A red dragon breathes fire on a wooden watchtower while a stone giant and a red-caped hero charge a castle.

Battle

Defenses, traps and walls

Every tower, trap and wall in Pixel Kingdom Wars: stats, range, air targeting, Keep batteries, the five wall tiers and the quirks worth knowing.

Updated 10 min read

On this page
  1. Quick facts
  2. The towers
  3. Splash
  4. How targeting works
  5. Which raiders go for your towers
  6. Who defends with you
  7. Keep batteries
  8. Traps
  9. Trap damage by level
  10. How traps trigger
  11. What raiders can see
  12. Repairing traps
  13. How many traps
  14. Walls
  15. Wall HP by level
  16. What walls actually do
  17. Leveling, gates and caps
  18. Leveling
  19. Build costs and Keep gates
  20. How many of each
  21. Known quirks
  22. See also

Your base defends itself: towers pick targets and fire on their own, traps go off under a raider's feet, and walls decide where ground troops can walk. This page lists every defense with its real numbers, explains how targeting works, and covers leveling, repairs and placement.

Numbers are level-1 values unless stated otherwise, and distances are in tiles. Wherever KEEP or SOL appears below it is a devnet test token with no real value.

The defenses tab of the build menu with tower stats
Fig. 1The DEFENSES tab.

Quick facts

  • 8 towers: Cannon, Archer Tower, Mortar, Air Defence, Tesla Tower, Mage Tower, Laser Tower, Dragon Nest.
  • 4 traps: Spike Trap, Powder Mine, Pitfall, Air Mine. Traps have no HP, cannot be targeted and fire once per raid; then they need a repair.
  • Walls block walking only. They do not block shots and do not count toward destruction or stars. Neither do traps.
  • Towers shoot the nearest raider they are allowed to hit and stay on it until it dies, burrows, turns untargetable or leaves range.
  • Only Archer, Tesla and Mage towers hit both ground and air. Air Defence is air-only; Cannon, Laser and Mortar are ground-only.
  • Every defense and trap levels to 20, but nothing goes above your Keep level.
  • From Keep 15 the Keep fires a long-range gun; from Keep 17 it adds a close-range one.

The towers

Defences (level 1)
DefenceUnlockSHARDSHPDPSRange (tiles)Fires everyTargetsSize
CannonKeep 12004205561.2sGround only1×1
Archer TowerKeep 12503603470.5sGround + air1×1
MortarKeep 3400300802–74sGround only2×2
Air DefenceKeep 71,10045011061.5sAir only2×2
Electric TowerKeep 89003804041.2sGround + air1×1
Mage TowerKeep 101,4003402442sGround + air1×1
Laser TowerKeep 122,2003203071.5sGround only1×1
Dragon NestKeep 143,500700—46sSpawns Wyrmlings2×2
Every level adds 25% HP and damage up to level 5, then smaller steps. The Keep gains a long-range battery at Keep 15 and a close-range battery at Keep 17.

Damage per shot is DPS × the fire interval, so slow guns hit hard and fast ones chip. Every tower shot rolls a ±6% jitter, so the battle log shows small variations.

TowerFootprintWhat makes it different
CANNON1×1Plain single-target ground gun, range 6. The cheapest tower.
ARCHER TWR1×1Fastest fire rate and range 7; hits flyers.
MORTAR2×2Shells splash 1.5 tiles around the impact. Blind inside 2 tiles.
AIR DEFENCE2×2A harpoon that fires only at flying troops; it ignores every ground unit.
TESLA TWR1×1Its bolt chains to up to 2 more raiders at 50% and 25% damage.
MAGE TWR1×1Big 3-tile splash that also catches flyers.
LASER TWR1×1A beam that lands almost instantly — nothing to dodge. Ground only.
DRAGON NEST2×2No gun. Every 6 seconds while raiders live it hatches Wyrmlings — flying defenders with 60 HP and 20 DPS that live 8 seconds. At most 2 per nest at once.

