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Gensokyo Tower Defense: Towers

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CReimu Reimu Hakurei

Reimu towers

Reimu's Towers

WR 1 Yin-Yang Orb

  • Cost: 3 points
  • Damage: 10
  • Range: 60
  • Each upgrade doubles the cost and damage.
  • The last upgrade increases its range to 180 and its cost to 100, and turns its bullets into yin-yang balls.

Normal attack. Moderately slow rate of fire, and at long range tends to miss its targets unless they're moving radially relative to the orb, but still a decent value. Along with having the lowest base price in the game, buying and selling one at levels 0 or 1 incurs only a 1 P net loss, so it's the obvious choice to use if you need just a temporary hole plug.

WR 2 Homing Amulet

  • Cost: 5 points
  • Damage: 5
  • Range: 120
  • Each upgrade doubles damage, increases range by 10 and adds 82-90% cost.
  • The last upgrade increases range by 20 instead of 10, and slightly increases the firing rate.

Normal homing attack, but note that it has an insanely large range. At max level it can almost reach every edge of the screen from the middle. If its intended target is destroyed before the amulet reaches it, the amulet simply continues on in its current direction, rather than locking on to a different enemy. At level 0 only, shares with the Yin-Yang Orb the distinction of incurring the least possible net loss when bought and sold.

WR 3 Demon Sealing Needle

  • Cost: 9 points
  • Damage: 6
  • Range: 70
  • Each upgrade increases cost by 78-93%. The 1st increases damage by 83%, the 2nd increase damage by 91%, the 3rd and 4th double damage.
  • The last upgrade doubles cost, increases range by 20, adds 102% damage, and increases the firing rate.

Normal attack. It attacks pretty quickly though.

WR 4 Youkai Buster

  • Cost: 15 points
  • Damage: 20
  • Range: 70
  • The first three upgrades increase cost and damage by 80-85%, while the last two increase them by 89-91%.
  • The second and fourth upgrades increase range by 5, and the last upgrade increases it by 10.

Normal rocket launcher-like attack. When facing the Youkai-type enemies, the turrets switch to firing 3-way purple card shots. Evil Eyes still have damage resistance as they normally would, making this mostly useful for Mystia waves.

WR 5 Hakurei Amulet

  • Cost: 7 points
  • Damage: 5
  • Range: 90
  • Each upgrade increases cost by 87-89%, listed damage by 60-79%, and range by 5.
  • The last upgrade increases cost by 80%, increases range by 20, and slightly increases the firing rate.

Has both homing and drilling abilities. The bullet chases enemies around, and continues to cut into its target after making contact. Hits (3 + turret level) times before disappearing. (E.g., at level 0, the bullet hits three times for 5 damage each, for a total of 15 damage per shot; and at level 5, it hits eight times at 75 damage apiece, for a total of 600 damage per shot.) If its target is defeated before the bullet runs out of hits, it then looks for another enemy to attack. The turret only fires when enemies are within range, but its shots can target enemies anywhere on screen if the initial target disappears.

WR 6 Yin-Yang Seal

  • Cost: 8 points
  • Damage: 4
  • Range: 70
  • Each upgrade increases cost by 87-89% and range by 5.
  • Sequence of listed damage percentage increases: 100%, 83%, 64%, 83%, 67%
  • The last upgrade doubles cost, increases range by 10, and slightly increases the firing rate.
  • After 3 upgrades, it fires 2 circles instead of one.
  • Fires 12 bullets at level 0, 14 bullets at level 1, 16 at level 2, 12 (first ring) + 8 (second ring) at 3, 14+10 at 4, and 18+14 at 5.
  • The listed damage is per bullet, so it's a better value than it sounds.

It fires bullets in a circle around it, then the bullets aim themselves at the closest (or selected) enemy. Enemies will dodge this, but it usually hits nearby targets. It only fires when enemies are within range, but once fired, its shots can target enemies anywhere on screen.

