Official Tower Defense Simulator Wiki
Succumb to the dark sun! Like many before you.
2,731
articles
Back to TDS Wiki Town Square
Krystaliced·

Captura de pantalla 2026-11-03 135026.png
My original post was deleted for some reason, no clue why, maybe they dont liked the way I called these dudes "chuds". Anyways treat this as a life or death situation because I dont have the feels to do another gem grind

Edited 2 hours ago
General11 comments
1
  • 0
    PathfinderYanboblox22·

    buy operator or jugg first (operator will accelerate your grinding by alot)
    kignpin save for last cuz you will never really need him in progression
    enforcer is very versatile and not a bad option, just the least damage oriented out of the 3 others

    • 1
      IFeelSoSubjective!·

      but kingpin has the coolest hat

      • 0
        PathfinderYanboblox22·

        he could be dressed like fucking charlemagne and he would still be a solo hc merchant with no niche outside of his top path
        he has the least levels out of any end-game evo tower (operator has 2 gimmicks, kingpin has.. none)
        he is interchangeable with his unevolved version in alot of uses
        he is insanely cost inefficient for a mid game tower (which i'd understand if he had huge dps like jugg but no)
        he lacks the most common detection and is balanced around a stage in the game where detection checks scale the highest
        he is insanely dependant on his units to be worht the price tag, and only one of said units do good dps (money runner is a pretty good unit i cant even lie)
        use gcrook for late game flying
        use accel for late game lead
        use engi for versatility
        use farm or gcowboy for eco

        Edited 2 hours ago
        • 0
          Tehm·

          but hat look cooler then laser beam

  • 0
    • juggernaut is mr i hate bosses

    • kingpin is mr i hate everything

    • enforcer's good but frankly you won't get much practical use out of him, everyone else is better

    • operator curbstomps early-mid every time (unless leads) and still holds up insanely well lategame

    just pick whatever you want man

    • 0
      PathfinderYanboblox22·

      jugg is an insane dps tower only being outclassed by accel (still outperforming him against bosses)
      kingpin is really only dominant on his top path for economy, his bottom path is only useful for when you need the most dps possible, so you just switch his top path for bottom path (still a minor dps increase effectively)
      enforcer is very good, a cost efficiency demon on both paths, above average crowd control, and insane utility early on, so if his dps is lacking, his stalling and tower repositioning isnt.
      operator is an all roudner that only gets outclassed by engineer, makes the early-mid game of most modes a joke (only struggling on lead enemies but thats where goatgineer comes in) and is the only early game oriented tower thats able to scale into the late gmae decently well

      (im super right ur super wrong)

      • 0
        WikilingFurnitureEnthusiastAstral·

        dry.png
        can we stop trying to cause needless arguments

        anyways
        if i'm gonna be honest enforcer is literally everything people act like necromancer is
        needs incredibly niche scenarios to pop off and even in his popoffs there's better options available 99% of the time

        yeah, he's good for crowds. But they can't be too dense or else he gets overwhelmed.
        yeah, his ce is great. But the enemies can't be too fast or else his ce becomes irrelevant near instantly.
        yeah, he's a great staller. But the enemies can't be stun immune (LIKE 90% OF RELEVANT ENEMIES ARE) or else his stun does nothing.
        yeah, reposition is good. But if you need it then you shouldn't be leaking in the first place.
        yeah, vans are great. Except for the fact that the explosions don't work and the vans themselves are about as powerful as a Riot Guard.
        yeah, his midgame is great. But literally every problem listed above.
        yeah, he's good in hardcore. But only for the 20s until the 40s roll around and you have actual money to blow on DPS so his top path can actually do something that isn't getting stuck on a random enemy you didn't need him targeting.

        there's no reason to not save enforcer for last, you will never need this tower in any scenario.

        Edited 45 minutes ago
        • 0
          PathfinderYanboblox22·

          "they can't be too dense or else he gets oerwhelmed" not only do swat vans counter dense hordes (without the explosion), enforcer can most likely one shot weaker hordes of enemies or at the very least chip them down
          "enemies can't be too fast" uhh NO?? 😭😭 unless if you're using top path enforcer deals slow but HEAVY and i mean HEAVY bullets, meaning he usually kills enemies before htey make significant progress in his range
          "he's a great staller but enemies are immune" its still a 40% slowness debuff thats also an aoe, a pocket purple dj basically + he atleast insanely cost efficient dps and the only enemies you'd really wanna stall, so fast enemies, usually lack stun immunity
          "reposition is good but if you need you shouldnt be leaking in the first place" notice how both of enforcer's ability are very good at catching leaks, and not only that, saving you tens of if not hundreds of thousands of dollars to move towers to catch leaks (and can be chained with certain towers), of course if you're leaking, especially in late game the run is kinda cooked, but you still have a very good safety net up your sleeve (seriously repositioning accel jugg or turret can make catching leaks feel easy while youre still keeping your money aside for upgrades)
          "Yeah his mid game is great but literally every.." dude get that bs out of my face, not only does necromancer and kingpin suck more for mid game, enforcer is like debatably the best mid game tower behind engi
          "yeah he's good in hardcore but the late game" bro it is not that hard to understand, early-mid game enforcer deals great dps, late game enforcer brings utility thru stall and catching leaks (yes a stun or 40% slowness for nearly 2 seconds every 3-6 seconds is overpowered, that time also gets shortened if enforcers chain their flashbangs), necromancer brings no utility in the late game and has mediocre dps, kingpin does have eco but in the late-endgame your only decent option is bottom path and even that path sucks balls

          enforcer is literally a tower on super steroids
          can deal literal HUNDREDS and nearly THOUSANDS of dps with the cost efficiency of gscout
          can have stun immunity
          has utility thru stalling and saving alot of your money to catch leaks early and later on
          what the fuck does necromancer have except 3/10 burst damage and 1/10 consistent dps

          • 0
            WikilingFurnitureEnthusiastAstral·

            Oh sick proof you don't play the game

            Stuns don't slow immune enemies anymore. It has been this way since the Hardcore Rework.

Log in or create an account to post, reply and vote.