Tower Siege guide: every machine and where to build it
Updated · 2 minute read
In Tower Siege, open with Arrow Nests for cheap damage, put a Frost Spire where the path bends so every other machine hits more, and have Bombards ready before the armoured waves arrive. Arrow Nests and Frost Spires can hit fliers; Bombards and Ballistas can't.
The machines
| Machine | Good at | Watch out |
|---|---|---|
| Arrow Nest | Fast, cheap shots. Hits fliers. | Nearly useless against armour. |
| Bombard | A lobbed shell that hurts everything near where it lands. | Can't hit fliers. Slow to reload. |
| Frost Spire | Slows whatever it hits to half speed. Hits fliers. | Barely scratches anything on its own. |
| Arc Coil | A bolt that jumps to up to three enemies close together. | Short range. Unlocked with coins. |
| Ballista | The longest reach, and its bolt goes straight through armour. | Can't hit fliers. A swarm walks past its reload. Unlocked with coins. |
| Sunfire Mortar | A wider, heavier blast than the Bombard, with a shorter reload. | Ground only. Unlocked with coins. |
| Glacier Crown | Elite crowd control. | Unlocked with coins. |
| Void Lance | Pierces a whole column. | Unlocked with gems. |
| Tempest Spire | Chains between enemies and chills them. | Unlocked with gems. |
The enemies
- Runners are quick and weak. Arrow Nests handle them.
- Grunts are the steady middle of most waves.
- Brutes are slow and heavily armoured. Bring Bombards, or a Ballista's armour-piercing bolt.
- Wings fly their own line, not the path. Only machines that hit fliers can touch them.
- Wardens are fast and armoured.
- The Siege Beast is the boss: huge health and the thickest armour of all.
Where to build
- Where the path doubles back on itself: one machine there covers two stretches of path, and an Arc Coil can jump between both.
- A Frost Spire at the start of a long stretch, with damage after it, so slowed enemies spend longer in range.
- Something that hits fliers near the fliers' line, early. Ground machines alone won't stop them.
Gold
Build by picking a machine and tapping an empty plot twice. Tap one of your machines to upgrade or sell it; only its owner can.
Each kill pays its bounty to the owner of the machine that made it, and clearing a wave pays every player. Early on, a new machine is usually worth more than an upgrade. Later, upgrading a machine in a great spot beats building a weak one in a poor spot.
When your defence is ready, you can call the next wave early with Send wave. A match is 10, 20 or 30 waves.
Playing together
In Shared Keep, two players defend one base with one pool of lives, so split the map: one covers the first half of the path, the other the second, and someone owns the fliers' line.
In Head-to-Head and Team Siege, kills decide the winner, so machines placed where enemies are sure to die earn the most.
Questions
- Which machines can hit flying enemies?
- Arrow Nests and Frost Spires. Bombards and Ballistas can't reach fliers.
- How do I beat armoured Brutes?
- Bombards, or a Ballista, whose bolt ignores armour. Arrow Nests barely hurt them.
- Can I play Tower Siege with friends?
- Yes: two players on one keep, head to head for kills, or four players in 2v2 teams.

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Written with the help of AI tools from each game's own rules, and checked against the game.