Elemental Defense Realms v66 · tap empty space to close
Clear 10 maps with 10 waves on every map. A boss joins wave 10 of each map. Every wave and map gets harder.
Elemental Defense
Strong elements deal double damage.
Specializations
Slots (tap to open Bag)
Bag (tap an item to equip it on the selected tower)
Element strengths & weaknesses
Hybrid enemies: none on maps 1–2, approximately 20% on maps 3–5, and 35% on maps 6–10. They replace normal enemies and have the same HP and speed. Damage averages both defending elements. Hybrid tower attacks average all four pairings. Bosses remain normal elements. Hybrid enemies currently use hybrid icons as temporary artwork.
| Tower | Strong · 2× | Weak · ½× |
|---|---|---|
| Water | Fire | Lightning |
| Fire | Earth | Water |
| Earth | Air | Fire |
| Air | Lightning | Earth |
| Lightning | Water | Air |
Arrows show damage dealt to the pictured enemy. Gold is a support tower and does not attack.
Item catalog
5% item drop chance per kill. Drops are Normal, equally selected from 20 types. Combine 3 matching Normal items from Bag or equipped towers into Rare, or 3 matching Rare into Epic: 100% success, no coin cost. Six equipment slots; one of each item type across all rarities. Different projectile items (16–20) can be equipped together within six slots. Each activates independently from the main attack; extra shots never split again. Extra projectiles cannot critically hit or trigger Midas, item or branch effects. Crosswind extra attacks do not activate projectile items.
1. Power Rune
Normal: +20% damage
Rare: +30% damage
Epic: +40% damage
2. Haste Gem
Normal: +20% fire rate
Rare: +30% fire rate
Epic: +40% fire rate
3. Eagle Lens
Normal: +15% range
Rare: +22.5% range
Epic: +30% range
4. Lucky Charm
Normal: +10% critical chance; critical hits deal ×2.5 damage
Rare: +15% critical chance; critical hits deal ×2.5 damage
Epic: +20% critical chance; critical hits deal ×2.5 damage
5. Frost Shard
Normal: Direct hits slow by 50% for 1 second. Strongest slow applies.
Rare: Direct hits slow by 60% for 1 second. Strongest slow applies.
Epic: Direct hits slow by 70% for 1 second. Strongest slow applies.
6. Blast Bomb
Normal: Direct hits splash nearby enemies for 30% shot damage within 46 range.
Rare: Direct hits splash nearby enemies for 45% shot damage within 46 range.
Epic: Direct hits splash nearby enemies for 60% shot damage within 46 range.
7. Midas Coin
Normal: Earn 2 coins every 5 successful direct hits. No cooldown.
Rare: Earn 3 coins every 5 successful direct hits. No cooldown.
Epic: Earn 4 coins every 5 successful direct hits. No cooldown.
8. Giant Core
Normal: +40% damage; −20% fire rate
Rare: +60% damage; −20% fire rate
Epic: +80% damage; −20% fire rate
9. Overcharge
Normal: +30% fire rate; −10% damage
Rare: +45% fire rate; −10% damage
Epic: +60% fire rate; −10% damage
10. Static Coil
Normal: Applies Shock: next direct hit from a different tower deals +30% damage. Strongest Shock applies.
Rare: Applies Shock: next direct hit from a different tower deals +45% damage. Strongest Shock applies.
Epic: Applies Shock: next direct hit from a different tower deals +60% damage. Strongest Shock applies.
11. Ember Stone
Normal: Direct hits burn for 5% shot damage per second for 2 seconds. Strongest burn applies.
Rare: Direct hits burn for 7.5% shot damage per second for 2 seconds. Strongest burn applies.
Epic: Direct hits burn for 10% shot damage per second for 2 seconds. Strongest burn applies.
12. Hunter’s Mark
Normal: +30% direct damage against enemies above 80% health.
Rare: +45% direct damage against enemies above 80% health.
Epic: +60% direct damage against enemies above 80% health.
