PVP Test

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[[PVP Test|]][[PVP Test/Waves|]]

Removed Content

PVP Test has been removed from the game as of the 23rd of April 2025.
PVP Test may still exist in the game's code, though it is no longer officially used in-game. This page has been preserved for historical purposes.

Similar Article
This article is about PVP Test. You may be looking for other uses of PVP or Versus.

<infobox>

 <title source="title1"><default>PVP Test</default></title>

<image source="image1"></image> <label>Map</label> <label>Waves</label> <label>Level Requirement</label> <label>Starting Cash</label> <label>Shared Cash</label> <label>Max Base Health</label> <label>Health Scaling</label> <label>Estimated Match Time</label> <label>Suggested Towers</label> <label>Triumph Rewards</label> <label>Modifiers</label> <group> <header>Timeline</header> <label>Chapter</label> <group row-items="2"> <label>Previous Mission</label> <label>Next Mission</label> </group> </group> <group collapse="closed"> <header>Star Requirements</header> <label>3 Star Health</label> <label>3 Star Time</label> <label>2 Star Health</label> <label>2 Star Time</label> </group> <group collapse="closed"> <header>Music</header>

</group> </infobox>

Description

[edit]

PVP Test was a recurring test mode prior to the release of the PVP mode. The enemies in PVP Test were based on various modes based on player rank, though instead of the goal of surviving to the final wave, players were meant to defeat their opponent by sending enemies at them. If the final wave was beaten, it would repeat indefinitely until one team loses. Wins did not count as triumphs (except for Quests), but losing this mode counted as a loss.

This mode could be played in Casual, which had no added restrictions, and in Ranked, where players from a team could ban up to two towers. This mode had three rank based difficulties. The first one is Low Rank, which was based around Casual mode, the second was Mid Rank, which was based on Intermediate and Molten modes and the third was High Rank, that was based on Fallen mode. Which one was started is based on the the player's rank. The player's rank goes up and down with triumphs and loses in Ranked matches.

PVP Test applied multiple restrictions to players. The most noticeable change was the player loadout being reduced to four players. Additionally, all exclusive categories and golden perks were prohibited. Another large change was consumables, as this mode only allowed PVP Test exclusive ones.

Every 8 seconds, players received cash from an economy bonus. The economy bonus could be seen under the tower placement limit. It could be increased by sending enemies to the opponent. Each send increased it by its own value and CashScript error: No such module "Money". was added to the bonus after each wave.

Cash was only obtained if an enemy was killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gotten was a set amount of cash, which was not always equal to the enemy's health. In solo, the player received 100% of the cash when an enemy was killed or damaged enough. With each additional player, this decreased by 25%, which meant that in a quad, any specific player would only get up to 25% of the cash. This amount was distributed between players based on how much damage they dealt. However, if a player did not deal any damage, they would receive a percentage of the enemy's full cash upon its death or when it was damaged enough, which is 12.5% in duo, 16.7% in trio and 18.75% in quad. If it was a decimal, it got rounded up or down depending on the decimal value. If it was at least 0.5, it got rounded up. If it was less than 0.5, it got rounded down. For example, the Hidden Boss gave CashScript error: No such module "Money". when killed in solo, CashScript error: No such module "Money". in duo, CashScript error: No such module "Money". in trio and CashScript error: No such module "Money". in quad between the players that damaged it. Players that did not damage it received CashScript error: No such module "Money". in duo, CashScript error: No such module "Money". in trio and CashScript error: No such module "Money". in quad.

Rewards

[edit]

PVP Test did not grant any rewards or badges upon completion. Instead, the end of the match screen would show the reward as Experience 0 EXP.

Enemies

[edit]

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Sends

[edit]

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. Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Wave Structure

[edit]

The waves in PVP Test mode followed these timings:

Waves Wave Timer
1-30 0:45
31

Bolded names indicate an enemy type's debut.

Once the final wave ended, Wave 31 will start, which is Wave 30 repeated infinitely until one team lost.

