Juggernaut
Tower • Challenge • Modifier

We're only just getting started... An absolute unit of a tower with unmatched firepower, supportive capabilities, and boss destruction.
―Store Description
A single tower with high single target damage capabilities and the potential for some defensive utility for nearby towers.
―Former Store Description

Description

The Juggernaut or EvolvedJuggernaut is the evolved version of the Minigunner, unlocked by reaching Level 20 on the Minigunner tower, either by getting the experience or by paying  599. Once done, it can be bought for  6,000 and  15,000. As it is an evolved tower, only some of its upgrades are unlocked at the start. All others have to be unlocked by reaching higher evolution levels on the tower.

The Juggernaut starts out working very similarly to the Minigunner. When enemies enter its range, it will rev up its minigun and start firing at them. It will not differ mechanically until Level 4, where it gains two paths.

  1. The top path is a more support-based path where it gains a secondary range in which it reduces stun, freeze and debuff durations. Any tower in that range will have orange shields around them.
  2. The bottom path is more offensive-based as it gives the passive ability of dealing boosted damage to Boss enemies.

The Juggernaut has hidden detection from Level 2, flying detection from Level 4A and lead detection from Level 4B. It has a placement limit of 1.

Upgrades

Combat Tactics
Level 1 • Evolution Level: 0 • Cost:  $2,800

0.14 > 0.12 Firerate  


Sell Price changes to  $4,266

 
32nd Spec-Ops
Level 2 • Evolution Level: 0 • Cost:  $7,000

+Hidden Detection  

+5 Damage  

+2.5 Range  

2 > 1.8 Rev Time  


Sell Price changes to  $6,600

 
Re-routed Funds
Level 3 • Evolution Level: 0 • Cost:  $17,200

+15 Damage  

+2 Range  


Sell Price changes to  $12,33

 
Fortifier
Level 4 • Evolution Level: 0 • Cost:  $35,000

0.12 > 0.15 Firerate  

+35 Damage  

1.8 > 1.2 Rev Time  

+Flying Detection  

"Don't quit now! We were just getting warmed up."

Juggernaut unlocks a secondary range in which towers receive reduced stun and debuff times

•13 Fortify Radius  

•35% Fortify Debuff Time Reduction


Sell Price changes to  $24,000

 
Defensive Maneuvers
Level 5 • Evolution Level: 3 • Cost:  $60,000

+55 Damage  

+4 Range  

+1 Fortify Radius  

35% > 40% Fortify Debuff Time Reduction


Sell Price changes to  $44,000

 
Flak Jacket
Level 6 • Evolution Level: 9 • Cost:  $95,000

+30 Damage  

0.15 > 0.12 Firerate  

1.2 > 1 Rev Time  


Sell Price changes to  $75,666

 
Hammerhead
Level 7 • Evolution Level: 16 • Cost:  $175,000

+65 Damage  

+2 Fortify Radius  

40% > 50% Fortify Debuff Time Reduction


Sell Price changes to  $134,566

 
Experimental Weaponry
Level 4 • Evolution Level: 0 • Cost:  $40,000

0.12 > 0.1 Firerate  

+10 Damage  

+Lead Detection  

"Fine. I'll do it myself."

Juggernaut equips an experimental multi-barrel minigun, with special rounds that deal extra damage to boss enemies.

•1.4 Boss Multiplier  


Sell Price changes to  $25,666

 
Bigger Guns
Level 5 • Evolution Level: 6 • Cost:  $95,000

+45 Damage  

+4 Range  


Sell Price changes to  $57,333

 
Titanium Armor
Level 6 • Evolution Level: 12 • Cost:  $130,000

+55 Damage  


Sell Price changes to  $100,666

 
Thresher
Level 7 • Evolution Level: 20 • Cost:  $230,000

+25 Damage  

0.1 > 0.09 Firerate  

1.8 > 1.6 Rev Time  

1.4 > 1.5 Boss Multiplier  


Sell Price changes to  $177,333

 

Statistics

To see all the previous statistics of this tower, see the history page.

