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

Hardcore Rework Update (5 June 2026) – Present

Base Statistics

Militant
Cost: Coin800 • Intermediate • Offense
Cost
Cash$600
Placement Footprint
Average (1.5)
Sell Price
Cash$233
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 1+
Range
Range14
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+
Militant
Cost: Coin800 • Intermediate • Offense
Cost
Cash$1,400
Placement Footprint
Average (1.5)
Sell Price
Cash$466
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 1+
Range
Range15
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+

Upgrades

Radio Comms
Level 1 • Cost: Cash$300

0.225 > 0.175 Firerate Fireate

+3 Range Range

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$300

Field Ops
Level 2 • Cost: Cash$850

+1 Damage Damage


Sell Price changes to Cash$583

Guerrilla Tactics
Level 3 • Cost: Cash$2,750

+3 Damage Damage


Sell Price changes to Cash$1,500

Stealth Mercenary
Level 4 • Cost: Cash$8,000

+3 Range Range

+7 Damage Damage


Sell Price changes to Cash$4,166

Radio Comms
Level 1 • Cost: Cash$600

+2 Range Range

0.2 > 0.15 Firerate Fireate

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$666

Bigger Rifle
Level 2 • Cost: Cash$2,600

0.15 > 0.1 Firerate Fireate


Sell Price changes to Cash$1,533

Upskill
Level 3 • Cost: Cash$5,000

+3 Range Range

+3 Damage Damage


Sell Price changes to Cash$3,200

Stealth Mercenary
Level 4 • Cost: Cash$10,000

+5 Damage Damage


Sell Price changes to Cash$6,533

Statistics

Level Cost Total Cost Damage Firerate Range DPS Cost Efficiency
0 Cash$600 Cash$600 1 0.225 14 4.44 Cash$135.14
1 Cash$300 Cash$900 1 0.175 17 5.71 Cash$157.62
2 Cash$850 Cash$1,750 2 0.175 17 11.43 Cash$153.11
3 Cash$2,750 Cash$4,500 5 0.175 17 28.57 Cash$157.51
4 Cash$8,000 Cash$12,500 12 0.175 20 68.57 Cash$182.3
Level Cost Total Cost Damage Firerate Range DPS Cost Efficiency
0 Cash$1,400 Cash$1,400 2 0.2 15 10 Cash$140
1 Cash$600 Cash$2,000 2 0.15 17 13.33 Cash$150.04
2 Cash$2,600 Cash$4,600 2 0.1 17 20 Cash$230
3 Cash$5,000 Cash$9,600 5 0.1 20 50 Cash$192
4 Cash$10,000 Cash$19,600 10 0.1 20 100 Cash$196

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

Base Statistics

Militant
Cost: Coin800 • Intermediate • Offense
Cost
Cash$600
Placement Footprint
Average (1.5)
Sell Price
Cash$233
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 1+
Range
Range14
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+
Militant
Cost: Coin800 • Intermediate • Offense
Cost
Cash$1,400
Placement Footprint
Average (1.5)
Sell Price
Cash$466
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 1+
Range
Range15
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+

