Executioner/History: Difference between revisions

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imported>DarkGabonnie
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{{Tabs|Executioner|History}}
{{Tabs|History}}
''To see the statistics of this tower without the [[Firerate Bug]], visit the [[Firerate Bug/Executioner|Firerate Bug]] page.''


<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<div class="sectionheader">'''Entity System Update (12 March 2022) – Present'''</div>
<div class="sectionheader">'''Hardcore Rework Update (5 June 2026) – Present'''</div>
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>
==Base Stats==
==Base Statistics==
{{BaseStat
{{BaseStat
|Image = [[File:DefaultExecutioner2.png|100px]]
|Image = [[File:DefaultExecutioner2.png|100px]]
|Map Unlock = [[Solar Eclipse Event]]
|Category = Exclusive
|Role = Offense
|Cost = {{Money|750}}
|Footprint = 1.5
|Sell Price = {{Money|250}}
|Placement Type = Ground
|Damage = [[File:Damage Icon.png|20px|Damage]]5
|Damage Type = Ricochet<br/>Pierce
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]3
|Hidden = {{Hidden|Hidden Detection}}Level 4+
|Range = [[File:Range Icon.png|20px|Range]]14
|Lead = N/A
|Placement = [[File:PlacementLimit.png|20px|Placement Limit]]9
|Fly = {{Flying|Flying Detection}}Level 0+
|Title1 = Bounces
|Stat1 = 3
}}

==Upgrades==
{{Upgrade|Level = Level 1|Upgrade Title = Improved Throwing|Cost = {{Money|250}}|Image = [[File:executionerlvl1upgrd.png|100px]]|Information = 3 > 2 Firerate [[File:Cooldown Icon.png|20px|Firerate]]


Sell price changes to {{Money|333}}}}
{{Upgrade|Level = Level 2|Upgrade Title = Double Head Axe|Cost = {{Money|750}}|Image=[[File:executionerlvl2upgrd.png|100px]]|Information = +5 Damage [[File:Damage Icon.png|20px|Damage]]


Sell price changes to {{Money|583}}}}
{{Upgrade|Level = Level 3|Upgrade Title = Blood Seeking|Cost = {{Money|1,900}}|Image=[[File:executionerlvl3upgrd.png|100px]]|Information = +8 Damage [[File:Damage Icon.png|20px|Damage]]

+4 Range [[File:Range Icon.png|20px|Range]]

+1 Bounces


Sell price changes to {{Money|1,216}}}}
{{Upgrade|Level = Level 4|Upgrade Title = Tactical Ops|Cost = {{Money|4,500}}|Image=[[File:executionerlvl4upgrd.png|100px]]|Information = +17 Damage [[File:Damage Icon.png|20px|Damage]]

+Hidden Detection {{Hidden|Hidden Detection}}


Sell price changes to {{Money|2,716}}}}
{{Upgrade|Level = Level 5|Upgrade Title = Head Chopping|Cost = {{Money|12,500}}|Image=[[File:executionerlvl5upgrd.png|100px]]|Information = +45 Damage [[File:Damage Icon.png|20px|Damage]]

