Default Bank
Generates 1 Cash per tick. Upgrades boost tick rate by 0.5 and cost +25 Cash each. Baseline economy - never optimal, never terrible.
Banks are the in-match Cash engine. Pick the wrong Bank for the stage and you will either starve before the boss spawns or hit the deploy-cooldown penalty at exactly the wrong moment. Each Bank can be unlocked permanently for 200 Bricks.
Generates 1 Cash per tick. Upgrades boost tick rate by 0.5 and cost +25 Cash each. Baseline economy - never optimal, never terrible.
Slow early but 12 total upgrades at reduced cost. Once maxed, this is the strict best late-game engine. Levels 1-4 feel brutal - survive them and the economy explodes.
+152% generation out of the gate. Penalty: +60% upgrade scaling and +115% deploy cooldown at high levels. Wins the early game but bleeds cash flow late.
Passive income is disabled; enemy bounties are massively boosted. 60-second self-destruct timer - upgrading resets the timer but accelerates decay. Lose if you cannot afford the reset.
Negligible income. Upgrade fills a decay meter that triggers a map-wide allied Walkspeed + Attack Rate buff. Hurts reinforce cadence, rewards already-strong units.
Disables enemy cash bounties. Kills fill a Blood Meter spent on autonomous projectiles and friendly Blight summons. Niche but devastating on swarm stages.
Keep entries useful by separating source-backed facts, player-tested strategy, and update timing.
Keep rarity, obtain method, abilities, and summary tied to official posts or repeatable in-game testing.
Link banks entries to matching builds, boss routes, and guide sections.
Keep tier values and obtain methods current after each game update.