WR 7 Yin-Yang Gem

  • Cost: 25 points
  • Damage: 40
  • Range: 40
  • Each upgrade increases cost by 75-91% and doubles damage.
  • The last upgrade increases damage to 1000.

Attacks slowly, but attacks all enemies within range at once, with a chance of leaving them briefly stunned. Cannot hit normal Lily, but can hit boss Lily.

WR 8 Dream Seal

  • Cost: 32 points
  • Damage: 15
  • Range: 80
  • Each upgrade increases cost by 88-92%, damage by 89-93%, and range by 10.
  • The last upgrade increases damage to 400, and very slightly increases the firing rate.
  • The listed damage is per bullet, so multiply by 3 for total possible damage to a single enemy.

Fires 3 large bullets away from the targets, which quickly change direction and home in on one of them. Deals an area of effect attack on impact (doing full listed damage to all affected enemies). It only fires when enemies are within range, but its shots can target enemies anywhere on screen if their initial targets disappear.

WR 9 Double Barrier

  • Cost: 30 points
  • Damage: 100
  • Range: 70
  • Each upgrade doubles damage and increases range by 5.
  • Sequence of upgrade costs: 30, 30, 60, 90, 160

Basically a bomb. Does nothing, until you detonate it. Then it damages all enemies within range once before removing itself from the map. Above level 0, it also stuns its targets, with the stun length increasing with each upgrade.

WR 10 Spirit Sucking Field

  • Cost: 30 points
  • Damage: 0
  • Range: 80

Weakens Death Butterflies by creating a red area around the tower, much like Reimu's focus in PoFV. Lowers their defense, making them much more manageable.

CMarisa Marisa Kirisame

Marisa towers

Marisa's Towers

Marisa's towers generally ignore range in favor of damage. She has hard hitting towers and good explosive towers, but their relatively short range means you need to make sure enemies pass within range as much as possible. Quick enemies can give Marisa a lot of trouble, but high defense enemies like Evil Eyes are no problem.

WM 1 Magic Missile

  • Cost: 3 points
  • Damage: 10
  • Range: 60
  • Upgrade cost: 3, 6, 12, 24, 52
  • Power Increase: 10, 20, 40, 80, 520
  • Range Increase: None

Fires a single basic bullet at foes. Slow rate of fire. Its usefulness lies in its cheap cost, allowing for a temporary maze solution until you have more power to replace them with better towers. Has a significant power boost at level 5.

WM 2 Illusion Laser

  • Cost: 10 points
  • Damage: 32
  • Range: 100
  • Upgrade cost: 9, 17, 32, 59, 103
  • Power Increase: 38, 86, 180, 352, 752
  • Range Increase: None

Fires a single stationary laser for a short duration of time at enemies. Has a moderate recharge time. This laser penetrates, and deals damage equally across all enemies walking in the laser's path. The laser can strike all foes across the entire screen, but it will not trigger until a foe walks into its attack range. Each upgrade increases the duration of the laser. Unable to hit flying enemies.

WM 3 Stardust Missile

  • Cost: 10 points
  • Damage: 18
  • Range: 80
  • Upgrade cost: 9, 17, 34, 65, 135
  • Power Increase: 19, 41, 86, 176, 160
  • Range Increase: None

Fires a pair of missiles. Initially slow to come out, but speeds up as it exits the attack radius. It easily misses foes due to its slow initial speed. At level 5, an additional missile is added per salvo, totaling to 3 projectiles.

WM 4 Spread Star

  • Cost: 10 points
  • Damage: 12
  • Range: 70
  • Upgrade cost: 9, 17, 32, 59, 103
  • Power Increase: 11, 22, 45, 90, 180
  • Range Increase: 0, 5, 0, 5, 10

Fires a single shot that explodes when hitting an enemy. Moderate recharge time. Upgrades increases the explosion radius and reduces recharge time.

