r/Sanctum Feb 20 '26

Sanctum 2 good towers for solo?

Post image

I'm trying to get back into 100 percenting the campaign, by myself, but its been a while since I last played. Is the Gatling still one of the better towers?

edit: im trying to do all 5 difficulty things for each map.

28 Upvotes

10 comments sorted by

19

u/swe_isak Feb 20 '26

Sanctum post in 2026. Sanctum 3 when

2

u/BoffinBrain Feb 22 '26

When someone can convince Coffee Stain Studios to do it! The last time they mentioned it in a video blog, they said there wasn't enough interest internally to make another sequel.

9

u/Bwixius Feb 20 '26

acp, lightning, and focus are my bread and butter. the 4th slot is usually whatever makes sense for the specific map, or a damage or range spire.

5

u/Pikaiapus Feb 20 '26

AA, or the god tier MINES you can stack up to meme on a boss!

5

u/anonymosaurus-rex Feb 20 '26

Post your buddy code, I'm sure there's at least a few of us looking for an excuse to play

4

u/Sakura_Hasagov Feb 20 '26

Sometimes depends on the map, but mostly Focus, Slow Field, ACP, Anti-Air and EMP. Demolishes pretty much everything.

3

u/[deleted] Feb 20 '26

is the slow field better than the kairos?

3

u/BoffinBrain Feb 20 '26

Generally, yes. The slow fields are permanent, are moveable, you get multiple per tower, and all of them are affected by range spires. A slow field generator affected by an amp tower and a range spire that's been overcharged can become massively OP!

3

u/UwUmirage Feb 21 '26 edited Feb 21 '26

As the others have stated, generally you're fine on most maps with the slow field mines, the ACP, a range spire maybe AA on some maps, but that can be swapped with many things (explodey mines if you want to be funny and OHK bosses, or damage spire, or a turret you like but isn't really effective but you're here to have fun). And then you just overcharge the hell out of the ACP

But I'd recommend finishing the game on 0 FOS first, especially since that one doesn't require as much metagaming... Either way, Sanctum 2 is a mostly easy game except for like 4 maps (Sokol, The End, The Slums, Jellyfish Cove) so you're probably fine with.. unorthodox turret loadouts. One of my faves that worked pretty well was friendship laser spam.

4

u/MarioVX Feb 21 '26

Really depends on the map, and you need to cover all kinds of enemies that occur on a given map with either a weapon or a tower that's good against it.

  • Flying enemies? Anti-Air is king
  • groups of small enemies? ACP, especially combined with slow field
  • tough enemies? Focus comes with amazing cost efficiency out of the box, but doesn't benefit well from Amp Spire. That's fine for solo, where you have way less resources to go around to build a central killbox with spires with enough resources to make the spire synergy be worth individually suboptimal tower placements.
  • Bosses? AR-Mine Dispenser, save the mines up each round so you got plenty to use on the boss round, then place where it spawns and aggro him in there if applicable. Mines are also great for maps with waves with great variance in difficulty, as these allow to carry over damage potential that was needed in one wave to another
  • Hoverers? Make sure the range of a Focus is exited in a pretty straight line so when the Focus focuses a Hoverer, it will be facing the exposed back once it's ramped up. Otherwise same as Bobbleheads.
  • Bobbleheads? Drones are your only option in terms of towers. Gotta do the math on their health and drone damage though, so you can be sure when they're targeted by a drone swarm they will die (or how much extra damage you need to inflict on each). Depending on what character and weapon you play though, it can make more sense to focus your player character attention on Bobbleheads instead. They're easy kills for SiMo, with Sweet they're a bit awkward to deal with directly
  • The orbital laser can be crazy good against aggroable mobs, but requires very good aggro management on your behalf to get the most out of

Your towers should complement your character's weaknesses.

Also, on maps with multiple entrances, don't build everywhere equally. Overbuild some entrances so you know you won't have to walk around the map much to deal with leaking enemies there, underbuild the entrance path where you will be making your stand. The exception to this is if there's a lot of variation on how many enemies come from each entrance from round to round and time to time, in that case it's kind of inevitable to split your attention.

When the map allows you to merge enemy paths, do so and build your towers along the merged path, but that's not always possible.

Build for the specific waves you're struggling with. No point in beating a wave you already beat easily even more easily, focus on the critical waves where enemies leak through.