Tower Defense Simulator Wiki
Tower Defense Simulator Wiki
Accelerator
ARTICLE GALLERY HISTORY

To see the statistics of this tower without the Firerate Bug, visit the Firerate Bug page.

Hacker Update (11 June 2025) – Present

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$4,500
Placement Footprint
Average (1.5)
Sell Price
Cash (Gameplay Currency)$1,500
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 1+
Range
Range18
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Overcharge
Overcharge300
Charge-Up
Charge-Up2.5
Cooldown
Cooldown2.5

Upgrades

Level 1 - Extra Juice - Cash (Gameplay Currency)$1,000

+5 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash (Gameplay Currency)$1,833

Level 2 - Second Energy Canister - Cash (Gameplay Currency)$2,500

+2 Range Range

300 > 600 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$2,666

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$4,750

+25 Damage Damage

Sell Price changes to Cash (Gameplay Currency)$4,250

Level 4 - Supercharger - Cash (Gameplay Currency)$11,250

+2.5 Range Range

0.208 > 0.158 Tick Tick

600 > 1,280 Overcharge Overcharge

2.5 > 1.5 Charge-Up Time Charge Time


Sell Price changes to Cash (Gameplay Currency)$8,000

Level 5 - Vessel Of Infinite Destruction - Cash (Gameplay Currency)$36,000

0.158 > 0.108 Tick Tick

+2.5 Range Range

+60 Damage Damage

1,280 > 2,400 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$20,000

Stats Table

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash (Gameplay Currency)$4,500 10 0.208 2.5 2.5 300 18 26.69 Cash (Gameplay Currency)$168.6
1 Cash (Gameplay Currency)$5,500 15 0.208 2.5 2.5 300 18 32.75 Cash (Gameplay Currency)$167.94
2 Cash (Gameplay Currency)$8,000 20 0.208 2.5 2.5 600 20 53.38 Cash (Gameplay Currency)$149.87
3 Cash (Gameplay Currency)$12,750 40 0.208 2.5 2.5 600 20 73.89 Cash (Gameplay Currency)$172.55
4 Cash (Gameplay Currency)$24,000 40 0.158 1.5 2.5 1,280 22.5 141.34 Cash (Gameplay Currency)$169.8
5 Cash (Gameplay Currency)$60,000 100 0.108 1.5 2.5 2,400 25 364.08 Cash (Gameplay Currency)$164.8

24 October 2024 – Hacker Update (11 June 2025)

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$5,000
Placement Footprint
Average (1.5)
Sell Price
Cash (Gameplay Currency)$1,666
Placement Type
Ground
Damage
Damage12
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 1+
Range
Range17.5
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Overcharge
Overcharge240
Charge-Up
Charge-Up2.5
Cooldown
Cooldown2.5

Upgrades

Level 1 - Extra Juice - Cash (Gameplay Currency)$1,200

+8 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash (Gameplay Currency)$2,066

