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1Sometimes, the enemy that the heroes may face may not be a humanoid, monster, robot, or vehicle, but rather a structure or building. These tend to be very tough to take down thanks to their constructions and foundations, and in many cases either [[MookMaker assemble minions]], [[YouRequireMoreVespeneGas produce vital resources]], [[SapientHouse or even attack on their own]].
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3This is when an Anti-Structure weapon or unit comes in handy. Whether it destroys foundations, uses an {{EMP}} to disable the structure's electrical supply, or kills the inhabitants inside, it makes structures crumble or turn non-functional in record time.
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5Attacks, weapons or abilities that are AntiArmor, ArmorPiercingAttack or [[StuffBlowingUp explosive]] can often be one of these. SiegeEngines, especially {{Battering Ram}}s, are very commonly these due to their ability to break buildings with ease. A SatchelCharge, if not used in the AntiVehicle or AntiArmor role, can often be utilized for this purpose thanks to the large explosive yield it carries.
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7This type of weapon or unit is commonly found in RealTimeStrategy games where buildings often play a very important role. Oftentimes, an Anti-structure weapon is [[CripplingOverspecialization overspecialized]] at dealing with buildings only, and as such may be vulnerable to other things in the TacticalRockPaperScissors cycle.
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9A subtrope of WeaponOfXSlaying. See also AntiAir, AntiCavalry, AntiInfantry, AntiVehicle, and AntiArmor.
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11!!Examples:
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13* In the ''VideoGame/AgeOfEmpires'' series, every civilization has siege weapons that are effective against buildings, but are weak against cavalry. The Huns take this further by having AntiStructure cavalry as their Unique Unit.
14** ''VideoGame/AgeOfMythology'':
15*** The Norse god power "Undermine", which is available if the player chooses Heimdall when advancing to the Classical Age, allows the player to destroy enemy Walls and Towers effectively, but deals limited damage to Town Centers and Fortresses. Heimdall's myth unit, the Einherjar, also has decent attack against buildings.
16*** The Norse myth unit known as the Mountain Giant (which is available if the player chooses Njord when advancing to the Heroic Age or Hel when advancing to the Mythic Age) is quite effective against buildings, and has a special attack that allows him to deal 120 crush damage to a building in a single strike.
17*** The Atlanteans have a unit known as the Fire Siphon, which is a flamethrower that's strong against buildings but weak against other units.
18*** The Atlantean myth unit known as the Behemoth (available if the player chooses Rheia when advancing to the Heroic Age) has a x5 attack bonus against buildings and has regenerating health.
19* ''VideoGame/BrothersInArms'' has the Bazooka team in ''Hell's Highway''. While in theory the bazooka is used for the AntiArmor role, in practice the bazooka is more often that not used instead against enemy fortifications such as sandbags and machine gun nests in buildings.
20* ''VideoGame/CommandAndConquerTiberiumWars'' gives each faction units dedicated to taking down structures. They can function against other things too, but either inaccuracy or TacticalRockPaperScissors prevent them from being cost-effective in those roles.
21** The [[UnitedNationsIsASuperpower Global Defense Initiative]] -- or [[FunWithAcronyms GDI]] -- ostensibly the "[[GreyAndGrayMorality Good guys]]" and the [[MightyGlacier powerhouse faction]], usually rolls in with TankGoodness aplenty, but against fortified positions, they do have specialist units:
22*** First and foremost of these are their "Juggernaut" {{Chicken Walker}}s. The Juggernaut's trio of cannons are so powerful that even the most sturdy structure falls in a few shots, but that same power also requires them to engage stabilizers before firing, and while the elevated position of their barrels give them fantastic range -- Which can reach across the map if coordinates are provided by a [[ColdSniper sniper team]] -- it also burdens them with ArbitraryWeaponRange; fast units can get in before they deploy and shoot them to pieces, safe from retaliation fire. This last point prompted the Steel Talon sub-faction to jury-rig a bunker onto their frame for garrisoning infantry, specifically to protect juggernauts against attackers attempting to close the distance. The resultant 'Behemoth' is still not intended to be used as anything other than a three-barreled wrecking ball, however.
23*** If a structure is only defended by infantry, or you can somehow disable the vehicles/defences, a Commando can place C4 charges. C4 is placed instantly from close range, and take a second to arm after which the structure is rubble, no questions asked. Add in the Commando's jetpack, and a single commando can level a base in less than thirty seconds -- [[NecessaryDrawback provided]] said base isn't defended [[CripplingOverspecialization by something other than infantry]].
