25 September 2026 – Present

Base Statistics

Executioner
Map: Solar Eclipse Event • Exclusive • Offense
Cost
Cash$1,800
Placement Footprint
Average (1.5)
Sell Price
Cash$600
Placement Type
Ground
Damage
Damage7
Damage Method
Ricochet
Firerate
Firerate1
Hidden Detection
Hidden DetectionLevel 3+
Range
Range15
Lead Detection
N/A
Placement Limit
Placement Limit9
Flying Detection
Flying DetectionLevel 0+
Added Damage
6
Bounces
5
Max Targets
3

Upgrades

Quick Chopping
Level 1 • Cost: Cash$450

+2 Range Range

1 > 0.75 Firerate Firerate


Sell price changes to Cash$750

Double-Headed Axe
Level 2 • Cost: Cash$1,777

+7 Damage Damage

+1 Max Targets

+1 Max Bounces


Sell price changes to Cash$1,342

Cloaked Revenant
Level 3 • Cost: Cash$3,750

+6 Damage Damage

+Hidden Detection Hidden Detection

+1 Max Bounces

+6 Added Damage Added Damage


Sell price changes to Cash$2,592

Ghoul Shreddin'
Level 4 • Cost: Cash$6,750

+20 Damage Damage

+2 Max Targets

+2 Max Bounces

+1 Added Damage Added Damage


Sell price changes to Cash$4,842

The Judge & The Jury
Level 5 • Cost: Cash$13,500

+2 Range Range

0.75 > 0.5 Firerate Firerate

+10 Damage Damage

+1 Max Targets

+3 Max Bounces

+2 Added Damage Added Damage


Sell price changes to Cash$9,342

Statistics

Level Cost Total Cost Damage Added Damage Firerate[1] Windup Catch Time Max Flight Time Max Return Time Bounces Max Targets Range Min DPS[2] DPS[3] Min Cost Efficiency Cost Efficiency
0 Cash$1,800 Cash$1,800 7 6 1 1 0.1 0.4 0.55 5 3 15 2.3 20.43 Cash$782.61 Cash$88.11
1 Cash$450 Cash$2,250 7 6 0.75 1 0.1 0.4 0.55 5 3 17 2.5 21.59 Cash$900 Cash$104.21
2 Cash$1,777 Cash$4,027 14 6 0.75 1 0.1 0.4 0.55 6 4 17 5 36.25 Cash$805.4 Cash$111.09
3 Cash$3,750 Cash$7,777 20 12 0.75 1 0.1 0.4 0.55 7 4 17 7.14 75.38 Cash$1,089.22 Cash$103.17
4 Cash$6,750 Cash$14,527 40 13 0.75 1 0.1 0.4 0.55 9 6 17 14.29 138 Cash$1,016.59 Cash$105.27
5 Cash$13,500 Cash$28,027 50 15 0.5 1 0.1 0.4 0.55 12 7 19 19.61 228.78 Cash$1,429.22 Cash$122.51

Hardcore Rework Update (5 June 2026) – 25 September 2026

Base Statistics

Executioner
Map: Solar Eclipse Event • Exclusive • Offense
Cost
Cash$750
Placement Footprint
Average (1.5)
Sell Price
Cash$250
Placement Type
Ground
Damage
Damage5
Damage Method
Ricochet
Pierce
Firerate
Firerate3
Hidden Detection
Hidden DetectionLevel 4+
Range
Range14
Lead Detection
N/A
Placement Limit
Placement Limit9
Flying Detection
Flying DetectionLevel 0+
Bounces
3

