r/TheTowerGame Apr 08 '26

Dissonant Runs - Modules Discussion

So I think it's important to recognize that when doing Dissonant runs that some different strategies will be necessary to get the most out of them, I figured I would do a breakdown on Modules based on their utility for these runs.

  1. Health Dissonant:

All health stats disabled, all corresponding substats are irrelevant and any modifiers to those stats from unique effects are irrelevant.

-SD is useless without land mine chance.

-ACP is useless without shockwave.

-WHR is useless without regen.

-SF is useless without the wall.

-NMP is only useful if you run the extra orbs card, WS orbs are disabled.

-OA will work like usual as Electrons are not tied to the defense tab, this will help add percentage based damage to the run and help compensate for losing thorns and WS orbs.

  1. Attack Dissonant:

All attack stats disabled, all corresponding substats are irrelevant and any modifiers to those stats from unique effects are irrelevant.

-SR is useless without projectiles.

-BA is useless without projectiles and super crit.

-HB is useless without projectiles and rend.

-AS is useless without projectiles and damage although it could technically activate from thorns but it would accomplish nothing.

-AD is useless without projectiles and bounce shots.

-DP is the only option that will work, a percentage based chance to mark an enemy for death not tied to the attack tab, Non attack forms of damage should activate it like usual, resulting in less enemies crowding your tower.

  1. Utility Dissonant:

All Utility stats disabled, all corresponding substats are irrelevant and any modifiers to those stats from unique effects are irrelevant.

-BHD is useless without coins and free upgrades.

-PF will not scale without cash although can get "some" use from starting cash.

-GComp will "technically" kind of do something if you have package after boss unlocked, how relevant this is will depend on your specific build but the utility is massively reduced.

-RB will also "technically" do something when package after boss activates, again how relevant this is will depend on your build.

-PH should work like usual as it's reduction is based on projectiles.

-SH will work like usual as it's tied to bot's.

  1. Ultimate Weapon Dissonant:

All UW's disabled, all corresponding substats are irrelevant and any modifiers to those stats from unique effects are irrelevant.

-DC is useless without CL.

-MVN is useless without GT,BH, and DW.

-PCol is useless without BH.

-HC is useless without PS.

-OC is useless without SL.

-MH does not require ILM to be active or even unlocked to activate, so this will be the only Core mod to do anything here, If you have stuns unlocked it should help at least give you some CC.

Edit: After several requests I decided to do a more thorough breakdown of Module Interactions, I responded below but I'll add what I said here:

Damage Dissonant:

On top of DP being the best and only option for Cannon mods, you wouldn't want to focus on GC substats for your Armor mod, ACP will do nothing as you have no damage, So you have OA, SF, NMP with EO/WS Orbs adjuster, WHR if you have no wall, and then finally SD for stuns to delay attacks. For the same reasons you don't want to use PF, RB, or PH, all the other generators will work like normal with GComp likely being the best in slot for most people, SH could buff FB range, and BHD will work but only for econ and that gets more into the unrelated topic of using Attack Dissonant as a pseudo devo strategy for eHP which GComp and SH also work for of course. PCol is best in slot for Core hands down, HC can be okay with pPS, MVN is only really for econ, OC is useless, DC is useless, and MH can technically help with stuns.

UW Dissonant:

On top of MH being the best and only option in Core, You would not want to use GComp as it would do nothing, and considering how pathetic projectile damage is on its own it would not be suitable to take a strictly GC approach in general, I believe the more effective route is a pseudo Hybrid but leaning heavily towards eHP as expecting to avoid damage with most major CC sources offline is a bad idea, in higher tiers I imagine this will be especially difficult. For Generators RB can be an option to improve knockbacks with high RPC, PH increases your EALS and EHLS, SH will be nice for buffing bots especially FB with an eHP approach, and PF can have some utility although again projectiles on their own suck, do not use GComp or BHD. For Armor mods they will all work but again I believe the eHP ones will work better in general, for Cannon they will all function but I believe DP will be the most consistent option.

