To see the statistics of this tower without the Firerate Bug , visit the Firerate Bug page.
Base Stats
Cost $4,500
Placement Footprint Average (1.5)
Sell Price $1,500
Placement Type Ground
Damage 10
Damage Method Burst
Firerate 0.208
Hidden Detection Level 1+
Range 18
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Overcharge 300
Charge-Up 2.5
Cooldown 2.5
Upgrades
+5 Damage
+Hidden Detection
Sell Price changes to $1,833
+2 Range
300 > 600 Overcharge
Sell Price changes to $2,666
+25 Damage
Sell Price changes to $4,250
+2.5 Range
0.208 > 0.158 Tick
600 > 1,280 Overcharge
2.5 > 1.5 Charge-Up Time
Sell Price changes to $8,000
0.158 > 0.108 Tick
+2.5 Range
+60 Damage
1,280 > 2,400 Overcharge
Sell Price changes to $20,000
Stats Table
Level
Total Price
Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Overcharge
Range
DPS[ 3]
Cost Efficiency
0
$4,500
10
0.208
2.5
2.5
300
18
26.69
$168.6
1
$5,500
15
0.208
2.5
2.5
300
18
32.75
$167.94
2
$8,000
20
0.208
2.5
2.5
600
20
53.38
$149.87
3
$12,750
40
0.208
2.5
2.5
600
20
73.89
$172.55
4
$24,000
40
0.158
1.5
2.5
1,280
22.5
141.34
$169.8
5
$60,000
100
0.108
1.5
2.5
2,400
25
364.08
$164.8
Base Stats
Cost $5,000
Placement Footprint Average (1.5)
Sell Price $1,666
Placement Type Ground
Damage 12
Damage Method Burst
Firerate 0.208
Hidden Detection Level 1+
Range 17.5
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Overcharge 240
Charge-Up 2.5
Cooldown 2.5
Upgrades
+8 Damage
+Hidden Detection
Sell Price changes to $2,066
+1.5 Range
240 > 420 Overcharge
Sell Price changes to $2,816
+10 Damage
420 > 600 Overcharge
Sell Price changes to $4,150
+1.5 Range
0.208 > 0.158 Tick
600 > 1,050 Overcharge
2.5 > 1.5 Charge-Up Time
Sell Price changes to $7,316
0.158 > 0.108 Tick
+1.5 Range
+10 Damage
1,050 > 4,800 Overcharge
Sell Price changes to $17,316
Stats Table
Level
Total Price
Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Overcharge
Range
DPS[ 3]
Cost Efficiency
0
$5,000
12
0.208
2.5
2.5
240
17.5
26.2
$190.84
1
$6,200
20
0.208
2.5
2.5
240
17.5
32.01
$193.69
2
$8,450
20
0.208
2.5
2.5
420
19
44.83
$188.49
3
$12,450
30
0.208
2.5
2.5
600
19
65.5
$190.08
4
$21,950
30
0.158
1.5
2.5
1,050
20.5
110.18
$199.22
5
$51,950
40
0.108
1.5
2.5
4,800
22
283.02
$183.56
Base Stats
Cost $5,000
Placement Footprint Average (1.5)
Sell Price $1,666
Placement Type Ground
Damage 12
Damage Method Burst
Firerate 0.208
Hidden Detection Level 1+
Range 17.5
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Overcharge 240
Charge-Up 2.5
Cooldown 2.5
Upgrades
+8 Damage
+Hidden Detection
Sell Price changes to $2,066
+1.5 Range
240 > 420 Overcharge
Sell Price changes to $2,816
+10 Damage
420 > 750 Overcharge
Sell Price changes to $4,150
+1.5 Range
-5 Damage
0.208 > 0.158 Tick
750 > 1,050 Overcharge
2.5 > 1.5 Charge-Up Time
Sell Price changes to $7,316
0.158 > 0.108 Tick
+1.5 Range
+10 Damage
1,050 > 4,800 Overcharge
Sell Price changes to $17,316
Stats Table
Level
Total Price
Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Overcharge
Range
DPS[ 3]
Cost Efficiency
0
$5,000
12
0.208
2.5
2.5
240
17.5
26.2
$190.84
1
$6,200
20
0.208
2.5
2.5
240
17.5
32.01
$193.69
2
$8,450
20
0.208
2.5
2.5
420
19
44.83
$188.49
3
$12,450
30
0.208
2.5
2.5
750
19
73.53
$169.32
4
$21,950
25
0.158
1.5
2.5
1,050
20.5
98.72
$222.35
5
$51,950
40
0.108
1.5
2.5
4,800
22
283.02
$183.56
Base Stats
Cost $5,000
Placement Footprint Average (1.5)
Sell Price $1,666
Placement Type Ground
Damage 12
Damage Method Burst
Firerate 0.208
