P
Inferno Poker DefenceField Manual
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Tower specs &
poker hands.

Every tower you build is a 5-card poker hand. The hand decides two things at once: how strong the tower is, and what kind of tower it becomes. This page breaks down both.

01

How a tower is made

One tower per turn. You click a spot, get dealt 5 cards, reroll what you don't like, then lock it in. Two rules turn those cards into a weapon:

Your 5 cards→ Hand ranksets damage (the ×multiplier) + Hand typesets the tower archetype (Heavy / Sniper / Rapid / Frost)
02

The deck

Only 8 ranks — 7, 8, 9, 10, J, Q, K, A — in four suits. Crucially, duplicates are allowed: each of your 5 cards is drawn independently, so the same card can appear more than once. That's why hands like Five of a Kind and Five Flush exist, and why the rankings differ from real poker.

78910 JQKA
♠♥♦♣
03

Tower archetypes

Each hand maps to one of four archetypes. Each plays differently — match the tower to the wave. (Multipliers are applied on top of the hand's base damage; cooldown is the gap between shots, so lower = faster.)

Heavy

Built by the of-a-kind hands: Three, Four & Five of a Kind.

Damage×4.8
Fire rate0.61/s
Cooldown1.65s
Range×1

Slow, hard-hitting single shots. The high per-hit damage punches through enemy shields better than anything else.

Best vs armoured & shielded enemies.

Sniper

Built by Full House and every flush: Flush, Straight / Back / Royal Flush, Five Flush.

Damage×1.15
Fire rate1.73/s
Cooldown0.58s
Range×1.35

Longest range on the board (×1.35) with steady, high single hits. Place it to cover the most track.

Best for map coverage & long lanes.

Rapid

Built by Pair, High Card, Two Pair, and every straight: Straight, Back Straight, Mountain.

Damage×1
Fire rate3.31/s
Cooldown0.30s
Range×1.05

Fast single-target shots (3.31/s). Great sustained DPS against fast, low-shield swarms.

Best vs fast / speed waves.

Frost

Built only by Q High — a rare hidden hand. The board's only crowd-control tower.

Damage×0.85
Fire rate2.84/s
Cooldown0.35s
Range×1

Light, fast hits (2.84/s) — and every shot SLOWS the target.

Slows enemies 50% for 1.2s. Use it to buy your other towers more kill-time.

04

The hand ladder

All 16 hands, ranked by how rare they are in this duplicate deck — rarer means stronger. DPS is an illustrative Level-1 figure for the lowest-rank version of that hand (real damage scales with the deciding card's rank and your global upgrades). Hidden hands stay locked as “???” in-game until you first build one.

#HandMultTowerLv1 DPSHow / notes
1 Pair1P ×0.7 Rapid 51 Two cards of the same rank. The most common hand — and the weakest.
2 High CardHC ×0.85 Rapid 62 No combo at all. Rarer than a pair in this 8-rank deck, so it edges out Pair.
3 Two Pair2P ×1.25 Rapid 91 Two separate pairs. First hand that breaks past 1×.
4 Three of a Kind3K ×2.4 Heavy 154 Three of one rank. The big step-up — the skilled workhorse tower.
5 Full HouseFH ×3.1 Sniper 136 Three of a kind + a pair.
6 Four of a Kind4K ×5.8 Heavy 371 Four of one rank. Easier here than in real poker (duplicates allowed).
7 StraightST ×3.4 Rapid 247 Five in a row, e.g. 7-8-9-10-J. Builds a fast Rapid tower.
8 FlushFL ×4.6 Sniper 202 Five of one suit. Stronger than a Full House here — flushes are rarer with duplicates.
9 Back StraightBShidden ×6.2 Frost 329 Hidden. The wrap-around straight 7-8-9-10-A (Ace plays low).
10 MountainMThidden ×5.2 Heavy 333 Hidden. The top straight 10-J-Q-K-A.
11 Five of a Kind5Khidden ×8.5 Heavy 544 Hidden. Five of one rank — only possible because duplicates are allowed.
12 Straight FlushSF ×10 Sniper 438 Five in a row, all one suit.
13 Back Straight FlushBFhidden ×12 Sniper 526 Hidden. 7-8-9-10-A, all one suit.
14 Royal FlushRFhidden ×14 Sniper 614 Hidden. 10-J-Q-K-A, all one suit.
15 Five Flush5Fhidden ×17 Sniper 745 Hidden. Five identical cards — same rank AND same suit. The apex hand.
16 Q HighQHhidden ×1.1 Frost 58 Hidden. A high-card hand topped by exactly a Queen. A quirky find.

