Assassin

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<infobox>

 <title source="title"><default>Assassin</default></title>

<image source="image"></image> <panel> <section> <label>Static</label> <image source="image-static"> </image> </section> <section> <label>Dynamic</label>

<format>

</format> </section>

 </panel>
 <label>Unlock Cost</label>
 <label>Golden Perk Cost</label>
 <label>Tower Cost</label>
 <label>Level Requirement</label>
 
 	<label>Role</label>
 	<format>Offense
   </format>
 
 <label>Placement</label>
 <label>Placement Limit</label>
 <group collapse="open">
   <header>Statistics</header>
   <panel>
    <section>
     <label>Regular</label>
     <label>Base Cost</label>
     <label>Base Selling Cost</label>
     <label>Base Damage</label>
     <label>Damage Method</label>
     <label>Base Firerate</label>
     <label>Base Range</label>
     <label>Base Income</label>
     <label>Base Spawnrate</label>
     <label>Hidden Detection</label>
     <label>Lead Detection</label>
     <label>Flying Detection</label>
     <label>Immunities</label>
     
     	<label>Placement Footprint</label>
     	<format>Small (1)
       </format>
    
    </section>
    <section>
     <label>PVP</label>
     <label>Base Cost</label>
     <label>Base Selling Cost</label>
     <label>Base Damage</label>
     <label>Damage Method</label>
     <label>Base Firerate</label>
     <label>Base Range</label>
     <label>Base Income</label>
     <label>Base Spawnrate</label>
     <label>Hidden Detection</label>
     <label>Lead Detection</label>
     <label>Flying Detection</label>
     <label>Immunities</label>
     
     	<label>Placement Footprint</label>
     	<format>Small (1)
       </format>
     
    </section>
   </panel>
 </group>
 <group collapse="closed">
   <header>Evolution</header>
   
    <label>Evolved From</label>
    <format>{{{evolved_from}}}</format>
   
   <label>Evolves Into</label>
   <label>Evolution Levels</label>
   <label>Base Exp</label>
   <label>Growth Rate</label>
   
    <label>Skip Cost</label>
    <format>Robux {{{skip_cost}}}</format>
   
 </group>
 <group collapse="closed">
   <header>Audio</header>
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
 </group>
 <group collapse="closed">
   <header>Tooltips</header>
   
   
   
   
   
   
 </group>

</infobox>

File:Quote.png
"Silent but deadly. Clear out enemies with fatal stabs, whirlwind slashes, and throwing knives!"
―Store Description

Description

[edit]

The Assassin is an intermediate melee ground tower that can be purchased from the store for Coin 800.

The Assassin will slash at enemies within range with its knife, dealing high single-target damage. At Level 2+, it gains the Whirlwind Slash, turning its every third hit into a whirlwind that pierces through every enemy caught in it. The whirlwind replaces the main attack, dealing the main attack's damage in its own whirlwind range. At Level 4, it gains an additional ability, Fan of Knives, where it will throw out three knives which travel beyond the tower's range in a fan shape at enemies every time a meter of 500 total damage is hit, being able to pierce through three enemies per knife.

Both the main attack and Whirlwind Slash can be used to increase the damage threshold, but not the Fan of Knives. If the damage dealt exceeds the threshold, any excess damage will be carried over to the next counter. For example, if the Assassin deals 60 damage and has a threshold of 460, it will start throwing knives after dealing 520 damage. The additional 20 damage will carry over to the next throw, meaning the counter seen on the tower will start at 20/500.

The Assassin has hidden and lead detection from Level 2. It has no placement limit.

Upgrades

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

Statistics

[edit]

To see all the previous statistics of this tower, see the history page.