WM 5 Cold Inferno

  • Cost: 15 points
  • Damage: 1
  • Range: 50
  • Upgrade cost: 10, 10, 10, 10, 15
  • Power Increase: 0, 1, 0, 1, 2
  • Range Increase: +20 at level 5

This tower rapidly fires low damage shots which slow down nearby foes it hits for a short time. Has no cooldown time. Valuable around high damage towers. Costs little to max out. Upgrades increases amount of slowdown it causes. Has no slow-down effect on Cirnos.

WM 6 Milky Way

  • Cost: 10 points
  • Damage: 6
  • Range: 70
  • Upgrade cost: 9, 17, 32, 62, 110
  • Power Increase: 4, 8, 16, 20, 33
  • Range Increase: 0, 0, 5, 0, 5

Fires a flurry of low damage stars at foes. After a set amount of shots, the tower needs to recharge for a short time. Upgrades increases the number of stars shot during each charge, and at level 5 the size of each star increases slightly. These bullets may miss close-by foes, but the large number of bullets is likely to hit clusters of foes.

WM 7 Earth Light Ray

  • Cost: 10 points
  • Damage: 30
  • Range: 75
  • Upgrade cost: 10, 20, 40, 80, 160
  • Power Increase: 30, 60, 120, 240, 480
  • Range Increase: 5, 5, 5, 5, 5

Anti Lily-White. When a flying enemy enters within the tower's range, magic symbols appear from this tower and flies to the right or bottom openings, firing a single laser across the screen. Each flying enemy that enters the range of the tower causes the tower to release one magic symbol, to a maximum of three. At level 5, up to five flying enemies can be targeted.

WM 8 Orreries Sun

  • Cost: 8 points
  • Damage: 30
  • Range: 100
  • Upgrade cost: 8, 16, 28, 58, 112
  • Power Increase: 30, 65, 135, 280, 660
  • Range Increase: None

The tower continually releases orbs, which circles closely around the tower. Initially each tower can hold up to 4 orbs; at level 2 this increases to 5; at level 5 this increases further to 6. When an orb collides with an enemy, it explodes, damaging all foes in a small radius. These orbs continually circle the tower and only strike enemies that pass adjacent to it. Each orb takes a moderate amount of time to spawn. If the maximum number of possible orbs are circling the tower, you can click on an enemy to target it, and the orbs will fire at the enemy once it walks within range. The ring of orbs will pass through the target and off the screen, hitting anything else in its path. Note that while the tower is upgrading all existing orbs disappear.

WM 9 Master Spark

  • Cost: 90 points
  • Damage: 360
  • Range: n/a
  • Upgrade cost: 60, 90, 120, 140
  • Power Increase: 480, 1080, 2400, 5280
  • Range Increase: n/a

Marisa's signature spell. This tower does nothing, but acts only as a one-time use emergency bomb. Upon activation, the tower takes a time to charge up, then fires a large laser of pure power at enemies. Aim using the cursor - Master Spark will fire towards the cursor. This laser forces them to stop as they are being hit. The tower disappears after use, so place this where it will not affect your maze. Tower starts at upgrade level 1, instead of 0, and takes some time to build.

WR 10 Spirit Sucking Field

  • Cost: 30 points
  • Damage: 0
  • Range: 80

Weakens Death Butterflies by creating a long red area looking like a Master Spark (much like Marisa's focus in PoFV). This area travels all the way to the end of the screen, widening out. Lowers their defense, making them much more manageable.

CSakuya Sakuya Izayoi

Sakuya towers

Sakuya's Towers

WS 1 Silver Knife

  • Cost: 3
  • Damage: 10
  • Range: 60
  • Upgrade cost: 3, 6, 12, 24, 52
  • Power Increase: 10, 20, 40, 80, 140
  • Range Increase: +100 at level 5

Sakuya's cheapest tower. Shoots a single quick knife, average rate of fire. Gains a significant boost of range at level 5. Rarely misses, even after range has been expanded.