+3 Bounces


Sell price changes to {{Money|6,883}}}}

==Statistics==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 750; 250; 750; 1900; 4500; 12500
$FSE-DETECTION$ = 4; ; 0
$FSE-UPGRADE$ = Improved Throwing; Double Head Axe; Blood Seeking; Tactical Ops; Head Chopping
$FSE-UPGRADEICON$ = 129697807; 542098553; 6426220009; 27386833; 143769378
$FREF$ = <ref name="fr">The firerate assumes that the axe returns on time.</ref>
$DREF$ = <ref name="dps">DPS assumes that only one enemy is hit per throw.<br/>DPS also assumes that the axe returns on time.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Firerate$FREF$ !! Tick !! Bounces !! Max Hits !! Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || 3 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
|-
| 1 || $R$ || $R$ || 5 || 2 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
|-
| 2 || $R$ || $R$ || 10 || 2 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
|-
| 3 || $R$ || $R$ || 18 || 2 || 0.15 || 4 || 3 || 18 || $DPS$ || {{Money|$CE$}}
|-
| 4 || $R$ || $R$ || 35 || 2 || 0.15 || 4 || 3 || 18 || $DPS$ || {{Money|$CE$}}
|-
| 5 || $R$ || $R$ || 80 || 2 || 0.15 || 7 || 3 || 18 || $DPS$ || {{Money|$CE$}}
|}
</div>
</nowiki>}}
</center>
</div>
</div>
----
<div class="mw-collapsible mw-collapsed">
<div class="sectionheader">'''Shock and Awe Update (28 January 2026) – Hardcore Rework Update (5 June 2026)'''</div>
<div class="ContainerColumn mw-collapsible-content">
<center>
==Base Statistics==
{{BaseStat
|Image = [[File:DefaultExecutioner2.png|100px]]
|Map Unlock = [[Solar Eclipse Event]]
|Category = Exclusive
|Role = Offense
|Cost = {{Money|750}}
|Footprint = 1.5
|Sell Price = {{Money|250}}
|Placement Type = Ground
|Damage = [[File:Damage Icon.png|20px|Damage]]5
|Damage Type = Ricochet<br/>Pierce
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]3.025
|Hidden = {{Hidden|Hidden Detection}}Level 4+
|Range = [[File:Range Icon.png|20px|Range]]14
|Lead = N/A
|Placement = [[File:PlacementLimit.png|20px|Placement Limit]]9
|Fly = {{Flying|Flying Detection}}Level 0+
|Title1 = Bounces
|Stat1 = 3
}}

==Upgrades==
{{Upgrade|Level = Level 1|Upgrade Title = Improved Throwing|Cost = {{Money|250}}|Image = [[File:executionerlvl1upgrd.png|100px]]|Information = 3.025 > 2.025 Firerate [[File:Cooldown Icon.png|20px|Firerate]]


Sell price changes to {{Money|333}}}}
{{Upgrade|Level = Level 2|Upgrade Title = Double Head Axe|Cost = {{Money|750}}|Image=[[File:executionerlvl2upgrd.png|100px]]|Information = +5 Damage [[File:Damage Icon.png|20px|Damage]]


Sell price changes to {{Money|583}}}}
{{Upgrade|Level = Level 3|Upgrade Title = Blood Seeking|Cost = {{Money|1,900}}|Image=[[File:executionerlvl3upgrd.png|100px]]|Information = +8 Damage [[File:Damage Icon.png|20px|Damage]]

+4 Range [[File:Range Icon.png|20px|Range]]

+1 Bounces


Sell price changes to {{Money|1,216}}}}
{{Upgrade|Level = Level 4|Upgrade Title = Tactical Ops|Cost = {{Money|4,500}}|Image=[[File:executionerlvl4upgrd.png|100px]]|Information = +17 Damage [[File:Damage Icon.png|20px|Damage]]

+Hidden Detection {{Hidden|Hidden Detection}}


Sell price changes to {{Money|2,716}}}}
{{Upgrade|Level = Level 5|Upgrade Title = Head Chopping|Cost = {{Money|12,500}}|Image=[[File:executionerlvl5upgrd.png|100px]]|Information = +45 Damage [[File:Damage Icon.png|20px|Damage]]