Neutral Stats
Level Cost Total Cost Damage Firerate Rev Time Range DPS[1] Cost Efficiency
0  $10,000  $10,000 10 0.14 2 17.5 71.43  $140
1  $2,800  $12,800 10 0.12 2 17.5 83.33  $153.61
2  $7,000  $19,800 15 0.12 1.8 20 125  $158.4
3  $17,200  $37,000 30 0.12 1.8 22 250  $148
Top Path Stats
Level Cost Total Cost Damage Firerate Rev Time Range Fortify Radius Fortify Debuff Time Reduction DPS[1] Cost Efficiency
4  $35,000  $72,000 65 0.15 1.2 22 13 35% 433.33  $166.16
5  $60,000  $132,000 120 0.15 1.2 26 14 40% 800  $165
6  $95,000  $227,000 150 0.12 1 26 14 40% 1,250  $181.6
7  $175,000  $402,000 215 0.12 1 26 16 50% 1,791.67  $224.37
Bottom Path Stats
Level Cost Total Cost Damage Boss Multiplier Boss Damage Firerate Rev Time Range DPS[1] Boss DPS Cost Efficiency Boss Cost Efficiency
4  $40,000  $77,000 40 1.4 56 0.1 1.8 22 400 560  $192.5  $137.5
5  $95,000  $172,000 85 1.4 119 0.1 1.8 26 850 1,190  $202.35  $144.54
6  $130,000  $302,000 140 1.4 196 0.1 1.8 26 1,400 1,960  $215.71  $154.08
7  $230,000  $532,000 165 1.5 248 0.09 1.6 26 1,833.33 2,755.56  $290.18  $193.06
Levels
Level Exp Total Exp
0  0 EXP  0 EXP
1  75 EXP  75 EXP
2  80 EXP  155 EXP
3  86 EXP  241 EXP
4  93 EXP  334 EXP
5  100 EXP  434 EXP
6  107 EXP  541 EXP
7  115 EXP  656 EXP
8  124 EXP  780 EXP
9  133 EXP  913 EXP
10  143 EXP  1,056 EXP
11  154 EXP  1,210 EXP
12  166 EXP  1,376 EXP
13  178 EXP  1,554 EXP
14  192 EXP  1,746 EXP
15  206 EXP  1,952 EXP
16  221 EXP  2,173 EXP
17  238 EXP  2,411 EXP
18  256 EXP  2,667 EXP
19  275 EXP  2,942 EXP
20  296 EXP  3,238 EXP

Skins

To see all the upgrades of a skin, see the gallery page.

 
Skin Eclipse
Rarity Uncommon
Daily Store Cost N/A
Obtained From Solar Requiem Premium Battle Pass

Strategy

  • The Juggernaut is best utilized as a mid-to-late game tower.
  • The Juggernaut, due to having the highest placement and upgrade costs, is impractical for easier gamemodes with a lower number of waves such as Intermediate and Casual.
    • Economy towers, such as the Farm, Cowboy and Kingpin (top path) can aid in the its extremely expensive upgrades.
    • The DJ Booth's Green Track can also significantly aid in its extremely expensive upgrades, with the DJ Booth itself being an economy tower itself through its Drop The Beat ability through its Green Track.
  • As it has a placement limit of one and an extremely large placement footprint, consider placing it where its range will cover most of the path.
  • At Level 3, the Juggernaut gains two paths:
    • The top path is focused on reducing the stun or debuff times of towers caused by enemies' abilities, such as the Necrotic Skeleton's Gooey Demise, or the Fallen King's Sword Swing.
      • This is particularly useful for reducing the downtime of towers by reducing the stun and debuff durations of them.
        • This is best utilized if the tower is already surrounded by other towers.
          • Note that this is not as effective if it is not surrounded by enough towers, usually behind or in front of where most of the towers are placed.
      • This path also gains flying detection, being useful for dealing with high health flying enemies like the Fallen Seraph, Balloon Kid, Voodoo Doll and Fallen Angel.
        • Despite the fact that this path is only slightly cheaper than bottom path for flying detection, costing a total of around  $72,000, this should not be much of a concern, as it is possible to get a Level 4A+ Juggernaut before Wave 22 in Fallen mode and before Wave 28 in Pizza Party.
    • The bottom path is focused on dealing extra DPS to enemies with the Boss attribute via a damage multiplier.
      • Note that the damage multiplier does not apply to enemies without the Boss attribute, but this still deals more DPS to enemies in general compared to the top path.
      • Although this path gains Lead detection, it is impractical for gamemodes that introduce enemies that have the Lead attribute early on, such as Pizza Party, costing a total of  $77,000 just to get the detection.

