PVP
Description
PVP is a gamemode where opponents must defend each other until one team wins. The enemies in PVP are based on various modes based on player rank, though instead of the goal of surviving to the final wave, players are meant to defeat their opponent by sending enemies at them. If the final wave is beaten, it will repeat indefinitely until one team loses. The health of enemies will also get boosted over time.
This mode can be played in Casual, which has no added restrictions, and in Ranked, where players from a team could ban up to two towers. In 1v1, each player can ban up to two towers each, which is reduced to one each in 2v2. This mode has three rank based difficulties:
- Basic Arena, based around Casual mode, where players range from Private I to Private III.
- Molten Arena, based on Intermediate and Molten modes, where players range from Sergeant I to Lieutenant III.
- Fallen Arena, based on Fallen mode, where players range from Major I to above rank.
If players span multiple difficulties (such as a Private I teaming with a Major I), then the highest ELO score amongst all players is used to determine the difficulty. In Casual, the arena is voted for at the beginning of the match.
Each difficulty ends with the Champion Templar as the final boss. A player's rank goes up and down with triumphs and loses in Ranked matches, giving them rewards through the PVP Season 0.
PVP applies multiple restrictions to players. The most noticeable change is the player's loadout being reduced to four towers. Additionally, all exclusive categories and golden perks are prohibited. Another large change is consumables, as this mode has its own exclusive ones. Toggleable modifiers are also completely disabled here. To compensate, various towers receive statistical changes to either make them stronger, such as starter towers becoming far more viable or small adjustments to make towers perform against enemy hordes.
Every 8 seconds, players receive cash from an economy bonus. The economy bonus can be seen under the tower placement limit. It may be increased by sending enemies to the opponent, though not all enemies sent grant an economy boost. Additionally, 
In 2v2 matches, a 20% health scale effect is applied, boosting the health of enemies. This is not present in 1v1.
Cash is only gained if an enemy is killed or, in some cases, damaged by a specific amount of health. Additionally, the amount gained is a set amount of cash, which is not always equal to the enemy's health. It uses a slightly different method of distributing cash between players, as enemies split their cash between players, regardless of how much damage the player dealt to it. If, in a duo, one player does all the damage to an enemy, both players will receive 50% of the cash the enemy would normally give in solo. This means that in solo, you receive 100% of the cash when an enemy is killed, or it is damaged enough. With each additional player, this is reduced to 50% in duo, 33% in trio and 25% in quad. If it is a decimal, it gets rounded up or down depending on the decimal value. If it is at least 0.5, it gets rounded up. If it is less than 0.5, it gets rounded down. For example, the Hidden Boss gives 

Leaving PVP in the middle of the match applies a penalty to the player which prevents them from playing PVP for a specified duration. This duration increases depending on the amount of prior penalties you have received. In Ranked matches, there is an additional penalty of ELO loss. These penalties can be avoided if the player rejoins the match.
Rewards
The game calculates how many 





Any rewards that end in a decimal point is rounded down, no matter the first figure of the leading decimal.
Currently, rewards are calculated as:
| Coins Reward | EXP Reward |
|---|---|
Winning Ranked matches also gives players ELO points, which can be used to progress through PVP Seasons. Losing will instead remove ELO points from the player. Value gained and lost is always 50 ELO.