WS 2 Mysterious Jack

  • Cost: 6
  • Damage: 7
  • Range: 80
  • Upgrade cost: 5, 10, 19, 37, 83
  • Power Increase: 5, 6, 10, 21, 25
  • Range Increase: 5, 5, 5, 5, 10

Shoots a single wave of 3 knives, one straight forward, and one each a slight angle away from the center. This increases to 2 waves of 5 knives at level 2, and 3 waves of 7 knives at level 5. After shooting the number of waves they are capable of, the tower has a short amount of recovery.

WS 3 Jack the Ripper

  • Cost: 8
  • Damage: 3
  • Range: 120
  • Upgrade cost: 7, 13, 25, 47, 100
  • Power Increase: 3, 3, 9, 8, 4
  • Range Increase: 0, 5, 0, 5, 10

Shoots a single knife in a rapid, constant rate of fire. At level 5, this tower begins shooting double knives instead of single knives. Has no recovery time.

WS 4 Another Murder

  • Cost: 10
  • Damage: 12
  • Range: 70
  • Upgrade cost: 10, 18, 35, 67, 130
  • Power Increase: 12, 24, 36, 84, 132
  • Range Increase: 0, 0, 10, 0, 10

Shoots 3 large knives of average speed at foes, and then recovers for a moderate amount of time. Increases to 4 knives at level 5. At level 5, if the knives miss they will bounce of the boundaries of the map twice.

WS 5 Killer Doll

  • Cost: 12
  • Damage: 8
  • Range: 90
  • Upgrade cost: 11, 21, 40, 78, 128
  • Power Increase: 8, 18, 36, 74, 26
  • Range Increase:

Shoots a half-circle of knives which hover around the tower for a second before quickly homing in on the enemy. Does not miss, medium recharge time. At level 5, the tower shoots two half-circles of knives, doubling its power. While it will only fire when an enemy is within range, will strike any manually targeted enemy no matter where it is much like the Ying Yang Seal.

WS 6 Misdirection

  • Cost: 9
  • Damage: 4
  • Range: 55
  • Upgrade cost: 8, 15, 36, 64, 98
  • Power Increase: 3, 6, 8, 17, 27
  • Range Increase: +10 at level 5

Shoots 2 half spirals of knives which bounce off the boundaries of the map once. Leveling up this tower gradually increases the number of knives shot per salvo. At level 3, two waves are fired.

WS 7 Soul Scripture

  • Cost: 25
  • Damage: 3
  • Range: 50
  • Upgrade cost: 24, 47, 92, 180, 332
  • Power Increase: 3, 6, 12, 24, 62
  • Range Increase: +10 at level 5

Melee tower. Rapidly shoots small slashes with no recovery time. Can't hit flying enemies.

WS 8 Private Illusion

  • Cost: 17
  • Damage: 8
  • Range: 70
  • Upgrade cost: 14, 14, 14, 14, 27
  • Power Increase: 4, 6, 8, 14, 29
  • Range Increase: +10 at level 5

Targets an enemy with a magic symbol, briefly stopping the enemy. A second later, knives appear half-surrounding that enemy and fire towards it. Long recovery between attacks. Leveling up increases the number of knives that appear. At level 2, some additional knives begin pointing in random directions. At level 5, the enemy is stopped for a longer period of time. Recovery time is reduced at higher levels.

WS 9 Private Square

  • Cost: 90
  • Damage: n/a
  • Range: 90
  • Upgrade cost: 60, 60, 60, 60, 90
  • Power Increase: n/a
  • Range Increase: 40, 40, 60, 70, 300

One-use bomb. Stops all enemies within range for a short period of time. Time of effect increases with level.

WR 10 Spirit Sucking Field

  • Cost: 30
  • Damage: n/a
  • Range:

Aims a red zone shaped like a cone at Death Butterflies, weakening them. Based on Sakuya's focus area in PoFV.

Flandre Scarlet

Flandre towers

Flandre's Towers

Unlock by beating Scarlet Devil Mansion: Basement on at least normal mode. Flandre's towers are on the expensive side, but she also boasts some of the most powerful towers in the game too. Flandre's towers revolves around shooting a ridiculous amount of projectiles in a single screen. Note that all of Flandre's towers have no resale value.

