Accelerator/History: Difference between revisions

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imported>Mentin123
thank god i only have to do this twice
imported>Mentin123
No edit summary
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|Damage = [[File:Damage Icon.png|20px|Damage]]10
|Damage = [[File:Damage Icon.png|20px|Damage]]10
|Damage Type = Burst
|Damage Type = Burst
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]0.208
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]0.225
|Hidden = {{Hidden|Hidden Detection}}Level 0+
|Hidden = {{Hidden|Hidden Detection}}Level 0+
|Range = [[File:Range Icon.png|20px|Range]]12
|Range = [[File:Range Icon.png|20px|Range]]12
Line 2,628: Line 2,628:
+3 Range [[File:Range Icon.png|20px|Range]]
+3 Range [[File:Range Icon.png|20px|Range]]


0.208 > 0.108 Tick [[File:Cooldown Icon.png|20px|Tick]]
0.225 > 0.125 Tick [[File:Cooldown Icon.png|20px|Tick]]




Line 2,637: Line 2,637:
+9 Damage [[File:Damage Icon.png|20px|Damage]]
+9 Damage [[File:Damage Icon.png|20px|Damage]]


0.108 > 0.058 Tick [[File:Cooldown Icon.png|20px|Tick]]
0.125 > 0.075 Tick [[File:Cooldown Icon.png|20px|Tick]]


4 > 2 Charge-Up Time [[File:Cooldown Icon.png|20px|Charge Time]]
4 > 2 Charge-Up Time [[File:Cooldown Icon.png|20px|Charge Time]]
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|10
|10
|7
|7
|0.208
|0.225
|4
|4
|2
|2
|4
|4
|12
|12
|19.23
|17.78
|16.34
|15.11
|13.47
|12.44
|{{Money|214.2}}
|{{Money|231.63}}
|-
|-
|1
|1
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|10
|10
|7
|7
|0.208
|0.225
|4
|4
|2
|2
|4
|4
|15
|15
|19.23
|17.78
|16.34
|15.11
|13.47
|12.44
|{{Money|250.92}}
|{{Money|271.34}}
|-
|-
|2
|2
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|10
|10
|7
|7
|0.208
|0.225
|4
|4
|2
|2
|6.5
|6.5
|15
|15
|23.11
|25
|21.25
|19.64
|17.5
|16.18
|{{Money|249.41}}
|{{Money|269.86}}
|-
|-
|3
|3
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|16
|16
|12
|12
|0.208
|0.225
|4
|4
|2
|2
|6.5
|6.5
|15
|15
|36.98
|40
|32.36
|35
|27.73
|30
|{{Money|242.86}}
|{{Money|262.67}}
|-
|-
|4
|4
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|16
|16
|12
|12
|0.108
|0.125
|4
|4
|2
|2
|6.5
|6.5
|18
|18
|77.04
|66.56
|67.4
|58.24
|57.78
|49.92
|{{Money|267.06}}
|{{Money|309.07}}
|-
|-
|5
|5
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|25
|25
|18
|18
|0.058
|0.075
|2
|2
|2
|2
|12
|12
|20
|20
|250
|323.28
|215
|278.01
|180
|232.76
|{{Money|154.67}}
|{{Money|200}}
|}
|}
</div>
</div>

Revision as of 13:36, 26 March 2026


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.

Valentines 2026 Update (11 February 2026) – Present

Base Stats

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Stats Table

<tabber>

|-|Regular =

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash$7,500 12 0.225 6.5 2.5 9,000 20 50.63 Cash$148.13
1 Cash$9,500 15 0.225 6.5 2.5 11,250 20 63.29 Cash$150.1
2 Cash$15,500 25 0.225 6.5 2.5 18,750 22 105.49 Cash$146.94
3 Cash$25,499 40 0.225 6.5 1 30,000 22 170.21 Cash$149.81
4 Cash$52,999 50 0.175 5.5 1 50,000 24 275.48 Cash$192.39
5 Cash$112,999 55 0.125 6.5 1 100,000 26 425.94 Cash$265.29

|-|PVP =

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash$4,250 12 0.225 2.5 2 300 18 29.63 Cash$143.44
1 Cash$5,000 15 0.225 2.5 2 300 18 33.33 Cash$150
2 Cash$7,000 15 0.225 2.5 2 600 18 44.44 Cash$157.5
3 Cash$11,500 35 0.175 2.5 2 600 20 80 Cash$143.75
4 Cash$23,500 35 0.125 1.5 2 1,280 20 158.58 Cash$148.19
5 Cash$52,000 90 0.125 1.5 2 2,400 23 351.22 Cash$148.06
</tabber>

