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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.

Lane DefenseHold the lanes. Leak nothing.Play free

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.

DefenderLevels 1 / 2 / 3 costDamageNotes
Autocannon70 / 110 / 2009 / 16 / 28fast single-target fire, the cheapest damage
Mortar120 / 190 / 34028 / 46 / 80splash of 2.2 to 3.0, counters Swarm
Cryo Emitter115 / 190 / 3407 / 12 / 20cone, slows everything in it, counters Shielded
Lance150 / 240 / 45528 / 48 / 78longest reach (10.5 to 12.5), hits two in a line, counters Armoured
Skyhook125 / 195 / 34034 / 58 / 100homing missiles, counters Air, weaker on the ground
Relay Pylon90 / 150 / 265noneboosts 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

EnemyLooks likeBase healthTraitLives if it leaksBounty
Mitebike26Swarm13
Runnerbuggy40fast15
Gruntlight armoured car80none17
Dronetransport plane85Air111
Wardensupply truck170Shielded (70%)216
Bulwarkplated armoured car210Armoured (18)217
Bastionheavier plated car340Armoured (27)226
Titantank1,900Armoured and Shielded5220

Health grows on later waves and harder maps.

Weapon tech

Tech upgrades every unit of a type at once.

TechAffectsRank costsWhat it adds
BallisticsAutocannons170 / 320 / 570damage, then fire rate
WarheadsMortars and Skyhooks200 / 360 / 640damage and blast radius
Focusing OpticsLances240 / 450 / 780damage, then one extra target pierced
CryogenicsCryo Emitters180 / 330 / 590damage and a deeper chill
AutoloadersSkyhooks230 / 420fire rate, then range
Targeting Gridevery unit200 / 360 / 620damage, 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-inRechargeEffect
Airstrike38 sbombing run along a line
Orbital58 ssustained bombardment in a wide circle
EMP62 snear-freezes the whole field for four seconds
Repair78 srestores 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:

  1. Above two thirds: it screens nearby escorts, halving the damage they take.
  2. Below two thirds: it destroys your nearest defender and cracks that plot so nothing can be built there again. You get no refund.
  3. 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

MapDifficultyLayoutGoldLivesWaves
Switchback CanyonEasy1 lane, serpentine3402510
Ridgeline PassNormal3 lanes, converging3602012
Delta FlatsNormalbroad front, one narrow neck4502414
ConfluenceHard2 lanes, merging late3802013
Twin ForksHard2 lanes, pinch and fork4201813
CrossroadsExpert3 lanes, tight crossing, air-heavy4601815

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

  1. Spend most of your starting gold on Autocannons at plots that cover the most lane.
  2. Read the next-wave panel before every wave. Buy the counter for any new trait one wave early.
  3. 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.

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