Low Rank Wave Structure
Wave Enemy Type & Amount
1 4x Normal
2 2x Quick, 6x Normal
3 10x Normal, 6x Quick
4 3x Slow, 10x Normal, 5x Quick
5 8x Slow, 15x Normal, 10x Quick
6 10x Slow, 20x Normal, 8x Quick
7 8x Slow, 1x Normal Boss
8 10x Normal, 10x Slow, 1x Normal Boss, 5x Quick
9 10x Normal (Bloated), 8x Hidden, 5x Quick
10 5x Slow, 2x Normal Boss, 20x Quick (Bloated)
11 10x Breaker2 (Nimble), 10x Hidden
12 12x Slow, 10x Breaker2, 10x Quick (Bloated)
13 4x Hidden (Nimble), 5x Breaker2, 4x Slow (Bloated), 2x Normal Boss, 4x Quick (Bloated), 1x Necromancer
14 10x Armored, 2x Normal Boss, 8x Breaker2, 15x Speedy (Bloated, Nimble)
15 3x Breaker2 (Nimble), 4x Hidden (Bloated), 3x Breaker2 (Nimble), 8x Slow (Bloated), 3x Armored, 4x Normal Boss, 1x Necromancer
16 7x Breaker2 (Nimble), 8x Hidden (Bloated), 6x Slow (Bloated), 2x Normal Boss (Bloated), 1x Slow Boss
17 15x Armored (Nimble), 10x Breaker2, 1x Hidden Boss, 10x Hidden (Bloated)
18 10x Slow (Bloated), 12x Armored, 2x Necromancer (Bloated), 8x Breaker2
19 10x Enraged, 15x Armored (Bloated)
20 1x Hidden Boss, 10x Breaker2 (Nimble), 5x Enraged, 1x Hidden Boss, 2x Slow Boss, 2x Necromancer
21 4x Slow (Tank), 7x Armored, 4x Hidden (Bloated), 3x Normal Boss (Bloated), 1x Hidden Boss, 5x Enraged, 5x Breaker2 (Nimble), 1x Slow Boss, 2x Necromancer (Bloated)
22 1x Slow Boss (Bloated), 1x Hidden Boss, 10x Enraged, 8x Armored, 2x Necromancer
23 3x Hidden Boss, 10x Breaker2 (Bloated, Nimble), 8x Enraged (Bloated), 3x Breaker4
24 1x Slow Boss, 5x Normal Boss (Bloated), 10x Enraged (Bloated), 4x Breaker4, 1x Necromancer (Bloated), 1x Hidden Boss
25 1x Hidden Boss, 10x Enraged (Bloated), 4x Breaker4, 1x Slow Boss (Bloated), 6x Normal Boss (Bloated, Nimble), 1x Hidden Boss, 10x Enraged (Bloated), 2x Necromancer (Bloated)
26 35x Armored (Bloated), 6x Normal Boss (Bloated), 1x Slow Boss (Bloated), 2x Necromancer (Bloated), 12x Breaker2 (Bloated), 5x Breaker4
27 2x Slow Boss (Bloated), 1x Hidden Boss, 10x Hidden (Bloated, Nimble), 2x Breaker4, 5x Breaker2 (Nimble), 1x Hidden Boss, 10x Hidden (Bloated, Nimble), 2x Breaker4, 5x Breaker2 (Nimble), 1x Hidden Boss, 10x Hidden (Bloated, Nimble)
28 1x Slow Boss (Nimble), 2x Necromancer (Bloated), 8x Enraged (Bloated), 4x Quick (Bloated, Tank), 1x Slow Boss, (Nimble), 2x Necromancer (Bloated), 8x Enraged (Bloated), 4x Quick (Tank), 2x Necromancer (Bloated)
29 35x Quick (Tank, Bloated), 1x Slow Boss (Bloated, Nimble), 10x Armored (Bloated, Nimble), 2x Breaker4, 10x Armored (Bloated, Nimble), 2x Breaker4, 2x Necromancer (Bloated)
30 35x Armored (Bloated), 6x Normal Boss (Bloated, Nimble), 3x Slow Boss (Bloated), 12x Breaker2 (Nimble), 3x Breaker4, 2x Necromancer (Bloated), 1x Grave Digger
Lose Dialogue
File:CommaReac1.png
File:CommaReac2.png
File:CommaReac3.png
One icon and dialogue is randomly chosen upon defeat:

•We're toast!
•OOF!
•Mission Failed, we'll get em' next time.
•Not enough numbers!
•Mistakes are just part of the journey..
•We're overrun chief!
•We'll get them next time!
•Don't give up!
•We need back up sergeant!
•We just had our grave dug..
•We have to fall back soldier!
•Oops! Try again!
•The enemies got to the base!
•Strategy is key!