Upgrades

Radio Comms
Level 1 • Cost: Cash$300

0.225 > 0.175 Firerate Fireate

+3 Range Range

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$300

Field Ops
Level 2 • Cost: Cash$850

+1 Damage Damage


Sell Price changes to Cash$583

Guerrilla Tactics
Level 3 • Cost: Cash$2,750

+3 Damage Damage


Sell Price changes to Cash$1,500

Stealth Mercenary
Level 4 • Cost: Cash$8,000

+3 Range Range

+7 Damage Damage


Sell Price changes to Cash$4,166

Radio Comms
Level 1 • Cost: Cash$600

+2 Range Range

0.225 > 0.175 Firerate Fireate

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$666

Bigger Rifle
Level 2 • Cost: Cash$2,600

0.175 > 0.125 Firerate Fireate

+1 Damage Damage


Sell Price changes to Cash$1,533

Upskill
Level 3 • Cost: Cash$5,000

+3 Range Range

+3 Damage Damage


Sell Price changes to Cash$3,200

Stealth Mercenary
Level 4 • Cost: Cash$10,000

+6 Damage Damage


Sell Price changes to Cash$6,533

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$600 1 0.225 14 4.44 Cash$135
1 Cash$900 1 0.175 17 5.71 Cash$157.5
2 Cash$1,750 2 0.175 17 11.43 Cash$153.13
3 Cash$4,500 5 0.175 17 28.57 Cash$157.5
4 Cash$12,500 12 0.175 20 68.57 Cash$182.29
Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$1,400 2 0.225 15 8.89 Cash$157.5
1 Cash$2,000 2 0.175 17 11.43 Cash$175
2 Cash$4,600 3 0.125 17 24 Cash$191.67
3 Cash$9,600 6 0.125 20 48 Cash$200
4 Cash$19,600 12 0.125 20 96 Cash$204.17

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

Base Statistics

Militant
Cost: Coin500 • Starter • Offense
Cost
Cash$600
Placement Footprint
Average (1.5)
Sell Price
Cash$233
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 1+
Range
Range13
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+
Militant
Cost: Coin500 • Starter • Offense
Cost
Cash$1,400
Placement Footprint
Average (1.5)
Sell Price
Cash$466
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 1+
Range
Range15
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+

Upgrades

Radio Comms
Level 1 • Cost: Cash$150

+4 Range Range

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$300

Field Ops
Level 2 • Cost: Cash$1,050

0.225 > 0.175 Firerate Fireate

+1 Damage Damage


Sell Price changes to Cash$600

Guerrilla Tactics
Level 3 • Cost: Cash$3,125

+3 Damage Damage


Sell Price changes to Cash$1,641

Stealth Mercenary
Level 4 • Cost: Cash$5,750

+2 Range Range

+5 Damage Damage


Sell Price changes to Cash$3,558

Radio Comms
Level 1 • Cost: Cash$600

+2 Range Range

0.225 > 0.175 Firerate Fireate

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$666

Bigger Rifle
Level 2 • Cost: Cash$2,600

0.175 > 0.125 Firerate Fireate

+1 Damage Damage


Sell Price changes to Cash$1,533

Upskill
Level 3 • Cost: Cash$5,000

+3 Range Range

+3 Damage Damage


Sell Price changes to Cash$3,200

Stealth Mercenary
Level 4 • Cost: Cash$10,000

+6 Damage Damage


Sell Price changes to Cash$6,533

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$600 1 0.225 13 4.44 Cash$135
1 Cash$750 1 0.225 17 4.44 Cash$168.75
2 Cash$1,800 2 0.175 17 11.43 Cash$157.5
3 Cash$4,925 5 0.175 17 28.57 Cash$172.38
4 Cash$10,675 10 0.175 19 57.14 Cash$186.81
Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$1,400 2 0.225 15 8.89 Cash$157.5
1 Cash$2,000 2 0.175 17 11.43 Cash$175
2 Cash$4,600 3 0.125 17 24 Cash$191.67
3 Cash$9,600 6 0.125 20 48 Cash$172.79
4 Cash$19,600 12 0.125 20 96 Cash$204.17

Assassin Update (6 August 2025) – Shock and Awe Update (28 January 2026)

Base Statistics

Militant
Cost: Coin500 • Starter • Offense
Cost
Cash$700
Placement Footprint
Average (1.5)
Sell Price
Cash$233
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 1+
Range
Range13
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+
Militant
Cost: Coin500 • Starter • Offense
Cost
Cash$1,400
Placement Footprint
Average (1.5)
Sell Price
Cash$466
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 1+
Range
Range15
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+