<tabber>

|-|Regular =

Level Cost Total Cost Damage Swingrate Range Whirlwind Hit Whirlwind Damage Whirlwind Range Damage Threshold Knife Damage Knife Count Knife Cooldown Knife Max Hits Knife Range DPS[1] Cost Efficiency
0 Cash$300 Cash$300 3 0.6 6 N/A N/A N/A N/A N/A N/A N/A N/A N/A 5 Cash$60
1 Cash$450 Cash$750 6 0.5 6 N/A N/A N/A N/A N/A N/A N/A N/A N/A 12 Cash$62.5
2 Cash$625 Cash$1,375 9 0.5 6 3 9 6 N/A N/A N/A N/A N/A N/A 18 Cash$76.39
3 Cash$2,000 Cash$3,375 16 0.35 6 3 16 6 N/A N/A N/A N/A N/A N/A 45.71 Cash$73.84
4 Cash$6,800 Cash$10,175 35 0.35 6.5 3 35 6.5 500 60 3 0.5 3 10 123.64 Cash$82.3

|-|PVP =

Level Cost Total Cost Damage Swingrate Range Whirlwind Hit Whirlwind Damage Whirlwind Range Damage Threshold Knife Damage Knife Count Knife Cooldown Knife Max Hits Knife Range DPS[1] Cost Efficiency
0 Cash$300 Cash$300 2 0.6 5.5 N/A N/A N/A N/A N/A N/A N/A N/A N/A 3.33 Cash$90.09
1 Cash$150 Cash$450 3 0.6 6.5 N/A N/A N/A N/A N/A N/A N/A N/A N/A 5 Cash$90
2 Cash$600 Cash$1,050 8 0.6 6.5 3 6 6 N/A N/A N/A N/A N/A N/A 12.22 Cash$85.92
3 Cash$1,700 Cash$2,750 14 0.6 6.5 3 14 6 N/A N/A N/A N/A N/A N/A 23.33 Cash$117.87
4 Cash$4,750 Cash$7,500 25 0.5 7 3 25 7 150 25 3 0.5 3 10 64.29 Cash$116.66
</tabber>

Skins

[edit]
File:ActorAssassinIconIG.png File:SaberToothTigerAssassinIconIG.png File:SciBunnyAssassinIconIG.png File:CrewAssassinIconIG.png
Skin Actor Saber Tooth Tiger SciBunny Crew
Rarity Common Uncommon Rare Exclusive
Daily Store Cost N/A N/A N/A N/A
Obtained From Showtime Crate The Final Act Premium Battle Pass Spring Frenzy Battle Pass What was that Ref?! Mission Quest

Strategy

[edit]
  • The Assassin can be an effective early-game tower, due to its cheap cost, decent AoE and DPS.
    • The Assassin can hit lead and hidden enemies quite early on, making it excellent for gamemodes where such enemy types appear quite early, like the Hardcore mode.
    • At the beginning, it is recommended to place down two Level 0 Assassins, which should be upgraded to Level 2 once the cash is available.
    • Later on, it is recommended to fully upgrade Assassins, as lower levels will struggle to handle higher health enemies like the Molten Golem or Fallen Giant.
    • The Assassin can be used to quickly clear earlier waves and essentially speedrun early game, especially with its Whirlwind Slash which allows it to attack multiple enemies at once.
  • While it can become ineffective during late-game, It can shred or decrease hordes of lower-health enemies like Hazmat or Breaker4, allowing other towers to target the stronger enemies on the lane.
    • The Assassin is especially useful in taking out weaker hordes of lead enemies as many other towers cannot attack this enemy type, allowing them to focus on the enemies they can damage.
  • Due to the Assassin's low range, it is quite important to maximize how much path it can cover. Poor placement will lead to it performing poorly.
    • Ideal spots for it are small bends, like the multiple u-turns on U-Turn or the u-turn at the beginning of Simplicity. Other decent options are spots which enemies cross over multiple times, such as the center of Crossroads or one of two loops of Northern Lights.
  • By late-game, the Assassin will be unable to fight off the far stronger enemies. It is recommended to invest in far better towers by then.
    • Assassin can still be used to clear crowds, especially when many are placed down.
  • The Assassin benefits greatly from the Firerate Buff and Damage Buff.
    • The Firerate Buff makes it attack faster, reaching its three hit and 500 damage thresholds quicker and increasing its DPS.
    • The Damage Buff not only boosts the damage from the main attack, but also the damage of the whirlwind and the knife throw, boosting the DPS of all of its three attacks.
    • The Range Buff is not that effective on the Assassin, as it only boosts its main attack range. The Whirlwind Slash and Fan of Knives abilities will not have their range boosted by it.
  • The Assassin synergises well with the Firework Technician as it has AOE attacks that can launch a high amount of fireworks from hitting multiple enemies at once.
    • Do note that the Assassin only starts performing AOE attacks from Level 2 onward with its Whirlwind Slash. This means that using the Firework Technician to boost a Level 0-2 Assassin is not as effective since those levels only use basic, single-target attacks.
  • The Assassin can indirectly hit Flying enemies with its Whirlwind Slash and Fan Of Knives if another detectable enemy is within attacking range.
    • This means that Assassin is technically able to damage all three enemy types, though it is not recommended to rely on this for Flying enemies.