Flush beats Full House

With duplicates allowed, full houses are easier to land than flushes — so the Flush ranks higher here (×5.0 vs ×3.1).

High Card beats Pair

In an 8-rank deck a pair turns up more often than a clean high card, so High Card edges ahead (×0.85 vs ×0.70).

Three of a Kind is the cliff

The jump from Two Pair (×1.25) to Three of a Kind (×2.40) is the biggest early power spike — aim for trips.

05

The numbers

For the curious — exactly how a tower's damage, range and fire rate are computed.

damage = 22 × handMult × rankBonus × archDmg × 1.5(upgLvl−1)
handMult
The hand's tier multiplier from the ladder above (×0.70 … ×17.0).
rankBonus
1 + 0.16 × (rank−7)/7 — the deciding card's rank. A hand built on Aces hits 16% harder than the same hand on 7s.
archDmg
Archetype damage multiplier (Heavy ×4.8, Sniper ×1.15, Rapid ×1.0, Frost ×0.85).
range
TILE × (3.12 + tier × 0.072) × archRange, drawn as a squircle (not a circle) that bulges ~19% farther into the diagonals to hug the square map. Higher tiers reach slightly farther; Sniper adds ×1.35.
cooldown
max(0.30s, 0.55 × archRate). Heavy 1.65s · Sniper 0.58s · Rapid 0.30s · Frost 0.35s between shots.
upgrade
Every global upgrade multiplies all towers' damage by ×1.5. Cheap and linear — cost = level + 1 gold (Lv1→2 costs 2g, Lv2→3 costs 3g …), and gold only comes from missions — easy ones pay 1g, while harder missions pay 2g, 3g, or 4g — so it still compounds fast. Chase the tough objectives. Spend it deliberately.

Enemy shields

Damage dealt = max(hit × 0.12, hit − shield). 12% always pierces, but big single hits (Heavy) beat shields far better than weak rapid fire.

Frost slow

Frost / diamond shots slow the target to 50% speed for 1.2s — not for damage, but to buy your other towers more time to fire.

Anti-overkill aim

Towers target the enemy furthest along the track that isn't already going to die from shots in flight, so fire isn't wasted.

06

Wave-by-wave enemy specs

Every one of the 50 waves and the exact enemy it sends. HP ea is the average per-enemy health (each spawns at 0.78–1.28× variance); Spd is pixels/second; Spawn is the gap between spawns. One type per wave, cycling Speed → Shielded → Armoured → Balanced from wave 6. Every 5th wave is a boss wave (the boss spawns last, mixed into the trash) — a boss reaching the exit is an instant loss.

Speed waves swarm: 1.9× the listed count, 2.4× movement speed and a far tighter spawn gap, but zero shield. From wave 41 (the Inferno Trials) HP and shield growth ease off slightly — the curve stays brutal but finite, so a maxed elite deck can still clear wave 50.