Upgrades

Radio Comms
Level 1 • Cost: Cash$200

+3 Range Range

0.225 > 0.2 Firerate Fireate

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$300

Bigger Rifle
Level 2 • Cost: Cash$900

+1 Damage Damage


Sell Price changes to Cash$600

Upskill
Level 3 • Cost: Cash$2,750

+2 Range Range

+2 Damage Damage

0.2 > 0.175 Firerate Fireate


Sell Price changes to Cash$1,516

Stealth Mercenary
Level 4 • Cost: Cash$9,000

+3 Range Range

+8 Damage Damage


Sell Price changes to Cash$4,516

Radio Comms
Level 1 • Cost: Cash$600

+2 Range Range

0.225 > 0.175 Firerate Fireate

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$666

Bigger Rifle
Level 2 • Cost: Cash$2,600

0.175 > 0.125 Firerate Fireate

+1 Damage Damage


Sell Price changes to Cash$1,533

Upskill
Level 3 • Cost: Cash$5,000

+3 Range Range

+3 Damage Damage


Sell Price changes to Cash$3,200

Stealth Mercenary
Level 4 • Cost: Cash$10,000

+6 Damage Damage


Sell Price changes to Cash$6,533

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$700 1 0.225 13 4.44 Cash$157.5
1 Cash$900 1 0.2 16 5 Cash$180
2 Cash$1,800 2 0.2 16 10 Cash$180
3 Cash$4,550 4 0.175 18 22.86 Cash$199.06
4 Cash$13,550 12 0.175 21 68.57 Cash$197.6
Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$1,400 2 0.225 15 8.89 Cash$157.5
1 Cash$2,000 2 0.175 17 11.43 Cash$175
2 Cash$4,600 3 0.125 17 24 Cash$191.67
3 Cash$9,600 6 0.125 20 48 Cash$200
4 Cash$19,600 12 0.125 20 96 Cash$204.17

PVP Update (23 July 2025) – Assassin Update (6 August 2025)

Base Statistics

Militant
Cost: Coin650 • Intermediate • Offense
Cost
Cash$700
Placement Footprint
Average (1.5)
Sell Price
Cash$233
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 1+
Range
Range13
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+
Militant
Cost: Coin650 • Intermediate • Offense
Cost
Cash$1,600
Placement Footprint
Average (1.5)
Sell Price
Cash$533
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 1+
Range
Range16
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+

Upgrades

Radio Comms
Level 1 • Cost: Cash$200

+3 Range Range

0.225 > 0.2 Firerate Fireate

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$300

Bigger Rifle
Level 2 • Cost: Cash$900

+1 Damage Damage


Sell Price changes to Cash$600

Upskill
Level 3 • Cost: Cash$2,750

+2 Range Range

+2 Damage Damage

0.2 > 0.175 Firerate Fireate


Sell Price changes to Cash$1,516

Stealth Mercenary
Level 4 • Cost: Cash$9,000

+3 Range Range

+8 Damage Damage


Sell Price changes to Cash$4,516

Radio Comms
Level 1 • Cost: Cash$700

+2 Range Range

0.225 > 0.175 Firerate Fireate

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$766

Bigger Rifle
Level 2 • Cost: Cash$1,000

+1 Damage Damage


Sell Price changes to Cash$1,100

Upskill
Level 3 • Cost: Cash$3,500

+2 Range Range

+1 Damage Damage

0.175 > 0.125 Firerate Fireate


Sell Price changes to Cash$2,266

Stealth Mercenary
Level 4 • Cost: Cash$10,000

+6 Damage Damage


Sell Price changes to Cash$5,600

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$700 1 0.225 13 4.44 Cash$157.5
1 Cash$900 1 0.2 16 5 Cash$180
2 Cash$1,800 2 0.2 16 10 Cash$180
3 Cash$4,550 4 0.175 18 22.86 Cash$199.06
4 Cash$13,550 12 0.175 21 68.57 Cash$197.6
Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$1,600 2 0.225 16 8.89 Cash$180
1 Cash$2,300 2 0.175 18 11.43 Cash$201.25
2 Cash$3,300 3 0.175 18 17.14 Cash$192.5
3 Cash$6,800 4 0.125 20 32 Cash$212.5
4 Cash$16,800 10 0.125 20 80 Cash$210

26 March 2025 – PVP Update (23 July 2025)

Base Statistics

Militant
Cost: Coin650[1] • Intermediate • Offense
Cost
Cash$700
Placement Footprint
Average (1.5)
Sell Price
Cash$233
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.225
Hidden Detection
Hidden DetectionLevel 1+
Range
Range13
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+

