Tower-defense numbers are mostly already public

A 30-minute field guide · six principles from public sources, one from our own parameter sweeps · every number checkable
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Written for people who have never balanced a tower-defense game. By the end you will know how much to send in a wave, what a tower should cost, how to write "heavily armoured" without breaking the game, what a difficulty curve actually looks like — and why "just tune it until it feels right" is much harder than it sounds.
One rule throughout: every specific number here either comes from a source you can open, or from a script you can re-run. Where we could not reach the original, we quote no numbers at all.

1"How hard is this wave" can become a single dial

Source: the Defender's Quest team · Building a Better Wave

Their finding: "difficulty" is not one number in your game. It is four things arriving at once — how many enemies you face, how strong they are, how densely they are packed, and how strong you are by comparison.

So they stopped hand-writing waves. A designer says two things: how hard this level starts and how hard it ends, plus a stress multiplier per wave (1.0 = baseline). The tool solves backwards for how many enemies of what strength that implies.

The win isn't automation. It's that difficulty becomes a curve you can shift and stretch as a whole, instead of two hundred numbers scattered across a spreadsheet.

Actual wave weight for the first 100 rounds of Bloons TD 6 (log scale). Red dots = this round is lighter than the one before it.
10^110^210^310^410^520406080100

Round 1 is 20; round 100 is 67,200 — an average of +8.55% per round. Yet 62 of the 139 round-to-round steps go down (44.6%).

The sawtooth isn't a figure of speech — it's in the data. Roughly every other round is lighter than the one before it. The lightest mid-game round is round 24, at just 43 weight. The deepest breather of all is round 90, 93.6% lighter than round 89 (55,712 → 3,556) — immediately before round 100 releases the largest enemy in the game. You let the player breathe first, or the spike doesn't land.

There's a blunter fact too: BTD6 only hand-authors 140 rounds. After that, waves are generated from a budget, and the wiki spells the formula out: RBE budget = round × 4,000 − 217,000. Not even Ninja Kiwi kept hand-writing.

How to use it: express "how hard is this level" as a curve and let a tool solve for the enemies. Tuning difficulty means editing the curve, not two hundred numbers. And schedule the breathers deliberately — without them the player can't feel you ramping.

2Range is worth far more than damage

Source: the same team · Optimizing Tower Defense for FOCUS and THINKING

+1 tile of range does two jobs at once

  1. It covers more path (more places you can shoot).
  2. Each enemy stays in range longer (more total damage landed).

+10% damage does part of job 2 only. The article's word for it: range is overpowered.

range 2 range 3 (×1.5 coverage)

Consequence: short-range towers are born unused. The only way to save one is to pay it in a different currency — bigger hits, crowd control, armour shred, splash. "The tower nobody ever builds" is the number-one sign of an unbalanced tower defense.

Kingdom Rush, actual numbers (melee vs ranged, same price point)
TowerTierTotal cost DPSGold per DPS
Archer Tower1706.8810.18
Marksmen Tower218016.510.9
Sharpshooter Tower334028.611.89
Militia Barracks170611.67
Footmen Barracks21807.7223.31
Knights Barracks334017.6519.27

For the same 70 gold at tier 1, ranged buys DPS at 10.18 gold each; melee pays 11.67. By tier 3 the gap widens to 11.89 vs 19.27 — melee DPS costs 62% more.

Melee loses the DPS column at every single tier — and is still a pillar of that game. Because DPS isn't what it sells. It sells holding enemies in place, and that isn't in the table.

How to use it: price towers by role, not by damage. Every short-range tower must carry a non-damage ability, or it shouldn't ship.

