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Reimu Hakurei
Reimu's Towers
Yin-Yang Orb
- Cost: 3 points
- Damage: 10
- Range: 60
- Each upgrade doubles the cost and damage.
- The last upgrade increases its range to 180 and its cost to 100, and turns its bullets into yin-yang balls.
Normal attack. Moderately slow rate of fire, and at long range tends to miss its targets unless they're moving radially relative to the orb, but still a decent value. Along with having the lowest base price in the game, buying and selling one at levels 0 or 1 incurs only a 1 P net loss, so it's the obvious choice to use if you need just a temporary hole plug.
Homing Amulet
- Cost: 6 points
- Damage: 5
- Range: 110
- Each upgrade doubles damage, increases range by 10 and adds 82-90% cost.
- The last upgrade increases range by 20 instead of 10, and slightly increases the firing rate.
Normal homing attack, but note that it has an insanely large range. At max level it can almost reach every edge of the screen from the middle. If its intended target is destroyed before the amulet reaches it, the amulet simply continues on in its current direction, rather than locking on to a different enemy. At level 0 only, shares with the Yin-Yang Orb the distinction of incurring the least possible net loss when bought and sold.
Demon Sealing Needle
- Cost: 9 points
- Damage: 6
- Range: 70
- Each upgrade increases cost by 78-93%. The 1st increases damage by 83%, the 2nd increase damage by 91%, the 3rd and 4th double damage.
- The last upgrade doubles cost, increases range by 20, adds 102% damage, and increases the firing rate.
Normal attack. It attacks pretty quickly though.
Youkai Buster
- Cost: 15 points
- Damage: 20
- Range: 70
- The first three upgrades increase cost and damage by 80-85%, while the last two increase them by 89-91%.
- The second and fourth upgrades increase range by 5, and the last upgrade increases it by 10.
Normal rocket launcher-like attack. When facing the green Evil Eye enemies, the turrets switch to firing 3-way purple card shots. (Evil Eyes have the same damage resistance to these shots as they do to any other weapon's, so the extra two shots per attack are the only advantage of the Youkai Buster against Evil Eyes.)
Hakurei Amulet
- Cost: 8 points
- Damage: 5
- Range: 90
- Each upgrade increases cost by 87-89%, listed damage by 60-79%, and range by 5.
- The last upgrade increases cost by 80%, increases range by 20, and slightly increases the firing rate.
Has both homing and drilling abilities. The bullet chases enemies around, and continues to cut into its target after making contact. Hits (3 + turret level) times before disappearing. (E.g., at level 0, the bullet hits three times for 5 damage each, for a total of 15 damage per shot; and at level 5, it hits eight times at 75 damage apiece, for a total of 600 damage per shot.) If its target is defeated before the bullet runs out of hits, it then looks for another enemy to attack. The turret only fires when enemies are within range, but its shots can target enemies anywhere on screen if the initial target disappears.
Yin-Yang Seal
- Cost: 8 points
- Damage: 3
- Range: 70
- Each upgrade increases cost by 87-89% and range by 5.
- Sequence of listed damage percentage increases: 100%, 83%, 64%, 83%, 67%
- The last upgrade doubles cost, increases range by 10, and slightly increases the firing rate.
- After 3 upgrades, it fires 2 circles instead of one.
- Fires 12 bullets at level 0, 14 bullets at level 1, 16 at level 2, 12 (first ring) + 8 (second ring) at 3, 14+10 at 4, and 18+14 at 5.
- The listed damage is per bullet, so it's a better value than it sounds.
It fires bullets in a circle around it, then the bullets aim themselves at the closest (or selected) enemy. Enemies will dodge this, but it usually hits nearby targets. It only fires when enemies are within range, but once fired, its shots can target enemies anywhere on screen.
Yin-Yang Gem
- Cost: 35 points
- Damage: 30
- Range: 40
- Each upgrade increases cost by 75-91% and doubles damage.
- The last upgrade increases damage to 1000.
Attacks slowly, but attacks all enemies within range at once, with a chance of leaving them briefly stunned. Cannot hit normal Lily, but can hit boss Lily.