Upgrades

Radio Comms
Level 1 • Cost: Cash$200

+3 Range Range

0.225 > 0.2 Firerate Fireate

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$300

Bigger Rifle
Level 2 • Cost: Cash$900

+1 Damage Damage


Sell Price changes to Cash$600

Upskill
Level 3 • Cost: Cash$2,750

+2 Range Range

+2 Damage Damage

0.2 > 0.175 Firerate Fireate


Sell Price changes to Cash$1,516

Stealth Mercenary
Level 4 • Cost: Cash$9,000

+3 Range Range

+8 Damage Damage


Sell Price changes to Cash$4,516

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$700 1 0.225 13 4.44 Cash$157.5
1 Cash$900 1 0.2 16 5 Cash$180
2 Cash$1,800 2 0.2 16 10 Cash$180
3 Cash$4,550 4 0.175 18 22.86 Cash$199.06
4 Cash$13,550 12 0.175 21 68.57 Cash$197.6

Intermediate Mode Update (3 May 2024) – 26 March 2025

Base Statistics

Militant
Cost: Coin1,500 • Intermediate
Cost
Cash$700
Placement Footprint
Average (1.5)
Sell Price
Cash$233
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.275
Hidden Detection
Hidden DetectionLevel 1+
Range
Range14
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
Flying DetectionLevel 1+

Upgrades

Radio Comms
Level 1 • Cost: Cash$250

+3 Range Range

+Hidden Detection Hidden Detection

+Flying Detection Flying Detection


Sell Price changes to Cash$316

Bigger Rifle
Level 2 • Cost: Cash$1,250

+1 Damage Damage

0.275 > 0.2 Firerate Fireate


Sell Price changes to Cash$733

Upskill
Level 3 • Cost: Cash$3,000

+2 Range Range

+2 Damage Damage

0.2 > 0.175 Firerate Fireate


Sell Price changes to Cash$1,733

Stealth Mercenary
Level 4 • Cost: Cash$7,500

+2 Range Range

+4 Damage Damage


Sell Price changes to Cash$4,233

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$700 1 0.275 14 3.64 Cash$192.5
1 Cash$950 1 0.275 17 3.64 Cash$261.25
2 Cash$2,200 2 0.2 17 10 Cash$220
3 Cash$5,200 4 0.175 19 22.86 Cash$227.5
4 Cash$12,700 8 0.175 21 45.71 Cash$277.81

Entity System Update (12 March 2022) – Intermediate Mode Update (3 May 2024)

Base Statistics

Militant
Cost: Coin1,500[2] • Intermediate
Cost
Cash$800
Placement Footprint
Average (1.5)
Sell Price
Cash$266
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.275
Hidden Detection
Hidden DetectionLevel 1+
Range
Range14
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

Upgrades

Radio Comms
Level 1 • Cost: Cash$250

+3 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$350

Bigger Rifle
Level 2 • Cost: Cash$1,500

+1 Damage Damage

0.275 > 0.225 Firerate Fireate


Sell Price changes to Cash$850

Upskill
Level 3 • Cost: Cash$3,500

+2 Range Range

+2 Damage Damage

0.225 > 0.2 Firerate Fireate


Sell Price changes to Cash$2,016

Stealth Mercenary
Level 4 • Cost: Cash$7,500

+2 Range Range

+3 Damage Damage

0.2 > 0.175 Firerate Fireate


Sell Price changes to Cash$4,516

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$800 1 0.275 14 3.64 Cash$220
1 Cash$1,050 1 0.275 17 3.64 Cash$288.75
2 Cash$2,550 2 0.225 17 8.89 Cash$286.88
3 Cash$6,050 4 0.2 19 20 Cash$302.5
4 Cash$13,550 7 0.175 21 40 Cash$338.75

Solar Eclipse Update (4 December 2021) – Entity System Update (12 March 2022)

Base Statistics

Militant
Cost: Coin2,000
Cost
Cash$750
Placement Footprint
Average
Sell Price
Cash$250
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.23
Hidden Detection
Hidden DetectionLevel 2+
Range
Range10
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Ammo
20
Reload Time
Reload Time2.5

