
Minimalist
Reach wave 35 using at most 2 distinct tower types.
The word that catches people out is "distinct". Twenty Radiance Radiance towers are one type. A type is a school plus a path — Radiance A and Radiance B are two different types. And the game counts every type you have ever built this game, not the ones standing now, so selling a mistake does not undo it. One stray third tower ends the attempt for the whole run.
The two to take
Radiance path A, and Chronomancy path A. The pairing is not arbitrary:
- Radiance is the only school that can shoot a stealthed enemy. Stealth starts at wave 20 and nothing else in the game sees through it — a two-type run without Radiance simply stops at 20 while untargetable enemies walk past.
- Their pair is S-tier. Radiance + Chronomancy is Eternal Vigil, which buffs your own towers' attack speed and stops time for the target. With only two schools on the board, every combo that fires is this one.
- Radiance A brings area damage and support; Chronomancy A (Stasis) brings the crowd control that a two-type defence has no other source of.
The run, in order
The recorded run
One game on a fresh profile, Wanderer's Waypoint, seed 4. It cleared wave 35 and ran out of lives in wave 38, with 653 kills, 474 synergy combos and exactly two tower types on the board the whole way.




What breaks it
- A third type, ever, at any point in the run — including one you sold.
- Leaving a base tower unspecialised does not break it: a tower with no school has no type and is not counted. It also does almost nothing, so it is not a plan.
- Dying in wave 35 rather than clearing it.