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Lyriie

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Hello, everyone! I wanted to create a quick guide to advise you on what troops to send in Tower Defence.

Zombie - This is the most basic troop and you only want to send it until you have enough EXP to unlock the spider. Don't bother upgrading it.

Spider - Spiders are the most useful for EXP grinding to unlock better troops. You should send these as often as possible unless you're saving up coins. If you want, you can also do an early rush by upgrading them to level 4, because then they are immune to all towers except ice and mage.

Skeleton - Skeletons are quite tanky which makes them a good mob to send. Most people upgrade them to level 4 before they send, because level 3 and below can be killed with a few inferno potions if the enemy team knows what they're doing.

Pig Zombie - This troop is faster than the other troops and is usually a good rush when playing on quick start mode. They are immune to fire towers.

Creeper - The creeper can regenerate health by itself but it moves really slowly. Not a good troop to go for in my opinion, it's too expensive for what it is.

Silverfish - Silverfish is widely known in the community as being a 'useless' troop, too expensive for early game and not enough health for late game. HOWEVER, it is a flying troop meaning it is immune to ground towers like artillery, sorcerer, necromancer etc. It can be good to rush with if the enemy team placed a lot of ground towers down at the start. Endermite level 4 is immune to mage.

Blaze - Blazes are probably one of the best troops, up there with level 4 skeletons. They can fly so once again are immune to ground towers, and also immune to fire towers.

Witch - The witch is a unique troop because it can heal other nearby troops. NEVER send a full wave of these, they can be killed easily with an inferno potion and give the enemy team tons of coins. Use them as a support troop, adding a few to each wave you send that is made up of a stronger troop.

Slime - Slimes are very expensive so best used for late game. They split upon their death so you can have a lot of entities on the path at once, causing some lag. Each upgrade adds one more split so it is worth upgrading. Go for level 4 or 5 at magma cube level because level 3 and below can easily be defeated using inferno potions.

Giant - The giant may sound like it's supposed to be a good troop, but I recommend going for slimes instead. They can only be afforded late game and then the other team usually have a very good defence and the giants will die quickly. Giants spawn zombies as they go along and a big horde of them at the end.

That's all I have for this thread. I hope this helps!
 

The_Rising_Sun

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Aug 19, 2017
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Pig Zombie shouldn't be killed with inferno
Inferno pots can destroy witches
The logic of this game is confusing
 

Lyriie

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Team CubeCraft
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Pig Zombie shouldn't be killed with inferno
Inferno pots can destroy witches
The logic of this game is confusing
Yeah I agree, pretty sure Pig Zombies are immune to Inferno but I've never really tried it. The witch thing is ridiculous since witches are immune to mage towers.
 

Sophie

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This thread should be pinned and advertised in the Tower Defence lobby in-game. Would help out a ton of new players, since the learning curve in TD is very steep. Would also be handy to advertise the thread on towers and placements, albeit with updated information since it's quite old at this point. Thoughts? @Buuuddy @AnimalTamer1 @Quetzi

There's only so much the tutorial can teach you, and it's very long and less informative than a well-written thread. If somebody is passionate about improving, threads like these are infinitely more helpful.
 

Sophie

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Advice:

Zombie

-You want to set up either artillery or archer towers at the beginning of the game. You won't need a large quantity of them whatsoever, and it will ensure that you have a source of experience and money early on, whilst relieving you of any early-game stress
-It's a good idea to send these out as frequently as possible, all game long, to earn as many experience points as possible

Spider
-You'll want artillery towers to deal with spiders because in large quantities, they'll easily slip past archer towers due to their fast speed. Mage towers are not essential, but are recommended for damage over time
-More efficient experience than zombies; send these out as frequently as possible if you can afford to

Cave Spider
-Place and fully upgrade two mage towers and it'll be enough that you'll never have to worry about cave spiders again (unless the enemy team heals them. Beware of this classic rush-down strategy! Counter it, and you'll have butchered the enemy team's money supply)
-Do not place the mage towers too close to each other. Their effects do not stack! Space them out across the board and let them get to work
-Remember to inspect the enemy castle! If they haven't yet placed any mage towers and you can afford to send these out (or even speed them up!) you should seize the opportunity! You might get a very early win
-More efficient experience than spiders, but slightly more expensive; send these out frequently if you can afford to

Silverfish & Blaze
-Either of these mobs can instantly end the game if you are not prepared. They move relatively fast and are immune to most common tower placements. Don't just spam artillery; invest in turret towers
-Archer towers are not optimal at all, but if you are going to use them be prepared to upgrade them ASAP. Low level Archer towers will not be able to hold off these mobs due to their speed and health
-Don't be afraid to upgrade your turret towers early on. Though expensive, you will see a return on investment later on, and you'll not have to worry about these mobs throughout the game if you place enough of them
--Remember to inspect the enemy castle! If they haven't yet placed any turret towers (or better yet, wasted all their money on artillery) and you can afford to send these out (or even speed them up!) you should seize the opportunity! You might get a very early win

Pigman
-The original rushing mob. Since being nerfed pre-release, these aren't the most effective mob in the game, and due to their high cost I wouldn't recommend going for a rush with these anymore. It could net you an early win, but if it doesn't then you have just wasted a massive amount of points and have majorly disadvantaged your team
-More efficient experience than cave spiders, but far more expensive; send these out on occasion if you can afford to

Slime
-This mob depends on your ignorance to potions. They move slowly but have absurd health (think Blissey from Pokemon, reincarnated into a Minecraft mob). A few meteor potions will completely annihilate the slime mob, though slow-down potions will also be of great comfort
-Things may have changed a lot since I last played this game (pre-release), but I honestly don't recall them being too useful. They're expensive, easy to counter if you know how, and slow-down potions severely hurt their effectiveness. Only use on noobs, I guess