Upgrades

Improved Throwing
Level 1 • Cost: Cash$250

3 > 2 Firerate Firerate


Sell price changes to Cash$333

Double Head Axe
Level 2 • Cost: Cash$750

+5 Damage Damage


Sell price changes to Cash$583

Blood Seeking
Level 3 • Cost: Cash$1,900

+8 Damage Damage

+4 Range Range

+1 Bounces


Sell price changes to Cash$1,216

Tactical Ops
Level 4 • Cost: Cash$4,500

+17 Damage Damage

+Hidden Detection Hidden Detection


Sell price changes to Cash$2,716

Head Chopping
Level 5 • Cost: Cash$12,500

+45 Damage Damage

+3 Bounces


Sell price changes to Cash$6,883

Statistics

Level Cost Total Cost Damage Firerate[4] Tick Bounces Max Hits Range DPS[5] Cost Efficiency
0 Cash$750 Cash$750 5 3 0.15 3 3 14 1.67 Cash$449.1
1 Cash$250 Cash$1,000 5 2 0.15 3 3 14 2.5 Cash$400
2 Cash$750 Cash$1,750 10 2 0.15 3 3 14 5 Cash$350
3 Cash$1,900 Cash$3,650 18 2 0.15 4 3 18 9 Cash$405.56
4 Cash$4,500 Cash$8,150 35 2 0.15 4 3 18 17.5 Cash$465.71
5 Cash$12,500 Cash$20,650 80 2 0.15 7 3 18 40 Cash$516.25

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

Base Statistics

Executioner
Map: Solar Eclipse Event • Exclusive • Offense
Cost
Cash$750
Placement Footprint
Average (1.5)
Sell Price
Cash$250
Placement Type
Ground
Damage
Damage5
Damage Method
Ricochet
Pierce
Firerate
Firerate3.025
Hidden Detection
Hidden DetectionLevel 4+
Range
Range14
Lead Detection
N/A
Placement Limit
Placement Limit9
Flying Detection
Flying DetectionLevel 0+
Bounces
3

Upgrades

Improved Throwing
Level 1 • Cost: Cash$250

3.025 > 2.025 Firerate Firerate


Sell price changes to Cash$333

Double Head Axe
Level 2 • Cost: Cash$750

+5 Damage Damage


Sell price changes to Cash$583

Blood Seeking
Level 3 • Cost: Cash$1,900

+8 Damage Damage

+4 Range Range

+1 Bounces


Sell price changes to Cash$1,216

Tactical Ops
Level 4 • Cost: Cash$4,500

+17 Damage Damage

+Hidden Detection Hidden Detection


Sell price changes to Cash$2,716

Head Chopping
Level 5 • Cost: Cash$12,500

+45 Damage Damage

+3 Bounces


Sell price changes to Cash$6,883

Statistics

Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate[4] Tick Bounces Max Hits Range DPS[5] Cost Efficiency
0 Cash$750 Cash$750 5 33.025 0.15 3 3 14 1.671.65 Cash$449.1Cash$454.55
1 Cash$250 Cash$1,000 5 22.025 0.15 3 3 14 2.52.47 Cash$400Cash$404.86
2 Cash$750 Cash$1,750 10 22.025 0.15 3 3 14 54.94 Cash$350Cash$354.25
3 Cash$1,900 Cash$3,650 18 22.025 0.15 4 3 18 98.89 Cash$405.56Cash$410.57
4 Cash$4,500 Cash$8,150 35 22.025 0.15 4 3 18 17.517.28 Cash$465.71Cash$471.64
5 Cash$12,500 Cash$20,650 80 22.025 0.15 7 3 18 4039.51 Cash$516.25Cash$522.65

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

Base Statistics

Executioner
Map: Solar Eclipse Event • Exclusive • Offense
Cost
Cash$800
Placement Footprint
Average (1.5)
Sell Price
Cash$266
Placement Type
Ground
Damage
Damage4
Damage Method
Ricochet
Pierce
Firerate
Firerate3.025
Hidden Detection
Hidden DetectionLevel 4+
Range
Range14
Lead Detection
N/A
Placement Limit
Placement Limit8
Flying Detection
Flying DetectionLevel 0+
Bounces
3