Trivia

  • The Juggernaut was originally intended to release alongside the Overhaul Update as an evolved counterpart to the Minigunner, but would be cut for undisclosed reasons, likely due to time constraints.
  • The Juggernaut tower is the most expensive tower in the game's history, regardless of whether the player uses the top or bottom path, costing a total of  $532,000 to completely max out the tower if on the bottom path, or  $400,200 otherwise, followed by the Gatling Gun.
    • Although, if developer-exclusive towers are counted, the Golden Snowballer is more expensive overall, costing  $1,002,609 in total.
  • The Juggernaut is the first tower to cost both  Coins and  Gems simultaneously.
  • The Juggernaut is the first tower to have seven upgrades.
  • The Juggernaut is the first tower to evolve from one another—in which this tower is evolved from the Minigunner—followed by the Operator which is evolved from the Scout.
  • The orange shield seen around towers in Juggernaut's Fortify range may be a reference to the Shield seen on certain enemies prior to the Overhaul Update.
  • The Juggernaut's quote in Experimental Weaponry is likely a reference to Thanos in the end credits scene for the Age of Ultron.
  • The Juggernaut's final upgrades on both paths share names with shark species.
  • The Juggernaut has the most expensive placement cost in the entire game, being a whopping  $10,000 to place down.

Update History

For previous cosmetic variations, see the gallery page.

