Demoman/History: Difference between revisions

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imported>Mentin123
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imported>DarkGabonnie
Approved by t7ru (380694434980954114) via /job
 
(One intermediate revision by one other user not shown)
Line 118: Line 118:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 700; 250; 950; 2500; 6000
$COST$ = 700; 250; 950; 2500; 6000
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = 2; 0;
$FSE-DETECTION$ = 2; 0;
$FSE-PVP-DETECTION$ = ; 0;
$FSE-PVP-DETECTION$ = ; 0;
Line 130: Line 130:
$AREF$ = <ref name=aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=dps>DPS does not consider projectile travel time.</ref>
$DREF$ = <ref name=dps>DPS does not consider projectile travel time.</ref>
$R$ = $FNC-RECURSION$
DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 136: Line 136:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 8 || 2.6 || 1 || 10 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.6 || 1 || 10 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 8 || 1.9 || 1 || 12 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 8 || 1.9 || 1 || 12 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 18 || 1.9 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 18 || 1.9 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 25 || 1.5 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 25 || 1.5 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 286: Line 286:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 700; 250; 950; 2500; 6000
$COST$ = 700; 250; 950; 2500; 6000
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = 2; 0;
$FSE-DETECTION$ = 2; 0;
$FSE-PVP-DETECTION$ = ; 0;
$FSE-PVP-DETECTION$ = ; 0;
Line 300: Line 300:
$DREF$ = <ref name=dps>DPS does not consider projectile travel time.</ref>
$DREF$ = <ref name=dps>DPS does not consider projectile travel time.</ref>
DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 305: Line 306:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 8 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 8 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 8 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 15 || 1.75 || 1 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 15 || 1.75 || 1 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 30 || 1.5 || 0 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 30 || 1.5 || 0 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 50 || 1.2 || 0 || 16 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 50 || 1.2 || 0 || 16 || 6 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 225; 800; 2325; 5750
$COST$ = 550; 225; 800; 2325; 5750
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = 3; 0;
$FSE-DETECTION$ = 3; 0;
$FSE-UPGRADE$ = Faster Throwing; Ullapool Caber; Loch-n-Load; Expert's Ordnance
$FSE-UPGRADE$ = Faster Throwing; Ullapool Caber; Loch-n-Load; Expert's Ordnance
Line 471: Line 472:
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 476: Line 478:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 12 || 1.75 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 12 || 1.75 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 25 || 1.5 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 25 || 1.5 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 50 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 50 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 225; 500; 2100; 6500
$COST$ = 550; 225; 500; 2100; 6500
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Faster Throwing; Ullapool Caber; Loch-n-Load; Expert's Ordnance
$FSE-UPGRADE$ = Faster Throwing; Ullapool Caber; Loch-n-Load; Expert's Ordnance
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$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 642: Line 645:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 2.8 || 1 || 10 || 4.75 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.8 || 1 || 10 || 4.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 2 || 1 || 12 || 4.75 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 2 || 1 || 12 || 4.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 2 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 2 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 22 || 1.7 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 22 || 1.7 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 47 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 47 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 791: Line 794:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 575; 150; 475; 1650; 6250
$COST$ = 575; 150; 475; 1650; 6250
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 802: Line 805:
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 807: Line 811:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 908: Line 912:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 575; 150; 475; 1650; 6250
$COST$ = 575; 150; 475; 1650; 6250
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 918: Line 922:
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,006: Line 1,011:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 50; 450; 1500; 6000
$COST$ = 400; 50; 450; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,016: Line 1,021:
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 4 || 2.75 || 1 || 9 || 2.75 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 2.75 || 1 || 9 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || 2.5 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || 2.5 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 8 || 2.5 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 8 || 2.5 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,102: Line 1,108:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 50; 450; 1500; 6000
$COST$ = 400; 50; 450; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,112: Line 1,118:
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 4 || 3 || 1 || 8 || 2.75 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 3 || 1 || 8 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || 2.65 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || 2.65 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 8 || 2.65 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 8 || 2.65 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,190: Line 1,197:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 300; 150; 525; 1500; 6000
$COST$ = 300; 150; 525; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,199: Line 1,206:
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 3 || 2.5 || 7 || 2.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 2.5 || 7 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 2 || 10 || 2.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 2 || 10 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 6 || 2 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 6 || 2 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 12 || 1.5 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 12 || 1.5 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 28 || 1.2 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 28 || 1.2 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,274: Line 1,282:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500
$COST$ = 450; 100; 400; 1000; 3500
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,283: Line 1,291:
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,357: Line 1,366:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500
$COST$ = 450; 100; 400; 1000; 3500
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,366: Line 1,375:
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,450: Line 1,460:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500; 6500
$COST$ = 450; 100; 400; 1000; 3500; 6500
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Steil Grenade; Chinalake; Explosive Vest; Improved Grenades; Stronger Launcher
$FSE-UPGRADE$ = Steil Grenade; Chinalake; Explosive Vest; Improved Grenades; Stronger Launcher
Line 1,458: Line 1,468:
$FNC-ROFBUG-2020$ = Firerate
$FNC-ROFBUG-2020$ = Firerate
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,544: Line 1,555:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500; 6500
$COST$ = 450; 100; 400; 1000; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
Line 1,552: Line 1,563:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,638: Line 1,650:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
Line 1,646: Line 1,658:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 10 || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 10 || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 38 || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 38 || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,733: Line 1,746:
$SDMG$ = Direct Damage
$SDMG$ = Direct Damage
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
Line 1,741: Line 1,754:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || $SDMG$ || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || $SDMG$ || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || $SDMG$ || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || $SDMG$ || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 10 || $SDMG$ || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 10 || $SDMG$ || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || $SDMG$ || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || $SDMG$ || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 38 || $SDMG$ || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 38 || $SDMG$ || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,836: Line 1,850:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 1,844: Line 1,858:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 40 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 40 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,939: Line 1,954:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 1,947: Line 1,962:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 47 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 47 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,039: Line 2,055:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 5000
$COST$ = 550; 200; 500; 1350; 3500; 5000
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 2,047: Line 2,063:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 20 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 20 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>

