Battle Tower icon

Battle Tower

Defend your castle. Master the elements. Send your army.

Free to play · Browser, iPhone, iPad & Android · No loot boxes · Ranked ladder, friend rooms & speed boards

A Meadow battle: knights, archers and trolls clash between fortified castles as a fireball falls on the enemy line

Four spells, four jobs

Every spell owns one job and is deliberately mediocre at the other three, so no single spell is ever the whole answer. Each runs its own cooldown: a full bar opens with one of each, never three bolts in a row.

Fireball

The crowd-clearer

Widest blast and the most total damage — most of it arriving as burn. The one thing that shuts off a troll's regeneration.

40 mana · 8 s cooldown
Lightning

The sniper

Hardest single hit, lands instantly, and the only anti-air answer. Bring it to a scrum and you waste it.

30 mana · 6 s cooldown
Frost

Tempo

Biggest circle, barely scratches anyone, halves the speed of everything it touches. You're buying seconds when a push is about to break through, not corpses.

28 mana · 6 s cooldown
Heal

Sustain

Patches your four most wounded troops — a flat amount plus a share of their own max HP — and puts their fires out. The counter-pick to Fireball.

38 mana · 8 s cooldown

Spell damage scales with your age, so a bolt still one-shots every roster's cheapest troop. Braced shields catch arrows, not spells. And castles shrug off 90% of spell damage — bring troops to actually raze the keep.

Fourteen units, each with a doctrine

From a 30-gold swordsman to a 360-gold dragon. Every age that follows fields its own roster built on these doctrines — new weapons, same jobs.

Swordsman30 g

Pack hunter: swarms, focuses the wounded, flanks.

Baby Troll55 g

Regenerating brawler who tarpits your hardest hitter.

Archer50 g

Anti-air first; kites whatever chases him.

Pikeman60 g

Plants against cavalry and giants.

Shieldbearer75 g

Braces and shelters the troops behind him.

Heavy Sword120 g

Duelist; the greatsword cleaves a second target.

Mage120 g

Arcane artillery that ignores shields.

Gryphon Rider140 g

Stoops on enemy fliers at their own altitude.

Knight140 g

Charges through the line to hunt archers and casters.

Scorpion210 g

Crew-served bolt-thrower: double damage on giants, half on anything lighter.

Catapult160 g

Drops boulders on the densest clump.

Necromancer180 g

Raises skeletons from whatever falls near him.

Troll220 g

Club slams cleave whole ranks; only fire stops the healing.

Dragon360 g

The sky's apex predator. Lightning is the answer.

Every unit has its own upgrade track: each level adds +12% HP and damage to future spawns forever, and levels 1, 3 and 5 make you pick one of two permanent specializations — Fire Arrows or Frost Arrows, Trample or Duelist knights, Napalm or Cryo jets. Leveled troops wear it on the field: gilded weapons, plumes, elite auras, a dragon that grows.

Seven ages of war

Three standard ages form the climb: advance mid-battle and the whole roster transforms under you — same doctrines, new weapons, and your old cards stay in hand. Four specialty ages are self-contained rulesets the climb never reaches, each played as its own game.

The standard climb one battle, Medieval → Modern → Advanced — earlier ages stay in your arsenal
Medieval AgeSteel and sorcery

Knights, trolls, necromancers and dragons — the age every climb begins in.

Modern AgePowder and armor

Riflemen, grenadiers, battle tanks and strike jets. Gunfire is instant; walls matter more.

Advanced AgeThe far future

Drones, plasma, gravity mortars and nanite swarms — the top of the climb.

Specialty ages stand-alone rulesets — lock one in and both sides play it all match
Hero Era26 champions

No armies — a hand-built counter web of hero kits: blinks, rewinds, charms, walls and executes. Every pick has a predator, and every death lengthens the next remuster.

Frontier AgeThe colonial war machine

Marines, cloaked night wraiths and dreadnoughts — and the first medic in the game who never carries a weapon.

Age of OlympusLegends legislate

Nine gods, a hero, two legendary beasts and a Titan. Each carries an identity mechanic, and only one living manifestation of each may walk the field per side.