Dream Seal
- Cost: 40 points
- Damage: 15
- Range: 80
- Each upgrade increases cost by 88-92%, damage by 89-93%, and range by 10.
- The last upgrade increases damage to 400, and very slightly increases the firing rate.
- The listed damage is per bullet, so multiply by 3 for total possible damage to a single enemy.
Fires 3 large bullets away from the targets, which quickly change direction and home in on one of them. Deals an area of effect attack on impact (doing full listed damage to all affected enemies). It only fires when enemies are within range, but its shots can target enemies anywhere on screen if their initial targets disappear.
Double Barrier
- Cost: 30 points
- Damage: 100
- Range: 65
- Each upgrade doubles damage and increases range by 5.
- Sequence of upgrade costs: 30, 30, 60, 90, 160
Basically a bomb. Does nothing, until you detonate it. Then it damages all enemies within range once before removing itself from the map. Above level 0, it also stuns its targets, with the stun length increasing with each upgrade.
Spirit Sucking Field
- Cost: 30 points
- Damage: 0
- Range: 80
Weakens Death Butterflies by creating a red area around the tower, much like Reimu's focus in PoFV. Lowers their defense, making them much more manageable.
Marisa Kirisame
Marisa's Towers
Marisa's towers generally ignore range in favor of damage. She has hard hitting towers and solid explosive towers, but their relatively short range means you need to make sure enemies pass within range as much as possible.
Magic Missile
- Cost: 3 points
- Damage: 10
- Range: 60
- Upgrade cost: 3, 6, 12, 24, 52
- Power Increase: 10, 20, 40, 80, 520
- Range Increase: None
Fires a single basic bullet at foes. Slow rate of fire. Its usefulness lies in its cheap cost, allowing for temporary mazing until you have more power to replace them with better towers. Has a significant power boost at level 5.
Illusion Laser
- Cost: 10 points
- Damage: 32
- Range: 100
- Upgrade cost: 9, 17, 32, 59, 103
- Power Increase: 38, 86, 180, 352, 752
- Range Increase: None
Fires a single stationary laser for a short duration of time at enemies. Has a moderate recharge time. This laser penetrates, so it will hit all enemies in its path for equal damage. The laser can strike all foes across the entire screen, but it will not trigger until a foe walks into its attack range. Each upgrade increases the duration of the laser. Unable to hit flying enemies.
Stardust Missile
- Cost: 10 points
- Damage: 18
- Range: 80
- Upgrade cost: 9, 17, 34, 65, 135
- Power Increase: 19, 41, 86, 176, 160
- Range Increase: None
Fires a pair of missiles. Initially slow to come out, but speeds up as it exits the attack radius. It easily misses foes walking right next to the tower, so be careful. At level 5, an additional missile is added per salvo, totaling to 3 projectiles.
Spread Star
- Cost: 10 points
- Damage: 12
- Range: 70
- Upgrade cost: 9, 17, 32, 59, 103
- Power Increase: 11, 22, 45, 90, 180
- Range Increase: 0, 5, 0, 5, 10
Fires a single shot that explodes when hitting an enemy. Moderate recharge time. Upgrades increases the explosion radius.
Cold Inferno
- Cost: 15 points
- Damage: 1
- Range: 50
- Upgrade cost: 10, 10, 10, 10, 15
- Power Increase: 0, 1, 0, 1, 2
- Range Increase: +20 at level 5
This tower rapidly fires low damage shots which slow down nearby foes it hits for a short time. Has no cooldown time. Valuable around high damage towers. Upgrades increases amount of slowdown it causes.
Milky Way
- Cost: 10 points
- Damage: 6
- Range: 70
- Upgrade cost: 9, 17, 32, 62, 110
- Power Increase: 4, 8, 16, 20, 33
- Range Increase: 0, 0, 5, 0, 5
Fires a flurry of low damage bullets at foes. After a set amount of bullets, the tower needs to recharge for a short time. Upgrades increases the number of bullets shot during each charge. These bullets may miss closeby foes, but the large number of bullets is likely to hit clusters of foes.
