Click on spell buttons to select them
Drag gems to move, throw or combine them
1-6 or B/T/C/M/W/G selects spells
P to pause
Hold shift to:
- place multiple towers/traps
- create/combine multiple gems
- throw multiple gem bombs
- Dual gems are superior to pure gems, they get larger bonuses to their damage, range, and firing speed. This can further be improved with the Dual gem mastery skill.
- Pure gems have the strongest special abilities. If you combine two gems of different types, you get both specials but with a decreased power.
- Try to avoid making gems containing more than two base colors.
- If you have all 8 gem types available, you can create a prismatic gem. It will have all 8 abilities (in a very small portion each though) and some bonuses to its basic values.
- Place your towers in positions where they can cover the longest path possible.
- Look at the range indicator (yellow circle) of the inserted gem to see how far it can shoot, and place it in a tower that can give it the longest path cover.
- It's usually better to have more towers with somewhat weaker gems in them, than a few towers with stronger gems.
- Place a trap near a group of towers and place a slowing gem in it, this way the monsters will have to crawl by the towers for a longer time, taking more shots.
- Place a trap right next to an other one, place a slowing gem in the first trap and a mana gain/armor reduce/shocking gem in the second one. You can leech more mana from the slowed monster or have a greater chance of shocking/piercing it.
- Monsters take more and more mana each time they reach your wizard towwer, so be careful with hordes of fast monsters.
- If you destroy a minor monster base, the monsters that would come out of it will be "redirected" to the main monster base.
- Don't destroy a beacon unless necessary, especially at the beginning of the battle. Use your mana to build up your defenses first.
- if you can't beat a stage and tried multiple times:
- Reassign your skill points. It can make a great difference. Different stages and battle modes may require very different skill configurations.
- Level up by going back and beating previous levels in new battle modes - the XP you gain in each mode adds up. Look out especially for highlighted modes which give 3x XP.
- Level up by going back to an early stage and summoning more monsters - this way you can reach a much higher XP for that stage/mode.
- Use mana (orange) gems in traps at the exit of the main monster base; the more traps the better. It can make all the difference in the long run.
- Poison gems, when placed in traps, are great for weakening each monster, especially the first few waves.
- The risky thing in summoning more monsters is that every time you drop a gem on a wave stone, the armor level of the monsters in that wave will get higher, and they can easily become bulletproof against your towers. This limits the times you can anger a wave, but with an armor reduce shrine, you can tear of some of their armor so you can summon more and go for a higher score and XP.
- If things go grim, switch the game speed back to normal, so you have more time to react (e.g. replace gems, build some "emergency" towers, throw your gems).
- When fighting a guardian, finish the minions first to severely reduce the armor of the guardian.
- Gem transmute shrines help getting shrine burst amulets.
- Be careful with the gem bombing mode - If you click too much on a wave stone and run out af ammo, you can accidentally start the wave early with your "extra" click.
- If monsters can reach your wiztower in the early waves, you are either doing something wrong (wrong tower placement, started multiple waves early without proper defenses), have a wrong skill configuration, or don't have a level high enough to have a chance on that stage. Losing that few dozens of mana by letting monsters into your wiztower at the beginning of the battle can be fatal in the long run.