  • 1 April 2026 - v1.87.0
    • Bug: Juggernaut accidentally added and made publicly available for any player.
  • 1 April 2026 - v1.87.1
    • Bug: Juggernaut is given to every player in Sandbox in a non-functional state if they bought Sandbox Plus+.
    • Bugfix: Juggernaut no longer appears in the inventory as a purchasable tower for  15,000.
  • 1 April 2026 - v1.87.3
    • Bugfix: Juggernaut is no longer given to people with Sandbox Plus+ in Sandbox mode.
  • 3 April 2026 - v1.88.0
    • Description changed.
    • Tooltips added.
    • Tower information added.
    • Towers protected by fortify now gain orange shields around them.
    • Statistical changes:
      • Base
        • Damage increased from 10 to 14.
        • Firerate increased from 0.175 to 0.225.
      • Level 1
        • Cost increased from  $2,500 to  $8,000.
        • Damage increased from +0 to +8.
        • Firerate changed from 0.175 > 0.15 to 0.225 > 0.2.
        • Name changed from Weapon Attachments to Combat Tactics.
      • Level 2
        • Cost increased from  $5,820 to  $19,500.
        • Damage increased from +0 to +26.
        • Firerate changed from 0.15 > 0.125 to 0.2.
        • Name changed from Precise Aiming to 32nd Spec-Ops.
      • Level 3
        • Cost increased from  $14,000 to  $41,000.
        • Damage increased from +8 to +52.
        • Name changed from Improved Weaponry to Re-routed Funds.
      • Level 4A
        • Cost increased from  $18,500 to  $55,000.
        • Firerate changed from 0.125 > 0.225 to 0.2 > 0.225.
        • Damage increased from +37 to +85.
      • Level 5A
        • Cost increased from  $45,000 to  $72,000.
        • Damage decreased from +50 to +45.
        • Firerate changed from 0.225 to 0.225 > 0.2.
        • Name changed from Bastion to Defensive Maneuvers.
      • Level 6A
        • Cost decreased from  $120,000 to  $95,000.
        • Damage decreased from +95 to +85.
        • Firerate changed from 0.225 > 0.175 to 0.2.
      • Level 7A
        • Cost decreased from  $235,000 to  $150,000.
        • Damage increased from +60 to +110.
        • Firerate changed from 0.175 > 0.15 to 0.2.
        • Fortify buff time reduction changed from 30% > 60% to 30% > 50%.
        • Stun Immunity removed.
      • Level 4B
        • Cost increased from  $28,750 to  $85,000.
        • Damage decreased from +12 to +0.
        • Firerate changed from 0.125 > 0.117 to 0.2 > 0.125.
        • Boss multiplier decreased from 1.5 to 1.25.
      • Level 5B
        • Cost increased from  $95,000 to  $120,000.
        • Damage increased from +46 to +75.
        • Name changed from Higher Caliber to Bigger Guns.
      • Level 6B
        • Cost decreased from  $205,000 to  $180,000.
        • Damage increased from +44 to +85.
        • Firerate changed from 0.117 > 0.1 to 0.125.
        • Boss multiplier changed from 1.5 > 2.5 to 1.25 > 1.5.
      • Level 7B
        • Damage increased from +130 to +140.
  • 22 April 2026 - v1.89.0
    • Statistical changes:
      • Base
        • Damage decreased from 14 to 10.
        • Firerate decreased from 0.225 to 0.167.
      • Level 1
        • Damage decreased from +8 to +4.
        • Firerate changed from 0.225 > 0.2 to 0.167 > 0.133.
      • Level 2
        • Cost decreased from  $19,500 to  $18,500.
        • Damage decreased from +26 to +16.
      • Level 3
        • Damage decreased from +52 to +35.
      • Level 4A
        • Cost decreased from  $55,000 to  $45,000.
        • Damage increased from +85 to +100.
        • Firerate changed from 0.2 > 0.225 to 0.133 > 0.225.
        • Range increased from +0 to +1.
        • Flying detection added, moved from Level 5A.
        • Fortify radius increased from 6 to 8.
        • Fortify debuff time reduction increased from 15% to 25%.
      • Level 5A
        • Damage decreased from +45 to +35.
        • Fortify radius increased from +1.5 to +2.
      • Level 6A
        • Cost increased from  $95,000 to  $100,000.
        • Damage increased from +85 to +100.
        • Fortify radius increased from +0 to +1.
        • Fortify debuff time reduction changed from 15% > 30% to 25% > 30%.
      • Level 7A
        • Fortify radius decreased from +3.5 to +2.
        • Fortify debuff time reduction changed from 30% > 50% to 30% > 40%.
      • Level 4B
        • Cost increased from  $85,000 to  $95,000.
        • Damage increased from +0 to +27.
        • Firerate changed from 0.2 > 0.125 to 0.133 > 0.125.
        • Range increased from +0 to +1.
        • Lead detection added, moved from Level 7B.
        • Boss multiplier decreased from 1.25 to 1.2.
      • Level 5B
        • Cost increased from  $120,000 to  $125,000.
        • Damage decreased from +75 to +64.
        • Range increased from +3 to +4.
      • Level 6B
        • Damage decreased from +85 to +54.
        • Boss multiplier changed from 1.25 > 1.5 to 1.2 > 1.4.
      • Level 7B
        • Cost decreased from  $500,320 to  $400,000.
        • Damage increased from +140 to +190.
        • Range decreased from +4 to +0.
  • 5 June 2026 - v2.0.0
    • Firerate decreased due to the Firerate Bug being fixed.
    • Now supports the Tower Evolution system.
      • Has 20 levels, base exp of 75 and a growth rate of 1.075.