Badges
There are badges that you can or could obtain when playing this mode. These are:
Enemies
| Normal Wave 1 |
Quick Wave 2 |
Speedy Wave 3 Send |
Slow Wave 4 |
| Normal Boss Wave 7 |
Hidden Wave 9 |
Breaker2 Wave 11 |
Breaker N/A[1] |
| Necromancer Wave 13 |
Skeleton N/A[2] |
Armored Wave 14 |
Hazmat Wave 15 Send |
| Slow Boss Wave 16 |
Hidden Boss Wave 17 |
Enraged Wave 19 |
Breaker4 Wave 23 |
| Breaker3 N/A[3] |
Speedy Boss Wave 26 Send |
Brute Wave 30 Send |
Champion Templar Wave 30 |
| Normal Wave 1 |
Quick Wave 2 |
Speedy Wave 3 Send |
Slow Wave 4 |
| Elite Abnormal Wave 7 |
Hidden Wave 9 |
Breaker2 Wave 10 |
Breaker N/A[1] |
| Enraged Wave 11 |
Armored Wave 11 |
Molten Wave 12 Send |
Reaver Wave 14 |
| Necromancer Wave 14 |
Skeleton N/A[2] |
Molten Hazmat Wave 15 Send |
Living Experiment Wave 16 |
| Hazmat Wave 17 |
Hidden Boss Wave 20 |
Molten Mech Wave 20 |
Molten Necromancer Wave 20 Send |
| Molten Demon N/A[4] |
Molten Golem Wave 22 Send |
Breaker4 Wave 24 |
Breaker3 N/A[3] |
| Failed Experiment Wave 24 Send |
Slime N/A[5] |
Molten Titan Wave 26 Send |
Corpse N/A |
| Champion Templar Wave 30 |
| Abnormal Wave 1 |
Quick Wave 2 |
Heavy Wave 5 |
Fallen Squire Wave 7 |
| Fallen Soul Wave 9 |
Fallen Hazmat Wave 11 |
Fallen Wave 14 |
Fallen Giant Wave 15 |
| Breaker2 Wave 16 |
Breaker N/A[1] |
Fallen Necromancer Wave 17 |
Fallen Skeleton N/A[6] |
| Possessed Armor Wave 18 |
Fallen Hero Wave 20 |
Fallen Tank Wave 23 |
Fallen Shield Wave 25 |
| Fallen Guardian Wave 27 |
Breaker4 Wave 30 |
Breaker3 N/A[3] |
Champion Templar Wave 30 |
Sends
Only up to ten enemy groups could be in the enemy queue.
The number of enemies that were sent would be increased through the waves. The ones listed are the lowest and highest.
| Enemy Group | Wave Unlock | Send Cost | Economy Bonus | Send Number | Spawn Timer | Stat Changes |
|---|---|---|---|---|---|---|
| Normal | 2 | 3-5 | 1.2 | None | ||
| Speedy | 3 | 2-3 | 1.2 | None | ||
| Slow | 5 | 3-5 | 1.2 | None | ||
| Hidden | 8 | 2-3 | 0.8 | None | ||
| Breaker2 | 10 | 2-3 | 1.2 | None | ||
| Normal Boss | 12 | 1 | 2 | None | ||
| Hazmat | 15 | 2-3 | 1 | None | ||
| Necromancer | 18 | 1 | 1.5 | 500 Health | ||
| Hidden Boss | 20 | 1 | 3 | 750 Health | ||
| Slow Boss | 23 | 1 | 2 | 2,800 Health[7] | ||
| Speedy Boss | 26 | 1 | 4 | 4,000 Health | ||
| Brute | 30 | 1 | 5 | 10,000 Health |
| Enemy Group | Wave Unlock | Send Cost | Economy Bonus | Send Number | Spawn Timer | Stat Changes |
|---|---|---|---|---|---|---|
| Normal | 2 | 3-5 | 1.2 | None | ||
| Speedy | 3 | 2-3 | 1 | None | ||
| Slow | 5 | 3-5 | 1.2 | None | ||
| Hidden | 8 | 2-3 | 0.8 | None | ||
| Elite Abnormal | 10 | 1 | 2 | 120 Health | ||
| Molten | 12 | 1 | 1.2 | None | ||
| Molten Hazmat | 15 | 1 | 1.4 | 300 Health | ||
| Reaver | 18 | 1 | 1.75 | 1,000 Health | ||
| Molten Necromancer | 20 | 1 | 3 | 2,000 Health | ||
| Molten Golem | 22 | 1 | 4 | 3,000 Health | ||
| Failed Experiment | 24 | 1 | 5 | 5,000 Health | ||
| Molten Titan | 26 | 1 | 7 | 6,000 Health, Health Regen |
| Enemy Group | Wave Unlock | Send Cost | Economy Bonus | Send Number | Spawn Timer | Stat Changes |
