
RubyCode R
| Level | Damage | Interval | Range |
|---|---|---|---|
| Cracked | 9 | 1s | 205px |
| Flawed | 15 | 1s | 205px |
| Common | 23 | 1s | 205px |
| Flawless | 42 | 1s | 205px |
| Perfect | 92 | 1s | 222px |
| Giant | 140 | 0.75s | 222px |
All gem stats · special tower recipes · slab materials — every number on this page is read straight from the game engine tables and always matches the game.
How Gem TD plays:This is the browser version of Gem TD, the classic Warcraft 3 tower defense map. Each round, the build phase has you place 5 stones (each randomly becomes one of 8 gem types), and gems act as towers and maze walls at the same time; in the pick phase you keep only 1 gem while the rest turn into stone blocks that keep forming the maze. Complete a recipe and you can combine special towers and slabs. Topaz gem towers and the Slow Slab use chaos attacks — they ignore magic and physical immunity, the core counter against double-immune waves.
Solo maze tips:Folding the creep path into a spiral with stones pays off the most — wall off the corridor entrances between checkpoints so every wave takes an extra lap; amethyst is air only and diamond is ground only, so keep anti-air firepower ready for the flying waves every 4th wave; veteran towers hit harder as their kill count grows, and using one as a material passes its kill level on to the new tower.
Each round your 5 stones randomly become one of the 8 gems below; merge 2 identical gems of the same level to go up 1 level, 4 to go up 2, topping out at the level 6 Giant.

| Level | Damage | Interval | Range |
|---|---|---|---|
| Cracked | 9 | 1s | 205px |
| Flawed | 15 | 1s | 205px |
| Common | 23 | 1s | 205px |
| Flawless | 42 | 1s | 205px |
| Perfect | 92 | 1s | 222px |
| Giant | 140 | 0.75s | 222px |

| Level | Damage | Interval | Range |
|---|---|---|---|
| Cracked | 7 | 1s | 152px |
| Flawed | 12 | 1s | 196px |
| Common | 19 | 1s | 205px |
| Flawless | 35 | 1s | 214px |
| Perfect | 68 | 1s | 310px |
| Giant | 200 | 1s | 416px |

| Level | Damage | Interval | Range |
|---|---|---|---|
| Cracked | 4 | 0.8s | 152px |
| Flawed | 8 | 1s | 152px |
| Common | 14 | 1s | 152px |
| Flawless | 25 | 1s | 152px |
| Perfect | 75 | 1s | 170px |
| Giant | 250 | 1s | 187px |

| Level | Damage | Interval | Range |
|---|---|---|---|
| Cracked | 6 | 0.8s | 152px |
| Flawed | 12 | 1s | 161px |
| Common | 20 | 1s | 170px |
| Flawless | 34 | 1s | 187px |
| Perfect | 85 | 1s | 205px |
| Giant | 220 | 1s | 222px |

| Level | Damage | Interval | Range |
|---|---|---|---|
| Cracked | 11 | 0.8s | 240px |
| Flawed | 22 | 1s | 262px |
| Common | 35 | 1s | 284px |
| Flawless | 68 | 1s | 293px |
| Perfect | 145 | 1s | 328px |
| Giant | 375 | 1s | 354px |

| Level | Damage | Interval | Range |
|---|---|---|---|
| Cracked | 10 | 0.8s | 152px |
| Flawed | 17 | 1s | 161px |
| Common | 34 | 1s | 170px |
| Flawless | 62 | 1s | 178px |
| Perfect | 145 | 1s | 196px |
| Giant | 325 | 1s | 214px |

| Level | Damage | Interval | Range |
|---|---|---|---|
| Cracked | 7 | 0.35s | 126px |
| Flawed | 14 | 0.35s | 128px |
| Common | 27 | 0.35s | 131px |
| Flawless | 52 | 0.35s | 139px |
| Perfect | 110 | 0.35s | 161px |
| Giant | 280 | 0.35s | 170px |

| Level | Damage | Interval | Range |
|---|---|---|---|
| Cracked | 5 | 0.8s | 170px |
| Flawed | 10 | 1s | 187px |
| Common | 20 | 1s | 205px |
| Flawless | 40 | 1s | 222px |
| Perfect | 85 | 1s | 240px |
| Giant | 180 | 1s | 328px |
The 5 gems of the current round plus towers already on the field all work as materials; the kill count of consumed towers carries over and adds up on the new tower (1 level per 10 kills, +10% attack damage per level).