      • All upgrades up until Level 4 are unlocked instantly, will all other requiring the tower to be leveled up.
        • Level 5A is unlocked at level 3.
        • Level 5B is unlocked at level 6.
        • Level 6A is unlocked at level 9.
        • Level 6B is unlocked at level 12.
        • Level 7A is unlocked at level 16.
        • Level 7B is unlocked at level 20.
    • Statistical changes:
      • Base
        • Cost decreased from  $10,000 to  $8,000.
        • Damage decreased from 10 to 9.
        • Range increased from 16 to 17.5.
        • Firerate decreased from 0.167 to 0.15.
        • Hidden detection added, moved from Level 2.
      • Level 1
        • Cost decreased from  $8,000 to  $2,600.
        • Damage decreased from +4 to +0.
        • Firerate changed from 0.167 > 0.133 to 0.15 > 0.12.
      • Level 2
        • Cost decreased from  $18,500 to  $6,450.
        • Damage decreased from +16 to +5.
        • Range decreased from +3 to +2.5.
        • Hidden detection moved to Level 0.
      • Level 3
        • Cost decreased from  $41,000 to  $17,200.
        • Damage decreased from +35 to +14.
      • Level 4A
        • Cost decreased from  $45,000 to  $35,000.
        • Damage decreased from +100 to +37.
        • Firerate changed from 0.133 > 0.225 to 0.12 > 0.15.
        • Range decreased from +1 to +0.
        • Flying detection removed, moved to Level 5A.
        • Fortify radius increased from 8 to 10.
      • Level 5A
        • Cost decreased from  $72,000 to  $55,000.
        • Damage increased from +35 to +55.
        • Firerate changed from 0.225 > 0.2 to 0.15.
        • Fortify radius increased from +2 to +3.
        • Flying detection removed.
      • Level 6A
        • Damage decreased from +100 to +40.
        • Fortify radius decreased from +1 to +0.
      • Level 7A
        • Damage decreased from +110 to +80.
        • Fortify radius decreased from +2 to +1.
        • Fortify debuff time reduction changed from 30% > 40% to 30% > 50%.
      • Level 4B
        • Cost decreased from  $90,000 to  $40,000.
        • Damage decreased from +27 to +22.
        • Firerate changed from 0.133 > 0.125 to 0.12 > 0.1.
        • Range decreased from +1 to +0.
        • Boss multipler increased from 1.2 to 1.4.
      • Level 5B
        • Cost decreased from  $125,000 to  $95,000.
        • Damage decreased fro +64 to +35.
      • Level 6B
        • Cost decreased from  $180,000 to  $120,000.
        • Damage decreased from +54 to +50.
        • Boss multiplier changed from 1.2 > 1.4 to 1.4.
      • Level 7B
        • Cost decreased from  $400,000 to  $250,000.
        • Damage decreased from +190 to +65.
        • Firerate changed from 0.125 to 0.1 > 0.09.
  • 8 June 2026 - v2.0.6
    • Statistical changes:
      • Base
        • Cost increased from  $8,000 to  $8,500.
      • Level 1
        • Cost increased from  $2,600 to  $3,000.
      • Level 2
        • Cost increased from  $6,450 to  $7,000.
      • Level 4B
        • Damage decreased from +22 to +12.
      • Level 5B
        • Damage increased from +35 to +45.
      • Level 7B
        • Damage decreased from +65 to +45.
  • 19 June 2026 - v2.1.0
    • Category changed from Hardcore to Evolved.
    • Statistical changes:
      • Level 4A
        • Flying detection added.
      • Level 5A
        • Flying detection moved to 4A.
      • Level 6A
        • Damage decreased from +40 to +30.
      • Level 7A
        • Cost increased from  $150,000 to  $175,000.
        • Damage decreased from +80 to +65.
  • 14 August 2026 - v2.6.0
    • Statistical changes:
      • Base
        • Cost increased from  $8,000 to  $10,000.
        • Damage increased from 9 to 10.
        • Firerate decreased from 0.15 to 0.14.
      • Level 1
        • Cost decreased from  $3,000 to  $2,800.
        • Firerate changed from 0.15 > 0.12 to 0.14 > 0.12.
      • Level 3
        • Damage increased from +14 to +15.
      • Level 4A
        • Cost decreased from  $45,000 to  $35,000.
        • Damage decreased from +37 to +35.
        • Fortify radius increased from 10 to 13.
        • Fortify debuff time reduction increased from 25% to 35%.
      • Level 5A
        • Cost increased from  $55,000 to  $60,000.
        • Damage increased from +35 to +55.
        • Firerate changed from 0.225 > 0.2 to 0.15.
        • Fortify radius decreased from +3 to +1.
        • Fortify debuff time reduction increased from 25% to 35% > 40%.
      • Level 6A
        • Cost decreased from  $100,000 to  $95,000.
        • Fortify debuff time reduction increased from 25% > 30% to 40%.
      • Level 7A
        • Fortify radius increased from +1 to +2.
        • Fortify debuff time reduction changed from 30% > 50% to 40% > 50%.
      • Level 4B
        • Damage decreased from +12 to +10.
      • Level 6B
        • Cost increased from  $120,000 to  $130,000.
        • Damage increased from +50 to +55.
        • Range decreased from +2 to +0.
      • Level 7B
        • Cost decreased from  $250,000 to  $230,000.
        • Boss multiplier changed from 1.4 to 1.4 > 1.5.
        • Damage decreased from +45 to +25.
  • 9 October 2026 - v2.14.0
    • New skin: Eclipse

Notes

  1. ↑ 1.0 1.1 1.2 DPS does not consider rev time.


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