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! scope="col" style="padding: 5px;" align="center" |Overcharge
! scope="col" style="padding: 5px;" align="center" |Overcharge
! scope="col" style="padding: 5px;" align="center" |Range
! scope="col" style="padding: 5px;" align="center" |Range
! scope="col" style="padding: 5px;" align="center" |DPS<ref>DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge/Damage x Tick]).</ref>
! scope="col" style="padding: 5px;" align="center" |DPS<ref>DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge ÷ Damage x Tick]).</ref>
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! scope="col" style="padding: 5px;" align="center" |Burst Time
! scope="col" style="padding: 5px;" align="center" |Burst Time
! scope="col" style="padding: 5px;" align="center" |Range
! scope="col" style="padding: 5px;" align="center" |Range
! scope="col" style="padding: 5px;" align="center" |Max DPS<ref name="MinDPS">Maximum DPS is calculated as [Highest Damage × (Burst Time/Tick)] ÷ (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.</ref>
! scope="col" style="padding: 5px;" align="center" |Max DPS<ref name="MinDPS">Maximum DPS is calculated as [Highest Damage × (Burst Time ÷ Tick)] ÷ (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.</ref>
! scope="col" style="padding: 5px;" align="center" |Avg DPS<ref name="AvgDPS">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.</ref>
! scope="col" style="padding: 5px;" align="center" |Avg DPS<ref name="AvgDPS">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.</ref>
! scope="col" style="padding: 5px;" align="center" |Min DPS<ref name="MaxDPS">Minimum DPS is calculated as [Lowest Damage × (Burst Time/Tick)] ÷ (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.</ref>
! scope="col" style="padding: 5px;" align="center" |Min DPS<ref name="MaxDPS">Minimum DPS is calculated as [Lowest Damage × (Burst Time ÷ Tick)] ÷ (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.</ref>
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Revision as of 11:48, 26 July 2023

Accelerator
ARTICLE
GALLERY
HISTORY

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

5 May 2022 – Present

Base Stats

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

Upgrades

Extra Juice
Level 1 • Cost: Extra Juice - Cash$800

+4 Damage Damage


Sell Price changes to Cash$1,683

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

180 > 280 Overcharge Overcharge


Sell Price changes to Cash$2,133

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

+11 Damage Damage

280 > 425 Overcharge Overcharge


Sell Price changes to Cash$3,233

Supercharger
Level 4 • Cost: Supercharger - 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: Vessel Of Infinite Destruction - Cash$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$16,566

Stats Table

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

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

Base Stats

Base Stats
Cost
Cash$3,500
Type
Offensive
Sell Price
Cash$1,166
Placement Type
Ground
Damage
Damage6-8
Damage Type
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 0+
Range
Range13
Lead Penetration
Lead PenetrationLevel 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: Focused Aiming - Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

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

6 > 8.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

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

+7 Damage Damage


Sell Price changes to Cash$2,833

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

+3 Range Range

0.208 > 0.108 Tick Tick


Sell Price changes to Cash$6,000

Energy From The Void..
Level 5 • Cost: Energy From The Void.. - 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]
0 Cash$3,500 8 6 0.208 3 2 6 13 20.98 18.36 15.73
1 Cash$4,100 8 6 0.208 3 2 6 16 20.98 18.36 15.73
2 Cash$5,300 8 6 0.208 3 2 8.5 16 24.22 21.19 18.16
3 Cash$8,500 15 11 0.208 3 2 8.5 16 45.41 39.35 33.3
4 Cash$18,000 15 11 0.108 3 2 8.5 19 87.45 75.79 64.13
5 Cash$48,000 35 25 0.108 2 2 12 20 243.06 208.33 173.61

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

Base Stats

Base Stats
Cost
Cash$3,500
Type
Offensive
Sell Price
Cash$1,166
Placement Type
Ground
Damage
Damage10
Damage Type
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 0+
Range
Range12
Lead Penetration
Lead PenetrationLevel 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: Focused Aiming - Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

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

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

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

+6 Damage Damage


Sell Price changes to Cash$2,833

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

+3 Range Range

0.208 > 0.108 Tick Tick


Sell Price changes to Cash$6,000

Energy From The Void
Level 5 • Cost: Energy From The Void - Cash$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$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]
0 Cash$3,500 10 7 0.208 4 2 4 12 19.23 16.34 13.47
1 Cash$4,100 10 7 0.208 4 2 4 15 19.23 16.34 13.47
2 Cash$5,300 10 7 0.208 4 2 6.5 15 25 21.25 17.5
3 Cash$8,500 16 12 0.208 4 2 6.5 15 40 35 30
4 Cash$18,000 16 12 0.108 4 2 6.5 18 77.04 67.40 57.78
5 Cash$43,000 25 18 0.058 2 2 12 20 323.28 278.01 232.76

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

Base Stats

Base Stats
Cost
Cash$3,500
Type
Offensive
Sell Price
Cash$1,166
Placement Type
Ground
Damage
Damage10
Damage Type
Burst
Firerate
Firerate0.23
Hidden Detection
Hidden DetectionLevel 0+
Range
Range12
Lead Penetration
Lead PenetrationLevel 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: Focused Aiming - Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

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

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

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

+6 Damage Damage


Sell Price changes to Cash$2,833

Super Charged
Level 4 • Cost: Super Charged - 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: Energy From The Void - 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]
0 Cash$3,500 10 7 0.23 4 2 4 12 17.39 14.78 12.17
1 Cash$4,100 10 7 0.23 4 2 4 15 17.39 14.78 12.17
2 Cash$5,300 10 7 0.23 4 2 6.5 15 22.61 19.22 15.83
3 Cash$8,500 16 12 0.23 4 2 6.5 15 36.17 31.65 27.13
4 Cash$18,000 16 12 0.13 4 2 6.5 18 64 56 48
5 Cash$43,000 25 18 0.08 2 2 12 20 234.38 201.56 168.75

Hardcore Testing

Base Stats

Base Stats
Cost
Cash$3,500
Type
Offensive
Sell Price
Cash$1,166
Placement Type
Ground
Damage
Damage10
Damage Type
Burst
Firerate
Firerate0.23
Hidden Detection
Hidden DetectionLevel 0+
Range
Range12
Lead Penetration
Lead PenetrationLevel 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: Focused Aiming - Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

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

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

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

+6 Damage Damage


Sell Price changes to Cash$2,833

Super Charged
Level 4 • Cost: Super Charged - 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: Energy From The Void - 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]
0 Cash$3,500 10 7 0.23 4 2 4 12 17.39 14.78 12.17
1 Cash$4,100 10 7 0.23 4 2 4 15 17.39 14.78 12.17
2 Cash$5,300 10 7 0.23 4 2 6.5 15 22.61 19.22 15.83
3 Cash$8,500 16 12 0.23 4 2 6.5 15 36.17 31.65 27.13
4 Cash$18,000 16 12 0.13 4 2 6.5 17 64 56 48
5 Cash$43,000 25 18 0.08 2 2 12 19 234.38 201.56 168.75

Notes

  1. 1.0 1.1 1.2 1.3 1.4 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. 2.0 2.1 2.2 2.3 2.4 The Cooldown happens when the Burst Time ends. This is indicated by an animation where the Accelerator waves its hand.
  3. 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.



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