Tower Tormentors & Monsters
The Tower is not merely an arena for rival squads—it is inhabited by lethal monstrosities, ancient automatons, and collapsing environmental hazards that can either decimate your team or become an unwitting weapon to wipe your opponents.
The Destroyer ("Grandma")
The most feared roaming entity in the Tower. Known internally at Bonfire Studios and across the community by its affectionate nickname "Grandma", this towering behemoth crashes into active beacon fights, flattening entire squads with devastating ground-pound craters and its signature Sky Slam shockwave.
Tactical Strategy:
- • Baiting Strategy: Top competitive squads use Edani’s Pulling Claws or Hollow’s Darkling Wall to funnel The Destroyer directly into rival squads contesting central Beacons.
- • Ground-Pound Telegraphed Leap: When The Destroyer coils for Sky Slam, all players must perform a timed Boosted Dodge (4.5m) or seek high ground to escape the expanding shockwave radius.
- • Beacon Overload: Never attempt to channel a Beacon capture alone while The Destroyer is active within 30 meters.
Elite Tormentors & Labyrinth Wardens
Lethal sentinels guarding purple paid doors, teleporters, and the 4 quadrants of the Training Grounds Echo Chamber.
Elite Vault Tormentors
Ancient guardians tasked with protecting high-tier loot caches, purple paid doors, and shortcut teleporters. Towering over players with jagged dark-iron armor and colossal cleavers, these sentinels possess devastating heavy swings and staggering cleaves.
Melee Tormentor Bruisers
Brutal close-quarters combat constructs equipped with bone-crushing maces and executioner cleavers. They relentlessly advance on players, utilizing sweeping arcs to corner teams against walls or abyss edges.
Ranged Tormentor Snipers & Spitters
Perched on elevated platforms and narrow catwalks, these Tormentors fire high-velocity void projectiles that disrupt Beacon channeling and punish players lingering in open corridors.
Minion Swarms & Summon Shrine Wardens
Patrol constructs and automated shrine sentinels providing essential Fragment currency for relic upgrades.
Tower Minion Swarms
Aggressive humanoid and beast constructs that roam in packs of 4 to 8 through corridors and contested rooms. While frail on their own, their bodies block skillshot trajectories and reveal player footstep pings to nearby enemy squads.
Summon Shrine Wardens
Automated sentinels anchored to Summon Shrines. When rival teams clash over upgrade stations, Wardens emit kinetic pulses to prevent uninterrupted relic enchanting and force chaotic multi-way engagements.
Environmental Hazards & The Well of Regrets
Non-player environmental dangers dictating movement choke points, ring collapses, and testing grounds.
The Well of Regrets
Added in Provisional Patch 1 to the Training Grounds and subterranean chambers. This dark necrotic font is the exact inversion of the golden Healing Well: it emits an ominous pulsating aura that damages all entities in its AoE without being lethal, providing the ultimate testing ground for sustain builds.
Miasma Collapse Fog
A dense, swirling vortex of dark arcane miasma that contracts around each floor as the Ascension timer counts down. Lingering inside the miasma rapidly strips Fortitude shields and inflicts accelerating percentage-based true damage.
The Abyss Void-Fall
The bottomless cosmic void surrounding the Tower. In the newly condensed 30-player Ascension map, The Abyss has been intentionally brought inward as an active hazard to condense combat spaces and create thrilling high-stakes perimeter skirmishes.