Ghost Builder Tower Guide

This guide will cover the various statistics of all the towers which can be constructed by the Ghost Builder race in the Squadron Tower Defense custom map for Starcraft 2. You can check the video up top for a demonstration of all the towers available and their upgrades along with the specifics on exactly what they do listed below.

Ghost Builder Racial Ability: Ethereal Cloaking

The Ethereal Cloaking ability of the Ghost Builder gives all it’s towers a 5% chance to dodge or evade all melee attacks.
Spectre
Spectre

Spectre

Tier 1
Mineral Cost: 25
Supply Cost: 1
Hit Points: 75
Biological Armor: 1.5
–>100% from all damage types.

Move Speed: 2.25

Magic Damage: 4 – 5
–>80% to Armored (3 – 4)
–>110% to Light (4 – 5)
–>120% to Massive (4 – 5)
–> 70% to Mechanical (2 – 3)
Weapon Speed: 0.33
Base Average DPS: 13.6
Range: 5

Upgrades to: Wraith
Special Ability: Phase Out
The Phase Out ability gives the Spectre tower a 15% chance to dodge all attacks.

The Spectre is a very weak, long ranged and fast attacking tower that serves as the Ghost Builder’s lowest tier and cheapest tower to produce. These are best placed some squares behind Wanderers, even in the first few levels as their low health serves to make the Spectre incredibly fragile. The Phase Out ability serves simply as a last ditch form of protection if a couple melee units manage to break through your melee line.

Wraith

Tier 1 – Upgrade
Mineral Cost: 90 (115 total)
Supply Cost: 0 (1 total)
Hit Points: 230
Energy: 5
Biological Armor: 1.5
–>100% from all damage types.

Move Speed: 2.25

Magic Damage: 14 – 20
–>80% to Armored (11-16)
–>110% to Light (15 – 22)
–>120% to Massive (16 – 23)
–> 70% to Mechanical (9 – 13)
Weapon Speed: 0.33
Base Average DPS: 51.5
Range: 6

Upgrades to: Mercurial
Special Ability: Disturb
The Disturb ability allows the Wraith to slow an enemy’s attack and movement speed by 20% for 7 seconds. (4 energy cost)

Wraith
Wraith

The upgraded Spectre, which becomes the Wraith serves to of course up the damage of the tower while making it slightly less fragile (although slightly more expensive per hit point). In addition the evasion ability is replaced with an auto-casting spell called Disturb which helps slow attack and movement of a single target. Having a couple of Wraiths for the first boss wave is pretty handy since this ability is best against single targets. The extra bit of range helps keep the Wraith out of harms way.

Mercurial

Tier 1 – Upgrade Level 2
Mineral Cost: 150 (265 total)
Supply Cost: 1 (2 total)
Hit Points: 440
Energy: 6
Biological Armor: 1.5
–>100% from all damage types.

Move Speed: 2.4

Magic Damage: 35 – 40
–>80% to Armored (28 – 32)
–>110% to Light (38 – 44)
–>120% to Massive (41 – 47)
–> 70% to Mechanical (24 – 27)
Weapon Speed: 0.33
Base Average DPS: 113.6
Range: 6.5

Special Ability: Traumatize
The Traumatize ability allows the Mercurial to slow an enemy’s attack speed by 30% and movement speed by 40% for 7 seconds. (4 energy cost)

Mercurial
Mercurial

Upping the damage again, this final upgrade for the tier 1 tower of the Ghost race is still designed to stay out of harms way, but is far more capable of doing so with a very long range attack. The Mercurial’s special ability is basically an improved versions of the Wraith, again excellent for single, strong enemy units but can be cast more frequently with a larger energy pool to draw from.