Radiant AgeThe Luminar

An army warped in behind recharging lumen shields. Fire suppresses the recharge, magic pierces straight to the hull — the spell you cast matters more than ever.

Hero Era champions clash on Frostpeak inside a frost nova
Hero Era
Champions, not armies — 300 gold a muster, unique on the field, double bounty when one falls.
Age of Olympus battle on Dunes: the Kraken and Cronus advance while Apollo looses an arrow
Age of Olympus
Gods on the sand — the Kraken, Cronus and Apollo, one of each per side.
Radiant Age battle on Meadow: shielded Luminar troops trade fire as lightning strikes the line
Radiant Age
Shields before hull — every Luminar unit recharges; lightning pierces straight through.
Three battlefields terrain is a weapon — every map bends the same fight a different way
Modern-age battle on Frostpeak: helicopters and riflemen fight over the frozen hill as a fireball lands
Modern Age
Frostpeak — a frozen hill that swallows low shots; grenadiers lob over it.
Advanced-age battle on Dunes: hover raiders, drones and a leviathan in the sunken valley
Advanced Age
Dunes — a sunken valley; the whole roster re-skinned as drones, plasma and nanite swarms.
Battle setup screen with five difficulties, seven eras, three battlefields and custom rules
Custom Rules
Your battle, your laws — five difficulties, any age, spell bans, four economies and pre-fortified castles. The AI plays by the same rules you do.

Four ways to play

One door for the AI, two endless runs against it, and one for someone real. Same units, same prices, same spells on both sides — the AI never cheats, it just plays better.

Conquest — the ladder against the AI

Five difficulties, from a learning sparring partner to Ultra Extreme, which moves first and reads you instantly. The AI's only stat lever is gold income, from −20% to +45%, stated right on the button.

Every age opens on Easy: each win opens the next difficulty, up to Ultra Extreme, and beating all five opens the next age. Every win is timed and posted to the speed boards.

Siege Gauntlet Beta

One continuous battle against a relay of commanders. Raze the keep and it rises at full HP under a sharper, richer AI — four minutes a keep. You keep everything: gold, levels, and the damage on your own walls.

Score is castles razed.

Horde Survival Beta

No keep to raze. Waves march on a countdown — or the moment you clear one — the purse doubles every age and the roster turns with it through all seven. Hold a drawn line as long as you can.

Score is waves held.

Online

Climb the ranked ladder on a server-drawn draw, or play a friend on your own setup — invite from your list, share a room link, or trade a four-letter code. Friendly matches never touch the ladder.

Choose your battle: Conquest, Siege Gauntlet, Horde Survival and Online doors
Choose your battle
Four doors — and every one of them plays by the same rules on both sides.
Siege Gauntlet setup: the opening commander, the battlefield and the best run on record
Siege Gauntlet
Pick the opening commander — every razing hands the keep to a sharper one with more income.

Play online

Ranked and Friends, two tabs behind one door. Queue for a rated duel, or invite a friend to your setup.

Ranked ladder

Queue up and the next player to join is your match. A Glicko-2 ladder rates you from Recruit to TowerKing: new players move fast, settled ratings barely budge.

Every ranked match is a fresh draw by the server — map, era and spells — on the Boom economy with level-3 castles, the same draw for both players. Nobody's menu decides a rated game.

Friends & rooms

Every account carries a six-letter friend code. Friends show live presence, and an online friend is one Invite tap from an unranked duel on your setup.

No list yet? Share a room link or read a four-letter room code aloud. Opt in, and the game nudges you when someone's looking for a ranked match.

Speed boards

Every Conquest win is timed by the battle's own clock. Personal bests for every age and difficulty, and global boards over the last 24 hours, 7 days, 30 days and all time — with the time to beat shown before the fight.

Can't be cheated

Both players run the same deterministic battle on their own device. The server only relays inputs — it never sees the fight.

The online hub's Friends tab: a friend code, a friends list with live presence, and host or join a game by code
Battle Online
Friends & rooms — your code, who's on, and one tap to invite.

Bring down the keep.