24** The [[NGOSuperpower Brotherhood of Nod]] -- or simply "Nod" (same as the biblical place) -- the other "good guy" faction, is a much more [[FragileSpeedster subversive faction]] that cannot afford to have as high-profile units as GDI. Make no mistake -- that just means you won't see their wrecking ball units before the building is rubble.
25*** They rely primarily on 'beam cannons' for demolition. These vehicles are small, lightly armoured, and slow. And they need to charge up their one attack: A continuous laser. What makes them anti-structure is their range, and the ability for multiple beam cannons to form a ConvergingStreamWeapon. One beam cannon is a joke -- five of them will melt even the best-fortified building in seconds. These beam cannons can also be used in tandem with their Venom VTOL craft to [[ReflectingLaser reflect the beam onto targets outside their normal range]].
26*** Like GDI, Nod also possesses a 'Commando' unit, the other faction's equal in all respects except one: The jetpack of GDI's commando is exchanged for a stealth-generator when stationary. A Nod commando can blow up a structure and be completely untargetable afterwards if detection is not available.
27*** If you can get in close, 'Flame Tanks' will absolutely incinerate buildings. These '[[TanksButNoTanks tanks]]' are fragile and explode when destroyed, but their flames leave only smouldering rubble in less than a second. They function quite well as anti-garrison/anti-infantry units too.
28*** The Expansion, Kane's Wrath, added the 'Spectre', a dual-mode artillery cannon. Its normal mode is mobile and stealthed, capable of sneaking past opponents before it sets up and lets its single, ''massive'' barrel fire. This cannon is inaccurate and thus best used against structures, but make no mistake; should a mobile unit be hit by a Spectre's shell, only the most sturdy vehicles will still be moving afterwards, and they will not be unscathed. Like the Juggernaut and Behemoth, the Spectre can also be fed coordinates -- this time by beacons placed by [[CyberNinja Shadow Teams]] -- to land shots from across the map.
29** The [[AlienInvasion Scrin]] forces are not averse to destroying planetary civilisations in their quest for [[MinovskyParticle Tiberium]], and as such they come equipped for the job:
30*** The most obvious anti-structure unit is the 'Devastator Warship'. A flying artillery platform which shoots spurts of plasma in the general direction of fire. A single one of these plasma globs barely hurt, but large structures are typically hit by five-to-ten at a time, and that makes the Devastator Warships exceedingly capable of handling not just large structures, but also large globs of slow, ground-based units. Air units and dedicated anti-air make shish-kabob out of them, however.
31*** Should a single structure stand in their way, a solution might just be [[EnemyExchangeProgram to take it over]] by way of MindControl from their 'Mastermind' and 'Prodigy' commando units. While this only works for a single building at a time, losing a critical structure to your enemy can be a far worse blow than simply having it blow up. And in the situations where it isn't, the Scrin can just sell the building; destroying what was once yours and earning a solid payday in the process.
32* ''VideoGame/CommandAndConquerGenerals'':
33** Each faction has an AntiInfantry unit designed to instantly clear out garrisoned civilian structures. The American Rangers can [[FastRoping do a fast rope]] drop from a Chinook onto the building (that also has the benefit of instantly garrisoning them in the building) or shoot a flashbang at it; the Chinese Dragon tank can shoot fire into the windows; and the GLA's Toxin Tractor floods it with a stream of liquid anthrax. To note, the Chinese bunker [[NoSell is immune to these garrison-clearing methods]] and must be destroyed completely to get to the infantry inside.
34** Each faction also has a ballistic unit, slow-moving but can launch ordinance from afar, far enough out of range from enemy defenses. The heavier artillery units for the Chinese and GLA require a Generals point to unlock in addition to building a late-tier technology structure as a prerequisite, while their lighter artillery units only require the latter. The American Tomahawk missile also only requires said structure to produce.
35* ''VideoGame/CommandAndConquerRedAlert3'':
36** Every faction's basic infantry can be sent into an enemy-controlled neutral building to clear out the infantry bunkered inside. However, it's not longer a one-hit move; instead, sending in a shielded Allied Peacekeeper or banzai-charging Imperial Soldier will take out a few infantry, but they will die in the process. The Soviet Conscript, on the other hand, just tosses Molotovs into the building until everything in it is dead.