Wanderer

Tier 2
Mineral Cost: 50
Supply Cost: 1
Hit Points: 285
Energy: –
Armored Armor: 1.5
–>80% from Piercing
–>120% from Normal
–>80% from Magic
–>90% from Siege

Move Speed: 2.4

Normal Damage: 16 – 20
–>120% to Armored (19 – 23)
–> 90% to Light (14 – 17)
–> 90% to Massive (14 – 17)
–> 80% to Mechanical (12 – 16)
Weapon Speed: 0.9
Base Average DPS: 20
Range: Melee

Upgrades to Soul of Hero or Soul of Villain
Special Ability: None

Wanderer
Wanderer

The Wanderer serves as the Ghost builder’s first melee and tanking tower that should definitely be a part of your first line, starting with Wave 1. It can eventually be upgraded into one of two choices. The Wanderer tower itself is the model of a zealot, however transparent.

Soul of Hero

Tier 2 – Upgrade level 1
Mineral Cost: 100 (150 total)
Supply Cost: 0 (1 total)
Hit Points: 820
Energy: –
Armored Armor: 1.5
–>80% from Piercing
–>120% from Normal
–>80% from Magic
–>90% from Siege

Move Speed: 2.4

Normal Damage: 67 – 71
–>120% to Armored (80 – 85)
–> 90% to Light (60 – 63)
–> 90% to Massive (60 – 63)
–> 80% to Mechanical (53 – 56)
Weapon Speed: 1
Base Average DPS: 69
Range: Melee

Special Ability: None

Soul of Hero
Soul of Hero

The Soul of Hero upgrade for the Wanderer essentially ups the tanking ability of the tower and damage without adding any extra abilities. The Soul of Hero tower model changes to a more stretched out, yet no longer transparent zealot model. This tower also retains the same damage and armor types unlike the second choice of upgrade.

Soul of Villain

Tier 2 – Upgrade level 1
Mineral Cost: 120 (170 total)
Supply Cost: 0 (1 total)
Hit Points: 565
Energy: –
Light Armor: 1.5
–> 130% from Piercing
–> 90% from Normal
–> 110% from Magic
–> 90% from Siege

Move Speed: 2.4

Magic Damage: 74 – 80
–> 80% to Armored (59 – 64)
–> 110% to Light (81 – 88)
–> 120% to Massive (88 – 95)
–> 70% to Mechanical (51 – 55)
Weapon Speed: 1.2
Base Average DPS: 64.2
Range: 4

Special Ability: Violate
The Violate ability causes the attacks from the Soul of Villain to reduce the target’s armor by 2 points, thus making all your other towers do more damage.

Soul of Villain
Soul of Villain

The Soul of Villain is the second upgrade choice for the Wanderer, changing the melee tank into a ranged support unit. The Soul of Villain works excellently combined with the rapid fire rate and low damage per hit of the Spectre and its upgrades. Definitely try to have one of these towers ready for the first boss wave, which take the form of the Sentinel’s model. Keep in mind when placing your Wanderers, and position them accordingly if you plan on upgrading any to the Soul of Villain, as you probably don’t want them on your front line.

Phantom

Tier 3
Mineral Cost: 125
Supply Cost: 1
Hit Points: 475
Energy: –
Light Armor: 1.5
–> 130% from Piercing
–> 90% from Normal
–> 110% from Magic
–> 90% from Siege

Move Speed: 2.4

Spell Damage: 33 (x3)
–> Ignores Armor
–> 100% Damage to all types except Psionic
–> 0 damage to Psionic
Weapon Speed: 1.65
Base Average DPS: 60
Range: 2.5

Upgrades to Hellraiser
Special Ability: none

Phantom
Phantom

The Phantom is the third tier of tower for the Ghost builder, excelling at attacking multiple targets simultaneously. The concept behind the Phantom, is each time it attacks, it sends out 3 bolts that each hit a separate target. If there are less than 3 targets, then the Phantom will only hit each once, firing less shots, therefore making this tower weak against bosses or single strong units. Keep in mind Psionic units are not affected by the attacks at all. Currently only the Ultralisk and Thor sending units are considered this type with their Spell Immunity attributes.