Latest revision as of 21:37, 18 August 2026


This is the history subpage for the Demoman/History. It contains every revision of the tower's statistics.

Kingpin Update (17 July 2026) – Present

Base Statistics

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

Upgrades

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

Statistics

[edit]

Template:Neow


Hardcore Rework Update (5 June 2026) – Kingpin Update (17 July 2026)

Base Statistics

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

Upgrades

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

Statistics

[edit]

Template:Neow


St. Patrick's Day 2026 Update (11 March 2026) – Hardcore Rework Update (5 June 2026)

Base Statistics

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

Upgrades

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

Statistics

[edit]

Template:Neow


Shock and Awe Update (28 January 2026) – St. Patrick's Day 2026 Update (11 March 2026)

Base Statistics

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

Upgrades

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

Statistics

[edit]

Template:Neow


PVP Update (23 July 2025) – Shock and Awe Update (28 January 2026)

Base Statistics

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

Upgrades

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

Statistics

[edit]

Template:Neow


19 July 2024 – PVP Update (23 July 2025)

Base Statistics

[edit]
Demoman/History
Cost: Coin 200[1] • Starter • Offense

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Script error: No such module "NumName". (1.5)
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage6
Damage Method
Splash
Firerate
Firerate2.625
Hidden Detection
N/A[2]
Range
Range9
Explosion Range3.5 (Explosion Range)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
N/A
Flying Detection
N/A[3]
Aim Time
Aim Time1

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Further[sic] Throwing
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

2.625 > 2.275 Firerate Firerate


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Steil Grenade
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+4 Damage Damage

3.5 > 4 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Chinalake
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+3 Range Range

2.275 > 1.775 Firerate Firerate

+8 Damage Damage

1 > 0 Aim Time Aim Time

+Faster Projectile


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Collateral Damage
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

1.775 > 1.525 Firerate Firerate

+32 Damage Damage

4 > 4.5 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


Unwavering Tides Update (5 August 2023) – 19 July 2024

Base Statistics

[edit]
Demoman/History
Cost: Coin 250 • Starter

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Script error: No such module "NumName". (1.5)
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage4
Damage Method
Splash
Firerate
Firerate2.775
Hidden Detection
Hidden DetectionLevel 4[4]
Range
Range9
Explosion Range2.75 (Explosion Range)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
N/A
Flying Detection
N/A[3]
Aim Time
Aim Time1

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Further[sic] Throwing
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

2.775 > 2.525 Firerate Firerate


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Steil Grenade
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+4 Damage Damage

2.75 > 3.25 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Chinalake
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

2.525 > 1.525 Firerate Firerate

1 > 0 Aim Time Aim Time

+4 Damage Damage

+Faster Projectile


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Collateral Damage
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

