GD Community Guide Archive
Galaxy Defense Community Guide Archive
This page will list the top Guides of various Community postings. If you find something you believe to be in error, please find Mod Goat on Discord and send a DM. All guides listed here can be found on the Discord as well. Guide-Index
Resource Strategy Guides
Top-up Guide - Chichi
Top-Up Guide (From an SVIP Player’s Perspective) My background: Mid-spender SVIP, I push the Ark leaderboard depending on the week. Currently Level 84 and at Stage 62 in Normal. If you want to invest in this game long-term, here’s the priority I personally recommend: SVIP Lifetime Card - Honestly the best long-term purchase. Removes ads + unlocks 2× speed. Mine has already saved me over 6,000 ads, and with unlimited Patrols, the extra resources stack insanely fast. If you plan to play for a while, this alone gives you huge progress in a month. Level Up Fund - You can get a bunch of gems and keys — big improvements for your stage. Starter Pack 1 — $2.99 - Comes with a chip that restores 2 HP. Super useful and lasts a long time. Great value for new players. Frontline Supply: Honor Pass - High value. If you're a consistent player, they give good long-term returns. SVIP Monthly Card - Gives you monthly perks like ad removal but doesn't have 2× speed. Great if you don't want a lifetime commitment yet. Starter Pack 3 - Packed with early-game essentials—chips, keys and a small amount of gems. Perfect bridge between Pack 1 and higher tiers. Medal Pass - A must-buy if you want to level up faster. Very efficient investment. Ark Pass - If you have time to grind, the paid track is very worth it. Once you understand the game and start pushing leaderboards, you can exchange for Guardians and Turrets after a few weeks. Ember Pass - Makes the event more fun, but not mandatory. Since it’s still new, you can wait and see how it develops. Valor Hero Pass - Unlocks dome-specific rewards as you climb ranks. Worth it if you focus on dome-based events and PvP. Starter Pack 2 - You can get a decent Turret skill. Guardian Protocol Pass - Not bad, but you need to grind a long time to exchange items. Good for dedicated long-term players. VIP Card - Offers small daily bonuses. Limited-Time Packs - Contains special items available for a short period. Grab if only it matches your current needs or goals. Stage Clear Packs - Grab if only it matches your current needs or goals.
Best use of event currency - TopChicken
Livery - My advice would be to get a decent set of Turret Liveries you can use in a majority of stages first. This will also allow you to draw three extra cards a match. After you get your set, you can always get more with the monthly chest anyway. Frames - Next would be Fortress Frames. Most people tend to agree that Aegis is the best frame right now. Eagle and Frozen Shield are also really good. Bloom can help as well but it is a little more expensive. You can choose to max out Aegis but try to get at least three. One for each skill slot. Rangers - I think getting one of each of the Supreme Rangers is a good next step just for a boost towards Elites and Bosses. Review - After that, you should Reevaluate and see what you need/what's lacking. Get that. Guardians - Then start on Guardians you need and also try to get at least 3 different ones that compliment what you have. You could also get more liveries so you have more options.
