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Tips February 18, 2026 8 min read

Tower Defense Advanced Strategy: Surviving Waves 20+

The first 20 waves of Tower Defense feel manageable. You place a few towers, upgrade when you can afford to, and enemies melt before they reach the end. Then wave 20 hits, and everything changes. Enemy health starts scaling exponentially, Healers appear every few waves, and your once-dominant setup suddenly feels paper-thin. Here's how to build a defense that survives the late game.

Why Wave 20 Is the Turning Point

Tower Defense uses a scaling system that ramps up sharply after wave 20. Before that point, enemy health increases linearly—predictable and manageable. After wave 20, health scaling becomes exponential. Each wave after 20 multiplies enemy HP by an additional factor, which means the jump from wave 20 to wave 25 is far larger than the jump from wave 10 to wave 15.

On top of that, wave 20 introduces Healers into the regular rotation. Healers appear every few waves from this point on, actively restoring health to nearby enemies. If your damage output doesn't outpace their healing, you'll watch tanky enemies slowly walk through your entire defense without dying.

Scaling Breakdown

Enemy HP before wave 20 increases at a steady rate based on difficulty. After wave 20, an exponential factor kicks in that compounds with each wave. On Hard difficulty, a Shadow enemy at wave 15 has roughly 30 HP. By wave 25, that same Shadow type has well over 60 HP. By wave 30, the exponential curve pushes it even higher, and a second scaling layer adds on top of that.

Know Your Towers

Before diving into strategy, you need to understand what each tower does and where it fits in a late-game composition. Tower Defense has six towers, each based on a NuPalz species:

Flicko

Fast-firing with Chain Lightning that arcs to a nearby enemy at half damage. Your early-game workhorse and crowd control anchor.

🪨

Pybble

Slow but devastating single-target damage. The boss killer. Upgrade priority for late-game megaboss waves.

❄️

Glacibi

Slows enemies by 50% for 2 seconds. Low damage, but the slow effect is irreplaceable for buying time against fast enemies.

🔥

Embark

AOE explosions deal splash damage to clustered enemies. Essential for clearing waves where enemies bunch up on curves.

Luma

Deals no direct damage. Instead, buffs all nearby towers by 8%. The force multiplier—one well-placed Luma amplifies your entire defense.

👻

Wispurr

Long range, solid damage, and the only tower that can target Flying enemies. Non-negotiable once Flying types appear at wave 12.

The Core Late-Game Strategy

Step 1: Establish Economy Early (Waves 1-10)

Start with 2-3 Flickos placed along curves where enemies travel the longest distance within range. Flicko's fast fire rate and Chain Lightning make it the most efficient early-game tower per NP spent. Resist the urge to buy expensive towers early—your goal is to clear waves with minimal spending so you accumulate gold for the mid-game pivot.

Pick up a Wispurr before wave 12, when Flying enemies first appear. A single upgraded Wispurr handles early Flyers comfortably.

Step 2: Build the Slow Corridor (Waves 10-18)

Place 2-3 Glacibis along the path where enemies spend the most time. The 50% slow effect stacks with your damage towers' attack windows—enemies in the slow zone take roughly double the damage because they're in range for twice as long. Position your Flickos and Embarks so their ranges overlap with the Glacibi slow zone.

By wave 15, you should have at least one fully upgraded Pybble for the boss waves (every 5th wave). Bosses have 300+ HP and cost you 5 lives if they reach the end. Pybble's heavy single-target damage is the answer.

Step 3: Add the Luma Multiplier (Waves 16-20)

This is where most players fall behind. A single Luma placed in the center of your damage cluster buffs every tower within range by 8%. That 8% applies to every shot, every chain, every explosion. On a maxed Pybble doing 130 damage per hit, that's nearly 10 extra damage per shot—which compounds across hundreds of hits per wave.

Place your first Luma before wave 20. If you can afford a second, position it to cover a different cluster. Luma buffs from multiple sources stack with diminishing returns, so spreading them across two groups is more efficient than stacking two on the same towers.

Step 4: Healer-Proof Your Setup (Waves 20+)

Healers restore HP to all enemies within their radius. If a Healer walks through your slow corridor surrounded by Tanks, those Tanks are effectively immortal unless you kill the Healer first. The solution: concentrated burst damage at the front of your kill zone. Place your highest-DPS towers (upgraded Pybbles and Embarks) where enemies first enter your defense. Kill Healers before they reach the main group.

An alternative approach is to use Embark's AOE to damage the Healer and its group simultaneously—splash damage ignores the Healer's priority and hits everything in range.

Enemy Priority Guide for Late Game

Not all enemies are equally dangerous. Here's what to worry about after wave 20, in order of threat:

  1. Healers — They undo your damage on everything around them. Kill these first or your Tanks become nearly unkillable.
  2. Splitters — They split into two fast minions when killed. If you don't have AOE coverage behind the kill point, the spawned minions can slip through.
  3. Shielded enemies — Their shield absorbs damage before HP, effectively doubling their durability. Focus fire from Pybbles cuts through shields fastest.
  4. Flying enemies — Only Wispurr can target them. Make sure you have at least two upgraded Wispurrs by wave 20.
  5. Tanks — Slow and tanky. Glacibi slow makes them even slower. They're only dangerous if Healers keep them alive.
  6. Swifts — Fast but fragile. Glacibi counters their speed advantage. Flicko's chain lightning cleans them up in groups.

Boss and Megaboss Waves

Every 5th wave spawns a Boss (300 HP base, scales with wave and difficulty). Every 10th wave spawns a Megaboss (600 HP base). Both cost 5 lives if they reach the end. You start with only 20 lives, so a single Megaboss leak can end a run. Fully upgraded Pybbles in the slow corridor are your primary answer. Use 3x speed cautiously on boss waves—you may need to sell and reposition towers in response.

Advanced Placement Tips

Difficulty Matters More Than You Think

Your starting gold and enemy scaling both change by difficulty. On Easy, you start with 200 gold and enemies scale gently. On Hard, you start with 100 gold and the scaling is significantly steeper. However, Hard difficulty also gives a 1.5x multiplier on NP rewards, meaning a wave 20 completion on Hard earns substantially more than the same achievement on Easy.

If you're farming NP, Medium difficulty offers the best balance: 1.25x reward multiplier with manageable scaling. If you're chasing the leaderboard, Hard is the only path—but prepare for wave 30+ to feel like a completely different game.

Reward Tiers

Reaching wave 20 on Medium or Hard earns the Gold tier reward (300 base NP). Note: Easy mode has only 15 waves, so wave 20 applies to Medium (25 waves) and Hard (40 waves). Wave 30 earns Platinum (500 NP), and clearing all 40 waves on Hard earns Diamond (800 NP × 1.5 = 1,200 NP). If you're in a guild, 75% of your earned NP also contributes as Guild Points.

The Wave 30+ Endgame

If you make it past wave 30, you're in the true endgame. A second scaling layer activates here, stacking on top of the exponential growth from wave 20. Enemies become absurdly durable. At this stage, your success depends almost entirely on how efficiently your Luma buffs, Glacibi slows, and Pybble focus-fire are positioned.

The trainers who reach Diamond tier on Hard consistently share the same philosophy: don't try to kill everything fast. Slow everything down, focus-fire the high-priority targets, and let your AOE handle the rest. Patience and positioning beat raw damage output every time.

Ready to Test These Strategies?

Jump into Tower Defense and see how far past wave 20 you can push.

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The NuPalz Team

Official tips and guides from the trainers who built the game.

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