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Cursed Crossbows

Marksman tower

Cursed Crossbows

Physical damage · Unlocks at 44 stars

Cursed Crossbows is a Marksman tower that deals physical damage. It costs 90 gold to build and 620 gold in total to reach level IV, where it deals 18-28 damage with a fast fire rate and long range. Its skills are Corrupt Frenzy, Fear Factor and Cursed Bolt; its Ultimate, Spectral Knight, is unlocked by Ultimate Sentinels in the Marksman tree of the Upgrades room. It unlocks at 44 stars.

  • 90Gold to build
  • 620Gold to level IV
  • 18-28Damage at IV
  • LongRange at IV
Skills and Ultimate

At level IV the tower menu offers three skills, each with three levels bought with gold during the battle. The Ultimate is not bought in battle: the last upgrade of the tower's tree in the Upgrades room switches it on for every tower of that type.

Tower facts

Tower type

Marksman

Damage type

Physical

Unlock

44 stars

Build cost

90 gold

Cost to level IV

620 gold

All skill levels

1,650 gold

Ultimate

Spectral Knight

Selling

60% of the gold spent on it; all of it before the first wave

RatingsTower Room

  • Damage6.0
  • Attack speed7.5
  • Range4.0

Same tower type

LevelsCost and stats per level

  • Cursed Crossbows I

    Build 90 gold

    Damage 2-5 physical · Fire rate Fast (2.03 s) · Range Average (160)

  • Cursed Crossbows II

    Upgrade 110 gold

    Damage 6-10 physical · Fire rate Fast (2.03 s) · Range Average (170)

  • Cursed Crossbows III

    Upgrade 170 gold

    Damage 12-18 physical · Fire rate Fast (2.03 s) · Range Long (180)

  • Cursed Crossbows IV

    Upgrade 250 gold

    Damage 18-28 physical · Fire rate Fast (2.03 s) · Range Long (190)

Each basic attack is a volley of 3 bolts, one volley every 2.03 seconds: the 0.6-second cooldown starts when the 1.43-second shooting animation ends, 0.53 seconds after the last bolt. With Rapid Fire from the Upgrades room: 1.97 seconds.

SkillsLevel IV, bought with gold

  • Corrupt Frenzy I

    200 goldCooldown 25 s

    After a 1-second wind-up, for 4 seconds the tower fires 1 bolt about every 0.2 seconds instead of a 3-bolt volley about every 2 seconds, each with the same damage at the foremost enemy. The cooldown starts when the frenzy ends.

  • Corrupt Frenzy II

    200 goldCooldown 25 s

    After a 1-second wind-up, for 6 seconds the tower fires 1 bolt about every 0.2 seconds instead of a 3-bolt volley about every 2 seconds, each with the same damage at the foremost enemy. The cooldown starts when the frenzy ends.

  • Corrupt Frenzy III

    200 goldCooldown 25 s

    After a 1-second wind-up, for 9 seconds the tower fires 1 bolt about every 0.2 seconds instead of a 3-bolt volley about every 2 seconds, each with the same damage at the foremost enemy. The cooldown starts when the frenzy ends.

  • Fear Factor I

    150 gold

    Enemies killed by the tower release a pulse of dark energy that slows nearby enemies by 20% and reduces their attack damage by 10% for 4 seconds.

  • Fear Factor II

    150 gold

    Enemies killed by the tower release a pulse of dark energy that slows nearby enemies by 35% and reduces their attack damage by 25% for 6 seconds.

  • Fear Factor III

    150 gold

    Enemies killed by the tower release a pulse of dark energy that slows nearby enemies by 50% and reduces their attack damage by 40% for 8 seconds.

  • Cursed Bolt I

    200 goldCooldown 20 s

    Fires an empowered bolt that deals 120-180 true damage and has a 10% chance of instakilling the enemy.

  • Cursed Bolt II

    200 goldCooldown 20 s

    Fires an empowered bolt that deals 240-360 true damage and has a 25% chance of instakilling the enemy.

  • Cursed Bolt III

    200 goldCooldown 20 s

    Fires an empowered bolt that deals 360-540 true damage and has a 40% chance of instakilling the enemy.

UltimateUnlocked in the Upgrades room

  • Spectral Knight

    Ultimate Sentinels: 5 pointsCooldown 36 s

    Summons a spectral knight that walks through the path fighting enemies. The knight has 250 health, deals 32-48 physical damage and also benefits from the Fear Factor skill.

Upgrades roomBonuses for this tower type

  • Hawk Eye

    1 point

    Increases marksmen range by 10%.

  • Sharp Projectiles

    2 points

    Increases marksmen base damage by 10%.

  • Perfect Shots

    3 points

    Game text: "Increases marksmen base damage by 15% against blocked or stunned enemies." In battle it applies to the arrows and bolts of the Archer Garrison, Elven Elite Ranger and Cursed Crossbows; the Cursed Bolt and the Sentry Watchtower shots do not get it.

  • Rapid Fire

    3 points

    Increases marksmen attack speed by 10%.

  • Deadeye

    3 points

    Game text: "Each shot has a 12% chance of dealing double damage." In battle it works only for the Archer Garrison and Elven Elite Ranger; Cursed Crossbows and Sentry Watchtower shots never deal double damage. A Woodland Trick arrow that deals double damage also does so with its ricochets.

  • Exposed Vitals

    3 points

    Game text: "Marksmen attacks deal maximum damage to unarmored enemies." In battle it applies to the arrows and bolts of the Archer Garrison, Elven Elite Ranger and Cursed Crossbows; the Cursed Bolt and the Sentry Watchtower shots do not get it.

  • Ultimate Sentinels

    5 points

    Unlocks Ultimate ability for all marksmen towers.