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The Tower game guide

The Tower Ultimate Weapons: All 9 UWs, Stone Costs and UW+ Abilities

Ultimate Weapons are nine powerful abilities bought and upgraded with power stones. Each has three upgradeable stats, a set of labs, and later a UW+ ability. Stones are scarce, and the price of each new weapon depends on how many you already own, so the order you pick them in matters for a long time. This page explains what every weapon does, what it costs to unlock and max, and how the plus abilities work.

Updated

Ultimate Weapons
9 3 upgradeable stats each
Stones to unlock all
9,705 first one costs 5
Stones to max all stats
244,552 basic upgrades only
UW+ unlocks
14,650 stones for all 9 abilities

How Ultimate Weapons work

Ultimate Weapons (UWs) are bought with power stones, which come from tournaments, medal exchanges, weekly mission rewards, milestones and store packs. When you buy one, the game shows three random weapons from the ones you do not own, each equally likely, and you choose one.

You can close that menu without buying. The three options do not change until you make a purchase, so backing out and reopening will not reroll them. If none of the three is what you want, the only way to see different options is to buy one.

Every UW you own is active in every run at once, along with any weapon handed to you mid-run by the Random Ultimate Weapon perk. Weapons with a cooldown fire on their own when the timer reaches zero, and the timer restarts right away, even while the effect is still running. That is why duration and cooldown together decide uptime.

Unlock costs

The price depends only on how many weapons you already own, not on which one you pick. The first is nearly free at 5 stones and the ninth costs 3,000, for 9,705 stones in total.

Stone cost to unlock each Ultimate Weapon
Weapon numberStone costRunning total
155
25055
3150205
4300505
58001,305
61,2502,555
71,7504,305
82,4006,705
93,0009,705

The fifth weapon costs more than the first four combined. From that point on it is worth weighing each new unlock against upgrades to the weapons you already own, since a new weapon arrives at base stats.

The nine Ultimate Weapons

Each card shows the three stats you upgrade with stones, from base value to maximum, and the stones needed to max all three. The order follows the commonly recommended pick order covered further down.

  • Golden Tower Economy

    Turns the tower golden for a set time. While it is active, enemy kills pay a multiplied amount of cash and coins. It is the standard first pick because everything else in the game is bought with coins.

    • Bonus: x5.0 to x21.0
    • Duration: 15s to 53s
    • Cooldown: 300s to 100s
    • Stones to max all three: 27,186
    • UW+ ability: Golden Combo
  • Black Hole Control and economy

    Opens a black hole that drags enemies toward its center. On its own it is modest. Labs add a coin bonus for enemies killed inside it, damage based on enemy health, and a second hole on the opposite side of the tower.

    • Size: 30m to 70m
    • Duration: 15s to 38s
    • Cooldown: 200s to 50s
    • Stones to max all three: 9,723
    • UW+ ability: Consume
  • Death Wave Damage and economy

    Sends out Effect Waves, then a Death Wave that stays in range until its stored damage pool is spent. Enemies hit give bonus coins, and each one killed adds max health. Labs add elite cell bonuses, damage amplification and armor stripping.

    • Damage: x2 to x9,119
    • Effect Waves: 1 to 5
    • Cooldown: 300s to 50s
    • Stones to max all three: 29,391
    • UW+ ability: Kill Wall
  • Spotlight Damage boost

    Rotating beams of light around the tower. Enemies inside a beam take multiplied damage from every source that is not based on enemy health or wave stats. Labs add a coin bonus for kills in the light and missiles fired from the tower.

    • Bonus: x8.0 to x50.0
    • Angle: 30° to 90°
    • Quantity: 1 to 4
    • Stones to max all three: 53,486
    • UW+ ability: Light Range
  • Chrono Field Control

    A field that slows every enemy inside it. It is the only cooldown weapon that can be active all the time, since its duration can outlast its cooldown. Labs add duration, range beyond tower range and damage reduction while it is up.

    • Duration: 5s to 40s
    • Speed Reduction: 20% to 75%
    • Cooldown: 180s to 60s
    • Stones to max all three: 9,946
    • UW+ ability: Chrono Loop
  • Chain Lightning Damage

    A chance on each enemy hit to spawn chain lightnings that deal a multiple of tower damage. It runs on chance instead of a cooldown. Labs add Shock, which makes struck enemies take more damage.

    • Damage: x2 to x7,961
    • Quantity: 1 to 5
    • Chance: 5.0% to 27.5%
    • Stones to max all three: 18,375
    • UW+ ability: Smite
  • Smart Missiles Damage

    Launches homing missiles that explode on impact for a multiple of tower damage. Labs add explosion radius, damage amplification and missile barrages, and it pairs with Spotlight for late-game damage.