How to obtain Ark: Rebuild Resources faster as F2P - Tobla
It's easy to spend Ark Anchors, but it's rather difficult to obtain them effectively (time-wise) and for some also consistently, especially in a higher quantity - where you would need to place high in your respective Leaderboard and therefore indirectly compete against other players. However, it's totally possible to consistently obtain standard rewards in a reasonable amount of time or going for the Leaderboard rewards as F2P, the latter needs more time-investment of course but may provide way better rewards. Furthermore, if you really "want to save time" I recommend to buy the SVIP pass, it's the most time-saving thing you can get. Now to the interesting part: How can you effectively reach high stages in the Project Ark event? It mostly depends on experience and knowledge about the game, but especially at the start it will be overwhelming, so I decided to make a comprehensive "guide" or rather list of recommendations, tips and "priority lists" for: Non-pass users who aim to reach Stage 160+ and easily claim the standard rewards Pass users who want to compete in the leaderboard - it needs some time investment This guide expects you to already understand the basics of the Project Ark: Rebuild - either you played it once or take a look at: Expedition - Project Ark: Rebuild This section is about a fast and consistent way to reach Stage 160 without buying any pass, it's easily possible. With some experience, luck (and taking gambles), you may also reach a high leaderboard rank - I personally got to Stage 239 without any pass and could've pushed even further (but the Leaderboard reward wouldn't have changed, so I stopped after the 238 armored crabs wall). Turrets - When going for Stage 160 without any pass, you don't need modules, nor full chains or a specific turret combo - most will work, but some turrets and combo cards are exceptionally strong, so here's a strength list of turrets from best to worst in my opinion: Hive, Teslacoil (always strong, don't need any cards) Sky Guard, Laser (solid and got very strong combo cards) Disruption Drone, Gravity Vortex Gun (don't deal much damage, but provide Slow/Teleport) any other turret (need to many cards to be good early on - Aeorablast and Beam may help occasionally for more CC/Targeted Damage) Packs logic - However, Ark is not only about the turrets, but mainly about the cards you draw - if you're not fully familiar with the Pack Drawing system, here's a quick rundown:
- At first there are "Normal", "Breakthrough", "Combo", "Chain" and "Module" Cards in the pool
- If all cards of a pool are taken, the other pool's chances are "increasing", i.e. if the Normal Cards are depleted, only BT, Combo, Chain and Module cards may appear
- Therefore, it's better to take a Normal Card (or a Breakthrough card once the Normal cards are all taken) than to take chain/combo cards you will not use
Card priority list - As mentioned, Ark is not just about turrets, but their respective cards and modules are even more important - here's a general priority list of which cards to choose if offered (banned turrets and modules might slightly change priorities, but that's up to personal preference and experience):
Best modules:
Bonus Draw
Healing Suppression
Bonus Draw
Healing Suppression
Best independent combo cards:
Collapse Explosion (Sky Guard + Gravity Vortex Gun)
Mirror Guardian (Guardian + Hive)
Laser Shot (Guardian + Laser)
Electro Wasps (Hive + Teslacoil)
Collapse Explosion (Sky Guard + Gravity Vortex Gun)
Mirror Guardian (Guardian + Hive)
Laser Shot (Guardian + Laser)
Electro Wasps (Hive + Teslacoil)
Best independent T1 Chain cards (of turrets you use/want to use):
Trap Matrix (Teslacoil)
Static Wormhole (Gravity Vortex Gun)
Random Disturbance (Disruption Drone - strong early useless after Stage ~180)
Impact Reinforcement (Sky Guard)
Trap Matrix (Teslacoil)
Static Wormhole (Gravity Vortex Gun)
Random Disturbance (Disruption Drone - strong early useless after Stage ~180)
Impact Reinforcement (Sky Guard)
Any module except "Cost Ceiling"
Tier 1 Breakthrough cards (of turrets you use/want to use)
