Twelve schools. Each is a tower family, an enemy type, and one side of a counter web: a tower hits an enemy of a school it beats for 1.3× damage, and one that beats it for 0.7×. No school beats more than two others, and none is beaten by more than two.
Picking a school is permanent for that tower. The damage, range and fire rate below are the tower's starting numbers, before any upgrade slot.
PyromancyEmber Spire — deals 1.3× to Druidism and Beastmastery, 0.7× to Cryomancy and Geomancy.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Ember Spire is the Pyromancy tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard.
Its three paths
- A — Conflagration
- Area damage, damage over time, debuff. Starts with Burn and Burn Spread.
- B — Pyroclasm
- Single-target damage, damage over time, crowd control. Starts with Burn and Melt Focus.
- C — Emberheart
- Support, area damage, damage over time. Starts with Burn and Aura Attack Speed 8.
Every Pyromancy path carries the school ability, Burn.
CryomancyRime Spire — deals 1.3× to Pyromancy and Voltomancy, 0.7× to Toxicology and Chronomancy.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Rime Spire is the Cryomancy tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard. Voltomancy is strong against Cryomancy too, so Cryomancy and Voltomancy towers each deal 1.3× to the other's enemies.
Its three paths
- A — Permafrost
- Crowd control, area damage, debuff. Starts with Slow and Frost Patch.
- B — Shatter
- Single-target damage, crowd control, debuff. Starts with Slow and Brittle Strike.
- C — Frostweave
- Support, crowd control, damage over time. Starts with Aura Slow 10 and Frostbite.
Paths A and B carry their own version of Slow; path C does without it.
VoltomancyVoltspire — deals 1.3× to Cryomancy and Aeromancy, 0.7× to Geomancy and Druidism.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Voltspire is the Voltomancy tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard. Cryomancy is strong against Voltomancy too, so Voltomancy and Cryomancy towers each deal 1.3× to the other's enemies.
Its three paths
- A — Storm Chain
- Area damage, single-target damage, debuff. Starts with Chain Lightning.
- B — Overcharge
- Single-target damage, damage over time, crowd control. Starts with Static Buildup.
- C — Galvanic
- Support, area damage, debuff. Starts with Aura Attack Speed 6 and Conductivity.
Path C carries the school ability, Conductivity; paths A and B do without it.
ToxicologyBlight Spire — deals 1.3× to Radiance and Druidism, 0.7× to Umbramancy and Arcanum.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Blight Spire is the Toxicology tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard.
Its three paths
- A — Plague
- Area damage, damage over time, debuff. Starts with Poison, Poison Cloud and Death Spore.
- B — Venom
- Single-target damage, damage over time, crowd control. Starts with Strong Poison and Neurotoxin.
- C — Toxicant
- Support, debuff, area damage. Starts with Poison and Aura Damage Amp 10.
Paths A and C carry the school ability, Poison; path B does without it.
GeomancyStoneward — deals 1.3× to Voltomancy and Pyromancy, 0.7× to Aeromancy and Beastmastery.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Stoneward is the Geomancy tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard.
Its three paths
- A — Quake
- Area damage, crowd control, debuff. Starts with Stunning Strike and Ground Shock.
- B — Rampart
- Support, crowd control, single-target damage. Starts with Stunning Strike and Stone Barrier.
- C — Golem
- Single-target damage, crowd control, damage over time. Starts with Stunning Strike and Stone Fist.
Every Geomancy path carries the school ability, Stunning Strike.
UmbramancyDuskfang Spire — deals 1.3× to Radiance and Arcanum, 0.7× to Toxicology and Chronomancy.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Duskfang Spire is the Umbramancy tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard. Radiance is strong against Umbramancy too, so Umbramancy and Radiance towers each deal 1.3× to the other's enemies. Arcanum is strong against Umbramancy too, so Umbramancy and Arcanum towers each deal 1.3× to the other's enemies.
Its three paths
- A — Reaper
- Single-target damage, debuff, damage over time. Starts with Execute and Death Mark.
- B — Phantom
- Area damage, crowd control, debuff. Starts with Fear.