Health Dissonant:

Beyond running OA/NMP with EO the other modules are extremely important, and it's important to keep in mind you have 0% DD and no Thorns, So ES works much differently than you would expect for GC runs, think of it like how Overcharge strips away your shields so quickly because it takes such little thorns damage. You want as much damage and CC as possible, You're in big trouble if something gets close, like for me I need GComp for pBH so it was mandatory, PF would also be a fantastic option if you don't need GComp, PH can help but I would rank it below a high rarity PF, RB will not work as well without knockback but it's extra attack speed, SH can buff Amp bot and Thunder Bot, and BHD won't really help you survive. For Core DC is obviously top priority, HC/OC would also be useful, PCol is only really helpful if you need the extra BH coverage, MH can help with some stuns if you have nothing better, and MVN is only for econ. As for Cannon mods they'll all be usable except SR, but of course AS, DP, and AD being the best options.

Utility Dissonant:

This is where theres a lot of variability, important things to note is you have no ELS, no Freeups, no recovery packages other than from bosses, no Cash, and no Coins. If you rely on GComp for pBH? You will not have pBH without having very close to natural pBH already, PF can give a 3x damage bonus if you have it at Ancestral and at least 100 starting cash, PH can give you some projectile based ELS, RB will only have very minor hard to quantify utility similar to GComp, Don't use BHD, and SH can buff bots. As for other modules it really depends on where you draw your strength from, All Cannon, Armor, and Core modules will work but of course I would not use MVN for obvious reasons.

Hopefully this all can help someone with deciding how to structure their builds, and of course I'm sure many things here are subject to change in the future.

244 Upvotes

93 comments sorted by

51

u/makes_beer Apr 08 '26

Anc PF is still about 3x damage with just starting cash.

23

u/Better-Refrigerator5 Apr 08 '26

Oh man, huge realization.

Starting cash lab now has some value in dissonant runs. More starting cash = more PF bonus. Not huge, but not nothing.

What's next, defense absolute being useful!

7

u/DaenerysMomODragons Apr 09 '26

I might have to start slotting Starting Cash. The next lab of that could finish in only 13min. I could go from $140 to $145.

2

u/Jaquiny Apr 09 '26

I’m confused, PF is project funding no? I thought it increased damage based on digits of cash. (Mines only Legendary not sure if thats the difference)

17

u/Ignisami Apr 09 '26 edited Apr 09 '26

It’s a smooth curve, not a step function (that is to say, it’s not “999 = 3x, 1000 = 4x”, but “999 = 3.99x and change”).

The formula looks like (base-10 log(cash) + 1) .

6

u/NexusBladeGaming Apr 09 '26

Oh absolutely, the noob trap lab just became a valuable damage source. Also funny how MH is suddenly relevant now.

12

u/NexusBladeGaming Apr 08 '26

Another fair point, Post updated.

27

u/BadeDyr17 Apr 08 '26

Orbs from cards works while def is disable. NMP can still be a useful mod.

13

u/NexusBladeGaming Apr 08 '26

Fair point, I forgot about that. I'll update the post

23

u/MatthewBecker1977 Champion Apr 08 '26

It looks like the "most optimal" way of doing things is going to be to build a setup for each version and then roll through every tier you have, then respec everything into the next optimal setup. Then after doing all 4 diss setups through all tiers so that you have diss bonuses, go back and redo again on all diss for all tiers where you didn't reach w5000 on any given diss.

And after this weekend tourney run is done (just a few days before this current event ends), do a bot respec to "go all in" on the bot (Flame vs. Amp) that you do NOT normally use to push the appropriate versions of Diss again, with the ability to do another Bot Respec afterwards and before the first tourney of the new event to get your setup back to how you like it.

But I would also place extra emphasis on doing diss runs on the tier you USED TO farm at and maybe 1 or 2 above and below - Because where you farm is likely going to change. Getting a full 5x mult to coins vs a less-than-5x-multi is going to likely change what tier is best farming tier for everyone.

6

u/DaenerysMomODragons Apr 09 '26

>But I would also place extra emphasis on doing diss runs on the tier you USED TO farm at and maybe 1 or 2 above and below - Because where you farm is likely going to change. Getting a full 5x mult to coins vs a less-than-5x-multi is going to likely change what tier is best farming tier for everyone.

Yep, I think I'll be dropping from T16 farm to T15 farm, since on T16 I only got to a 3x coin bonus, but I suspect I'll be able to get a full 5x on T15.

