Overview[]
Interactive Abilities are an important factor to defend against Enemies and Bosses. They are activated at the player's will by first selecting a tower with an ability and either clicking on the ability icon, or with the key bind "G", "H", or "J" depending on how many abilities they have. Some abilities may also need to meet a certain criteria in order to be used. When an ability is used it will require a specific duration of time before it can be used once again; this is called its "cooldown" (sometimes shortened to CD) which can range from being several seconds short to being a few minutes long.
Most abilities start off cooldown when purchased allowing for instant usage and have their cooldowns reset when a higher level of the ability is bought. However, some towers like Ghost and Medic are inconsistent with this and do not have their cooldown refreshed when new abilities are bought, or have an initial cooldown. Currently, the only way to reduce cooldowns is by having a X-5 EDJ which reduces ability cooldowns in range of it by 15%.
Jammers or Enemies that can stun towers can however impede with ability usage and cooldowns. Towers that are stunned cannot have their abilities used whatsoever and have all cooldowns paused until the stun wears off. Jammers are also able to disable any abilities of towers that are in its large range with its Signal Jam, and towers affected have an orange lightning effect displayed around them. Towers affected by stuns or Jammers will have their ability icons grayed with a dash.
Abilities range from being sudden bursts of damage, granting supportive buffs and effects to other towers or themselves, debuffing enemies, spawning special units, performing special attacks that have unique effects, preform a monetary-related action, or allow control of a tower. Abilities can be further sorted into two main categories: Instant and
Duration abilities.
Instant Abilities have an instant effect and happen quickly and suddenly.
Duration Abilities happen over an duration can last either fairly quickly or long.
There are a total of 39 interactive abilities currently in the game.
Shop Towers[]
Grenade[]
Grenade is the ability for Ranger and is an Instant Ability. At X-4, it throws a grenade to enemies on the path that explodes dealing sudden heavy damage to a group of enemies in a small radius with a short cooldown. At X-5, the grenade deals slightly more damage and has a bigger splash radius with a even shorter cooldown. If there are no enemies in line of sight, the grenade will be thrown randomly in Ranger's range.
Health Pack[]
Health Pack is the first ability for Shotgunner and is an Instant Ability. At 5-X, it heals all nearby towers in a small radius around him for 30% of their max health with a short cooldown.

Health Pack | TYPE: INTERACTIVE | COOLDOWN: 10.00s |
Unstun Power[]
Unstun Power is the second ability for Shotgunner and is an Instant Ability. At X-5, it removes any stuns for nearby towers in a small radius around Shotgunner but has a decent cooldown.

Unstun Power | TYPE: INTERACTIVE | COOLDOWN: 35.00s |
Spawn Humvee[]
Spawn Humvee is the ability for Operator and is an Instant Ability. At X-5, it spawns a Humvee at the exit of the map and travels to the entrance to damage enemies with a mounted turret. It has medium health but low DPS.

Spawn Humvee | TYPE: INTERACTIVE | COOLDOWN: 25.00s |
Flare Gun[]
Flare Gun is the ability for Sniper and is a Duration Ability. At X-4, it temporarily removes the stealth of enemies in a large radius around Sniper. It reveals them for small duration but with an extremely short cooldown.

Flare Gun | TYPE: INTERACTIVE | COOLDOWN: 10.00s |
Encore[]
Encore, or Super Encore is the ability for EDJ and is a Duration Ability. At 3-X, it temporarily buffs the firerate of nearby towers by a medium amount for a short duration but long cooldown. At 5-X, the firerate buff is increased.

Encore | TYPE: INTERACTIVE | COOLDOWN: 40.00s |

Super Encore | TYPE: INTERACTIVE | COOLDOWN: 40.00s |
Rage Mode[]
Rage Mode is the first ability for John and is a Duration Ability. At 5-X, it temporarily buffs the damage of nearby towers and himself by a large amount for a short time.

Rage Mode | TYPE: INTERACTIVE | COOLDOWN: 42.00ss |
Axe Attack[]
Axe Attack is the seconds ability for John and is an Instant Ability. At X-5, John swings an axe at nearby enemies within a extremely small radius that deals extreme damage. Can hit up to eight different targets and has a short cooldown, but John cannot perform any other actions until the ability animation completes. If used when no enemies are in its range, John will still swing the axe the direction that it is currently facing.

