Ward guide: gravity tower defense strategy
Ward is tower defense with no towers that shoot. You move gravity wells and let the sun, the wells and the edge of the field do the work. This guide covers the rules, the perks, the Warden and the habits that carry a run past wave 10.
How to play Ward
Enemies fall toward your core from every direction. You never fire a shot. Instead, you drag gravity wells around the board to bend each attacker's path. There are three ways to remove an enemy: steer it into the sun, crush it by pulling it into a well, or fling it off the field entirely.
Faint dotted lines show where every enemy is headed with your wells where they are now. Red means it will hit your core, gold means the sun will take it, and violet means a well will crush it. Drag a well and the lines redraw. That prediction is the whole game: your job is to turn red lines into gold and violet ones.
Place
Before each wave, reposition your wells, then press BEGIN WAVE. You start with two wells and can hold up to six.
Survive
Your core starts with 100 integrity. Each enemy that reaches it deals damage, and a Warden hits hardest. At zero the run ends.
Draft
Clear a wave and choose one of three perks. Then reposition and start the next wave.
Bank
A finished run pays cores for the waves you held, Wardens you beat and scrap you collected. Cores unlock Doctrines.
Tower defense tips for higher waves
Classic tower defense is about coverage and choke points. In Ward the choke point is the sun, and coverage comes from where you park mass.
- 01Feed the sun first, crush second.Every regular enemy pays more scrap in the sun than in a well: a drone pays 3 against 2, a heavy 5 against 2 and a corrector 6 against 2. Use wells to slingshot attackers into the sun, and let crushes catch whatever slips past.
- 02Keep moving wells during the wave.The place phase sets up your layout, but the fight is not locked in. Wells can still be dragged while a wave is running, and each enemy's line redraws as you move them. Fix a red path before it lands rather than waiting for the next break.
- 03Spend scrap on wells early.During the place phase, a +WELL button appears when you have 18 scrap and fewer than six wells. An extra well in wave 4 is worth far more than the same well in wave 9.
- 04Build in layers.Enemies come from every side, so one well cannot cover the board. Use your outer wells to bend attackers toward the sun, and keep one well closer to the core to crush whatever slips past. As the well count grows, spread them so no approach is left open.
- 05Plan for heavies and correctors.Heavies can appear from wave 3. They carry more mass, so gravity bends them less and they hit the core harder. Correctors can appear from wave 6 and re-aim at your core mid-flight, so a line that looks safe can turn red. Leave slack in your layout for both.
- 06Take integrity when the core is low.Core Plating heals as well as raising the cap. Siphon heals on every sun kill. On a board that is already feeding the sun well, Siphon keeps the core topped up for the rest of the run.
Ward perks: what to draft
After every wave you choose one of three perks. Overload, Siphon and Fortify can be taken once per run. New Well and Repulsor stop appearing once you hold six wells.
New Well
One more pull well, up to the maximum of six.
Deeper Wells
+25% gravity strength on every well.
Repulsor
Adds a well that pushes enemies away instead of pulling them in.
Drag Field
Enemies slow down while they are inside a well's reach.
Core Plating
+30 maximum integrity, and heals the core by 40.
Solar Flare
+30% sun reach and +50% sun scrap, but the sun also pushes enemies wide.
Overload
Wells crush from twice the range and pulse outward every 9 seconds.
Siphon
Sun kills heal the core by 2 and pay 3 extra scrap.
Fortify
Crush kills pay double scrap, and wells crush from a little further.
Doctrines. Before a free-play run you can pick a Doctrine, a loadout that shapes the opening. You unlock them once with cores earned from runs.
| Doctrine | Unlock | Effect |
|---|---|---|
| Warden's Oath | Free | Two wells, full integrity. The default, and the Daily's doctrine. |
| Triangulation | 30 cores | Start with three wells. More to juggle, more to bend. |
| Bulwark | 45 cores | +60 starting integrity. Trade tempo for survival. |
| Singularity | 60 cores | One well, but +60% gravity. High skill, high pull. |
How to beat the Warden
A Warden boss arrives every fifth wave, entering from below the core. It is heavy, so your wells barely move it, and it survives several crushes. Each later Warden has more health than the one before.
The Warden alternates between two phases. While it stalks, it drifts slowly toward the core and can be crushed. Then it lunges: a short, fast charge at the core during which wells cannot crush it. When it slams into the core it recoils and comes back for another lunge.
The sun is the answer. The sun removes anything that touches it, the Warden included, so one clean slingshot into the sun ends the fight however much health it has left. If you cannot line that up, grind it down with crushes during the stalk windows and keep the core's integrity high enough to absorb a slam.
Ward Daily Challenge
The Daily Challenge is one shared board a day. Every player gets the same wave sequence, and everyone plays it on the free Warden's Oath doctrine, so unlocked Doctrines give no edge. The board is ranked by the wave you reach, with cores as the tiebreak.
Your first run of the day is the one that ranks: it counts from the moment its first wave begins. You can play again, but later runs are practice and only move your local best. A new board starts at 00:00 UTC. The ranked run saves when you pause or leave, and the Daily tab resumes it, but a run still unfinished at the reset closes unranked, so start it when you have time to finish.
Ward free vs Pro
Free play covers the complete loop through wave 10: every well, every perk draft and a Warden boss. The ranked Daily Challenge and its leaderboard are free in full, every day. There are no ads.
Pro removes the wave-10 wall for the endless climb, lets you equip Warden skins and board themes, and adds 2× wave speed, which changes pacing only and gives no edge on the Daily. Choose a one-time Ward unlock or a StackForge Play Pass, which covers Pro across StackForge games. If a free run reaches the wall and you unlock later, you can continue it from its checkpoint.
Ward FAQ
Can I place new gravity wells anywhere?
Your wells are already on the board, and you drag them to move them. New wells come from the New Well perk or the +WELL button, which costs 18 scrap between waves.
Does Ward save my run if I close the app?
Yes. Free-play runs save at every wave break and whenever you pause or leave, mid-wave included, and CONTINUE picks up where you left off. Your ranked Daily run saves too, until the 00:00 UTC reset; Daily practice runs are not saved.
How often does the Warden appear?
Every fifth wave. It can take several crushes, but touching the sun removes it at once.
Is the Daily Challenge free?
Yes. The Daily and its leaderboard are free for everyone, and Pro gives no advantage on that board.
Ward is free to start on iPhone and Android, with no ads.
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