1.525 > 1.225 Firerate Firerate

+16 Damage Damage

3.25 > 4 Explosion Range Explosion Range

+Hidden Detection Hidden Detection


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


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

Base Statistics

[edit]
Demoman/History
Cost: Coin 250 • Starter

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Script error: No such module "NumName". (1.5)
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage4
Damage Method
Splash
Firerate
Firerate3.025
Hidden Detection
N/A[2]
Range
Range8
Explosion Range2.75 (Explosion Range)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
N/A
Flying Detection
N/A[3]
Aim Time
Aim Time1

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Further[sic] Throwing
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

3.0258 > 2.675 Firerate Firerate


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Steil Grenade
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+4 Damage Damage

2.75 > 3.25 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Chinalake
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

2.675 > 1.525 Firerate Firerate

1 > 0 Aim Time Aim Time

+4 Damage Damage

+Faster Projectile


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Collateral Damage
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

1.525 > 1.225 Firerate Firerate

+16 Damage Damage

3.25 > 4 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


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

Base Statistics

[edit]
Demoman/History
Cost: Coin 250 • Starter

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage3
Damage Method
Splash
Firerate
Firerate2.525
Hidden Detection
N/A[2]
Range
Range7
Explosion Range2.5 (Explosion Range)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
N/A
Flying Detection
N/A[3]

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Further[sic] Throwing[5]
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+3 Range Range

2.525 > 2.025 Firerate Firerate


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Steil Grenade
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+3 Damage Damage

2.5 > 3.25 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Chinalake
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

2.008 > 1.508 Firerate Firerate

+6 Damage Damage


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Collateral Damage
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+4 Range Range

1.508 > 1.208 Firerate Firerate

+16 Damage Damage

3.25 > 4 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


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

Base Statistics

[edit]
Demoman/History
Cost: Coin 250

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Firerate
Firerate3.025
Hidden Detection
N/A[2]
Range
Range7
Explosion Range1.5 (Explosion Range)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
N/A
Flying Detection
N/A[3]

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Further[sic] Throwing
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+3 Range Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Steil Grenade
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

+3 Damage Damage


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Chinalake
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

3.025 > 2.025 Firerate Firerate

+2 Damage Damage


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Collateral Damage
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

2.025 > 1.825 Firerate Firerate

+13 Damage Damage

1.5 > 3 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


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

Base Statistics

[edit]
Demoman/History
Cost: Coin 250

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Firerate
Firerate3.03
Hidden Detection
N/A[2]
Range
Range7
Explosion Range1.5 (Explosion Range)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
N/A
Flying Detection
N/A[3]

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Further[sic] Throwing
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+3 Range Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Steil Grenade
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

+3 Damage Damage

Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Chinalake
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

3.03 > 2.03 Firerate Firerate

+2 Damage Damage


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Collateral Damage
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

2.03 > 1.83 Firerate Firerate

+13 Damage Damage

1.5 > 3 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


Hardcore Testing (28 August 2020 – 29 October 2020)

Base Statistics

[edit]
Demoman/History
Cost: Coin 500

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Firerate
Firerate2.53
Hidden Detection
N/A[2]
Range
Range9
Explosion Range5 (Explosion Range)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
N/A
Flying Detection
N/A[3]

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Steil Grenade
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Chinalake
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+3 Damage Damage

Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Explosive Vest
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+5 Damage Damage

5 > 6 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Improved Grenades
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

2.53 > 2.03 Firerate Firerate

+10 Damage Damage


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Stronger Launcher
Level 5 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

2.03 > 1.28 Firerate Firerate

+12 Damage Damage

6 > 8 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


4 March 2020 – Overhaul Update (29 October 2020)

Base Statistics

[edit]
Demoman/History
Cost: Coin 500

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Firerate
Firerate2.55
Hidden Detection
Hidden DetectionLevel 2+
Range
Range9
Explosion Range5 (Explosion Range)
Placement Limit
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Gloves
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Epic Shades
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+3 Damage Damage

+Hidden Detection Hidden Detection

Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Explosive Vest
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+5 Damage Damage

5 > 6 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Improved Grenades
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

2.55 > 2.05 Firerate Firerate

+10 Damage Damage


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Dual Wield
Level 5 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