Shock and Awe Update (28 January 2026) – Valentines 2026 Update (11 February 2026)

Base Stats

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Stats Table

<tabber>

|-|Regular =

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash$7,500 12 0.225 6.5 2.5 9,000 20 50.53 Cash$148.13
1 Cash$9,500 20 0.225 6.5 2.5 11,250 20 82.99 Cash$114.47
2 Cash$14,300 25 0.225 6.5 2.5 18,750 22 105.49 Cash$135.56
3 Cash$24,299 40 0.225 6.5 1 30,000 22 170.21 Cash$142.76
4 Cash$54,299 50 0.175 5.5 1 50,000 24 275.48 Cash$197.11
5 Cash$121,799 55 0.125 5.5 1 100,000 26 425.94 Cash$285.95

|-|PVP =

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash$4,250 12 0.225 2.5 2 300 18 29.63 Cash$143.44
1 Cash$5,000 15 0.225 2.5 2 300 18 33.33 Cash$150
2 Cash$7,000 15 0.225 2.5 2 600 18 44.44 Cash$157.5
3 Cash$11,500 35 0.175 2.5 2 600 20 80 Cash$143.75
4 Cash$23,500 35 0.125 1.5 2 1,280 20 158.58 Cash$148.19
5 Cash$52,000 90 0.125 1.5 2 2,400 23 351.22 Cash$148.06
</tabber>

Assassin Update (6 August 2025) – Shock and Awe Update (28 January 2026)

Base Stats

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Stats Table

<tabber>

|-|Regular =

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash$4,500 10 0.225 2.5 2.5 300 18 25.53 Cash$176.25
1 Cash$5,500 15 0.225 2.5 2.5 300 18 31.58 Cash$174.17
2 Cash$8,000 15 0.225 2.5 2.5 600 20 42.86 Cash$186.67
3 Cash$12,750 40 0.225 2.5 2.5 600 20 71.64 Cash$177.97
4 Cash$24,000 40 0.175 1.5 2.5 1,280 22.5 133.33 Cash$180
5 Cash$60,000 100 0.125 1.5 2.5 2,400 25 342.86 Cash$175

|-|PVP =

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash$4,250 12 0.225 2.5 2 300 18 29.63 Cash$143.44
1 Cash$5,000 15 0.225 2.5 2 300 18 33.33 Cash$150
2 Cash$7,000 15 0.225 2.5 2 600 18 44.44 Cash$157.5
3 Cash$11,500 35 0.175 2.5 2 600 20 80 Cash$143.75
4 Cash$23,500 35 0.125 1.5 2 1,280 20 158.58 Cash$148.19
5 Cash$52,000 90 0.125 1.5 2 2,400 23 351.22 Cash$148.06
</tabber>

PVP Update (23 July 2025) – Assassin Update (6 August 2025)

Base Stats

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Stats Table

<tabber>

|-|Regular =

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash$4,500 10 0.225 2.5 2.5 300 18 25.53 Cash$176.25
1 Cash$5,500 15 0.225 2.5 2.5 300 18 31.58 Cash$174.17
2 Cash$8,000 15 0.225 2.5 2.5 600 20 42.86 Cash$186.67
3 Cash$12,750 40 0.225 2.5 2.5 600 20 71.64 Cash$177.97
4 Cash$24,000 40 0.175 1.5 2.5 1,280 22.5 133.33 Cash$180
5 Cash$60,000 100 0.125 1.5 2.5 2,400 25 342.86 Cash$175

|-|PVP =

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3] Cost Efficiency
0 Cash$3,000 10 0.225 2.5 2 300 18 26.67 Cash$112.5
1 Cash$3,750 15 0.225 2.5 2 300 18 33.33 Cash$112.5
2 Cash$5,875 15 0.225 2.5 2 600 20 44.44 Cash$132.19
3 Cash$9,125 35 0.225 2.5 2 600 20 71.79 Cash$127.1
4 Cash$17,375 35 0.175 1.5 2 1,280 22.5 129.29 Cash$134.38
5 Cash$47,375 90 0.125 1.5 2 2,400 25 351.22 Cash$134.89
</tabber>

