Golden Soldier/History

From Tower Defense Simulator Wiki
Jump to navigation Jump to search

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

To see the statistics of this tower without the Firerate Bug, visit the Firerate Bug page.

Story Mode Missions 5-8 Update (7 August 2026) – Present

Base Statistics

[edit]
Golden Soldier/History
Cost: Coin 50,000 • Starter • Offense
Cost
Cash$450
Placement Footprint
Average (1.5)
Sell Price
Cash$150
Placement Type
Ground
Damage
Damage1
Damage Method
Burst (Level 0–2)
Single (Level 3+)
Firerate
Firerate0.15
Hidden Detection
Hidden DetectionLevel 2+
Range
Range17
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 0+
Burst Count
Burst Count4
Cooldown
Cooldown0.45

Upgrades

[edit]
Trigger Finger
Level 1 • Cost: Cash$150

0.15 > 0.12 Firerate Firerate

0.45 > 0.35 Cooldown Firerate


Sell Price changes to Cash$200

Field Training
Level 2 • Cost: Cash$800

+1 Damage Damage

+3 Range Range

+Hidden Detection Hidden Detection

4 > 5 Burst Burst


Sell Price changes to Cash$466

Gilded Gear
Level 3 • Cost: Cash$3,400

+2 Damage Damage

0.35 > 0 Cooldown Firerate


Sell Price changes to Cash$1,600

Maximum Potential
Level 4 • Cost: Cash$11,350

+2 Range Range

+8 Damage Damage


Sell Price changes to Cash$5,383

Statistics

[edit]
Level Cost Total Cost Damage Burst Count Firerate[1] Cooldown Range DPS[2] Cost Efficiency
0 Cash$450 Cash$450 1 4 0.15 0.45 17 3.81 Cash$118.11
1 Cash$150 Cash$600 1 4 0.12 0.35 17 4.82 Cash$124.48
2 Cash$800 Cash$1,400 2 5 0.12 0.35 20 10.53 Cash$132.95
3 Cash$3,400 Cash$4,800 4 N/A 0.12 0 20 33.33 Cash$144.01
4 Cash$11,350 Cash$16,150 12 N/A 0.12 0 22 100 Cash$161.5

Hardcore Rework Update (5 June 2026) – Story Mode Missions 5-8 Update (7 August 2026)

Base Statistics

[edit]
Golden Soldier/History
Cost: Coin 50,000 • Starter • Offense
Cost
Cash$450
Placement Footprint
Average (1.5)
Sell Price
Cash$150
Placement Type
Ground
Damage
Damage1
Damage Method
Burst (Level 0–2)
Single (Level 3+)
Firerate
Firerate0.15
Hidden Detection
Hidden DetectionLevel 2+
Range
Range17
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 0+
Burst Count
Burst Count4
Cooldown
Cooldown0.45

Upgrades

[edit]
Trigger Finger
Level 1 • Cost: Cash$150

0.15 > 0.125 Firerate Firerate

0.45 > 0.35 Cooldown Firerate


Sell Price changes to Cash$200

Field Training
Level 2 • Cost: Cash$800

+1 Damage Damage

+3 Range Range

+Hidden Detection Hidden Detection

4 > 5 Burst Burst


Sell Price changes to Cash$466

Gilded Gear
Level 3 • Cost: Cash$3,750

+2 Damage Damage

0.35 > 0 Cooldown Firerate


Sell Price changes to Cash$1,716

Maximum Potential
Level 4 • Cost: Cash$12,000

+2 Range Range

+8 Damage Damage


Sell Price changes to Cash$5,716

Statistics

[edit]
Level Cost Total Cost Damage Burst Count Firerate[1] Cooldown Range DPS[2] Cost Efficiency
0 Cash$450 Cash$450 1 4 0.15 0.45 17 3.81 Cash$118.11
1 Cash$150 Cash$600 1 4 0.125 0.35 17 4.71 Cash$127.39
2 Cash$800 Cash$1,400 2 5 0.125 0.35 20 10.26 Cash$136.45
3 Cash$3,750 Cash$5,150 4 N/A 0.125 0 20 32 Cash$160.94
4 Cash$12,000 Cash$17,150 12 N/A 0.125 0 22 96 Cash$178.65

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

Base Statistics

[edit]
Golden Soldier/History
Cost: Coin 50,000 • Starter • Offense
Cost
Cash$450
Placement Footprint
Average (1.5)
Sell Price
Cash$150
Placement Type
Ground
Damage
Damage1
Damage Method
Burst (Level 0–2)
Single (Level 3+)
Firerate
Firerate0.175
Hidden Detection
Hidden DetectionLevel 2+
Range
Range17
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 0+
Burst Count
Burst Count4
Cooldown
Cooldown0.35