Giant
-Slow-down potions are essential. Do not forget about them
-Zeus towers deal huge damage to giants, but it is still a far better investment to buy - and spam - meteor potions. Of course, potions are a one-time use, so in late-game it is more efficient to buy Zeus towers if you're expecting multiple Giant invasions over the course of the rest of the game
-Sorcerer towers are very expensive and won't be of much help to faster or aerial mobs, but they are great at handling this mob due to their extremely slow speed. Invest in a few if it's too quiet and you suspect a Giant invasion is coming
-Once Giants are on the field, the enemy team will be constantly speeding them up and healing them along the way. Whenever a speed potion is laid down, throw a slow-down potion. It will totally override the speed carpet, and is also cheaper. You can choke the enemy team's money supply this way
-Because the enemy team will be going full maintenance mode to keep these huge investments alive, it is the perfect time to subtly strike them with your own giants or heavy-hitting mobs
-METEOR AND INFERNO POTIONS
-Surviving a Giant onslaught is a hugely demoralising feat. The enemy team will probably be low on money and experience, and won't be eager to attack you again for a while. Now is the best time to either play stalemate and upgrade your towers even further, or if you can afford it, play your invasion card and send your own army against the enemy
-Remember to constantly speed up your own giants, but if you're sure they won't make it to the enemy castle before dying, don't waste money and time trying to keep them alive. Just fall back and resume farming money
 

Lyriie

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Team CubeCraft
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Mar 31, 2018
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Thank you, now I'm getting a bit better in tower defence.
I'm glad it helped you, I'm plannng to update it a little more today to make it easier for people to understand.

Advice:

Zombie

-You want to set up either artillery or archer towers at the beginning of the game. You won't need a large quantity of them whatsoever, and it will ensure that you have a source of experience and money early on, whilst relieving you of any early-game stress
-It's a good idea to send these out as frequently as possible, all game long, to earn as many experience points as possible

Spider
-You'll want artillery towers to deal with spiders because in large quantities, they'll easily slip past archer towers due to their fast speed. Mage towers are not essential, but are recommended for damage over time
-More efficient experience than zombies; send these out as frequently as possible if you can afford to

Cave Spider
-Place and fully upgrade two mage towers and it'll be enough that you'll never have to worry about cave spiders again (unless the enemy team heals them. Beware of this classic rush-down strategy! Counter it, and you'll have butchered the enemy team's money supply)
-Do not place the mage towers too close to each other. Their effects do not stack! Space them out across the board and let them get to work
-Remember to inspect the enemy castle! If they haven't yet placed any mage towers and you can afford to send these out (or even speed them up!) you should seize the opportunity! You might get a very early win
-More efficient experience than spiders, but slightly more expensive; send these out frequently if you can afford to

Silverfish & Blaze
-Either of these mobs can instantly end the game if you are not prepared. They move relatively fast and are immune to most common tower placements. Don't just spam artillery; invest in turret towers
-Archer towers are not optimal at all, but if you are going to use them be prepared to upgrade them ASAP. Low level Archer towers will not be able to hold off these mobs due to their speed and health
-Don't be afraid to upgrade your turret towers early on. Though expensive, you will see a return on investment later on, and you'll not have to worry about these mobs throughout the game if you place enough of them
--Remember to inspect the enemy castle! If they haven't yet placed any turret towers (or better yet, wasted all their money on artillery) and you can afford to send these out (or even speed them up!) you should seize the opportunity! You might get a very early win

Pigman
-The original rushing mob. Since being nerfed pre-release, these aren't the most effective mob in the game, and due to their high cost I wouldn't recommend going for a rush with these anymore. It could net you an early win, but if it doesn't then you have just wasted a massive amount of points and have majorly disadvantaged your team
-More efficient experience than cave spiders, but far more expensive; send these out on occasion if you can afford to

Slime
-This mob depends on your ignorance to potions. They move slowly but have absurd health (think Blissey from Pokemon, reincarnated into a Minecraft mob). A few meteor potions will completely annihilate the slime mob, though slow-down potions will also be of great comfort
-Things may have changed a lot since I last played this game (pre-release), but I honestly don't recall them being too useful. They're expensive, easy to counter if you know how, and slow-down potions severely hurt their effectiveness. Only use on noobs, I guess

Giant
-Slow-down potions are essential. Do not forget about them
-Zeus towers deal huge damage to giants, but it is still a far better investment to buy - and spam - meteor potions
-Sorcerer towers are very expensive and won't be of much help to faster or aerial mobs, but they are great at handling this mob due to their extremely slow speed. Invest in a few if it's too quiet and you suspect a Giant invasion is coming
-Once Giants are on the field, the enemy team will be constantly speeding them up and healing them along the way. Whenever a speed potion is laid down, throw a slow-down potion. It will totally override the speed carpet, and is also cheaper. You can choke the enemy team's money supply this way
-Because the enemy team will be going full maintenance mode to keep these huge investments alive, it is the perfect time to subtly strike them with your own giants or heavy-hitting mobs
-METEOR AND INFERNO POTIONS
-Surviving a Giant onslaught is a hugely demoralising feat. The enemy team will probably be low on money and experience, and won't be eager to attack you again for a while. Now is the best time to either play stalemate and upgrade your towers even further, or if you can afford it, play your invasion card and send your own army against the enemy
-Remember to constantly speed up your own giants, but if you're sure they won't make it to the enemy castle before dying, don't waste money and time trying to keep them alive. Just fall back and resume farming money
Thanks for this, it will be really helpful to add to the thread! I'll do it when I can later because I just realised how hard it was to make a post on my phone with the tiny keyboard .-.
 
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