Level 2 - Second Energy Canister - Cash (Gameplay Currency)$2,250

+1.5 Range Range

240 > 420 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$2,816

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$4,000

+10 Damage Damage

420 > 600 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$4,150

Level 4 - Supercharger - Cash (Gameplay Currency)$9,500

+1.5 Range Range

0.208 > 0.158 Tick Tick

600 > 1,050 Overcharge Overcharge

2.5 > 1.5 Charge-Up Time Charge Time


Sell Price changes to Cash (Gameplay Currency)$7,316

Level 5 - Vessel Of Infinite Destruction - Cash (Gameplay Currency)$30,000

0.158 > 0.108 Tick Tick

+1.5 Range Range

+10 Damage Damage

1,050 > 4,800 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$17,316

Stats Table

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash (Gameplay Currency)$5,000 12 0.208 2.5 2.5 240 17.5 26.2 Cash (Gameplay Currency)$190.84
1 Cash (Gameplay Currency)$6,200 20 0.208 2.5 2.5 240 17.5 32.01 Cash (Gameplay Currency)$193.69
2 Cash (Gameplay Currency)$8,450 20 0.208 2.5 2.5 420 19 44.83 Cash (Gameplay Currency)$188.49
3 Cash (Gameplay Currency)$12,450 30 0.208 2.5 2.5 600 19 65.5 Cash (Gameplay Currency)$190.08
4 Cash (Gameplay Currency)$21,950 30 0.158 1.5 2.5 1,050 20.5 110.18 Cash (Gameplay Currency)$199.22
5 Cash (Gameplay Currency)$51,950 40 0.108 1.5 2.5 4,800 22 283.02 Cash (Gameplay Currency)$183.56

23 October 2024 – 24 October 2024

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$5,000
Placement Footprint
Average (1.5)
Sell Price
Cash (Gameplay Currency)$1,666
Placement Type
Ground
Damage
Damage12
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 1+
Range
Range17.5
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Overcharge
Overcharge240
Charge-Up
Charge-Up2.5
Cooldown
Cooldown2.5

Upgrades

Level 1 - Extra Juice - Cash (Gameplay Currency)$1,200

+8 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash (Gameplay Currency)$2,066

Level 2 - Second Energy Canister - Cash (Gameplay Currency)$2,250

+1.5 Range Range

240 > 420 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$2,816

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$4,000

+10 Damage Damage

420 > 750 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$4,150

Level 4 - Supercharger - Cash (Gameplay Currency)$9,500

+1.5 Range Range

-5 Damage Damage

0.208 > 0.158 Tick Tick

750 > 1,050 Overcharge Overcharge

2.5 > 1.5 Charge-Up Time Charge Time


Sell Price changes to Cash (Gameplay Currency)$7,316

Level 5 - Vessel Of Infinite Destruction - Cash (Gameplay Currency)$30,000

0.158 > 0.108 Tick Tick

+1.5 Range Range

+10 Damage Damage

1,050 > 4,800 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$17,316

Stats Table

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash (Gameplay Currency)$5,000 12 0.208 2.5 2.5 240 17.5 26.2 Cash (Gameplay Currency)$190.84
1 Cash (Gameplay Currency)$6,200 20 0.208 2.5 2.5 240 17.5 32.01 Cash (Gameplay Currency)$193.69
2 Cash (Gameplay Currency)$8,450 20 0.208 2.5 2.5 420 19 44.83 Cash (Gameplay Currency)$188.49
3 Cash (Gameplay Currency)$12,450 30 0.208 2.5 2.5 750 19 73.53 Cash (Gameplay Currency)$169.32
4 Cash (Gameplay Currency)$21,950 25 0.158 1.5 2.5 1,050 20.5 98.72 Cash (Gameplay Currency)$222.35
5 Cash (Gameplay Currency)$51,950 40 0.108 1.5 2.5 4,800 22 283.02 Cash (Gameplay Currency)$183.56

16 October 2024 – 23 October 2024

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$5,000
Placement Footprint
Average (1.5)
Sell Price
Cash (Gameplay Currency)$1,666
Placement Type
Ground
Damage
Damage12
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 1+
Range
Range17.5
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Overcharge
Overcharge240
Charge-Up
Charge-Up2.5
Cooldown
Cooldown2.5

Upgrades

Level 1 - Extra Juice - Cash (Gameplay Currency)$1,200

+8 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash (Gameplay Currency)$2,066