Upgrades

[edit]
Trigger Finger
Level 1 • Cost: Cash$150

0.175 > 0.15 Firerate Firerate

0.35 > 0.25 Cooldown Firerate


Sell Price changes to Cash$200

Field Training
Level 2 • Cost: Cash$800

+1 Damage Damage

+3 Range Range

+Hidden Detection Hidden Detection

4 > 5 Burst Burst


Sell Price changes to Cash$466

Gilded Gear
Level 3 • Cost: Cash$3,750

+3 Damage Damage

0.25 > 0 Cooldown Firerate


Sell Price changes to Cash$1,716

Maximum Potential
Level 4 • Cost: Cash$12,000

+2 Range Range

+9 Damage Damage


Sell Price changes to Cash$5,716

Statistics

[edit]
Level Total Price Damage Burst Count Firerate[3] Cooldown Range DPS[4] Cost Efficiency
0 Cash$450 1 4 0.175 0.35 17 3.81 Cash$118.13
1 Cash$600 1 4 0.15 0.25 17 4.71 Cash$127.5
2 Cash$1,400 2 5 0.15 0.25 20 10 Cash$140
3 Cash$5,150 5 N/A 0.15 0 20 33.33 Cash$154.5
4 Cash$17,150 14 N/A 0.15 0 22 93.33 Cash$183.75

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

Base Statistics

[edit]
Golden Soldier/History
Cost: Coin 50,000 • Starter • Offense
Cost
Cash$450
Placement Footprint
Average (1.5)
Sell Price
Cash$150
Placement Type
Ground
Damage
Damage1
Damage Method
Burst (Level 0–2)
Single (Level 3+)
Firerate
Firerate0.125
Hidden Detection
Hidden DetectionLevel 2+
Range
Range17
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 0+
Burst Count
Burst Count2
Cooldown
Cooldown0.33

Upgrades

[edit]
Trigger Finger
Level 1 • Cost: Cash$100

0.125 > 0.1 Firerate Firerate


Sell Price changes to Cash$183

Field Training
Level 2 • Cost: Cash$750

+1 Damage Damage

+3 Range Range

+Hidden Detection Hidden Detection

0.33 > 0.25 Cooldown Firerate


Sell Price changes to Cash$433

Gilded Gear
Level 3 • Cost: Cash$4,600

+3 Damage Damage

0.1 > 0.15 Firerate Firerate

0.25 > 0 Cooldown Firerate


Sell Price changes to Cash$1,966

Maximum Potential
Level 4 • Cost: Cash$11,111

+2 Range Range

+7 Damage Damage


Sell Price changes to Cash$5,670

Statistics

[edit]
Level Total Price Damage Burst Count Firerate[3] Cooldown Range DPS[4] Cost Efficiency
0 Cash$450 1 2 0.125 0.33 17 3.45 Cash$130.5
1 Cash$550 1 2 0.1 0.33 17 3.77 Cash$145.75
2 Cash$1,300 2 2 0.1 0.25 20 8.89 Cash$146.25
3 Cash$5,900 5 N/A 0.15 0 20 33.33 Cash$177
4 Cash$17,011 12 N/A 0.15 0 22 80 Cash$212.64

Null & Void Update (18 October 2025) – Shock and Awe Update (28 January 2026)

Base Statistics

[edit]
Golden Soldier/History
Cost: Coin 50,000 • Starter • Offense
Cost
Cash$500
Placement Footprint
Average (1.5)
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage1
Damage Method
Burst (Level 0–2)
Single (Level 3+)
Firerate
Firerate0.125
Hidden Detection
Hidden DetectionLevel 2+
Range
Range18
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 0+
Burst Count
Burst Count4
Cooldown
Cooldown0.75

Upgrades

[edit]
Trigger Finger
Level 1 • Cost: Cash$250

0.125 > 0.1 Firerate Firerate

0.75 > 0.5 Cooldown Firerate

4 > 5 Burst Burst


Sell Price changes to Cash$250

Field Training
Level 2 • Cost: Cash$800

+1 Damage Damage

+2 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$516

Gilded Gear
Level 3 • Cost: Cash$5,750

+2 Damage Damage

0.6 > 0 Cooldown Firerate


Sell Price changes to Cash$2,433

Maximum Potential
Level 4 • Cost: Cash$14,500

+4 Range Range

+6 Damage Damage


Sell Price changes to Cash$7,266

Statistics

[edit]
Level Total Price Damage Burst Count Firerate[3] Cooldown Range DPS[4] Cost Efficiency
0 Cash$500 1 4 0.125 0.75 18 3.3 Cash$156.25
1 Cash$750 1 5 0.1 0.5 18 5 Cash$150
2 Cash$1,550 2 5 0.1 0.5 20 10 Cash$155
3 Cash$7,300 4 N/A 0.1 0 20 40 Cash$182.5
4 Cash$21,800 10 N/A 0.1 0 24 100 Cash$218