Mid Rank Wave Structure
Wave Enemy Type & Amount
1 5x Normal
2 3x Quick, 7x Normal
3 10x Quick, 8x Abnormal
4 6x Slow, 8x Normal, 5x Quick
5 4x Slow, 15x Normal (Bloated), 4x Slow
6 10x Slow, 12x Quick (Bloated)
7 8x Normal (Bloated), 1x Elite Abnormal, 8x Quick
8 12x Quick, 5x Slow (Bloated), 1x Elite Abnormal
9 4x Hidden, 10x Slow, 2x Elite Abnormal, 5x Quick (Bloated)
10 10x Hidden, 2x Elite Abnormal, 2x Breaker2, 8x Quick (Nimble)
11 4x Breaker2, 5x Enraged, 5x Armored, 3x Elite Abnormal
12 5x Breaker2, 1x Elite Abnormal (Bloated), 8x Armored, 1x Elite Abnormal (Bloated), 7x Enraged
13 6x Breaker2, 8x Hidden, 6x Armored, 2x Elite Abnormal (Bloated), 4x Enraged (Nimble)
14 2x Reaver, 8x Breaker2 (Nimble), 6x Armored, 1x Necromancer, 10x Enraged, 2x Elite Abnormal (Bloated)
15 10x Enraged (Bloated), 4x Reaver, 10x Armored, 1x Necromancer (Bloated), 8x Breaker2 (Nimble)
16 25x Slow (Health Regen), 10x Armored (Bloated), 1x Living Experiment
17 15x Hidden (Bloated), 5x Reaver, 10x Armored (Bloated), 4x Breaker2 (Nimble), 5x Hazmat, 2x Necromancer
18 15 Armored (Bloated), 6x Reaver, 10x Enraged (Bloated), 3x Necromancer (Bloated), 5x Hazmat
19 10x Breaker2 (Nimble), 1x Living Experiment, 5x Hazmat, 4x Reaver (Bloated), 10x Armored (Bloated), 3x Necromancer (Bloated)
20 10x Enraged (Bloated), 4x Hazmat, 3x Hidden Boss, 6x Hazmat, 1x Molten Mech, 4x Elite Abnormal (Bloated, Nimble)
21 3x Hidden Boss, 20x Armored (Bloated, Health Regen), 15x Breaker2 (Nimble), 8x Hazmat, 1x Living Experiment, 2x Necromancer (Health Regen)
22 1x Hidden Boss, 25x Armored (Bloated), 7x Elite Abnormal (Bloated), 2x Hidden Boss, 1x Living Experiment, 3x Reaver (Bloated), 1x Molten Mech
23 20x Hazmat, 3x Hidden Boss (Bloated), 1x Molten Mech, 1x Living Experiment (Bloated), 4x Reaver (Bloated), 10x Enraged (Bloated)
24 15x Enraged (Bloated, Nimble), 10x Reaver (Bloated), 5x Elite Abnormal (Bloated), 5x Breaker4, 10x Hazmat, 1x Molten Mech
25 2x Molten Mech, 3x Hidden Boss (Bloated), 5x Elite Abnormal (Bloated), 4x Reaver (Bloated), 25x Armored (Bloated), 2x Living Experiment (Health Regen)
26 2x Hidden Boss (Bloated), 3x Living Experiment (Health Regen), 1x Molten Mech, 2x Hidden Boss (Bloated), 15x Armored (Bloated), 3x Necromancer (Bloated)
27 8x Reaver (Nimble), 12x Elite Abnormal (Bloated), 1x Living Experiment (Health Regen), 10x Breaker4, 1x Living Experiment (Health Regen), 15x Breaker2 (Nimble), 2x Molten Mech
28 6x Reaver, 10x Elite Abnormal (Bloated), 3x Living Experiment (Health Regen), 6x Breaker4, 2x Necromancer (Health Regen, Bloated), 4x Hidden Boss (Bloated)
29 1x Molten Mech, 4x Living Experiment (Health Regen), 25x Enraged (Bloated), 8x Breaker4, 1x Molten Mech, 3x Necromancer (Health Regen, Bloated), 10x Breaker2 (Nimble)
30 10x Elite Abnormal (Bloated), 2x Molten Mech, 1x Patient Zero, 2x Reaver (Bloated), 1x Living Experiment, 2x Reaver (Bloated), 1x Living Experiment, 2x Reaver (Bloated), 1x Living Experiment
Lose Dialogue
File:CommaReac1.png
File:CommaReac2.png
File:CommaReac3.png
One icon and dialogue is randomly chosen upon defeat:

