Introduction and Game Explanation
Welcome to Tower Clash!
Tower Clash is a combination of a MOBA game and a Minecraft PvP game. The objective of the game is to destroy the enemies 3 towers while keeping yours own alive. This game is very team oriented, in order to win your team must have good communication and teamwork. You can battle with 8 different classes, each having their own unique spells and skill sets.
For more information feel free to check out Alonofer’s video showing how to play the game: https://www.youtube.com/watch?v=jpInLDqINdc
Classes and Spells
Shaman

Best class for beginners. Easy to use spells: Just point and click. His Hoe does minor damage but can be spammed without hesitation.
Shaman (Fire Specialization)
Primary Spell – Fireball: Shoots out a fireball that does 6 damage upon impact, knocking people back 2 blocks. 9 seconds cooldown.
Secondary Spell – Blazing Breath: Breathes fire in front of the Shaman, dealing 5 damage and applying burn to all enemies hit. 12 seconds cooldown.
Ultimate Spell – Cataclysm: Calls down a meteor at the cursor target that deals 9 damage in a 10 block diameter and sets all enemies ablaze. 45 seconds cooldown.
Shaman (Frost Specialization)
Primary Spell – Hail: Calls down a bolt of ice to hit at the cursor target dealing 5 damage and slowing all enemies in a 6 block diameter for 3 seconds. 6 seconds cooldown.
Secondary Spell – Freezing Breath: Breathes frost in front of the Shaman, dealing 6 damage and slowing enemies for 4 seconds. 10 seconds cooldown.
Ultimate Spell – Freezing Mists: Slows all enemies within an 10 block diameter and deals 3 damage every second for 7 seconds. 40 seconds cooldown.
Berserker

The Berserker has the most powerful weapon of all classes. His slow and planned playstyle is very appealing to many players.
Berserker (Damage Specialization)
Primary Spell – Axe Fling: Throws an axe towards the cursor dealing 3 damage and applying bleed (wither) dealing 5 damage over 4 seconds. 7 seconds cooldown.
Secondary Spell – Battlecry: Buffs allies damage and slows attack speed for enemies in a 10 block diameter for 6 seconds. 16 seconds cooldown.
Ultimate Spell – Quake: Slams the ground dealing 9 damage in a 7 block diameter and knocking enemies 2 blocks backwards. 40 seconds cooldown.
Berserker (Tank Specialization)
Primary Spell – Shield Toss: Throws a shield towards your curstor. If an enemy is hit he takes 7 damage and gets stunned (like old freezing mists) for 2 seconds. Can’t use shield while airborne. 8 seconds cooldown.
Secondary Spell – Down the Hatch: Drinks a brew that increases damage, heals 10 health over 10 seconds, but also makes the Berserker drunk. 20 seconds cooldown.
Ultimate Spell – Ground Pound: Does 7 damage in an 8 block diameter and knocks enemies 3 blocks up in the air, slowing them for 4 seconds. 50 seconds cooldown.
Warden

The Warden can hit multiple zombies or enemies at once. He is an efficent class for farming coins and clearing out traps.
Warden (Damage Specialization)
Primary Spell – Dash: Dashes forward 7 blocks and does 5 damage to all enemies in its path. 8 seconds cooldown.
Secondary Spell – Parry: Parries for 4 seconds, blocking all incoming damage. Disables you from basic attacking during this time. 18 seconds cooldown.
Ultimate Spell – Whirlwind: Deals 3 damage per second to all enemies withing a 6 block diameter. Lasts 6 seconds. 60 seconds cooldown.
Warden (Mobility Specialization)
Primary Spell – Leap: Jumps in an arch towards the cursor. Deals 8 damage in a 4 block diameter at the point of impact. Can’t travel further than 10 blocks. 9 seconds cooldown.
Secondary Spell – Adrenaline Shot: Grants increased attack speed (haste) and movement speed (speed 2) for 7 seconds. 17 seconds cooldown.
Ultimate Spell – Clutching Reach: Throws out a hooked rope pulling the first enemy hit towards the Warden, slowing them upon arrival for 4 seconds. Deals 4 damage. Cooldown: 30s.
Marksman

The Marksman is the only class having a ranged main weapon. He can easiely annoy enemies with explosion arrows (Damage Specialization) or quickly teleport out of combat if needed (Mobility Specialization)
Warden (Damage Specialization)
Primary Spell – Dash: Dashes forward 7 blocks and does 5 damage to all enemies in its path. 8 seconds cooldown.
Secondary Spell – Parry: Parries for 4 seconds, blocking all incoming damage. Disables you from basic attacking during this time. 18 seconds cooldown.
Ultimate Spell – Whirlwind: Deals 3 damage per second to all enemies withing a 6 block diameter. Lasts 6 seconds. 60 seconds cooldown.
Warden (Mobility Specialization)
Primary Spell – Leap: Jumps in an arch towards the cursor. Deals 8 damage in a 4 block diameter at the point of impact. Can’t travel further than 10 blocks. 9 seconds cooldown.
Secondary Spell – Adrenaline Shot: Grants increased attack speed (haste) and movement speed (speed 2) for 7 seconds. 17 seconds cooldown.
Ultimate Spell – Clutching Reach: Throws out a hooked rope pulling the first enemy hit towards the Warden, slowing them upon arrival for 4 seconds. Deals 4 damage. Cooldown: 30s.
Game Structure
Farming Coins
The first 300 seconds are used as the “Preparation Phase”. Basically you and your team mates frantically run around the jungles along the map trying to farm as many coins as possible. With these coins you can then upgrade your gear and buy traps via the book located in your inventory.
To farm coins you must kill Minions that spawn in the jungle. By doing that and collecting their precious coins you can build up your teams economy. The coins are per team, so make sure to communicate what to buy next.
Tower Killing
During these first 300 seconds tower killing is disabled. After that you can capture and thereby destroy enemy towers by standing on the wool located arround the towers. By destroying all enemy towers you will win the game.
Standing on your own tower will block the enemies from capturing that specific tower.
Using Traps and Spells
By the end of the Preparation Phase you and your team should be geared up with some Traps and Armor. Now you are ready to coordinate attacks against the enemy’s towers. You can place traps and healing totems to lasz longer during combat. We advise you to always check your economy and organise your team accordingly.
Traps can be dropped (default is pressing “Q”) to be placed on the floor. Make sure there are no enemies arround while doing so. Traps are activated if enemies are close to the trap.
To activate your spells you select your spell (by Pressing 2,3,4,5 or by using the mouse wheel) and drop them (default is pressing “Q”). Your spell activates in the direction you are looking.