|---|---|---|---|---|---|---|
| Abnormal | 2 | 3-5 | 1.2 | None | ||
| Quick | 3 | 2-3 | 1 | None | ||
| Heavy | 5 | 2-3 | 1.6 | None | ||
| Fallen Soul | 9 | 1 | 1.5 | None | ||
| Fallen Hazmat | 11 | 1 | 1.4 | None | ||
| Fallen | 14 | 1 | 2 | None | ||
| Fallen Necromancer | 17 | 1 | 5 | None | ||
| Possessed Armor | 18 | 2-3 | 3 | None | ||
| Fallen Hero | 20 | 1 | 3 | None | ||
| Fallen Tank | 23 | 1 | 5 | None | ||
| Fallen Shield | 26 | 1 | 7 | None | ||
| Fallen Guardian | 27 | 1 | 7.5 | None |
Wave Structure
The waves in PVP mode followed these timings:
| Waves | Wave Timer |
|---|---|
| 1-30 | 0:40 |
| 31 | ∞ |
Bolded names indicate an enemy type's debut.
If the players reach Wave 31, it repeats infinitely until one team has lost.
Soundtracks
Wave 1-9
These soundtracks can be randomly chosen to play between these waves.
-
(Official) Tower Defense Simulator OST - Into The Void
-
(Official) Tower Defense Simulator OST - Melancholy Hill
-
(Official) Tower Defense Simulator OST - Rebelution
-
(Official) Tower Defense Simulator OST - Rain Dance
-
(Official) Tower Defense Simulator OST - The Horde
Wave 10-19
These soundtracks can be randomly chosen to play between these waves.
-
YouTube Upload
-
In-Game Version
-
(Official) Tower Defense Simulator OST - Neuro Raze
-
(Official) Tower Defense Simulator OST - Art Of War
-
(Official) Tower Defense Simulator OST - Fill Them With Lead
Wave 20-26 & 27-28
These soundtracks can be randomly chosen to play between these waves.
-
(Official) Tower Defense Simulator OST - Catharsis
-
(Official) Tower Defense Simulator OST - Desolate Dystopia
-
(Official) Tower Defense Simulator OST - Portal To Hell
Penultimate Wave
This soundtrack is played on the penultimate wave.
-
(Official) Tower Defense Simulator OST - Templar's Showdown (Champion Templar Theme)
Sudden Death
This soundtrack plays once endless wave (Wave 31) is reached.
-
(Official) Tower Defense Simulator OST - Sudden Death
Gallery
Trivia
- Red Team has an inherent advantage against Blue Team as it has lower priority, meaning Blue always gets its base health deducted first if two enemies were to enter both bases simultaneously.
- The tower on the PVP Matchmaking is the Saboteur, a tower which was originally meant to be PVP oriented before being turned into the Polluted Wasteland II reward.
Update History
- 23 July 2025 - v1.71.0
- PVP added, replacing its predecessor PVP Test.
- Bug: Unable to select ban, select towers or use consumables on console.
- Bug: After Matchmaking finds an opponent, sometimes appears as PVE loadouts instead of PVP.
- Bug: PVP triumphs and losses are not tracked correctly.
- Bug: Triumphing can sometimes decrease ELO while losing can sometimes boost ELO.
- Bug: Returning to lobby softlocks the player.
- Bug: Blue team tower ban indicators do not have an icon and instead show a cat with sunglasses.
- Bug: Does not give a triumph bonus upon winning.
- Bug: Win screen does not show the correct players in 2v2.
- Bug: Matches will sometimes not start.
- Bug: On console, it is possible to bring up towers from the survival loadout instead of the PVE loadout.
