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The Tower game guide

The Tower Workshop: Every Attack, Defense and Utility Upgrade

The workshop is where coins become permanent tower stats. It has three tabs, Attack, Defense and Utility, holding 48 upgrades that unlock in a fixed chain from free starters up to Rend Armor at 500B coins. This page lists what every upgrade does, where it caps and what it costs to max, then covers the Wall and the late-game Workshop Enhancements.

Updated

Workshop upgrades
48 17 attack · 18 defense · 13 utility
Damage and Health levels
6,000 the two deepest upgrades
Defense % cap
98% 49.5% from the workshop
Enhancements
18 unlock at Tier 12 Wave 60

How the workshop works

Every workshop stat can be bought two ways. Between rounds you pay coins and the level is permanent. During a round you pay cash and the level lasts until the round ends. The permanent levels set your starting point, and cash carries you from there.

Upgrades unlock in order inside each tab. Buying the unlock for one opens the next, and the unlock prices climb from nothing to hundreds of billions of coins. Several unlocks open two or three stats at once, such as Bounce Shot Chance, Targets and Range.

  • Labs multiply the workshop. Most stat labs raise both the gain per workshop level and the cap, so a workshop value is always read together with its lab. See the Labs guide.
  • Discount labs. Workshop Attack, Defense and Utility Discount each cut coin prices by up to 49.50%. The "coins to max" figures below are before that discount.
  • Buy Multiplier. A four-level lab adds x5, x10, Max and x100 buy buttons. It is a convenience only and gives no discount.
  • Workshop Respec. After its lab, 150 gems resets the whole workshop and refunds the coins originally spent, ignoring any discount you had. Ultimate Weapons are not touched.

Attack upgrades

Damage, Attack Speed and the two crit stats are available from the first run. Everything else is an unlock chain: Range and Damage/Meter, then Multishot, Rapid Fire, Bounce Shot, Super Crit and finally Rend Armor.

Attack workshop upgrades
UpgradeWhat it doesUnlockLevelsMax valueCoins to max
DamageBase damage of every projectile. Land mines and Ultimate Weapons scale from it too.Start6,00071.11M816.09T
Attack SpeedShots fired over time. Also sets projectile travel speed until Light Speed Shots is researched.Start995.953.60M
Critical ChanceChance for a projectile to crit. Starts at 1%.Start7980%1.41M
Critical FactorDamage multiplier on a crit. Starts at x1.2.Start150x16.2259.20B
RangeTower firing range. Starts at 30m. It also sets how far out ranged enemies stop to shoot.50 coins7969.5m1.46M
Damage/MeterBonus damage for each whole meter between the enemy and the tower.50 coins, with Range2005.9%315.60T
Multishot ChanceChance to fire at several targets at once.400 coins9949.5%4.26M
Multishot TargetsProjectiles per multishot. Starts at 2.With Multishot79529.95K
Rapid Fire ChanceChance to fire 4x faster for a short time.1,500 coins8534%2.79M
Rapid Fire DurationHow long each rapid fire burst lasts.With Rapid Fire995.55s4.63M
Bounce Shot ChanceChance for a projectile to bounce to another enemy.10,000 coins8568%3.23M
Bounce Shot TargetsHow many times one projectile can bounce. Starts at 1.With Bounce Shot78970.70K
Bounce Shot RangeHow far a bounce can travel between enemies. Starts at 2.0m.With Bounce Shot608.0m3.81T
Super Crit ChanceChance for a crit to become a super crit.100M coins10020%5.63T
Super Crit MultExtra multiplier on a super crit, on top of Critical Factor. Starts at x1.2.With Super Crit120x13.2214.50T
Rend Armor ChanceChance on hit to permanently raise the projectile damage that enemy takes.500B coins29930%418.97q
Rend Armor MultDamage added per rend stack. Stacks up to 800% without the lab.With Rend Armor2990.3000X418.97q

Unlock prices are paid once and open every stat in that group.

How the attack stats combine

  • Damage shown in game is Workshop x Lab x Damage card x (1 + relics) x (1 + cannon module %) x enhancement x perks, plus Berserker on top. Berserker is capped at +700% of that product.
  • Attack Speed shown in game is (Workshop x Lab x card + module sub-effect) x enhancement.
  • Critical Chance past 100% only helps Ultimate Weapon damage.
  • Super crits multiply: a super crit deals Critical Factor x Super Crit Mult.
  • Damage/Meter adds Damage x DPM% x distance, counted in whole meters. An enemy at 51.9m takes the same bonus as one at 51m.
  • Bounce Shot targets can reach 14 with the Bounce Shot perk. A bouncing projectile keeps chasing its target even if it is knocked out of bounce range.
  • Rend Armor only boosts tower projectiles. Other damage sources ignore it.