Axe Attack | TYPE: INTERACTIVE | COOLDOWN: 10.00s |
Shock Rounds[]
Shock Rounds is the first ability for Laser Gunner and is a Duration Ability. At 4-X, it makes Laser Gunner's attack stun enemies for an extremely short time and is active for a medium duration.
Stealth Sensor[]
Stealth Sensor is the second ability for Laser Gunner and is an Instant Ability. At X-3, it creates a large shockwave that permanently reveals stealthed enemies in a medium radius around Laser Gunner. Also deals minor damage to enemies and has a short cooldown. At X-4, it deals more damage and has a slightly shorter cooldown. At X-5, it deals much more damage and has an even shorter cooldown.
Toxic Blast[]
Toxic Blast is the ability for Toxicnator and is an Instant Ability. At X-3, it shoots out a special toxin that makes enemies take more damage from all sources. It deals minor damage, makes enemies take slightly more damage for a short time, has a small splash radius, can only hit a max of three different enemies, and has a medium cooldown. Damage increase does not affect bosses. At X-4, all aspects are all slightly improved with the exception of max targets hit. At X-5, all aspects are all improved similarly to the previous level. However, the damage increase is now able to affect bosses.
Target Select[]
Target Select is the ability for Artillery and is an Instant Ability. At 0-0, it allows the control of the tower's aim by clicking on the path that is in Artillery's range with an extremely short cooldown. Allows it to indirectly attacks stealth. It loses this ability on 5-X.

Target Select | TYPE: INTERACTIVE | COOLDOWN: 2.00s |
C7 Drone[]
C7 Drone is the first ability for Ghost and is a Duration Ability. At 4-X, it spawns a C7 Drone at any selected area on the map that temporarily attacks enemies, reveals stealthed enemies, and prioritize special enemies for a long duration but with an extremely long cooldown. At 5-X, the cooldown is greatly reduced.

C7 Drone | TYPE: INTERACTIVE | COOLDOWN: 75.00s |

C7 Drone | TYPE: INTERACTIVE | COOLDOWN: 40.00s |
Ghost Grenade[]
Ghost Grenade is the second ability for Ghost and is a Duration Ability. At X-4, it throws a grenade at a selected area in Ghost's range that temporarily stealths all towers with a medium cooldown. At X-5, all aspects are improved with the exceptions with the cooldown which increases.
AP Rounds[]
AP rounds is the first ability for Mobster and is an Duration Ability. At 4-X, it allows Mobster to ignore the bullet resistance of enemies and gain a great damage buff for a short duration with a medium cooldown.

AP Rounds | TYPE: INTERACTIVE | COOLDOWN: 22.00s |

Place Bounty[]
Place Bounty is the second ability for Mobster and is an Instant Ability. At X-3, it places a permanent debuff on a the strongest targeted enemy to give additional money when defeated for the player who casted the ability. The bonus money is given on death and is percent based on the enemies' max health. The cash bonus is given to the players that placed a bounty on that enemy after it's death after a short delay. At X-4 and X-5, all aspects of the skill ability are improved.

Place Bounty | TYPE: INTERACTIVE | COOLDOWN: 25.00s |
Places a 20% Bounty on an enemy (
$8,000 Max)
2.5 Splash Radius
1 Max Target

Place Bounty | TYPE: INTERACTIVE | COOLDOWN: 18.00s |
Places a 20% Bounty on an enemy (
$8,000 Max)
2.5 Splash Radius
1 Max Target

Place Bounty | TYPE: INTERACTIVE | COOLDOWN: 15.00s |
Places a 40% Bounty on an enemy (
$100,000 Max)
2.5 Splash Radius
1 Max Target
Redeploy[]
Redeploy is the first ability for Machine Gunner and is an Instant Ability. At 0-0, it allows the Machine Gunner to change the direction of its Range of Motion. While performing the animation, which is lengthy, it will be unable to attack. The ability itself has a short cooldown.

Redeploy | TYPE: INTERACTIVE | COOLDOWN: 11.00s |
Overcharge[]
Overcharge is the second ability for Machine Gunner and is a Duration Ability. At X-3, it gives the Machine Gunner buffs to its damage, range, and firerate for 12 seconds with an average cooldown. At X-4, the buffs given and duration are improved, and at X-5 all aspects are improved.
Uber[]
Uber is the first ability for Medic and is a Duration Ability. At 4-X, it grants both the Medic and a selected tower in range invulnerability from any form of damage for 12 seconds and has a medium cooldown that starts once the invulnerability ends. Cannot heal any other towers when performing this ability. At X-5, the duration is greatly improved.
Kritz[]
Kritz is the second ability for Medic and is a Duration Ability. At X-4, it grants a selected tower in range a massive damage buff for a short duration and has a medium cooldown that starts once the buff ends. Cannot heal any other towers when performing this ability. At X-5, the buff and duration are greatly improved.