Upgrades

Percise[sic] Aiming
Level 1 • Cost: Cash$200

+2 Range Range


Sell Price changes to Cash$316

Radio Support
Level 2 • Cost: Cash$450

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$466

Sharp Shooter
Level 3 • Cost: Cash$1,800

0.23 > 0.155 Firerate Fireate

2.5 > 1.5 Reload Time Reload Time

+1 Damage Damage

+10 Ammo

Sell Price changes to Cash$1,066

Intense Training
Level 4 • Cost: Cash$4,500

+2 Damage Damage

+1 Range Range


Sell Price changes to Cash$2,566

Statistics

Level Total Price Damage Ammo Firerate Reload Time Range DPS[3] Cost Efficiency
0 Cash$750 1 20 0.23 2.5 10 2.82 Cash$265.98
1 Cash$950 1 20 0.23 2.5 12 2.82 Cash$336.88
2 Cash$1,400 1 20 0.23 2.5 13 2.82 Cash$496.45
3 Cash$3,200 2 30 0.155 1.5 13 9.76 Cash$327.87
4 Cash$7,700 4 30 0.155 1.5 14 19.51 Cash$394.67

Frost Invasion Update (8 May 2021) – Solar Eclipse Update (4 December 2021)

Base Statistics

Militant
Cost: Coin2,000
Cost
Cash$750
Placement Footprint
Average
Sell Price
Cash$250
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.23
Hidden Detection
Hidden DetectionLevel 2+
Range
Range10
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Ammo
20
Reload Time
Reload Time2.5

Upgrades

Percise[sic] Aiming
Level 1 • Cost: Cash$200

+2 Range Range


Sell Price changes to Cash$316

Radio Support
Level 2 • Cost: Cash$450

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$466

Sharp Shooter
Level 3 • Cost: Cash$1,800

0.23 > 0.155 Firerate Fireate

+1 Damage Damage

+12 Ammo

Sell Price changes to Cash$1,066

Intense Training
Level 4 • Cost: Cash$4,500

+2 Damage Damage

+1 Range Range


Sell Price changes to Cash$2,566

Statistics

Level Total Price Damage Ammo Firerate Reload Time Range DPS[3] Cost Efficiency
0 Cash$750 1 18 0.23 2.5 10 2.71 Cash$276.75
1 Cash$950 1 18 0.23 2.5 12 2.71 Cash$350.55
2 Cash$1,400 1 18 0.23 2.5 13 2.71 Cash$516.61
3 Cash$3,200 2 30 0.155 2.5 13 8.39 Cash$381.41
4 Cash$7,700 4 30 0.155 2.5 14 16.78 Cash$458.88

Overhaul Update (29 October 2020) – Frost Invasion Update (8 May 2021)

Base Statistics

Militant
Cost: Coin2,000
Cost
Cash$1,200
Placement Footprint
Average
Sell Price
Cash$400
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.43
Hidden Detection
Hidden DetectionLevel 2+
Range
Range12
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

Upgrades

Percise[sic] Aiming
Level 1 • Cost: Cash$200

+2 Range Range


Sell Price changes to Cash$466

Radio Support
Level 2 • Cost: Cash$450

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$616

Automatic
Level 3 • Cost: Cash$1,200

0.43 > 0.23 Firerate Fireate


Sell Price changes to Cash$1,016

Intense Training
Level 4 • Cost: Cash$3,500

+2 Damage Damage


Sell Price changes to Cash$2,183

Special Forces
Level 5 • Cost: Cash$7,500

+2 Damage Damage

+2 Range Range

0.23 > 0.18 Firerate Fireate


Sell Price changes to Cash$4,683

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$1,200 2 0.43 12 4.65 Cash$258.06
1 Cash$1,400 2 0.43 14 4.65 Cash$301.08
2 Cash$1,850 2 0.43 15 4.65 Cash$397.85
3 Cash$3,050 2 0.23 15 8.7 Cash$350.57
4 Cash$6,550 4 0.23 15 17.39 Cash$376.65
5 Cash$14,050 6 0.18 17 33.33 Cash$421.54

