All Emberward towers: complete list by size

Updated September 23, 2026 — Emberward 1.0

Emberward 1.0 ships with 36 towers split across five footprint classes: 1×1, 1×2, 1×3, 2×2, 3×3 and the oversized 3×3+ category. Bigger towers hit harder but eat maze space, so what you pick depends on how much room your walls leave behind. Below is every tower with its red and blue upgrade costs where documented.

How upgrade costs work: most towers have a red upgrade and a blue upgrade path that change what the tower becomes — sometimes even its element (for example Boulder becomes Arcane after its blue upgrade). Costs listed are gold. See the elements guide for which upgrade changes damage type.

1×1 towers (15)

The workhorses. 1×1 towers fit into single cells, so you can tuck them into maze corners and fill gaps between walls. They anchor most early builds.

TowerRed upgradeBlue upgradeNotes
Basic Tower1515Cheap all-rounder, Normal element.
Dart Tower1515Budget Poison shooter — poison accumulation on hit.
Cannon Tower2020Normal element workhorse.
Magic Arrow Tower2025Arcane — always crits targets above 80% HP.
Laser Tower2520Electric — builds Charge toward a stun.
Arcane Missile Tower2525Arcane opener.
Axe Tower2530Arcane melee-range swinger.
Drill Tower3530Utility tower — no element, damage, range or fire rate. Blue upgrade adds a random boost tile (speed, range or damage).
Lightning Tower3045Electric burst; expensive blue path.
Frost Tower4030Ice — applies Chill (−25% monster speed).
Icicle Tower4030Ice alternative with its own upgrade profile.
Flamethrower Tower5020Fire — cheap blue upgrade; 5% burn chance per hit.
Drone Tower2025Electric drones that track enemies anywhere — ignores maze lines.
Dice TowerRolls 1–6 for damage; damage type/element changes with the Elemental Dice relic. Rerolls cost gold (see table below).
Scrap TowerHas limited ammo (30, or 45 with Scrap Master's Note) and is destroyed when it runs out.

Dice Tower roll table

DieDamageReroll costSell valueElement (with Elemental Dice)
11100Ice (Chill)
2282Ice (Chill)
3346Poison
4464Electric
55010Fire
66can't reroll15Arcane

Dedicated relics: Remote Dice rerolls all 1s at battle start; Elemental Dice ties the die value to an element.

1×2 and 1×3 towers (2)

TowerFootprintRedBlueNotes
Lightning Ball Tower1×25540Electric — the only 1×2 tower; cheaper blue than red.
Poison Tower1×34550Pours poison in a sprinkler-style area over the path instead of shooting single targets. Red upgrade can change its behavior.

2×2 towers (13)

Mid-game anchors. A 2×2 footprint shapes your maze more than any 1×1 — plan walls around it before you place.

TowerRedBlueNotes
Giant Dice Tower2550d20! Roll 1 = Critical Failure, 20 = Critical Success. High rolls sell/rerell richly — reroll costs go negative at high values (you earn gold rerolling a 16+).
Lava Tower5065Fire area denial.
Fan Tower3035Blue upgrade adds Ice/Chill to its pushes.
Snowball Tower5065Ice crowd control.
Missile Tower5050Normal → Fire (red) or Ice (blue). Flexible element picker.
Chomp Tower5570Normal → Poison with blue upgrade.
Boulder Tower6075Normal → Arcane with blue upgrade.
Golden Statue60750 damage, 0 fire rate — a pure economy tower (the only tower without "Tower" in its name).
Hammer Tower6065Arcane by default; blue upgrade can retype it.
Lasso Tower6560Normal → Arcane (red); blue upgrade grants Ice behavior in some builds.
Landmine Tower6050Arcane by default; blue upgrade → Ice chill mines.
Sniper Tower7060Fire long-range single target — boss melter.
Fireball Tower8575The most expensive red upgrade in the 2×2 class; heavy Fire AoE.

Giant Dice reroll economics: reroll costs fall as the die rises — free at 16, and negative (gold gain) from 17 to 19. A 20 can't be rerolled. Side dice on the blue path can't reroll either, but the tower emotes based on their values.

3×3 towers (4)

TowerRedBlueNotes
Scrap Tank Tower30503×3 anchor that absorbs other towers to enhance itself. Its element follows the last tower absorbed. Cannot hit enemies adjacent to it.
Earthquake Tower6080Ground-shaking Normal damage; red upgrade → Fire.
Thunder Tower6580Heavy Electric storm damage.
Starfall Tower6075Blue upgrade makes star damage type random. Cannot hit adjacent enemies.

Scrap Tank enhance table

When you feed the Scrap Tank a tower, it gains a buff matching that tower's element (increase sized relative to the average cost of that element's 1×1 towers):

Fed tower elementTank elementBuffApprox. increase
Normal (incl. Drill)NormalDamage+4
FireFireDamage+10
IceIce (with Chill)Range+1.5
ElectricElectricFire rate+14%
PoisonPoisonDamage+4
ArcaneArcaneCrit chance+10%

3×3+ towers (2)

TowerRedBlueNotes
Bomb Tower6055Fire by default; blue → Poison. Can't hit enemies right next to it — needs a firing gap.
Decimate Tower6050Poison room-clearer at the top end of the footprint ladder.

Tower trivia worth knowing