WvTypeCountHP eaShieldSpdSpawnBoss (every 5th wave)
1Balanced4544520.55s—
2Balanced8915540.55s—
3Balanced181427550.54s—
4Balanced221918570.53s—
5Balanced2725910590.53sThe Brute ×1 · 8,625 hp / 11 sh
6Speed6120401460.22s—
7Shielded3639432630.51s—
8Armoured3991624530.50s—
9Balanced4372525660.50s—
10Balanced4685731680.49sThe Warden ×1 · 21.3k hp / 177 sh
11Shielded4684278700.48s—
12Armoured491,76459590.48s—
13Balanced511,31961730.47s—
14Speed10190401800.19s—
15Balanced581,88195770.46sThe Courier ×2 · 33.4k hp / 84 sh
16Armoured593,576143650.45s—
17Balanced622,858149810.44s—
18Speed1242,06501980.18s—
19Shielded693,777466840.43s—
20Balanced745,552291860.42sThe Colossus ×2 · 244k hp / 832 sh
21Balanced756,550344880.41s—
22Speed1504,48302150.17s—
23Shielded827,753958910.40s—
24Armoured8516.7k678760.39s—
25Balanced9012.7k667950.39sThe Phantom ×2 · 336k hp / 1,614 sh
26Speed1758,69202320.16s—
27Shielded9515.0k1,856990.37s—
28Armoured9832.3k1,314820.36s—
29Balanced10224.6k1,2931020.36s—
30Balanced10829.1k1,5251040.35sThe Titan ×3 · 1.5M hp / 5,704 sh
31Shielded10829.1k3,6001060.34s—
32Armoured11262.7k2,549880.34s—
33Balanced11547.7k2,5061090.33s—
34Speed22432.7k02670.14s—
35Balanced12566.5k3,4901120.32sThe Leviathan ×3 · 4.0M hp / 15.4k sh
36Armoured125122k4,942920.31s—
37Balanced12892.5k4,8591120.30s—
38Speed24963.3k02690.13s—
39Shielded135110k13.5k1120.30s—
40Balanced141152k7,9831120.30sThe Sovereign ×3 · 11M hp / 42.2k sh
41Balanced141175k9,0211120.30s—
42Speed276117k02690.13s—
43Shielded148197k23.0k1120.30s—
44Armoured151412k15.6k920.30s—
45Balanced157306k14.7k1120.30sThe Devourer ×3 · 21M hp / 64.7k sh
46Speed300204k02690.13s—
47Shielded161344k37.6k1120.30s—
48Armoured164721k25.5k920.30s—
49Balanced168535k24.0k1120.30s—
50Balanced174615k27.1k1120.30sThe Inferno King ×3 · 46M hp / 101k sh

Boss roster in order: The Brute (w5), Warden (w10), Courier (w15), Colossus (w20), Phantom (w25), Titan (w30), Leviathan (w35), Sovereign (w40), The Devourer (w45) and The Inferno King (w50, spawns ×3). HP/shield shown already include each boss’s own multipliers.

07

Missions & gold

Gold is the only currency, and it comes only from missions — there is no bounty for kills. Spend it on the global ×1.5 upgrade (cost rises with each level). Most missions also grant draw tokens (extra rerolls/redraws, shown as tk). Payouts scale with difficulty: 3g for the easy ones, up to 10g for the Inferno Trials (the wave 41–50 super-hell tier) — so chase the hard objectives.