Hardcore Testing (28 August 2020 – 29 October 2020)

Base Statistics

John
Cost: Coin1,000
Cost
Cash$550
Placement Footprint
Average
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.83
Hidden Detection
Hidden DetectionLevel 2+
Range
Range10
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

Upgrades

Laser Sight
Level 1 • Cost: Cash$200

+2 Range Range


Sell Price changes to Cash$250

Improved Handling
Level 2 • Cost: Cash$600

+1 Damage Damage

+Hidden Detection Hidden Detection

0.83 > 0.63 Firerate Fireate


Sell Price changes to Cash$450

Master Chef
Level 3 • Cost: Cash$1,250

+2 Range Range

+2 Damage Damage


Sell Price changes to Cash$866

AUG A1
Level 4 • Cost: Cash$3,500

+3 Range Range

0.63 > 0.23 Firerate Fireate


Sell Price changes to Cash$2,033

A Force to be Reckoned With
Level 5 • Cost: Cash$8,500

+3 Range Range

+2 Damage Damage

+Enraging Shout ability

0.23 > 0.18 Firerate Fireate


Sell Price changes to Cash$4,866

Ability

Enraging Shout
Level 5 • 30s Cooldown

Boosts damage of most towers within range by 30%. Lasts 10 seconds.

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$550 2 0.83 10 2.41 Cash$228.22
1 Cash$750 2 0.83 12 2.41 Cash$311.2
2 Cash$1,350 3 0.63 12 4.76 Cash$283.61
3 Cash$2,600 5 0.63 14 7.94 Cash$327.46
4 Cash$6,100 5 0.23 17 21.74 Cash$280.59
5 Cash$14,600 7 0.18 20 38.88 Cash$375.51

4 March 2020 – Overhaul Update (29 October 2020)

Base Statistics

John
Cost: Coin1,000
Cost
Cash$550
Placement Footprint
Average
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.85
Hidden Detection
Hidden DetectionLevel 2+
Range
Range10
Placement Limit
N/A

Upgrades

Laser Sight
Level 1 • Cost: Cash$200

+2 Range Range


Sell Price changes to Cash$250

Improved Handling
Level 2 • Cost: Cash$600

+1 Damage Damage

+Hidden Detection Hidden Detection

0.85 > 0.65 Firerate Fireate


Sell Price changes to Cash$450

Master Chef
Level 3 • Cost: Cash$1,250

+2 Range Range

+2 Damage Damage


Sell Price changes to Cash$866

AUG A1
Level 4 • Cost: Cash$3,500

+3 Range Range

0.65 > 0.25 Firerate Fireate


Sell Price changes to Cash$2,033

A Force to be Reckoned With
Level 5 • Cost: Cash$8,500

+3 Range Range

+2 Damage Damage

+Gorilla Noises ability

0.25 > 0.2 Firerate Fireate


Sell Price changes to Cash$4,866

Ability

Gorilla Noises
Level 5 • 30s Cooldown

Boosts damage of most towers within range by 30%. Lasts 10 seconds.

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$550 2 0.85 10 2.35 Cash$234.04
1 Cash$750 2 0.85 12 2.35 Cash$319.16
2 Cash$1,350 3 0.65 12 4.62 Cash$292.21
3 Cash$2,600 5 0.65 14 7.69 Cash$338.1
4 Cash$6,100 5 0.25 17 20 Cash$305
5 Cash$14,600 7 0.2 20 35 Cash$417.14

9 November 2019 – 4 March 2020

Base Statistics

John
Cost: Coin1,000
Cost
Cash$575
Placement Footprint
Average
Sell Price
Cash$191
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.85
Hidden Detection
Hidden DetectionLevel 2+
Range
Range12
Placement Limit
N/A