Hidden Detection Level 1+
Range 17.5
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Overcharge 240
Charge-Up 2.5
Cooldown 2.5
Upgrades
+8 Damage
+Hidden Detection
Sell Price changes to $2,066
+1.5 Range
240 > 420 Overcharge
Sell Price changes to $2,816
+10 Damage
420 > 600 Overcharge
Sell Price changes to $4,150
+1.5 Range
0.208 > 0.158 Tick
600 > 1,050 Overcharge
2.5 > 1.5 Charge-Up Time
Sell Price changes to $7,316
0.158 > 0.108 Tick
+1.5 Range
+10 Damage
1,050 > 4,800 Overcharge
Sell Price changes to $17,316
Stats Table
Level
Total Price
Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Overcharge
Range
DPS[ 3]
Cost Efficiency
0
$5,000
12
0.208
2.5
2.5
240
17.5
26.2
$190.84
1
$6,200
20
0.208
2.5
2.5
240
17.5
32.01
$193.69
2
$8,450
20
0.208
2.5
2.5
420
19
44.83
$188.49
3
$12,450
30
0.208
2.5
2.5
600
19
65.5
$190.08
4
$21,950
30
0.158
1.5
2.5
1,050
20.5
110.18
$199.22
5
$51,950
40
0.108
1.5
2.5
4,800
22
283.02
$183.56
Base Stats
Cost $5,000
Placement Footprint Average (1.5)
Sell Price $1,666
Placement Type Ground
Damage 12
Damage Method Burst
Firerate 0.208
Hidden Detection Level 1+
Range 17.5
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Overcharge 240
Charge-Up 2.5
Cooldown 2.5
Upgrades
+8 Damage
+Hidden Detection
Sell Price changes to $2,066
+1.5 Range
240 > 420 Overcharge
Sell Price changes to $2,816
+5 Damage
420 > 750 Overcharge
Sell Price changes to $4,150
+1.5 Range
0.208 > 0.158 Tick
750 > 1,500 Overcharge
2.5 > 1.5 Charge-Up Time
Sell Price changes to $7,316
0.158 > 0.108 Tick
+1.5 Range
+20 Damage
1,500 > 3,600 Overcharge
Sell Price changes to $17,316
Stats Table
Level
Total Price
Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Overcharge
Range
DPS[ 3]
Cost Efficiency
0
$5,000
12
0.208
2.5
2.5
240
17.5
26.2
$190.84
1
$6,200
20
0.208
2.5
2.5
240
17.5
32.02
$193.63
2
$9,450
20
0.208
2.5
2.5
420
19
44.83
$210.8
3
$12,450
25
0.208
2.5
2.5
750
19
66.73
$186.57
4
$21,950
25
0.158
1.5
2.5
1,500
20.5
111.28
$197.25
5
$51,950
45
0.108
1.5
2.5
3,600
22
284.81
$182.4
Base Stats
Cost $4,250
Placement Footprint Average (1.5)
Sell Price $1,416
Placement Type Ground
Damage 10
Damage Method Burst
Firerate 0.208
Hidden Detection Level 1+
Range 17.5
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Overcharge 180
Charge-Up 3
Cooldown 2
Upgrades
+5 Damage
+Hidden Detection
Sell Price changes to $1,683
180 > 300 Overcharge
Sell Price changes to $2,133
+5 Damage
300 > 600 Overcharge
Sell Price changes to $3,466
+10 Damage
0.208 > 0.158 Tick
600 > 1,200 Overcharge
Sell Price changes to $6,966
0.158 > 0.108 Tick
+2.5 Range
+15 Damage
3 > 2 Charge-Up Time
1,200 > 3,600 Overcharge
Sell Price changes to $18,300
Stats Table
Level
Total Price
Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Overcharge
Range
DPS[ 3]
Cost Efficiency
0
$4,250
10
0.208
3
2
180
17.5
20.59
$206.41
1
$5,050
15
0.208
3
2
180
17.5
24.01
$210.33
2
$6,400
15
0.208
3
2
300
17.5
32.75
$195.42
3
$10,400
20
0.208
3
2
600
17.5
53.38
$194.83
4
$20,900
30
0.158
3
2
1,200
17.5
106
$197.17
5
$54,900
45
0.108
2
2
3,600
20
284.81
$192.76
Base Stats
Cost $4,250
Placement Footprint Average (1.5)
Sell Price $1,416
Placement Type Ground
Damage 10
Damage Method Burst
Firerate 0.208
Hidden Detection Level 1+
Range 17.5
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Overcharge 180
Charge-Up 3
Cooldown 2
Upgrades
+5 Damage
+Hidden Detection
Sell Price changes to $1,683
180 > 375 Overcharge
Sell Price changes to $2,133
+10 Damage