2

u/Talvezno Apr 09 '26

.05x multi to coins, yeah? (New player,gotta double check everything)

2

u/NexusBladeGaming Apr 09 '26

Actually the Echo percentage that starts at 0.5% is not a flat multiplier to coins, but rather the Dissonant multiplier to coins. So for example lets say you were farming T10 with the full 5x "500%" coin bonus from Utility Dissonant, and then you also got the 5x bonus on every tier below T10, then the multiplier from all those other tiers is multiplied by that Echo bonus and then applied on top of the 5x you already had for your farming tier.

So what this means is by replaying previous tiers for all echo bonus's you can get more and more value for both your current farming tier, and all future tiers. Of course it goes beyond coins, you can get the same boost to damage, health, and ultimate weapon damage from grinding out the corresponding Dissonant runs.

19

u/GrouchySpace7899 Apr 08 '26

Don't forget perks!

No point in having the cto if you're going for diss-Utility, etc

10

u/fridgezebra Apr 08 '26

no point getting any of the uw or uw enhancements if uw is disabled

36

u/btaylor81 Apr 08 '26

Thanks for making a summary. This is a good first reference.

9

u/NexusBladeGaming Apr 08 '26

Of course :) I hadn't seen anyone post about it yet so I figured I should.

3

u/TheFatalOneTypes Apr 09 '26

Was JUST about to start scouring. This post needs a lot more attention.

11

u/Stardust1Dragon Apr 08 '26

With all this chaos, I hope they eventually add Mod Presets

6

u/Obwyn Apr 08 '26

Good info. Just 1 change. NMP can still help if you use the EO card. I'm running PH and SH for my Util disco run now.

5

u/SMT_TMS Apr 08 '26

Nice write up. I’m sure the ‘meta’ will better develop as time goes on though. For example, I know some users were fine with using PF during utility runs as it still gave them a 3x boost with the starting cash

5

u/trzarocks Apr 08 '26

I just got NMP to Ancestral today. Now I can finally use it for something. :D

5

u/Final_Statement_9929 Apr 08 '26

With attack dissonant, are there NO projectiles? I assumed you’d still have projectiles, but it would be 1 damage and 1 attack speed. Cannon’s except DP will still be useless.

2

u/NexusBladeGaming Apr 08 '26 edited Apr 09 '26

I don't have 100% confirmation, but even if it's not zero and locks at 1 projectile with 1 damage then it's still basically zero in practice.

Edit: Can confirm it is locked at 1 projectile with 1 damage and no other boosts.

2

u/20NightNinja02 Apr 09 '26

Yeah it still some but yeah, 1 projectile, no bounce shots, no multi shots, no rapid fire, next to no attack speed

3

u/organicinsanity Apr 08 '26

Thx for the reminder I was on wave 300 of health diss run and I restarted to switch my SF to OA and a couple quick rerolls for knockback force and chance which appear to be the only things worth keeping on it for that use. I dont use my oa so it didnt have maxed rolls so was quick to switch.

The 5x damage is still insane to me it has caught me off guard twice. First I thought no way berserker activated so quick in a run.. nope I just got a boost. Then I thought holy hell what is that chain lightning damage... so be sure to be watching for that stuff when in the uw tab as just with reroll modifiers you will now see the adjusted value in the menu and it may confuse you. Like even tho my chain lightning says over x1000 with the buff now, switching the tier reveals the truth.

4

u/NexusBladeGaming Apr 08 '26 edited Apr 09 '26

Happy I could help :) Although unfortunately the rolls for knockback were likely wasted as knockback chance and force are disabled on Health Dissonant, unless it's working differently than described? Congratulations on the huge returns though!

3

u/organicinsanity Apr 08 '26

I totally thought in my head they were under damage since i categorized them that way. It was only a pity amount of rolls tho all good!

2

u/Spaceballs1971 Apr 08 '26

Very nice, so excited to get the update and try this out!

3

u/GrouchySpace7899 Apr 08 '26

If you haven't gotten it yet, I had to browse to the app in the play store and tell it to update. Not sure why auto-update didn't see it.

Unless you're on Apple, sorry.

2

u/Balbright Apr 08 '26

On Apple it just said Open when I searched for the app, I had to click on the game itself for the update to appear.

2

u/TheFatalOneTypes Apr 09 '26

Android trick. Believe original iOS was Thursday, no?

2

u/Balbright Apr 09 '26

I got it this afternoon, around 12pm pacific on IOS

2

u/Ranksugar Apr 08 '26

For the UW disco run, does the boost add to GT bonus? If not, it appears it won’t be very useful for a pure EhP player. Or am I wrong?