Kritz LVL 1 | TYPE: INTERACTIVE | COOLDOWN: 25.00s |

Kritz LVL 2 | TYPE: INTERACTIVE | COOLDOWN: 25.00s |
Grand Slam[]
Grand Slam is the ability for Slammer and is an Instant Ability. At 5-X, Slammer slams its hammer down onto nearby enemies and deals massive damage, applies burn, stuns and ignores stun resistances, has a small splash radius, and has an extremely short cooldown. Stun applied can also affect bosses. If there are no enemies within range, it will slam in a random direction. Can also indirectly hit stealthed enemies which it cannot detect normally.
Golden Ranger Grenade[]
Golden Ranger Grenade is the ability for Golden Ranger and is an Instant Ability. At X-5, it throws an incendiary-shock grenade to enemies on the path that explodes dealing sudden heavy damage, stunning, and applies burn in a small radius with a short cooldown. It can also stun bosses. If there are no enemies in line of sight, the grenade will be thrown randomly in Golden Ranger's range.
Crossbow[]
Crossbow is the first ability for Golden Mine Layer and is an Instant Ability. At 3-X, it loads a crossbow with its current mine and shoots it to a selected area on the path. It does high damage in a small splash radius, medium lifespan, long range, and a short cooldown. However, the ability's animation is extremely lengthy and the time between using the ability and the mine being placed onto the path is quite long. At 4-X, the damage and range are improved. At 5-X, all aspects are improved with the exception of the cooldown.
Charged Throw[]
Charged Throw is the second ability for Golden Mine Layer and is an Instant Ability. At X-5, it charges a mine and throws it to the strongest enemy currently on the map. It does massive damage, extreme primary target damage, stuns for a short time while ignoring stun resistances, applies burn, and has a medium splash radius and cooldown with a medium length animation.
Global Stealth Reveal[]
Global Stealth Reveal is the ability for Warship and is a Duration Ability. At X-5, it temporarily reveals all stealthed enemies on the map for a medium duration.

Global Stealth Reveal | TYPE: INTERACTIVE | COOLDOWN: 25.00s |
Set Location[]
Set Location is the first ability for Helicopter and is an Instant Ability. At 0-0, it moves the Helicopter to a certain location anywhere on the map. Once at the desired location, it will not move from that position unless other abilities are used. This ability is also used by Cryo Helicopter.

Set Location | TYPE: INTERACTIVE | COOLDOWN: 5.00s |
Follow Player[]
Follow Player is the second ability for Helicopter and is an Instant Ability. At 0-0, it allows the Helicopter to follow the player at all times. Once it has reached the player, it will not move anywhere else and only moves again when the player moves or if other abilities are used .This ability is also used by Cryo Helicopter.

Follow Player | TYPE: INTERACTIVE | COOLDOWN: 5.00s |
Pursuit[]
Pursuit is the third ability for Helicopter and is an Instant Ability. At 3-X, it allows the Helicopter to pursue the first enemy on the map on its own unless other abilities are used.

Pursuit | TYPE: INTERACTIVE | COOLDOWN: 5.00s |
Reboot Systems[]
Reboot Systems is the ability for Golden Juggernaut and is a Duration Ability. At 5-X and X-5, it removes any applied stuns, gives a damage buff to itself, and slightly heals itself with a short duration and cooldown.
Overload[]
TBA
Place Bounty[]
TBA

Place 25% Bounty (10000 MAX) | TYPE: INTERACTIVE | COOLDOWN: 9.00s |
Places a 25% Bounty on an enemy (
$10,000 Max)
4.5 Splash Radius
1 Max Target

Place 40% Bounty (15000 MAX) | TYPE: INTERACTIVE | COOLDOWN: 20.00s |
Places a 40% Bounty on an enemy (
$15,000 Max)
5.5 Splash Radius
1 Max Target