Modifiers & Trials Update (24 September 2025) – Null & Void Update (18 October 2025)

Base Statistics

[edit]
Golden Soldier/History
Cost: Coin 50,000 • Starter • Offense
Cost
Cash$500
Placement Footprint
Average (1.5)
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage1
Damage Method
Burst (Level 0–2)
Single (Level 3+)
Firerate
Firerate0.125
Hidden Detection
Hidden DetectionLevel 2+
Range
Range18
Lead Detection
Lead DetectionLevel 3+
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 0+
Burst Count
Burst Count4
Cooldown
Cooldown0.75

Upgrades

[edit]
Trigger Finger
Level 1 • Cost: Cash$250

0.125 > 0.1 Firerate Firerate

0.75 > 0.5 Cooldown Firerate

4 > 5 Burst Burst


Sell Price changes to Cash$250

Field Training
Level 2 • Cost: Cash$800

+1 Damage Damage

+2 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$516

Gilded Gear
Level 3 • Cost: Cash$5,750

+2 Damage Damage

0.6 > 0 Cooldown Firerate

+Lead Detection Lead Detection


Sell Price changes to Cash$2,433

Maximum Potential
Level 4 • Cost: Cash$14,500

+4 Range Range

+6 Damage Damage


Sell Price changes to Cash$7,266

Statistics

[edit]
Level Total Price Damage Burst Count Firerate[3] Cooldown Range DPS[4] Cost Efficiency
0 Cash$500 1 4 0.125 0.75 18 3.3 Cash$156.25
1 Cash$750 1 5 0.1 0.5 18 5 Cash$150
2 Cash$1,550 2 5 0.1 0.5 20 10 Cash$155
3 Cash$7,300 4 N/A 0.1 0 20 40 Cash$182.5
4 Cash$21,800 10 N/A 0.1 0 24 100 Cash$218

Fallen Foes Update (2 August 2024) – Modifiers & Trials Update (24 September 2025)

Base Statistics

[edit]
Golden Soldier/History
Cost: Coin 50,000 • Starter • Offense
Cost
Cash$500
Placement Footprint
Average (1.5)
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage1
Damage Method
Burst
Firerate
Firerate0.125
Hidden Detection
Hidden DetectionLevel 2+
Range
Range14
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 0+
Burst Count
Burst Count4
Cooldown
Cooldown0.75

Upgrades

[edit]
Trigger Finger
Level 1 • Cost: Cash$150

0.125 > 0.1 Firerate Firerate

0.75 > 0.6 Cooldown Firerate


Sell Price changes to Cash$216

Better Aiming
Level 2 • Cost: Cash$800

+1 Damage Damage

+3 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$483

Equipment Upgrades
Level 3 • Cost: Cash$3,000

+2 Damage Damage

4 > 20 Burst Burst

0.6 > 1.2 Cooldown Firerate

Sell Price changes to Cash$1,483

Deadliest's Soldier
Level 4 • Cost: Cash$12,000

+2 Range Range

+6 Damage Damage

0.1 > 0.083 Firerate Firerate

20 > 30 Burst Burst

Sell Price changes to Cash$5,483

Statistics

[edit]
Level Total Price Damage Burst Count Firerate[3] Cooldown Range DPS[5] Cost Efficiency
0 Cash$500 1 4 0.125 0.75 14 3.2 Cash$156.25
1 Cash$650 1 4 0.1 0.6 14 4 Cash$162.5
2 Cash$1,450 2 4 0.1 0.6 17 8 Cash$181.25
3 Cash$4,450 4 20 0.1 1.2 17 25 Cash$178
4 Cash$16,450 10 30 0.083 1.2 19 81.3 Cash$202.34

21 March 2023 – Fallen Foes Update (2 August 2024)

Base Statistics

[edit]
Golden Soldier/History
Cost: Coin 50,000 • Starter
Cost
Cash$475
Placement Footprint
Average (1.5)
Sell Price
Cash$158
Placement Type
Ground
Damage
Damage2
Damage Method
Burst
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 2+
Range
Range13
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 0+
Burst Count
Burst Count3
Cooldown
Cooldown1.2