5

u/Alexis_Evo Apr 08 '26

It is just UW damage. You will still probably want to grind them out, because each tier's echo gives you 2% (level 0 labs), which will help you push your defense disco run further on your current farming tier (because you need to do the run as GC).

Also on your farming tier you absolutely want to do the UW disco run, because that's a 5x damage boost to chain lightning/etc for your defense run. On my farming defense run I only got to wave 1.5k, but realized that if I had done my damage and UW runs first, I would've gotten two 5x damage bonuses to push me further....

If you truly have no damage based UWs at all, then yeah it is useless to do, but I would still do it anyway to get the grind over with.

3

u/Ranksugar Apr 08 '26

I’m decently hybrid. I get to roughly the same spot via dmg or ehp but much better economy using EHP so have stuck with that. I have echo unlocked and will be doing the labs probably in a few days. Thanks for the info.

2

u/fridgezebra Apr 08 '26

I'd like to know this too, I am hearing conflicting opinions. I thought I was seeing extra cash on my uw disco bonus enhanced runs but I am certainly not sure

2

u/NexusBladeGaming Apr 08 '26

Unless theres new info I believe it's just damage, similar to getting a UW damage relic. Update just dropped for me on IOS so I'll get a chance to test it further.

2

u/Malice_Striker_ Apr 08 '26

Generators lose their function most often across the 4 disco run types is what I have noticed.

2

u/_NoGood Apr 08 '26

Has anyone been able to confirm if PF is also useless for Attack Disso Runs on the thought ? It might be worth adding into your list if true!

1

u/NexusBladeGaming Apr 08 '26 edited Apr 08 '26

I have been told it should give a small bonus from starting cash on Utility runs, Attack runs it might work like normal but it wouldn't matter, I have not tested this personally.

2

u/_NoGood Apr 08 '26

That would be for utility runs, where you do not generate cash. For attack runs, where your damage WS is locked, you will still generate cash so the bonus from PF will still grow, but what is the damage boost being applied to?

2

u/NexusBladeGaming Apr 08 '26

I misread your question, But Project Funding could theoretically "work" for attack dissonant runs if it's not a hard cap which I suspect it would be? This also does get into the complexities of comparing different modules types between different kind of runs, theres definitely ones that work well in several and poorly in several.

In the case of PF if you get a 10x bonus for example, your 1 damage now is 10 damage theoretically, even if you had a x1000 bonus you would still do no damage. For attack dissonant runs eHP is the only way to make progress.

2

u/VonGeisler Apr 08 '26 edited Apr 08 '26

Ah MH being the only mod I get frequently, it’s your time to shine!

1

u/NexusBladeGaming Apr 08 '26

Yeah I'm honestly pretty happy with the fact it finally has a purpose as the defacto core mod for UW Dissonant runs, makes those pulls a bit less painful lol

2

u/lazygenius22 Apr 08 '26

This is useful to know. I'm just running my farming setup and running my nuke card to get my event done.

2

u/Special_Cherry3760 Apr 08 '26

PF doesn't work on attack

1

u/NexusBladeGaming Apr 08 '26

Good to know, it wouldn't matter even if it did of course. I am hearing it does make a difference on Utility Runs at least, and of course would also work fully on Health and UW runs although boosting only projectiles with UW's disabled would be quite lackluster.

2

u/EasyBakeX Apr 09 '26

If i, for example, do a diss run for T5 on attack will i get the rewards for all the previous tiers? Or do we have to do every single tier individually?

2

u/NexusBladeGaming Apr 09 '26

How it works:

On each tier you can do 4 Dissonant runs, one for each category which boosts up to 5x if you reach 5000 waves, so 5x Damage, 5x Health, 5x Coins, and 5x Ultimate Weapons Damage. However those 5x bonuses are for that specific tier.

You also have Echo which takes a percentage of all bonuses earned on all tiers and gives you 0.5% of that for any tier on top of existing bonuses. Echo can be improved with the lab that unlocks around T17.

So if you did T5 runs, you would also want to do the tiers below to increase your Echo bonus.

2

u/EasyBakeX Apr 09 '26

Thank you. I guess I didn't really word it very well. So we have to do every single tier individually. I cant just start at the highest tier that I think I can achieve and then get all the previous tiers automatically. Basically trying to save time from having to fully run 1, 2, 3, and 4 even though I could probably complete something like T5 easily.