Level 2 - Second Energy Canister - Cash (Gameplay Currency)$2,250

+1.5 Range Range

240 > 420 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$2,816

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$4,000

+10 Damage Damage

420 > 600 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$4,150

Level 4 - Supercharger - Cash (Gameplay Currency)$9,500

+1.5 Range Range

0.208 > 0.158 Tick Tick

600 > 1,050 Overcharge Overcharge

2.5 > 1.5 Charge-Up Time Charge Time


Sell Price changes to Cash (Gameplay Currency)$7,316

Level 5 - Vessel Of Infinite Destruction - Cash (Gameplay Currency)$30,000

0.158 > 0.108 Tick Tick

+1.5 Range Range

+10 Damage Damage

1,050 > 4,800 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$17,316

Stats Table

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash (Gameplay Currency)$5,000 12 0.208 2.5 2.5 240 17.5 26.2 Cash (Gameplay Currency)$190.84
1 Cash (Gameplay Currency)$6,200 20 0.208 2.5 2.5 240 17.5 32.01 Cash (Gameplay Currency)$193.69
2 Cash (Gameplay Currency)$8,450 20 0.208 2.5 2.5 420 19 44.83 Cash (Gameplay Currency)$188.49
3 Cash (Gameplay Currency)$12,450 30 0.208 2.5 2.5 600 19 65.5 Cash (Gameplay Currency)$190.08
4 Cash (Gameplay Currency)$21,950 30 0.158 1.5 2.5 1,050 20.5 110.18 Cash (Gameplay Currency)$199.22
5 Cash (Gameplay Currency)$51,950 40 0.108 1.5 2.5 4,800 22 283.02 Cash (Gameplay Currency)$183.56

TDS Experimental (11 October 2024 – 19 October 2024)

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$5,000
Placement Footprint
Average (1.5)
Sell Price
Cash (Gameplay Currency)$1,666
Placement Type
Ground
Damage
Damage12
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 1+
Range
Range17.5
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Overcharge
Overcharge240
Charge-Up
Charge-Up2.5
Cooldown
Cooldown2.5

Upgrades

Level 1 - Extra Juice - Cash (Gameplay Currency)$1,200

+8 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash (Gameplay Currency)$2,066

Level 2 - Second Energy Canister - Cash (Gameplay Currency)$2,250

+1.5 Range Range

240 > 420 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$2,816

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$4,000

+5 Damage Damage

420 > 750 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$4,150

Level 4 - Supercharger - Cash (Gameplay Currency)$9,500

+1.5 Range Range

0.208 > 0.158 Tick Tick

750 > 1,500 Overcharge Overcharge

2.5 > 1.5 Charge-Up Time Charge Time


Sell Price changes to Cash (Gameplay Currency)$7,316

Level 5 - Vessel Of Infinite Destruction - Cash (Gameplay Currency)$30,000

0.158 > 0.108 Tick Tick

+1.5 Range Range

+20 Damage Damage

1,500 > 3,600 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$17,316

Stats Table

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash (Gameplay Currency)$5,000 12 0.208 2.5 2.5 240 17.5 26.2 Cash (Gameplay Currency)$190.84
1 Cash (Gameplay Currency)$6,200 20 0.208 2.5 2.5 240 17.5 32.02 Cash (Gameplay Currency)$193.63
2 Cash (Gameplay Currency)$9,450 20 0.208 2.5 2.5 420 19 44.83 Cash (Gameplay Currency)$210.8
3 Cash (Gameplay Currency)$12,450 25 0.208 2.5 2.5 750 19 66.73 Cash (Gameplay Currency)$186.57
4 Cash (Gameplay Currency)$21,950 25 0.158 1.5 2.5 1,500 20.5 111.28 Cash (Gameplay Currency)$197.25
5 Cash (Gameplay Currency)$51,950 45 0.108 1.5 2.5 3,600 22 284.81 Cash (Gameplay Currency)$182.4

Mission Quests Update (5 April 2024) – 16 October 2024

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$4,250
Placement Footprint
Average (1.5)
Sell Price
Cash (Gameplay Currency)$1,416
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 1+
Range
Range17.5
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Overcharge
Overcharge180
Charge-Up
Charge-Up3
Cooldown
Cooldown2

Upgrades

Level 1 - Extra Juice - Cash (Gameplay Currency)$800

+5 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash (Gameplay Currency)$1,683

