Accelerator/History: Difference between revisions
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imported>VisibleKnot No edit summary |
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<div class="sectionheader">''' |
<div class="sectionheader">'''11 June 2025 – Present'''</div> |
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==Base Stats== |
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{{BaseStat |
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|Image = [[File:DefaultAcceleratorIcon2.png|100px]] |
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|Cost = {{Money|4,500}} |
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|Footprint = Average (1.5) |
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|Sell Price = {{Money|1,500}} |
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|Placement Type = Ground |
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|Damage = [[File:Damage Icon.png|20px|Damage]]10 |
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|Damage Type = Burst |
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|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]0.208 |
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|Hidden = {{Hidden|Hidden Detection}}Level 1+ |
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|Range = [[File:Range Icon.png|20px|Range]]17.5 |
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|Lead = {{Lead|Lead Detection}}Level 0+ |
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|Placement = [[File:PlacementLimit.png|20px|Placement Limit]]8 |
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|Fly = N/A |
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|Title1 = Overcharge |
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|Stat1 = [[File:Cooldown Buff.png|20px|Overcharge]]300 |
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|Title2 = Charge-Up |
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|Stat2 = [[File:Cooldown Icon.png|20px|Charge-Up]]2.5 |
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|Title3 = Cooldown |
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|Stat3 = [[File:Cooldown Icon.png|20px|Cooldown]]2.5 |
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}} |
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==Upgrades== |
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{{Upgrade|Upgrade Title = Level 1 - Extra Juice - {{Money|1,000}}|Image = [[File:AccelLevel1Icon.png|100px]]|Information = +5 Damage [[File:Damage Icon.png|20px|Damage]] |
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+Hidden Detection {{Hidden|Hidden Detection}} |
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Sell Price changes to {{Money|1,833}}}} |
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{{Upgrade|Upgrade Title = Level 2 - Second Energy Canister - {{Money|2,250}}|Image = [[File:AccelLevel2Icon.png|100px]]|Information = +5 Damage [[File:Damage Icon.png|20px|Damage]] |
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+2 Range [[File:Range Icon.png|20px|Range]] |
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300 > 600 Overcharge [[File:Cooldown Buff.png|20px|Overcharge]] |
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Sell Price changes to {{Money|2,666}}}} |
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{{Upgrade|Upgrade Title = Level 3 - Powerhouse Armor - {{Money|4,000}}|Image = [[File:AccelLevel3Icon.png|100px]]|Information = +20 Damage [[File:Damage Icon.png|20px|Damage]] |
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Sell Price changes to {{Money|4,250}}}} |
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{{Upgrade|Upgrade Title = Level 4 - Supercharger - {{Money|11,250}}|Image = [[File:AccelLevel4Icon.png|100px]]|Information = +2.5 Range [[File:Range Icon.png|20px|Range]] |
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0.208 > 0.158 Tick [[File:Cooldown Icon.png|20px|Tick]] |
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600 > 1,280 Overcharge [[File:Cooldown Buff.png|20px|Overcharge]] |
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2.5 > 1.5 Charge-Up Time [[File:Cooldown Icon.png|20px|Charge Time]] |
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Sell Price changes to {{Money|8,000}}}} |
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{{Upgrade|Upgrade Title = Level 5 - Vessel Of Infinite Destruction - {{Money|36,000}}|Image = [[File:AccelLevel5Icon.png|100px]]|Information = 0.158 > 0.108 Tick [[File:Cooldown Icon.png|20px|Tick]] |
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+2.5 Range [[File:Range Icon.png|20px|Range]] |
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+60 Damage [[File:Damage Icon.png|20px|Damage]] |
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1,280 > 2,400 Overcharge [[File:Cooldown Buff.png|20px|Overcharge]] |
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Sell Price changes to {{Money|20,000}}}} |
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==Stats Table== |
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<div class="overflowbugy" style="width:100%;overflow:auto;"> |
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{| class="wikitable" style="width:900px; text-align: center;" |
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! scope="col" style="padding: 5px;" |Level |
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! scope="col" style="padding: 5px;" |Total Price |
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! scope="col" style="padding: 5px;" |Damage |
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! scope="col" style="padding: 5px;" |Tick |
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! scope="col" style="padding: 5px;" |Charge-Up<ref name="Charge">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.</ref> |
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! scope="col" style="padding: 5px;" |Cooldown<ref name="Cool">The Cooldown happens when the Burst Time ends. This is indicated by an animation where the '''Accelerator''' waves its hand.</ref> |
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! scope="col" style="padding: 5px;" |Overcharge |
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! scope="col" style="padding: 5px;" |Range |
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! scope="col" style="padding: 5px;" |DPS<ref name="DPS">DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge ÷ Damage x Tick]).</ref> |
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! scope="col" style="padding: 5px;" |Cost Efficiency |
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|- |