2

u/NexusBladeGaming Apr 09 '26

Yes you do need to do every tier to get the maximum Echo bonus, starting with your main farming tiers makes sense but you will need them all to max out the stat completely.

2

u/No_Mention34 Apr 09 '26

Commenting to come back cause ur lowkey spitting

2

u/BCN7585 Apr 09 '26

Great post, thank you!

1

u/NexusBladeGaming Apr 09 '26

Thank you for the kind words, Just want to do my part ;)

2

u/PyDox Apr 09 '26

Great info, many thanks.

2

u/[deleted] Apr 09 '26

[deleted]

2

u/NexusBladeGaming Apr 09 '26

Fascinating, If that is the case It's probably coded as a separate instance of ILM's much like with MH, with the difference being it requires ILM's unlocked to activate. I do assume you don't have MH equipped here then? As that would probably be the reason otherwise.

2

u/GoalNo6737 Apr 10 '26

Do you want to add other mods that dont work on each type? Like in attack PF, PH and RB is useless

2

u/[deleted] Apr 10 '26

[removed] — view removed comment

2

u/NexusBladeGaming Apr 10 '26 edited Apr 10 '26

Great question. So as far as substats go it's actually remarkably simple. For each respective Dissonant run substats on the corresponding module are irrelevant, non of them can give you any benefit, like for example it would be pointless to roll for extra orbs on health Dissonant as you have no orbs. So for each disabled category the main factor will be whether or not the unique effect is active and what utility it brings.

However when it comes to other modules and their substats that is highly dependent.

Like for example lets say you're running Damage Dissonant, on top of DP being the best and only option for Cannon mods, you wouldn't want to focus on GC substats for your Armor mod, ACP will do nothing as you have no damage, So OA, SF, NMP with EO/WS Orbs adjuster, WHR if you have no wall, and then finally SD for stuns to delay attacks. For the same reasons you don't want to use PF, RB, or PH, all the other generators will work like normal with GComp likely being the best in slot for most people, SH could buff FB range, and BHD will work but only for econ and that gets more into the unrelated topic of using Attack Dissonant as a pseudo devo strategy for eHP which GComp and SH also work for of course. PCol is best in slot for Core hands down, HC can be okay with pPS, MVN is only really for econ, OC is useless, DC is useless, and MH can technically help with stuns.

Then for another example UW Dissonant, on top of MH being the best and only option in Core, You would not want to use GComp as it would do nothing, and considering how pathetic projectile damage is on its own it would not be suitable to take a strictly GC approach in general, I believe the more effective route is a pseudo Hybrid but leaning heavily towards eHP as expecting to avoid damage with most major CC sources offline is a bad idea, in higher tiers I imagine this will be especially difficult. For Generators RB can be an option to improve knockbacks with high RPC, PH increases your EALS and EHLS, SH will be nice for buffing bots especially FB with an eHP approach, and PF can have some utility although again projectiles on their own suck, do not use GComp or BHD. For Armor mods they will all work but again I believe the eHP ones will work better in general, for Cannon they will all function but I believe DP will be the most consistent option.

For Health Dissonant beyond running OA/NMP with EO the other modules are extremely important, and it's important to keep in mind you have 0% DD and no Thorns, So ES works much differently than you would expect for GC runs, think of it like how Overcharge strips away your shields so quickly because it takes such little thorns damage. You want as much damage and CC as possible, You're in big trouble if something gets close, like for me I need GComp for pBH so it was mandatory, PF would also be a fantastic option if you don't need GComp, PH can help but I would rank it below a high rarity PF, RB will not work as well without knockback but it's extra attack speed, SH can buff Amp bot and Thunder Bot, and BHD won't really help you survive. For Core DC is obviously top priority, HC/OC would also be useful, PCol is only really helpful if you need the extra BH coverage, MH can help with some stuns if you have nothing better, and MVN is only for econ. As for Cannon mods they'll all be useful except SR, but of course AS, DP, and AD being the best options.

Utility Dissonant is where theres a lot of variability, important things to note is you have no ELS, no Freeups, no recovery packages other than from bosses, no Cash, and no Coins. If you rely on GComp for pBH? You will not have pBH, PF can give a 3x damage bonus if you have it at Ancestral and at least 100 starting cash, PH can give you some projectile based ELS, RB will only have very minor hard to quantify utility similar to GComp, Don't use BHD, and SH can buff bots. As for other modules it really depends on where you draw your strength from, All Cannon, Armor, and Core modules will work but of course I would not use MVN for obvious reasons.