Place 50% Bounty (120000 MAX) | TYPE: INTERACTIVE | COOLDOWN: 25.00s |
Places a 50% Bounty on an enemy (
$120,000 Max)
6.5 Splash Radius
1 Max Target
Event Towers[]
Cryo Grenade[]
Cryo Grenade is the ability for Cryo Ranger and is an Instant Ability. At X-3, it throws a grenade to enemies on the path that explodes dealing minor damage and having a small radius, but having a high freeze amount able to freeze many enemies at once with a medium length cooldown. At X-4, all aspects of it are improved with the exception of the damage which decreases. At X-5, all aspects are once again improved.
Call To Arms[]
Call To Arms is the first ability for Commander and is a Duration Ability. At Level 3, it greatly increases his damage buff for a short amount of time. At Levels 4 and 5, the duration is greatly improved.

Call To Arms | TYPE: INTERACTIVE | COOLDOWN: 45.00s |

Call To Arms | TYPE: INTERACTIVE | COOLDOWN: 45.00s |

Call To Arms | TYPE: INTERACTIVE | COOLDOWN: 45.00s |
Spawn APC[]
Spawn APC is the second ability for Commander and is an Instant Ability. At Level 4, it summons a APC at the end of the path which then travels to the start and has a normal cooldown length. It has no other weapons to attack enemies with.

Spawn APC | TYPE: INTERACTIVE | COOLDOWN: 30.00s |
Airstrike[]
Airstrike is the third ability for Commander and is an Instant Ability. At Level 5, it commands a high speed jet to drop a heavy missile onto any part of the map within his radius with a short delay. It deals heavy damage in a large radius with a medium cooldown and ignores
Explosive Resistance
Fire Ring[]
Fire Ring is the ability for Flame Trooper and is an Instant Ability. At Level 5, it emits a ring of fire around itself in a medium radius that deals medium damage and heavy burn for a total of
1,300 that also has a medium cooldown. Has a slight delay when using the ability and Flame Trooper will not do anything else until the animation is complete.
Ice Shard[]
Ice Shard the first ability for Ice Breaker and is an Instant Ability. At Level 5, she grabs a modified drill and digs into the ground, spawning an Ice Shard with
1250 Health, and lasts for
Lasts 120 seconds. This ability can be used every
30 seconds. With this, you can spawn 4 Ice Shards without one breaking.