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| style="padding: 5px;" |0 |
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| style="padding: 5px;" |{{Money|4,500}} |
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| style="padding: 5px;" |10 |
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| style="padding: 5px;" |0.208 |
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| style="padding: 5px;" |2.5 |
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| style="padding: 5px;" |2.5 |
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| style="padding: 5px;" |300 |
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| style="padding: 5px;" |18 |
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| style="padding: 5px;" |26.7 |
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| style="padding: 5px;" |{{Money|168.54}} |
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|- |
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| style="padding: 5px;" |1 |
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| style="padding: 5px;" |{{Money|5,500}} |
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| style="padding: 5px;" |15 |
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| style="padding: 5px;" |0.208 |
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| style="padding: 5px;" |2.5 |
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| style="padding: 5px;" |2.5 |
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| style="padding: 5px;" |300 |
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| style="padding: 5px;" |17.5 |
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| style="padding: 5px;" |32.8 |
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| style="padding: 5px;" |{{Money|167.68}} |
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|- |
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| style="padding: 5px;" |2 |
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| style="padding: 5px;" |{{Money|8,000}} |
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| style="padding: 5px;" |20 |
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| style="padding: 5px;" |0.208 |
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| style="padding: 5px;" |2.5 |
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| style="padding: 5px;" |2.5 |
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| style="padding: 5px;" |600 |
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| style="padding: 5px;" |20 |
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| style="padding: 5px;" |53.4 |
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| style="padding: 5px;" |{{Money|149.81}} |
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|- |
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| style="padding: 5px;" |3 |
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| style="padding: 5px;" |{{Money|12,750}} |
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| style="padding: 5px;" |40 |
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| style="padding: 5px;" |0.208 |
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| style="padding: 5px;" |2.5 |
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| style="padding: 5px;" |2.5 |
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| style="padding: 5px;" |600 |
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| style="padding: 5px;" |20 |
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| style="padding: 5px;" |73.89 |
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| style="padding: 5px;" |{{Money|172.55}} |
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|- |
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| style="padding: 5px;" |4 |
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| style="padding: 5px;" |{{Money|24,000}} |
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| style="padding: 5px;" |40 |
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| style="padding: 5px;" |0.158 |
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| style="padding: 5px;" |1.5 |
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| style="padding: 5px;" |2.5 |
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| style="padding: 5px;" |1,280 |
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| style="padding: 5px;" |22.5 |
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| style="padding: 5px;" |141.32 |
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| style="padding: 5px;" |{{Money|169.83}} |
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|- |
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| style="padding: 5px;" |5 |
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| style="padding: 5px;" |{{Money|60,000}} |
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| style="padding: 5px;" |100 |
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| style="padding: 5px;" |0.108 |
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| style="padding: 5px;" |1.5 |
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| style="padding: 5px;" |2.5 |
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| style="padding: 5px;" |2,400 |
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| style="padding: 5px;" |25 |
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| style="padding: 5px;" |364.11 |
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| style="padding: 5px;" |{{Money|164.79}} |
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|} |
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</div> |
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</center> |
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</div> |
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</div> |
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---- |
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<div class="mw-collapsible mw-collapsed"> |
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<div class="sectionheader">'''24 October 2024 – 11 June 2025'''</div> |
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<div class="ContainerColumn mw-collapsible-content"> |
<div class="ContainerColumn mw-collapsible-content"> |
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<center> |
<center> |
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Revision as of 11:37, 12 June 2025
This is the history subpage for the Accelerator/History. It contains every revision of the tower's statistics.
To see the statistics of this tower without the Firerate Bug, visit the Firerate Bug page.