    • Damage: x10 to x9,219
    • Quantity: 5 to 20
    • Cooldown: 180s to 20s
    • Stones to max all three: 39,177
    • UW+ ability: Cover Fire
  • Inner Land Mines Damage and stun

    Spawns a ring of mines near the tower that explode on contact for area damage. Labs add blast radius, rotation speed and a stun. The activation cooldown is hard capped at 37 seconds.

    • Damage: x10 to x9,219
    • Quantity: 3 to 6
    • Cooldown: 200s to 50s
    • Stones to max all three: 23,042
    • UW+ ability: Charged Mine
  • Poison Swamp Damage over time

    Drops a swamp that damages enemies every second, with the damage ramping up the longer it ticks. Poisoned enemies move 25% slower while inside. With enough duration and cooldown it can be permanent, and two can be kept up at once.

    • Damage: x10 to x9,219
    • Duration: 30s to 100s
    • Cooldown: 125s to 50s
    • Stones to max all three: 34,226
    • UW+ ability: Death Creep

Black Hole placement depends on tower range: a larger range pushes the hole further out, and it moves out faster than the range line does. The tower range simulator shows where it lands at your range.

Stat ranges and stones to max

Maxing all three stats on all nine weapons takes 244,552 stones on top of the unlocks, so nobody maxes everything early. Spotlight is the most expensive at 53,486 stones and Black Hole the cheapest at 9,723.

Every upgradeable stat: base, max and stones to max
WeaponStatBaseMaxUpgradesStones to max
Golden TowerBonusx5.0x21.0208,434
Golden TowerDuration15s53s3814,052
Golden TowerCooldown300s100s204,700
Black HoleSize30m70m202,291
Black HoleDuration15s38s235,392
Black HoleCooldown200s50s152,040
Death WaveDamagex2x9,1193017,591
Death WaveEffect Waves1542,950
Death WaveCooldown300s50s258,850
SpotlightBonusx8.0x50.03020,071
SpotlightAngle30°90°6029,690
SpotlightQuantity1433,725
Chrono FieldDuration5s40s355,530
Chrono FieldSpeed Reduction20%75%112,910
Chrono FieldCooldown180s60s121,506
Chain LightningDamagex2x7,9613115,710
Chain LightningQuantity154655
Chain LightningChance5.0%27.5%152,010
Smart MissilesDamagex10x9,2193529,661
Smart MissilesQuantity520156,966
Smart MissilesCooldown180s20s162,550
Inner Land MinesDamagex10x9,2193520,817
Inner Land MinesQuantity363425
Inner Land MinesCooldown200s50s151,800
Poison SwampDamagex10x9,2193528,716
Poison SwampDuration30s100s143,500
Poison SwampCooldown125s50s152,010

Stone totals are summed from the per-level costs. Labs, perks and core module sub-effects can push stats past these values.

Stones to max each weapon, cheapest first
WeaponStat 1Stat 2Stat 3Total stones
Black HoleSize: 2,291Duration: 5,392Cooldown: 2,0409,723
Chrono FieldDuration: 5,530Speed Reduction: 2,910Cooldown: 1,5069,946
Chain LightningDamage: 15,710Quantity: 655Chance: 2,01018,375
Inner Land MinesDamage: 20,817Quantity: 425Cooldown: 1,80023,042
Golden TowerBonus: 8,434Duration: 14,052Cooldown: 4,70027,186
Death WaveDamage: 17,591Effect Waves: 2,950Cooldown: 8,85029,391
Poison SwampDamage: 28,716Duration: 3,500Cooldown: 2,01034,226
Smart MissilesDamage: 29,661Quantity: 6,966Cooldown: 2,55039,177
SpotlightBonus: 20,071Angle: 29,690Quantity: 3,72553,486
All nine weapons244,552

Cost is not spread evenly. Damage multipliers are long tracks with expensive final levels, while quantity stats are a handful of large purchases. Spotlight angle alone has 60 levels and costs 29,690 stones, more than the whole of Golden Tower.

Hard caps

  • Chrono Field speed reduction tops out at 75% from stones and is capped at 90% once sub-effects are added.
  • Inner Land Mines cooldown cannot go below 37 seconds, whatever you stack on it.
  • Chrono Field uptime: with stones alone, duration maxes at 40s against a minimum cooldown of 60s. The Chrono Field Duration lab adds up to 30 seconds, which is what makes it permanent. A new activation does not stack with the old one, so any leftover time is wasted.

How UW damage is calculated

Damage-dealing weapons scale off your tower damage, so workshop damage, crit stats and your core module all feed into them. The number shown on the UW screen during a run already includes average crit and super crit.