Tier 2 Breakthrough cards (of turrets you use/want to use)
Situational Combo/Chain Cards:
Graviton Laser (Laser + Gravity Vortex Gun)
Contact Pulse (Hive T1 Chain)
Volley Wasp (Hive + Guardian)
Guardian T1 Chain Cards / Flame Bullet (Guardian + Sky Guard)
Electric Field (Disruption Drone + Teslacoil)
Fortress Support (Disruption Drone + Guardian)
Energy Detonation (Laser + Sky Guard) and Ignition (Sky Guard T1 Chain Card)
Vortex Firewheel (Firewheel Drone + Gravity Vortex Gun) and Extra Barrage (Firewheel Drone + Aeroblast)
Graviton Laser (Laser + Gravity Vortex Gun)
Contact Pulse (Hive T1 Chain)
Volley Wasp (Hive + Guardian)
Guardian T1 Chain Cards / Flame Bullet (Guardian + Sky Guard)
Electric Field (Disruption Drone + Teslacoil)
Fortress Support (Disruption Drone + Guardian)
Energy Detonation (Laser + Sky Guard) and Ignition (Sky Guard T1 Chain Card)
Vortex Firewheel (Firewheel Drone + Gravity Vortex Gun) and Extra Barrage (Firewheel Drone + Aeroblast)
Refresh (if you got SVIP, otherwise not necessary)
Normal Cards (of course take the Normal Cards for turrets you use first)
Anything else
Some turrets are intentionally not mentioned (or only once), because they need several cards (and/or combo turrets) to be good whereas the others only need one or none and are more independent - and this list is only about "reaching Stage 160" easily and fast. However, in the Pass section, I'll go into detail about turret combos for higher stages. Other things regarding that list:
Don't be too fixated on the "Card Priority List" nor "Turret strength list" provided by me, each playthrough is different and the priorities change with progression - and these lists are just a comprehensive help to clear Stages till 160 fast and consistent
With some experience, you'll know when you got "enough" combo/chain cards to clear till Stage 160 -> then it's no problem to take cards for an endgame build already (that may be completed or not)
Don't use Thunderbolt, it's an endgame only turret (with Life Erosion Chain)
Other tips
Even if you want to only go for Stage 160 without much effort, I recommend taking a look at the bans list and the #project-ark channel and get to know "the" best combo available. Maybe you draw the Sky Guard + Gravity Black Hole combo card early that can singlehandedly carry you to Stage 160 -> you can already go for T3 chains etc. and may compete for Leaderboard Rewards
Open your yellow packs as soon as possible - maybe you draw one of the "Economy Modules" (Titanium Bonus, Extra Draw, Data Mining, Bounty Token), take it over everything else then
Keep in mind that the "Economy Modules" are very strong early on, but become less and less valuable
Collect Auto-Patrol/Quick patrol rewards only, if you're stuck on a stage i.e. as late as possible, because you get more Titanium (and drawing a Economy Module is quite unlikely)
Often levelling ATK is more beneficial than buying a card pack (I aim for a 1:2 ratio i.e. a card pack costs double an ATK increase, but cap at 2k)
Also take a look at the next section, it may help/clear some things up
With using at least the 980 gems pass, your decisions should change, because you got more resources available (especially Card packs), but you also aim to reach higher stages for Leaderboard Rewards (to get back all gems invested, you should reach the Rank 51-100 bracket). Also note that you should buy the pass straightaway.
I'll start off with an overview of common lategame turret combos and setups, that are recommended in general (dependent on banned turrets):
Endgame Turret Combos
Thunderbolt (with full Paralysis Chain = Life Erosion)
is nearly useless without Life Erosion, but with the full Chain it's by far the strongest turret against bosses
deals tons of damage against any normal enemy as well except Stingers and Spiders (Silk Hunters), because they're immune to Paralysis
may be replaced against Armored Crabs as well, but more about that later
is nearly useless without Life Erosion, but with the full Chain it's by far the strongest turret against bosses