Base Stats
Cash$4,500
Average (1.5)
Cash$1,500
Ground
Damage10
Burst
Firerate0.208
Hidden DetectionLevel 1+
Range17.5
Lead DetectionLevel 0+
Placement Limit8
N/A
Overcharge300
Charge-Up2.5
Cooldown2.5
Upgrades
+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$8,000
0.158 > 0.108 Tick Tick
+2.5 Range Range
+60 Damage Damage
1,280 > 2,400 Overcharge Overcharge
Sell Price changes to Cash$20,000
Stats Table
| Level | Total Price | Damage | Tick | Charge-Up[1] | Cooldown[2] | Overcharge | Range | DPS[3] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Cash$4,500 | 10 | 0.208 | 2.5 | 2.5 | 300 | 18 | 26.7 | Cash$168.54 |
| 1 | Cash$5,500 | 15 | 0.208 | 2.5 | 2.5 | 300 | 17.5 | 32.8 | Cash$167.68 |
| 2 | Cash$8,000 | 20 | 0.208 | 2.5 | 2.5 | 600 | 20 | 53.4 | Cash$149.81 |
| 3 | Cash$12,750 | 40 | 0.208 | 2.5 | 2.5 | 600 | 20 | 73.89 | Cash$172.55 |
| 4 | Cash$24,000 | 40 | 0.158 | 1.5 | 2.5 | 1,280 | 22.5 | 141.32 | Cash$169.83 |
| 5 | Cash$60,000 | 100 | 0.108 | 1.5 | 2.5 | 2,400 | 25 | 364.11 | Cash$164.79 |
Base Stats
Cash$5,000
Average (1.5)
Cash$1,666
Ground
Damage12
Burst
Firerate0.208
Hidden DetectionLevel 1+
Range17.5
Lead DetectionLevel 0+
Placement Limit8
N/A
Overcharge240
Charge-Up2.5
Cooldown2.5
Upgrades
+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$7,316
0.158 > 0.108 Tick Tick
+1.5 Range Range
+10 Damage Damage
1,050 > 4,800 Overcharge Overcharge
Sell Price changes to Cash$17,316
Stats Table
| Level | Total Price | Damage | Tick | Charge-Up[1] | Cooldown[2] | Overcharge | Range | DPS[3] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Cash$5,000 | 12 | 0.208 | 2.5 | 2.5 | 240 | 17.5 | 26.2 | Cash$190.84 |
| 1 | Cash$6,200 | 20 | 0.208 | 2.5 | 2.5 | 240 | 17.5 | 32.01 | Cash$193.69 |
| 2 | Cash$8,450 | 20 | 0.208 | 2.5 | 2.5 | 420 | 19 | 44.83 | Cash$188.49 |
| 3 | Cash$12,450 | 30 | 0.208 | 2.5 | 2.5 | 600 | 19 | 65.5 | Cash$190.08 |
| 4 | Cash$21,950 | 30 | 0.158 | 1.5 | 2.5 | 1,050 | 20.5 | 110.18 | Cash$199.22 |
| 5 | Cash$51,950 | 40 | 0.108 | 1.5 | 2.5 | 4,800 | 22 | 283.02 | Cash$183.56 |
Base Stats
Cash$5,000
Average (1.5)
Cash$1,666
Ground
Damage12
Burst
Firerate0.208
Hidden DetectionLevel 1+
Range17.5
Lead DetectionLevel 0+
Placement Limit8
N/A
Overcharge240
Charge-Up2.5
Cooldown2.5
Upgrades
+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$7,316
0.158 > 0.108 Tick Tick
+1.5 Range Range
+10 Damage Damage
1,050 > 4,800 Overcharge Overcharge
Sell Price changes to Cash$17,316
Stats Table
| Level | Total Price | Damage | Tick | Charge-Up[1] | Cooldown[2] | Overcharge | Range | DPS[3] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Cash$5,000 | 12 | 0.208 | 2.5 | 2.5 | 240 | 17.5 | 26.2 | Cash$190.84 |
| 1 | Cash$6,200 | 20 | 0.208 | 2.5 | 2.5 | 240 | 17.5 | 32.01 | Cash$193.69 |
| 2 | Cash$8,450 | 20 | 0.208 | 2.5 | 2.5 | 420 | 19 | 44.83 | Cash$188.49 |
| 3 | Cash$12,450 | 30 | 0.208 | 2.5 | 2.5 | 750 | 19 | 73.53 | Cash$169.32 |