Ice Shard | TYPE: INTERACTIVE | COOLDOWN: 30.00s |
Snow Storm[]
Snow Storm is the second ability for Ice Breaker and is a Duration Ability. At Level 5, an ice ring with blue smoke and other small debris can be seen floating around her, dealing
100 freeze per second, and it has a
25 second cooldown. This ability's AOE is quite small that is not much larger than her range, so use it wisely. It also deals no damage.
???[]
??? is the ability for Troll Tower and is an Instant Ability and
Duration Ability. At Level 1, it is able to provide a random buff to towers nearby by either giving a extremely small damage boost that can stack from other sources for five seconds, healing towers for 80% of their max health, or unstunning towers. Each buff has their own color of which will appear once the ability is used. At Level 4 and 5, only the radius of the ability is improved.
Strategy[]
General[]
- Some abilities need to be used sparingly otherwise you may have an important ability on cooldown when it is heavily needed. If the uptime is high or cooldown is short enough however, then it should not be worried about.
- Test around with abilities to see which scenarios they shine in. Seeing other player's gameplay, strategies, or experience can greatly help give you a sense of what abilities are important and the timing to use them correctly.
- With abilities such as Laser Gunner's Stealth Sensor, or EDJ's Encore, you are able to use the ability to benefit from its effects, and then upgrade the tower to refresh the ability cooldown with a higher ability level in order to reuse the ability again.
- You may also constantly sell and replace a tower to reuse the ability over and over to have an ability active. Beware that this does need large amounts of money.
- Abilities that spawn special units such as Operator's Humvee Spawn or Commander's Spawn APC can be good choices to catch any enemies that may pass your main defenses.
- Abilities that remove stealth from enemies such as Sniper's Flare Gun or Warship's Global Stealth Reveal are great for towers that do not have any
Stealth Detection whatsoever as the abilities cover for their weakness that otherwise would need additional towers or support.
- Jammers are an extreme threat to towers such as Artillery or Helicopter due to its Signal Jam ability that can completely cut the control of the tower from the player and even when killed will have a long effect duration. Artillery towers should be placed far from the track to avoid this, and Helicopters should be following the player or be on pursuit.
- However, if the Artillery is 5-X and the Helicopter is following the player or on pursuit, there will be no effect on their control.
Tower Specific[]
- Both of Shotgunner's Health Pack and Unstun Power abilities can affect towers like XWM Turret or Sentry with the
No Friendly Buffs effect and overall make Shotgunner able to be used as a support tower.
- John's Rage Mode ability is a great supportive option to further enhance the DPS of nearby towers.
- However, it is recommended to have more than one 5-X John in order to counteract the low duration that the ability has.
- John's Axe Attack ability is an extremely strong ability that must be used properly to get the full use and utility out of it. It can quickly kill many enemies at once, deal major damage to bosses, and aid in maps that have extremely short paths. Using it at the wrong time can leave John unable to attack further enemies and lead to your death or mistiming can lead to a fast and strong enemy getting through your defenses.
- Be aware that the damage type of the ability is melee meaning
Melee Resistant enemies will take reduced damage from it.
- It is recommended to use this Axe Attack near turns as it will hit the most amount of enemies. This does means you will have to place a 2-5 John in a corner where it can utilize its full range.
- Although it can only hit 8 targets at most, the damage is enough to severely damage high health enemies like the Revived Abomination.
- It can also indirectly damage stealth enemies, although this shouldn't be relied upon due to the ability cooldown.
- Be aware that the damage type of the ability is melee meaning
- Laser Gunner's Stealth Sensor ability is useful to towers without
Stealth Detection but can also be used to clear out small hordes of enemies due to the ability effecting all enemies within range.
- Laser Gunner's Shock Rounds is useful for waves that have fast enemies in order to slow them down in case you do not have other supportive towers to stall enemies.
- Toxicnator's Toxic Blast ability pairs very well with towers that can't receive friendly buffs, such as XWM Turret and Warship, as its ability can make them deal more damage without directly buffing them.
- It can also be used to target dangerous and high priority targets that need to be taken down quickly or for high health enemies.
- Artillery's Target Select ability is essential to get the maximum value from the tower and mastering the use of it is vital. The low cooldown of it also greatly helps handling it.
- Ghost's C7 Drone ability will prioritize certain enemies like Grenadiers and Multipliers which are dangerous to any kind of defense. With the drone's high range and being able to be placed anywhere on the map allows it to have strong utility, due to the cooldown, 2 C7 Drones can be put down at once per Ghost tower.
- If you have many 5-X Ghosts, it is advised to pre-place C7 Drones ahead of waves as placing the drones can be time consuming.
- Ghost's Ghost Grenade ability is extremely useful for bosses that cannot attack stealthed towers but also is completely futile for bosses that do have stealth detection.
- Even if a boss cannot detect stealth, any form of damage inflicted upon stealthed towers will incur the loss of the stealthed state. With this in mind it is not that good of an idea to have unstealthed towers near many stealthed towers from the ability as a boss's AOE attacks can cause ghosts to be unstealthed and potential targets of deadlier attacks before they can regain their stealthed state.
- It is advised to either stealth all towers and chain the ability or to just stealth a small group of high value towers away from other towers to avoid getting hit with AOE attacks.
