatter) and spent on lab boosts.
BitsGuardian currencyEarned from guild chests and spent on Guardian chips and chip slots. Guardian guide.
TokensGuild store currencyEarned 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.

Enemy terms in The Tower
TermMeaningWhat it is
BCBattle ConditionA 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.
NormalNormal enemiesBasic, Fast, Tank, Ranged and Protector enemies, which share one spawn pool. Enemy stats.
BossBossA slow, high-health enemy that appears every 10 waves and is immune to orbs, Death Ray, shockwave and Black Hole.
EliteElite enemiesVampire, Ray and Scatter. They drop elite cells and are immune to orbs, Death Ray, shockwave and Black Hole. See the elite spawn rate chart.
FleetFleet enemiesSaboteur, Commander and Overcharge, which appear from Tier 14 and resist most crowd control. See fleet stats.
Heat-upEnemy damage rampEvery 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 decayEnemy coin lossAn enemy left alive for more than 3 waves loses 50% of its coin value. See the enemy coin weight curve.
Spawn capEnemy limitAt most 150 enemies can be alive at once: 120 normal, 20 elite and 10 bosses.
MassEnemy massHow hard an enemy is to push; it rises 4% for each wave the enemy stays alive and weakens knockback.
ThornsThorn DamageWorkshop stat that damages an enemy for a percentage of its max health when it attacks the tower; bosses take half.

General gameplay terms

General gameplay terms in The Tower
TermMeaningWhat it is
RoundA full runOne attempt from wave 1 until the tower dies. "Once per round" abilities reset only when a new run starts.
WaveOne spawn cycleA spawning phase followed by a cooldown with no spawns: 26 seconds plus 9 seconds at 1x speed. The cooldown is halved in tournaments.
TierDifficulty levelThe 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 waveShorthand for a point in a tier, as in T16W100 for Tier 16 Wave 100. Most unlocks are tied to milestones written this way.
PBPersonal BestYour highest wave on a tier or in a tournament.
RNGRandom number generatorLuck: anything decided by a random roll, such as card pulls or module drops.
Game SpeedRun speed multiplierSpeeds 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 PriorityTargeting labLets you choose which enemy type the tower shoots first inside its range; unlocked at Tier 4 Wave 150.
Super CritSuper CriticalA second roll on top of a critical hit that multiplies Critical Factor by Super Crit Mult; unlocked in the workshop for 100 million coins.
PackageRecovery PackageA heal that can spawn each wave and is applied automatically; it can push health above 100%, up to the Max Recovery limit.
Max RecoveryPackage overheal capHow far above full health recovery packages can take the tower, up to x16.50 from the workshop.
WallWorkshop wallA barrier with its own health that stops enemies reaching the tower until it breaks, then rebuilds over time.
InterestCash interestWorkshop stat that pays a percentage of the cash you are holding at the end of each wave.
PerkIn-run bonus choiceA bonus you pick every set number of waves during a run, starting at wave 200 before reductions. Perks guide.
EchoDissonant EchoLets a Dissonance boost earned on one tier add a small percentage (0.5% to start) onto other tiers.
MasteryCard masteryA stone-bought upgrade that adds a new effect to a maxed card, available after Tier 16 Wave 100. Card mastery reference.
SyncSynced cooldownsLining up ultimate weapon cooldowns, usually Golden Tower and Black Hole, so their bonuses are active at the same time.
SkinThemePlayer word for a tower, background, menu or Guardian theme; each one owned adds a small permanent coin bonus.
GuardianGuild companionA companion unlocked through guilds that uses chips for its effects. Guardian guide.
BotEvent shop companionOne 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:

  1. Death Defy (DD): on a lethal hit, it may trigger and ignore the hit.
  2. Energy Shield (ES): if any damage would be taken and Death Defy did not trigger, a shield charge is spent.
  3. Second Wind (SW): on a lethal hit with nothing above available, the tower revives.
  4. Demon Mode (DM): on a lethal hit, only if you have Smart Demon Mode Automation from The Vault.
  5. 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.

Large number suffixes used in The Tower
SuffixNameValueSuffixNameValue
KThousand10^3agSeptendecillion10^54
MMillion10^6ahOctodecillion10^57
BBillion10^9aiNovemdecillion10^60
TTrillion10^12ajVigintillion10^63
qQuadrillion10^15akUnvigintillion10^66
QQuintillion10^18alDuovigintillion10^69
sSextillion10^21amTrevigintillion10^72
SSeptillion10^24anQuattuorvigintillion10^75
OOctillion10^27aoQuinvigintillion10^78
NNonillion10^30apSexvigintillion10^81
DDecillion10^33aqSeptemvigintillion10^84
aaUndecillion10^36arOctovigintillion10^87
abDuodecillion10^39asNovemvigintillion10^90
acTredecillion10^42atTrigintillion10^93
adQuattuordecillion10^45auUntrigintillion10^96
aeQuindecillion10^48avDuotrigintillion10^99
afSexdecillion10^51

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.

Towerstats.org

Loading battle reports

Reading locally saved reports. Large histories can take a moment.