Accelerator/History: Difference between revisions
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Revision as of 15:23, 1 February 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.
Base Stats
Upgrades
Stats Table
|-|Regular =
| 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 | 26.69 | Cash$168.6 |
| 1 | Cash$5,500 | 15 | 0.208 | 2.5 | 2.5 | 300 | 18 | 32.75 | Cash$167.94 |
| 2 | Cash$8,000 | 20 | 0.208 | 2.5 | 2.5 | 600 | 20 | 53.38 | Cash$149.87 |
| 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 | 141.34 | Cash$169.8 |
| 5 | Cash$60,000 | 100 | 0.108 | 1.5 | 2.5 | 2,400 | 25 | 364.08 | Cash$164.8 |
|-|PVP =
| Level | Total Price | Damage | Tick | Charge-Up[1] | Cooldown[2] | Overcharge | Range | DPS[3] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Cash$4,250 | 12 | 0.208 | 2.5 | 2 | 300 | 18 | 30.93 | Cash$137.41 |
| 1 | Cash$5,000 | 15 | 0.208 | 2.5 | 2 | 300 | 18 | 34.64 | Cash$144.34 |
| 2 | Cash$7,000 | 15 | 0.208 | 2.5 | 2 | 600 | 18 | 46.8 | Cash$149.57 |
| 3 | Cash$11,500 | 35 | 0.158 | 2.5 | 2 | 600 | 20 | 83.23 | Cash$138.17 |
| 4 | Cash$23,500 | 35 | 0.108 | 1.5 | 2 | 1,280 | 20 | 171.82 | Cash$136.77 |
| 5 | Cash$52,000 | 90 | 0.108 | 1.5 | 2 | 2,400 | 23 | 376.18 | Cash$138.23 |
Base Stats
Upgrades
Stats Table
|-|Regular =
| 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 | 26.69 | Cash$168.6 |
| 1 | Cash$5,500 | 15 | 0.208 | 2.5 | 2.5 | 300 | 18 | 32.75 | Cash$167.94 |
| 2 | Cash$8,000 | 20 | 0.208 | 2.5 | 2.5 | 600 | 20 | 53.38 | Cash$149.87 |
| 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 | 141.34 | Cash$169.8 |
| 5 | Cash$60,000 | 100 | 0.108 | 1.5 | 2.5 | 2,400 | 25 | 364.08 | Cash$164.8 |
|-|PVP =
| Level | Total Price | Damage | Tick | Charge-Up[1] | Cooldown[2] | Overcharge | Range | DPS[3] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Cash$3,000 | 10 | 0.208 | 2.5 | 2 | 300 | 18 | 27.93 | Cash$107.4 |
| 1 | Cash$3,750 | 15 | 0.208 | 2.5 | 2 | 300 | 18 | 34.64 | Cash$108.25 |
| 2 | Cash$5,875 | 15 | 0.208 | 2.5 | 2 | 600 | 20 | 46.8 | Cash$125.53 |
| 3 | Cash$9,125 | 35 | 0.208 | 2.5 | 2 | 600 | 20 | 74.39 | Cash$122.67 |
| 4 | Cash$17,375 | 35 | 0.158 | 1.5 | 2 | 1,280 | 22.5 | 137.96 | Cash$125.95 |
| 5 | Cash$47,375 | 90 | 0.108 | 1.5 | 2 | 2,400 | 25 | 376.18 | Cash$125.94 |
Base Stats
Cash$4,500
Average (1.5)
Cash$1,500
Ground
Damage10
Burst
Firerate0.208
Hidden DetectionLevel 1+
Range18
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 | 26.69 | Cash$168.6 |
| 1 | Cash$5,500 | 15 | 0.208 | 2.5 | 2.5 | 300 | 18 | 32.75 | Cash$167.94 |
| 2 | Cash$8,000 | 15 | 0.208 | 2.5 | 2.5 | 600 | 20 | 45.05 | Cash$177.58 |
| 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 | 141.34 | Cash$169.8 |
| 5 | Cash$60,000 | 100 | 0.108 | 1.5 | 2.5 | 2,400 | 25 | 364.08 | Cash$164.8 |
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 1.12 1.13 1.14 1.15 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 2.12 2.13 2.14 2.15 The Cooldown happens when the Burst Time ends. This is indicated by an animation where the Accelerator waves its hand.
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 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 | |
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| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Demoman • Golden Snowballer | |
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| 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 | |
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| Gunner APC • Missile APC | |
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| Lackey • Money Runner • Bouncer | |
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| 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 | |