Earth Light Ray
- Cost: 10 points
- Damage: 30
- Range: 75
- Upgrade cost: 10, 20, 40, 80, 160
- Power Increase: 30, 60, 120, 240, 480
- Range Increase: 5, 5, 5, 5, 5
Anti Lily-White. Magic symbols appear from this tower and flies to the right or bottom openings, firing a single laser across the screen. This does not release magic symbols unless a flying unit flies within the attack radius, so try to put these directly in line with the openings.
Orreries Sun
- Cost: 8 points
- Damage: 30
- Range: 100
- Upgrade cost: 8, 16, 28, 58, 112
- Power Increase: 30, 65, 135, 280, 660
- Range Increase: None
The tower continually releases orbs, which circles closely around the tower. Initially each tower can hold up to 4 orbs; at level 2 this increases to 5; at level 5 this increases further to 6. When an orb collides with an enemy, it explodes, damaging all foes in a small radius.. These orbs continually circle the tower and only strike enemies that pass adjacent to it. If the maximum number of possible orbs are circling the tower, you can click on an enemy to target it, and the orbs will fire at the enemy once it walks within range. The ring of orbs will pass through the target and off the screen, hitting anything else in its path. Note that while the tower is upgrading any existing orbs disappear.
Master Spark
- Cost: 90 points
- Damage: 360
- Range: n/a
- Upgrade cost: 60, 90, x, x, x
- Power Increase: 480, 1080, x, x, x
- Range Increase: n/a
Marisa's signature spell. This tower does nothing, but acts only as a one-time use emergency bomb. Upon activation, the tower takes a time to charge up, then fires a large laser of pure power at enemies. Aim using the cursor - Master Spark will fire towards the cursor. This laser forces them to stop as they are being hit. The tower disappears after use, so place this where it will not affect your maze.
Spirit Sucking Field
- Cost: 30 points
- Damage: 0
- Range: 80
Weakens Death Butterflies by creating a long red area looking like a Master Spark (much like Marisa's focus in PoFV). Lowers their defense, making them much more manageable.
Sakuya Izayoi
Sakuya's Towers
Single Knife
- Cost: 3
- Damage: 10
- Range: 60
- Upgrade cost: 3, 6, 12, 24, 52
- Power Increase: 10, 20, 40, 80, 140
- Range Increase: +100 at level 5
Sakuya's cheapest tower. Shoots a single quick knife, average rate of fire. Gains a significant boost of range at level 5. Rarely misses, even after range has been expanded.
Mysterious Jack
- Cost: 6
- Damage: 7
- Range: 80
- Upgrade cost: 5, 10, 19, 37, 83
- Power Increase: 5, 6, 10, 21, 25
- Range Increase: 5, 5, 5, 5, 10
Shoots a single waves of 3 knives, one straight forward, and one each an angle way from the center. This increases to 2 waves of 5 knives at level 2, and 3 waves of 7 knives at level 5. After shooting the number of waves they are capable of, the tower has a short amount of recovery.
Jack the Ripper
- Cost: 8
- Damage: 3
- Range: 120
- Upgrade cost: 7, 13, 25, 47, 100
- Power Increase: 3, 3, 9, 8, 4
- Range Increase: 0, 5, 0, 5, 10
Shoots a single knife in a rapid rate of fire. At level 5, this tower begins shooting double knives instead of single knives. Rarely misses, and has no recovery time.
Another Murder
- Cost: 10
- Damage: 12
- Range: 70
- Upgrade cost: 10, 18, 35, 67, 130
- Power Increase: 12, 24, 36, 84, 132
- Range Increase: 0, 0, 10, 0, 10
Shoots 3 large knives at foes, and then recovers for a moderate amount of time. Increases to 4 knives at level 5. At level 5, if the knives miss they will bounce of the boundaries of the map twice.
Killer Doll
- Cost: 12
- Damage: 8
- Range: 90
- Upgrade cost: 11, 21, 40, 78, 128
- Power Increase: 8, 18, 36, 74, 26
- Range Increase:
Shoots a half-circle of knives which hover around the tower for a second before homing in on the enemy. At level 5, the tower shoots two half-circles of knives, doubling its power.