| 4 | Cash$21,950 | 25 | 0.158 | 1.5 | 2.5 | 1,050 | 20.5 | 98.72 | Cash$222.35 |
| 5 | Cash$51,950 | 40 | 0.108 | 1.5 | 2.5 | 4,800 | 22 | 283.02 | Cash$183.56 |
Base Stats
Cash$5,000
Average (1.5)
Cash$1,666
Ground
Damage12
Burst
Firerate0.208
Hidden DetectionLevel 1+
Range17.5
Lead DetectionLevel 0+
Placement Limit8
N/A
Overcharge240
Charge-Up2.5
Cooldown2.5
Upgrades
+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$7,316
0.158 > 0.108 Tick Tick
+1.5 Range Range
+10 Damage Damage
1,050 > 4,800 Overcharge Overcharge
Sell Price changes to Cash$17,316
Stats Table
| Level | Total Price | Damage | Tick | Charge-Up[1] | Cooldown[2] | Overcharge | Range | DPS[3] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Cash$5,000 | 12 | 0.208 | 2.5 | 2.5 | 240 | 17.5 | 26.2 | Cash$190.84 |
| 1 | Cash$6,200 | 20 | 0.208 | 2.5 | 2.5 | 240 | 17.5 | 32.01 | Cash$193.69 |
| 2 | Cash$8,450 | 20 | 0.208 | 2.5 | 2.5 | 420 | 19 | 44.83 | Cash$188.49 |
| 3 | Cash$12,450 | 30 | 0.208 | 2.5 | 2.5 | 600 | 19 | 65.5 | Cash$190.08 |
| 4 | Cash$21,950 | 30 | 0.158 | 1.5 | 2.5 | 1,050 | 20.5 | 110.18 | Cash$199.22 |
| 5 | Cash$51,950 | 40 | 0.108 | 1.5 | 2.5 | 4,800 | 22 | 283.02 | Cash$183.56 |
Base Stats
Cash$5,000
Average (1.5)
Cash$1,666
Ground
Damage12
Burst
Firerate0.208
Hidden DetectionLevel 1+
Range17.5
Lead DetectionLevel 0+
Placement Limit8
N/A
Overcharge240
Charge-Up2.5
Cooldown2.5
Upgrades
+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$7,316
0.158 > 0.108 Tick Tick
+1.5 Range Range
+20 Damage Damage
1,500 > 3,600 Overcharge Overcharge
Sell Price changes to Cash$17,316
Stats Table
| Level | Total Price | Damage | Tick | Charge-Up[1] | Cooldown[2] | Overcharge | Range | DPS[3] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Cash$5,000 | 12 | 0.208 | 2.5 | 2.5 | 240 | 17.5 | 26.2 | Cash$190.84 |
| 1 | Cash$6,200 | 20 | 0.208 | 2.5 | 2.5 | 240 | 17.5 | 32.02 | Cash$193.63 |
| 2 | Cash$9,450 | 20 | 0.208 | 2.5 | 2.5 | 420 | 19 | 44.83 | Cash$210.8 |
| 3 | Cash$12,450 | 25 | 0.208 | 2.5 | 2.5 | 750 | 19 | 66.73 | Cash$186.57 |
| 4 | Cash$21,950 | 25 | 0.158 | 1.5 | 2.5 | 1,500 | 20.5 | 111.28 | Cash$197.25 |
| 5 | Cash$51,950 | 45 | 0.108 | 1.5 | 2.5 | 3,600 | 22 | 284.81 | Cash$182.4 |
Base Stats
Cash$4,250
Average (1.5)
Cash$1,416
Ground
Damage10
Burst
Firerate0.208
Hidden DetectionLevel 1+
Range17.5
Lead DetectionLevel 0+
Placement Limit8
N/A
Overcharge180
Charge-Up3
Cooldown2
Upgrades
180 > 300 Overcharge Overcharge
Sell Price changes to Cash$2,133
+10 Damage Damage
0.208 > 0.158 Tick Tick
600 > 1,200 Overcharge Overcharge
Sell Price changes to Cash$6,966
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$18,300
Stats Table
| Level | Total Price | Damage | Tick | Charge-Up[1] | Cooldown[2] | Overcharge | Range | DPS[3] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Cash$4,250 | 10 | 0.208 | 3 | 2 | 180 | 17.5 | 20.59 | Cash$206.41 |
| 1 | Cash$5,050 | 15 | 0.208 | 3 | 2 | 180 | 17.5 | 24.01 | Cash$210.33 |
