
Hello Defenders,
v1.470 is here — introducing the new Album system, powerful new Special Towers and Special Skill, and fresh ways to expand your collection and strategy.
A brand-new seasonal Album system is coming to the game.
During each season, you’ll collect cards, complete sets, and work toward powerful rewards.
Completing individual sets grants various rewards.
Completing all sets unlocks the Grand Prize.
You can earn card packs from multiple sources, including shop purchases, events, features, and weekly quests.
You can request Album cards from your clanmates to progress faster.
Duplicate cards are converted into Spark, which can be used in the Spark Shop to open additional chests.
You’ll also be able to trade progress with your clanmates through the new card request system.
Card requests refresh every 48 hours.
You can request all cards except Gold.
Collect, complete, and climb toward the season’s biggest rewards.
A limited-time chest packed with powerful and nostalgic content — don’t miss your chance to unlock its full potential.
Contains a wide range of Towers and Skills, from Good up to Legendary rarity.
Includes both standard and Special cards, making it one of the most versatile chests available.
Every 60 opens guarantees a Legendary Special Card (Bonus Chest) — and you get to choose which one you want.
Every 3 Bonus Chests grants a Relic Special Card (Boosted Bonus Chest).
This chest is built for progression — the more you open, the more powerful your rewards become.
A rare opportunity to expand your collection with high-value cards across all rarities.
Spark Link is an Elemental-class Special tower that channels high-voltage energy to strike multiple enemies in rapid succession.
Fires chained lightning attacks that jump between nearby enemies.
Capable of hitting both Air & Ground units.
Adapts between single-target and multi-target damage depending on enemy positioning.
Attack Type: Ranged
Damage Type: Single & Multiple Target
Electric, relentless, and unpredictable — once the chain starts, it doesn’t stop.
Available in: Lottery Event
Overwatch is a Utility-class Special tower built to strengthen your defenses through battlefield-wide support.
Deploys autonomous drones that link to allied Towers & Traps, reinforcing them with powerful buffs.
Grants bonuses such as Health, Damage, Crit Chance, Push Strength, and Dance Duration.
Designed to amplify the effectiveness of your setup rather than attack directly.
Target: Towers & Traps
Supportive, adaptive, and highly impactful — wherever Overwatch connects, your defenses perform better.
Available in: Atlantis Rising
Eagle Eye is a Vanguard-class Special tower built for deadly precision, picking off enemies from extreme range with calm, calculated shots.
Targets both Air & Ground units.
Delivers single-target ranged damage with exceptional accuracy.
Designed to eliminate threats before they ever get close.
Sharp, silent, and unforgiving — Eagle Eye makes every shot count.
Available in: Egyptian Odyssey
Stronghold is a Swift-class Special tower that deploys heavily armored melee units to hold the line and crush enemies up close.
Targets Ground units only.
Fights in melee range, striking enemies directly at the front.
Can deal both single-target and multi-target damage, making it effective against pressure on the line.
Tough, steady, and built for close combat — Stronghold turns defense into a frontline assault.
Available in: Battle Pass
Magnetic Wall is a Utility-class Special skill that deploys a powerful barrier to stop enemy movement in its tracks.
Blocks both Ground and Air units.
Creates a durable magnetic wall that holds the line and disrupts enemy flow.
Built for control, timing, and high-impact defensive plays.
Reactive, sturdy, and charged with energy — Magnetic Wall gives you the power to stop a push exactly when it matters most.
Available in: Brawl Pass
The Raid Rush Creator Program is now live — and it’s your chance to turn your content into something bigger.
If you love creating content around Raid Rush, this is for you.
• Create and share your own Raid Rush content in your unique style
• Grow your audience while being part of the community
• Earn revenue through your own Creator Code
• Get special in-game rewards and exclusive perks
• Access our Creator Discord Launch and stay in direct contact with the team
Whether you’re just starting or already creating, this is your moment to join.
Inferno: Base Damage: 40 -> 60
DOT Duration: 5sn -> 10sn
Reason: Inferno was falling behind other defensive options in the late game. We’ve increased its base damage and doubled the DOT (Damage Over Time) duration to make it a more viable choice for melting high-health targets.
Laser: Initial Damage 70 -> 80
Medium Damage 250 -> 270
High Damage 400 -> 430
Reason: We’ve boosted the damage across all stages (Initial, Medium, and High). This allows the Laser to punch through heavy units more effectively.
Wind Blower:
Push Strength Base Value 0.2 -> 0.3
Push Strength Rarity Multiplier decreased
Reason: High rarity levels were pushing units off the map, causing technical issues. We have increased the Base Push Strength while lowering the Rarity Multiplier to provide a more stable and balanced experience.
Gambler: Critical Rate %15/%15/%15 -> %20/%20/%20
Reason: The “Gambler” wasn’t living up to its high-risk, high-reward fantasy. We’ve increased the base critical rate to make its impact more consistent and rewarding for players who enjoy its unique playstyle.
Boomerang: Critical Rate %20/%30/%45 -> %20/%25/%35
Base Damage: 160 -> 145
Reason: The Boomerang’s high critical rate and base damage made it a “jack-of-all-trades” that overshadowed specialized towers. These adjustments ensure it remains a solid crowd-control tool without being unintentionally overpowered.
MultiBarrel: Critical Rate %50/%75/%100 -> %40/%60/%80
Base Damage: 140 -> 120
Attack Speed: 150 -> 125
Reason: MultiBarrel has reached a level of power where it completely dominates the meta and trivializes game balance, making it an unavoidable pick in every deck. These changes are necessary to restore strategic diversity and ensure other towers remain viable. We will continue to closely monitor MultiBarrel’s performance. If it continues to “break” the game’s core loop or stifle deck creativity, further adjustments may be made in future updates to achieve a healthy competitive environment.
Power Strike: Base Damage Buff %11.5 → %9.5
Blood Hunt: Base Damage Buff %50 → %100
Cooldown 5s → 3s
Reason: Blood Hunt, as a special core part, was underperforming compared to Power Strike. These changes are aimed at reinforcing its identity as a high-impact, frequently usable part, making it a more competitive and rewarding choice in combat.
Rapid Fire: Base Attack Speed Buff %11.5 → %8.5
Reason: At higher values, certain towers began to break the game, leading to both technical problems and gameplay imbalances.
Developer Note: Our goal is to ensure every tower has a unique purpose and no single strategy dominates the leaderboard. Thank you for your support and for sharing your ideas