•We're toast!
•OOF!
•Mission Failed, we'll get em' next time.
•Not enough numbers!
•Mistakes are just part of the journey..
•We're overrun chief!
•We'll get them next time!
•Don't give up!
•We need back up sergeant!
•We just had our grave dug..
•We have to fall back soldier!
•Oops! Try again!
•The enemies got to the base!
•Strategy is key!


High Rank Wave Structure
Wave Enemy Type & Amount
1 5x Abnormal
2 3x Quick, 6x Normal
3 10x Abnormal, 8x Quick
4 5x Heavy, 8x Abnormal, 5x Quick
5 8x Heavy, 15x Abnormal, 10x Quick
6 10x Heavy, 20x Abnormal, 8x Quick
7 8x Heavy, 1x Fallen Squire
8 10x Abnormal, 10x Heavy, 1x Fallen Squire, 5x Quick
9 10x Quick (Bloated), 8x Fallen Soul, 2x Fallen Squire
10 5x Quick (Bloated), 6x Heavy (Bloated), 2x Fallen Squire
11 1x Fallen Squire, 5x Fallen Soul, 8x Breaker2, 5x Fallen Soul
12 10x Quick (Bloated), 6x Breaker2, 12x Heavy, 2x Fallen Squire
13 4x Fallen Soul, 5x Heavy (Bloated), 4x Fallen Soul, 2x Fallen Squire, 4x Fallen Soul, 1x Fallen Necromancer
14 15x Quick (Bloated), 12x Fallen Soul (Bloated), 8x Breaker2, 1x Fallen
15 3x Breaker2, 8x Fallen Soul (Bloated), 3x Breaker2, 8x Fallen Soul (Bloated), 3x Breaker2, 2x Fallen Squire, 1x Fallen Necromancer
16 20x Heavy (Bloated), 10x Fallen Soul, 8x Breaker2, 3x Fallen
17 10x Abnormal (Tank), 10x Fallen Hazmat, 12x Breaker2, 8x Heavy (Bloated), 4x Fallen
18 2x Fallen, 10x Breaker2, 2x Fallen, 15x Breaker2, 2x Fallen, 3x Fallen Squire, 2x Fallen Necromancer
19 2x Fallen Rusher, 7x Fallen, 12x Fallen Soul (Bloated), 15x Breaker2, 10x Quick (Tank)
20 10x Fallen Hazmat, 5x Fallen, 1x Possessed Armor, 1x Fallen Giant, 1x Fallen Necromancer
21 5x Fallen Hazmat, 5x Fallen Squire, 6x Fallen Soul (Bloated), 5x Fallen Squire, 1x Possessed Armor, 2x Corrupted Fallen, 5x Fallen, 1x Fallen Giant
22 1x Fallen Giant, 1x Possessed Armor, 5x Corrupted Fallen, 8x Fallen Squire, 2x Fallen Necromancer, 1x Possessed Armor
23 3x Possessed Armor, 10x Fallen Hazmat, 6x Corrupted Fallen, 2x Breaker4, 5x Fallen Hazmat
24 1x Fallen Giant, 5x Fallen Squire, 4x Corrupted Fallen, 10x Fallen, 3x Breaker4, 1x Fallen Necromancer, 1x Possessed Armor
25 1x Possessed Armor, 8x Corrupted Fallen, 3x Breaker4, 1x Fallen Giant, 8x Fallen Squire, 1x Possessed Armor, 10x Fallen, 2x Fallen Necromancer
26 20x Fallen Hazmat, 6x Fallen Squire, 1x Fallen Giant, 2x Fallen Necromancer, 12x Breaker2 (Nimble), 5x Breaker4
27 2x Fallen Giant, 1x Possessed Armor, 10x Fallen Soul (Bloated), 2x Breaker4, 5x Breaker2 (Nimble), 1x Possessed Armor, 10x Fallen Soul (Bloated), 2x Breaker4, 5x Breaker2 (Nimble), 1x Possessed Armor, 10x Fallen Soul
28 1x Fallen Giant, 2x Fallen Necromancer, 8x Corrupted Fallen, 4x Fallen, 1x Fallen Giant, 2x Fallen Necromancer, 8x Corrupted Fallen, 4x Fallen, 2x Fallen Necromancer
29 25x Quick (Tank), 1x Fallen Giant, 10x Fallen Hazmat (Bloated), 2x Breaker4, 10x Fallen Hazmat, 2x Breaker4, 2x Fallen Necromancer (Bloated)
30 35x Fallen Hazmat, 6x Fallen Squire (Bloated), 3x Fallen Giant, 12x Breaker2, 3x Breaker4, 2x Fallen Necromancer (Bloated), 1x Fallen King, 2x Fallen Necromancer (Bloated)
Lose Dialogue
File:CommaReac1.png
File:CommaReac2.png
File:CommaReac3.png
One icon and dialogue is randomly chosen upon defeat:

