Executioner/History

Revision as of 16:26, 29 June 2026 by imported>Mentin123

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 Stats

Executioner/History
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
Boomerang
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

Stats Table

Level Total Price Damage Firerate[1] Tick Bounces Max Hits Range DPS[2] Cost Efficiency
0 Cash$750 5 3 0.15 3 3 14 1.67 Cash$449.1
1 Cash$1,000 5 2 0.15 3 3 14 2.5 Cash$400
2 Cash$1,750 10 2 0.15 3 3 14 5 Cash$350
3 Cash$3,650 18 2 0.15 4 3 18 9 Cash$405.56
4 Cash$8,150 35 2 0.15 4 3 18 17.5 Cash$465.71
5 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 Stats

Executioner/History
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
Boomerang
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

Stats Table

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

Executioner/History
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
Boomerang
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

Stats Table

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

Executioner/History
Cost
Cash$800
Placement Footprint
Average
Sell Price
Cash$266
Placement Type
Ground
Damage
Damage4
Damage Method
Boomerang
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

Stats Table

Level Total Price Damage Firerate[1] Tick Bounces Max Hits Range DPS[2] Cost Efficiency
0 Cash$800 4 3 0.15 3 3 14 1.33 Cash$601.5
1 Cash$1,050 4 2 0.15 3 3 14 2 Cash$525
2 Cash$1,800 8 2 0.15 3 3 14 4 Cash$450
3 Cash$4,300 15 2 0.15 5 3 18 7.5 Cash$573.33
4 Cash$10,300 30 2 0.15 5 3 18 15 Cash$686.67
5 Cash$22,800 80 2 0.15 7 3 18 40 Cash$570

Notes

  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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