deals tons of damage against any normal enemy as well except Stingers and Spiders (Silk Hunters), because they're immune to Paralysis
may be replaced against Armored Crabs as well, but more about that later
Laser + Sky Guard + Gravity Vortex Gun + X
need to be placed in a specific order from left to right: Sky Guard, Laser, X, Gravity Vortex Gun
Laser needs Energy Detonation Combo Card (and Rippling Laser Breakthrough Card)
Sky Guard needs the Ignition (Burn) Chain T1
Gravity Vortex needs the Portal Chain (optimally all Cards), and no +Flight Distance Cards used
Guardian needs Laser Shot
very strong against any enemy type except Jellyfish, Crabs
fourth card optimally is Thunderbolt (or Teslacoil, rarely Hive or Aeroblast with Shatter Impact)
need to be placed in a specific order from left to right: Sky Guard, Laser, X, Gravity Vortex Gun
Laser needs Energy Detonation Combo Card (and Rippling Laser Breakthrough Card)
Sky Guard needs the Ignition (Burn) Chain T1
Gravity Vortex needs the Portal Chain (optimally all Cards), and no +Flight Distance Cards used
Guardian needs Laser Shot
very strong against any enemy type except Jellyfish, Crabs
fourth card optimally is Thunderbolt (or Teslacoil, rarely Hive or Aeroblast with Shatter Impact)
Firewheel Drone + Gravity Vortex Gun + Disruption Drone + Aeroblast
Firewheel Drone needs Vortex Firewheel and Extra Barrage
Gravity Vortex needs Field Reflection and Field Disruption
Disruption Drone needs full Disruption Chain (=Area Disruption)
Guardian needs Disruption Fire
very strong against any enemy type except Armored Crabs, Crabs
Aeroblast or DD may be replaced with Teslacoil/Thunderbolt/Laser depending on enemy type and cards available
Firewheel Drone needs Vortex Firewheel and Extra Barrage
Gravity Vortex needs Field Reflection and Field Disruption
Disruption Drone needs full Disruption Chain (=Area Disruption)
Guardian needs Disruption Fire
very strong against any enemy type except Armored Crabs, Crabs
Aeroblast or DD may be replaced with Teslacoil/Thunderbolt/Laser depending on enemy type and cards available
Teslacoil
is strong early on
needs Matrix Thunderbolt in lategame
but may mess up/delay Grouping
is working independent of other turrets
is strong early on
needs Matrix Thunderbolt in lategame
but may mess up/delay Grouping
is working independent of other turrets
Railgun + Hive + Disruption Drone + X
less common (and known) combo, is strong till at least Stage 262, but situational
Railgun needs Explosive Shell Chain (at least T1 + Impact Boost) + Piercing Mark
Hive needs Aero Split + Volley Wasp
Disruption Drone needs full Disruption Chain (=Area Disruption) + Field Replication
Guardian needs Mirror Guardian + Disruption Fire
optimally paired with Teslacoil (for Hive's 2nd strong Combo card and more Paralyze), Laser and Thunderbolt are alternatives for certain enemy types
very strong against any enemy type except Armored Crabs
less common (and known) combo, is strong till at least Stage 262, but situational
Railgun needs Explosive Shell Chain (at least T1 + Impact Boost) + Piercing Mark
Hive needs Aero Split + Volley Wasp
Disruption Drone needs full Disruption Chain (=Area Disruption) + Field Replication
Guardian needs Mirror Guardian + Disruption Fire
optimally paired with Teslacoil (for Hive's 2nd strong Combo card and more Paralyze), Laser and Thunderbolt are alternatives for certain enemy types
very strong against any enemy type except Armored Crabs
Laser
Rippling Laser and Guardian's Laser Shot make it very strong
but needs some other turret for Grouping setup (Gravity or DD)
Rippling Laser and Guardian's Laser Shot make it very strong
but needs some other turret for Grouping setup (Gravity or DD)
One of these combinations is usually available, if not (i.e. Sky Guard + Hive/Railgun/DD/Gravity Ban) then the mentioned independent turrets (Thunderbolt, Teslacoil, Laser) paired with DD or Gravity will work well. Beam is the only turret that is not really viable in my opinion, except for very niche situations (e.g. if only Single Target damage is required or against Stingers with Matrix Resonance Combo Card), also the Railgun combo I mentioned is very situational.