13. Finisher Fang
Normal: +30% direct damage against enemies below 25% health.
Rare: +45% direct damage against enemies below 25% health.
Epic: +60% direct damage against enemies below 25% health.
14. Bossbreaker Crest
Normal: +30% direct damage against bosses.
Rare: +45% direct damage against bosses.
Epic: +60% direct damage against bosses.
15. Focus Crystal
Normal: +2% direct damage per consecutive hit on the same target, up to +10%. Switching targets resets it.
Rare: +3% direct damage per consecutive hit on the same target, up to +15%. Switching targets resets it.
Epic: +4% direct damage per consecutive hit on the same target, up to +20%. Switching targets resets it.
16. Forked Crystal
Normal: 100% main shot plus 2 extra shots at different enemies for 15% damage each.
Rare: 100% main shot plus 2 extra shots at different enemies for 22.5% damage each.
Epic: 100% main shot plus 2 extra shots at different enemies for 30% damage each.
17. Twin Prism
Normal: Every 4th main attack fires a second projectile at the same enemy for 25% damage.
Rare: Every 4th main attack fires a second projectile at the same enemy for 37.5% damage.
Epic: Every 4th main attack fires a second projectile at the same enemy for 50% damage.
18. Shatter Gem
Normal: Main impact releases up to 3 fragments at other enemies within 100 range for 10% damage each.
Rare: Main impact releases up to 3 fragments at other enemies within 100 range for 15% damage each.
Epic: Main impact releases up to 3 fragments at other enemies within 100 range for 20% damage each.
19. Scatter Rune
Normal: 100% main shot plus 4 side shots at different enemies for 5% each; 120% maximum total damage.
Rare: 100% main shot plus 4 side shots at different enemies for 10% each; 140% maximum total damage.
Epic: 100% main shot plus 4 side shots at different enemies for 15% each; 160% maximum total damage.
20. Echo Shard
Normal: Every 5th main attack releases echoes after 0.25 game seconds at up to 2 other enemies for 20% damage each.
Rare: Every 5th main attack releases echoes after 0.25 game seconds at up to 2 other enemies for 30% damage each.
Epic: Every 5th main attack releases echoes after 0.25 game seconds at up to 2 other enemies for 40% damage each.
Unit status icons
- 🌿 Root
Cannot move briefly. Shares resistance with freeze and stun.
- ◇ Hybrid mark
Another tower consumes the mark for bonus damage. Uses the strongest bonus with Shock.
- ❄ Freeze
Cannot move until the freeze ends.
- ★ Stun
Cannot move until the stun ends.
- 🔥 Burn
Takes damage over time.
- ⌄⌄ Slow
Moves more slowly.
- ⚡ Shock
The next hit from another tower deals bonus damage.
- Vulnerability
Inside a Gold Vulnerability aura, takes 1% more damage per Gold level (maximum 10%). Broken shield shows −1% to −10%. Strongest bonus with Fracture only; ends immediately outside aura.
- ♢ Fracture
Takes increased damage from all sources.
Small badges above the health bar show current effects. They disappear when the effect expires or is consumed. Different effects may appear together.
Silver rocks · blocked build tiles
Silver rocks occupy grid tiles. You cannot build or redeploy a returned tower on a rock.
Clearing waves 5 and 10 adds two rocks to free build tiles. Rocks never replace towers or block the enemy path.
The next map starts with the same total number of silver rocks, placed on free tiles in its new layout. New rocks keep adding to that total. A new campaign starts at zero.
Boss suppression
Bosses move at 80% of normal monster speed and have 10% armor reduction against all damage, after elemental multipliers. Normal monsters have no armor.
Bosses move at 80% of normal monster speed and have 10% armor reduction against all damage, after elemental multipliers. Normal monsters have no armor.
Bosses have a glowing halo and a BOSS label. They are slow, have 12× normal health, and cost 5 lives if they escape.
A boss joins wave 10 on each 10-wave map and arrives after the normal enemies. The boss spawn count continues across all ten maps.