Trivia

[edit]
  • The Assassin is the second left-handed tower in the game, with the first being the Harvester.
    • All other towers are either right handed or use both of their hands from Level 0.
  • In the official trailer for the Assassin before its release, it was misspelled as Assasin due to an oversight.
  • The Assassin's Level 4 upgrade name is a reference to a member of the balancing team named Tom Da Ninja.
    • The acronym for "Death Arms" is DA, so the upgrade name Death Arms Ninja also spells out DA Ninja, as in Tom Da Ninja.

Update History

[edit]
  • 6 August 2025 - v1.72.0
    • Assassin added.
    • Bug: Assassin does not attack flying enemies when given flying detection.
    • Bug: Damage added to the damage threshold is always the same as the base damage value times number of enemies hit, regardless of how much damage the tower actually deals. For example, if it hits an Abnormal and only deals 8 damage out of its 30 damage, it still boosts the damage threshold by 30.
    • Bug: When dealing damage at Level 4, the damage added to the damage threshold is actually the damage dealt from the previous attack, not the current.
    • Bug: Assassin is not affected by certain debuffs.
    • Bug: Assassin is unaffected by stuns from legacy enemy if they are fired like a minigun or beam, examples include the Gunslinger, Warden and Minigunner enemies.
  • 20 August 2025 - v1.73.0
    • Statistical changes:
      • Base
        • Cost decreased from Cash$300 to Cash$200.
        • Firerate decreased from 0.775 to 0.625.
        • Range increased from 5.5 to 6.
      • Level 1
        • Cost increased from Cash$150 to Cash$250.
        • Firerate changed from 0.775 to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
        • Range decreased from +1 to +0.
      • Level 2
        • Cost increased from Cash$600 to Cash$950.
        • Damage increased from +5 to +7.
        • Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to 0.525.
        • Whirlwind Slash damage increased from 8 to 10.
      • Level 3
        • Cost increased from Cash$1,500 to Cash$2,350.
        • Damage increased from +10 to +15.
        • Whirlwind Slash damage increased from +10 to +15.
      • Level 4
        • Cost increased from Cash$4,250 to Cash$7,250.
        • Damage increased from +12 to +25.
        • Whirlwind Slash damage increased from +12 to +25.
        • Range increased from +0.5 to +1.
        • Fan of Knives damage increased from 25 to 100.
        • Fan of Knives damage threshold increased from 150 to 400.
  • 3 September 2025 - v1.74.0
    • Statistical changes:
      • Base
        • Firerate increased from 0.625 to 0.675.
      • Level 1
        • Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
      • Level 2
        • Cost increased from Cash$950 to Cash$1,000.
        • Damage increased from +7 to +9.
        • Firerate changed from 0.525 to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
        • Whirlwind damage decreased from 10 to 6.
      • Level 3
        • Cost increased from Cash$2,350 to Cash$2,750.
        • Damage decreased from +15 to +12.
        • Whirlwind damage decreased from +15 to +12.
      • Level 4
        • Cost increased from Cash$7,250 to Cash$7,600.
        • Damage decreased from +25 to +16.
        • Whirlwind damage decreased from +25 to +12.
        • Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
        • Fan of Knives damage threshold increased from 400 to 500.
        • Fan of Knives damage decreased from 100 to 60.
    • Bugfix: Assassin now can target Flying enemies instead of just staring at them, however, its attacks will deal no damage to it unless flying detection is gotten specifically through the Firework Technician or Medic.