Turrets in-depth
To keep the endgame turret combos section somewhat comprehensive, I only included the really necessary Combos/Chain cards in my opinion (and Guardian's cards, because he's always on field). In the following there's a more in-depth analysis for each turret and which Combos/Chains to take if you play them and which to skip, because they're rather useless:
Guardian
Every Chain Card is good
Every Combo Card is good except Electric Bullet (Guardian + Thunderbolt)
Every Chain Card is good
Every Combo Card is good except Electric Bullet (Guardian + Thunderbolt)
Sky Guard
The Small Missile Chain is quite good, especially with Thermal Warhead (T2 explosion)
From the Ignition Chain only the T1 is relevant for the Energy Detonation. However, the T3 card may occasionally help with "finishing" i.e. if you struggle with a few enemies left at the end (due to the Death Explosion)
As for the Combo Cards only Collapse Explosion (Sky Guard + Gravity Vortex Gun) is necessary, any other is useless
The Small Missile Chain is quite good, especially with Thermal Warhead (T2 explosion)
From the Ignition Chain only the T1 is relevant for the Energy Detonation. However, the T3 card may occasionally help with "finishing" i.e. if you struggle with a few enemies left at the end (due to the Death Explosion)
As for the Combo Cards only Collapse Explosion (Sky Guard + Gravity Vortex Gun) is necessary, any other is useless
Laser
The Sweeping Laser Chain is highly recommended - the Vulnerable debuff of the T2 is a gamechanger
The Deflected Lasers is not worth it imo, you can get slow from other turrets easier + no card places are there anyway
Any Combo Card may be great
The Sweeping Laser Chain is highly recommended - the Vulnerable debuff of the T2 is a gamechanger
The Deflected Lasers is not worth it imo, you can get slow from other turrets easier + no card places are there anyway
Any Combo Card may be great
Disruption Drone
Disruption Chain is a must
The Teleport Chain is useless after Stage ~160
Any Combo Card may be good except Sweeping Laser
Disruption Chain is a must
The Teleport Chain is useless after Stage
160 Any Combo Card may be good except Sweeping Laser Aeroblast Floating Mine Chain is useless The Shotgun Barrage Chain is mediocre The Combo Cards are Nice-To-Have Floating Mine Chain is useless The Shotgun Barrage Chain is mediocre The Combo Cards are Nice-To-Have Thunderbolt Paralysis/Life Erosion Chain is the best for Ark Chain Lightning Chain is rather useless except against "weak to Electric" enemies Combo cards are rather useless, especially the Teleportation Paralysis/Life Erosion Chain is the best for Ark Chain Lightning Chain is rather useless except against "weak to Electric" enemies Combo cards are rather useless, especially the Teleportation Beam Beam Refraction Chain is good Damage Increase Chain is rather useless All Combo Cards are mediocre Beam Refraction Chain is good Damage Increase Chain is rather useless All Combo Cards are mediocre Firewheel Drone Both Chains are mediocre Vortex Firewheel (Firewheel + Gravity) is a must Extra Barrage (Firewheel + Aeroblast) is very strong Blazing Pulse /Firewheel + Hive) is mediocre Both Chains are mediocre Vortex Firewheel (Firewheel + Gravity) is a must Extra Barrage (Firewheel + Aeroblast) is very strong Blazing Pulse /Firewheel + Hive) is mediocre Hive Pulse Wave Chain is good Swarm Echo Chain is useless All Combo Cards are very strong Pulse Wave Chain is good Swarm Echo Chain is useless All Combo Cards are very strong Railgun Split Chain is mediocre Explosive Shell Chain is a must Piercing Mark (Railgun + Guardian) is a must Surge Pierce (Railgun + Teslacoil) is useless, the other two are mediocre according to this chat the Floating Mine of Railgun is not messing too much with Grouping, didn't try it myself Split Chain is mediocre Explosive Shell Chain is a must Piercing Mark (Railgun + Guardian) is a must Surge Pierce (Railgun + Teslacoil) is useless, the other two are mediocre according to this chat the Floating Mine of Railgun is not messing too much with Grouping, didn't try it myself Teslacoil Trap Matrix Chain is a must Charge Chain is useless All Combo Cards are mediocre Trap Matrix Chain is a must Charge Chain is useless All Combo Cards are mediocre Gravity Vortex Portal Chain is a must Black Hole Chain is mediocre Field Reflection (Gravity + Firewheel) and Field Disruption (Gravity + DD) are must-haves the other Combos are rather useless Portal Chain is a must Black Hole Chain is mediocre Field Reflection (Gravity + Firewheel) and Field Disruption (Gravity + DD) are must-haves the other Combos are rather useless Also if anyone doesn't know: Hive and Teslacoil are by far the best early game turrets, followed by CC turrets and Sky Guard/Laser that already