37** Engineers can take over enemy buildings if given the time, while Spies and Ninja can shut down individual buildings (or, if they infiltrate a Nanocore Mainframe, simultaneously murder your entire fleet of Giga Fortresses).
38** The V4 Rocket Launcher, Athena Cannon, and Wave-Force Cannon act as each faction's artillery unit, ideal for safely attacking enemy defenses outside their attack range.
39* ''TabletopGame/CriticalRoleTaldoreiCampaignSetting'': The Juggernaut sub-class gives Barbarian's the Siege property, allowing them to do double damage to objects. Uniquely, the Juggernaut also gain a randomly-determined bonus to damage against animate objects, robots, and other artificial creatures.
40* ''VideoGame/DawnOfWar'':
41** The Eldar Bonesinger can temporarily shut down a building with Wraithbone.
42** Dark Crusade: The Tau's Vespids can make a building take extra damage during a short time.
43** Soulstorm: The Ecclesiarchal Servitor has an ability that lets it do a big chunk of damage to a building after digging around with its mechadendrites.
44* ''TabletopGame/DungeonsAndDragons:''
45** In 5th edition, many big monsters have a passive trait, Siege Monster, which doubles the damage they inflict when attacking objects and structures.
46** The Maul of the Titans is a massive club that only a very strong character can wield effectively (minimum of 18 strength required in most editions). It does triple damage to objects and structures.
47* ''VideoGame/EmpireEarth'':
48** The game's Siege Engines are actually divided into two categories: siege weapons proper (which deal high damage to buildings, such as battering rams, catapults and howitzers) and field guns (which deal high splash damage to infantry, such as ballistae, bombards and artillery). Which isn't to say they can't do the other's job, they'll just take longer.
49** The Prophet can cause an earthquake to deal damage in a wide radius to buildings, as well as cause a firestorm that deals damage over time and spreads to nearby buildings.
50** The BatteringRam deals huge damage to buildings, but only buildings. They're best deployed in large numbers to ensure some of them make it to the buildings thanks to their slow speed.
51* ''VideoGame/EmperorRiseOfTheMiddleKingdom'': Of the four types of soldiers available (Archers, Infantry, Cavalry and Catapults), Catapults are best used against cities with fortifications alongside infantry (to scale the walls). Otherwise, hordes of cavalry work best (including against the Mongols).
52* ''[[VideoGame/EuropaUniversalis Europa Universalis IV]]'' feature forts that must be besieged to occupy their surrounding provinces in war. Artillery units provide a significant bonus to your siege speed which becomes particularly important against high level forts, that have such formidable defenses that attempting to besiege them without artillery is almost impossible. Artillery also allows you to fire barrages at the walls to breach them, making direct assaults much easier to pull off.
53** Early artillery units also play the [[CripplingOverspecialization overspecialization trope]] straight as their combat ability is very underwhelming relative to their cost, making them only really worth it for sieges. Late game artillery subverts this with a vengeance though, being capable of dealing massive damage from the backline in combat.
54* In ''VideoGame/{{Foxhole}}'', while most explosive weapons can deal damage to structures, the most effective damage type to use is Demolition, dealt by explosive charges and 250mm shells. Both of these can only be used at short distances: explosive charges have to be set manually (and the late-game Havoc charge has to have a special detonator placed on top of it,) and 250mm guns have a 25-meter maximum range and have to be fired indirectly.
55* ''VideoGame/HaloWars'':
56** The UNSC Cobra vehicle is an Anti Vehicle unit that can transform into an Anti-Structure artillery gun.
57** The Covenant Locusts are explicitly referred to as "building-killers" thanks to their extremely long range, attack boost ability and effectiveness against static targets. They're not very effective against non-structures, however, and said attack boost strips away their already-meagre shields, exposing their tissue-paper structure to be killed by as little as assault rifle fire.
58* ''VideoGame/{{Helldivers}}'': The NUX-223 Hellbomb is only provided in missions that require the destruction of a stationary enemy structure, which is its primary intended purpose, as its long arming time makes it unreliable against mobile enemies despite its massive damage.
59* ''VideoGame/HelldiversII'':
60** Explosive weapons and grenades are usually capable of damaging and taking down enemy structures like Terminid Bug Holes and Automaton Fabricators. However, certain structures are too durable to take down, requiring the use of a Hellbomb.