| 2 | Cash$6,400 | 15 | 0.208 | 3 | 2 | 300 | 17.5 | 32.75 | Cash$195.42 |
| 3 | Cash$10,400 | 20 | 0.208 | 3 | 2 | 600 | 17.5 | 53.38 | Cash$194.83 |
| 4 | Cash$20,900 | 30 | 0.158 | 3 | 2 | 1,200 | 17.5 | 106 | Cash$197.17 |
| 5 | Cash$54,900 | 45 | 0.108 | 2 | 2 | 3,600 | 20 | 284.81 | Cash$192.76 |
Base Stats
Cash$4,250
Average (1.5)
Cash$1,416
Ground
Damage10
Burst
Firerate0.208
Hidden DetectionLevel 1+
Range17.5
Lead DetectionLevel 0+
Placement Limit8
N/A
Overcharge180
Charge-Up3
Cooldown2
Upgrades
180 > 375 Overcharge Overcharge
Sell Price changes to Cash$2,133
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$17,900
Stats Table
| Level | Total Price | Damage | Tick | Charge-Up[1] | Cooldown[2] | Overcharge | Range | DPS[3] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Cash$4,250 | 10 | 0.208 | 3 | 2 | 180 | 17.5 | 20.59 | Cash$206.41 |
| 1 | Cash$5,050 | 15 | 0.208 | 3 | 2 | 180 | 17.5 | 24.01 | Cash$210.33 |
| 2 | Cash$6,400 | 15 | 0.208 | 3 | 2 | 375 | 17.5 | 36.76 | Cash$174.1 |
| 3 | Cash$9,700 | 25 | 0.208 | 3 | 2 | 625 | 17.5 | 61.27 | Cash$158.32 |
| 4 | Cash$19,700 | 45 | 0.208 | 3 | 2 | 1,350 | 17.5 | 120.11 | Cash$164.02 |
| 5 | Cash$53,700 | 50 | 0.108 | 2 | 2 | 3,000 | 20 | 286.26 | Cash$187.59 |
Base Stats
Cash$4,250
Average (1.5)
Cash$1,416
Ground
Damage10
Burst
Firerate0.208
Hidden DetectionLevel 0+
Range17.5
Lead DetectionLevel 0+
Placement Limit8
N/A
Overcharge180
Charge-Up3
Cooldown2
Upgrades
180 > 280 Overcharge Overcharge
Sell Price changes to Cash$2,133
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$16,566
Stats Table
| Level | Total Price | Damage | Tick | Charge-Up[1] | Cooldown[2] | Overcharge | Range | DPS[3] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Cash$4,250 | 10 | 0.208 | 3 | 2 | 180 | 17.5 | 20.59 | Cash$206.41 |
| 1 | Cash$5,050 | 14 | 0.208 | 3 | 2 | 180 | 17.5 | 23.45 | Cash$215.35 |
| 2 | Cash$6,400 | 14 | 0.208 | 3 | 2 | 280 | 17.5 | 30.57 | Cash$209.36 |
| 3 | Cash$9,700 | 25 | 0.208 | 3 | 2 | 425 | 17.5 | 49.79 | Cash$194.82 |
| 4 | Cash$19,700 | 36 | 0.208 | 3 | 2 | 1,080 | 17.5 | 96.09 | Cash$205.02 |
| 5 | Cash$49,700 | 50 | 0.108 | 2 | 2 | 3,000 | 22.5 | 286.26 | Cash$173.62 |
Base Stats
Cash$3,500
Average
Cash$1,166
Ground
Damage6-8
Burst
Firerate0.208
Hidden DetectionLevel 0+
Range13
Lead DetectionLevel 0+
Placement Limit8
N/A
Burst Time6
Charge-Up3
Cooldown2
Upgrades
6 > 8.5 Burst Time Burst Time
Sell Price changes to Cash$1,766
+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$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$3,500 | 8 | 6 | 0.208 | 3 | 2 | 6 | 13 | 20.98 | 18.36 | 15.73 | Cash$190.63 |
| 1 | Cash$4,100 | 8 | 6 | 0.208 | 3 | 2 | 6 | 16 | 20.98 | 18.36 | 15.73 | Cash$223.31 |
| 2 | Cash$5,300 | 8 | 6 | 0.208 | 3 | 2 | 8.5 | 16 | 24.22 | 21.19 | 18.16 | Cash$250.12 |
| 3 | Cash$8,500 | 15 | 11 | 0.208 | 3 | 2 | 8.5 | 16 | 45.41 | 39.35 | 33.3 | Cash$216.01 |