- C — Umbral
- Support, single-target damage, crowd control. Starts with Shadow Cloak and Blind.
Path A carries its own version of Execute; paths B and C do without it.
RadianceDawnward — deals 1.3× to Umbramancy and Chronomancy, 0.7× to Toxicology and Voltomancy.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Dawnward is the Radiance tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard. Umbramancy is strong against Radiance too, so Radiance and Umbramancy towers each deal 1.3× to the other's enemies.
Its three paths
- A — Radiance
- Area damage, support, damage over time. Starts with Reveal, Solar Flare and Mending Light.
- B — Judgment
- Single-target damage, debuff, crowd control. Starts with Reveal and Holy Smite.
- C — Sanctuary
- Support, crowd control, area damage. Starts with Reveal, Aura Slow 15 and Aura Range 10.
Every Radiance path carries the school ability, Reveal.
ArcanumMana Spire — deals 1.3× to Toxicology and Umbramancy, 0.7× to Cryomancy and Beastmastery.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Mana Spire is the Arcanum tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard. Umbramancy is strong against Arcanum too, so Arcanum and Umbramancy towers each deal 1.3× to the other's enemies.
Its three paths
- A — Disintegration
- Single-target damage, debuff, area damage. Starts with Adaptive Damage and Arcane Erosion.
- B — Spellweave
- Area damage, support, crowd control. Starts with Rune Placement.
- C — Siphon
- Support, damage over time, debuff. Starts with Arcane Siphon.
Path A carries the school ability, Adaptive Damage; paths B and C do without it.
AeromancyGaleward — deals 1.3× to Geomancy and Beastmastery, 0.7× to Voltomancy and Pyromancy.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Galeward is the Aeromancy tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard.
Its three paths
- A — Cyclone
- Area damage, crowd control, damage over time. Starts with Knockback and Dust Devil.
- B — Zephyr
- Support, crowd control, debuff. Starts with Aura Range 15 and Aura Slow 10.
- C — Shrike
- Single-target damage, crowd control, area damage. Starts with Knockback and Bleed.
Path A carries the school ability, Knockback; path C carries its own version of Knockback; path B does without it.
DruidismThornwatch — deals 1.3× to Arcanum and Chronomancy, 0.7× to Pyromancy and Toxicology.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Thornwatch is the Druidism tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard.
Its three paths
- A — Overgrowth
- Area damage, damage over time, crowd control. Starts with Thorns and Briar Patch.
- B — Druid
- Support, area damage, debuff. Starts with Thorn Aura and Natural Decay.
- C — Beastcaller
- Single-target damage, support, crowd control. Starts with Wolf Summon.
Path A carries the school ability, Thorns; paths B and C do without it.
ChronomancyChronospire — deals 1.3× to Cryomancy and Umbramancy, 0.7× to Radiance and Druidism.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Chronospire is the Chronomancy tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard.
Its three paths
- A — Stasis
- Crowd control, area damage, debuff. Starts with Time Dilation and Temporal Decay.
- B — Rewind
- Support, crowd control, single-target damage. Starts with Temporal Rewind.
- C — Haste
- Support, area damage, damage over time. Starts with Aura Attack Speed 15 and Aging Curse.
Paths A, B and C do without the school ability, Slow.
BeastmasteryBroodspire — deals 1.3× to Geomancy and Arcanum, 0.7× to Aeromancy and Pyromancy.
You choose a tower's school and its path together when you build it, and both are permanent until you sell the tower. Broodspire is the Beastmastery tower.
Its shots deal 1.3× damage to enemies of the schools under “1.3× vs” and 0.7× to enemies of the schools under “0.7× vs”; every other enemy takes normal damage. The web is not symmetric — each school's own lists decide how hard its towers hit, so check the enemy's page for what hits it hard.
Its three paths
- A — Swarm
- Area damage, damage over time, crowd control. Starts with Insect Swarm.
- B — Alpha
- Single-target damage, crowd control, support. Starts with Alpha Beast.
- C — Chimera
- Area damage, debuff, single-target damage. Starts with Spawn Mutant.
Paths A, B and C do without the school ability, Spawn Broodling.