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Which Tower Is Your Favorite?

  • Mage

    Votes: 3 9.7%
  • Ice

    Votes: 0 0.0%
  • Poison

    Votes: 0 0.0%
  • Archer

    Votes: 0 0.0%
  • Artillery

    Votes: 4 12.9%
  • Sorcerer

    Votes: 4 12.9%
  • Necromancer

    Votes: 8 25.8%
  • Turret

    Votes: 2 6.5%
  • Leach

    Votes: 2 6.5%
  • Quake

    Votes: 1 3.2%
  • Zeus

    Votes: 7 22.6%

  • Total voters
    31

KitKatkels17

Well-Known Member
Jul 27, 2016
652
447
138
21
Candy - https://discord.gg/rcQfj8v
Hay I noticed that the tower defense section gets very little activity so I thought I'd think of something fun to post here and it came to me What do the people of TD think of the towers?
So I started a poll choose it based off what ever you want weather it's the coolest looking or the one that does the most damage what ever and why ever.
 
L

Lepzi

Guest
Honestly I don't play tower defence but I have watch videos on this and I like the Zeus towers just my opinion.
 
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ymbmg

Well-Known Member
Jul 16, 2016
146
165
118
29
Artillery towers have a property which none of the other towers have; It's my favorite because it's unique in that sense. The artillery explosions can harm cave spiders if visible ground mobs are nearby, and the same can be said for flying mobs. It's the only tower with that property, aside from the castle guard, but it doesn't last through Armageddon mode. No mobs are truthfully immune to it.

I'll list one mob that's immune to each of the other towers below:
Archer towers can't target cave spiders at all.
Mage towers can't target witches.
Ice towers don't appear to slow down giants at all, and they don't damage.
Poison towers can't poison air mobs. (If you're not sure, ask yourself how many times you've seen bubbles coming from air mobs even with ground mobs underneath)
Zeus towers can't target cave spiders or do damage to them at all.
Quake towers don't target air mobs, nor can they affect them whatsoever.
Sorcerer towers can't target or damage air mobs.
Turret towers can't target cave spiders.
Necromancer towers can't damage any air mobs, but they can chase after them.
Leach towers can't target cave spiders, and the shock-wave doesn't hit them at all.
Castle guards can't damage any mobs at all after Armageddon mode begins.


Every tower except for turret towers have a purpose for me, and I use them all except for turret towers. However, I like artillery towers for all of their properties, including the unique property that it has.
 

betty's oldies

Forum Expert
Artillery towers have a property which none of the other towers have; It's my favorite because it's unique in that sense. The artillery explosions can harm cave spiders if visible ground mobs are nearby, and the same can be said for flying mobs. It's the only tower with that property, aside from the castle guard, but it doesn't last through Armageddon mode. No mobs are truthfully immune to it.

I'll list one mob that's immune to each of the other towers below:
Archer towers can't target cave spiders at all.
Mage towers can't target witches.
Ice towers don't appear to slow down giants at all, and they don't damage.
Poison towers can't poison air mobs. (If you're not sure, ask yourself how many times you've seen bubbles coming from air mobs even with ground mobs underneath)
Zeus towers can't target cave spiders or do damage to them at all.
Quake towers don't target air mobs, nor can they affect them whatsoever.
Sorcerer towers can't target or damage air mobs.
Turret towers can't target cave spiders.
Necromancer towers can't damage any air mobs, but they can chase after them.
Leach towers can't target cave spiders, and the shock-wave doesn't hit them at all.
Castle guards can't damage any mobs at all after Armageddon mode begins.


Every tower except for turret towers have a purpose for me, and I use them all except for turret towers. However, I like artillery towers for all of their properties, including the unique property that it has.
Smart players and/or coordinated teams will not send an air wave or caves with a ground wave; thus, that property won't come into play as long as those waves aren't mixed.

You're correct that giants are immune to ice (and quake). It's shown under "tower immunities" when you buy a giant.
 

Spyridon Agnew Dragon

Dedicated Member
May 27, 2016
4,125
1,622
243
Skylands
Smart players and/or coordinated teams will not send an air wave or caves with a ground wave; thus, that property won't come into play as long as those waves aren't mixed.

You're correct that giants are immune to ice (and quake). It's shown under "tower immunities" when you buy a giant.
3-4 necros take out a giant VERY quickly
 
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betty's oldies

Forum Expert
3-4 necros take out a giant VERY quickly
Yep, my partner and I were able to kill one with a decent setup. You need freezing potions to help the necros dish out more damage or else the giant may get past with low health and regen back up.

Our end-game setup (red team) was able to kill both air (mites, blazes), giants, and the wither:
2017-03-18_21.29.44.png
 

Harrow__

Member
Jan 7, 2017
16
6
8
20
A Can Of Lilt
Hay I noticed that the tower defense section gets very little activity so I thought I'd think of something fun to post here and it came to me What do the people of TD think of the towers?
So I started a poll choose it based off what ever you want weather it's the coolest looking or the one that does the most damage what ever and why ever.
The Air Defence... (old feed, not being a necro. Just love the idea)
upload_2017-3-29_22-34-40.png
 

xRubiks

Member
Mar 26, 2017
10
3
3
27
I like Zeus, it rips a giant apart. Necro and Quake are cool too. I also bought Turret for diversity :L
 

Ellie Williams

Forum Veteran
Jan 6, 2016
3,134
5,396
513
University of Eastern Colorado
Artillery towers have a property which none of the other towers have; It's my favorite because it's unique in that sense. The artillery explosions can harm cave spiders if visible ground mobs are nearby, and the same can be said for flying mobs. It's the only tower with that property, aside from the castle guard, but it doesn't last through Armageddon mode. No mobs are truthfully immune to it.

I'll list one mob that's immune to each of the other towers below:
Archer towers can't target cave spiders at all.
Mage towers can't target witches.
Ice towers don't appear to slow down giants at all, and they don't damage.
Poison towers can't poison air mobs. (If you're not sure, ask yourself how many times you've seen bubbles coming from air mobs even with ground mobs underneath)
Zeus towers can't target cave spiders or do damage to them at all.
Quake towers don't target air mobs, nor can they affect them whatsoever.
Sorcerer towers can't target or damage air mobs.
Turret towers can't target cave spiders.
Necromancer towers can't damage any air mobs, but they can chase after them.
Leach towers can't target cave spiders, and the shock-wave doesn't hit them at all.
Castle guards can't damage any mobs at all after Armageddon mode begins.


Every tower except for turret towers have a purpose for me, and I use them all except for turret towers. However, I like artillery towers for all of their properties, including the unique property that it has.
It's true. Giants are immune to Ice Towers.
 

deathspawn

Member
Nov 6, 2016
38
11
13
36
deathspawn.net
My favorite is Zeus. Delivers a devastating single attack when powered up and is great for boss mobs and blazes. Only weakness is it is not so good when there are lots of mobs. For that, it's best to use a leveled up Artillery, or for air, a Turret.
 
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