Boss #1 suppresses 1 random tower, boss #2 suppresses 2, up to 10. If fewer towers exist, all are suppressed. New towers can be affected until the quota is filled.
A 40↓ badge marks suppressed attacking towers: direct, splash, burn and field damage retain 60% strength. Gold towers show 20↓: their range or fire-rate aura retains 80% strength. Gold aura radius and other Gold skills stay unchanged. Attack speed, control duration and coin income otherwise stay unchanged.
All suppressed towers return to normal when the entire boss wave ends, even if the boss died earlier. A new campaign resets the boss count to zero.
Coins, loot & equipment
At every map clear, Keep Towers retains levels, skills and equipped cores and grants 10% of tower building plus upgrade costs as coins, rounded down. Items return to Bag. Bonus is paid once when starting the next map; after map 10, it carries into the next campaign. Cores/items do not add coin value.
Normal kills pay 4 coins on map 1, +1 per map (13 on map 10). Boss kills pay 80 × map number (80–800 coins). Wave bonuses and 10% interest are unchanged.
Any kill, including a boss, has a 1% chance to drop a coin on the map. Tap the coin to collect it during combat. Uncollected coin drops are collected automatically when the wave ends, before interest and map-clear rewards.
Items go straight to Bag. Each attacking tower has six equipment slots and can equip only one of each item. Gold support towers cannot equip items.
Select a tower → Equipment opens Bag. Tap an item to equip it. Tap a filled slot to put the item back in Bag.
Selling refunds half of tower and upgrade spending. Equipped items always return to Bag when selling or clearing a map.
Tower roles
Slows enemies. Its water spirit ripples and bobs, then leans forward to cast.
The flame spirit lunges and releases an animated fireball with a flame tail, sparks and an impact burst. All character and projectile animations are visual only. Animation stops when paused or boss-disabled.
Heavy damage, slower shots. Its rocky spirit rocks gently and has a heavier casting recoil.
Fast attacks. Its cloud spirit floats with swirling wisps and casts with a quick gust pulse.
Applies shock so another tower can deal bonus damage. Its electric spirit crackles and flashes as it casts.
Choose a range or fire-rate aura. The Gold spirit sparkles and pulses its aura instead of attacking. Only the strongest covering bonus in each aura category applies. Boss-paused Gold towers give no aura.
Gold chooses one aura: Range, Attack Speed, or Vulnerability. Vulnerability makes enemies inside its radius take +1% damage per level, up to +10%. Strongest Vulnerability or Fracture applies; Gold suppression reduces aura strength by 20%.
Hybrid tower roles
Equip one different elemental core to an attacking tower. Both mixing orders give identical hybrid stats. Hybrid skills replace the original skills. Choose one branch at level 3; it improves at levels 6 and 10.
- Steam: Area damage and slowing.
- Magma: Burning ground and explosions.
- Firestorm: Crowd damage and spreading burn.
- Plasma: Focused damage against tough enemies.
- Mud: Slowing, rooting and weakening enemies.
- Frost: Freezing and crowd control.
- Storm: Chain damage and marks that amplify another tower’s hit.
- Sandstorm: Area damage, weakening and slowing.
- Magnet: Damage marks, slowing and piercing shots.
- Thunder: Fast attacks, stuns and piercing shots.
Changelogs
Realms v66 · 4 Nov 2026, 04:40:11 · Bangkok (UTC+7)
- Hybrid range circles now use the same effective range as attack targeting and Tower stats, including core mixing, items, skills and Gold buffs.
- Both mixing orders have identical range; original-element range is no longer used for the hybrid selection circle.
Realms v59 · 4 Nov 2026, 04:29:13 · Bangkok (UTC+7)
- Hybrid overhead indicators now match normal towers: level, skill marker, armor, status and buffs. Hybrid names remain in the Tower panel only.
Realms v58 · 4 Nov 2026, 03:30:51 · Bangkok (UTC+7)
- Keep Towers grants an extra 10% of total tower build/upgrade costs, rounded down. Core and item values are excluded.
