ASSIMILATION
COMBAT

Tower Guide — The Full Roster

Every tower in the game with live stats, plus how stars, branches, strains and mastery mutate them.

The roster

Every tower is an organism with a combat class, a firing pattern and a role on the line. This table is generated from the live game data, so it is always current with the shipped build:

TowerClassCostRangeDamageCadenceSplashRole
Needle Spitter Kinetic 100 700 3 0.4s — Very long range — peppers from afar, stacking Fracture (armor shred).
Bone Mortar Caustic 170 960 8 2.1s 60 Full-map artillery. Slow, arcing AoE; leaves Corrosion pools (DoT + slow).
Flesh Reactor Vital 120 90 0 0s — Generates biomass; overcharges NEARBY towers (+dmg, +rate).
Parasite Nest Viral 130 280 6 0.8s — Medium range — place forward. Seeds Infection: ramping armor-ignoring DoT.
Neural Obelisk Neural 165 360 5 1.1s — Wide control field — slows + makes enemies take more from ALL sources.
Carrion Maw Kinetic 140 170 26 1.3s — Short-reach jaws — CLEAVES everything inside them. The last line eats well.
Amber Chrysalis Caustic 155 430 18 3.4s — Encases the BIGGEST threat in amber — frozen solid, briefly out of the fight.
Wailing Effigy Neural 150 300 0 2.6s — A shrieking totem — panics attackers into FLEEING the Hive. Buys time, not kills.
Resonance Coil Resonant 150 340 26 0.5s — Locks a beam onto ONE target; damage RAMPS the longer it holds — melts elites & bosses.
Marrow Siphon Vital 175 300 22 0.4s — Splits a draining WEB across the wounded — GORGES fatter the more the lane dies, siphoning the swarm into Biomass.
Blight Sower Caustic 130 300 46 2.8s 88 Seeds the approach with ARMED spore mines — pre-placed detonations that corrode everything they catch.
Synapse Spire Neural 150 210 30 1.1s — Casts a synaptic ARC that leaps victim to victim — the tighter the pack, the longer the lightning.
Undertow Polyp Kinetic 140 165 5 1.6s — A rooted undertow that DRAGS the wave back up-lane with every pulse — progress itself becomes the resource you deny.
Spitfang Turret Kinetic 90 380 12 0.6s — A reliable mid-range autocannon — brisk, punchy single-target fire. The dependable damage pick.
Rift Anchor Neural 175 190 20 1.4s — A premium void anchor — a psionic singularity that DRAGS the wave to its heart and crushes it. The deepest unlock.
Wyrmwing Glaive Kinetic 185 470 16 1.8s — Hurls a returning wing-blade that carves THROUGH the lane twice — out and back, one cut per pass.
Drake Roost Vital 200 380 0 5.5s — Incubates a brood of biomech drakes — hunting units that leash to the roost, retreat to mend, and dive back in.
Miasma Lung Viral 145 250 3 1.5s — Exhales a plague fog — every breath coats EVERYTHING in reach with Infection. The Nest drills one host; the Lung poisons the crowd.
Chitin Bell Resonant 160 230 30 2.4s — A great chitin bell — each TOLL slams everything in reach and leaves Resonance ringing in the bodies. Prime the crowd, then pair the shatter.
Acid Lancet Caustic 185 620 130 4.5s — A pressurized bile harpoon that CULLS the biggest body on the lane — one colossal strike, then a long, patient draw. The wound it leaves melts open.
Basilisk Maw Neural 190 560 48 2.6s — A lidless arena-bred eye on a calcified stalk. Its stare CALCIFIES — the struck body petrifies mid-stride, and the panic that follows never arrives in time.
Ossuary Choir Resonant 210 250 34 2.8s — A choir of fused ribcages that sings in graveyard harmonics. Every CHORD slams the crowd, rings Resonance into the bone, and detonates whatever the last chord primed.
Gristle Warren Vital 115 230 5 4.5s — Musters GRISTLE THRALLS that shoulder into the lane and HOLD it — walking walls of sinew. Fliers and burrowers pass them by.
Tick Battery Viral 125 520 4 2.6s — Flings engorged ticks at THREE different hosts far up the lane — every bite seeds Infection. The Nest drills one; the Battery starts the outbreak everywhere.
Keening Quill Resonant 150 560 18 1.7s — Fires a keening quill that RINGS its mark — the impact cracks the shell and the note SHEARS it: a true-damage burst and a window where its armor is gone for every tower.

Four evolution layers

A tower kind grows along four independent axes. Stars (permanent, bought with Tower Shards in the Lab) climb an authored ★-path of stat and behavior upgrades. Branches (in-run, per instance) lock a tower into one of two mutually exclusive mutations that re-author how it fires. Strain (in-run) is the evolution layer fed by consuming duplicate organisms from the Biomorph Conveyor. Mastery (permanent XP from kills) unlocks ranks, lore and cosmetic evolution.

The practical order for a new player: place towers → learn their branches → push stars on your favorites → let mastery accumulate on its own.

Reading a tower’s role

Cost and range tell you where it lives; cadence and splash tell you what it kills. Cheap + long range = your opener. High splash = swarm control. Beam or debuff organs multiply everything AROUND them — they never carry a line alone. Artillery has a deadzone: enemies closer than its minimum range cannot be targeted, so screen it with short-range brawlers.