Bat (?)

  • Cost: 5
  • Damage: 8
  • Range: 70
  • Upgrade cost: 4, 8, 16, 31, 56
  • Power Increase: 3, 6, 12, 21, 40
  • Range Increase: +30 at level 5

Fires a single bat at enemies. Homing capabilities. Bumps against the enemy for a short time, constantly inflicting damage. Slow rate of fire.

Läevatein

  • Cost: 35
  • Damage: 60
  • Range: 80
  • Upgrade cost: 32, 60, 113, 215, 415
  • Power Increase: 65, 135, 275, 555, 1110
  • Range Increase: +30 at level 5

Flandre's melee tower. Fires a constant beam of radius length and automatically tracks enemies within range. Easily one of the most powerful towers in the game in terms of pure strength. Can't hit flying enemies.

Kagome Kagome

  • Cost: 12
  • Damage: 8
  • Range: 80
  • Upgrade cost: 11, 21, 41, 80, 135
  • Power Increase: 7, 14, 27, 54, 90
  • Range Increase: 0, 5, 5, 5, 5

Shoots a cross of danmaku centering upon a targeted enemy. While the projectiles are stationary, they do not come in contact with enemies. A few seconds later, these projectiles converge upon the spot the enemy currently is. These shots do not change paths even if the enemy moves away or is destroyed. Avoid use until mid-game, when you have a sizable maze. Leveling up approximately doubles the number of projectiles shot out.

Four of a Kind

  • Cost: 12
  • Damage: 6
  • Range: 80
  • Upgrade cost: 12, 22, 42, 82, 170
  • Power Increase: 6, 12, 26, 52, 98
  • Range Increase: +10 at level 5

Four bats are deployed around the tower. When an enemy comes within tower range, these bats move around the enemy, firing shots at it. Increased rate of fire at level 5.

Maze of Love

  • Cost: 30
  • Damage: 5
  • Range: 40
  • Upgrade cost: 25, 45, 80, 150, 270
  • Power Increase: 5, 9, 17, 34, 70
  • Range Increase: none

Rapidly shoots a spiral of danmaku that travels to the edge of the screen.

Starbow Break

  • Cost: 20
  • Damage: 8
  • Range: 60
  • Upgrade cost: 9, 17, 32, 62, 120
  • Power Increase: 6, 11, 20, 40, 85
  • Range Increase: none

Fires a number of projectiles, which hover around the tower before firing in the enemy's direction. Projectiles leaving the tower may hit enemy units. Moderate recharge time. Tends to miss in long range. Increasing levels adds more projectiles. This tower has the unusual property of triggering all Starbow Break towers at the same time if an enemy walks into the range of any of them.

Counter Clock

  • Cost: 25
  • Damage: 45
  • Range: 70
  • Upgrade cost: 22, 41, 75, 137, 200
  • Power Increase: 42, 83, 165, 330, 665
  • Range Increase: none

Releases a spinning cross at foes, and does not disappear until it travels a set length. Quick recovery time.

Q.E.D. "Ripples of 495 Years"

  • Cost: 50
  • Damage: 25
  • Range: n/a
  • Upgrade cost: 50, 50, 50, 50, 450
  • Power Increase: 25, 25, 25, 25, 125
  • Range Increase: n/a

Continually fires a circle of danmaku across the entire screen. Danmaku reaching the edges of the map bounces back once. Always fires if at least one enemy is on the screen. Only one of these may be placed at a time. At level 5, the recharge rate is reduced significantly and more danmaku is fired.

And Then Will There Be None?

  • Cost: 60
  • Damage: 30
  • Range: n/a
  • Upgrade cost: 40, 40, 60, 80, 120
  • Power Increase: 15, 20, 30, 45, 60
  • Range Increase: n/a

Fires one wave of thick danmaku barrage into one enemy, and make that enemy shining. If it dies, it will shoot a wave of thick dunmaku toward nearest enemy and make that enemy shining until it dies, when it dies it will shoot a wave of thick dunmaku toward nearest enemy and make that shining and it goes loop until there will be none?, or until duration is over. Very low efficiency on boss unit but very powerful against lots of (weak) enemy.

