Tower Defense Simulator Fanmade Content Wiki

Hello, and welcome to the Tower Defense Simulator Fanmade Content Wiki. A place where you could find or share one of your creations of the TDS Community, before editing, take a note of the following:

  • You can go to the Building Guide to start creating models.
  • Please read our Rules and guidelines before you begin editing.
  • The Tower Defense Simulator Fanmade Content Wiki community is really happy to have you here, and we look forward to editing with you!
  • Start modelling Towers and Enemies with Model Packs!

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Tower Defense Simulator Fanmade Content Wiki
Tower Defense Simulator Fanmade Content Wiki
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Description

The Armored is an admin-spawned enemy only. It has a large amount of health, but is relatively slow. Additionally, the Armored is also a lead enemy, meaning that it is immune to bullet-based damage from towers. Only fire, electricity, splash damage, and poison can harm it until its armor has been removed. Once its armored has been removed, it can be damaged from all sources.

Appearance

The Armored, like its name suggests, is a heavily armored lava-like humanoid with tubes connected into its wrists and head, presumably to obtain more strength through a serum. Once de-armored, the Armored is seen to have orange arms and head, with a darker orange on its torso and legs.

Strategy

  • Splash damage can be an effective way to destroy the Armored's armor, as splash damage is not a factor changed by its lead immunity.
    • Splash damage towers like the Demoman, Rocketeer, and Mortar suffice in dealing damage successfully to the Armored.
      • In addition, damage from the bombs/missiles of the Ace Pilot/Pursuit also effectively works, as they deal splash damage.
        • Splash damage from the Tank/Railgun Tank can also work, but relying on these units isn't as viable as other options.
  • Once the Armored's armor has been fully depleted, it can be attacked from all sources, including bullet-based attacks.
    • This means that you can utilize towers with high amounts of DPS, like the Minigunner and Accelerator are recommended options.
      • You can use the Commander's Call to Arms ability to boost nearby towers' firerate, dealing extra damage. This can only occur from Level 2+
      • The DJ Booth is an optional choice to towers with shorter ranges.
  • The Pyromancer's burn cannot work on the Armored, as it has a Burn immunity. However, non-burn damage can still work effectively on the Armored.
  • You can slow down the Armored with the Freezer/Frost Blaster/Sledger, Electroshocker/Warden, and Toxic Gunner.
    • The Toxic Gunner can also deal damage to the Armored as it deals poison damage, which penetrates lead. However, this isn't a recommended option due to its little damage.

Gallery

Previous Variants

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