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Forest Guardians
Soak a goblin army with water, then zap it with lightning. Mix eight elemental towers and five Sage spells to survive 45 waves.
What is Forest Guardians?
Forest Guardians is a tower defense game where you plant towers on open grass beside a monster road and combine their elements to stop goblins, wolves, bats and golems before they reach your base. The best moments come from combos: a Water Tower makes enemies Wet, and then Ice freezes them, Lightning hits 40% harder and Fire bursts into Steam. Across three maps of 15 waves each, healers, Hex Mushrooms and a Dark Treant boss test your layout, while the Sage's five spells rescue a shaky defence.
Updated
How to play Forest Guardians
Goal: Survive all 15 waves on each of the three maps, including the Dark Treant, and keep the base at full 20 health for three stars.
- Choose a battlefield. Whispering Forest is open first, and winning a map unlocks the next one.
- Spend your starting gold (380 on the first map) by dragging towers onto open grass away from the road.
- Start wave 1 when you are ready. Towers aim and fire by themselves, and every defeat pays gold.
- Between waves, tap a tower to upgrade it up to level 3, sell it, or change who it targets first.
- During a wave, cast the Sage's spells with keys 1–5 or the buttons under the map when a lane is about to break.
- Later waves start after a 30-second break, or right away with Space. Clear wave 15 to win the map.
Controls
| Key | Action |
|---|---|
| Drag from panel / pick + tap | Build a tower on open grass |
| Tap or click a tower | Upgrade, sell or change its target priority |
| Drag the map / pinch, wheel, + − | Look around and zoom |
| Space / wave button | Start wave 1 or call the next wave early |
| 1–5 / spell buttons | Cast Gale, Skyfire, Frost Realm, Cleansing Rain or Earthquake |
| F | Switch battle speed between ×1 and ×2 |
| PEsc | Pause the battle / cancel aiming or close a panel |
Tips & tricks
- Open with Archer Towers: at 90 gold they are the cheapest build and one of six towers that can shoot down bats.
- Against Armored Knights, lead with magic towers or an Earth Tower: their armour blocks 45% of physical hits until Earth cuts it.
- Set one strong tower to Strongest when Golems arrive in wave 4, so it stops wasting shots on fast wolves.
- Keep Hex Mushrooms in mind from wave 9: they slow every tower within 230 by 35%, so spread key towers apart.
- Kill Shamans first. They heal nearby allies by 5% every 2 seconds, which quietly undoes a long burn.
- Built a tower in the wrong spot? Selling refunds 70% of everything you paid, upgrades included.
Frequently asked questions
How much gold do you get back when you sell a tower in Forest Guardians?
Seventy percent of everything you spent on it, upgrades included. An Archer Tower raised to level 3 costs 90 + 95 + 155 = 340 gold and sells for 238. That makes rebuilding a misplaced tower cheaper than living with a weak spot.
What does the Hex Mushroom do in Forest Guardians?
Every 10 seconds, after a one-second warning, a Hex Mushroom slows the fire rate of all towers within 230 units by 35% for 4 seconds. Hexed towers show a label so you can spot them. Cleansing Rain, the Sage's fourth spell, frees hexed towers straight away.
Which enemies heal others in Forest Guardians?
Shamans and Forest Druids, both first seen in wave 7. A Shaman restores 5% of an ally's health every 2 seconds within 140 units, while a Druid heals 18% every 12 seconds within 180. Neither one can heal the Dark Treant, so the boss only loses health.
What do the target priority options do in Forest Guardians?
Each tower can aim at the enemy Closest to base, the Strongest one with the most maximum health, or the one Closest to tower. New towers start on Closest to base, which stops leaks; switching a hard hitter to Strongest helps it focus on Golems and Knights.
Why can't you place a tower somewhere in Forest Guardians?
Towers need open grass inside a build area. The game rejects spots too close to the enemy road, on the river, trees, rocks or buildings, or too close to another tower, and the message tells you which rule you broke so you can shift the tower slightly.
How much harder are the later maps in Forest Guardians?
Much harder. On Moonlight Bridge enemies have 1.5 times the health and groups are 12% bigger; on Treant Ruins it is 1.9 times the health and 24% bigger groups. You get more starting gold to match, 420 and 460 instead of 380.






