Flux Tower Defense · published · build 24376823
You no longer get the whole toolbox. Every run rolls you a random roster and dares you to make it work.
Each run opens by dealing you a hand — 4 attack towers, 2 auras, 2 specials, 2 traps. That is what you build with. Wall Tower is always free, so path-shaping never depends on the roll. Clear waves and the field offers reinforcements: one more name from everything you didn't draw, pulled from a pool that shrinks with every pick. The run you get is never the run you planned.
Siege Ballista — armor-piercing bolt that ignores damage reduction outright. Slow, single-target, ground only.
Frost Lattice — chills everything in range; every 4th shot flash-freezes.
Ember Sprayer — player-aimed flame cone. Drag from the tower to set its facing.
Hive Nexus — seeker drones that dive at the nearest enemy, air or ground, then return.
Gravity Well — drops a pool that pins up to 2 enemies in place and grinds them under a continuous pull.
Ricochet Rig — a bolt that bounces between enemies, hitting harder every jump. Rewards tight packs.
A new build category, split out of the tower list — towers that grow off what they've done, not what you paid.
Grudge Engine — banks a tenure stack every wave it secures a kill in. +6% base damage each, capped at 50, never decays. Punishes selling.
Culling Scythe — instantly executes anything left below its threshold. Each execute permanently sharpens the blade.
Echo Vault — banks half of all damage it deals, then discharges the whole reserve as one burst every 10th shot.
Flywheel Cannon — spins up under sustained fire toward a screaming redline, and coasts back down when the lane goes quiet.
Repulsor Coil — shoves enemies backward along their own path and leaves them Confused. They re-walk your kill lane.
Vanguard — +100% damage to enemies carrying no debuff, and Sunders them for the towers behind it.
Trophy Reliquary — banks a trophy per kill, +10 per boss. Milestones rank it 0→5, each tier wider and hitting more targets.
Caltrops — 5 banked charges, the deepest bank in the game. Eats a whole clump at once.
Proximity Mine — one massive burst, single charge, very slow re-arm.
Flame Jet — fire pulse across its tile and the adjacent ring, leaving a burn that keeps ticking.
Static Field — arcs a zap to every enemy on or beside the tile, no charges, steady rhythm.
Tar Pit — zero damage. Anything crossing drops to a crawl, stretching the kill window for everything nearby.
Bramble Snare — seizes every enemy on the tile at once and holds them fast.
Bloodletter Rune — honest contact damage, and anything dying on the glyph refunds gold.
Corrosion Pool — eats armor. Tiny damage, but everything crossing takes more from every other source.
Frost Plate — chips damage and chills everything standing on it.
Lv 15 transformations for the new roster — Siege Ballista → Fortress Breaker, Frost Lattice → Absolute Zero, Ember Sprayer → Pyroclasm, Hive Nexus → Swarm Queen. Same deal as always: expensive, ~60% odds, and a failure drops the tower to Lv 4.