| 4 | Cash$18,000 | 15 | 11 | 0.108 | 3 | 2 | 8.5 | 19 | 87.45 | 75.79 | 64.13 | Cash$237.5 |
| 5 | Cash$48,000 | 35 | 25 | 0.108 | 2 | 2 | 12 | 20 | 243.06 | 208.33 | 173.61 | Cash$230.4 |
Base Stats
Cash$3,500
Average
Cash$1,166
Ground
Damage10
Burst
Firerate0.208
Hidden DetectionLevel 0+
Range12
Lead DetectionLevel 0+
Placement Limit8
N/A
Burst Time4
Charge-Up4
Cooldown2
Upgrades
4 > 6.5 Burst Time Burst Time
Sell Price changes to Cash$1,766
+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$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$3,500 | 10 | 7 | 0.208 | 4 | 2 | 4 | 12 | 19.23 | 16.34 | 13.47 | Cash$214.2 |
| 1 | Cash$4,100 | 10 | 7 | 0.208 | 4 | 2 | 4 | 15 | 19.23 | 16.34 | 13.47 | Cash$250.92 |
| 2 | Cash$5,300 | 10 | 7 | 0.208 | 4 | 2 | 6.5 | 15 | 25 | 21.25 | 17.5 | Cash$249.41 |
| 3 | Cash$8,500 | 16 | 12 | 0.208 | 4 | 2 | 6.5 | 15 | 40 | 35 | 30 | Cash$242.86 |
| 4 | Cash$18,000 | 16 | 12 | 0.108 | 4 | 2 | 6.5 | 18 | 77.04 | 67.4 | 57.78 | Cash$267.06 |
| 5 | Cash$43,000 | 25 | 18 | 0.058 | 2 | 2 | 12 | 20 | 323.28 | 278.01 | 232.76 | Cash$154.67 |
Base Stats
Cash$3,500
Average
Cash$1,166
Ground
Damage10
Burst
Firerate0.23
Hidden DetectionLevel 0+
Range12
Lead DetectionLevel 0+
Placement Limit8
N/A
Burst Time4
Charge-Up4
Cooldown2
Upgrades
4 > 6.5 Burst Time Burst Time
Sell Price changes to Cash$1,766
+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$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$3,500 | 10 | 7 | 0.23 | 4 | 2 | 4 | 12 | 17.39 | 14.78 | 12.17 | Cash$236.81 |
| 1 | Cash$4,100 | 10 | 7 | 0.23 | 4 | 2 | 4 | 15 | 17.39 | 14.78 | 12.17 | Cash$277.4 |
| 2 | Cash$5,300 | 10 | 7 | 0.23 | 4 | 2 | 6.5 | 15 | 22.61 | 19.22 | 15.83 | Cash$275.75 |
| 3 | Cash$8,500 | 16 | 12 | 0.23 | 4 | 2 | 6.5 | 15 | 36.17 | 31.65 | 27.13 | Cash$268.56 |
| 4 | Cash$18,000 | 16 | 12 | 0.13 | 4 | 2 | 6.5 | 18 | 64 | 56 | 48 | Cash$321.43 |
| 5 | Cash$43,000 | 25 | 18 | 0.08 | 2 | 2 | 12 | 20 | 234.38 | 201.56 | 168.75 | Cash$321.43 |
Base Stats
Cash$3,500
Average
Cash$1,166
Ground
Damage10
Burst
Firerate0.23
Hidden DetectionLevel 0+
Range12
Lead DetectionLevel 0+
Placement Limit8
N/A
Burst Time4
Charge-Up4
Cooldown2
Upgrades
4 > 6.5 Burst Time Burst Time
Sell Price changes to Cash$1,766
+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$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$3,500 | 10 | 7 | 0.23 | 4 | 2 | 4 | 12 | 17.39 | 14.78 | 12.17 | Cash$236.81 |
| 1 | Cash$4,100 | 10 | 7 | 0.23 | 4 | 2 | 4 | 15 | 17.39 | 14.78 | 12.17 | Cash$277.4 |
| 2 | Cash$5,300 | 10 | 7 | 0.23 | 4 | 2 | 6.5 | 15 | 22.61 | 19.22 | 15.83 | Cash$275.75 |
| 3 | Cash$8,500 | 16 | 12 | 0.23 | 4 | 2 | 6.5 | 15 | 36.17 | 31.65 | 27.13 | Cash$268.56 |
| 4 | Cash$18,000 | 16 | 12 | 0.13 | 4 | 2 | 6.5 | 17 | 64 | 56 | 48 | Cash$321.43 |
| 5 | Cash$43,000 | 25 | 18 | 0.08 | 2 | 2 | 12 | 19 | 234.38 | 201.56 | 168.75 | Cash$213.34 |
Notes
- ↑ 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.