+3 Bounces


Sell price changes to {{Money|6,883}}}}

==Statistics==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 750; 250; 750; 1900; 4500; 12500
$FSE-DETECTION$ = 4; ; 0
$FSE-UPGRADE$ = Improved Throwing; Double Head Axe; Blood Seeking; Tactical Ops; Head Chopping
$FSE-UPGRADEICON$ = 129697807; 542098553; 6426220009; 27386833; 143769378
$FNC-ROFBUG$ = Firerate
$FREF$ = <ref name="fr">The firerate assumes that the axe returns on time.</ref>
$DREF$ = <ref name="dps">DPS assumes that only one enemy is hit per throw.<br/>DPS also assumes that the axe returns on time.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Firerate$FREF$ !! Tick !! Bounces !! Max Hits !! Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || 3 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
|-
| 1 || $R$ || $R$ || 5 || 2 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
|-
| 2 || $R$ || $R$ || 10 || 2 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
|-
| 3 || $R$ || $R$ || 18 || 2 || 0.15 || 4 || 3 || 18 || $DPS$ || {{Money|$CE$}}
|-
| 4 || $R$ || $R$ || 35 || 2 || 0.15 || 4 || 3 || 18 || $DPS$ || {{Money|$CE$}}
|-
| 5 || $R$ || $R$ || 80 || 2 || 0.15 || 7 || 3 || 18 || $DPS$ || {{Money|$CE$}}
|}
</div>
</nowiki>}}
</center>
</div>
</div>
----
<div class="mw-collapsible mw-collapsed">
<div class="sectionheader">'''Entity System Update (12 March 2022) – Shock and Awe Update (28 January 2026)'''</div>
<div class="ContainerColumn mw-collapsible-content">
<center>
==Base Statistics==
{{BaseStat
|Image = [[File:DefaultExecutioner2.png|100px]]
|Map Unlock = [[Solar Eclipse Event]]
|Category = Exclusive
|Role = Offense
|Cost = {{Money|800}}
|Cost = {{Money|800}}
|Footprint = 1.5
|Type = Offensive
|Sell Price = {{Money|266}}
|Sell Price = {{Money|266}}
|Placement Type = Ground
|Placement Type = Ground
|Damage = [[File:Damage Icon.png|20px|Damage]]4
|Damage = [[File:Damage Icon.png|20px|Damage]]4
|Damage Type = Boomerang<br/>Pierce
|Damage Type = Ricochet<br/>Pierce
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]3.008
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]3.025
|Hidden = {{Hidden|Hidden Detection}}Level 4+
|Hidden = {{Hidden|Hidden Detection}}Level 4+
|Range = [[File:Range Icon.png|20px|Range]]14
|Range = [[File:Range Icon.png|20px|Range]]14
Line 26: Line 213:


==Upgrades==
==Upgrades==
{{Upgrade|Upgrade Title = Level 1 - Improved Throwing - {{Money|250}}|Image = [[File:executionerlvl1upgrd.png|100px]]|Information =
{{Upgrade|Level = Level 1|Upgrade Title = Improved Throwing|Cost = {{Money|250}}|Image = [[File:executionerlvl1upgrd.png|100px]]|Information =
3.008 > 2.008 Firerate [[File:Cooldown Icon.png|20px|Firerate]]
3.025 > 2.025 Firerate [[File:Cooldown Icon.png|20px|Firerate]]




Sell price changes to {{Money|350}}}}
Sell price changes to {{Money|350}}}}
{{Upgrade|Upgrade Title=Level 2 - Double Head Axe - {{Money|750}}|Information=+4 Damage [[File:Damage Icon.png|20px|Damage]]
{{Upgrade|Level = Level 2|Upgrade Title = Double Head Axe|Cost = {{Money|750}}|Information=+4 Damage [[File:Damage Icon.png|20px|Damage]]




Sell price changes to {{Money|600}}|Image=[[File:executionerlvl2upgrd.png|100px]]}}
Sell price changes to {{Money|600}}|Image=[[File:executionerlvl2upgrd.png|100px]]}}
{{Upgrade|Upgrade Title=Level 3 - Blood Seeking - {{Money|2,500}}|Information=+7 Damage [[File:Damage Icon.png|20px|Damage]]
{{Upgrade|Level = Level 3|Upgrade Title = Blood Seeking|Cost = {{Money|2,500}}|Information=+7 Damage [[File:Damage Icon.png|20px|Damage]]


14 > 18 Range [[File:Range Icon.png|20px|Range]]
14 > 18 Range [[File:Range Icon.png|20px|Range]]
Line 43: Line 230:


Sell price changes to {{Money|1,433}}|Image=[[File:executionerlvl3upgrd.png|100px]]}}
Sell price changes to {{Money|1,433}}|Image=[[File:executionerlvl3upgrd.png|100px]]}}
{{Upgrade|Upgrade Title=Level 4 - Tactical Ops - {{Money|6,000}}|Image=[[File:executionerlvl4upgrd.png|100px]]|Information=+15 Damage [[File:Damage Icon.png|20px|Damage]]
{{Upgrade|Level = Level 4|Upgrade Title = Tactical Ops|Cost = {{Money|6,000}}|Image=[[File:executionerlvl4upgrd.png|100px]]|Information=+15 Damage [[File:Damage Icon.png|20px|Damage]]