Range changes more than reach: it moves where ranged enemies stop and how much Damage/Meter you collect. Try values in the Tower Range Simulator before committing to the Range lab slider.

Defense upgrades

The defense tab starts with Health and Health Regen and ends with the Wall at 500M coins. The early unlocks in the chain (Thorns, Lifesteal, Knockback, Orbs and Shockwave) each cost only a few million coins to finish, so they are maxed long before Health is. Land Mine Damage and the Wall are the deep ones.

Defense workshop upgrades
UpgradeWhat it doesUnlockLevelsMax valueCoins to max
HealthMaximum tower health.Start6,0006.71B748.26T
Health RegenHealth restored per second.Start6,00010.17B74.83T
Defense %Percent of incoming damage removed. Applied first.75 coins9949.5%2.77M
Defense AbsoluteFlat damage removed from each hit, after Defense %.75 coins, with Defense %5,00080.21M1.23T
Thorn DamageEnemies that hit the tower lose a percent of their max health. Half effect on bosses.500 coins9999%2.33M
LifestealHeals the tower for a percent of projectile damage dealt.2,000 coins804.46%1.48M
Knockback ChanceChance for a hit to push the enemy away.5,000 coins8080%1.60M
Knockback ForceHow hard the push is. Heavier enemies move less. Starts at 0.4.With Knockback406.08184.33K
Orb SpeedRotations per minute of the orbs. Starts at 0.4.15,000 coins386.10342.98K
OrbsNumber of orbs circling the tower. Orbs kill most enemies on contact.With Orbs44 orbs493.00K
Shockwave SizeReach of the periodic wave that shoves enemies back (not bosses). Starts at 0.6.100,000 coins352.35600.13K
Shockwave FrequencySeconds between shockwaves. Starts at 20s.With Shockwave4014.00s973.74K
Land Mine ChanceChance for an enemy to drop a land mine.400,000 coins5030%15.46M
Land Mine DamageMine damage as a percent of tower damage, with average crit and super crit baked in. Starts at 100%.With Land Mine2002,100%2.45q
Land Mine RadiusExplosion radius of land mines.With Land Mine501.5077.52B
Death DefyChance for a killing hit to be ignored.1.5M coins7530%1.72B
Wall HealthWall health as a percent of tower health. Starts at 20%.500M coins1,800200%3.21q
Wall RebuildSeconds for a destroyed wall to come back. Starts at 1,200s.With Wall300600s40.37T

Damage reduction order

Defense % is applied first, then Defense Absolute is subtracted. A 100 damage hit against 25% and 50 absolute lands for 100 x (1 - 0.25) - 50 = 25. Enemies also heat up: each hit they land raises their damage by x1.04, so the number on screen can understate what a fast attacker is doing.

Defense % is hard capped at 98% across the workshop, lab, Extra Defense card, perks, sub-module effects, relics and the Vault. Chrono Field Damage Reduction, the Primordial Collapse core and Flame Bot are separate reductions that do not count toward the cap and apply after Defense Absolute.

Notes on the other defenses

  • Thorn Damage deals half to bosses (49.5% at max), does not trigger Lifesteal, and is cut by 60% for enemies inside a Protector shield.
  • Lifesteal works on every tower projectile, including bounces and multishots.
  • Knockback weakens at high waves because enemy mass grows.
  • Orbs orbit at a minimum of 60m. Up to 12 can circle clockwise: 4 from the workshop plus 2 each from the perk, an Ancestral armor sub-effect, an assist module and the Vault. Extra Orb card orbs circle the other way, up to 3. Orbs do not kill bosses, elites or protected enemies outright.
  • Shockwave Frequency bottoms out at 14 seconds in the workshop. The hard cap from all sources is 7 seconds. The Shockwave Tower Range chart shows how its size relates to range.
  • Death Defy is checked first when a hit would kill you, ahead of Energy Shield, Second Wind, Demon Mode and Nuke.