- Even if a boss cannot detect stealth, any form of damage inflicted upon stealthed towers will incur the loss of the stealthed state. With this in mind it is not that good of an idea to have unstealthed towers near many stealthed towers from the ability as a boss's AOE attacks can cause ghosts to be unstealthed and potential targets of deadlier attacks before they can regain their stealthed state.
- Medic's Uber ability can be used to grant invincibility to a selected tower, making it completely
Stun Immune from attacks that can ignore it. It can also be used on another Medic to allow one medic to heal many towers while invincible.
- The ability can also cancel any stun affected to a tower before or after the invincibility. This can also be used to cancel Snow Predator's freeze.
- Medic's Kritz ability is best used on towers with high damage or high DPS like the Railgunner and Golden Juggernaut, as it will increase their damage substantially.
- Slammer's Grand Slam ability can be used to force enemies closer together. This can drastically increase the effectiveness of splash damage towers. The ability itself can also deal great damage to large and fast hordes.
- It can also can be used to deal hefty damage to hordes and stun all enemies including bosses.
- However, using the ability will not affect bosses if they are already executing their own abilities.
- Be aware that the damage type of the ability is melee meaning
Melee Resistant enemies will take reduced damage from it.
- It can also can be used to deal hefty damage to hordes and stun all enemies including bosses.
- Golden Ranger's Golden Ranger Grenade ability needs careful timing since bosses will ignore the stun if they're currently in an ability animation.
- Also be aware of how slow the grenade is, as it may miss its target if fast enough. This may be problematic when faced with highly fast enemies like the Multiplier X.
- Golden Mine Layer's Crossbow ability takes a long time to play out. You want to land the mine in front of the desired enemy as confirmation of it dealing damage or it may just miss the enemy.
- Golden Mine Layer's Charged Throw ability does inherit the Ignore Explosive Resistance, allowing it to work on enemies that have explosive resistances.
- It can take out strong enemies including strong hordes with the addition in being able to stun any enemy.
- Helicopter's Pursuit ability is useful for when you have much more high maintenance options such as other abilities to use, high maintenance towers, and placing/selling other towers. It can take the workload off of you and be automated to follow.
- Golden Juggernaut's Reboot Systems ability has high value for the cooldown of it and for being available on both paths of the tower. It can unstun the tower, heals
1,000, and gives itself a damage buff. It should be used constantly as there is no drawbacks to it and has a short cooldown.
- Be aware that this ability does not unstun the tower if they are frozen by the Snow Predator.
- Cryo Ranger's Cryo Grenade ability can hit stealth enemies. It is also best for crowds and hordes because it can freeze multiple enemies at once.
- Commander's Call To Arms ability can be chained to have an 100% uptime with 3 other Commanders.
- Commander's Airstrike ability can be used for small hordes of enemies, catch leaks, or target special enemies that may cause more trouble if not targeted. The ability holds lots of utility if used correctly.
- It also ignores Explosive Resistance.
- Flame Trooper's Fire Ring can affect multiple enemies at once with no limit meaning the ability is great for taking down hordes that have little to no fire resistance.
- Using Ice Breaker's Ice Shard ability can be stacked up to four to deal 5,000 damage to any enemy that passes through.
- Using Ice Breaker's Snow Storm against enemies with very little
Freeze Resistance is a great idea, especially with DPS towers, since Ice Breaker can refreeze the enemy stuck, adding more time for the DPS to kill the enemy.
Trivia[]
- Shotgunner's Health Pack ability is one of only 3 ways in the game to heal towers, the other two being Healing Field and Medic.
- It can also be used in Easy Mode despite
Health not being a major mechanic in the mode.
- It can also be used in Easy Mode despite
- Operator's Spawn Humvee ability model can change depending on the skin it has. Summer Operator's Humvee is an example of this, and so far is the only Skin with a custom Humvee.
- If you use Sniper's Flare Gun ability right before you win the game, the Sniper will dance with the Flare Gun in his hand instead of his sniper.
- EDJ's Encore ability icon used to be Ranger's Grenade ability icon on release.
- This was presumably a Placeholder, similar of how EDJ's upgrade icons are Ranger's.
- John's Axe Attack ability can play a custom sound when used that depends on the skin.
- Ghost's C7 Drone ability was originally meant to be a Power-Up.
- Ghost's Ghost Grenade ability also gives affected towers the same visual effect as other stealth towers.
- It is also the only ability of which the cooldown increases with higher levels instead of decreasing.
- Both of Medic's abilities are both based off the Team Fortress 2 Medic, with the Uber ability being based on the Stock Medigun's Ubercharge ability, while the Kritz ability is based on the Kritzkreig, one of the Mediguns the Team Fortress 2 Medic can use.
- Golden Juggernaut is the only tower to have the same ability on both paths.
- Commander's Spawn APC ability is similar to the Stryker Rush.
- Ranger, John, Slammer, Golden Ranger, and Cryo Ranger will randomly perform their ability in a random direction if no enemies are in range.
- When John (5-X), Artillery, Cryo Ranger, and Commander use their abilities, a voiceline will play that can depend on the skin they are using.
- Commander and Helicopter are tied with having the most abilities on a single path, with them both having three.
- Artillery's Target Select ability has the shortest cooldown in the game with it being two seconds.
- It is also the only ability in the game in which it is removed when upgrading to 5-X.
- Ghost is the only tower to have an uptime of more than 100% with their abilities and has the highest uptime as well. It has an uptime of 150% on 5-X with its C7 Drone ability.
- It also holds having the longest ability cooldown with the 4-X C7 Drone having a cooldown of 80 seconds.
- There are only two Achievements that involve abilities, being First Tower Ability and Tower Ability Spammer.
Notes[]
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