+Hidden Detection {{Hidden|Hidden Detection}}
+Hidden Detection {{Hidden|Hidden Detection}}




Sell price changes to {{Money|3,433}}}}
Sell price changes to {{Money|3,433}}}}{{Upgrade|Upgrade Title=Upgrade 5 - Head Chopping - {{Money|12,500}}|Image=[[File:executionerlvl5upgrd.png|100px]]|Information=+50 Damage [[File:Damage Icon.png|20px|Damage]]
{{Upgrade|Level = Level 5|Upgrade Title = Head Chopping|Cost = {{Money|12,500}}|Image=[[File:executionerlvl5upgrd.png|100px]]|Information=+50 Damage [[File:Damage Icon.png|20px|Damage]]


+2 Bounces
+2 Bounces
Line 54: Line 242:


Sell price changes to {{Money|7,600}}}}
Sell price changes to {{Money|7,600}}}}
==Stats Table==
==Statistics==
{{neow|<nowiki>
<div class="overflowbugy" style="width:100%;overflow:auto;">
<var>
{| class="wikitable" style="width:700px;"
$DPS$ = Damage / Firerate
! scope="col" style="padding: 5px;" align="center" |Level
$CE$ = Total Cost / DPS
! scope="col" style="padding: 5px;" align="center" |Total Price
$TP$ = $FNC-TOTAL-COST$
! scope="col" style="padding: 5px;" align="center" |Damage
$COST$ = 800; 250; 750; 2500; 6000; 12500
! scope="col" style="padding: 5px;" align="center" |Firerate<ref name="fr">The firerate assumes that the axe returns on time.</ref>
$FSE-DETECTION$ = 4; ; 0
! scope="col" style="padding: 5px;" align="center" |Bounces
$FSE-UPGRADE$ = Improved Throwing; Double Head Axe; Blood Seeking; Tactical Ops; Head Chopping
! scope="col" style="padding: 5px;" align="center" |Range
$FSE-UPGRADEICON$ = 129697807; 542098553; 6426220009; 27386833; 143769378
! scope="col" style="padding: 5px;" align="center" |DPS<ref name="dps">DPS assumes that only one enemy is hit per throw.<br/>DPS also assumes that the axe returns on time.</ref>
$FNC-ROFBUG$ = Firerate
$FREF$ = <ref name="fr">The firerate assumes that the axe returns on time.</ref>
$DREF$ = <ref name="dps">DPS assumes that only one enemy is hit per throw.<br/>DPS also assumes that the axe returns on time.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Firerate$FREF$ !! Tick !! Bounces !! Max Hits !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 3 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |0
| style="padding: 5px;" align="center" |{{Money|800}}
| style="padding: 5px;" align="center" |4
| style="padding: 5px;" align="center" |3.008
| style="padding: 5px;" align="center" |3
| style="padding: 5px;" align="center" |14
| style="padding: 5px;" align="center" |1.33
|-
|-
| 1 || $R$ || $R$ || 4 || 2 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |1
| style="padding: 5px;" align="center" |{{Money|1,050}}
| style="padding: 5px;" align="center" |4
| style="padding: 5px;" align="center" |2.008
| style="padding: 5px;" align="center" |3
| style="padding: 5px;" align="center" |14
| style="padding: 5px;" align="center" |1.99
|-
|-
| 2 || $R$ || $R$ || 8 || 2 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |2
| style="padding: 5px;" align="center" |{{Money|1,800}}
| style="padding: 5px;" align="center" |8
| style="padding: 5px;" align="center" |2.008
| style="padding: 5px;" align="center" |3
| style="padding: 5px;" align="center" |14
| style="padding: 5px;" align="center" |3.98
|-
|-
| 3 || $R$ || $R$ || 15 || 2 || 0.15 || 5 || 3 || 18 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |3
| style="padding: 5px;" align="center" |{{Money|4,300}}
| style="padding: 5px;" align="center" |15
| style="padding: 5px;" align="center" |2.008
| style="padding: 5px;" align="center" |5
| style="padding: 5px;" align="center" |18
| style="padding: 5px;" align="center" |7.47
|-
|-
| 4 || $R$ || $R$ || 30 || 2 || 0.15 || 5 || 3 || 18 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |4
| style="padding: 5px;" align="center" |{{Money|10,300}}
| style="padding: 5px;" align="center" |30
| style="padding: 5px;" align="center" |2.008
| style="padding: 5px;" align="center" |5
| style="padding: 5px;" align="center" |18
| style="padding: 5px;" align="center" |14.94
|-
|-
| 5 || $R$ || $R$ || 80 || 2 || 0.15 || 7 || 3 || 18 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |5
| style="padding: 5px;" align="center" |{{Money|22,800}}
| style="padding: 5px;" align="center" |80
| style="padding: 5px;" align="center" |2.008
| style="padding: 5px;" align="center" |7
| style="padding: 5px;" align="center" |18
| style="padding: 5px;" align="center" |39.84
|}
|}
</div>
</div>
</nowiki>}}
</center>
</center>
</div>
</div>
Line 122: Line 283:
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>