Splash

Mortar, Mage Tower and the Keep's long gun aim where the target is when they fire and hit everyone inside the splash when the shell lands. Ground splash never hurts flyers; Mage splash does. Your own Wyrmlings are never caught in your splash.

How targeting works

  • Towers fire in building order every tenth of a second.
  • A tower keeps its target while it is valid and in range. When it needs a new one, it picks the nearest live raider it can hit — no preference for low HP, heroes or troop type.
  • Valid targets are alive, not burrowed, not untargetable (some hero skills) and in the tower's air or ground class.
  • Against a flying troop, reach is measured to the edge of the tower's footprint; against ground troops, from the tower's centre. That is why a range-4 Tesla or Mage tower can still hit a dragon hovering a little over 4 tiles out.
  • A shot always connects if the target is still alive and targetable when it lands.
  • Towers never shoot walls, traps or buildings, and walls never block their fire.

Which raiders go for your towers

Giants, Dragons, Tur Riders, Direwyverns and Barrowlings target "defenses" first — any building with a gun, a Dragon Nest, and from Keep 15 your Keep.

Who defends with you

Your trained troops never fight at home. The only defenders are Dragon Nest Wyrmlings and your recruited heroes. Heroes can hit flyers. One caveat: a defending hero is currently removed from the fight about 8 seconds into a raid, so treat it as an opening burst, not a full-length defender. See Known issues.

A raid in progress with towers firing
Fig. 2Towers at work.

Keep batteries

Your Keep is a target from day one, but at high levels it shoots back:

  • Keep 15 — a long-range gun with the Mortar's profile: splash, 2–7 tile range, ground only, scaled to the Keep's level.
  • Keep 17 — a close-range gun with the Cannon's profile but a reach of only 3 tiles. The Keep uses it when a raider is that close, covering the long gun's blind spot.
  • Neither Keep gun hits flyers.

The Keep has 1,200 HP at level 1 and scales like other buildings. In the build sheet these show as KEEP BATTERY — LONG-RANGE GUN / CLOSE-RANGE GUN.

Traps

Traps are cheap, quick to build (60 seconds), 1×1 and cannot be attacked — they have no HP and are never targeted. Each fires once per raid.

Traps (tiers 1 → 4)
TrapUnlockSHARDSBurst damageEffectHits
Spike TrapKeep 130250 → 325 → 425 → 550Single targetGround
Powder MineKeep 475110 → 150 → 210 → 280Splash 1 → 1 → 1.25 → 1.5 tilesGround
PitfallKeep 69070 → 100 → 140 → 190Stuns 0.8 → 1 → 1.2 → 1.5 sGround
Air MineKeep 8120130 → 180 → 250 → 340Splash 1 → 1.25 → 1.5 → 1.75 tilesAir
Traps fire once and stay spent until repaired. Tier 1 covers levels 1–5, tier 4 levels 16–20. Up to 20 traps from Keep 10.

Trap damage by level

Trap damage steps up every five levels rather than every level:

TrapLevels 1–56–1011–1516–20
Spike Trap (burst)250325425550
Powder Mine (burst / radius)110 / 1150 / 1210 / 1.25280 / 1.5
Pitfall (burst / stun ticks)70 / 8100 / 10140 / 12190 / 15
Air Mine (burst / radius)130 / 1180 / 1.25250 / 1.5340 / 1.75

A Pitfall's stun is counted in battle ticks; a battle runs ten ticks a second, so 10 ticks is one second.

How traps trigger

  • After every movement step, the first raider standing on the trap's tile sets it off — ground traps for ground units, the Air Mine for flyers. Burrowed Tunnelers still trigger ground traps.
  • Splash traps hit everyone in range except dead, burrowed or untargetable units.
  • Once it fires, the trap is spent for the rest of the raid.

What raiders can see

Traps are not hidden from the attacker. Ground traps are drawn buried and easy to overlook, and the Air Mine visibly drifts. Spent traps show as sprung to everyone, including on your deed image.

Repairing traps

After a raid, every trap that fired stays on the map but is inert until you repair it. Repair is a builder job that costs SHARDS by the trap's tier, and the trap re-arms when the job finishes. A spent trap cannot be upgraded until it is repaired.