Splash hits for full damage in 44px plus 20% ice slow. An early-game powerhouse.

Ground only. 10% chance for 5x crit (official PinkDiamond).

0.35s attack speed, hits 3 targets at once.

Area burn aura of 40/sec (official StarRuby).

Poison 5/sec plus 50% slow (official Jade).

Air only! Air units take -5 armor plus an Immolation aura of 50/sec (official RedCrystal v2.9 Immolation).

High-damage splash with ice slow and Berserk (+50% own attack speed). A mid-game core (official SilverKnight).

0.35s attack speed, hits 4 targets at once (official VividMalachite).

Burning aura of 130/sec with 25% slow, hits 6 targets at once (official Uranium: area burn and slow).

Red Volcano: attacks for about 40 red dragonfire every 1.0s; Immolation aura deals 50/sec in 88px, +5/sec per 10 kills (100/sec at 100 kills).

20% chain lightning plus an area burn aura of 50/sec (official BloodStone: LV1 area burn).

Poison 10/sec plus 50% slow and +15 range for nearby towers.

Air only. 25% chance for 2x crit plus -5 armor (official Gold).

Dark Emerald: attacks for about 120 poison arrows every 1.0s; 12.5% chance to stun for 1.5s.

Hits reduce armor by 4 and magic resist by 4%, plus 8% Frost Nova (120 spell damage with 35% slow) (official Paraiba: chance of Frost Nova).

Nearby towers are immune to Disarm (Magic Barrier 160px); a 160px reveal aura (bane of invisible waves).

Nearby towers gain +20% attack speed in 210px and +30% damage in 176px.

70px splash with 20% ice slow plus an aura of +5% damage for nearby towers (official YellowSapphire v2.7).

Ground only. 10% chance for 8x crit (official GreatPinkDiamond).

Burning aura of 180/sec with 30% slow, hits 6 targets at once, plus 2.5% chance for 50x crit (official Uranium235).

25% forked lightning plus burn and 15% chance for 3x crit.

0.35s attack speed poison, a range aura and a true strike aura.

Lucky Asian Jade: golden blades every 0.35s; poison 25/sec with 45% slow (4s); Lucky Charm: 1% chance for gold (wave/2), 1% chance to stun for 2s, 5% chance for 4x crit.

Air only. Air units take -6 armor plus an Immolation aura of 65/sec (official RedCrystalFacet).

Air only. 30% chance for 2x crit, -8 armor and Greed (official EgyptianGold).

Enchanted Emerald: attacks for 100-200 poison arrows every 0.7s; 12.5% chance to stun for 1.5s plus 15% chance for 4x crit.

10% stun, hits reduce armor by 6 and magic resist by 6%, plus 10% Frost Nova (official ParaibaFacet).

Nearby towers are immune to Disarm (Magic Barrier 200px) plus attack speed and damage auras; a 200px reveal aura (bane of invisible waves).

Splash with ice slow, 30% chain lightning and an aura of +8% damage for nearby towers.

Reduces air unit armor by 5 (1760px aura, air only); an upgraded Star Ruby (4.05 pro).

Fire aura: 130 damage per second within 770px (65 every half second); an upgraded Volcano.

Hits every target in range (all enemies within 800px); an upgraded Vivid Malachite.

Top-tier crits (official UberStone-class stats).

The ultimate lightning king.

The strongest single-target poison in the game.

Top-tier anti-air, attacks add a 15% burning splash.

Top-tier control and crits.

Otomad: nearby towers gain +100% attack speed and +50% damage, plus Magic Barrier (Disarm immunity) and a reveal aura (all 264px, inherited from Red Coral).

Top-tier ice control (official GreatSapphire-class range).

Reduces air unit armor by 6 (1850px aura) and scorches enemies within 330px for 50/sec (air only); an upgraded Huge Pink Diamond.

Single-round combo: Flawless Emerald + Flawless Opal + Flawless Aquamarine.

Single-round combo: Flawless Diamond + Flawless Sapphire + Flawless Topaz.