UW damage = UW multiplier x core module multiplier x tower damage x (1 + crit factor x crit chance) x (1 + super crit mult x super crit chance x crit chance)

The Ultimate Crit card adds a separate chance for a UW hit to crit using your workshop crit factor. It does not apply to percent-based damage.

Spotlight sits outside this formula. It multiplies damage from every source hitting an enemy in the beam, except damage based on a percentage of enemy health or on wave stats.

Ultimate Weapon labs

Stones are only half of a weapon. Each one has labs bought with coins that unlock at tier milestones, and for the economy weapons the labs are where most of the value is. The number in brackets is the lab's max level.

Labs for each weapon and where they unlock
WeaponLabs (max level)Unlocks at
Golden TowerGolden Tower Bonus (25), Golden Tower Duration (20)Tier 4, Wave 200
Black HoleBlack Hole Damage (10), Black Hole Coin Bonus (20)Tier 5, Wave 150
Black HoleExtra Black Hole (1)Tier 5, Wave 500
Black HoleBlack Hole Disable Ranged Enemies (1)Tier 14, Wave 20
Death WaveDeath Wave Health (30), Coins Bonus (20), Cell Bonus (20), Damage Amplifier (30), Armor Stripping (10)Tier 3, Wave 250
SpotlightSpotlight Missiles (18)Tier 3, Wave 400
SpotlightSpotlight Coin Bonus (20)Tier 7, Wave 80
Chrono FieldChrono Field Duration (30), Damage Reduction (1), Reduction % (30), Range (20)Tier 7, Wave 90
Chain LightningChain Lightning Shock (1), then Shock Chance (30) and Shock Multiplier (14)Tier 7, Wave 60
Smart MissilesMissile Despawn Time (20), Missile Amplifier (25), Missiles Explosion (1), Missiles Radius (20)Tier 7, Wave 30
Smart MissilesMissile Barrage (1), Missile Barrage Quantity (6)Tier 8, Wave 50
Inner Land MinesInner Mine Blast Radius (20), Rotation Speed (20), Inner Mine Stun (1)Tier 7, Wave 40
Poison SwampSwamp Radius (30), Poison Swamp Stun (1), then Swamp Stun Chance (30) and Swamp Stun Time (30)Tier 7, Wave 50

Later labs listed on the wiki without a milestone: Chain Thunder (30) and Lightning Amplifier (30) for Chain Lightning, Recharge Missile Barrage (7) for Smart Missiles, Swamp Rend for basic (30) and additional (6) enemies for Poison Swamp, and Inner Land Mine Chrono Jump (10), which needs the ILM plus ability.

Black Hole Coin Bonus lab
x11.00 at level 20
Death Wave Coins Bonus lab
x2.50 x1.5 before labs
Spotlight Coin Bonus lab
x3.00 at level 20
Golden Tower Bonus lab
+3.75 +0.15 per level, 25 levels
Death Wave Health lab
x12.5 x5 before labs
Death Wave Cell Bonus lab
x3.00 elite cells

These coin bonuses apply to enemies killed inside the effect, not only to enemies the weapon kills itself. They multiply with each other, which is why syncing Golden Tower, Black Hole and Death Wave is the core of most farming builds. A weapon granted by the Random Ultimate Weapon perk does not give access to its labs.

Ultimate Weapon Plus (UW+)

UW+ abilities open once you own all nine weapons. Each weapon has one. Unlike the weapons themselves, you choose which ability to buy, and the price rises with each one you unlock: 500 stones for the first up to 3,800 for the ninth, 14,650 stones for all of them. An ability starts at level 0 and is then upgraded with more stones.

Stone cost to unlock each UW+ ability
Unlock numberStone costRunning total
1500500
26251,125
37501,875
49752,850
51,2504,100
61,6505,750
72,2007,950
82,90010,850
93,80014,650
UW+ abilities and their value range
WeaponAbilityWhat it doesAt unlockHighest listedUpgrades
Golden TowerGolden ComboAfter Golden Tower ends, cash and coins are raised by a percentage that compounds per kill made on enemies that spawned during the activation.0.03%0.45%14
Black HoleConsumeAt the end of each activation, every affected enemy takes a multiple of the current wave HP. Also speeds up the pull.0.05x0.75x14
Death WaveKill WallEach Effect Wave hit adds a flat amount to the Death Wave damage store.+3+10814
SpotlightLight RangeAdds a share of your damage per meter stat to the Spotlight bonus, so tower range matters.0.01x0.15x14
Chrono FieldChrono LoopEnemies in the field spiral around the tower instead of walking straight in. The value is the rotation rate.0.100.7513
Chain LightningSmiteEach lightning has a chance, equal to Chain Lightning chance, to deal extra damage as a multiple of current wave HP. Up to 100 times per enemy.0.0005x0.0060x11
Smart MissilesCover FireLaunches a Smart Missile every few seconds.13s2s11
Inner Land MinesCharged MineEach mine gains damage every second it sits unexploded. The charge is tracked per mine and survives a cooldown reset.x0.5x50.914
Poison SwampDeath CreepEvery tick adds a percentage of Poison Swamp damage to the next tick.120%1110%14

Values come from each weapon's own wiki page. For Cover Fire the value is seconds between missiles, so lower is better.

