The answer before the background

Our recommendation

Tower Tactics Liberation Luck is a real build stat, but the current public update notes do not define one universal conversion formula for every effect. Version 1.18 raised Red Cherry's Luck from 3 to 4, added Lucky Dagger, and exposed critical-strike damage in the stats panel; version 1.18.1 raised Compulsive Reader's Luck from 7 to 9. Treat Luck as an interaction stat: add it when the deck contains effects that explicitly benefit from critical hits or Luck, then verify the result in the current stats panel and combat log behavior.

Separate visible evidence from assumed formulas

QuestionWhat the official record supportsWhat still needs an in-client check
Does Luck exist?Yes; multiple official balance notes change Luck values.The exact current effect curve for every interaction.
Can critical damage be inspected?Version 1.18 added critical-strike damage to the stats panel.The trigger chance and final result for the selected deck.
Does deck level equal Ascension?No; the notes discuss deck tips and skipping Ascension levels with Astral Dust.The unlock state of a specific local save.
Is one Luck target always best?No official universal breakpoint is published.The next point at which the current build changes outcomes.

Test Luck against the alternative stat you are giving up

  • Write down the deck, Ascension, card count, relevant trinkets and displayed combat stats before changing anything.
  • Choose one repeated encounter or comparable early-sector route; random routes make two loosely remembered runs poor evidence.
  • Add one Luck source while holding the tower package steady, then record critical behavior, leaks and clear time.
  • Compare that result with a direct damage, attack-speed, penetration, mana or survival option available at the same decision.
  • Keep Luck when it improves the deck's actual win condition; remove it when it only raises a number that the selected cards do not exploit.

Deck unlocks, offerings and Ascension solve different problems

The base game advertises 18 decks and more than 30 Sanctuary offerings. A deck defines the strategic starting package; offerings modify power before a run; Ascension raises difficulty and progression. The September 2025 update specifically highlights spending a small amount of Astral Dust to skip Ascension levels for a deck that feels too easy, with Ascension 10 named as a target. That is not the same as increasing a card's in-combat level.

Build advice should therefore retain four fields: deck, Ascension, offerings and DLC. If a player says 'deck level,' first identify whether they mean unlocked deck progression, Ascension, tower fusion level during combat, or Astral Siege's separate Siege Level. Those systems cannot share one formula or one recommendation.

No invented breakpoint

We do not publish a made-up statement such as 'one Luck equals one percent crit.' Use the current client and a repeatable test until the developer documents a complete formula.

Common questions

What does Luck do in Tower Tactics: Liberation?

It supports Luck- and critical-related interactions, but the checked public notes do not state one complete universal formula. Inspect the current stats panel and the exact card or trinket text.

How much Luck should a build have?

There is no universal target. Stop adding it when a direct damage, mana, control or survival choice improves the deck's measured result more.

Is deck level the same as Ascension?

No. Ascension is a difficulty progression axis. Tower fusion levels happen within combat, and Astral Siege also has a separate Siege Level.

What changed in version 1.18?

The update added Lucky Dagger, showed critical damage in the stats panel and increased Red Cherry's Luck; later 1.18.1 notes also increased Compulsive Reader's Luck.

What we checked

Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.