375 > 625 Overcharge
Sell Price changes to $3,233
+20 Damage
625 > 1,350 Overcharge
Sell Price changes to $6,566
0.208 > 0.108 Tick
+2.5 Range
+5 Damage
3 > 2 Charge-Up Time
1,350 > 3,000 Overcharge
Sell Price changes to $17,900
Stats Table
Level
Total Price
Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Overcharge
Range
DPS[ 3]
Cost Efficiency
0
$4,250
10
0.208
3
2
180
17.5
20.59
$206.41
1
$5,050
15
0.208
3
2
180
17.5
24.01
$210.33
2
$6,400
15
0.208
3
2
375
17.5
36.76
$174.1
3
$9,700
25
0.208
3
2
625
17.5
61.27
$158.32
4
$19,700
45
0.208
3
2
1,350
17.5
120.11
$164.02
5
$53,700
50
0.108
2
2
3,000
20
286.26
$187.59
Base Stats
Cost $4,250
Placement Footprint Average (1.5)
Sell Price $1,416
Placement Type Ground
Damage 10
Damage Method Burst
Firerate 0.208
Hidden Detection Level 0+
Range 17.5
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Overcharge 180
Charge-Up 3
Cooldown 2
Upgrades
+4 Damage
Sell Price changes to $1,683
180 > 280 Overcharge
Sell Price changes to $2,133
+11 Damage
280 > 425 Overcharge
Sell Price changes to $3,233
+11 Damage
425 > 1,080 Overcharge
Sell Price changes to $6,566
0.208 > 0.108 Tick
+5 Range
+14 Damage
3 > 2 Charge-Up Time
1,080 > 3,000 Overcharge
Sell Price changes to $16,566
Stats Table
Level
Total Price
Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Overcharge
Range
DPS[ 3]
Cost Efficiency
0
$4,250
10
0.208
3
2
180
17.5
20.59
$206.41
1
$5,050
14
0.208
3
2
180
17.5
23.45
$215.35
2
$6,400
14
0.208
3
2
280
17.5
30.57
$209.36
3
$9,700
25
0.208
3
2
425
17.5
49.79
$194.82
4
$19,700
36
0.208
3
2
1,080
17.5
96.09
$205.02
5
$49,700
50
0.108
2
2
3,000
22.5
286.26
$173.62
Base Stats
Cost $3,500
Placement Footprint Average
Sell Price $1,166
Placement Type Ground
Damage 6-8
Damage Method Burst
Firerate 0.208
Hidden Detection Level 0+
Range 13
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Burst Time 6
Charge-Up 3
Cooldown 2
Upgrades
+3 Range
Sell Price changes to $1,366
6 > 8.5 Burst Time
Sell Price changes to $1,766
+7 Damage
Sell Price changes to $2,833
+3 Range
0.208 > 0.108 Tick
Sell Price changes to $6,000
+1 Range
+20 Damage
3 > 2 Charge-Up Time
8.5 > 12 Burst Time
Sell Price changes to $16,000
Stats Table
Level
Total Price
Highest Damage
Lowest Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Burst Time
Range
Max DPS[ 4]
Avg DPS[ 5]
Min DPS[ 6]
Cost Efficiency[ 7]
0
$3,500
8
6
0.208
3
2
6
13
20.98
18.36
15.73
$190.63
1
$4,100
8
6
0.208
3
2
6
16
20.98
18.36
15.73
$223.31
2
$5,300
8
6
0.208
3
2
8.5
16
24.22
21.19
18.16
$250.12
3
$8,500
15
11
0.208
3
2
8.5
16
45.41
39.35
33.3
$216.01
4
$18,000
15
11
0.108
3
2
8.5
19
87.45
75.79
64.13
$237.5
5
$48,000
35
25
0.108
2
2
12
20
243.06
208.33
173.61
$230.4
Base Stats
Cost $3,500
Placement Footprint Average
Sell Price $1,166
Placement Type Ground
Damage 10
Damage Method Burst
Firerate 0.208
Hidden Detection Level 0+
Range 12
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Burst Time 4
Charge-Up 4
Cooldown 2
Upgrades
+3 Range
Sell Price changes to $1,366
4 > 6.5 Burst Time
Sell Price changes to $1,766
+6 Damage
Sell Price changes to $2,833
+3 Range
0.208 > 0.108 Tick
Sell Price changes to $6,000
+2 Range
+9 Damage
0.108 > 0.058 Tick
4 > 2 Charge-Up Time
6.5 > 12 Burst Time
Sell Price changes to $14,333
Stats Table
Level
Total Price
Highest Damage
Lowest Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Burst Time
Range
Max DPS[ 4]
Avg DPS[ 5]
Min DPS[ 6]
Cost Efficiency[ 7]
0
$3,500
10
7
0.208
4
2
4
12
19.23
16.34