Upgrades

Gloves
Level 1 • Cost: Cash$450

+2 Range Range


Sell Price changes to Cash$341

Laser Sight
Level 2 • Cost: Cash$1,000

+1 Damage Damage

+Hidden Detection Hidden Detection

0.85 > 0.65 Firerate Fireate


Sell Price changes to Cash$675

Light Machine Gun
Level 3 • Cost: Cash$2,400

+2 Range Range

+2 Damage Damage


Sell Price changes to Cash$1,475

Master Chef
Level 4 • Cost: Cash$5,000

+3 Range Range

0.65 > 0.25 Firerate Fireate


Sell Price changes to Cash$3,141

GORILLA SOUNDS
Level 5 • Cost: Cash$10,000

+3 Range Range

+2 Damage Damage

+Gorilla Noises ability


Sell Price changes to Cash$6,475

Ability

Gorilla Noises
Level 5 • 30s Cooldown

Boosts damage of most towers within range by 30%. Lasts 10 seconds.

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$575 2 0.85 12 2.35 Cash$244.68
1 Cash$1,025 2 0.85 14 2.35 Cash$436.17
2 Cash$2,025 3 0.65 14 4.62 Cash$438.31
3 Cash$4,425 5 0.65 16 7.69 Cash$575.42
4 Cash$9,425 5 0.25 19 20 Cash$471.25
5 Cash$19,425 7 0.25 22 28 Cash$693.75

MEGA Update (13 October 2019) – 9 November 2019

Base Statistics

John
Cost: Coin1,000
Cost
Cash$575
Placement Footprint
Average
Sell Price
Cash$191
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.85
Hidden Detection
Hidden DetectionLevel 2+
Range
Range12
Placement Limit
N/A

Upgrades

Gloves
Level 1 • Cost: Cash$450

+2 Range Range


Sell Price changes to Cash$341

Laser Sight
Level 2 • Cost: Cash$1,000

+1 Damage Damage

+Hidden Detection Hidden Detection

0.85 > 0.65 Firerate Fireate


Sell Price changes to Cash$675

Light Machine Gun
Level 3 • Cost: Cash$2,400

+2 Range Range

+1 Damage Damage


Sell Price changes to Cash$1,475

Master Chef
Level 4 • Cost: Cash$5,000

+3 Range Range

0.65 > 0.25 Firerate Fireate


Sell Price changes to Cash$3,141

GORILLA SOUNDS
Level 5 • Cost: Cash$10,000

+3 Range Range

+2 Damage Damage

+Gorilla Noises ability


Sell Price changes to Cash$6,475

Ability

Gorilla Noises
Level 5 • 30s Cooldown

Boosts damage of most towers within range by 30%. Lasts 10 seconds.

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$575 2 0.85 12 2.35 Cash$244.68
1 Cash$1,025 2 0.85 14 2.35 Cash$436.17
2 Cash$2,025 3 0.65 14 4.62 Cash$438.31
3 Cash$4,425 4 0.65 16 6.15 Cash$719.51
4 Cash$9,425 4 0.25 19 16 Cash$589.06
5 Cash$19,425 6 0.25 22 24 Cash$809.38

1 July 2019 – MEGA Update (13 October 2019)

Base Statistics

John
Cost: Coin1,000
Cost
Cash$575
Placement Footprint
Average
Sell Price
Cash$143
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.85
Hidden Detection
Hidden DetectionLevel 2+
Range
Range12
Placement Limit
N/A

Upgrades

N/A
Level 1 • Cost: Cash$450

+2 Range Range


Sell Price changes to Cash$256

N/A
Level 2 • Cost: Cash$1,400

+1 Damage Damage

+Hidden Detection Hidden Detection

0.85 > 0.65 Firerate Fireate


Sell Price changes to Cash$606

N/A
Level 3 • Cost: Cash$3,250

+2 Range Range

+1 Damage Damage


Sell Price changes to Cash$1,418

N/A
Level 4 • Cost: Cash$6,200

+3 Range Range

0.65 > 0.25 Firerate Fireate


Sell Price changes to Cash$2,968

N/A
Level 5 • Cost: Cash$10,000

+3 Range Range

+2 Damage Damage

+Gorilla Noises ability


Sell Price changes to Cash$5,468

Ability

Gorilla Noises
Level 5 • Cash$100 • 65s Cooldown

Boosts damage of most towers within range by 50%. Lasts 5 seconds.