- The bonus is paid once on entering the next map. Map 10 also offers the reward for the next campaign.
- Full Refund remains 100%; kept levels, branches and cores and item return rules are unchanged.
Realms v57 · 4 Nov 2026, 03:19:27 · Bangkok (UTC+7)
- Map Results appear above refund/keep choices with that map’s builds, cores, equipment, damage, DPS, kills, income, time and lives.
- Final Run Results are grouped into expandable map sections, with whole-run totals retained.
- Per-map history is autosaved; carried towers count once globally and once per deployed map.
Realms v56 · 4 Nov 2026, 02:28:53 · Bangkok (UTC+7)
- Normal kill coins: 4 on map 1, increasing by 1 per map. Boss kill coins: 80 × map number.
- Victory and defeat show campaign tower history, counts, levels, skills, cores, rarity equipment, damage and combat-time DPS.
- Kept towers retain tracking IDs across maps; results tracking is included in autosaves.
Realms v55 · 4 Nov 2026, 02:06:35 · Bangkok (UTC+7)
- Map choices appear in a distinct bordered panel with a blurred backdrop; bottom gameplay controls hide during selection.
- Bottom build and menu controls are 20% smaller and remain centered during gameplay.
Realms v54 · 4 Nov 2026, 01:55:30 · Bangkok (UTC+7)
- Map selection is centered vertically and uses a 50%-opacity HUD-colored background.
Realms v53 · 4 Nov 2026, 01:44:23 · Bangkok (UTC+7)
- Runs save locally every second and when leaving the page. Reloaded runs restore paused; normal and development saves are separate.
- Double click/tap Full Refund or Keep Towers to confirm, then double click/tap a map or Random to continue. No Start Map button.
- Map selection overlays are transparent. Building Gold no longer opens Tower management.
Realms v52 · 4 Nov 2026, 01:03:51 · Bangkok (UTC+7)
- Removed menu and build-bar background strips, including fullscreen.
- HUD palette now colors all buttons and popups, including map selection, map clear, item drops and changelogs.
Realms v51 · 4 Nov 2026, 00:57:04 · Bangkok (UTC+7)
- Boss preview and spawning now share the same wave-10 rule. No boss preview after wave 5; after wave 9 the preview announces wave 10.
- Introductory text now correctly describes 10 maps and wave-10 bosses.
Realms v50 · 4 Nov 2026, 00:47:55 · Bangkok (UTC+7)
- Tower roster first line: name, selected skill (blank until chosen), core and equipment. Skill choices remain below.
- Selected bottom element is highlighted with a checkmark.
- Coins, lives, map/wave and next-wave cards follow HUD colors; backgrounds stay inside rounded borders.
Realms v49 · 4 Nov 2026, 00:29:43 · Bangkok (UTC+7)
- HUD sizing uses one shared scale, including Tower branches, core and equipment. Short screens fit the full HUD together.
- Sell requires two quick clicks/taps on Sell. Equipped cores cannot be removed; selling/map-clear refunds still return cores.
- Option → HUD size → HUD theme: Forest, Ocean, Ember, Sky and Crystal colors.
Realms v48 · 3 Nov 2026, 23:58:59 · Bangkok (UTC+7)
- Normal and boss HP reduced by 10%. Bosses arrive on wave 10 of each map.
- New campaigns start with 30 lives; remaining lives carry between maps.
- Suppressed normal/hybrid towers retain 60% damage (40↓). Suppressed Gold range/fire-rate aura retains 80% strength (20↓); aura radius and other Gold skills stay unchanged.
Realms v46 · 3 Nov 2026, 22:25:29 · Bangkok (UTC+7)
- Tower name and three skill branches share the first line. Core and equipment sit on the second line, with no sideways scrolling.
Realms v45 · 3 Nov 2026, 22:22:00 · Bangkok (UTC+7)
- Tower name, all three skill branches, core and six equipment slots share one horizontal row. Swipe sideways on smaller screens.