61** The NUX-223 Hellbomb is made specifically for destroying structures, even the most durable ones like Automaton Gunship Facilities. The bomb is stationary and takes a good 15 seconds to arm, making it unreliable against non-stationary targets despite usually being a OneHitKill on most enemies. Furthermore, Hellbombs are only provided when a Helldiver is close to a viable structure it can destroy.
62* ''VideoGame/HeroesOfTheStorm'':
63** Mercenary camps can be captured to add extra oomph to your lane, and can quickly tear down a fort by themselves if the enemy team ignores them. They come in a lot of varieties but are split into two general types: Bruiser camps are bulky and take hits from towers so that your minions can take buildings down without retaliation, while Siege camps are {{Glass Cannon}}s that deal immense damage, usually from outside the tower's range.
64** Prior to the role revamp in 2019 and subsequent reworkings for many heroes, Specialist was an entire class of hero dedicated to pushing lanes. Most of them have been refocused to be better at PVP, although shades of their anti-structure design still exist, such as Sylvanas being able to temporarily gain the ability to disable enemy structures rather than having it permanently, or Azmodan still being able to summon a powerful demon but it now instakills enemy minions rather than buffing his minions.
65* ''VideoGame/IronMarines'':
66** The Engineer units not only deal extra damage to structures, but also have a structure sabotage ability that prevents enemy structures from working for a while. This is vital against the Taskmaster, which is a large, armored enemy that [[MookMaker constantly deploys]] {{Attack Drone}}s and is considered a structure, meaning that most attacks are less effective against it and it cannot be affected by OneHitKill effects, but is vulnerable to Engineer weapons and sabotage.
67** On the Fell aliens' side, there's the Hammergrub, a {{Heavily Armored|Mook}} GiantMook with lots of health, travels slowly, and only targets your structures, dealing big damage to them via a wrecking ball tongue. It doesn't attack the player's hero or squad units, but causes very minor CollisionDamage on contact with them.
68* The Grave Buster from ''VideoGame/PlantsVsZombies'' and [[VideoGame/PlantsVsZombies2ItsAboutTime its sequel]] can only be planted on gravestones, and will destroy the gravestone if it finishes its job without being eaten.
69* ''Noblemen: 1896'' from Foursaken Media has the Earthshaker Cannon. These are [[SecretWeapon giant cannons that are hidden]] inside an army's headquarters. When an army captures a strategic point and collects enough power through it, this will charge the cannon enough for it to rise from its secret compartment. It will fire one shot at the opposing headquarters (and only at the headquarters - no other targets are acceptable). It'll instantly kill the headquarters in early levels and later it'll still take a huge portion of the headquarters health before charging for the next shot.
70* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
71** Hot Potato's only initial use is to melt ice blocks in the Frostbite Caves, though she also becomes capable of removing octopi in Big Wave Beach once leveled up enough.
72** Boingsetta not only bounces zombies back, chills them and slightly damages them, but also deals massive damage to all obstacles on the lawn.
73* ''VideoGame/StarcraftII'': The Overseer can drop a hunk of organic material on a building, preventing it from operating for a while.
74* ''VideoGame/WarcraftIITidesOfDarkness'': The Ballista and Catapult serve as the Alliance and Horde siege weapons, throwing giant arrows/rocks at the enemy, killing weaker units outright (if they're holding still).
75* ''VideoGame/WarcraftIIIReignOfChaos'': Siege damage does extra damage against Fortified armor (the type most buildings use) as well as Unarmored targets yet it deals reduced damage against light armor ([[StrongFleshWeakSteel somehow]]). Every faction has a Siege Engine to deal with towers from beyond attack range, but they also have other specialized units:
76** Alliance:
77*** Mortar Teams attack buildings from afar, and can even shoot without spotters or conduct recon with their Flare ability.
78*** The dwarven-made Siege Engine (formerly Steam Tank), which despite its name and appearance is basically a steam-driven BatteringRam, as its barely-above-melee-range gun is unable to target units (one upgrade gives it a Macross Missile Massacre against air units).
79*** The Flying Machine can be upgraded to bomb ground forces, but needs to be in large numbers to do any damage, as its primary function is scouting and Anti Air.
80** Horde:
81*** The Demolisher (formerly Catapult) fires huge rocks and can be upgraded to set them on fire.
82*** The Raider, a wolf-riding orc wielding a BFS with Siege damage. This makes them inefficient at line combat (and are actually weaker than a grunt), but their ability to bring air units to ground keeps them useful (not to mention their Pillage ability helps them literally pay what they cost to build). The Fel Orc Raider has Chaos damage and is a full-blown LightningBruiser.
