Strategy guide · 5 min read
Lane Defense guide: counters, gold and beating the Titan
How Lane Defense's six defenders, enemy traits, weapon tech, call-ins and boss phases work, with real costs and stats and a plan for every map.
How a map plays
Each map alternates between a build phase and a wave. During the build phase you place and upgrade defenders on plots beside the lanes while a panel shows the next wave's enemies and traits. Then enemies drive toward your base, and each one that arrives costs lives, more for bigger enemies. Clear the last wave with lives left to win.
The lanes are fixed and nothing you build blocks them, so placement is about coverage, not maze-building.
Kills pay a bounty and cleared waves pay a reward on top. Selling a defender returns 70% of everything spent on it.
The counter system
Every enemy trait has a weapon built to beat it:
- Armoured enemies subtract a flat amount from every hit. The Lance's beam ignores armour completely.
- Shielded enemies soak a share of every hit from every damage type except energy, which is what the Cryo Emitter deals.
- Swarm enemies come in large, weak groups that the Mortar's blast handles.
- Air enemies fly straight over the lanes. The Skyhook deals 2.5 times its damage to them; every other defender deals only 0.45 times.
On top of those effects, a weapon hitting the trait it counters gets an extra 35%. No hit ever does less than 8% of its raw damage, so nothing is immune, but the gap is huge. A level 1 Autocannon's 9 damage against a Bulwark's 18 armour lands for less than 1 point.
The defenders
Costs are the price to buy or reach that level.
| Defender | Levels 1 / 2 / 3 cost | Damage | Notes |
|---|---|---|---|
| Autocannon | 70 / 110 / 200 | 9 / 16 / 28 | fast single-target fire, the cheapest damage |
| Mortar | 120 / 190 / 340 | 28 / 46 / 80 | splash of 2.2 to 3.0, counters Swarm |
| Cryo Emitter | 115 / 190 / 340 | 7 / 12 / 20 | cone, slows everything in it, counters Shielded |
| Lance | 150 / 240 / 455 | 28 / 48 / 78 | longest reach (10.5 to 12.5), hits two in a line, counters Armoured |
| Skyhook | 125 / 195 / 340 | 34 / 58 / 100 | homing missiles, counters Air, weaker on the ground |
| Relay Pylon | 90 / 150 / 265 | none | boosts units on the eight cells around it |
The Cryo Emitter's cone has no target limit and its chill cuts speed by 38% at level 1, 58% at level 3. The Lance covers only a 48° arc, so its facing matters. A Relay Pylon at level 1 gives nearby units +18% fire rate, +10% damage and a little range; at level 3 it is +42%, +26% and more range. Pylons do not stack: a unit next to two pylons takes the stronger one.
The enemies
| Enemy | Looks like | Base health | Trait | Lives if it leaks | Bounty |
|---|---|---|---|---|---|
| Mite | bike | 26 | Swarm | 1 | 3 |
| Runner | buggy | 40 | fast | 1 | 5 |
| Grunt | light armoured car | 80 | none | 1 | 7 |
| Drone | transport plane | 85 | Air | 1 | 11 |
| Warden | supply truck | 170 | Shielded (70%) | 2 | 16 |
| Bulwark | plated armoured car | 210 | Armoured (18) | 2 | 17 |
| Bastion | heavier plated car | 340 | Armoured (27) | 2 | 26 |
| Titan | tank | 1,900 | Armoured and Shielded | 5 | 220 |
Health grows on later waves and harder maps.
Weapon tech
Tech upgrades every unit of a type at once.
| Tech | Affects | Rank costs | What it adds |
|---|---|---|---|
| Ballistics | Autocannons | 170 / 320 / 570 | damage, then fire rate |
| Warheads | Mortars and Skyhooks | 200 / 360 / 640 | damage and blast radius |
| Focusing Optics | Lances | 240 / 450 / 780 | damage, then one extra target pierced |
| Cryogenics | Cryo Emitters | 180 / 330 / 590 | damage and a deeper chill |
| Autoloaders | Skyhooks | 230 / 420 | fire rate, then range |
| Targeting Grid | every unit | 200 / 360 / 620 | damage, range and fire rate |
Targeting Grid suits a mixed board because every unit benefits; the other lines pay off when you own several of one unit.
Call-ins
| Call-in | Recharge | Effect |
|---|---|---|
| Airstrike | 38 s | bombing run along a line |
| Orbital | 58 s | sustained bombardment in a wide circle |
| EMP | 62 s | near-freezes the whole field for four seconds |
| Repair | 78 s | restores 4 lives and shields the base for 12 seconds |
Repair is four extra lives per use, so fire it whenever you are down lives.
The Titan
Titan waves come twice per map. The Titan is armoured, shielded, costs five lives if it reaches your base, and has an exposed core that takes 70% extra from squarely landed hits. It acts every seven seconds, and what it does depends on its health:
- Above two thirds: it screens nearby escorts, halving the damage they take.
- Below two thirds: it destroys your nearest defender and cracks that plot so nothing can be built there again. You get no refund.
- Below one third: it speeds up the whole wave by 35% for six seconds at a time.
Phase two costs you defenders, so burst it down once it crosses two thirds. Lances with Focusing Optics, backed by Cryo Emitters, are the direct answer. Save EMP or Orbital for this wave.
The six maps
| Map | Difficulty | Layout | Gold | Lives | Waves |
|---|---|---|---|---|---|
| Switchback Canyon | Easy | 1 lane, serpentine | 340 | 25 | 10 |
| Ridgeline Pass | Normal | 3 lanes, converging | 360 | 20 | 12 |
| Delta Flats | Normal | broad front, one narrow neck | 450 | 24 | 14 |
| Confluence | Hard | 2 lanes, merging late | 380 | 20 | 13 |
| Twin Forks | Hard | 2 lanes, pinch and fork | 420 | 18 | 13 |
| Crossroads | Expert | 3 lanes, tight crossing, air-heavy | 460 | 18 | 15 |
The first three are open from the start. Confluence, Twin Forks and Crossroads each open when you clear the map before them. A clear earns one star, two if you keep 35% of your lives, and three at 70%.
Opening plan
- Spend most of your starting gold on Autocannons at plots that cover the most lane.
- Read the next-wave panel before every wave. Buy the counter for any new trait one wave early.
- Start waves early when your defence is comfortable. The bonus is 2 gold per second of build time you skip (2.5 on Crossroads).
Common mistakes
- Answering armour with more Autocannons. Against Bulwarks and Bastions they do almost nothing. Build Lances.
- No Skyhook before the first Drone wave. Planes skip the lanes entirely.
If you're stuck
If you leak on one wave every time, sell and rebuild toward that wave's traits during the build phase before it, and keep EMP charged for it. If the Titan wave is the wall, buy Focusing Optics and Cryogenics before it arrives rather than new emplacements, since the Titan can destroy emplacements but not tech.