Realms v44 · 3 Nov 2026, 22:11:59 · Bangkok (UTC+7)
- Selecting a built tower opens its panel at the top.
- Skill branches sit directly beneath the tower identity, before core and equipment.
- Branches 1–3 carry DPS, AOE and STA tags in Tower and Help → Skill tree.
Realms v43 · 3 Nov 2026, 21:49:37 · Bangkok (UTC+7)
- Boss suppression replaces tower pauses: affected towers deal 50% damage; affected Gold towers give half-strength boosts until the whole boss wave ends.
- Suppression targets increase from 1 to 10; towers show a 50↓ status badge.
- Tower skill branch buttons show skill names only. Full descriptions remain in Help → Skill tree.
Realms v42 · 3 Nov 2026, 20:56:23 · Bangkok (UTC+7)
- Click or tap empty space to close Tower, Bag, Shop, Option or Help on PC and mobile.
- Closing a panel does not build a tower on the same tap. Actual tower taps and controls stay interactive; drag and pinch do not dismiss panels.
Realms v41 · 3 Nov 2026, 20:43:39 · Bangkok (UTC+7)
- Tapping the same built tower reopens its closed panel reliably.
- Skill choices are grouped with that tower’s core and equipment. Selected skills stay brightly highlighted.
- Elemental Mixing uses normal elemental symbols instead of character portraits.
Realms v40 · 3 Nov 2026, 20:23:45 · Bangkok (UTC+7)
- Help → Elemental Mixing explains all ten recipes with icons and core steps.
- Map tower taps open only that tower. All towers remains available from the Tower button or back button.
- Core slots sit left of equipment. Skill branches show current-tier effects; Help tier charts stack into readable cards on mobile.
Realms v39 · 3 Nov 2026, 10:47:49 · Bangkok (UTC+7)
- Added ten hybrid elemental symbols and Help → Skill tree with detailed level 3, 6 and 10 effects for every branch.
- Boss-pause badges now display consistently on normal and hybrid towers. Root and hybrid marks have distinct status symbols.
- Status badges wrap into compact rows to reduce overlap.
Mobile gesture fixes · 3 Nov 2026 · Bangkok (UTC+7)
- Disabled mobile double-tap zoom; pinch zoom remains.
- Releasing a pinch or drag no longer passes through as a map tap.
- Adjusted compact equipment icons and rarity badges to fit the tower rows.
Realms v38 · 3 Nov 2026, 10:23:45 · Bangkok (UTC+7)
- Equipment slots sit beside each built tower button. Empty slots open Bag for that tower; equipped slots return their item to Bag.
- Starting a game no longer enters fullscreen automatically. Fullscreen remains available in Option.
- Map-clear full refunds cover only tower build and upgrade spending. Cores return to Bag and their purchase costs are not refunded.
Realms v37 · 3 Nov 2026, 10:17:14 · Bangkok (UTC+7)
- New campaigns start with 200 coins. Campaigns now last 10 maps, with 10 waves each and the same increasing difficulty formula.
- Normal and hybrid tower artwork uses one shared visual size, preserving proportions and ignoring transparent image padding.
Realms v36 · 3 Nov 2026, 10:12:31 · Bangkok (UTC+7)
- Tower roster, selected tower and returned tower icons now show the hybrid character and current armor tier. Removing the core restores the original icon.
- New campaigns start with 160 coins.
Realms v35 · 3 Nov 2026, 09:56:17 · Bangkok (UTC+7)
- Added all 30 reference armor looks for hybrid skill tiers at levels 3, 6 and 10.
- Hybrid projectiles, cast reactions, impacts, chains, piercing trails, marks and ground fields now animate in the same 2.5D style as the game.
- Visual update only; damage, skills and balance values are unchanged.
Realms v34 · 3 Nov 2026, 09:34:22 · Bangkok (UTC+7)
- All 30 hybrid branches are active at levels 3, 6 and 10. Hybrid rules and the strength/weakness table are in Help.