require some cards to work. On the other hand: Thunderbolt is completely useless early on, Railgun and Firewheel need lots of cards to work as well, Aeroblast and Beam are situational swapouts. Choosing the "right" card - Lots of information already shared, now to another quite important detail that can make or break your run: When to choose which card - I cannot put all information inside it, also it's just my opinions, but some tips: In general take only chains/combos that you'll definitely also use in your endgame combo, necessary combo/cahin cards got higher priority than "strong" chains However, early on you can and I advise you to take Hive's Combo Cards instead of a T3 chain for example, they're extremely strong till Stage 200 and the faster you reach higher stages the higher your overall ceiling Also early on T1 Breakthrough cards have a way higher priority Since you got access to more cards than a Non-pass user, you should usually take any module offered anytime, it's rarely a good decision to skip it unless you already did several Ark's and know what your current deck is capable of and what you lack you are offered one of the strongest Combo Cards I mentioned in the "Non-pass" section and will use it you're offered a Chain Card that "completes" or enables the chain some modules should still never be skipped: Bonus Draw, Healing Suppression, Blast Isolation, Elite Vulnerable, EM Shock, Energy Infusion (and the first healing module offered) In general take only chains/combos that you'll definitely also use in your endgame combo, necessary combo/cahin cards got higher priority than "strong" chains However, early on you can and I advise you to take Hive's Combo Cards instead of a T3 chain for example, they're extremely strong till Stage 200 and the faster you reach higher stages the higher your overall ceiling Also early on T1 Breakthrough cards have a way higher priority Since you got access to more cards than a Non-pass user, you should usually take any module offered anytime, it's rarely a good decision to skip it unless you already did several Ark's and know what your current deck is capable of and what you lack you are offered one of the strongest Combo Cards I mentioned in the "Non-pass" section and will use it you're offered a Chain Card that "completes" or enables the chain some modules should still never be skipped: Bonus Draw, Healing Suppression, Blast Isolation, Elite Vulnerable, EM Shock, Energy Infusion (and the first healing module offered) you already did several Ark's and know what your current deck is capable of and what you lack you are offered one of the strongest Combo Cards I mentioned in the "Non-pass" section and will use it you're offered a Chain Card that "completes" or enables the chain some modules should still never be skipped: Bonus Draw, Healing Suppression, Blast Isolation, Elite Vulnerable, EM Shock, Energy Infusion (and the first healing module offered) I don't recommend "fishing" for a certain card till the last few hours Hopefully you are familiar with the "Packs Logic" i.e. depleting a certain card pool, otherwise look it up in the "Non-pass" section The overall general priority list is then: Modules Useful Chain Cards Useful Combo Cards Refresh Useful T1 Breakthrough Cards Useful T2 Breakthrough Cards Normal Cards other BT cards anything else Modules Useful Chain Cards Useful Combo Cards Refresh Useful T1 Breakthrough Cards Useful T2 Breakthrough Cards Normal Cards other BT cards anything else Other tips Get to know "the" best turret combo for lategame before the event starts, so you know which cards to pick Most of the time you'll push through the early game on the first day (Stage 120160), mainly collect cards on the second day and push through high stages on the last day / in the last hours In general try to keep ATK as low as possible as long as possible - of course you occasionally need to push it, but I recommend a 1:2 ratio (with bad early game draws/turrets) up to a 1:3 ratio of ATK increase cost to Pack cost (e.g. ATK increase costs 500 Blue shards, while pack costs 1500) In general cap Blue Packs cost at 3k and Yellow Pack cost at 400 occasionally if you just don't get one important card, the cap may and should be increased, cards are way more important in high stages than ATK occasionally if you just don't get one important card, the cap may and should be increased, cards are way more important in high stages than ATK different types of enemies require different setups, experiment around a little bit in early and a lot in endgame - more about the most common "walls" in the last section Handle walls - Often you see several players (or even every non-whale) being stuck on the same stage in the endgame, some enemy types are especially challenging, but can be