- ↑ 2.00 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.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge ÷ Damage x Tick]).
- ↑ 4.0 4.1 4.2 4.3 Maximum DPS is calculated as [Highest Damage × (Burst Time ÷ Tick)] ÷ (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.
- ↑ 5.0 5.1 5.2 5.3 Average DPS is calculated as [(Highest Damage + Lowest Damage) ÷ 2 × (Burst Time ÷ Tick)] ÷ (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.
- ↑ 6.0 6.1 6.2 6.3 Minimum DPS is calculated as [Lowest Damage × (Burst Time ÷ Tick)] ÷ (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.
- ↑ 7.0 7.1 7.2 7.3 Cost efficiency uses average DPS.
| Tower Gallery Pages | |
|---|---|
| Scout • Sniper • Paintballer • Demoman • Boomerang • Slime Trooper • Soldier | |
| Freezer • Assassin • Militant • Shotgunner • Hunter • Pyromancer • Ace Pilot • Medic • Farm • Electroshocker • Rocketeer • Trapper • Military Base • Crook Boss | |
| Commander • Warden • Cowboy • DJ Booth • Tesla • Saboteur • Minigunner • Ranger • Pursuit • Gatling Gun • Turret • Mortar • Mercenary Base | |
| Brawler • Necromancer • Accelerator • Engineer • Hacker | |
| Operator • Enforcer • Kingpin • Juggernaut | |
| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Demoman • Golden Snowballer | |
| Gladiator • Commando • Slasher • Frost Blaster • Archer • Swarmer • Toxic Gunner • Sledger • Executioner • Elf Camp • Jester • Cryomancer • Hallow Punk • Harvester • Snowballer • Elementalist • Firework Technician • Biologist • Warlock • Spotlight Tech • War Machine • Mecha Base | |
| Sentry • Moderator • Railgunner • Twitgunner • Void Miner • Combatant | |
| Unit Gallery Pages | |
|---|---|
| Humvee • Humvee 2 • Humvee 3 • Tank • Railgun Tank | |
| Sentry • Rifle Sentry • Minigun Sentry • War Machine Sentry | |
| Pistol Goon • Tommy Goon 1 • Tommy Goon 2 | |
| Golden Pistol Goon • Golden Tommy Goon 1 • Golden Tommy Goon 2 | |
| Gunner APC • Missile APC | |
| Rifleman • Grenadier • Riot Guard • Field Medic | |
| Lackey • Money Runner • Bouncer | |
| Elf • Snowball Elf • Cannoneer Elf • Bomber Elf • Guardian Elf • Gunner Elf • Gift Bomber • Ripped Elf | |
| Skeleton • Sword Skeleton • Giant Skeleton • Skeleton Knight • Hallow Guard • Executioner Skeleton | |
| Ice Turret | |
| History Pages | |
|---|---|
| Scout • Sniper • Paintballer • Demoman • Slime Trooper • Soldier | |
| Freezer • Assassin • Militant • Shotgunner • Hunter • Pyromancer • Ace Pilot • Medic • Farm • Electroshocker • Rocketeer • Trapper • Military Base • Crook Boss | |
| Commander • Warden • Cowboy • DJ Booth • Tesla • Saboteur • Minigunner • Ranger • Pursuit • Gatling Gun • Turret • Mortar • Mercenary Base | |
| Brawler • Necromancer • Accelerator • Engineer • Hacker | |
| Operator • Kingpin • Juggernaut | |
| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Snowballer | |
| Gladiator • Commando • Slasher • Frost Blaster • Archer • Swarmer • Toxic Gunner • Sledger • Executioner • Elf Camp • Jester • Cryomancer • Hallow Punk • Harvester • Snowballer • Elementalist • Firework Technician • Biologist • Warlock • Spotlight Tech • War Machine • Mecha Base | |
| Sentry • Twitgunner • Combatant | |