2.05 > 1.3 Firerate Firerate

+12 Damage Damage

6 > 8 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


24 December 2019 – 4 March 2020

Base Statistics

[edit]
Demoman/History
Cost: Coin 500

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Firerate
Firerate3.3
Hidden Detection
Hidden DetectionLevel 2+
Range
Range9
Explosion Range5 (Explosion Range)
Placement Limit
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Gloves
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Epic Shades
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+3 Damage Damage

+Hidden Detection Hidden Detection

Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Explosive Vest
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+5 Damage Damage

5 > 6 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Improved Grenades
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

3.3 > 2.3 Firerate Firerate

+10 Damage Damage


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Dual Wield
Level 5 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

2.3 > 1.2 Firerate Firerate

+18 Damage Damage

6 > 8 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


MEGA Update (13 October 2019) – 24 December 2019

Base Statistics

[edit]
Demoman/History
Cost: Coin 500

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Firerate
Firerate3.3
Hidden Detection
Hidden DetectionLevel 2+
Range
Range9
Explosion Range5 (Explosion Range)
Placement Limit
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Gloves
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Epic Shades
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+3 Damage Damage

+Hidden Detection Hidden Detection

Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Explosive Vest
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+5 Damage Damage

5 > 6 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Improved Grenades
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

3.3 > 2.3 Firerate Firerate

+10 Damage Damage


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Dual Wield
Level 5 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

2.3 > 1.2 Firerate Firerate

+18 Damage Damage

6 > 8 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


22 July 2019 – MEGA Update (13 October 2019)

Base Statistics

[edit]
Demoman/History
Cost: Coin 500

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage4 Direct
Damage2 Splash
Damage Method
Splash
Firerate
Firerate3.3
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Explosion Range5 (Explosion Range)
Placement Limit
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
N/A
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

N/A
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+3 Direct Damage Damage

+1 Splash Damage Damage

+Hidden Detection Hidden Detection

Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

N/A
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+5 Direct Damage Damage

+3 Splash Damage Damage

5 > 6 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

N/A
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

3.3 > 2.3 Firerate Firerate

+10 Direct Damage Damage

+5 Splash Damage Damage


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

N/A
Level 5 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

2.3 > 1.2 Firerate Firerate

+18 Direct Damage Damage

+9 Splash Damage Damage

6 > 8 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


14 July 2019 – 22 July 2019

Base Statistics

[edit]
Demoman/History
Cost: Coin 500

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage4 Direct
Damage2 Splash
Damage Method
Splash
Firerate
Firerate3.3
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Explosion Range5 (Explosion Range)
Placement Limit
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
N/A
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

N/A
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+3 Direct Damage Damage

+1 Splash Damage Damage

+Hidden Detection Hidden Detection

Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

N/A
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+5 Direct Damage Damage

+3 Splash Damage Damage

5 > 6 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Script error: No such module "StripNaked".
Script error: No such module "StripNaked". • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

3.3 > 2.3 Firerate Firerate

+10 Direct Damage Damage

+5 Splash Damage Damage


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

N/A
Level 5 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

2.3 > 1.2 Firerate Firerate

+25 Direct Damage Damage

+12 Splash Damage Damage

6 > 8 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


14 June 2019 – 14 July 2019

Base Statistics

[edit]
Demoman/History
Cost: Coin 500[6]

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage4 Direct
Damage2 Splash
Damage Method
Splash
Firerate
Firerate3.3
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Explosion Range5 (Explosion Range)
Placement Limit
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
N/A
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

N/A
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

N/A
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+2 Direct Damage Damage

+1 Splash Damage Damage

5 > 6 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

N/A
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

3.3 > 2.3 Firerate Firerate

+4 Direct Damage Damage

+2 Splash Damage Damage


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

N/A
Level 5 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Range Range

2.3 > 1.2 Firerate Firerate

+10 Direct Damage Damage

+5 Splash Damage Damage

6 > 8 Explosion Range Explosion Range


Sell Price changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow

Notes

[edit]
  1. Prior to the 25th of September 2024, it had a cost of Coin 250.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Cite error: Invalid <ref> tag; no text was provided for refs named hidden
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Cite error: Invalid <ref> tag; no text was provided for refs named fly
  4. At Level 0-3, through splash damage, hidden enemies may be hit indirectly if another detectable enemy is nearby, but this tower can never directly target hidden enemies.
  5. Because of a bug, on the 21st of March 2023 the upgrade name was changed from Stronger Throw to Further Throwing. The upgrade icon was also removed.
  6. Prior to the 16th of June 2019, it had a cost of Coin 1,500.


File:TowerNewHeader.png
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