Level 2 - Second Energy Canister - Cash (Gameplay Currency)$1,350

180 > 300 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$2,133

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$4,000

+5 Damage Damage

300 > 600 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$3,466

Level 4 - Supercharger - Cash (Gameplay Currency)$10,500

+10 Damage Damage

0.208 > 0.158 Tick Tick

600 > 1,200 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$6,966

Level 5 - Vessel Of Infinite Destruction - Cash (Gameplay Currency)$34,000

0.158 > 0.108 Tick Tick

+2.5 Range Range

+15 Damage Damage

3 > 2 Charge-Up Time Charge Time

1,200 > 3,600 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$18,300

Stats Table

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash (Gameplay Currency)$4,250 10 0.208 3 2 180 17.5 20.59 Cash (Gameplay Currency)$206.41
1 Cash (Gameplay Currency)$5,050 15 0.208 3 2 180 17.5 24.01 Cash (Gameplay Currency)$210.33
2 Cash (Gameplay Currency)$6,400 15 0.208 3 2 300 17.5 32.75 Cash (Gameplay Currency)$195.42
3 Cash (Gameplay Currency)$10,400 20 0.208 3 2 600 17.5 53.38 Cash (Gameplay Currency)$194.83
4 Cash (Gameplay Currency)$20,900 30 0.158 3 2 1,200 17.5 106 Cash (Gameplay Currency)$197.17
5 Cash (Gameplay Currency)$54,900 45 0.108 2 2 3,600 20 284.81 Cash (Gameplay Currency)$192.76

Unwavering Tides Update (5 August 2023) – Mission Quests Update (5 April 2024)

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$4,250
Placement Footprint
Average (1.5)
Sell Price
Cash (Gameplay Currency)$1,416
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 1+
Range
Range17.5
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Overcharge
Overcharge180
Charge-Up
Charge-Up3
Cooldown
Cooldown2

Upgrades

Level 1 - Extra Juice - Cash (Gameplay Currency)$800

+5 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash (Gameplay Currency)$1,683

Level 2 - Second Energy Canister - Cash (Gameplay Currency)$1,350

180 > 375 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$2,133

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$3,300

+10 Damage Damage

375 > 625 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$3,233

Level 4 - Supercharger - Cash (Gameplay Currency)$10,000

+20 Damage Damage

625 > 1,350 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$6,566

Level 5 - Vessel Of Infinite Destruction - Cash (Gameplay Currency)$34,000

0.208 > 0.108 Tick Tick

+2.5 Range Range

+5 Damage Damage

3 > 2 Charge-Up Time Charge Time

1,350 > 3,000 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$17,900

Stats Table

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash (Gameplay Currency)$4,250 10 0.208 3 2 180 17.5 20.59 Cash (Gameplay Currency)$206.41
1 Cash (Gameplay Currency)$5,050 15 0.208 3 2 180 17.5 24.01 Cash (Gameplay Currency)$210.33
2 Cash (Gameplay Currency)$6,400 15 0.208 3 2 375 17.5 36.76 Cash (Gameplay Currency)$174.1
3 Cash (Gameplay Currency)$9,700 25 0.208 3 2 625 17.5 61.27 Cash (Gameplay Currency)$158.32
4 Cash (Gameplay Currency)$19,700 45 0.208 3 2 1,350 17.5 120.11 Cash (Gameplay Currency)$164.02
5 Cash (Gameplay Currency)$53,700 50 0.108 2 2 3,000 20 286.26 Cash (Gameplay Currency)$187.59

5 May 2023 – Unwavering Tides Update (5 August 2023)

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$4,250
Placement Footprint
Average (1.5)
Sell Price
Cash (Gameplay Currency)$1,416
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 0+
Range
Range17.5
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Overcharge
Overcharge180
Charge-Up
Charge-Up3
Cooldown
Cooldown2