•We're toast!
•OOF!
•Mission Failed, we'll get em' next time.
•Not enough numbers!
•Mistakes are just part of the journey..
•We're overrun chief!
•We'll get them next time!
•Don't give up!
•We need back up sergeant!
•We just had our grave dug..
•We have to fall back soldier!
•Oops! Try again!
•The enemies got to the base!
•Strategy is key!

Trivia

[edit]
  • It was possible to infinitely delay Wave 7 and Wave 16 by sending enemies, due to the waves not ending until all enemies, including summoned ones, disappeared from the map.
  • In the first PVP Test, the Tank could be seen in the send menu, but could not be sent because it was only available starting from Wave 26, while the first PVP Test only had 25 waves.
  • Red Team has an inherent advantage against Blue Team as it has less priority, meaning Blue always gets its base health deducted first if two enemies were to enter both bases simultaneously.

Update History

[edit]
  • 18 May 2024 - v1.22.0
    • PVP Test added.
    • Bug: Multiple bugs caused by the game thinking the match is a duo.
      • Placement limit is 30 instead of 40.
      • Cash given from enemies is 75% instead of 100%.
      • Starting cash is CashScript error: No such module "Money". instead of CashScript error: No such module "Money"..
    • Bug: When one team kills an enemy, the opponent will receive shared cash from it.
    • Bug: Summoned enemies spawn on both paths.
    • Bug: Units will attack units from the other team.
    • Bug: Towers can apply buffs to both towers from their team and from the opponent.
    • Bug: If a tower has an opponent's tower in their range, it will stop attacking enemies.
    • Bug: It is not possible to cancel sending out an enemy.
    • Bug: Players will see boss bars of every boss enemy instead of just the ones on their side.
    • Bug: Tank is a sendable enemy unlockable at an unreachable wave, with all its stats being 0.
    • Bug: Enemy send cooldown is applied for every player, not just the one that sent the enemy.
    • Bug: Kills from the opponent count towards the Kill ENEMY! quests.
    • Bug: It is possible to play with more than one player on each team.
    • Bug: Triumphs count towards non-map specific mode triumps Quests and Mission Quests.
    • Bug: Sent enemies prevent the wave from finishing.
    • Bug: When a player disconnects in the match and rejoins, they are unable to send enemies.
  • 20 May 2024 - v1.22.1a
    • PVP Test removed.
  • 29 May 2024 - v1.23.4
    • PVP Test readded.
    • Removed infinite timers on boss waves.
    • Players now spawn on proper sides depending on their team.
    • Starting increased from CashScript error: No such module "Money". to CashScript error: No such module "Money"..
    • There is no longer a break between waves.
    • Economy bonus is now granted every 10 seconds instead of 30 seconds.
    • Max number of enemy send groups increased from 7 to 10.
    • Player leaderboards are now colored based on the player's team.
    • Updated enemy sending stats.
    • Updated wave structure.
      • PVP Test is now 30 waves long.
    • Bug: Starting cash can sometimes be CashScript error: No such module "Money". instead of CashScript error: No such module "Money"., for both or only one player.
    • Bug: Wave 30 does not have an infinite timer.
    • Bugfix: Enemy send cooldown is no longer applied to every player.
    • Bugfix: Enemies no longer summon enemies on both paths.
    • Bugfix: Sent enemies no longer prevent the wave from finishing.
    • Bugfix: Tank is now sendable and has proper stats.