The Wall

The Wall is the last defense unlock, bought for 500M coins after Death Defy. It is a ring with its own health pool that stops enemies from reaching the tower. When its health hits zero it disappears and starts a rebuild timer, and enemies walk through freely until it returns. When it does return it pushes everything back outside so nothing is trapped against the tower.

Wall Health levels
1,800 20% to 200% of tower health
Wall Rebuild levels
300 1,200s down to 600s
Rebuild hard cap
150s
Wall labs
6

Wall Health gains 0.1% of tower health per level. Because it is a percentage, everything that raises tower Health raises the wall with it. Wall Rebuild removes 2 seconds per level.

Wall Health workshop milestones
LevelWall healthCost of this levelTotal coins
120.1%8.00M8.00M
30050%398.70M39.03B
60080%3.14B520.54B
800100%12.52B2.35T
1,000120%44.29B9.17T
1,200140%143.51B32.11T
1,500170%1.58T247.75T
1,800200%23.48T3.21q

Wall Rebuild costs 40.37T coins in total for all 300 levels.

Wall labs

Six Defense Research labs turn the wall from a damage sponge into a second tower. Wall Regen and Wall Fortification work as a pair: Fortification sets how far past full the wall can heal, and Regen is the only thing that can fill that extra bar.

Wall labs
LabMax LvUnlockWhat it doesAt max
Wall Health50T8 W10Adds to the workshop wall health percentage.+100%
Wall Rebuild20T8 W10Takes 10 seconds off the rebuild timer per level.-200s
Wall Regen30T10 W70The wall regenerates a percent of the tower's Health Regen.300%
Wall Thorns20T10 W70Enemies hitting the wall take a percent of the tower's Thorn Damage.20%
Wall Invincibility10T12 W10The wall takes no damage for a few seconds after rebuilding.10s
Wall Fortification60T14 W60Wall Regen can overheal the wall past its maximum by this percent.1,200%

With the workshop at 600 seconds and the lab at -200, the rebuild sits at 400 seconds. The Power tab of The Vault can take off up to 100 more. The Wall Health enhancement multiplies wall health by up to 5x on top.

Utility upgrades

Utility is the economy tab. The cash stats decide how fast you can buy in-round levels, the coin stats decide how fast you progress between rounds, and the late unlocks (Recovery Packages and Enemy Level Skip) are survival tools filed under utility.

Utility workshop upgrades
UpgradeWhat it doesUnlockLevelsMax valueCoins to max
Cash BonusMultiplier on cash from every source except interest.40 coins149x2.4914.82M
Cash/WaveFlat cash paid at the end of each wave, before interest.40 coins, with Cash Bonus14959614.82M
Coins/Kill BonusMultiplier on coins dropped by enemies. Multiplies with every other coin bonus.100 coins149x2.4919.47M
Coins/WaveFlat coins paid at the end of each wave.100 coins, with Coins/Kill14915019.47M
Free Attack UpgradeChance each wave to level a random attack stat for free during the round.800 coins9949.5%4.05M
Free Defense UpgradeSame, for a defense stat.With Free Upgrades9949.5%4.05M
Free Utility UpgradeSame, for a utility stat.With Free Upgrades9949.5%4.05M
Interest/WavePays a percent of the cash you are holding at the end of each wave, up to the Max Interest cap.5,000 coins995.94%7.36M
Recovery AmountHealth granted by each recovery package, as a percent of max health. Starts at 14%.1.5M coins300134%1.33T
Max RecoveryHow far above max health packages can stack your health. Starts at x1.00.With Recovery Packages500x16.5015.77T
Package ChanceChance for a package to spawn each wave. Starts at 6%.With Recovery Packages6030%321.28M
Enemy Attack Level SkipChance that enemy attack does not scale up after a wave.1B coins69935%123.43Q
Enemy Health Level SkipChance that enemy health does not scale up after a wave.With Enemy Level Skip69935%123.43Q
  • Interest is paid after Cash/Wave: (current cash + Cash/Wave x Cash Bonus) x Interest %. Cash Bonus does not raise interest or its cap. The cap starts at $50 and is raised by the Max Interest lab.
  • Coins/Kill Bonus multiplies with tier bonus, Golden Tower, Golden Bot and every other coin source, which is why it stays valuable all game. Coins/Wave has far fewer multipliers.
  • Free Upgrades never pick a maxed stat. With the card and perk the wiki puts the maximum chance at 90.75%. Above 100%, the overflow is the chance of a second free level that wave. Wave Skip gives one extra roll per skipped wave.
  • Recovery Packages apply themselves when they spawn and can push health above the maximum, which Lifesteal and Health Regen cannot. Package Chance reaches 82% with the lab (4%), the card (33%) and an Ancestral sub-effect (15%).
  • Enemy Level Skip is deterministic since v26: a 50% chance skips exactly every other wave. It is rolled once for each wave that Wave Skip jumps.