MissionObjectiveReward
3 goldEasy · straightforward objectives once a few towers are up · 12 missions
Rainbow PairsBuild Pair towers of 4 different ranks3g
Stacked DecksBuild 3 different Two Pair towers3g
First BloodDefeat your first boss (wave 5)3g · 1tk
Triple UpBuild 3 Three of a Kind towers3g
OverclockedUpgrade a tower to Lv 63g · 1tk
Card SharpBuild 20 different tower variants3g · 2tk
UnbreakableClear wave 203g
BroadwayBuild 10-, J-, Q-, K- and A-key towers3g · 2tk
Face CardsBuild Q-High, K-High and A-High towers (no J-High exists — 7-8-9-10-J is a Straight)3g · 2tk
Lady LuckBuild the rare Q High tower3g · 2tk
Narrow EscapeBuild 16 Pair + Two Pair towers combined3g · 3tk
Unlucky CollectorBuild 5 towers keyed to the lowest rank (7)3g · 2tk
4 goldStandard · core mid-game challenges — the bulk of your income · 18 missions
Straight ShooterBuild 7 Straight towers4g
Flush FundsBuild 5 Flush towers4g
Hidden MasterDiscover 4 hidden hands4g · 3tk
Full Boat FleetBuild 3 different Full House towers4g · 1tk
Flush SpectrumBuild Flush towers of 4 different top ranks4g · 2tk
LegendClear wave 254g · 3tk
Pocket AcesBuild 7 Ace-key towers4g · 2tk
Seven-to-AceOwn a tower keyed to every rank: 7,8,9,10,J,Q,K,A4g · 3tk
All-In AcesBuild 6 different Ace-keyed towers4g · 3tk
Queen’s CourtBuild Q High, Q Pair and Q Two Pair towers4g · 2tk
Queen’s SuiteBuild Q High, a Q-high Straight and a Q-high Flush4g · 3tk
Top of the MountainBuild a Mountain (10-J-Q-K-A) straight4g · 2tk
NosebleedBuild Q-, K- and A-high Flush towers4g · 2tk
RoyaltyBuild a Royal or Back Straight Flush4g · 2tk
Perfect FiveBuild Five of a Kind or Five Flush4g · 3tk
Dealer’s ChoiceBuild Pair, High Card, Trips, Full House, Straight, Quads and a Straight Flush4g · 3tk
HopeBuild 5 Pair and 5 High Card towers4g · 3tk
HoarderBuild 8 High Card towers4g · 2tk
5 goldHard · demanding multi-tower and high-rank builds · 13 missions
Full HouseBuild 6 Full House towers5g
CollectorBuild High Card, Pair, 2P, 3K, FH, 4K, ST & FL (one each)5g · 1tk
Maxed OutUpgrade a tower to Lv 105g · 3tk
Quad TrinityBuild Four of a Kind of 3 ranks5g · 2tk
Grandmaster DeckBuild 30 different tower variants5g · 3tk
King’s RansomBuild a K-high Straight, K Quads and a K-full Full House5g · 2tk
Queen BeeBuild 3 of the rare Q High towers5g · 3tk
Straight LadderBuild all 5 straights: Back, J-, Q-, K-high & Mountain5g · 3tk
Aces FullBuild an Ace Full House and Ace Four of a Kind5g · 3tk
High RollerOwn a Full House, a Four of a Kind and a Straight Flush5g · 3tk
Three-CushionBuild 3 top-class towers (Straight Flush or better)5g · 3tk
Hidden AdeptBuild 7 hidden-hand towers (duplicates count)5g · 3tk
Lucky DayBuild 2 elite towers (Five of a Kind or better)5g · 2tk
6 goldEpic · the toughest objectives in the game — chase these · 6 missions
Quad SquadBuild 4 Four of a Kind towers6g
ImmortalClear wave 40 — win the game6g · 4tk
Royal CourtOwn a Mountain, a Royal Flush and a Q High at once6g · 3tk
Suited LadderBuild 3 different Straight Flushes6g · 4tk
Five AliveBuild both a Five of a Kind and a Five Flush6g · 4tk
Full SetBuild every one of the 15 hand types (Pair → Five Flush)6g · 4tk
8–10 goldInferno Trials · waves 41–50 super-hell endgame — brutal grinds for the biggest payouts · 12 missions
Fifteen AcesBuild 15 Ace-keyed towers10g · 2tk
King’s LegionBuild 15 King-keyed towers8g · 2tk
Full House DynastyBuild 12 Full House towers8g · 2tk
Quad NationBuild 8 Four of a Kind towers8g · 2tk
Straight Flush SyndicateBuild 3 Straight Flush towers10g · 2tk
High CourtBuild 5 towers of Straight Flush, Back SF or Royal Flush10g · 2tk
Suit SupremacyCollect 25 towers of a single suit8g · 2tk
AscendedReach global upgrade level 2210g · 2tk
The GauntletReach wave 458g · 2tk
Pair LadderBuild a Pair tower of all 8 ranks (7 through Ace)8g · 2tk
Two-Pair LadderBuild a Two Pair tower of all 7 high ranks (8 through Ace)10g · 2tk
Trips LadderBuild a Three of a Kind tower of all 8 ranks (7 through Ace)10g · 2tk
08

Active abilities

Hell Poker Defence gives you direct tactical agency over active combat states via a core active ability:

Inferno Poker Defence — Created by Yangwon Lee (lee@yangwon.net) Back to game →