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**The top path is focused on giving the player [[cash]] through its ''Bounty'' ability and upgrading the [[Money Runner]]s it spawns.
**The top path is focused on giving the player [[cash]] through its ''Bounty'' ability and upgrading the [[Money Runner]]s it spawns.
***The top path can be used as a secondary income source which may help at affording certain expensive towers like the [[Juggernaut]].
***The top path can be used as a secondary income source which may help at affording certain expensive towers like the [[Juggernaut]].
***It is advised to use the ''Bounty'' ability on enemies with high health to maximize its effectiveness.
***Notably it also gains lead detection earlier than its bottom path counterpart.
***Notably it also gains lead detection earlier than its bottom path counterpart.
**The bottom path is more focused on DPS and spawning units, this path unlocks the [[Bouncer]] and the [[Contractor]].
**The bottom path is more focused on DPS and spawning units, this path unlocks the [[Bouncer]] and the [[Contractor]].

Revision as of 01:22, 5 September 2026


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"Looks like they'll be... sleepin' with the fishes! A master of the criminal underworld, Kingpin can call in hit orders and deploy a variety of henchmen to do his bidding."
―Store Description

Description

The Kingpin, internally referred to as EvolvedKingpin, is the evolved version of the Crook Boss, unlocked by reaching Level 20 on the Crook Boss tower, either by getting the experience or by skipping the need to get it by paying Robux 599. Once done, it can be bought for Gem 5,500 and Coin 15,000. As it is an evolved tower, only some of its upgrades are unlocked at the start. All other have to be unlocked by reaching higher evolution levels on the tower.

The Kingpin itself is a single target tower with no major gimmicks in the beginning, even lacking the Crook Boss' summon animation for each unit. It does however have up to three unit queues, all of which summon in can summon a different unit. There are four available options:

  • Lackey, a simple single target unit with with decent health and DPS. The unit has hidden detection. It is unlocked from Level 0.
  • Money Runner, the only unit that cannot be used offensively outside of collision damage that upon death generates a set amount of cash. It is unlocked from Level 0.
  • Bouncer is a high health melee unit that attacks enemies with a bat. The unit has both hidden and lead detections. It is unlocked from Level 4B.
  • Contractor is a high range unit that deals a lot of damage at a slow speed. It has all three detections. It is unlocked from Level 6B.

While the bottom path has two units unique to itself, the top path instead gains the Bounty ability which lets the Kingpin mark an enemy in its range. While doing so, it will stop attacking enemies for 2 seconds. This marked enemy will generate a specific percentage of the enemy's total cash reward once the enemy has been killed, though the reward cannot exceed a specific value. Both the reward percentage and the reward cap increase with upgrades.

The Kingpin is primarily a mid to late-game tower, with top path focusing on income while bottom path focuses on DPS. It has a placement limit of 4.

Upgrades

Hat Trick
Level 1 • Evolution Level: 0 • Cost: Cash$1,400

+2.5 Range Range

1.1 > 0.85 Firerate Firerate


Sell Price changes to Cash$1,666

Mafia Expansion
Level 2 • Evolution Level: 0 • Cost: Cash$4,000

0.85 > 0.14 Firerate Firerate

-17 Damage Damage

+1 Unit Queue


Sell Price changes to Cash$3,000

High Roller
Level 3 • Evolution Level: 0 • Cost: Cash$6,000

+Flying Detection Flying Detection

+5 Damage Damage

37.5 > 30 Spawn Time Spawn Time

40 > 30 Spawn Time Spawn Time


Sell Price changes to Cash$5,000

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Ability

Bounty
Level 4A • 120s Cooldown • 40s Initial cooldown

Places a hit order on an enemy in range, making Kingpin stop attacking enemies for 2 seconds. When that enemy is killed, a bonus reward is given which is a specific percentage of the enemy's total cash reward. The reward from this ability cannot go above a specific limit.

