Water TD Black Hole: The Best Volume Delete
Water TD Black Hole pulls water into a point and damages per tick. How patch 1.0.1 changed it, where to place it, and why stacking works again.
Black Hole is the newest idea in Water TD's ability set and, after the first patch, the strongest answer to the problem the game is actually built around: too much water in too many places at once.

What it does
Black Hole creates a point that pulls water toward it and damages the water inside on every tick. Two properties follow from that:
- Its value scales with nearby volume. A hole dropped into a wide, shallow flood removes far more than one dropped into a single thin channel.
- It is a positioning tool as much as a damage tool. Pulling water toward a point also pulls it away from a bank, which means a hole can save a turret without killing anything.
That second property is why Black Hole pairs so well with a fixed killing field. Put the hole where your turrets already concentrate fire, and it feeds them.
What patch 1.0.1 changed
The day-one patch moved Black Hole in four directions at once:
- More damage per tick. The hole kills faster than it did at launch.
- Stronger pull. Water is drawn in harder, so the hole captures a larger share of a wide front.
- Close placement works again. Two holes can be placed near each other once more, which makes stacking viable.
- Hole Range costs more. The range upgrade got more expensive to compensate.
The net effect is a clear design statement: the developer wants Black Hole to be a close-range volume tool rather than a long-range safety net. Buying range is now a real trade rather than an automatic pick.
Any guide written on launch day that recommends long-range Black Hole placement is describing 1.0.0. On 1.0.1 the efficient build is close placement with damage ranks, stacked where the flood is widest.
Where to place it
Wide deltas. This is the ideal case. A delta spreads water across a front your turrets cannot cover, and a hole in the middle of it pulls the whole front into one kill zone.
In front of a FAN. A fan pushes water toward the hole, and the hole holds it there. The pair converts a moving flood into a stationary pool inside your damage.
Behind a breach. When water has already passed your line, a hole placed behind it can pull the mass back into your turrets instead of letting it spread into the base.
Not on a single deep channel. A hole on a channel that your LASER already covers is redundant. Spend the slot on something that solves a different geometry.
Stacking after the patch
The 1.0.1 notes specifically restore the ability to place holes close together. That matters because two overlapping holes in a wide flood do something a single hole cannot: they hold a larger mass in place long enough for the damage ticks to matter.
The cost is that stacking concentrates your ability budget in one place. If the flood splits into two fronts, two stacked holes on one side is the same mistake as two turrets on one bank.
Black Hole versus the rest
| Situation | Best ability | Why |
|---|---|---|
| Wide shallow flood | Black Hole | Pull plus per-tick damage scales with volume |
| One formed surge | Fireball | Instant area removal |
| Channel about to widen | Frost Wall | Stops erosion locally |
| Wave arriving too fast | Reverse | Resets tempo |
| Long straight channel | Lightning | Line burst in a funnel |
The pattern is consistent: Black Hole is the wide-front answer, and the other abilities cover the narrow-front cases. A player who owns only Black Hole will still lose to a single deep channel; a player who owns only Fireball will lose to a delta.
Cost and priority
Black Hole is not cheap in the tree. It sits behind a long upgrade branch, and the range node got more expensive in 1.0.1. For most players the sensible order is:
- AUTO damage to a comfortable rank.
- FLAME unlock plus one rank.
- First build diamond.
- Black Hole unlock once wide maps start beating you.
- Damage ranks on the hole before range.

The abilities overview→ covers the cooldown economy, reverse→ is the cheaper displacement option, and patch notes→ records the 1.0.1 buffs.
Frequently Asked Questions
Is Black Hole the best ability in Water TD? On wide maps after patch 1.0.1, yes. On narrow maps, Fireball and Lightning are better value.
Does Black Hole kill water or just move it? Both. It pulls water toward a point and deals damage per tick to what it holds.
Should I buy Hole Range? Only after damage ranks. The 1.0.1 patch raised the range cost specifically to make range a trade rather than an automatic upgrade.
Can two Black Holes overlap? Yes on 1.0.1. The patch restored close placement, which had been restricted before.
Sources
Official source: Black Hole changes in the first patch: Water TD 1.0.1 news ↗ Official source: Ability and upgrade overview: Water TD on Steam ↗ Community source: Community reports on ability behaviour: Steam hub ↗