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$575 2 0.85 12 2.35 Cash$244.68
1 Cash$1,025 2 0.85 14 2.35 Cash$436.17
2 Cash$2,425 3 0.65 14 4.62 Cash$524.89
3 Cash$5,675 4 0.65 16 6.15 Cash$914.63
4 Cash$11,875 4 0.25 19 16 Cash$742.19
5 Cash$21,825 6 0.25 22 24 Cash$911.46

24 June 2019 – 1 July 2019

Base Statistics

John
Cost: Code
Cost
Cash$575
Placement Footprint
Average
Sell Price
Cash$143
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.85
Hidden Detection
Hidden DetectionLevel 2+
Range
Range12
Placement Limit
N/A

Upgrades

N/A
Level 1 • Cost: Cash$450

+2 Range Range


Sell Price changes to Cash$256

N/A
Level 2 • Cost: Cash$1,400

+1 Damage Damage

+Hidden Detection Hidden Detection

0.85 > 0.65 Firerate Fireate


Sell Price changes to Cash$606

N/A
Level 3 • Cost: Cash$3,200

+2 Range Range

+1 Damage Damage


Sell Price changes to Cash$1,418

N/A
Level 4 • Cost: Cash$8,200

+3 Range Range

0.65 > 0.25 Firerate Fireate


Sell Price changes to Cash$3,468

N/A
Level 5 • Cost: Cash$16,000

+3 Range Range

+2 Damage Damage

+Gorilla Noises ability


Sell Price changes to Cash$7,468

Ability

Gorilla Noises
Level 5 • Cash$100 • 65s Cooldown

Boosts damage of most towers within range by 50%. Lasts 5 seconds.

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$575 2 0.85 12 2.35 Cash$244.68
1 Cash$1,025 2 0.85 14 2.35 Cash$436.17
2 Cash$2,425 3 0.65 14 4.62 Cash$524.89
3 Cash$5,675 4 0.65 16 6.15 Cash$914.63
4 Cash$13,875 4 0.25 19 16 Cash$867.19
5 Cash$29,875 6 0.25 22 24 Cash$1,244.79

16 June 2019 – 24 June 2019

Base Statistics

John
Cost: Code
Cost
Cash$575
Placement Footprint
Average
Sell Price
Cash$143
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.85
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Placement Limit
N/A

Upgrades

N/A
Level 1 • Cost: Cash$450

+2 Range Range


Sell Price changes to Cash$256

N/A
Level 2 • Cost: Cash$1,400

+1 Damage Damage

+Hidden Detection Hidden Detection

0.85 > 0.65 Firerate Fireate


Sell Price changes to Cash$606

N/A
Level 3 • Cost: Cash$3,250

+2 Range Range

+1 Damage Damage


Sell Price changes to Cash$1,418

N/A
Level 4 • Cost: Cash$8,200

+3 Range Range

0.65 > 0.25 Firerate Fireate


Sell Price changes to Cash$3,468

N/A
Level 5 • Cost: Cash$12,000

+3 Range Range

+2 Damage Damage

+Gorilla Noises ability


Sell Price changes to Cash$6,468

Ability

Gorilla Noises
Level 5 • 65s Cooldown

Boosts damage of most towers within range by 20%. Lasts 5 seconds.

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$575 2 0.85 7 2.35 Cash$244.68
1 Cash$1,025 2 0.85 9 2.35 Cash$436.17
2 Cash$2,425 3 0.65 9 4.62 Cash$524.89
3 Cash$5,675 4 0.65 11 6.15 Cash$914.63
4 Cash$13,875 4 0.25 14 16 Cash$867.19
5 Cash$25,875 6 0.25 17 24 Cash$1,078.13

Notes

  1. ↑ Prior to the 25th of June 2025, it had a cost of Coin1,500.
  2. ↑ Prior to the 21st of December 2023, it had a cost of Coin2,000.
  3. ↑ 3.0 3.1 DPS is calculated as (Damage × Ammo) ÷ (Reload Time + (Firerate × Ammo)).


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