Hacker Update (11 June 2025) – PVP Update (23 July 2025)

Base Stats

Accelerator/History
Cost: Gem 2,500 • Hardcore • Offense
Cost
Cash$4,500
Placement Footprint
Average (1.5)
Sell Price
Cash$1,500
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.225
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

Extra Juice
Level 1 • Cost: Cash$1,000

+5 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,833

Second Energy Canister
Level 2 • Cost: Cash$2,500

+2 Range Range

300 > 600 Overcharge Overcharge


Sell Price changes to Cash$2,666

Powerhouse Armor
Level 3 • Cost: Cash$4,750

+25 Damage Damage

Sell Price changes to Cash$4,250

Supercharger
Level 4 • Cost: Cash$11,250

+2.5 Range Range

0.225 > 0.175 Tick Tick

600 > 1,280 Overcharge Overcharge

2.5 > 1.5 Charge-Up Time Charge Time


Sell Price changes to Cash$8,000

Vessel Of Infinite Destruction
Level 5 • Cost: Cash$36,000

0.175 > 0.125 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 0.225 2.5 2.5 300 18 25.53 Cash$176.25
1 Cash$5,500 15 0.225 2.5 2.5 300 18 31.58 Cash$174.17
2 Cash$8,000 15 0.225 2.5 2.5 600 20 42.86 Cash$186.67
3 Cash$12,750 40 0.225 2.5 2.5 600 20 71.64 Cash$177.97
4 Cash$24,000 40 0.175 1.5 2.5 1,280 22.5 133.33 Cash$180
5 Cash$60,000 100 0.125 1.5 2.5 2,400 25 342.86 Cash$175

24 October 2024 – Hacker Update (11 June 2025)

Base Stats

Accelerator/History
Cost: Gem 2,500 • Hardcore
Cost
Cash$5,000
Placement Footprint
Average (1.5)
Sell Price
Cash$1,666
Placement Type
Ground
Damage
Damage12
Damage Method
Burst
Firerate
Firerate0.225
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

Extra Juice
Level 1 • Cost: Cash$1,200

+8 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$2,066

Second Energy Canister
Level 2 • Cost: Cash$2,250

+1.5 Range Range

240 > 420 Overcharge Overcharge


Sell Price changes to Cash$2,816

Powerhouse Armor
Level 3 • Cost: Cash$4,000

+10 Damage Damage

420 > 600 Overcharge Overcharge


Sell Price changes to Cash$4,150

Supercharger
Level 4 • Cost: Cash$9,500

+1.5 Range Range

0.225 > 0.175 Tick Tick

600 > 1,050 Overcharge Overcharge

2.5 > 1.5 Charge-Up Time Charge Time


Sell Price changes to Cash$7,316

Vessel Of Infinite Destruction
Level 5 • Cost: Cash$30,000

0.175 > 0.125 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 0.225 2.5 2.5 240 17.5 25.26 Cash$197.92
1 Cash$6,200 20 0.225 2.5 2.5 240 17.5 31.17 Cash$198.92
2 Cash$8,450 20 0.225 2.5 2.5 420 19 43.19 Cash$195.66
3 Cash$12,450 30 0.225 2.5 2.5 600 19 63.16 Cash$197.13
4 Cash$21,950 30 0.175 1.5 2.5 1,050 20.5 103.7 Cash$211.66
5 Cash$51,950 40 0.125 1.5 2.5 4,800 22 252.63 Cash$205.64

23 October 2024 – 24 October 2024

Base Stats

Accelerator/History
Cost: Gem 2,500 • Hardcore
Cost
Cash$5,000
Placement Footprint
Average (1.5)
Sell Price
Cash$1,666
Placement Type
Ground
Damage
Damage12
Damage Method
Burst
Firerate
Firerate0.225
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