  • 31 May 2024 - v1.23.5
    • Added 2v2.
    • Bug: Being in a party with someone and choosing 2v2 does not always put you both in the same team.
    • Bug: Restarting applies the economy bonus again.
    • Bug: Enemies sent before a match is restarted do not get removed upon restart.
    • Bug: Enemies sent before a match is restarted have a chance to follow the path from the previous match.
    • Bugfix: Opponent's kills no longer give shared cash to the other team.
    • Bugfix: Cash given from enemies is now based on the team's player count.
  • 1 June 2024
    • Bug: PVP Test is still active, with the timer displaying negative time.
  • 2 June 2024 - v1.23.5a
    • PVP Test removed.
    • Bugfix: PVP Test is no longer active.
  • 21 June 2024 - v1.25.0
    • PVP Test readded.
    • Updated enemy sending stats.
    • Bugfix: PVP Test timer will no longer display negative time, now it will disappear after reaching zero.
  • 24 June 2024 - v1.25.1
    • PVP Test removed.
  • 19 July 2024 - v1.26.0
    • PVP Test readded.
    • Updated icons for tower and enemy loadouts.
    • Tower loadout is now set to 4.
    • Now has a selection of 11 maps instead of a single map with multiple variants.
    • Send cooldown removed from enemies.
    • Bug: In maps where both teams share a path, units can collide with each other.
    • Bug: In maps where both teams share a path, the Trapper can kill or destroy units with its traps.
    • Bug: When a player disconnects in the match and rejoins, the enemy loadout icon gets changed to tower loadout icon.
    • Bugfix: Towers can no longer apply buffs to the opponent's towers.
    • Bugfix: Sent out enemies now can be cancelled.
  • 23 July 2024 - v1.26.2
    • PVP Test removed.
  • 9 April 2025 - v1.60.0
    • PVP Test re-added.
    • Updated wave structure, now is three different modes based on player ranks. This can put players in Low, Mid and High Rank wave structures.
    • Added two different modes, casual and ranked.
      • Casual plays like PVP Test used to.
      • Ranked allows players to ban up to two towers per team.
    • Game will now wait for all players to load in before a match can be started.
    • Final wave is now infinite and once all enemies spawned it repeats itself.
    • Golden perks and exclusive category towers can no longer be used.
    • Infinite waves now end once a team kills all enemies from the wave.
    • Economy bonus time decreased from 10 to 8 seconds.
    • Enemy send statistics changed.
    • Now allows the usage of consumables, but only PVP Test exclusive consumables. Such consumables have infinite uses, but have a usage cost.
    • Slightly updated UI, including spawn menus.
    • Towers on the triumph screen replaced with players from the winning team.
    • Added the ability to view the map from a bird-eye view.
    • Bugfix: Players in the same Party will now always be in the same team, as long as the selected player count allows for that.
    • Bugfix: Units will no longer attempt to kill units from the opposite team.
    • Bugfix: Boss health bars no longer appear for every player.
    • Bugfix: Triumphing PVP Test no longer counts as triumphing any mode.
    • Bugfix: Towers no longer break when they have a tower from the opponent's team in their range.
    • Bugfix: Final wave is now infinite.
  • 23 April 2025 - v1.62.0
    • PVP Test removed.

Notes

[edit]



File:ModesHeader.png
Gamemodes
Survival
Hardcore
Special Maps
Sandbox Only
Other
Removed
Waves
Survival
Hardcore
Sandbox Only
Special Maps
Removed
Rewards
Survival
Hardcore
Special Maps