Pixel Kingdom Wars

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Defenses, traps and walls

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

Your base defends itself. When someone raids you, your towers pick targets and fire on their own, your traps go off when a raider steps on them, and your walls decide where ground troops can walk. This page lists every defense with its real numbers, explains how targeting works, and covers the rules for leveling, repairing and placing them.

All numbers are level-1 values unless stated otherwise, and all distances are in tiles. Pixel Kingdom Wars is in devnet playtest: wherever KEEP or SOL appears below it is a test-net token with no real value.

Quick facts

The defenses sheet showing tower stats

The towers

Base stats (level 1)

TowerHPDPSRangeFires everyHits
CANNON4205561.2 sground
ARCHER TWR3603470.5 sground + air
MORTAR300802–74 sground
AIR DEFENCE45011061.5 sair only
TESLA TWR3804041.2 sground + air
MAGE TWR3402442.0 sground + air
LASER TWR3203071.5 sground
DRAGON NEST700spawns every 6 s

Damage per shot is DPS multiplied by the fire interval, so a slow gun hits hard and a fast one chips: Cannon 66, Archer 17, Mortar 320 (splash), Air Defence 165, Tesla 48, Mage 48 (splash), Laser 45. Every tower shot is rolled with a ±6% jitter, so you will see small variations from these numbers in the battle log.

Special behavior

TowerFootprintWhat makes it different
CANNON1×1Plain single-target ground gun. Cheapest tower.
ARCHER TWR1×1Fastest fire rate, longest reach among the cheap towers, hits flyers.
MORTAR2×2Shell splashes 1.5 tiles around the impact point. Blind inside 2 tiles — a ground unit closer than that cannot be targeted.
AIR DEFENCE2×2Harpoon that fires only at flying troops. It has no ground weapon at all, so it ignores every ground unit no matter how close.
TESLA TWR1×1Bolt hits the target, then chains to up to 2 more nearby raiders at 50% and 25% of the damage.
MAGE TWR1×1Big 3-tile splash, and because it targets air, that splash hits flyers too.
LASER TWR1×1Beam lands almost instantly (no projectile travel to dodge). Ground only.
DRAGON NEST2×2Has no gun. While raiders are alive, every 6 seconds it releases Wyrmlings — flying defenders with 60 HP and 20 DPS that live 8 seconds and chase the nearest raider. At most 2 Wyrmlings per nest are alive at once.

Why: the Mortar's dead zone and the Air Defence's air-only rule are what make tower mixing matter. A ring of Mortars alone is helpless against troops that reach them, and a base with no Archer, Tesla or Mage towers has only the Air Defence (plus any Dragon Nest Wyrmlings and a defending hero) to answer dragons.

Splash rules

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

How targeting works

Which raiders go for your towers

Giants, Dragons, Tur Riders, Direwyverns and Barrowlings target "defenses" first. For them, a defense is any building with a gun or a Dragon Nest — and from Keep level 15, that includes your Keep.

Who defends with you

Your trained troops never fight at home. The only defenders on the field are Dragon Nest Wyrmlings and your defending heroes. Heroes can hit flyers. One caveat confirmed in the code: a defending hero is currently removed from the fight 8 seconds into a raid, so today heroes are an opening burst, not a full-length defense.

A raid in progress with towers firing

Keep batteries

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

The Keep has 1,200 HP at level 1 and scales like the other buildings (see below). In the build sheet you will see these listed 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 trap fires once per raid.

TrapCost / buildKeep gateHits
SPIKE TRAP30 SHARDS / 60 sone ground unit
POWDER MINE75 SHARDS / 60 sKeep L4ground splash
PITFALL90 SHARDS / 60 sKeep L6one ground unit + stun
AIR MINE120 SHARDS / 60 sKeep L8flying units only, splash

Trap damage by tier

Trap damage does not change every level. It steps up every 5 levels with the trap's tier: Tier 1 = levels 1–5, Tier 2 = 6–10, Tier 3 = 11–15, Tier 4 = 16–20.

TrapT1T2T3T4
Spike Trap (burst)250325425550
Powder Mine (burst / radius)110 / 1150 / 1210 / 1.25280 / 1.5
Pitfall (burst / stun)70 / 0.8 s100 / 1.0 s140 / 1.2 s190 / 1.5 s
Air Mine (burst / radius)130 / 1180 / 1.25250 / 1.5340 / 1.75

How traps trigger

What raiders can see

Traps are not hidden from the attacker's view of your base. Ground traps are drawn with a deliberately inconspicuous buried frame, and the Air Mine visibly drifts. So think of traps as easy to overlook, not invisible. Spent traps show as sprung to everyone, including on your deed image.

Repairing traps

After a raid, every trap that went off stays on your map but is inert — it is left out of the defense until you repair it. Repair is a builder job: it needs a free builder, costs SHARDS by tier, and the trap re-arms only when the job finishes. A spent trap also cannot be upgraded until it is repaired.

TrapRepair cost T1 / T2 / T3 / T4Repair time
Spike Trap20 / 30 / 45 / 6530 s
Powder Mine45 / 65 / 90 / 12545 s
Pitfall55 / 80 / 110 / 15045 s
Air Mine70 / 100 / 140 / 19060 s

Tip: repairs are short, but they tie up a builder. Re-arm traps right after checking your raid log so they are not waiting on a long upgrade.

How many traps

You can place 2 traps per Keep level across all four families, up to 20 at Keep level 10 and beyond. Trap upgrades take 10 minutes at level 1 rising to 8 hours for the last step, and like every other building a trap cannot be upgraded above your Keep level.

Walls

Placing walls from the build menu

Wall HP by tier

TierHPTierHP
130062,212
260072,611
31,20083,081
41,50093,635
51,875104,180
TierHPTierHP
114,808168,855
125,529179,829
136,2471810,910
147,0601912,001
157,9772013,201

What walls actually do

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

Walls never count toward destruction percent or stars, so a raider cannot earn anything by flattening them. They exist to buy your towers time.

Why: because walls and traps do not count toward destruction, a raider who spends their army on your walls has wasted it. Use walls to steer ground troops into Mortar splash and Tesla chains, not as a scoreboard.

Leveling, gates and caps

Leveling

Known quirk: the HP/DMG chips on the building sheet use a flat +25% per level for every level, which matches the real values only up to level 5 and overstates them above that. The numbers on this page (and the battle itself) use the real tapered scale.

Build costs and Keep gates

TowerCostBuild timeKeep gate
CANNON200 SHARDS1 h
ARCHER TWR250 SHARDS1 h
MORTAR400 SHARDS2 hL3
AIR DEFENCE1,100 SHARDS2 hL7
TESLA TWR900 SHARDS2 hL8
MAGE TWR1,400 SHARDS3 hL10
LASER TWR2,200 SHARDS4 hL12
DRAGON NEST3,500 SHARDS5 hL14

Upgrade timers start at 8 hours (Cannon, Archer, Tesla, Mage, Laser) or 12 hours (Mortar, Air Defence, Dragon Nest) for the first step and climb to 5 days for the last. Any job can be finished early for KEEP (devnet test tokens); see Base building for the formula.

How many of each

TowerKeep L1Keep L10Keep L20First available
Cannon1510L1
Archer Tower1510L1
Mortar035L3
Air Defence014L7
Tesla Tower024L8
Mage Tower013L10
Laser Tower003L12
Dragon Nest002L14 (2 from L17)

Cannon and Archer caps grow by one every two Keep levels. Check the KEEP sheet in game: it lists exactly what your next Keep level unlocks.

Known quirks

See also