Workshop Enhancements

Workshop Enhancements are a second layer of multipliers bought with coins. They open at Tier 12 Wave 60 once the one-level Workshop Enhancement lab (5B coins) is done. Each tab starts with one free enhancement, and the rest unlock as your total spending inside that tab passes 50B, 500B, 5T, 50T and 500T coins.

All Workshop Enhancements
EnhancementTabUnlocks at tab spendMultipliesLevelsMaxCoins to max
DamageAttackFreeTower damage400x515.29s
Rend ArmorAttack50BRend max, chance and mult400x515.29s
Critical FactorAttack500BCritical Factor400x515.29s
Damage/MeterAttack5TDamage/Meter400x515.29s
Super Crit MultAttack50TSuper Crit Mult400x515.29s
Attack SpeedAttack500TAttack Speed75x1.751.38s
HealthDefenseFreeTower health400x515.29s
Health RegenDefense50BHealth Regen400x515.29s
Defense AbsoluteDefense500BDefense Absolute400x515.29s
Land Mine DamageDefense5TLand mine damage, 0.06x per level400x2515.29s
Wall HealthDefense50TWall health400x515.29s
Orb SizeDefense500TOrb size200x311.19s
Cash BonusUtilityFreeCash Bonus, plus Cash/Wave, interest rate and max interest400x515.29s
Coin BonusUtility50BCoins/Kill and the tier coin bonus200x311.19s
Cells/Kill BonusUtility500BElite cells per kill200x311.19s
Free UpgradesUtility5TAll three Free Upgrade chances100x216.97s
PackagesUtility50TRecovery Amount and Max Recovery300x41.03s
Enemy Level SkipsUtility500TBoth Enemy Level Skip chances60x1.601.51s

Every enhancement starts at x1.00 and gains 0.01x per level except Land Mine Damage. Level 1 always costs 5.00B coins.

The price curve is steep. A 400-level enhancement passes x2.00 at about 35q coins in total and needs 15.29s to finish, so the first 100 levels of several enhancements beat the last 100 of one. A short enhancement is not a cheap one either: Free Upgrades has only 100 levels but costs 16.97s in total, the most of any.

  • Coin Bonus counts twice. It is applied to the tier coin bonus and to Coins/Kill, so its real effect on income is squared.
  • Cash Bonus is four upgrades in one. Each level also adds 1% to Cash/Wave, the interest rate and max interest.
  • Discounts exist. The Enhancement Coin Discount labs (one per tab, unlocked at Tier 21 Wave 60) reach 30%, and the Vault adds nine steps of 2.5%.

For the level-by-level costs, use the Workshop Enhancement reference.

Frequently asked questions

What is the max level of Damage and Health in the workshop?

Both have 6,000 workshop levels, as does Health Regen. Maxing Damage costs about 816.09T coins and Health about 748.26T before the workshop discount labs.

What is the Defense % cap in The Tower?

Defense % is hard capped at 98% from all sources combined. The workshop gives up to 49.5%, and the lab, Extra Defense card, perks, sub-modules, relics and Vault cover the rest.

How do you unlock the Wall?

The Wall is the last unlock in the defense tab. It costs 500 million coins after Death Defy and opens Wall Health and Wall Rebuild. Its six labs unlock between Tier 8 Wave 10 and Tier 14 Wave 60.

When do Workshop Enhancements unlock?

At the Tier 12 Wave 60 milestone, after you research the Workshop Enhancement lab for 5B coins. Damage, Health and Cash Bonus enhancements are free to open, and the others unlock by spending coins in the same tab.

Does Defense Absolute apply before or after Defense %?

After. Incoming damage is first reduced by Defense %, then Defense Absolute is subtracted. A 100 damage hit with 25% and 50 absolute deals 25.

Do I get my coins back from a Workshop Respec?

Yes. A respec costs 150 gems and refunds the original coin price of every workshop level, regardless of discounts. It does not reset Ultimate Weapons.

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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