140Gold to build
880Gold to level IV
40-60Damage at IV
AverageRange at IV
At level IV the tower menu offers three skills, each with three levels bought with gold during the battle. The Ultimate is not bought in battle: the last upgrade of the tower's tree in the Upgrades room switches it on for every tower of that type.
Tower facts
Tower type
Damage type
Unlock
Build cost
Cost to level IV
All skill levels
Ultimate
Selling
Same tower type
Royal Catapult
Artillery tower
Dwarven Culverin
Artillery tower
Alchemist Shack
Artillery tower
Levels
Ironbark Treant I
Build 140 goldDamage 6-9 explosive · Fire rate Very slow (3 s) · Range Average (160) · 1 Treant: 500 HP, 8-12 explosive damage, armor 10%, respawn 20 s
Ironbark Treant II
Upgrade 180 goldDamage 14-21 explosive · Fire rate Very slow (3 s) · Range Average (160) · 1 Treant: 700 HP, 19-29 explosive damage, armor 10%, respawn 20 s
Ironbark Treant III
Upgrade 240 goldDamage 26-39 explosive · Fire rate Very slow (3 s) · Range Average (160) · 1 Treant: 900 HP, 35-53 explosive damage, armor 15%, respawn 20 s
Ironbark Treant IV
Upgrade 320 goldDamage 40-60 explosive · Fire rate Very slow (3 s) · Range Average (160) · 1 Treant: 1100 HP, 56-84 explosive damage, armor 15%, respawn 20 s
Skills
Hay Fever I
150 goldSneezes dealing 32 true damage to nearby enemies in an area over the course of 4 seconds, also reducing their damage by 90% for 4 seconds.
Hay Fever II
150 goldSneezes dealing 72 true damage to nearby enemies in an area over the course of 6 seconds, also reducing their damage by 90% for 6 seconds.
Hay Fever III
150 goldSneezes dealing 128 true damage to nearby enemies in an area over the course of 8 seconds, also reducing their damage by 90% for 8 seconds.
Nature's Hand I
300 goldBuries an enemy of up to 1500 health every 25 seconds. This skill is used only when the Treant is uprooted.
Nature's Hand II
100 goldBuries an enemy of up to 2000 health every 25 seconds. This skill is used only when the Treant is uprooted.
Nature's Hand III
100 goldBuries an enemy of up to 2800 health every 25 seconds. This skill is used only when the Treant is uprooted.
Gnarly Roots I
180 goldGrows roots on the path, trapping up to 4 enemies for 2 seconds. This skill is used only when the Treant is rooted.
Gnarly Roots II
100 goldGrows roots on the path, trapping up to 5 enemies for 3 seconds. This skill is used only when the Treant is rooted.
Gnarly Roots III
100 goldGrows roots on the path, trapping up to 6 enemies for 4 seconds. This skill is used only when the Treant is rooted.
Ultimate
Cranky Seedlings
Ultimate Destruction: 5 pointsThrows an acorn that deals 80-120 explosive damage to enemies and spawns 3 smaller treants that fight nearby enemies. The treants have 60 health and deal 6-10 physical damage.
Upgrades room
Heavy Load
1 pointIncreases the area of artillery attacks by 10%.
Concentrated Fire
2 pointsIncreases artillery base damage by 10%.
Optimization
3 pointsIncreases artilleries' attack speed by 10%.
Shrapnel
3 pointsArtillery attacks now ignore 75% of enemies' armor. In battle, artillery's explosive damage then counts 75% of an enemy's armor instead of the usual 50%, so it deals less damage to armored enemies (see Damage and Armor).
Concussive Blast
3 pointsArtillery attacks stun enemies for a brief moment.
Deadly Precision
3 pointsIncreases artillery basic attack range by 10% and damage at the center by 15%.
Ultimate Destruction
5 pointsUnlocks Ultimate ability for all artillery towers.
Artillery tree in the Upgrades room
All 4 Artillery towers share these upgrades.