Misdirection
- Cost: 9
- Damage: 4
- Range: 55
- Upgrade cost:
- Power Increase:
- Range Increase:
Soul Scripture
- Cost: 25
- Damage: 3
- Range: 50
- Upgrade cost:
- Power Increase:
- Range Increase:
Private Illusion
- Cost: 17
- Damage: 8
- Range: 70
- Upgrade cost:
- Power Increase:
- Range Increase:
Private Square
- Cost: 90
- Damage: n/a
- Range: 90
- Upgrade cost:
- Power Increase: n/a
- Range Increase:
Spirit Sucking Field
- Cost: 30
- Damage: n/a
- Range:
Flandre Scarlet
Obtained after beating Scarlet Devil Mansion: Basement. Flandre's towers are on the expensive side, but she also boasts some of the most powerful towers in the game too. Note that all of Flandre's towers have no resale value.
Bat (?)
- Cost: 5
- Damage: 8
- Range: 70
- Upgrade cost: 4, 8, 16, 32, 56
- Power Increase: 3, 6, 12, 24, 40
- Range Increase: +30 at level 5
Fires a single bat at enemies. Homing capabilities. Slow rate of fire.
Läevatein
- Cost: 35
- Damage: 60
- Range: 80
- Upgrade cost: 32, 60, 113, 215, 415
- Power Increase: 65, 135, 275, 555, 1110
- Range Increase: +30 at level 5
Flandre's melee tower. Fires a constant beam of radius length and automatically tracks enemies within range. Easily one of the most powerful towers in the game in terms of pure strength. Can't hit flying enemies.
Kagome Kagome
- Cost: 12
- Damage: 8
- Range: 80
- Upgrade cost: 11, x, x, x, x
- Power Increase: 7, x, x, x, x
- Range Increase:
Shoots a cross of danmaku centering upon a targeted enemy. While the projectiles are stationary, they do not come in contact with enemies. A few seconds later, these projectiles converge upon the spot the enemy currently is. These shots do not change paths even if the enemy moves away or is destroyed. Avoid use until mid-game, when you have a sizable maze.
Four of a Kind
- Cost: 12
- Damage: 6
- Range: 80
- Upgrade cost: 12, 22, 42, 82, 170
- Power Increase: 6, 12, 26, 52, 98
- Range Increase: +10 at level 5
Four bats are deployed around the tower. When an enemy comes within tower range, these bats move around the enemy, firing shots at it. Increased rate of fire at level 5.
Maze of Love
- Cost: 30
- Damage: 5
- Range: 40
- Upgrade cost: 25, 45, 80, 150, 270
- Power Increase: 5, 9, 17, 34, 70
- Range Increase: none
Rapidly shoots a spiral of danmaku that travels to the edge of the screen.
Starbow Break
- Cost: 20
- Damage: 8
- Range: 60
- Upgrade cost: 9, 17, 32, 62, 120
- Power Increase: 6, 11, 20, 40, 85
- Range Increase:
Fires a number of projectiles, which hover around the tower before homing in on enemies. Projectiles leaving the tower may hit enemy units. Moderate recharge time. Tends to miss in long range. Increasing levels adds more projectiles.
Counter Clock
- Cost: 25
- Damage: 45
- Range: 70
- Upgrade cost: 22, 41, 75, x, x
- Power Increase: 42, 83, 165, x, x
- Range Increase:
Releases a spinning cross at foes, and does not disappear until it travels a set length. Quick recovery time.
Q.E.D. "Ripples of 495 Years"
- Cost: 50
- Damage: 25
- Range: n/a
- Upgrade cost: 50, 50, 50, 50, 450
- Power Increase: 25, 25, 25, 25, 125
- Range Increase: n/a
Continually fires a circle of danmaku across the entire screen. Danmaku reaching the edges of the map bounces back once. Always fires if at least one enemy is on the screen. Only one of these may be placed at a time.
And Then Will There Be None?
- Cost: 60
- Damage: 30
- Range: n/a
- Upgrade cost:
- Power Increase:
- Range Increase: n/a
Fires one or more waves of thick danmaku barrage, depending on the tower's level. At level 0, it fires one wave, at level 1, two waves, and so on until level 5, with six waves.
Spirit Sucking Field
- Cost: 30
- Damage: n/a
- Range: 90
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