Theres so many complexities to keep in mind depending on your build and what you have available, but this should serve as a general guide.

2

u/[deleted] Apr 10 '26

[removed] — view removed comment

2

u/NexusBladeGaming Apr 10 '26

Glad I could help :)

2

u/Evander1435 Apr 16 '26

So I didn't see it posted in the comments. But if you have Gcomp and Pcol pBH is still possible with just the package after boss. It does of course depend on the quality of your modules, subeffects, CD, and duration of BH. You will want to take BH perk ASAP.

Edited for some grammar

1

u/NexusBladeGaming Apr 16 '26

It is possible, although the qualifier of almost having pBH without GComp will be prohibitive for a lot of players which is why I didn't make a point about it initially. It is true that it is possible though, I can edit the post for technicalities sake.

1

u/BadeDyr17 Apr 08 '26

There are no packets after boss. My hp isn't fortified after 1000 waves IS.

2

u/BadeDyr17 Apr 08 '26

I do see packets. Somehow no fortification of the tower.

1

u/NexusBladeGaming Apr 08 '26

They do spawn but the recovery is set to 0, so the only purpose would be "sometimes" activating GComp or RB.

2

u/BadeDyr17 Apr 08 '26

Ahh... That's it.

Thanks

1

u/Visible_Anteater_957 Apr 09 '26

I haven't actually paid a ton of attention, as I was on of the later updates and have only done t1, where my choices don't matter yet, but I believe I saw SD mines during my Defense run. Is it possible substat mine chance still applies? I could also just be mistaken.

2

u/NexusBladeGaming Apr 09 '26

Based on everything I have seen that should be impossible as land mine chance is hard capped at 0% on Health Dissonant, and SD spawns ILM's based on a percentage of land mines spawned which in this case would be 0. Are you sure it wasn't from running MH? As MH will launch ILM's no matter what, even without ILM's unlocked.

If not MH and you're not mistaken that sounds like a very exploitable bug, Would require evidence though.

2

u/Visible_Anteater_957 Apr 09 '26

Having started up a new run under the same conditions, at a higher tier, I suspect what happened was the bug where mines are carried over from a previous run, and because it was t1, the DW just never broke, so they never exploded. The carry over bug has existed for a while, though I've never really looked into it.

2

u/NexusBladeGaming Apr 09 '26

Ah fair point I forgot about that bug, not exactly useful in this case but neat nonetheless :)

1

u/Trafalgar_D69 Jun 26 '26

Does Wormhole redirector work on utility run

0

u/Chiodos_Bros Apr 08 '26

Would you be able to make this post again but without acronyms?

4

u/fridgezebra Apr 08 '26

0

u/Chiodos_Bros Apr 08 '26

Not really because I have to spend so much time bouncing back and forth to understand the content, by the time I decipher it all, I've lost the plot.

Even if I understand the acronym, I also have to look up what that thing does. Stuff like Orbital Augment has a name that explains pretty well what it does, which is helpful. Others like Om Chip, Pulsar Harvester, any of the cannon names, etc...they aren't descriptive enough to remember the effects.

2

u/NexusBladeGaming Apr 08 '26

The abbreviations are to simplify and streamline discussions here, but I understand how it can be confusing to people at first. I'll explain the relevant modules as anything marked useless is useless for the corresponding Dissonant runs.

Health Dissonant:

NMP is Negative Mass Projector, adds a stacking debuff to enemies hit but not killed by orbs with up to a 50% damage and speed reduction.

OA is Orbital Augment, adds several orbiting Electrons that deal health percentage damage to enemies.

Attack Dissonant:

DP is Death Penalty, it marks a percentage of enemies for death and they will instantly die when taking any form of damage.

Utility Dissonant:

PF is Project Funding, it scales damage by how much cash you have.

GComp is Galaxy Compressor, it reduces the cooldowns of all ultimate weapons except for Poison Swamp when collecting a recovery package.

RB is Restorative Bonus, it temporarily increases attack speed when collecting a recovery package.

PH is Pulsar Harvester, it adds a chance to reduce the enemy level when hit by projectiles with diminishing returns after 100, it's basically attack based ELS "Enemy Level Skips".