13.47
$214.2
1
$4,100
10
7
0.208
4
2
4
15
19.23
16.34
13.47
$250.92
2
$5,300
10
7
0.208
4
2
6.5
15
25
21.25
17.5
$249.41
3
$8,500
16
12
0.208
4
2
6.5
15
40
35
30
$242.86
4
$18,000
16
12
0.108
4
2
6.5
18
77.04
67.4
57.78
$267.06
5
$43,000
25
18
0.058
2
2
12
20
323.28
278.01
232.76
$154.67
Base Stats
Cost $3,500
Placement Footprint Average
Sell Price $1,166
Placement Type Ground
Damage 10
Damage Method Burst
Firerate 0.23
Hidden Detection Level 0+
Range 12
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Burst Time 4
Charge-Up 4
Cooldown 2
Upgrades
+3 Range
Sell Price changes to $1,366
4 > 6.5 Burst Time
Sell Price changes to $1,766
+6 Damage
Sell Price changes to $2,833
+3 Range
0.23 > 0.13 Tick
Sell Price changes to $6,000
+2 Range
+9 Damage
0.13 > 0.08 Tick
4 > 2 Charge-Up Time
6.5 > 12 Burst Time
Sell Price changes to $14,333
Stats Table
Level
Total Price
Highest Damage
Lowest Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Burst Time
Range
Max DPS[ 4]
Avg DPS[ 5]
Min DPS[ 6]
Cost Efficiency[ 7]
0
$3,500
10
7
0.23
4
2
4
12
17.39
14.78
12.17
$236.81
1
$4,100
10
7
0.23
4
2
4
15
17.39
14.78
12.17
$277.4
2
$5,300
10
7
0.23
4
2
6.5
15
22.61
19.22
15.83
$275.75
3
$8,500
16
12
0.23
4
2
6.5
15
36.17
31.65
27.13
$268.56
4
$18,000
16
12
0.13
4
2
6.5
18
64
56
48
$321.43
5
$43,000
25
18
0.08
2
2
12
20
234.38
201.56
168.75
$321.43
Base Stats
Cost $3,500
Placement Footprint Average
Sell Price $1,166
Placement Type Ground
Damage 10
Damage Method Burst
Firerate 0.23
Hidden Detection Level 0+
Range 12
Lead Detection Level 0+
Placement Limit 8
Flying Detection N/A
Burst Time 4
Charge-Up 4
Cooldown 2
Upgrades
+3 Range
Sell Price changes to $1,366
4 > 6.5 Burst Time
Sell Price changes to $1,766
+6 Damage
Sell Price changes to $2,833
+2 Range
0.23 > 0.13 Tick
Sell Price changes to $6,000
+2 Range
+9 Damage
0.13 > 0.08 Tick
4 > 2 Charge-Up Time
6.5 > 12 Burst Time
Sell Price changes to $14,333
Stats Table
Level
Total Price
Highest Damage
Lowest Damage
Tick
Charge-Up[ 1]
Cooldown[ 2]
Burst Time
Range
Max DPS[ 4]
Avg DPS[ 5]
Min DPS[ 6]
Cost Efficiency[ 7]
0
$3,500
10
7
0.23
4
2
4
12
17.39
14.78
12.17
$236.81
1
$4,100
10
7
0.23
4
2
4
15
17.39
14.78
12.17
$277.4
2
$5,300
10
7
0.23
4
2
6.5
15
22.61
19.22
15.83
$275.75
3
$8,500
16
12
0.23
4
2
6.5
15
36.17
31.65
27.13
$268.56
4
$18,000
16
12
0.13
4
2
6.5
17
64
56
48
$321.43
5
$43,000
25
18
0.08
2
2
12
19
234.38
201.56
168.75
$213.34
Notes
ā 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 The Charge-Up happens when the Accelerator first starts attacking or its cooldown ends. This is indicated by an animation where the Accelerator charges up its ray gun.
ā 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 The Cooldown happens when the Burst Time ends. This is indicated by an animation where the Accelerator waves its hand.
ā 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 DPS is calculated as Overcharge Ć· (Charge-Up + Cooldown + [Overcharge Ć· Damage x Tick]).
ā 4.0 4.1 4.2 4.3 Maximum DPS is calculated as [Highest Damage Ć (Burst Time Ć· Tick)] Ć· (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.
ā 5.0 5.1 5.2 5.3 Average DPS is calculated as [(Highest Damage + Lowest Damage) Ć· 2 Ć (Burst Time Ć· Tick)] Ć· (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.
ā 6.0 6.1 6.2 6.3 Minimum DPS is calculated as [Lowest Damage Ć (Burst Time Ć· Tick)] Ć· (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.
ā 7.0 7.1 7.2 7.3 Cost efficiency uses average DPS.