Hell Raiser

Tier 3 – Upgrade level 1
Mineral Cost: 130 (255 total)
Supply Cost: 1 (2 total)
Hit Points: 580
Energy: –
Light Armor: 1.5
–> 130% from Piercing
–> 90% from Normal
–> 110% from Magic
–> 90% from Siege

Move Speed: 2.4

Spell Damage: 59 (x3)
–> Ignores Armor
–> 100% Damage to all types except Psionic
–> 0 damage to Psionic
Weapon Speed: 1.25
Base Average DPS: 141.6
Range: 3

Special Ability: none

Hell Raiser
Hell Raiser

The Hell Raiser is the upgraded version of the Phantom Ghost tower in Squadron TD which simply ups the damage and fire rate considerably with a smaller increase to the tower’s hitpoints. There are still no special abilities for the Hell Raiser, which uses the model of the Stalker unit, colored red. Like its predecessor, this tower can only hit each target once with each attack, but can fire upon up to 3 targets at once, thus being considerably more effective against the non-boss waves. The Hell Raiser also suffers from dealing no damage to Psionic units like the Ultralisk and Thor sends.

Outcast

Tier 4
Mineral Cost: 200
Supply Cost: 2
Hit Points: 1040
Energy: –
Massive Armor: 1.5
–> 90% from Piercing
–> 90% from Normal
–> 120% from Magic
–> 90% from Siege

Move Speed: 2.4

Normal Damage: 93 – 100
–> 120% to Armored (111 – 119)
–> 90% to Light (83 – 89)
–> 90% to Massive (83 – 89)
–> 80% to Mechanical (74 – 80)
Weapon Speed: 0.85
Base Average DPS: 113.5
Range: Melee

Upgrades to Forsaken One
Special Ability: none

Outcast
Outcast

The Outcast tower serves as the second tank type and strongest tanking tower in the game for the Ghost builder, second of course to its upgraded version. This will be your late game, front-line unit, which can still be outperformed by tanks from other races, however for the Ghost builder’s tendencies to have weak HP, it’s still going to be your strongest line of defense. The Outcast tower uses the model of the Protoss Dark Templar, however does not actually cloak.

Forsaken One

Tier 4 – Upgrade level 1
Mineral Cost: 210 (410 total)
Supply Cost: 1 (3 total)
Hit Points: 1705
Energy: –
Light Armor: 1.5
–> 130% from Piercing
–> 90% from Normal
–> 110% from Magic
–> 90% from Siege

Move Speed: 2.4

Siege Damage: 125 – 139
–> 90% to Armored (112 – 125)
–> 90% to Light (112 – 125)
–> 90% to Massive (112 – 125)
–> 125% to Mechanical (156 – 173)
Weapon Speed: 0.68
Base Average DPS: 194.1
Range: Melee

Special Ability: Fadestrike
The Forsaken One dodges 20% of all attacks. Whenever an attack is successfully dodged, the next attack of the Forsaken One’s gains 40 extra damage, stacking up to 3 times.

Forsaken One
Forsaken One

The Forsaken One tower for the Ghost builder serves as the ultimate tanking line tower for this race. At first glance, it seems that it sacrifices the overall stronger Massive Armor for the weaker Light Armor, which offsets some of the increase in hitpoints, however the Fadestrike ability of the Forsaken One actually offsets the weaker armor and then some, since it effectively adds another +20% HP while boosting damage. Finally one note is the damage type of Siege is overall more effective than the Normal damage type of the Outcast, making this a potent offensive and defensive tower.

Apparition

Tier 5
Mineral Cost: 250
Supply Cost: 2
Hit Points: 685
Energy: –
Armored Armor: 1.5
–> 80% from Piercing
–> 120% from Normal
–> 80% from Magic
–> 90% from Siege

Move Speed: 2.4

Piercing Damage: 118 – 130
–> 80% to Armored (94 – 104)
–> 130% to Light (153 – 159)
–> 90% to Massive (106 – 116)
–> 70% to Mechanical (82 – 90)
Weapon Speed: 1
Base Average DPS: 124
Range: 6

Upgrades to Gravekeeper
Special Ability: None

Apparition
Apparition

The particularly fragile Apparition is a late game, back of the line type of support unit, most notable for the special debuff ability of the unit it upgrades into. I wouldn’t suggest holding onto Apparitions very long, upgrading them into their second form as soon as possible as the Outcast is overall more useful for the money spent, unless you already are tanked out. The apparition takes the form of an Archon.

