Pulse TD Strategy Guide
This page collects the data for every tower, enemy, and command in Pulse TD, plus practical tactics. All numbers come from the live game data.
Towers (level 1 → 5)
| Tower | Cost | DPS (Lv1→5) | Range (Lv1→5) | Special |
|---|---|---|---|---|
| Pulse | 50 | 20 → 236.1 | 110 → 150 | None (cost-efficient standard shots) |
| Frost | 70 | 6.7 → 54.8 | 100 → 140 | Slows on hit (down to 34% speed at Lv5) |
| Cannon | 100 | 18.5 → 189.5 | 120 → 160 | Splash damage (55–90px radius) |
| Venom | 80 | 8 → 52.8 | 110 → 148 | Poison over time; stops regeneration |
| Sniper | 90 | 25 → 280 | 220 → 330 | Ignores armor |
| Arc | 110 | 22.5 → 165.5 | 105 → 142 | Chain lightning (3–7 targets, 75% damage per jump) |
| Railgun | 130 | 20 → 190 | 170 → 240 | Pierces every enemy along the full firing line |
| Laser | 140 | 28 → 200 | 115 → 150 | +30% damage per stack on the same target (max 5 stacks; ~2.5x from the 6th shot) |
| Amp | 120 | — | 90 → 140 | +15–44% damage to towers in range (strongest only, no stacking) |
| Generator | 180 | — | — | Produces 5–24 gold every 5 seconds (does not attack) |
Enemies
| Enemy | Speed | Base HP | Trait |
|---|---|---|---|
| Runner | 95 | 28 | Fast, low HP |
| Grunt | 60 | 55 | Standard |
| Tank | 38 | 150 | Armor 6 (reduces each hit by 6, minimum 1) |
| Swift | 130 | 40 | 50% slow resistance |
| Regen | 55 | 90 | Heals 6 HP/s (stopped by poison) |
| Shield | 55 | 70 | Shield 60 (must break before HP) |
| Splitter | 65 | 80 | Splits into 2 minis on death |
| Mini | 90 | 25 | Small split spawn |
| Ghost | 70 | 60 | Takes 50% less damage from AoE (Cannon / Arc / Strike) |
| Berserker | 50 | 110 | Speeds up as HP drops (up to +90%) |
| Boss | 30 | 2600 | Armor 10, 50% slow resistance, costs 3 lives |
Commands
| Command | Effect | Cooldown |
|---|---|---|
| 🎯 Strike | Bombard a chosen point, damaging every enemy in the area | 45s |
| ❄️ Freeze | Heavily slows all enemies for 4 seconds | 60s |
| ⚡ Overcharge | All towers fire twice as fast for 8 seconds | 75s |
Strategy
Early game (waves 1–9)
Use the 15-second setup time to place two Pulse towers at a corner where the path doubles back — enemies stay in range twice as long there. Call waves early whenever your defense is comfortable; the bonus gold compounds. Tanks appear at wave 4 and Swifts at wave 6, so mix in a Frost tower by wave 5 to keep the line stable.
Mid game (waves 10–25) and bosses
Every 10th wave brings a boss. Bosses have 10 armor, which cripples rapid-fire towers — the armor-ignoring Sniper is your best answer, so upgrade one to Lv2–3 before each boss wave. Shield enemies arrive at wave 12 and Splitters at 15. Splitters break into minis when killed, so keep a Pulse or Arc near the exit as a cleanup crew.
Late game (waves 26–40)
Enemy HP grows quadratically, so pushing existing towers to Lv4 beats building new ones late. The ideal setup is one or two kill zones: Frost slows the crowd, Cannon and Arc grind down the swarm, and a Sniper finishes the big targets. Put an Amp in the middle of a kill zone for up to +45% damage to every tower in its radius — one Amp per zone is enough since the buff does not stack.
Commands and the newer towers
Commands cost no gold, so keep them cycling rather than hoarding. Overcharge scales with your tower count — firing it the moment a boss wave starts is usually optimal. Railgun shines on maps with long straight lanes (Circuit, Gauntlet) where one shot pierces a whole column; Laser is your boss-and-tank specialist. A Generator built around wave 5 pays for itself and compounds from there, but never at the cost of a leaking defense. Against AoE-resistant Ghosts, rely on single-target and piercing damage: Pulse, Sniper, Laser, Railgun.
Targeting priorities
The default "First" targeting works, but tuning it matters: set Snipers to "Strongest" so they always hit tanks and bosses, keep Frost on "First" to stop runners, and set finisher towers to "Weakest" to secure kills instead of overkilling healthy enemies.
Gold efficiency and selling
Selling refunds 70% of everything invested, so rebuilding a tower that no longer fits the situation is fine. Entrance towers from the early game are prime candidates to sell when consolidating funds into a late-game kill zone. Wave clear bonuses (40 + wave × 2) plus early-call bonuses mean a faster tempo earns more total gold.
Endless mode
From wave 41, enemy HP gains an extra ×1.08 multiplier every wave, so any defense eventually breaks. To push your record: double up your kill zone with the surplus gold after everything is Lv4, and keep multiple Snipers on "Strongest" — boss waves beyond 40 spawn several bosses at once.
Strategy FAQ
- Do multiple Amps stack? No. Each tower only receives the single strongest Amp buff in range. Spread Amps across different clusters instead.
- Do poison and slow effects stack? The stronger effect of each type wins and its duration is refreshed. A weak poison never downgrades a strong one already on the enemy.
- How do I earn 3 stars? Finish all 40 waves with 18 or more lives (you can lose at most 2). Ten or more lives earns 2 stars, and surviving at all earns 1 star.
- Which map should I start with? Circuit — it has a long path and plenty of build space. Save Gauntlet for last: its path is extremely short and punishes any wasted gold.