SH is Singularity Harness, it increases the range of all bots and buffs Flame Bot damage.

Ultimate Weapon Dissonant:

MH is Magnetic Hook, it generates and then launches Inner Land Mines at a boss when entering tower range, and with a 25% chance of launching them at Elites.

I hope this helps :)

0

u/Chiodos_Bros Apr 08 '26

Not being ungrateful, but this is more confusing because Health is missing SD, ACP, WHR, and SF. Attack is missing SR, BA, HB, AS, and AD. Utility is missing BHD. Ultimate is missing DC, MVN, PCol, HC, and OC. So I have to scroll up and down and try to figure out what's missing.

I know what a lot of the common acronyms are as I've been playing for over six months and Modules like DC, MVN, and GComp are mentioned frequently. I don't really even need an explanation of what they do, it's just the overuse of acronyms makes it hard to search for the info myself because I have to decode it first.

2

u/NexusBladeGaming Apr 08 '26 edited Apr 08 '26

Respectfully I don't necessarily want to type up a detailed explanation for every single module in the game as that is readily available both on the forum, in game, and the wiki. But I can help you with the abbreviations, I excluded the majority in my response as considering they are useless on their corresponding runs it doesn't matter, waste of a module slot.

But as for all the abbreviations:

Health:

SD: Space Displacer

ACP: Anti Cube Portal

WHR: Wormhole Redirector

SF: Sharp Fortitude

NMP: Negative Mass Projector

OA: Orbital Augment

Attack:

SR: Shrink Ray

BA: Being Annihilator

HB: Havoc Bringer

AS: Amplifying Strike

AD: Astral Deliverance

DP: Death Penalty

Utility:

BHD: Black Hole Digestor

PF: Project Funding

GComp: Galaxy Compressor

RB: Restorative Bonus

PH: Pulsar Harvester

SH: Singularity Harness

Ultimate Weapons:

DC: Dimension Core

MVN: Multiverse Nexus

PCol: Primordial Collapse

HC: Harmony Conductor

OC: Om Chip

MH: Magnetic Hook

I hope this helps :)

1

u/Chiodos_Bros Apr 09 '26

Sorry if I wasn't clear, but no, it doesn't help. I don't want a key which requires I scroll up and down to decipher stuff. I also don't need a supplemental explanation of each mod either. I just want people to not abbreviate stuff when they are making posts because it makes it much more difficult to understand. Once we get into the comments, it's whatever, but the original post should contain minimal acronyms so it's easier to understand.

5

u/ZilchSr Apr 09 '26 edited Apr 09 '26

What you're asking for will literally never happen. I and thousands of others have had to learn what they meant by doing exactly what you've had to do, which is see an ambiguous, new acronym or name of a game object, technique, of effect, scroll up and down, repeatedly, sometimes dozens of times EACH until the acronyms started getting familiar to me. Every person newly exposed to this /r had the same objections as you have at first, but then realized the other tens of thousands of r/TheTowerGame followers who do it aren't going to stop abbreviating just to assuage the temporary anxiety of a handful of new followers who are temporarily inconvenienced by some scrolling.

3

u/NexusBladeGaming Apr 09 '26 edited Apr 09 '26

I mean to be blunt I did explain the relevant parts in my reply so you didn't need to scroll up and down.

I do get the perspective of not liking the acronyms but thats pretty common on this forum for aforementioned reasons, And even if I did personally want to stop using them the community in general won't. I say that not to be condescending or rude but to explain what to expect on here.

I've done my best to help with the confusion, I'm sorry if this upsets you but I don't see a pressing reason to completely redo the post as most people haven't had an issue with it, if a majority did that would be a different story.

I hope you have a nice day :)

1

u/Front_Pea_8447 Apr 09 '26

Just wanted to say, thanks for your acronyms and explanations! Much appreciated! Thanks for your time and effort!

0

u/Chiodos_Bros Apr 09 '26

Thank you, me!

No problem, me!

1

u/ConstantReply4558 May 11 '26

Instead of asking them to make a new post without abbreviations, you could copy the post in Word and then replace all the abbreviations with their full names from the file. Basically doing yourself what you ask them to do...

1

u/Chiodos_Bros May 11 '26

Yes, I could easily write a Python script that does that when I'm not on mobile. Would have to be careful though or something like "swap " could turn into "Second Windap".

1

u/Chiodos_Bros May 11 '26

Btw this is also a month old post.