Upgrades

Level 1 - Extra Juice - Cash (Gameplay Currency)$800

+4 Damage Damage


Sell Price changes to Cash (Gameplay Currency)$1,683

Level 2 - Second Energy Canister - Cash (Gameplay Currency)$1,350

180 > 280 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$2,133

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$3,300

+11 Damage Damage

280 > 425 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$3,233

Level 4 - Supercharger - Cash (Gameplay Currency)$10,000

+11 Damage Damage

425 > 1,080 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$6,566

Level 5 - Vessel Of Infinite Destruction - Cash (Gameplay Currency)$30,000

0.208 > 0.108 Tick Tick

+5 Range Range

+14 Damage Damage

3 > 2 Charge-Up Time Charge Time

1,080 > 3,000 Overcharge Overcharge


Sell Price changes to Cash (Gameplay Currency)$16,566

Stats Table

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash (Gameplay Currency)$4,250 10 0.208 3 2 180 17.5 20.59 Cash (Gameplay Currency)$206.41
1 Cash (Gameplay Currency)$5,050 14 0.208 3 2 180 17.5 23.45 Cash (Gameplay Currency)$215.35
2 Cash (Gameplay Currency)$6,400 14 0.208 3 2 280 17.5 30.57 Cash (Gameplay Currency)$209.36
3 Cash (Gameplay Currency)$9,700 25 0.208 3 2 425 17.5 49.79 Cash (Gameplay Currency)$194.82
4 Cash (Gameplay Currency)$19,700 36 0.208 3 2 1,080 17.5 96.09 Cash (Gameplay Currency)$205.02
5 Cash (Gameplay Currency)$49,700 50 0.108 2 2 3,000 22.5 286.26 Cash (Gameplay Currency)$173.62

Violent Night Update (21 December 2022) – 5 May 2023

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$3,500
Placement Footprint
Average
Sell Price
Cash (Gameplay Currency)$1,166
Placement Type
Ground
Damage
Damage6-8
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 0+
Range
Range13
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Burst Time
Burst Time6
Charge-Up
Charge-Up3
Cooldown
Cooldown2

Upgrades

Level 1 - Focused Aiming - Cash (Gameplay Currency)$600

+3 Range Range


Sell Price changes to Cash (Gameplay Currency)$1,366

Level 2 - Extra Juice - Cash (Gameplay Currency)$1,200

6 > 8.5 Burst Time Burst Time


Sell Price changes to Cash (Gameplay Currency)$1,766

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$3,200

+7 Damage Damage


Sell Price changes to Cash (Gameplay Currency)$2,833

Level 4 - Super Charged - Cash (Gameplay Currency)$9,500

+3 Range Range

0.208 > 0.108 Tick Tick


Sell Price changes to Cash (Gameplay Currency)$6,000

Level 5 - Energy From The Void.. - Cash (Gameplay Currency)$30,000

+1 Range Range

+20 Damage Damage

3 > 2 Charge-Up Time Charge Time

8.5 > 12 Burst Time Burst Time


Sell Price changes to Cash (Gameplay Currency)$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 Cash (Gameplay Currency)$3,500 8 6 0.208 3 2 6 13 20.98 18.36 15.73 Cash (Gameplay Currency)$190.63
1 Cash (Gameplay Currency)$4,100 8 6 0.208 3 2 6 16 20.98 18.36 15.73 Cash (Gameplay Currency)$223.31
2 Cash (Gameplay Currency)$5,300 8 6 0.208 3 2 8.5 16 24.22 21.19 18.16 Cash (Gameplay Currency)$250.12
3 Cash (Gameplay Currency)$8,500 15 11 0.208 3 2 8.5 16 45.41 39.35 33.3 Cash (Gameplay Currency)$216.01
4 Cash (Gameplay Currency)$18,000 15 11 0.108 3 2 8.5 19 87.45 75.79 64.13 Cash (Gameplay Currency)$237.5
5 Cash (Gameplay Currency)$48,000 35 25 0.108 2 2 12 20 243.06 208.33 173.61 Cash (Gameplay Currency)$230.4

