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.
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.
| Tower | Red upgrade | Blue upgrade | Notes |
|---|---|---|---|
| Basic Tower | 15 | 15 | Cheap all-rounder, Normal element. |
| Dart Tower | 15 | 15 | Budget Poison shooter — poison accumulation on hit. |
| Cannon Tower | 20 | 20 | Normal element workhorse. |
| Magic Arrow Tower | 20 | 25 | Arcane — always crits targets above 80% HP. |
| Laser Tower | 25 | 20 | Electric — builds Charge toward a stun. |
| Arcane Missile Tower | 25 | 25 | Arcane opener. |
| Axe Tower | 25 | 30 | Arcane melee-range swinger. |
| Drill Tower | 35 | 30 | Utility tower — no element, damage, range or fire rate. Blue upgrade adds a random boost tile (speed, range or damage). |
| Lightning Tower | 30 | 45 | Electric burst; expensive blue path. |
| Frost Tower | 40 | 30 | Ice — applies Chill (−25% monster speed). |
| Icicle Tower | 40 | 30 | Ice alternative with its own upgrade profile. |
| Flamethrower Tower | 50 | 20 | Fire — cheap blue upgrade; 5% burn chance per hit. |
| Drone Tower | 20 | 25 | Electric drones that track enemies anywhere — ignores maze lines. |
| Dice Tower | — | — | Rolls 1–6 for damage; damage type/element changes with the Elemental Dice relic. Rerolls cost gold (see table below). |
| Scrap Tower | — | — | Has limited ammo (30, or 45 with Scrap Master's Note) and is destroyed when it runs out. |
Dice Tower roll table
| Die | Damage | Reroll cost | Sell value | Element (with Elemental Dice) |
|---|---|---|---|---|
| 1 | 1 | 10 | 0 | Ice (Chill) |
| 2 | 2 | 8 | 2 | Ice (Chill) |
| 3 | 3 | 4 | 6 | Poison |
| 4 | 4 | 6 | 4 | Electric |
| 5 | 5 | 0 | 10 | Fire |
| 6 | 6 | can't reroll | 15 | Arcane |
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)
| Tower | Footprint | Red | Blue | Notes |
|---|---|---|---|---|
| Lightning Ball Tower | 1×2 | 55 | 40 | Electric — the only 1×2 tower; cheaper blue than red. |
| Poison Tower | 1×3 | 45 | 50 | Pours 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.
| Tower | Red | Blue | Notes |
|---|---|---|---|
| Giant Dice Tower | 25 | 50 | d20! 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 Tower | 50 | 65 | Fire area denial. |
| Fan Tower | 30 | 35 | Blue upgrade adds Ice/Chill to its pushes. |
| Snowball Tower | 50 | 65 | Ice crowd control. |
| Missile Tower | 50 | 50 | Normal → Fire (red) or Ice (blue). Flexible element picker. |
| Chomp Tower | 55 | 70 | Normal → Poison with blue upgrade. |
| Boulder Tower | 60 | 75 | Normal → Arcane with blue upgrade. |
| Golden Statue | 60 | 75 | 0 damage, 0 fire rate — a pure economy tower (the only tower without "Tower" in its name). |
| Hammer Tower | 60 | 65 | Arcane by default; blue upgrade can retype it. |
| Lasso Tower | 65 | 60 | Normal → Arcane (red); blue upgrade grants Ice behavior in some builds. |
| Landmine Tower | 60 | 50 | Arcane by default; blue upgrade → Ice chill mines. |
| Sniper Tower | 70 | 60 | Fire long-range single target — boss melter. |
| Fireball Tower | 85 | 75 | The 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)
| Tower | Red | Blue | Notes |
|---|---|---|---|
| Scrap Tank Tower | 30 | 50 | 3×3 anchor that absorbs other towers to enhance itself. Its element follows the last tower absorbed. Cannot hit enemies adjacent to it. |
| Earthquake Tower | 60 | 80 | Ground-shaking Normal damage; red upgrade → Fire. |
| Thunder Tower | 65 | 80 | Heavy Electric storm damage. |
| Starfall Tower | 60 | 75 | Blue 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 element | Tank element | Buff | Approx. increase |
|---|---|---|---|
| Normal (incl. Drill) | Normal | Damage | +4 |
| Fire | Fire | Damage | +10 |
| Ice | Ice (with Chill) | Range | +1.5 |
| Electric | Electric | Fire rate | +14% |
| Poison | Poison | Damage | +4 |
| Arcane | Arcane | Crit chance | +10% |
3×3+ towers (2)
| Tower | Red | Blue | Notes |
|---|---|---|---|
| Bomb Tower | 60 | 55 | Fire by default; blue → Poison. Can't hit enemies right next to it — needs a firing gap. |
| Decimate Tower | 60 | 50 | Poison room-clearer at the top end of the footprint ladder. |
Tower trivia worth knowing
- Golden Statue is the only tower with zero damage and zero fire rate — it exists to make gold.
- Drill is the only utility tower: no element, damage, range or fire rate at all.
- Scrap Tank, Starfall and Bomb all suffer from minimum range — they cannot hit enemies adjacent to them. Never wall monsters directly into their face.
- Scrap Tower is finite: it explodes/disappears when its ammo hits zero unless relics extend it.
- Three towers change element purely through upgrades: Boulder, Chomp and Earthquake (among others — check the element tables).