Upgrades

Improved Throwing
Level 1 • Cost: Cash$250

3.025 > 2.025 Firerate Firerate


Sell price changes to Cash$350

Double Head Axe
Level 2 • Cost: Cash$750

+4 Damage Damage


Sell price changes to Cash$600

Blood Seeking
Level 3 • Cost: Cash$2,500

+7 Damage Damage

14 > 18 Range Range

+2 Bounces


Sell price changes to Cash$1,433

Tactical Ops
Level 4 • Cost: Cash$6,000

+15 Damage Damage

+Hidden Detection Hidden Detection


Sell price changes to Cash$3,433

Head Chopping
Level 5 • Cost: Cash$12,500

+50 Damage Damage

+2 Bounces


Sell price changes to Cash$7,600

Statistics

Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate[4] Tick Bounces Max Hits Range DPS[5] Cost Efficiency
0 Cash$800 Cash$800 4 33.025 0.15 3 3 14 1.331.32 Cash$601.5Cash$606.06
1 Cash$250 Cash$1,050 4 22.025 0.15 3 3 14 21.98 Cash$525Cash$530.3
2 Cash$750 Cash$1,800 8 22.025 0.15 3 3 14 43.95 Cash$450Cash$455.7
3 Cash$2,500 Cash$4,300 15 22.025 0.15 5 3 18 7.57.41 Cash$573.33Cash$580.3
4 Cash$6,000 Cash$10,300 30 22.025 0.15 5 3 18 1514.81 Cash$686.67Cash$695.48
5 Cash$12,500 Cash$22,800 80 22.025 0.15 7 3 18 4039.51 Cash$570Cash$577.07

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

Base Statistics

Executioner
Cost
Cash$800
Placement Footprint
Average
Sell Price
Cash$266
Placement Type
Ground
Damage
Damage4
Damage Method
Ricochet
Pierce
Firerate
Firerate3.03
Hidden Detection
Hidden DetectionLevel 4+
Range
Range14
Lead Detection
N/A
Placement Limit
Placement Limit8
Flying Detection
Flying DetectionLevel 0+
Bounces
3

Upgrades

Improved Throwing
Level 1 • Cost: Cash$250

3.03 > 2.03 Firerate Firerate


Sell price changes to Cash$350

Double Head Axe
Level 2 • Cost: Cash$750

+4 Damage Damage


Sell price changes to Cash$600

Blood Seeking
Level 3 • Cost: Cash$2,500

+7 Damage Damage

14 > 18 Range Range

+2 Bounces


Sell price changes to Cash$1,433

Tactical Ops
Level 4 • Cost: Cash$6,000

+15 Damage Damage

+Hidden Detection Hidden Detection


Sell price changes to Cash$3,433

Head Chopping
Level 5 • Cost: Cash$12,500

+50 Damage Damage

+2 Bounces


Sell price changes to Cash$7,600

Statistics

Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate[4] Tick Bounces Max Hits Range DPS[5] Cost Efficiency
0 Cash$800 Cash$800 4 33.03 0.15 3 3 14 1.331.32 Cash$601.5Cash$606.06
1 Cash$250 Cash$1,050 4 22.03 0.15 3 3 14 21.97 Cash$525Cash$532.99
2 Cash$750 Cash$1,800 8 22.03 0.15 3 3 14 43.94 Cash$450Cash$456.85
3 Cash$2,500 Cash$4,300 15 22.03 0.15 5 3 18 7.57.39 Cash$573.33Cash$581.87
4 Cash$6,000 Cash$10,300 30 22.03 0.15 5 3 18 1514.78 Cash$686.67Cash$696.89
5 Cash$12,500 Cash$22,800 80 22.03 0.15 7 3 18 4039.41 Cash$570Cash$578.53

Notes

  1. ↑ The firerate assumes that the axe returns on time.
  2. ↑ DPS assumes that only one enemy is hit per throw and also assumes that the axe takes the longest time possible to return and move between targets.
    DPS is calculated as Damage ÷ (Firerate + Windup + Catch Time + Max Flight Time + Max Return Time)
  3. ↑ DPS assumes that it can hit as many times as its Bounces stat, bouncing among up to Max Targets enemies, and that the axe takes the longest time possible to return and move between targets.
    Throw damage is the series Damage, Damage + Added Damage, … for Bounces hits.
    DPS is calculated as (Bounces × (2 × Damage + (Bounces − 1) × Added Damage) ÷ 2) ÷ (Firerate + Windup + Catch Time + Max Flight Time × Bounces + Max Return Time)
  4. ↑ 4.0 4.1 4.2 4.3 The firerate assumes that the axe returns on time.
  5. ↑ 5.0 5.1 5.2 5.3 DPS assumes that only one enemy is hit per throw.
    DPS also assumes that the axe returns on time.


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