Every ball answers to different material. None of them breaks all twelve, and each one has material it simply cannot touch - even the most expensive laser ball is helpless against stone. So you read the tower first, then pick two from what you own. The steel ball always fills the third slot for free, so a hand is always three.
The no-trick baseline. Always free, never runs out. It works on wood, glass, ice and plastic but bounces off stone and iron. It weakens as levels rise - past level ten it only shoves even the soft stuff.
Freezes, then shatters. Strongest against ice and glass - things already brittle - and one of only two balls that can handle rubber, because frozen rubber stops bouncing. Useless on iron.
The harder, the better. Concrete is its home ground, and it bores through iron, stone and brick too. But it spins uselessly on soft material - it needs to bite, and paper and glass give it nothing to grip.
Splits into three and covers width. Each fragment is light, so hard material shrugs it off - but springy plastic, which deflects any single impact, has no better answer.
The exact opposite of the steel ball. It rips iron straight out and does nothing at all to anything else. Unbeatable on a steelworks tower, wasted money on a timber one.
Passes clean through the front row and strikes only the back. Its worth is position, not power - it is the answer when something blocks the way. Glass is its material: the bodiless passing through the transparent.
Blows wide. It hits hardest on splittable material like wood, and chains if it strikes a bomb crate inside the tower. But shockwaves reflect off density - stone, concrete and iron only get scorched.
Drives into the pedestal and heaves the whole floor. The heavier and stiffer a block, the more surely its own weight topples it - stone is this ball's ground. Light material just rides the wave.
The heaviest thing in the game. The only ball that meets brick, stone, concrete and iron head-on - yet it punches straight through thin material like glass and ice, leaving no shock behind. Rubber swallows it whole.
Burns as it bores. Paper and rubber are its ground; it melts plastic and cuts iron. But minerals do not melt - it is helpless against stone, concrete and brick, and it passes straight through transparent glass and ice.
Every tower has a character - masonry, steelworks, glasshouse, timber, cushioned. One pair of materials makes up about half of it, so what it is built from decides what you should bring. The base carries the load above it and holds firm, so aim high or aim for the middle.
The weakest thing here. Anything tears it, and it holds no weight at all.
Very weak and shatters completely - but it barely passes force on, so chains die at it.
Slippery and splits apart. Low transfer, so it fails to shake what sits above.
Light and splinters easily. It passes force reasonably well, making it a bridge for chains.
Light and springy, breaking into large pieces. It absorbs impact.
Between wood and stone. It cracks along the mortar lines.
Heavy and hard. It transmits force well and creates the big chains.
Harder than stone, but once it cracks it goes all at once.
Very heavy and unbreakable. It passes force on almost untouched.
Never breaks and bounces hard. It soaks up impact instead of sending it upward.
Cannot be broken. It swallows impact whole - but it is light, so knock it and it rolls off.
Detonates when struck. The biggest single blow the tower itself is hiding.