  • 20 December 2025 - v1.83.0
    • New skin: Actor
  • 20 December 2025 - v1.83.0a
    • New skin: Saber Tooth Tiger
  • 28 January 2026 - v1.84.0
    • Statistical changes (Regular):
      • Base
        • Cost increased from Cash$200 to Cash$300.
        • Swingrate decreased from 0.675 to 0.625.
      • Level 1
        • Cost increased from Cash$250 to Cash$450.
        • Damage increased from +1 to +3.
        • Swingrate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
      • Level 2
        • Cost decreased from Cash$1,000 to Cash$750.
        • Damage decreased from +9 to +0.
        • Swingrate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to 0.525.
        • Whirlwind damage increased from 6 to 12.
        • Name changed from Advanced Hand to Hand Training to Umbral Tempest.
      • Level 3
        • Cost decreased from Cash$2,750 to Cash$2,400.
        • Damage decreased from +12 to +8.
        • Swingrate changed from 0.625 to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
        • Whirlwind damage increased from +12 to +15.
        • Name changed from Upgraded Blades to Ascended Shadow.
      • Level 4
        • Cost decreased from Cash$7,400 to Cash$6,350.
        • Damage increased from +16 to +21.
        • Swingrate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to 0.375.
        • Range decreased from +1 to +0.5.
        • Whirlwind damage increased from +12 to +14.
  • 3 April 2026 - v1.88.0
    • New skin: SciBunny
  • 22 May 2026 - v1.91.0
    • New skin: Crew
  • 5 June 2026 - v2.0.0
    • Firerate decreased due to the Firerate Bug being fixed.
    • Statistical changes (Regular):
      • Base
        • Firerate decreased from 0.625 to 0.6.
      • Level 1
        • Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
      • Level 3
        • Damage decreased from +8 to +7.
        • Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
        • Whirlwind damage decreased from +9 to +8.
      • Level 4
        • Damage decreased from +21 to +20.
        • Whirlwind damage decreased from +14 to +13.
        • Whirlwind range increased from +0 to +0.5.
    • Statistical changes (PVP):
      • Base
        • Firerate decreased from 0.625 to 0.6.
      • Level 3
        • Damage decreased from +6 to +5.
        • Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
        • Whirlwind damage decreased from +8 to +7.
  • 17 July 2026 - v2.3.0
    • Statistical changes (Regular):
      • Level 3
        • Damage increased from +7 to +8.
        • Whirlwind damage increased from +8 to +9.
      • Level 4
        • Damage increased from +20 to +21.
        • Whirlwind damage increased from +13 to +14.
  • 28 August 2026 - v2.8.0
    • Statistical changes (Regular):
      • Level 2
        • Cost decreased from Cash$750 to Cash$625
        • Damage increased from +0 to +3
        • Whirlwind damage decreased from 12 to 9.
        • Lead detection added.
      • Level 3
        • Cost decreased from Cash$2,400 to Cash$2,000.
        • Damage decreased from +8 to +7.
        • Whirlwind damage decreased from +9 to +7.
      • Level 4
        • Cost increased from Cash$6,350 to Cash$6,800.
        • Damage decreased from +21 to +19.
        • Whirlwind damage increased from +14 to +19.

Notes

[edit]
  1. 1.0 1.1 Calculated as (Damage × (Whirlwind Hit - 1) + Whirlwind Damage) ÷ (Swingrate × Whirlwind Hit) from Level 2+.
    For Level 4, DPS is calculated as (Threshold + Knife Damage × Knife Count) ÷ (Threshold ÷ ((Damage × (Whirlwind Hit - 1) + Whirlwind Damage) ÷ Whirlwind Hit) × Swingrate + Knife Cooldown) assuming all knives hit one enemy.


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