Single-round combo: Flawless Emerald + Flawless Sapphire + Flawless Ruby.

Single-round combo: Flawless Ruby x2 + Flawless Amethyst x2 (4 gems). Burns for 400/sec.

Single-round combo: E1+E2+E3+E4+E5. Attack speed +100% aura.

Single-round combo: Y1~Y5. Every hit triggers a 100% burning splash.

Single-round combo: D1~D5.

The pride of UG: nearby towers gain +50% attack damage (850px aura, stacks with Black Cat Eye).
Slabs are towers laid on the ground: a basic slab = the required main gem + one material gem of your choice (any of the 5 fresh gems from the current round or gems already on the field works); advanced slabs are combined from two matching basic slabs.

Poison 10/sec for 20s plus 25% slow for 20s (Poison Vine slab, hits air).

Stomp for 30 damage plus a six-spell pool at 5% each: Frost Star 100 / Blades 80 / Chain 85 / Carrion 125 / -5 armor / +3 gold (Rune Stone).

Stomp for 80 damage, 860px range and a +10% attack speed aura (Opal Vein slab).

Stomp for 100 damage plus a permanent 15% slow (the slow never wears off).

Always ensnares for 1.5s with 160 damage plus kill-level growth (kills x20), 2s cooldown. Chaos attack (Hold Slab).

Stomp for 40 damage (ground) plus 850-range air missiles for 40 damage every 0.5s (Floating slab, Owl).

Point-blank burn per second (kills x10 + wave x20, base 20) plus a 320px +10% damage aura (Damage slab).

Hits every target in range (AoE slab, 600-range Avenger missile).

Stomp for 100 damage every 0.33s plus an eight-spell pool (Frost Star 300 / Quake / Blades / -7 armor / Shockwave / Gold drain / Forked lightning / Poison, grows with kill level).

Always ensnares for 2.5s (ground and air) with -12 armor while held; damage skyrockets with kills and waves (Ancient slab, 2.5s cooldown).

Stomp for 200 damage every 0.3s, Ember Stack adds +35 per hit x combo (5s), a global +10% attack speed aura, and the target explodes for 500 in 750 on death (Ghost slab).

750-range missiles hit all targets for 30 damage every 0.5s, a 500px burn of 50 up to 100/sec and a 500px +10% up to +60% damage aura (grows with kills) (Viper slab).
Each round has three phases: in the build phase, long-press an empty spot on the map to place 5 stones, each randomly becoming one of 8 gem types and a maze wall; in the pick phase you keep only 1 of the 5 gems as a tower while the rest turn into stone blocks (still maze walls); in the attack phase creeps march along the checkpoints, and any creep that gets past your maze to the castle costs you lives.
When 2 gems of the same type and level show up in a round you can merge them 2-into-1 into the next level; with 4 you can go 4-into-1 and jump 2 levels. Gems have 6 levels: Cracked → Flawed → Common → Flawless → Perfect → Giant. You can also spend gold to raise quality odds, so higher level gems show up more often each round.
Special towers combine by recipe: the 5 gems rolled this round plus towers already on the field all count as materials. For example Silver = Cracked Sapphire + Cracked Diamond + Cracked Topaz; advanced towers use basic towers as materials (Silver Knight = Silver + Flawed Aquamarine + Common Ruby). Combine as soon as the recipe is complete in the current round, and the kill counts of consumed towers add up on the new tower.
Every 10 kills levels a tower up once, +10% attack damage per level (damage only; range and attack speed stay the same). Kill counts carry over and add up when combining, so using veteran towers that have seen lots of action as materials gives the new tower a bigger head start.
Slabs are towers laid flat on the ground: a basic slab = the required main gem + one material gem of your choice (for example Poison Vine Slab = Common Emerald + Flawed Aquamarine / Flawed Opal / Flawed Topaz, any one of them); the 5 fresh gems of the round or gem towers already on the field both work as materials. Advanced slabs combine from two matching basic slabs (Ruins Slab = Poison Vine Slab + Spell Slab). Slab kill levels cap at 11.
Magic attacks cannot hurt magic immune creeps, and physical attacks deal only 15% damage to physical immune ones; the chaos attacks of topaz gem towers and the Slow Slab ignore both kinds of reduction, so they are the core counter for double-immune waves.