3Eight hard rules that let the player think

Same article. It defines the fun of tower defense as: a test of thinking, never of reflexes
RuleWhy
No scrollingThe player never worries about what's off-screen
All information visibleEvery stat readable; nothing memorised
Pause and speed-up any timeThinking time belongs to the player
Melee towers must be viableSee principle 2
Legible stateYou can see who is shooting what at a glance
No single-answer enemiesThat makes players recall an answer, not find one
No flying enemiesThe article calls this the worst lock-and-key design: without anti-air you simply cannot touch them
No reflex testsTower defense shouldn't reward clicking fast
How to use it: treat it as an acceptance checklist. "No flying" is the one teams skip — if you want the effect of "some towers can't reach this", build it out of pathing (a side route, a shortcut, a mid-path insertion), not out of immunity.

4Armour should subtract — and must keep a floor

Source: the Arknights damage formula (the most carefully modelled resistance system in the genre)

Physical damage = ATK − DEF
Arts damage = ATK × (1 − RES%)

but never less than
5% of ATK

Verbatim: The minimum value of Dmgphys is 5% of Atkfinal.

A 100-ATK tower against various DEF values:
DEF 0 → 100 damage
DEF 60 → 40 damage
DEF 95 → 5 damage
DEF 999 → still 5 damage (the floor holds)

Why the floor matters: without it, an armoured enemy becomes "bring the right tower or you literally cannot hurt it" — the worst lock-and-key from rule 3. With it, bringing the wrong tower makes you slow, not dead.

How to use it: make every resistance a multiplier, never an immunity, and give it a percentage floor. Same for weakness systems — a weakness should make the right answer faster, not make the wrong answer useless.

5A whole wave should collapse into one number

Source: RBE (Red Bloon Equivalent), from the Bloons TD 6 community

Bloons split into smaller bloons when popped, so "how heavy is this wave" has no obvious answer. The community invented a unit: express the wave as a count of the most basic red bloons — i.e. total hits needed to clear it.

wave weight = one number

With that number, previously unanswerable questions become arithmetic: how much heavier is wave 40 than wave 30? Does this level ramp smoothly or spike? Is the player's firepower enough right now?

This is the other face of principle 1: stress is the feeling, equivalent weight is the ruler. You can only tune the feeling once you have the ruler.

The BTD6 enemy ladder (excerpt; full table in the sources below)
EnemyOwn HPSpeed Weight
Red11.0×1
Blue11.4×2
Pink13.5×5
Black11.8×11
Lead11.0×23
Rainbow12.2×47
Ceramic102.5×104
M.O.A.B.2001.0×616
Z.O.M.G.40000.18×16,656
B.A.D.280000.18×67,200
  • 4.8 orders of magnitude from lightest (1) to heaviest (67,200) — inside one game.
  • The first 11 tiers all have 1 HP. Difficulty isn't built by inflating health; it's built by splitting into more layers. The first enemy with health of its own (Ceramic) has only 10.
  • Heavier means slower. Pink 3.5× vs Z.O.M.G. 0.18× — a 19× spread. Weight and speed run opposite to each other; the two threat axes are sold separately.
  • Every bloon pays 1 cash regardless of tier. Income tracks pops, not enemy strength — so the economy curve isn't dragged along by the difficulty curve.
How to use it: give every enemy a weight, plot each wave's total weight as a curve, and treat that curve as your difficulty design. Editing it is far safer than editing individual enemy HP. Steal the inverse relationship too: fast must be fragile, tanky must be slow.

6Don't invent numbers from scratch — start from someone's table

The full Kingdom Rush tower table (community-compiled, recomputed here)
Gold per point of DPS, by line and tier
8.719.1210.2210.1810.911.8911.6723.3119.2719.7621.1427.18MagicRangedMeleeArtillerybars left→right = tier 1→3; taller = more gold per point of DPS

You aren't buying DPS. You're buying a role.

Gold per point of DPS at tier 1: cheapest is Mage Tower at 8.71, dearest is Dwarven Bombard at 19.76 — a 2.27× spread.

The expensive one isn't mistuned. It is expensive because it splashes, and splash isn't in the DPS column. Inside a single table, the same gold buys more than twice the DPS depending on role.

Upgrading is never a DPS bargain

Across all four lines, going tier 1 → 3 makes every point of DPS more expensive:
ranged +16.8% · melee +65.1% · magic +17.3% · artillery +37.6%.