Spirit Sucking Field

  • Cost: 30
  • Damage: n/a
  • Range: 90

Fires a bat with a medium red circle area, weakening Death Butterflies in the area. The bat tracks enemies for a few seconds before disappearing.

Aya Shameimaru

Aya towers

Aya's Towers

Unlock Aya by beating the Youkai Mountain stage at least once.

Pelting of Midnight

  • Cost: 3
  • Damage: 10
  • Range: 70
  • Upgrade cost: 3, 6, 12, 24, 52
  • Power Increase: 10, 20, 40, 80, 160
  • Range Increase: +70 at level 5

Shoots a single crow at enemies. Takes a second to fire, and low recharge time. Large range boost at level 5, and turns its bullets color into red.

Gale Fan

  • Cost: 8
  • Damage: 8
  • Range: 90
  • Upgrade cost: 8, 15, 29, 58, 112
  • Power Increase: 8, 15, 31, 64, 126
  • Range Increase: None

Shoots a quick projectile that passes through enemies, doing equal damage to each enemy. Average recharge time.

Violent Gale Fan

  • Cost: 9
  • Damage: 13
  • Range: 110
  • Upgrade cost: 9, 16, 32, 62, 122
  • Power Increase: 13, 26, 52, 104, 192
  • Range Increase: 5, 5, 5, 5, 20

Shoots a single fast projectile at foes. Quick recharge time.

Tengu Gale Fan

  • Cost: 9
  • Damage: 27
  • Range: 90
  • Upgrade cost: 9, 16, 32, 62, 122
  • Power Increase: 27, 56, 114, 232, 444
  • Range Increase: +30 at level 5

Shoots a single projectile of moderate speed at foes. Can bounce off walls once.

Tengu's Fall Wind

  • Cost: 15
  • Damage: 5
  • Range: 60
  • Upgrade cost: 10, 10, 10, 10, 15
  • Power Increase: 3, 5, 7, 10, 20
  • Range Increase: None

Shoots a small tornado that causes knockback to one enemy. Slow recharge time.

  • Cost: 10
  • Damage: 8
  • Range: 75
  • Upgrade cost: 9, 17, 32, 62, 120
  • Power Increase: 7, 13, 8, 30, 59
  • Range Increase: 0, 0, 10, 0, 15

Shoots a string of 6 bullets at enemies. Fairly long recharge time. Shoots two waves of bullets, increased number of bullets, and different sprite at level 3.

Advent of the Divine Grandson

  • Cost: 45
  • Damage: 28
  • Range: 50
  • Upgrade cost: 42, 80, 149, 254, 370
  • Power Increase: 28, 56, 112, 224, 452
  • Range Increase: +10 at level 5

Releases a tornado that centers on the tower. Continually hits all foes within it. Causes minimal slowdown effect on enemies.

Youkai Camera

  • Cost: 50
  • Damage: n/a
  • Range: 90
  • Upgrade cost: 30, 30, 30, 30, 30
  • Power Increase: n/a
  • Range Increase: None

Click on an enemy, and the tower will "take a picture." This stuns foes within a small rectangle for a moderate amount of time. Long recharge time between pictures. Recovery time improves with level. Only one of these may be placed at a time.

Route Forbidden to Man

  • Cost: 60
  • Damage: n/a
  • Range: n/a
  • Upgrade cost: 60, 60, 60, 60, 100
  • Power Increase: n/a
  • Range Increase: None

Bomb. Causes slowdown effect on all enemies. Upgrades increases amount and duration of slowdown it causes.

Spirit Sucking Field

  • Cost: 30
  • Damage: n/a
  • Range: 110

Aims a red zone shaped like a cone at Death Butterflies, weakening them. This red zone will not move until they're no Death Butterflies in the red zone. Based on Aya's focus area in PoFV.


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