Golden Combo follows bonus = (1 + 0.0003 x (level + 1)) ^ kills - 1. It compounds per kill, so it rewards a long Golden Tower duration and a high kill rate much more than a single level suggests. Chrono Loop also slows enemies beyond the listed rotation, according to community testing recorded on the wiki.

Which Ultimate Weapon to pick first

You only ever choose between three random options, so a pick order is really a ranking: take the highest-ranked weapon on offer. This is the general community ranking recorded on the wiki. It favors economy first, because coins pay for the labs that make every weapon good.

General pick order
RankWeaponWhy
1Golden TowerMultiplies cash and coins from kills from the moment you unlock it. Faster coins speed up every other part of the account.
2Black HoleWeak at unlock, strong once the coin bonus and damage labs are in. Its coin bonus multiplies with Golden Tower when the two are active together.
3Death WaveCoin bonus, a large max health bonus and the only in-run boost to elite cells. Bonuses apply on hit, so it stays useful after it stops killing.
4SpotlightA damage multiplier for everything in the beam plus a coin lab worth up to x3 that is always running.
5Chrono FieldThe main crowd control weapon. Can reach 100% uptime after its first activation.
6Chain LightningCheap to bring to a useful level and a solid mid-game damage source against elites.
7Smart MissilesThe late-game damage weapon, especially with Spotlight, but expensive to get going.
8Inner Land MinesCheap to upgrade and brings a stun for bosses and elites, which sets up missile barrages.
9Poison SwampNeeds a developed Chrono Field to hold enemies in place while its damage ramps.

One adjustment is commonly suggested for the fifth pick. If you cannot keep a lab running on a 3x speed boost, take Chrono Field fifth. If you can, Chain Lightning fifth works and Chrono Field can wait until sixth or seventh, since its long labs become much shorter with the boost.

Perks, modules and Dissonance runs

  • Perks: each weapon has a one-time perk that only appears if you own it, such as Golden Tower Bonus x1.5 or Black Hole Duration +12s. The Random Ultimate Weapon perk lends you a partly upgraded weapon you do not own for the rest of the run.
  • Core modules: the core module main effect multiplies UW damage, and its sub-effects add flat stats to specific weapons, including cooldown, quantity and duration. The reroll simulator helps price a target set of core sub-effects.
  • Unique effects: several core epics change how weapons behave. Multiverse Nexus forces Death Wave, Golden Tower and Black Hole to fire together, and Primordial Collapse adds another Black Hole.
  • Dissonance: if you play Dissonance runs, including the Ultimate Weapon variant, the Dissonance Run planner covers the settings and bonuses.

Frequently asked questions

How many power stones does it take to unlock all Ultimate Weapons?

9,705 stones. The nine unlocks cost 5, 50, 150, 300, 800, 1,250, 1,750, 2,400 and 3,000 stones in that order, whichever weapons you choose.

Which Ultimate Weapon should I get first in The Tower?

Golden Tower, if it is offered. It multiplies cash and coins from kills, and coins fund everything else. The usual ranking after it is Black Hole, Death Wave, Spotlight, Chrono Field, Chain Lightning, Smart Missiles, Inner Land Mines and Poison Swamp.

Can you reroll the three Ultimate Weapon choices?

No. You can close the menu without buying, but the same three options stay until you purchase one of them.

How do you unlock Ultimate Weapon Plus?

Own all nine Ultimate Weapons. You can then buy plus abilities in any order. The first costs 500 stones and the ninth 3,800, for 14,650 stones to unlock all nine before upgrades.

Which Ultimate Weapon costs the most stones to max?

Spotlight, at 53,486 stones for its three stats. Black Hole is the cheapest at 9,723. All nine together cost 244,552 stones, not counting unlocks or UW+.

Can Chrono Field be active all the time?

Yes. It is the only cooldown weapon that can be. Its cooldown goes down to 60s and its duration reaches 40s from stones, with up to 30 more seconds from the Chrono Field Duration lab.

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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