Extra Juice
Level 1 • Cost: Cash$1,200

+8 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$2,066

Second Energy Canister
Level 2 • Cost: Cash$2,250

+1.5 Range Range

240 > 420 Overcharge Overcharge


Sell Price changes to Cash$2,816

Powerhouse Armor
Level 3 • Cost: Cash$4,000

+10 Damage Damage

420 > 750 Overcharge Overcharge


Sell Price changes to Cash$4,150

Supercharger
Level 4 • Cost: Cash$9,500

+1.5 Range Range

-5 Damage Damage

0.225 > 0.175 Tick Tick

750 > 1,050 Overcharge Overcharge

2.5 > 1.5 Charge-Up Time Charge Time


Sell Price changes to Cash$7,316

Vessel Of Infinite Destruction
Level 5 • Cost: Cash$30,000

0.175 > 0.125 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 0.225 2.5 2.5 240 17.5 25.26 Cash$197.92
1 Cash$6,200 20 0.225 2.5 2.5 240 17.5 31.17 Cash$198.92
2 Cash$8,450 20 0.225 2.5 2.5 420 19 43.19 Cash$195.66
3 Cash$12,450 30 0.225 2.5 2.5 750 19 70.59 Cash$176.38
4 Cash$21,950 25 0.175 1.5 2.5 1,050 20.5 92.51 Cash$237.27
5 Cash$51,950 40 0.125 1.5 2.5 4,800 22 252.63 Cash$205.64

16 October 2024 – 23 October 2024

Base Stats

Accelerator/History
Cost: Gem 2,500 • Hardcore
Cost
Cash$5,000
Placement Footprint
Average (1.5)
Sell Price
Cash$1,666
Placement Type
Ground
Damage
Damage12
Damage Method
Burst
Firerate
Firerate0.225
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

Extra Juice
Level 1 • Cost: Cash$1,200

+8 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$2,066

Second Energy Canister
Level 2 • Cost: Cash$2,250

+1.5 Range Range

240 > 420 Overcharge Overcharge


Sell Price changes to Cash$2,816

Powerhouse Armor
Level 3 • Cost: Cash$4,000

+10 Damage Damage

420 > 600 Overcharge Overcharge


Sell Price changes to Cash$4,150

Supercharger
Level 4 • Cost: Cash$9,500

+1.5 Range Range

0.225 > 0.175 Tick Tick

600 > 1,050 Overcharge Overcharge

2.5 > 1.5 Charge-Up Time Charge Time


Sell Price changes to Cash$7,316

Vessel Of Infinite Destruction
Level 5 • Cost: Cash$30,000

0.175 > 0.125 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 0.225 2.5 2.5 240 17.5 25.26 Cash$197.92
1 Cash$6,200 20 0.225 2.5 2.5 240 17.5 31.17 Cash$198.92
2 Cash$8,450 20 0.225 2.5 2.5 420 19 43.19 Cash$195.66
3 Cash$12,450 30 0.225 2.5 2.5 600 19 63.16 Cash$197.13
4 Cash$21,950 30 0.175 1.5 2.5 1,050 20.5 103.7 Cash$211.66
5 Cash$51,950 40 0.125 1.5 2.5 4,800 22 252.63 Cash$205.64

TDS Experimental (11 October 2024 – 19 October 2024)

Base Stats

Accelerator/History
Cost: Gem 2,500 • Hardcore
Cost
Cash$5,000
Placement Footprint
Average (1.5)
Sell Price
Cash$1,666
Placement Type
Ground
Damage
Damage12
Damage Method
Burst
Firerate
Firerate0.225
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

Extra Juice
Level 1 • Cost: Cash$1,200

+8 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$2,066

Second Energy Canister
Level 2 • Cost: Cash$2,250

+1.5 Range Range

240 > 420 Overcharge Overcharge


Sell Price changes to Cash$2,816

Powerhouse Armor
Level 3 • Cost: Cash$4,000

+5 Damage Damage

420 > 750 Overcharge Overcharge


Sell Price changes to Cash$4,150

Supercharger
Level 4 • Cost: Cash$9,500

+1.5 Range Range

0.225 > 0.175 Tick Tick

750 > 1,500 Overcharge Overcharge

2.5 > 1.5 Charge-Up Time Charge Time


Sell Price changes to Cash$7,316

Vessel Of Infinite Destruction
Level 5 • Cost: Cash$30,000

0.175 > 0.125 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 0.225 2.5 2.5 240 17.5 25.26 Cash$197.92
1 Cash$6,200 20 0.225 2.5 2.5 240 17.5 31.17 Cash$198.92
2 Cash$8,450 20 0.225 2.5 2.5 420 19 43.19 Cash$195.66
3 Cash$12,450 25 0.225 2.5 2.5 750 19 63.83 Cash$195.05
4 Cash$21,950 25 0.175 1.5 2.5 1,500 20.5 103.45 Cash$212.18
5 Cash$51,950 45 0.125 1.5 2.5 3,600 22 276.92 Cash$187.6