83*** The Troll Batrider, whose damage is quite low, but makes up for it with its Liquid Fire ability, which prevents the target building from being repaired and greatly reduces its attack speed.
84*** The Far Seer's ultimate causes an earthquake that deals high damage to buildings and slowing any units caught in it.
85** Undead:
86*** The Meat Wagon hurls corpses at long range (spreading disease where it fires) and stores corpses for use by necromancers and [[CannibalismSuperpower hungry troops]].
87*** The Frost Wyrm is an undead dragon whose Freezing Breath prevents buildings from attacking or producing. However, it attacks very slowly and doesn't have Siege damage, making it very bad at taking out buildings by itself.
88*** The Lich's ultimate ability causes percentage-based damage over time to anything inside its area of effect, making it great for leveling buildings since they tend to have more health than units and very obviously cannot run away from the spell's damaging area.
89** Night Elves:
90*** Glaive Throwers (formerly Ballistae) throw big metal throwing stars. While not as powerful as the siege options of other races, they're available much earlier.
91*** Chimerae (two-headed flying dragons) can be upgraded to do very high damage to buildings.
92*** Mountain Giants have the ability to rip a tree from the ground to increase their damage against buildings (and other units, although the tree is subject to the usual Siege damage penalties).
93** The Tinker's ultimate transforms him into a robot with the Demolish ability, which gives him triple damage against buildings.
94** The Sea Witch's ultimate summons an unkillable slow-moving tornado which traps units in cyclones and deals damage to buildings as long as it's near them.
95** Goblin Sappers [[ActionBomb blow themselves up]] to deal damage in an area, hitting buildings for triple their usual damage. A Sapper explosion can level a farm but won't kill a Footman... somehow.
96* ''VideoGame/UrbanAssault'': The Resistance (the side that you control) gets the Rhino. The Rhino is an ultra-heavy artillery unit that fires nuclear warheads to quickly destroy buildings!! Additionally the Rhino is the only artillery unit in the game, other factions will just have to send enough heavy tanks and bombers to do the job.
97* ''VideoGame/LeagueOfLegends'': Clearing the map of its immensely durable and deadly turrets is one of the biggest objectives of each game, and while some champions are generally better suited to the task over others, a few have abilities [[DemolitionsExpert specifically dedicated to breaking them apart.]]
98** [[MadBomber Ziggs, the Hexplosives Expert]] is a mage with a passive ability called "Short Fuse" that causes his next basic attack every few seconds to deal bonus magic damage, which is doubled against enemy structures. He also has an ability called "Satchel Charge" that he can place down to detonate, which if it's placed near a turret below 25-35%, will [[OneHitKill instantly destroy it]].
99** [[SmallGirlBigGun Tristana, the Yordle Gunner]] is a marksman an "Explosive Charge" ability that [[StickyBomb sticks onto targets]], including towers, before exploding. If she continuously fires her cannon at a marked target, it becomes "primed" and deals even more damage once it explodes.
100** [[MagicMusic Bard, the Wandering Caretaker]], has an interesting play on it with his ultimate ability "Tempered Fate", which causes all units in an area -- enemy, ally, neutral units, ''himself'', and structures including turrets -- to enter "stasis", becoming completely immobile/inactive but also NighInvulnerable for a few seconds. This has a variety of applications, and among them are using it on enemy turrets to briefly shut them down and allow for a safe engage, ''or'' [[InvertedTrope using it on an ally structure and keep it protected from an incoming assault]].
101** [[BearsAreBadNews Volibear, the Relentless Storm]], has the ultimate ability "Stormbringer", where he crashes down onto an area, entering a SuperMode ''and'' also briefly shutting down enemy turrets he may land near, [[TheJuggernaut allowing him to more easily divebomb onto opponents and leave them nowhere to hide]].
102** In terms of [[SummonMagic a non-playable summon]], the Rift Herald is a neutral OptionalBoss that exists on early stages of the map that [[DefeatMeansFriendship if defeated can be summoned for later]]. As a summon, [[RammingAlwaysWorks she violently rams into the nearest turret]], demolishing two-thirds of a tower's maximum health [[CastFromHitPoints at the cost of her own]]. If played well, she can potentially destroy two or three turrets in one mighty push.
