Defense Tower is a Tier 1 ()
Building of the Frost faction. This common card was released with the Twilight Edition and has no affinity variants, nor a promo version.
A very basic tower that offers high hit points with below average firepower.
Contents
Lore
Abilities

Frost Bolt Every 2 seconds, tower hurls a frosty bolt that deals 50 damage to enemies in a 5m radius around its target, up to 75 in total
Defense Tower will fire on all enemies within a 40m radius.
The shot travels slow enough that swift creatures at a longer distance can dodge it.
The shots radius-based damage means that squads are more dangerous to the tower, since at point-blank projectiles will hit less of the squad and thus have reduced firepower.
Notes & Strategies
Defense Towers are cheap, meaning they can be spammed rather easily. Several of these towers can kill fragile creatures rather quickly, such as skyrakes.
These towers are capable of targeting ground creatures as well as air creatures, utilize this to create a versatile defense!
Campaign PvE
Defense Towers are ample for setting up a quick, early defensive on maps which befit defensive gameplay. Maps such as Defending Hope and Bad Harvest also give you several of these towers to provide some early protection.
These towers can still serve as a distraction tank in the second era, due to its hefty 1500 HP. But it is highly unlikely they'll be able to defend against stronger attack waves.
Random PvE
In rPvE, Defense Towers serve two roles: Defending your Early Monuments/Wells from attacking waves, and providing fire support for the first push out of your starting base. By pulling the first group into your towers, they can provide extra firepower to kill the group faster.
Defense Towers have enough capability to hold off at least one wave of attacking creatures from the early camps, but do not last long against waves spawned from later camps. They should not be constructed to defend once you've gotten settled into T2 and above.
PvP
In PvP, the Defense Tower can serve as a cheap early tower to help defend your wells during early-game pushes. If you suspect your opponent is going to charge, a defense tower could provide an extra source of damage or a distraction to draw fire.
Defense Towers are not very effective in the second era however, as every faction has a Second Era siege unit to crush structures. So their area of usefulness is exclusive to the first era. Additionally, fire has access to the
which can easily smash early-game structures like this one which only further weakens the presence of a defense tower.Strengths
N/A
Weaknesses
N/A
Upgrades
Upgrade Cards
WIP - Coming Soon
Upgrade Drop Locations
Upgrade I | Upgrade II | Upgrade III | |
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Map name | ![]() |
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Map difficulty | Standard | Advanced | Expert |
Drop percentage | 3.57% | 4.35% | 4.35% |
Patch History
- Autocast ability Frost Bolt:
- Increased damage from 50 / 55 / 60 / 68 (75 / 80 / 90 / 102 in total) to 60 / 65 / 70 / 78 per hit (90 / 95 / 105 / 117 in total).
- Respectively adjusted the card attack value from 640 / 670 / 740 / 850 to 750 / 800 / 875 / 975.