What that premium buys is concentration onto one tile.
Which is to say: the scarce resource is the tile and its range — not the gold. This is principle 2 seen from the other side.

(In the chart the middle melee tier costs more per DPS than the tier above it. That is what the source table says, not a plotting error — that tier is famously the worst buy in the game.)

Corollary: if upgrading is cheaper than building in your game, players will carpet the map in tier-1 towers — a sign you've priced the wrong thing as scarce.

How to use it: let someone else's table set your starting point and orders of magnitude (how much stronger and dearer a tier-3 should be), then sweep for the final values yourself. Get the ruler first (principles 1 and 5); argue about numbers second.

7Balance is not a point. It's a narrow slit.

This one isn't from the literature — it's from our own parameter sweeps

The first six principles are about how to choose numbers. This one is about something more sobering: the region where the numbers are right is far smaller than intuition suggests.

We wrote a minimal tower-defense economy simulator — 10 waves, spatial placement abstracted away, keeping exactly one decision axis: defend now or invest in economy first. Then we gave it seven gates. Note what the gates ask: not "is this winnable", but "is this actually a game with a decision in it". The reference strategy must win; pure defense must lose; pure economy must lose; winning strategies must be a minority and not at the edges of the space; the reference must win cleanly but not luxuriously; a clumsy player must take damage yet survive; and the winner's production must not have been burnt to zero.

Then we swept two axes that pull against each other: defense unit price (dearer forces you into economy) × wave growth rate (steeper leaves less time for economy to pay off).

143 parameter sets, roughly 49,049 simulated runs. 2 passed all seven gates — 1.4%.

1.21.221.241.261.281.31.321.341.361.381.41.21.31.41.51.61.71.81.92.02.12.22.32.4wave growth rate →defense unit price (dearer downwards)green = passes all 7 gates grey dot size = share of fixed strategies that win

The passing region is a vertical sliver, not an area. Of the 11 growth rates swept, exactly one works; the defense price tolerates two adjacent steps. So the two axes are nowhere near equivalent — the pacing axis has almost no slack, the price axis has a little.

If you only ever tune prices, everything will feel about the same — because you are not touching the axis that is actually binding.

129 of 143 sets died on the same gate — the one requiring that winning strategies be a minority and not at the edges.

Translated: the vast majority of parameter sets are not unwinnable. They are winnable but decisionless — either everything wins or nothing does.

"Is there a decision here"
is much harder to satisfy than "can this be won"

Honest limits: that 1.4% belongs to this model and this gate set. It is not a universal constant of the genre. The model runs 10 waves, abstracts placement away, and assumes perfect information; change the gates or the model and the number moves. What doesn't move is the shape: the passing region is a sliver, and what usually blocks you is "is there a decision", not "can it be won".
How to use it: three things. ① Write the gates before you touch the numbers — turn "what would count as balanced" into assertions a machine can check, or you're just oscillating on feel. ② Sweep instead of guessing: tens of thousands of simulated runs are faster than dozens of manual attempts, and more honest. ③ At least one gate must test for a decision; a gate set that only checks winnability will happily pass a dead flat game.

The 30-minute crash course

  1. Read this first (10 min): Optimizing Tower Defense for FOCUS and THINKING — the 8 rules and the range argument
    gamedeveloper.com · Defender's Quest
  2. Then this (10 min): Building a Better Wave — generating waves from a stress curve
    fortressofdoors.com
  3. Then skim the tables (10 min): Kingdom Rush tower stats · Bloons enemy stats · Arknights physical damage formula

If you want to go deeper: Balance in TD games · Tower Defense Game Rules · BTD6 Rounds (includes the wave budget formula)

In one sentence: tower-defense numbers don't come from inspiration. They come from three things — get a ruler for difficulty first (stress / equivalent weight), use someone else's table to set the orders of magnitude, and write your gates down so a machine can search for the values. Save the inspiration for what makes each tower special.