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

Base Stats

Accelerator/History
Cost: Gem 2,500 • Hardcore
Cost
Cash$4,250
Placement Footprint
Average (1.5)
Sell Price
Cash$1,416
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.225
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

Extra Juice
Level 1 • Cost: Cash$800

+5 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,683

Second Energy Canister
Level 2 • Cost: Cash$1,350

180 > 300 Overcharge Overcharge


Sell Price changes to Cash$2,133

Powerhouse Armor
Level 3 • Cost: Cash$4,000

+5 Damage Damage

300 > 600 Overcharge Overcharge


Sell Price changes to Cash$3,466

Supercharger
Level 4 • Cost: Cash$10,500

+10 Damage Damage

0.225 > 0.175 Tick Tick

600 > 1,200 Overcharge Overcharge


Sell Price changes to Cash$6,966

Vessel Of Infinite Destruction
Level 5 • Cost: Cash$34,000

0.175 > 0.125 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 0.225 3 2 180 17.5 19.89 Cash$213.68
1 Cash$5,050 15 0.225 3 2 180 17.5 23.38 Cash$216.03
2 Cash$6,400 15 0.225 3 2 300 17.5 31.58 Cash$202.67
3 Cash$10,400 20 0.225 3 2 600 17.5 51.06 Cash$203.67
4 Cash$20,900 30 0.175 3 2 1,200 17.5 100 Cash$209
5 Cash$54,900 45 0.125 2 2 3,600 20 257.14 Cash$213.5

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

Base Stats

Accelerator/History
Cost: Gem 2,500 • Hardcore
Cost
Cash$4,250
Placement Footprint
Average (1.5)
Sell Price
Cash$1,416
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.225
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

Extra Juice
Level 1 • Cost: Cash$800

+5 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,683

Second Energy Canister
Level 2 • Cost: Cash$1,350

180 > 375 Overcharge Overcharge


Sell Price changes to Cash$2,133

Powerhouse Armor
Level 3 • Cost: Cash$3,300

+10 Damage Damage

375 > 625 Overcharge Overcharge


Sell Price changes to Cash$3,233

Supercharger
Level 4 • Cost: Cash$10,000

+20 Damage Damage

625 > 1,350 Overcharge Overcharge


Sell Price changes to Cash$6,566

Vessel Of Infinite Destruction
Level 5 • Cost: Cash$34,000

0.225 > 0.125 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 0.225 3 2 180 17.5 19.89 Cash$213.68
1 Cash$5,050 15 0.225 3 2 180 17.5 23.38 Cash$216.03
2 Cash$6,400 15 0.225 3 2 375 17.5 35.29 Cash$181.33
3 Cash$9,700 25 0.225 3 2 625 17.5 58.82 Cash$164.9
4 Cash$19,700 45 0.225 3 2 1,350 17.5 114.89 Cash$171.46
5 Cash$53,700 50 0.125 2 2 3,000 20 276.92 Cash$193.92

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

Base Stats

Accelerator/History
Cost: Gem 2,500 • Hardcore
Cost
Cash$4,250
Placement Footprint
Average (1.5)
Sell Price
Cash$1,416
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.225
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

Extra Juice
Level 1 • Cost: Cash$800

+4 Damage Damage


Sell Price changes to Cash$1,683

Second Energy Canister
Level 2 • Cost: Cash$1,350

180 > 280 Overcharge Overcharge


Sell Price changes to Cash$2,133

Powerhouse Armor
Level 3 • Cost: Cash$3,300

+11 Damage Damage

280 > 425 Overcharge Overcharge


Sell Price changes to Cash$3,233

Supercharger
Level 4 • Cost: Cash$10,000

+11 Damage Damage

425 > 1,080 Overcharge Overcharge


Sell Price changes to Cash$6,566

Vessel Of Infinite Destruction
Level 5 • Cost: Cash$30,000

0.225 > 0.125 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 0.225 3 2 180 17.5 19.89 Cash$213.68
1 Cash$5,050 14 0.225 3 2 180 17.5 22.81 Cash$221.44
2 Cash$6,400 14 0.225 3 2 280 17.5 29.47 Cash$209.36
3 Cash$9,700 25 0.225 3 2 425 17.5 48.16 Cash$201.42
4 Cash$19,700 36 0.225 3 2 1,080 17.5 91.91 Cash$205.02
5 Cash$49,700 50 0.125 2 2 3,000 22.5 260.87 Cash$190.52