Entity System Update (12 March 2022) – Violent Night Update (21 December 2022)

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$3,500
Placement Footprint
Average
Sell Price
Cash (Gameplay Currency)$1,166
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 0+
Range
Range12
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Burst Time
Burst Time4
Charge-Up
Charge-Up4
Cooldown
Cooldown2

Upgrades

Level 1 - Focused Aiming - Cash (Gameplay Currency)$600

+3 Range Range


Sell Price changes to Cash (Gameplay Currency)$1,366

Level 2 - Extra Juice - Cash (Gameplay Currency)$1,200

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash (Gameplay Currency)$1,766

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$3,200

+6 Damage Damage


Sell Price changes to Cash (Gameplay Currency)$2,833

Level 4 - Super Charged - Cash (Gameplay Currency)$9,500

+3 Range Range

0.208 > 0.108 Tick Tick


Sell Price changes to Cash (Gameplay Currency)$6,000

Level 5 - Energy From The Void - Cash (Gameplay Currency)$25,000

+2 Range Range

+9 Damage Damage

0.108 > 0.058 Tick Tick

4 > 2 Charge-Up Time Charge Time

6.5 > 12 Burst Time Burst Time


Sell Price changes to Cash (Gameplay Currency)$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 Cash (Gameplay Currency)$3,500 10 7 0.208 4 2 4 12 19.23 16.34 13.47 Cash (Gameplay Currency)$214.2
1 Cash (Gameplay Currency)$4,100 10 7 0.208 4 2 4 15 19.23 16.34 13.47 Cash (Gameplay Currency)$250.92
2 Cash (Gameplay Currency)$5,300 10 7 0.208 4 2 6.5 15 25 21.25 17.5 Cash (Gameplay Currency)$249.41
3 Cash (Gameplay Currency)$8,500 16 12 0.208 4 2 6.5 15 40 35 30 Cash (Gameplay Currency)$242.86
4 Cash (Gameplay Currency)$18,000 16 12 0.108 4 2 6.5 18 77.04 67.4 57.78 Cash (Gameplay Currency)$267.06
5 Cash (Gameplay Currency)$43,000 25 18 0.058 2 2 12 20 323.28 278.01 232.76 Cash (Gameplay Currency)$154.67

Overhaul Update (29 October 2020) – Entity System Update (12 March 2022)

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$3,500
Placement Footprint
Average
Sell Price
Cash (Gameplay Currency)$1,166
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.23
Hidden Detection
Hidden DetectionLevel 0+
Range
Range12
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Burst Time
Burst Time4
Charge-Up
Charge-Up4
Cooldown
Cooldown2

Upgrades

Level 1 - Focused Aiming - Cash (Gameplay Currency)$600

+3 Range Range


Sell Price changes to Cash (Gameplay Currency)$1,366

Level 2 - Extra Juice - Cash (Gameplay Currency)$1,200

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash (Gameplay Currency)$1,766