countered with several adjustments in your setup. In the following I'll explain the most common types of enemies that many people struggle with and what you can do to still beat it: Armored Crabs (slow, blocking all projectiles) usually a problem if Teslacoil is banned for Energy Detonation Setup: Don't use Thunderbolt (if available), it slows down grouping and you'll end up with a few remaining often for DD Setup: Use Explosion instead of Stasis Field as T1 BT -> Double stack the DD Fields + Crabs above the fortress as soon as possible -> fish for a paralyze card as last draw in-battle (or have a slight knockback turret) usually a problem if Teslacoil is banned for Energy Detonation Setup: Don't use Thunderbolt (if available), it slows down grouping and you'll end up with a few remaining often for DD Setup: Use Explosion instead of Stasis Field as T1 BT -> Double stack the DD Fields + Crabs above the fortress as soon as possible -> fish for a paralyze card as last draw in-battle (or have a slight knockback turret) Crabs (Immune to Slow and Pull effects) use as much paralyzes as possible the only endgame enemy where DD's teleport Chain card may be used flight distance card of Gravity Vortex may be used as well use as much paralyzes as possible the only endgame enemy where DD's teleport Chain card may be used flight distance card of Gravity Vortex may be used as well Stingers (Immune to Paralyze, spawn enemies) Don't use Thunderbolt against them with DD setup: Use as many slow effects as possible (Beam's Expanding Matrix Combo Card, Hive's Pulse Wave Slow) with Energy Detonation setup: If you got enough damage, you can use one +Flight Distance Card on Gravity, to keep Stingers out of Attack Range, otherwise hope that a Black Hole pulls all stingers right above the fortress, so all enemies are in the same place Don't use Thunderbolt against them with DD setup: Use as many slow effects as possible (Beam's Expanding Matrix Combo Card, Hive's Pulse Wave Slow) with Energy Detonation setup: If you got enough damage, you can use one +Flight Distance Card on Gravity, to keep Stingers out of Attack Range, otherwise hope that a Black Hole pulls all stingers right above the fortress, so all enemies are in the same place Spiders (Immune to Paralyze) Don't use Thunderbolt against them also just try to group them as fast as possible for maximum damage Don't use Thunderbolt against them also just try to group them as fast as possible for maximum damage Devouring Spores (eat each other and suicide) my most-hated enemy type by far Disable Energy Infusion module (+50% cooldown for one turret) If you lack tank modules, but got heal modules -> figure out the right balance of CC and single target damage -> many need to suicide, Use Guardian knockback early on, then aim into "nowhere", so it flies towards the base Become easier the more tank modules you got my most-hated enemy type by far Disable Energy Infusion module (+50% cooldown for one turret) If you lack tank modules, but got heal modules -> figure out the right balance of CC and single target damage -> many need to suicide, Use Guardian knockback early on, then aim into "nowhere", so it flies towards the base Become easier the more tank modules you got Bio Ticks Are only tricky if Heal Suppression is not available With enough damage, just group them fast and kill them Otherwise, try to keep "small groups" at first, so many can suicide themselves/approach the base and the rest is finished at the end Are only tricky if Heal Suppression is not available With enough damage, just group them fast and kill them Otherwise, try to keep "small groups" at first, so many can suicide themselves/approach the base and the rest is finished at the end Armored Crabs + Boss Similar to Armored Crabs in general, but you may be forced to use Thunderbolt -> push ATK and hope for great RNG Similar to Armored Crabs in general, but you may be forced to use Thunderbolt -> push ATK and hope for great RNG Bio Ticks + Boss If Heal Suppression module is not available and TB banned - the nightmare of many Try to keep the boss away from large Bio Tick groups at first -> pay attention to the enemy counter, there's usually a big step happening suddenly -> group everything fast then If Heal Suppression module is not available and TB banned - the nightmare of many Try to keep the boss away from large Bio Tick groups at first -> pay attention to the enemy counter, there's usually a big step happening suddenly -> group everything fast then Keep in mind, everything is just my experience and opinion, there are other ways and considerations that play a role, especially the bans list each week, but this guide should give many players a better "insight" on the strength of turrets, combos, cards etc. in general for Ark.