TrapRepair cost by trap tier (SHARDS)Repair time
Spike Trap20 / 30 / 45 / 6530s
Powder Mine45 / 65 / 90 / 12545s
Pitfall55 / 80 / 110 / 15045s
Air Mine70 / 100 / 140 / 1901m

How many traps

You can place 2 traps per Keep level across all four types, up to 20 from Keep 10. Trap upgrades take 10m at level 1 rising to 8h for the last step.

Walls

Wall runs at all five visual tiers, from a timber palisade to shard-crowned sandstone battlements
Fig. 3Five looks as walls level up: timber, hewn stone, dressed stone, reinforced stone and the shard crown.
  • 150 SHARDS per segment, placed instantly — no builder. Drag to lay a run; the whole run is one all-or-nothing purchase.
  • Upgrades are instant too, per segment, from 48 SHARDS (level 1→2) to 38,880 SHARDS (19→20). A wall cannot go above your Keep level.
  • Moving walls is free, and you can move a run together.
  • Cap: 40 segments at Keep 1, rising every level to 250 at Keep 20.
  • Five looks: levels 1–4 reinforced timber, 5–8 hewn stone, 9–12 dressed stone, 13–16 reinforced stone, 17–20 shard crown. The look never changes a wall's stats.

Wall HP by level

LevelHPLevelHP
1300114,808
2600125,529
31,200136,247
41,500147,060
51,875157,977
62,212168,855
72,611179,829
83,0811810,910
93,6351912,001
104,1802013,201

What walls actually do

In battle, only walls block movement; buildings do not. How a raider treats a wall depends on its type:

  • Flying troops (Dragon, Direwyvern) and ranged "over" troops ignore walls when their target is in reach.
  • Tunnelers and Bilgewraiths burrow under.
  • "Break" troops smash the wall in their way — a Keg Runner's wall burst is 900 (level-scaled).
  • "Follow" troops look for a gap or a breach another unit has opened.

A ground unit blocked by a wall decides once — break through or walk the detour, whichever is faster for it — and commits until its target or the wall falls.

Leveling, gates and caps

Leveling

  • Every tower and trap goes to level 20.
  • Leveling a tower raises HP and damage only. Range, fire rate, splash, chains and footprint never change.
  • The per-level gain tapers: ×1.25 per level for 2–5, ×1.18 for 6–9, ×1.15 for 10–12, ×1.13 for 13–15, ×1.11 for 16–18 and ×1.1 for 19–20. A level-20 tower has about 17× its level-1 HP and damage.
  • Nothing can be upgraded above your Keep level.
  • A building under construction does not fight. A building mid-upgrade keeps fighting at its current level.

Build costs and Keep gates

Every tower and trap is a 60-second build.

TowerCost (SHARDS)Keep gate
CANNON200—
ARCHER TWR250—
MORTAR400L3
AIR DEFENCE1,100L7
TESLA TWR900L8
MAGE TWR1,400L10
LASER TWR2,200L12
DRAGON NEST3,500L14
SPIKE TRAP30—
POWDER MINE75L4
PITFALL90L6
AIR MINE120L8

Upgrade timers follow the ladder every non-trap building shares, from 10m to 3d — the full table is on Base building. Any job can be finished early for KEEP.

How many of each

TowerKeep L1Keep L10Keep L20
Cannon1510
Archer Tower1510
Mortar035
Air Defence014
Tesla Tower024
Mage Tower013
Laser Tower003
Dragon Nest002

Cannon and Archer caps grow by one every two Keep levels. The Keep's sheet lists exactly what your next Keep level unlocks.

Known quirks

  • Defending heroes leave early — about 8 seconds into a raid.
  • Sheet stat chips overstate high levels — above level 5.
  • Long tower reach is hard on ground-only campaign armies at some mid-game stages.
  • A maximum-size all-dragon army can still clear a base — air defences, archer, tesla and mage towers are the counter.

All of these are tracked on Known issues.

See also