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

Base Stats

Accelerator/History
Cost: Gem 2,500 • Hardcore
Cost
Cash$3,500
Placement Footprint
Average
Sell Price
Cash$1,166
Placement Type
Ground
Damage
Damage6-8
Damage Method
Burst
Firerate
Firerate0.225
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

Focused Aiming
Level 1 • Cost: Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

Extra Juice
Level 2 • Cost: Cash$1,200

6 > 8.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

Powerhouse Armor
Level 3 • Cost: Cash$3,200

+7 Damage Damage


Sell Price changes to Cash$2,833

Super Charged
Level 4 • Cost: Cash$9,500

+3 Range Range

0.225 > 0.125 Tick Tick


Sell Price changes to Cash$6,000

Energy From The Void..
Level 5 • Cost: Cash$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$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 0.225 3 2 6 13 19.39 16.97 14.55 Cash$206.25
1 Cash$4,100 8 6 0.225 3 2 6 16 19.39 16.97 14.55 Cash$241.6
2 Cash$5,300 8 6 0.225 3 2 8.5 16 22.39 19.59 16.79 Cash$270.55
3 Cash$8,500 15 11 0.225 3 2 8.5 16 41.98 36.38 30.78 Cash$233.64
4 Cash$18,000 15 11 0.125 3 2 8.5 19 75.56 65.48 55.41 Cash$274.89
5 Cash$48,000 35 25 0.125 2 2 12 20 210 180 150 Cash$266.67

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

Base Stats

Accelerator/History
Cost: Gem 2,500
Cost
Cash$3,500
Placement Footprint
Average
Sell Price
Cash$1,166
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.225
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

Focused Aiming
Level 1 • Cost: Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

Extra Juice
Level 2 • Cost: Cash$1,200

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

Powerhouse Armor
Level 3 • Cost: Cash$3,200

+6 Damage Damage


Sell Price changes to Cash$2,833

Super Charged
Level 4 • Cost: Cash$9,500

+3 Range Range

0.225 > 0.125 Tick Tick


Sell Price changes to Cash$6,000

Energy From The Void
Level 5 • Cost: Cash$25,000

+2 Range Range

+9 Damage Damage

0.125 > 0.075 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 0.225 4 2 4 12 17.78 15.11 12.44 Cash$231.63
1 Cash$4,100 10 7 0.225 4 2 4 15 17.78 15.11 12.44 Cash$271.34
2 Cash$5,300 10 7 0.225 4 2 6.5 15 23.11 19.64 16.18 Cash$269.86
3 Cash$8,500 16 12 0.225 4 2 6.5 15 36.98 32.36 27.73 Cash$262.67
4 Cash$18,000 16 12 0.125 4 2 6.5 18 66.56 58.24 49.92 Cash$309.07
5 Cash$43,000 25 18 0.075 2 2 12 20 250 215 180 Cash$200

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

Base Stats

Accelerator/History
Cost: Gem 2,500
Cost
Cash$3,500
Placement Footprint
Average
Sell Price
Cash$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

Focused Aiming
Level 1 • Cost: Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

Extra Juice
Level 2 • Cost: Cash$1,200

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

Powerhouse Armor
Level 3 • Cost: Cash$3,200

+6 Damage Damage


Sell Price changes to Cash$2,833

Super Charged
Level 4 • Cost: Cash$9,500

+3 Range Range

0.23 > 0.13 Tick Tick


Sell Price changes to Cash$6,000

Energy From The Void
Level 5 • Cost: Cash$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$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

Hardcore Testing

Base Stats

Accelerator/History
Cost: Gem 2,500
Cost
Cash$3,500
Placement Footprint
Average
Sell Price
Cash$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

Focused Aiming
Level 1 • Cost: Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

Extra Juice
Level 2 • Cost: Cash$1,200

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

Powerhouse Armor
Level 3 • Cost: Cash$3,200

+6 Damage Damage


Sell Price changes to Cash$2,833

Super Charged
Level 4 • Cost: Cash$9,500

+2 Range Range

0.23 > 0.13 Tick Tick


Sell Price changes to Cash$6,000

Energy From The Void
Level 5 • Cost: Cash$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$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. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 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 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 The Cooldown happens when the Burst Time ends. This is indicated by an animation where the Accelerator waves its hand.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge ÷ Damage x Tick]).
  4. 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. 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. 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. 7.0 7.1 7.2 7.3 Cost efficiency uses average DPS.



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