Gravekeeper

Tier 5 – Upgrade level 1
Mineral Cost: 200 (450 total)
Supply Cost: 1 (3 total)
Hit Points: 1025
Energy: –
Armored Armor: 1.5
–> 80% from Piercing
–> 120% from Normal
–> 80% from Magic
–> 90% from Siege

Move Speed: 2.4

Piercing Damage: 209 – 219
–> 80% to Armored (167 – 175)
–> 130% to Light (271 – 284)
–> 90% to Massive (188 – 197)
–> 70% to Mechanical (146 – 153)
Weapon Speed: 1.1
Base Average DPS: 194.5
Range: 5

Special Ability: Despair Aura
The Despair Aura causes nearby enemy units to have their melee damage reduced by 15% and ranged damage reduced by 10%.

Gravekeeper
Gravekeeper

The Gravekeeper is still relatively fragile considering how expensive it is, however is incredibly useful thanks to its Despair Aura ability which will reduce the damage of attacking units. This ability is a significant advantage to have as early as possible, considering the generally weak nature of most of the Ghost builder’s units. Having a couple of Gravekeepers at the back of your defensive line can really shift things into your favor and contribute to the central security system defense when it comes time to cleaning up the leaks of your allies.

Dark Priest

Tier 6
Mineral Cost: 325
Supply Cost: 2
Hit Points: 680
Energy: 15
Biological Armor: 1.5
–> 100% from all damage types

Move Speed: 2.4

Magic Damage: 100 – 121
–> 80% to Armored (80 – 96)
–> 110% to Light (110 – 133)
–> 120% to Massive (119 – 145)
–> 70% to Mechanical (69 – 84)
Weapon Speed: 0.82
Base Average DPS: 134.8
Range: 7

Upgrades to Meridian
Special Ability: Haunt
The Dark Priest’s Haunt ability deals 45 damage each second while slowing the target’s attack speed by 25%. Lasts for 8 seconds.

Dark Priest
Dark Priest

The Dark Priest is the base level of the final tier of tower for the Ghost builder, possessing a High Templar model. The Dark Priest may at first look considerably weak in both damage and hit points considering its high cost, however the Haunt ability is what really makes this unit shine, causing a heavy damage over time debuff to be cast on units that it attacks, also reducing said unit’s attack speed. Combined with the Gravekeeper, that’s a lot of damage you are saving your units from.

Meridian

Tier 6 – Upgrade level 1
Mineral Cost: 350 (675 total)
Supply Cost: 0 (2 total)
Hit Points: 100
Shields: 1,100
Shield Armor: 3
Energy: –
Biological Armor: 1.5
–> 100% from all damage types

Move Speed: 2.4

Magic Damage: 193 – 224
–> 80% to Armored (154 – 179)
–> 110% to Light (212 – 246)
–> 120% to Massive (231 – 268)
–> 70% to Mechanical (231 – 268)
Weapon Speed: 1
Base Average DPS: 208.5
Range: 7

Special Ability: Catastrophe
The Meridian’s Catastrophe ability deals 90 damage each second while slowing the target’s attack speed by 50%. Lasts for 8 seconds. If the target dies while this effect is active then it will deal 70 damage to surrounding enemies.

Meridian
Meridian

The Meridian is the pinnacle of the Ghost builder’s towers, possessing a special ability that is more than twice as effective as it’s precursor’s while also improving significantly on its base stats. Besides also retaining the long range of the Dark Priest, the Merdiain throws most of its increased hit point pool into it’s shields which have twice the armor of all the other towers which only have regular hit points and combining that with the shield’s ability to regenerate. The Meridian can be equally potent to both large groups and single strong enemies like bosses., with the one exception being spell immune units.

Last Updated on October 4, 2020 by Standard of Entertainment