==Base Stats==
==Base Statistics==
{{BaseStat
{{BaseStat
|Image = [[File:DefaultExecutioner.png|100px]]
|Image = [[File:DefaultExecutioner.png|100px]]
|Map Unlock = [[Solar Eclipse Event]]
|Cost = {{Money|800}}
|Cost = {{Money|800}}
|Footprint = Average
|Type = Offensive
|Sell Price = {{Money|266}}
|Sell Price = {{Money|266}}
|Placement Type = Ground
|Placement Type = Ground
|Damage = [[File:Damage Icon.png|20px|Damage]]4
|Damage = [[File:Damage Icon.png|20px|Damage]]4
|Damage Type = Boomerang<br/>Pierce
|Damage Type = Ricochet<br/>Pierce
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]3.03
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]3.03
|Hidden = {{Hidden|Hidden Detection}}Level 4+
|Hidden = {{Hidden|Hidden Detection}}Level 4+
Line 142: Line 305:


==Upgrades==
==Upgrades==
{{Upgrade|Upgrade Title = Level 1 - Improved Throwing - {{Money|250}}|Image = [[File:executionerlvl1upgrd.png|100px]]|Information =
{{Upgrade|Level = Level 1|Upgrade Title = Improved Throwing|Cost = {{Money|250}}|Image = [[File:executionerlvl1upgrd.png|100px]]|Information =
3.03 > 2.03 Firerate [[File:Cooldown Icon.png|20px|Firerate]]
3.03 > 2.03 Firerate [[File:Cooldown Icon.png|20px|Firerate]]




Sell price changes to {{Money|350}}}}
Sell price changes to {{Money|350}}}}
{{Upgrade|Upgrade Title=Level 2 - Double Head Axe - {{Money|750}}|Information=+4 Damage [[File:Damage Icon.png|20px|Damage]]
{{Upgrade|Level = Level 2|Upgrade Title = Double Head Axe|Cost = {{Money|750}}|Information=+4 Damage [[File:Damage Icon.png|20px|Damage]]




Sell price changes to {{Money|600}}|Image=[[File:executionerlvl2upgrd.png|100px]]}}
Sell price changes to {{Money|600}}|Image=[[File:executionerlvl2upgrd.png|100px]]}}
{{Upgrade|Upgrade Title=Level 3 - Blood Seeking - {{Money|2,500}}|Information=+7 Damage [[File:Damage Icon.png|20px|Damage]]
{{Upgrade|Level = Level 3|Upgrade Title = Blood Seeking|Cost = {{Money|2,500}}|Information=+7 Damage [[File:Damage Icon.png|20px|Damage]]


14 > 18 Range [[File:Range Icon.png|20px|Range]]
14 > 18 Range [[File:Range Icon.png|20px|Range]]
Line 159: Line 322:


Sell price changes to {{Money|1,433}}|Image=[[File:executionerlvl3upgrd.png|100px]]}}
Sell price changes to {{Money|1,433}}|Image=[[File:executionerlvl3upgrd.png|100px]]}}
{{Upgrade|Upgrade Title=Level 4 - Tactical Ops - {{Money|6,000}}|Image=[[File:executionerlvl4upgrd.png|100px]]|Information=+15 Damage [[File:Damage Icon.png|20px|Damage]]
{{Upgrade|Level = Level 4|Upgrade Title = Tactical Ops|Cost = {{Money|6,000}}|Image=[[File:executionerlvl4upgrd.png|100px]]|Information=+15 Damage [[File:Damage Icon.png|20px|Damage]]


+Hidden Detection {{Hidden|Hidden Detection}}
+Hidden Detection {{Hidden|Hidden Detection}}




Sell price changes to {{Money|3,433}}}}{{Upgrade|Upgrade Title=Upgrade 5 - Head Chopping - {{Money|12,500}}|Image=[[File:executionerlvl5upgrd.png|100px]]|Information=+50 Damage [[File:Damage Icon.png|20px|Damage]]
Sell price changes to {{Money|3,433}}}}{{Upgrade|Level = Level 5|Upgrade Title = Head Chopping|Cost = {{Money|12,500}}|Image=[[File:executionerlvl5upgrd.png|100px]]|Information=+50 Damage [[File:Damage Icon.png|20px|Damage]]


+2 Bounces
+2 Bounces
Line 170: Line 333:


Sell price changes to {{Money|7,600}}}}
Sell price changes to {{Money|7,600}}}}
==Stats Table==
==Statistics==
{{neow|<nowiki>
<div class="overflowbugy" style="width:100%;overflow:auto;">
<var>
{| class="wikitable" style="width:700px;"
$DPS$ = Damage / Firerate
! scope="col" style="padding: 5px;" align="center" |Level
$CE$ = Total Cost / DPS
! scope="col" style="padding: 5px;" align="center" |Total Price
$TP$ = $FNC-TOTAL-COST$
! scope="col" style="padding: 5px;" align="center" |Damage
$COST$ = 800; 250; 750; 2500; 6000; 12500
! scope="col" style="padding: 5px;" align="center" |Firerate<ref name="fr"/>
$FSE-DETECTION$ = 4; ; 0
! scope="col" style="padding: 5px;" align="center" |Bounces
$FSE-UPGRADE$ = Improved Throwing; Double Head Axe; Blood Seeking; Tactical Ops; Head Chopping
! scope="col" style="padding: 5px;" align="center" |Range
$FSE-UPGRADEICON$ = 129697807; 542098553; 6426220009; 27386833; 143769378
! scope="col" style="padding: 5px;" align="center" |DPS<ref name="dps"/>
$FNC-ROFBUG-2020$ = Firerate
$FREF$ = <ref name="fr">The firerate assumes that the axe returns on time.</ref>
$DREF$ = <ref name="dps">DPS assumes that only one enemy is hit per throw.<br/>DPS also assumes that the axe returns on time.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Firerate$FREF$ !! Tick !! Bounces !! Max Hits !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 3 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |0
| style="padding: 5px;" align="center" |{{Money|800}}
| style="padding: 5px;" align="center" |4
| style="padding: 5px;" align="center" |3.03
| style="padding: 5px;" align="center" |3
| style="padding: 5px;" align="center" |14
| style="padding: 5px;" align="center" |1.32
|-
|-
| 1 || $R$ || $R$ || 4 || 2 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |1
| style="padding: 5px;" align="center" |{{Money|1,050}}
| style="padding: 5px;" align="center" |4
| style="padding: 5px;" align="center" |2.03
| style="padding: 5px;" align="center" |3
| style="padding: 5px;" align="center" |14
| style="padding: 5px;" align="center" |1.97
|-
|-
| 2 || $R$ || $R$ || 8 || 2 || 0.15 || 3 || 3 || 14 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |2
| style="padding: 5px;" align="center" |{{Money|1,800}}
| style="padding: 5px;" align="center" |8
| style="padding: 5px;" align="center" |2.03
| style="padding: 5px;" align="center" |3
| style="padding: 5px;" align="center" |14
| style="padding: 5px;" align="center" |3.94
|-
|-
| 3 || $R$ || $R$ || 15 || 2 || 0.15 || 5 || 3 || 18 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |3
| style="padding: 5px;" align="center" |{{Money|4,300}}
| style="padding: 5px;" align="center" |15
| style="padding: 5px;" align="center" |2.03
| style="padding: 5px;" align="center" |5
| style="padding: 5px;" align="center" |18
| style="padding: 5px;" align="center" |7.39
|-
|-
| 4 || $R$ || $R$ || 30 || 2 || 0.15 || 5 || 3 || 18 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |4
| style="padding: 5px;" align="center" |{{Money|10,300}}
| style="padding: 5px;" align="center" |30
| style="padding: 5px;" align="center" |2.03
| style="padding: 5px;" align="center" |5
| style="padding: 5px;" align="center" |18
| style="padding: 5px;" align="center" |14.78
|-
|-
| 5 || $R$ || $R$ || 80 || 2 || 0.15 || 7 || 3 || 18 || $DPS$ || {{Money|$CE$}}
| style="padding: 5px;" align="center" |5
| style="padding: 5px;" align="center" |{{Money|22,800}}
| style="padding: 5px;" align="center" |80
| style="padding: 5px;" align="center" |2.03
| style="padding: 5px;" align="center" |7
| style="padding: 5px;" align="center" |18
| style="padding: 5px;" align="center" |39.41
|}
|}
</div>
</div>
</nowiki>}}
</center>
</center>
</div>
</div>