Statistics

Neutral Stats
Level Cost Total Cost Damage Firerate Range Unit Queue DPS Cost Efficiency
0 Cash$3,600 Cash$3,600 24 1.1 17.5 1 21.82 Cash$164.99
1 Cash$1,400 Cash$5,000 24 0.85 20 1 28.24 Cash$177.05
2 Cash$4,000 Cash$9,000 7 0.14 20 2 50 Cash$180
3 Cash$6,000 Cash$15,000 12 0.14 20 2 85.71 Cash$175.01
Top Path Stats
Level Cost Total Cost Damage Firerate Range Unit Queue Reward Percentage Reward Cap DPS Cost Efficiency
4 Cash$7,250 Cash$22,250 160 1.65 20 2 60% Cash$10,000 96.97 Cash$229.45
5 Cash$16,500 Cash$38,750 295 1.65 20 2 80% Cash$25,000 178.79 Cash$216.73
6 Cash$38,500 Cash$77,250 225 0.8 21.5 2 100% Cash$50,000 281.25 Cash$274.67
Bottom Path Stats
Level Cost Total Cost Damage Firerate Range Unit Queue DPS Cost Efficiency
4 Cash$14,000 Cash$29,000 17 0.12 22 3 141.67 Cash$204.7
5 Cash$32,500 Cash$61,500 34 0.12 23 3 283.33 Cash$217.06
6 Cash$64,000 Cash$125,500 46 0.1 23 3 460 Cash$272.83
Lackey Stats
Level Health Damage Spawn Time Firerate Lifespan Range Detections DPS Ram DPS
0–2 45 2 37.5 0.22 75 19 Hidden 9.09 1.2
3-4A 45 2 30 0.22 75 19 Hidden 9.09 1.5
5A/4B 75 5 30 0.2 75 23 Hidden 25 2.5
6A/5B 200 6 25 0.16 75 24.5 Hidden 37.5 8
6B 300 7 25 0.12 75 25 Hidden 58.33 12
Money Runner Stats
Level Health Cash on Death Spawn Time Income per Second Ram DPS
0–2 40 Cash$200 40 Cash$5 1
3-6B 40 Cash$200 30 Cash$6.67 1.33
4A 75 Cash$450 30 Cash$15 2.5
5A 75 Cash$600 27.5 Cash$21.82 2.73
6A 100 Cash$850 25 Cash$34 4
Bouncer Stats
Level Health Defense Damage Spawn Time Firerate Lifespan Range Detections DPS Ram DPS
4B 500 N/A 25 45 0.5 75 8 Hidden, Lead 50 11.11
5B 750 10% 35 40 0.5 75 8 Hidden, Lead 70 20.63
6B 1,000 15% 40 40 0.5 75 8.5 Hidden, Lead 80 28.75
Contractor Stats
Level Health Damage Spawn Time Firerate Lifespan Range Detections DPS Ram DPS
6B 400 170 60 2 75 35 Hidden, Flying, Lead 85 6.67
Levels
Level Exp Total Exp
0 Experience 0 EXP Experience 0 EXP
1 Experience 75 EXP Experience 75 EXP
2 Experience 80 EXP Experience 155 EXP
3 Experience 86 EXP Experience 241 EXP
4 Experience 93 EXP Experience 334 EXP
5 Experience 100 EXP Experience 434 EXP
6 Experience 107 EXP Experience 541 EXP
7 Experience 115 EXP Experience 656 EXP
8 Experience 124 EXP Experience 780 EXP
9 Experience 133 EXP Experience 913 EXP
10 Experience 143 EXP Experience 1,056 EXP
11 Experience 154 EXP Experience 1,210 EXP
12 Experience 166 EXP Experience 1,376 EXP
13 Experience 178 EXP Experience 1,554 EXP
14 Experience 192 EXP Experience 1,746 EXP
15 Experience 206 EXP Experience 1,952 EXP
16 Experience 221 EXP Experience 2,173 EXP
17 Experience 238 EXP Experience 2,411 EXP
18 Experience 256 EXP Experience 2,667 EXP
19 Experience 275 EXP Experience 2,942 EXP
20 Experience 296 EXP Experience 3,238 EXP

Strategy

  • The Kingpin is best used as a mid-to-late game tower.
  • At Level 3, the Kingpin gains two paths.
    • The top path is focused on giving the player cash through its Bounty ability and upgrading the Money Runners it spawns.
      • The top path can be used as a secondary income source which may help at affording certain expensive towers like the Juggernaut.
      • It is advised to use the Bounty ability on enemies with high health to maximize its effectiveness.
      • Notably it also gains lead detection earlier than its bottom path counterpart.
    • The bottom path is more focused on DPS and spawning units, this path unlocks the Bouncer and the Contractor.
      • This path focuses on increasing the efficiency in which the units deal damage, whether it be by increasing their DPS, or shortening their spawnrate.

Trivia

  • The Kingpin is one of the first three evolved towers revealed in 2020 prior to the release of the Overhaul Update.
  • The Kingpin's top path upgrade names are likely referencing those of the Golden Crook Boss.
  • The Kingpin's voice actor is Mitch Kaye.

Update Log

  • 17 July 2026 - v2.3.0
    • Kingpin added.
  • 14 August 2026 - v2.6.0
    • Statistical changes:
      • Level 4A
        • Reward percentage increased from 50% to 60%.
        • Bounty cooldown decreased from 150 to 120.
        • Bounty initial cooldown of 40 added.
      • Level 5A
        • Reward percentage increased from 50% > 70% to 60% > 80%.
      • Level 6A
        • Reward percentage increased from 70% > 100% to 80% > 100%.
        • Reward cap changed from Cash$25,000 > Cash$60,000 to Cash$25,000 > Cash$50,000.
      • Level 4B
        • Bouncer health decreased from 550 to 500.
      • Level 5B
        • Bouncer health increased from +200 to +250.
      • Level 6B
        • Contractor changed.
        • Health increased from 200 to 400.
        • Damage increased from 165 to 170.
        • Lifespan increased from 70 to 75.
      • Lackey changed.
        • Damage decreased from +2 to +1.
        • Range decreased from +2.5 to +0.5.


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Elf Camp
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Tower Gallery Pages
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Advanced
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Crook Boss
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Kingpin
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Elementalist
History Pages
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