103* ''VideoGame/PlantsVsZombiesHeroes'': Thanks to the game's AsymmetricMultiplayer, turn order works differently than in most card games [[note]]Each turn starts with the "Zombies Play" phase where the Zombie Hero plays units and only units, followed by the "Plants Play" phase where the Plant Hero can play units, tricks (spells) and environments, followed by the Zombie Tricks phase where the Zombie Hero can only play tricks and environments, followed by the combat phase.[[/note]]. The structures in the game are Gravestones -- a Zombie with the Gravestone trait hides in a gravestone when played, preventing it from being harmed by most Plant Teammates/Tricks during the Plants phase and only emerges during the Zombie Tricks phase. Certain teammates and tricks are specifically made to counter Gravestones and they belong to both the Smarty and Guardian classes. This makes Citron and Beta-Carrotina (both being Guardian/Smarty) huge threats to any Gravestone team.
104** The Grave Buster destroys a gravestone and any zombie inside, just like how it worked in its source game.
105** Blockbuster takes this further by destroying gravestones on its lane and adjacent lanes, but only when Evolved.
106** Cool Bean freezes all Gravestones, preventing the zombies from attacking when they emerge. If used alongside Winter Squash which destroys any zombie that gets frozen, it's a OneHitKill on all of the Gravestones.
107** Grave Mistake bounces a Gravestone back to the Zombie Hero's hand while also drawing a card for the Plant Hero.
108* ''VideoGame/Splatoon2'' features the Object Shredder ability, which increases damage to destructible structures (and [[AntiArmor armor]]). It's quite helpful for dealing with enemies who are using weapons that deploy objects such as [[DeployableCover Splash Walls]] and [[BubbleGun Bubble Blower]].
109* ''VideoGame/TeamFortress2'' has certain weapons that are more effective against the Engineer's structures:
110** The Spy's Sappers cause an enemy Engineer's structures to become nonfunctional and suffer DamageOverTime until destroyed or the Sapper is removed by an Engineer's melee attacks. They're the only weapon the Spy can use without breaking his disguise (which Sentry Guns will not shoot through through unless they've already locked on or are manually-controlled) .
111** The Spy's Red-Tape Recorder is a Sapper replacement that, instead of doing damage, downgrades and reverses Engineer's structures' building process. If left uninterrupted, the building will be fully deconstructed into an ammunition pickup.
112** The Soldier's Battalion's Backup giving increased resistance against Sentry Gun attacks while active (50% reduction compared to the 35% reduction to everything else).
113** The Soldier's Cow Mangler 5000 does greatly reduced ''damage'' against Engineer buildings, but its ChargedAttack will temporarily disable them by {{EMP}}.
114** The Pyro's Homewrecker deals double damage to the structures built by opposing Engineers. Conversely, it's one of two non-Engineer weapons that removes the before-mentioned Sappers on ally buildings--in a single hit instead of two. [[BoringButPractical The latter is generally more useful]], as even against buildings the Homewrecker is barely better than the Flame Thrower, whereas destroying Sappers compliment's Pyro's specialty in hunting down Spies.
115** The Demoman's Loch-n-Load does bonus damage on Engineer buildings.
116** In "Mann vs. Machine" mode, there are [[ActionBomb Sentry Busters]], which specifically target Sentry Guns, run up to them, and explode them (along with anybody in the radius).
117* ''VideoGame/WorldInConflict'' has a Tactical Aid named "Laser-Guided Bomb", which drops a penetration bomb onto the targeted location. While pretty much useless against mobile targets (read: enemy units) due to its minuscule area of effect, it is guaranteed to destroy any destructible structure it hits, from buildings occupied by enemy infantry to bridges (the latter being crucial in controlling where the enemy team can advance, though it takes two bombs to fully destroy a bridge).
118* ''VideoGame/KingdomRush'' has a few bosses that can destroy your towers, making them especially a huge threat in a TowerDefense game:
119** ''Frontiers'': Umbra's EyeBeams attack can destroy towers, and he uses it randomly. Woe betide those who don't have enough gold to replace them.
120** ''Origins'': The Spider Goddess uses a beam attack that destroys a tower. Fortunately, she only uses it each time she loses a quarter of her health.
121** ''Vengeance'': Malik Hammerfury will use the Hammer of Ages to destroy the towers he moves past. Unlike the two above, any tower destroyed by this ''has its placement spot rendered permanently unusable'', meaning that you cannot build there again.

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