Upgrades

[edit]
Trigger Finger
Level 1 • Cost: Cash$125

+3 Range Range

0.225 > 0.175 Firerate Firerate


Sell Price changes to Cash$200

Better Aiming
Level 2 • Cost: Cash$750

+1 Damage Damage

+1 Range Range

3 > 5 Burst Burst

+Hidden Detection Hidden Detection


Sell Price changes to Cash$450

Equipment Upgrades
Level 3 • Cost: Cash$2,500

+2 Damage Damage

0.175 > 0.125 Firerate Firerate

5 > 8 Burst Burst


Sell Price changes to Cash$1,283

Deadliest's Soldier
Level 4 • Cost: Cash$7,600

+2 Range Range

+5 Damage Damage

0.125 > 0.1 Firerate Firerate

8 > 12 Burst Burst


Sell Price changes to Cash$3,816

Statistics

[edit]
Level Total Price Damage Burst Count Firerate[3] Cooldown Range DPS[5] Cost Efficiency
0 Cash$475 2 3 0.225 1.2 13 3.2 Cash$148.44
1 Cash$600 2 3 0.175 1.2 16 3.48 Cash$172.5
2 Cash$1,350 3 5 0.175 1.2 17 7.23 Cash$186.75
3 Cash$3,850 5 8 0.125 1.2 17 18.18 Cash$211.75
4 Cash$11,450 10 12 0.1 1.2 19 50 Cash$229

13 May 2022 – 21 March 2023

Base Statistics

[edit]
Golden Soldier/History
Cost: Coin 50,000 • Starter
Cost
Cash$500
Placement Footprint
Average
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage2
Damage Method
Burst
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 2+
Range
Range13
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Burst Count
Burst Count3
Cooldown
Cooldown1.2

Upgrades

[edit]
Trigger Finger
Level 1 • Cost: Cash$250

+3 Range Range

0.225 > 0.175 Firerate Firerate


Sell Price changes to Cash$250

Better Aiming
Level 2 • Cost: Cash$750

+1 Damage Damage

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$500

Equipment Upgrades
Level 3 • Cost: Cash$2,000

+1 Damage Damage

0.175 > 0.15 Firerate Firerate

3 > 7 Burst Burst


Sell Price changes to Cash$1,166

Deadliest's Soldier
Level 4 • Cost: Cash$5,000

+2 Range Range

+3 Damage Damage

0.15 > 0.125 Firerate Firerate

7 > 10 Burst Burst


Sell Price changes to Cash$2,833

Statistics

[edit]
Level Total Price Damage Burst Count Firerate[3] Cooldown Range DPS[5] Cost Efficiency
0 Cash$500 2 3 0.225 1.2 13 3.2 Cash$156.25
1 Cash$750 2 3 0.175 1.2 16 3.48 Cash$215.62
2 Cash$1,500 3 3 0.175 1.2 17 5.22 Cash$287.5
3 Cash$3,500 4 7 0.15 1.2 17 12.44 Cash$281.25
4 Cash$8,500 7 10 0.125 1.2 19 28.57 Cash$297.5

Notes

[edit]
  1. 1.0 1.1 Firerate only applies to the burst and is not the time between bursts.
  2. 2.0 2.1 Calculated as (Damage × Burst Count) ÷ (Cooldown + (Firerate × Burst Count)).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Firerate only applies to the burst and is not the time between bursts.
  4. 4.0 4.1 4.2 4.3 From Levels 0–2, DPS is calculated as (Damage × Burst Count) ÷ (Cooldown + (Firerate × Burst Count)).
  5. 5.0 5.1 5.2 DPS is calculated as (Damage × Burst Count) ÷ (Cooldown + (Firerate × Burst Count)).


File:TowerNewHeader.png
Towers
Starter
Intermediate
Advanced
Hardcore
Evolved
Golden Perks
Exclusive
Unavailable
Units
Military Base
Engineer
Crook Boss
Golden Crook Boss
Commander
Mercenary Base
Enforcer
Kingpin
Elf Camp
Necromancer
Elementalist
Biologist
Consumables
Enforcer
Mecha Base
Trick or Threat Town
Commands Only
Tower Gallery Pages
Starter
Intermediate
Advanced
Hardcore
Evolved
Golden Perks
Exclusive
Unavailable
Unit Gallery Pages
Military Base
Engineer
Crook Boss
Golden Crook Boss
Commander
Mercenary Base
Kingpin
Elf Camp
Necromancer
Elementalist
History Pages
Starter
Intermediate
Advanced
Hardcore
Evolved
Golden Perks
Exclusive
Unavailable