Latest revision as of 21:37, 18 August 2026


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

Hardcore Rework Update (5 June 2026) – Present

Base Statistics

[edit]
Executioner/History
Map: Solar Eclipse Event • Exclusive • Offense
Placement Footprint
Average (1.5)
Placement Type
Ground
Damage Method
Ricochet
Pierce
Range
Range14
Lead Detection
N/A
Placement Limit
Placement Limit9
Bounces
3

Upgrades

[edit]
Head Chopping

+45 Damage Error creating thumbnail: File missing

+3 Bounces


Sell price changes to Error creating thumbnail: File missing$6,883

Statistics

[edit]

Shock and Awe Update (28 January 2026) – Hardcore Rework Update (5 June 2026)

Base Statistics

[edit]
Executioner/History
Map: Solar Eclipse Event • Exclusive • Offense
Placement Footprint
Average (1.5)
Placement Type
Ground
Damage Method
Ricochet
Pierce
Range
Range14
Lead Detection
N/A
Placement Limit
Placement Limit9
Bounces
3

Upgrades

[edit]
Head Chopping

+45 Damage Error creating thumbnail: File missing

+3 Bounces


Sell price changes to Error creating thumbnail: File missing$6,883

Statistics

[edit]

Entity System Update (12 March 2022) – Shock and Awe Update (28 January 2026)

Base Statistics

[edit]
Executioner/History
Map: Solar Eclipse Event • Exclusive • Offense
Placement Footprint
Average (1.5)
Placement Type
Ground
Damage Method
Ricochet
Pierce
Range
Range14
Lead Detection
N/A
Placement Limit
Placement Limit8
Bounces
3

Upgrades

[edit]
Blood Seeking
Head Chopping

+50 Damage Error creating thumbnail: File missing

+2 Bounces


Sell price changes to Error creating thumbnail: File missing$7,600

Statistics

[edit]

13 December 2021 – Entity System Update (12 March 2022)

Base Statistics

[edit]
Executioner/History
Placement Footprint
Average
Placement Type
Ground
Damage Method
Ricochet
Pierce
Range
Range14
Lead Detection
N/A
Placement Limit
Placement Limit8
Bounces
3

Upgrades

[edit]
Blood Seeking
Head Chopping

+50 Damage Error creating thumbnail: File missing

+2 Bounces


Sell price changes to Error creating thumbnail: File missing$7,600

Statistics

[edit]

Notes

[edit]
  1. 1.0 1.1 1.2 1.3 The firerate assumes that the axe returns on time.
  2. 2.0 2.1 2.2 2.3 DPS assumes that only one enemy is hit per throw.
    DPS also assumes that the axe returns on time.


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