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$3,200

+6 Damage Damage


Sell Price changes to Cash (Gameplay Currency)$2,833

Level 4 - Super Charged - Cash (Gameplay Currency)$9,500

+3 Range Range

0.23 > 0.13 Tick Tick


Sell Price changes to Cash (Gameplay Currency)$6,000

Level 5 - Energy From The Void - Cash (Gameplay Currency)$25,000

+2 Range Range

+9 Damage Damage

0.13 > 0.08 Tick Tick

4 > 2 Charge-Up Time Charge Time

6.5 > 12 Burst Time Burst Time


Sell Price changes to Cash (Gameplay Currency)$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 Cash (Gameplay Currency)$3,500 10 7 0.23 4 2 4 12 17.39 14.78 12.17 Cash (Gameplay Currency)$236.81
1 Cash (Gameplay Currency)$4,100 10 7 0.23 4 2 4 15 17.39 14.78 12.17 Cash (Gameplay Currency)$277.4
2 Cash (Gameplay Currency)$5,300 10 7 0.23 4 2 6.5 15 22.61 19.22 15.83 Cash (Gameplay Currency)$275.75
3 Cash (Gameplay Currency)$8,500 16 12 0.23 4 2 6.5 15 36.17 31.65 27.13 Cash (Gameplay Currency)$268.56
4 Cash (Gameplay Currency)$18,000 16 12 0.13 4 2 6.5 18 64 56 48 Cash (Gameplay Currency)$321.43
5 Cash (Gameplay Currency)$43,000 25 18 0.08 2 2 12 20 234.38 201.56 168.75 Cash (Gameplay Currency)$321.43

Hardcore Testing

Base Stats

Base Stats
Cost
Cash (Gameplay Currency)$3,500
Placement Footprint
Average
Sell Price
Cash (Gameplay Currency)$1,166
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.23
Hidden Detection
Hidden DetectionLevel 0+
Range
Range12
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Burst Time
Burst Time4
Charge-Up
Charge-Up4
Cooldown
Cooldown2

Upgrades

Level 1 - Focused Aiming - Cash (Gameplay Currency)$600

+3 Range Range


Sell Price changes to Cash (Gameplay Currency)$1,366

Level 2 - Extra Juice - Cash (Gameplay Currency)$1,200

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash (Gameplay Currency)$1,766

Level 3 - Powerhouse Armor - Cash (Gameplay Currency)$3,200

+6 Damage Damage


Sell Price changes to Cash (Gameplay Currency)$2,833

Level 4 - Super Charged - Cash (Gameplay Currency)$9,500

+2 Range Range

0.23 > 0.13 Tick Tick


Sell Price changes to Cash (Gameplay Currency)$6,000

Level 5 - Energy From The Void - Cash (Gameplay Currency)$25,000

+2 Range Range

+9 Damage Damage

0.13 > 0.08 Tick Tick

4 > 2 Charge-Up Time Charge Time

6.5 > 12 Burst Time Burst Time


Sell Price changes to Cash (Gameplay Currency)$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 Cash (Gameplay Currency)$3,500 10 7 0.23 4 2 4 12 17.39 14.78 12.17 Cash (Gameplay Currency)$236.81
1 Cash (Gameplay Currency)$4,100 10 7 0.23 4 2 4 15 17.39 14.78 12.17 Cash (Gameplay Currency)$277.4
2 Cash (Gameplay Currency)$5,300 10 7 0.23 4 2 6.5 15 22.61 19.22 15.83 Cash (Gameplay Currency)$275.75
3 Cash (Gameplay Currency)$8,500 16 12 0.23 4 2 6.5 15 36.17 31.65 27.13 Cash (Gameplay Currency)$268.56
4 Cash (Gameplay Currency)$18,000 16 12 0.13 4 2 6.5 17 64 56 48 Cash (Gameplay Currency)$321.43
5 Cash (Gameplay Currency)$43,000 25 18 0.08 2 2 12 19 234.38 201.56 168.75 Cash (Gameplay Currency)$213.34

Notes

  1. ↑ 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.
  2. ↑ 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.
  3. ↑ 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]).
  4. ↑ 4.0 4.1 4.2 4.3 Maximum DPS is calculated as [Highest Damage Ɨ (Burst Time Ć· Tick)] Ć· (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.
  5. ↑ 5.0 5.1 5.2 5.3 Average DPS is calculated as [(Highest Damage + Lowest Damage) Ć· 2 Ɨ (Burst Time Ć· Tick)] Ć· (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.
  6. ↑ 6.0 6.1 6.2 6.3 Minimum DPS is calculated as [Lowest Damage Ɨ (Burst Time Ć· Tick)] Ć· (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.
  7. ↑ 7.0 7.1 7.2 7.3 Cost efficiency uses average DPS.



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