- Hybrid stats are identical in either mixing order; normal skills do not stack with hybrid skills.
- Limited area targets, nonrecursive secondary damage, strongest-only same-type fields and shared crowd-control resistance prevent runaway combinations.
Realms v33 · 3 Nov 2026, 09:24:09 · Bangkok (UTC+7)
- Each core has a Buy button. Purchases go to Bag.
- Attacking towers have one removable core slot. Mix two different elements into one of ten animated hybrids, retaining level, equipment and base skill branch. Direct-hit damage is split 50/50 between elements.
- Uncollected coins automatically collect after each cleared wave.
Realms v32 · 3 Nov 2026, 09:14:20 · Bangkok (UTC+7)
- Shop added next to Bag. Five elemental cores cost 40 coins each and never drop from enemies.
- Cores stay in Bag between maps. Hybrid conversion is not yet enabled.
Realms v31 · 2 Nov 2026, 21:13:01 · Bangkok (UTC+7)
- Uncollected coin drops are automatically collected at the end of every cleared wave, including wave 10.
- Automatic collection happens before wave interest and the map-clear screen, so last-kill drops are not lost.
Realms v30 · 2 Nov 2026, 20:20:00 · Bangkok (UTC+7)
- Currency is now called coins throughout build costs, upgrades, selling, refunds, wave rewards and Help. Gold refers only to the Gold elemental tower and its support effects.
Realms v29 · 2 Nov 2026, 20:02:57 · Bangkok (UTC+7)
- Starting a game automatically expands it to fill the browser window and requests device fullscreen.
- If device fullscreen is unavailable or exited with Escape, the game can still fill the browser window.
- Fullscreen layout updates HUD sizing and respects mobile safe areas.
Realms v28 · 2 Nov 2026, 19:58:10 · Bangkok (UTC+7)
- Added HUD size controls in Option for PC and mobile: 75%–125%, with a 100% reset button.
- HUD size is remembered on this browser and adapts when rotating or entering fullscreen.
Realms v27 · 2 Nov 2026, 19:50:01 · Bangkok (UTC+7)
- Item rarity badges N / R / E are smaller and sit at the top-left of each icon.
- Quantity badges appear at bottom-right in Bag and equipment. Bag groups identical item-and-rarity copies; each equipped item shows 1.
- Removed the one-projectile-item restriction: different projectile items can all be equipped together within six slots. Effects activate independently from the main attack; extra projectiles cannot trigger more splitting, Midas, item or branch effects.
Realms v26 · 2 Nov 2026, 16:30:29 · Bangkok (UTC+7)
- Scatter Rune keeps its 100% main shot and adds four 5% / 10% / 15% side shots at Normal / Rare / Epic.
- Hunter’s Mark, Finisher Fang and Bossbreaker Crest: +30% / +45% / +60% conditional direct damage. Power Rune stays +20% / +30% / +40%.
- Gold uses only the strongest covering bonus in each category: range aura, fire-rate aura, Far Reach and War Forge. Royal Mint remains per tower.
- Bag combining: 3 identical Normal → 1 Rare; 3 identical Rare → 1 Epic. Guaranteed success, no coin cost. Equipped items are not consumed.
- All 20 items have Normal, Rare and Epic effects. No duplicate item types across rarities, and only one projectile item per tower.
Realms v25 · 2 Nov 2026, 16:04:59 · Bangkok (UTC+7)
- Added items 11–20 to the 5% item-drop pool; all 20 items have equal selection chance.
- Added reviewed item effects, including Scatter Rune: 5 × 24% damage.
- Added one-projectile-item-per-tower rule; extra projectiles cannot trigger more item or branch effects.
- Added Help item icons/details and Changelog history.
Earlier changes
- Normal kills: 3 coins. Item drops: 5%. Coin drops: 1%.
- Midas: 2 coins every 5 direct hits, no cooldown.
- No duplicate items per tower. Clean boss labels.
- Restart returns to opening screen before map selection.
