Mobile tower defense: build, counter and cast
In Tideguard, give your towers time to fire twice by covering two bends or a long straight. Early gold works best when each tower fills a different role. The wave plan shows both enemy counts and new road coverage before you commit.
Use touch to place and aim
Tap an empty + site to reveal tower choices, then drag a card to the site. Inspect an existing tower to see Upgrade and Sell. Tap a skill and tap the battlefield to preview its actual circle and current targets. Use Cancel to return to towers, or confirm the cast. In a rush, drag the skill onto the map and release.
Slow Frostfang packs at the ice bend
Frostfang wolves run 25% faster near another living wolf. Place a Frost tower where the road turns and put a Bomb tower within range of the same bend. The slow keeps the pack together long enough for splash fire. Keep a second firing window near the final causeway if some wolves get through.
Use magic while wisps phase
A Ruin wisp phases for 0.9 seconds every 3.6 seconds and reduces physical shots by 55% during that window. Storm, Frost, poison and hero magic still work. A purple translucent wisp is a cue to keep it in range and save your next physical burst for when it becomes solid.
Match the hero to the enemy group
Lyra can place Blizzard field ahead of a pack. Orin’s Rune shatter removes shields quickly and marks targets for stronger tower hits. Aim Meteor sigil along the direction of travel so enemies are still in its circle when it lands. Sera can stop a healer or ink caster, then protect the towers clustered around a critical bend.