- Bug: Leaderboards always display the rank image of the player as General.
- Bug: When a tower is banned in PVP, it is removed from the survival loadout of the players.
- Bug: It is possible to send enemies while the send menu is hidden.
- 23 July 2025 - v1.71.2
- 24 July 2025 - v1.71.4
- Bugfix: Triumphs and losses are now tracked correctly.
- 24 July 2025 - v1.71.5
- Updated ELO rewards to give out reasonable amounts.
- Now can drop Logbooks.
- Current ELO now can be seen.
- Added badges for triumphing, triumphing Ranked and beating the Champion Templar.
- End screen now shows gained or lost ELO.
- Bug: Logbooks can be dropped from sent enemies.
- Bug: ELO given out in 2v2 is incorrect.
- Bug: Champion Templar badge is given out even when the Champion Templar is not defeated.
- Bug: Molten Arena endless does not spawn in enemies correctly.
- Bug: Ranked win badge is not given out.
- Bugfix: Blue team tower ban indicators now appear.
- Bugfix: ELO can no longer get decreased when winning or increased when losing.
- Bugfix: Now gives a win bonus.
- 24 July 2025 - v1.71.5a
- Disabled Logbooks.
- 25 July 2025 - v1.71.6
- Bugfix: 2v2 now gives ELO.
- 26 July 2025 - v1.71.7
- Cap of 60 ELO gained per match.
- Bugfix: Leaderboards now display correct ranks.
- Bugfix: Molten Arena endless now summons more than one enemy.
- 28 July 2025 - v1.71.8
- Bugfix: Champion Templar badge is now only given when it is defeated.
- Bugfix: Ranked win badge is now given out.
- 29 July 2025 - v1.71.9
- Doubled ELO gain rates.
- ELO taken on loss is now equal to the ELO gained from winning.
- ELO cap increased to 75.
- Bug: ELO gain is displayed as half of what it actually gives.
- 29 July 2025 - v1.71.10
- Bugfix: ELO gained on triumph is now displayed as the right value.
- 30 July 2025 - v1.71.11
- Players now get penalized for leaving during map vote.
- 20 August 2025 - v1.73.0
- ELO gain and loss is now always 50 ELO.
- Tower loadout is now selected after map vote.
- Tower loadouts of other players can no longer be seen.
- Arena is now displayed in the intermission lobby.
- Arena is now decided based on the highest ELO score between players instead of an average in Ranked.
- Arena is now voted for in Casual.
- No longer allows for map overriding in Ranked.
- Bug: Casual completely does not work.
- Bug: Player UI will sometimes not appear in ranked.
- 25 September 2025 - v1.75.5
- Toggleable modifiers disabled.
- 24 September 2025 - v1.75.0
- Bug: Matchmaking no longer works.
- 24 September 2025 - v1.75.2
- Bugfix: Matchmaking now works again.
- 1 October 2025 - v1.76.0
- Bug: Matchmaking no longer works.
- 1 October 2025 - v1.76.1
- Bugfix: Matchmaking now works again.
Notes
- ↑ 1.0 1.1 1.2 Does not appear naturally, can only be spawned by the Breaker2.
- ↑ 2.0 2.1 Does not appear naturally, can only be spawned by the Necromancer.
- ↑ 3.0 3.1 3.2 Does not appear naturally, can only be spawned by the Breaker4.
- ↑ Does not appear naturally, it can only be spawned by the Molten Necromancer.
- ↑ Does not appear naturally, can only be spawned by the Failed Experiment and Patient Zero.
- ↑ Does not appear naturally, can only be summoned by the Fallen Necromancer.
- ↑ Due to bugs, this health change is not applied. Instead, the Slow Boss will use its default health value used for natural spawns, that being 1,600 health.






















































